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Sculpt mode lags after loading the file if it was saved zoomed in Operating system: Linux-5.8.0-7630-generic-x86_64-with-debian-bullseye-sid 64 Bits Graphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 455.38 Broken: version: 2.92.0 Alpha Worked: idk If you load/save the file zoomed in on the model then sculpt mode severely lags while sculpting. If you zoom out after loading/saving to load the whole model the lag disappears. [2020-12-15 19-57-43.mp4](2020-12-15_19-57-43.mp4) 1. Subdivide a sphere 7 times 2. Zoom in on the sphere so that most of it isnt in view 3. Save and reload 4. Try sculpting on the visible surface 5. Notice lag 6. Zoom out so the whole sphere is in view 7. Try sculpting again.
[ "Subdivision Surface Modifier slow when animation started with EEVEE\nOperating system: Linux (Debian bullseye)\nGraphics card: Nvidia Geforce GTX 1070\n\nBroken: 2.80 up to current master (d3cda49d143)\nWorked: Never\n\nThe performance wildly varies when Workbench shading is used and EEVEE shading is used when the animation starts.\nBasically if EEVEE is used and the timeline is reset and played it will have half the framerate than when Workbench is\nused when the timeline was reset. I first though this was a problem with EEVEE but as it turns out, when the animation\nruns with Workbench and it is switched to EEVEE while it is running it will have the same good performance with EEVEE.\nFor more testing I included instructions in the blend file to show the problem. Similar to solid viewport shading, undo also\nincreases performance (see instructions in the blend file).\n\nI file this as a bug even if its about performance because it seems like the limit is not my computing power here.\n\n[slow_subdiv.blend](slow_subdiv.blend)\n\n- Open file\n- Start playback with Solid Shading and remember the framerate\n- Go into Material Preview Shading\n- Reset the timeline with Shift+Left Arrow\n# Start playback\nframerate is only half of the framerate we started with\n- Go back into Solid Shading\n- Reset the timeline with Shift+Left Arrow\n# Start playback and while running select Material Preview Shading\nframerate stays roughly the same, but as soon as it gets to the end frame and loops it will go down again\n- Stay in Material Preview Shading\n- Deselect the object\n- Reset the timeline with Shift+Left Arrow\n- Start playback and press Ctrl+Z to undo the selection, note that before pressing Ctrl+Z\nframerate is what we started with.", "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", "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", "GPencil: Materials' preview thumbnails cause heavy lag when updating\nOperating system: Windows 10\nGraphics card: RTX 3070 FE\n\nBroken: 3.2.1 RC\nWorked: n/a\n\n![image.png](image.png)\n\nAny action that requires the refreshing of your Grease Pencil materials' thumbnails (isolate/hide materials, etc.) causes major lag until the thumbnails are finished refreshing. The more materials your GP object has, the longer the lag. Sometimes the lag is so bad, that it makes the sound buffer skip while the thumbnails refresh.\n\n\n**Video Explanation**\nwatch?v=5KAWsJkIeRY\n\n\n**Steps to Reproduce**\nCreate a GP object and add 10-20 unique materials\nClick one of the \"Isolate Material\" buttons, and start drawing/moving strokes. You will notice extreme lag until all of the little circle thumbnails are finished updating. \n\nTest File:\n[#99361.blend](T99361.blend)", "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.", "Cycles does not render geo with Multires modifier while in Sculpt mode\nOperating system: Windows 10, Linux\nGraphics card: Nvidia GTX 960\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\nWorked: (optional)\n\nAdding a Multires modifier with the Sculpt parameter > 0 (to further develop the model I'm working on) makes the geo disappear when using Cycles in the viewport, while in Sculpt Mode. As a first time Blender user, I'm not sure if this is the expected behaviour for this. I have checked with other users and they can reproduce the error. \n\nIt would be useful to render in viewport without leaving Sculpt Mode.\n\nCreate a geometry. Add a Multires modifier. Set Sculpt to a value greater than 0. Enter Sculpt Mode. Change the viewport render from Eevee to Cycles. The geometry disappears on rendering. I have a sample of the problem in this tweet I published several hours ago: 1150657198374080512\n\nThanks!", "Save dialogue display performance issue on macOS\nOperating system: Darwin-19.4.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 560 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.8.24\n\nBroken: version: 2.83.0 Beta\nWorked: 2.80 less slow, *2.79 best*\n\nWhen calling the Save dialogue with Ctrl+S, the user has to wait for almost one second for the dialogue to appear and be functional. \nFurther, the file name field seems to appear with a delay, causing the interface to adjust - creating visual noise.\n\nOpen a new file. Save the file.\n\n", "Subsurface scatering does not indirectly affect diffuse.\nHello,\nI've noticed an oddity: materials with SSS are considered totally opaque, but only for the diffuse aspect, but remain visible for glossy surfaces ;\n\n![SSS_anomaly.png](attachment)\n\n\nIt looks like a limitation, but it doesn't seem to be listed anywhere :\n\n-0df9b2c715\n-sss.html\n\nMaterials, such as ivory, jade, marble, rubber or skin, will produce variable results.\n\nIf this is a limitation, it's strange that it's only on the diffuse component and not the glossy one.\n\nSo it looks like a bug.\n\nThanks for reading, and sorry about my bad English.\n\n\nOperating system: Windows 11\nGraphics card: nvidia 2080ti\n\nBroken: 3.6\nWorked: none ?\n\n\nLoad SssPasstrought.blend , render\n\n", "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", "Crosshair cursor is too small when sculpting on 4k resolution.\nOperating system: Linux-5.4.0-48-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.66\n\nBroken: version: 2.91.0 Alpha\n\nOn 4k monitor, while sculpting, the cursor is barely visible.\nIf the mesh is grey/white, you cant see the cursor.\nSame on Vertex Paint and Weight Paint modes.\n\nwatch?v=fpADGvD47hE\n\n- On Edit Mode however the cursor is big and quite visible.\n", "The object is not zoomed in Sculpt Mode when you click on Frame Selected\nOperating system: Windows-10-10.0.14393-SP0 64 Bits\nGraphics card: Intel(R) UHD Graphics 630 Intel 4.5.0 - Build 23.20.16.4944\n\nBroken: version: 2.91.0\n\nI don't know if it's a bug or if it should be. In Object Mode, when you click on Frame Selected, the object is centered and zoomed to the full screen, but in Sculpt Mode, the object is only centered on the screen, but not zoomed.\n\n[Frame_Selected.mp4](Frame_Selected.mp4)", "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", "File thumbnails don't always show rendered result\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.66\n\nBroken: version: 2.81 (sub 16)\n\nBlender doesn't save previews that look as the eevee (or cycles) render when using a camera.\n\nUse a file with a camera, save while rendered mode is on, and it will look like workbench mode.\nDelete the camera, it will save as the mode is displayed and will do as rendered if that's what you have.", "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", "Sculpted models in Solid or Wireframe viewports do not update in other Material or Rendered viewports when changes are undone (Undo). This can cause a desync that the artist may not notice until it's too late.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.50\n\nBroken: version: 2.90.0\n\nSuppose there are two viewports, one in Material Preview or Rendered shading mode and the second viewport in Solid or Wireframe shading. I sculpt the mesh in the Solid or Wireframe (I don't sculpt in Wireframe at all, but this problem occurs in that mode as well) viewport and then undo the changes, but the undo does not update the model in the Material Preview or Rendered viewports.\n\nWhy I sculpt this way and why this error (or by design) is problematic and annoying:\n- I can see the topology much better in Solid shading with matcaps. However, I also want to be able to see how the sculpt looks under more finalized lighting settings in real-time while I edit and experiment with different sculpting or placement of facial features, for example.\n- I am constantly undoing brush strokes in a sort of error-correction method of sculpting. Naturally, reducing undoing strokes would be more efficient overall, but not being able to see the reverted mesh from undoing strokes absolutely debillitates confidence of an artist when they're suddenly not working on the most updated model.\n- This can cause bad sculpting errors as one looks from one viewport to the other to \"sanity check\" or simply check progress and be fooled into thinking that the models are synced, when they're actually desynced. The artist might not notice this and continue sculpting, which will update both views again, but it can cause unintentional sculpting errors.\n\nI'm not sure if this was a conscious design choice (2.82 also has this problem. I did not test pre-2.79 versions), but if it was, it makes absolutely no sense why there is even the possibility of anything desyncing between viewports, no matter how the artist works. It just makes me question all the time whether or not me activating Undo actually did anything at all, which causes even more frustration.\n\n1) Create a sphere.\n2) Split window into two viewports.\n3) Change shading mode of one viewport to either Material Preview or Rendered and the other viewport to Solid or Wireframe.\n4) Sculpt sphere in solid mode.\n5) Ctrl+Z to Undo.\n6) Undo is not updated in Material Preview or Rendered viewports.\n\n\n" ]
[ "Sculpt mode. Performance issues after enable/disable dyntopo with zoom \n{[F8711949](2020-07-21_21-01-12.mp4)}Operating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 2.90.0 Alpha\nSame issue with blender-2.90.0-731d9f0bfa40-windows64 and 2.83.2 release\n\n\n1. Grab brush do not use dyntopo even in dyntopo mode as you know. But it start to work very slow with dyntopo sometimes even without zoom.\n2. After I switch off dyntopo back, all brushes start to work very slow. \n\nSo to reproduce:\n1. Zoom in to heavy mesh. \n2. Check speed of brushes on it.\n3. Switch to dyntopo, use grab a little.\n4. Switch back, check performance again.\n\nI assume, that problems caused by dynamic mesh load/unload.\nPlease make it optional. It causes low fps, especially on dyntopo zooms." ]
Change Displacement Scale and have Adaptive Subdivision Crashes Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.09 Broken: version: 2.92.0 Alpha Worked: 2.91.0, commit date: 2020-11-19, hash: `dca36a8ec9` When changing the Displacement Scale (Shader Editor) and have the Subdivision modifier set on "Adaptive Subdivision" mode, crashes the Blender. I have included the scene, so open the file and start from step 5. But tell how to do it from scratch. 1. Start with default cube scene. 2. Set Render Properties to Cycle and Experimental. 3. Go to shading tab when having cube selected. 3.1 Add a Displacement Node. 3.1 Add Voronoi Texture Node (Default settings) and connect the "Distance" output to Principled BSDF "Base Color" and to the Displacement node input "Height". 3.3 Connect Displacement Nodes output to Material Output Nodes input " Displacement. 4. Set Displacement to "Displacement and Bump" in Material Properties-Displacement-Settings 5. Add a Subdivision modifier to the cube. Turn on Adaptive Subdivision" 6. Set Viewport to Redering mode. 7. Adjust the Scale on Displacement Node in the Shader Editor. 8. CRASH. ;) [Blender Crash - Adaptive Subdivision and Displacement.blend](Blender_Crash_-_Adaptive_Subdivision_and_Displacement.blend)
[ "Crash creating \"position\" attribute with the wrong type while in Edit mode\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.41\n\nBroken: 3.5.0 and 3.6.0 Alpha\nWorked:\n\nWhile in Edit mode, attempting to create an attribute called `\"position\"` that has type not set to `\"FLOAT_VECTOR\"` will crash Blender.\n\nI couldn't get any other attributes to crash when added while in Edit mode.\nCreating the `\"position\"` attribute with the correct type, but incorrect domain does not cause a crash either.\n\nI can't imagine a use case for users wanting to do this, but it came up while I was determining the extent of 107228 and isn't really the same issue.\n\n1. Select a mesh object\n1. Enter Edit Mode\n1. Either:\n 1. Run `bpy.context.object.data.attributes.new(\"position\", \"FLOAT\", \"POINT\")` from the Python Console\n 1. Create a new attribute called \"position\" using the `bpy.ops.geometry.attribute_add` operator and set the `Data Type` to anything other than `Vector`: ![image](attachment)", "Crash 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.", "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)", "Crashing/unexpected results while rendering custom Node-defined volumetric materials\nOperating system: Linux-5.6.0-2-amd64-x86_64-with-glibc2.29 64 Bits\nGraphics card: AMD Radeon (TM) RX 470 Graphics (POLARIS10, DRM 3.36.0, 5.6.0-2-amd64, LLVM 10.0.0) X.Org 4.6 (Core Profile) Mesa 20.0.7\n\nBroken: version: 2.91.0 Alpha\nWorked: Never\n\nWhen rendering the attached .blend file, Blender frequently crashes or at the very least fails to render properly. It seems to be something to do with the materials I've defined for Evee to use.\n![rendering-difference.png](rendering-difference.png)\n\n[#79682.blend](T79682.blend)\n- Open file\n- Render animation", "Modifier changes to support sub-panels for Geometry Nodes\nThis is a follow up of #108649\n\n", "Blender crashes when using bpy.ops.view3d.view_orbit with a custom context\nOperating system: Linux-5.15.11-arch2-1-x86_64-with-glibc2.33 64 Bits\nGraphics card: AMD RENOIR (DRM 3.42.0, 5.15.11-arch2-1, LLVM 13.0.0) AMD 4.6 (Core Profile) Mesa 21.3.2\n\nAlso tested on WIndows:\n\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: AMD Radeon(TM) Graphics ATI Technologies Inc. 4.5.14756 Core Profile Context 20.40.32 27.20.14032.8\n\nBroken (Linux): version: 3.0.0\nBroken (Windows): version: 3.0.0\nWorked: Never, the crash happens in 2.7 and 2.6 doesn't seem to support the override thing (I haven't tested subversions)\n\nBlender crashes when using `bpy.ops.view3d.view_orbit` with a custom context\n\nRun this in the Python console:\n```\narea = [n for n in bpy.context.screen.areas if n.type == \"VIEW_3D\"][0]\noverride = bpy.context.copy()\noverride['area'] = area\nbpy.ops.view3d.view_orbit(override, type='ORBITLEFT')\n```\n\n[blender.crash.txt](blender.crash.txt)", "Using \"Rebuild Subdivisions\" in Multires modifier on hires mesh returns an error: Not valid subdivisions found to rebuild lower levels\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.47\n\nBroken: version: 3.0.0\nWorked: IDK, first time user\n\nUsing \"Rebuild Subdivisions\" in Multires modifier on hires mesh returns an error: Not valid subdivisions found to rebuild lower levels\n[Head_Subdiv_Error.blend](Head_Subdiv_Error.blend)\n1. In the attached file add Multires modifier to the Head mesh\n2. Click Rebuild Subdivisions\n3. An error should be reproduced.\n\n", "Crash when change material on render with python\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.79\n\nBroken: version: 2.8+, 2.9 - 2.93.0 Alpha\n\nHey :)\nI’m trying to change material on a few objects during \"frame change\" with python.\nIn a viewport everything works fine but during Animation Rendering(cycles or eevee) it crashes immediately or a few frames later.\nMy system can’t handle more than 500 cubes.\n![change_mat.gif](change_mat.gif)\n\n- Open \"change_mat.blend\"\n- Run script \"change_mat\" from Text Editor\n- Change Frame in Time-Line (0,1,2) // All cubes in the scene/viewport change their active material (Red, Green, Blue)\n- Press \"Render Animation\" => Crash // If it does not crash then duplicate more cubes\n\n[change_mat.blend](change_mat.blend)\n[change_mat.crash.txt](change_mat.crash.txt)\n\nMany Thanks!\n", "crash when alt+LMB to change custom properties of different bones\nOperating system: macOS-10.14.6-x86_64-i386-64bit 64 Bits\nGraphics card: Intel(R) Iris(TM) Plus Graphics 655 Intel Inc. 4.1 INTEL-12.10.25\n\nBroken: version: 3.0.0 Alpha\nBroken version: 2.92\n\nWorked: 2.83.17 (`fb67495c7f`)\n\nI have two bones A and B, A has a custom property name 'a', B has none, in pose mode, select B and shift select A, press alt+LMB click and slide to change the custom property 'a', crash happens every time. If B has a custom property but with a different name, crash happens as well\n\nI know this operation doesn't make sense, you can't change a property that doesn't exist on some of the selected objects, but sometimes irrelevant bones are selected unintentionally, and crashes are annoying, if properties don't exist just do nothing\n\n- Open .blend file\n- Select Bone `A` and add a custom property\n- Select bone B then {key Shift LMB} to select bone A\n- Edit custom property value with {key Alt LMB drag}\n[#90732.blend](T90732.blend)", "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", "Generated Texture Coordinate Node In Shader Creates Broken Pattern Upon Applying Subdivision After Armature Modifier \nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.3.1\nWorked: Blender 3.2\n\nWhen I use the Generated value of a Texture Coordinate node, and have a modifier stack with an Armature above and a Subdivision below, it creates a really weird result [broke.blend](broke.blend)\n\n\n - Check the .blend file and simply activate the Subdivision modifier on the model\n![exhibit_1.PNG](exhibit_1.PNG)\n\n![exhibit_2.PNG](exhibit_2.PNG)\n\n![exhibit_3.PNG](exhibit_3.PNG)", "Subdivision Surface: Out of memory exception in in post 2.79 versions\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: version: 2.90.0\nWorked: (2.79)\n\nWhen rendering a displacement heavy blend file, We consistently get out of memory exception in blender 2.8x and 2.9.\n\n - Open the attached blend file.\n - Click F12 (Render Image).\n # Wait till it crashes (approximately 6min).\n\nMore info about this blend file:\n```\nResolution: 650px by 650px\nCycles: 10\nAll polygons are triangles.\nOne material with a displacement map on all objects.\nSubdivision modifier with Catmull Clark with 1.0 adaptive value, on all 3 objects.\nSimplify->Render->Maximum Subdivion is equal to 2.\nSimplify->Render->Texture Limit is equal to 8192.\nSimplify->Viewport->Maximum Subdivion is equal to 0.\n```\n\n[Bug-Upload(2.79).blend](Bug-Upload_2.79_.blend)", "Segmentation fault when selecting context.area.type before applying operator (scripting)\nOS: Ubuntu 16.04.4 LTS\nHW: Dell XPS 9550 notebook, using Intel HD GPU (nvidia deactivted)\n\nBroken: 2.83\n\nExecuting the operator `bpy.ops.transform.translate` causes a crash if `bpy.context.area.type` is set manually before.\nCrash in `setTransformViewMatrices` because `t->ar->regiondata` is `NULL`\n\nRunning the following script causes the crash:\n```\nimport bpy\nimport bmesh\n\n# Create object\nbpy.ops.mesh.primitive_plane_add(size=1, enter_editmode=False, location=(0, 0, 0))\n\n# Enter edit mode\nbpy.context.area.type = 'VIEW_3D' # If this is not set, crash does not occur\nbpy.ops.object.mode_set(mode='EDIT', toggle=False)\n\n# Modify vertices\nmesh = bmesh.from_edit_mesh(bpy.context.active_object.data)\nmesh.verts.ensure_lookup_table()\nmesh.verts[0].select = True\n\n# Next call causes crash:\nbpy.ops.transform.translate(value=(0, 0, 1), constraint_axis=(False, False, True),\n mirror=False, use_proportional_edit=True,\n proportional_edit_falloff='SHARP')\n```\n", "Adjust modifier values when using \"Apply scale\"\nThis feature request was discussed with Campbell Barton during meeting 2021-02-23\n\nWhen using \"Apply scale\", the modifier values are not adjusted if the object scale is not [1,1,1]. I would like to suggest that the operator \"Apply scale\" iterates through all modifiers of the selected objects and adjusts all values related to scale\n\nFor example\nBevel modifier - Amount\nDisplace - Strength\nData transfer - max distance, ray radius\nUV project - Scale X, Scale Y, \netc\n\n---\n\nCurrent behaviour\n{[F9849514](image.png), height = 700}\n\n---\n\nDesired behaviour\n{[F9849529](image.png), height = 700}\n\n---\n\nsuggested Operator mockup\n\n{[F9852183](image.png), height = 300}", "Irradiance volume Distance should not be affected by scale\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 416.34\n\nBroken: version: 2.80 (sub 51)\nWorked: N/A\n\nWhen you scale the Irradiance Volume to the size of a room (e.g. 6m x 4m x 2.4m), then the Distance is scaled too, and hence scaled non proportionally.\n\nFurthermore I expected the Distance to represent an actual Distance, in particular because it expressed as one (e.g. 1 metre).\n\n\n1. Create a Cube which will be sized to be a room. Set Dimensions to X=6m, Y=4m, Z=2.4m. (This is just to compare against the irradiance volume.)\n2. Create an Irradiance Volume. Scale to X=2, Y=1.2, Z=1. Set Irradiance Distance to 1m\n3. Observe that the Irradiance volume now overlaps the Cube, and that due to the non-proportional scaling there is more irradiance influence in the X direction compared to Z.\n\nWhy does this matter? I would think that for architectural scenes you probably want to carefully control the irradiance volume influence distance so that indirect lighting does not extend through the wall into an adjoining room. Furthermore you do want to ensure the irradiance volume does correctly overlap the walls, and in some cases it might be important to position the irradiance probes close to the wall. Using the current non-proportional scaling, and the Distance that is actually a factor it is hard to achieve this.\n\n\nNote if I import a file from 2.79 where the units were set to centimetres then unit scale is set to 0.01. This means that the Irradiance Volume requires massive scaling to get it to the correct size (e.g. 200, 120, 100) - hence the Distance must be set to a very small number - specifically 0.01m.\nI note that if I create a file in 2.80 then when setting the Length to Centimetres it does not change the Unit Scale. So perhaps this is now handled better.\n\nBased on the default startup or an attached .blend file (as simple as possible).\nI can't see where to do this - however the blend file is not particularly important." ]
[ "Crash When Adding Material To a plane with Addabtive SubD Enabled [Cycles]\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: Bisect points to 88bb29dea6\n\n\nCrash When Adding 4K Material With a Displacement node to a plane with an Adaptive Subdivisions Enabled in Subdivisions Modifier, and trying to rotate the plane, once rotated it crashes.\n\n1. Enable Cycles Render\n2. Enable Experimental \n3. Choose GPU Compute and enable Adaptive Sampling\n4. Open Setting and Choose Cuda [Check both GPU + CPU]\n5. Create a Plane\n6. Add a Subdivions Modifier to the plane \n7. Choose Simple and check adaptive Subdivion and dicing scale =1\n8. Add a 4K Material with a Displacement node ( Displacement node is the cause of the crash)\n9. Go to Rendered View\n10. Try to move or rotate the plane\n11.Crash\n\n[Crash Test.zip](Crash_Test.zip)\n\n\n" ]
Crash after undo with linked scene Broken: (2.77.1 7da189b, see splash screen) Worked: (2.76) Undoing in a scene with the following setup causes a crash. * "link_obj.blend" and "link_obj.2.blend" are linked as groups into "MULTI_link.blend" * "MULTI_link.blend" is linked as a scene into "CRASHME.blend" * only if more than one group is linked into "MULTI_link" the crash happens [CRASHreport_277a.zip](CRASHreport_277a.zip) Select the cube, move it around, undo. The file should stop display some instances and then crash.
[ "Blender 3.2 crashes on opening a specific file\nOperating system: Windows 11\nGraphics card: RTX 3060\n\nBroken: 3.2.0\nWorked: unknown\n\n**problem**\nBlender immediately crashes when opening the file steam_engine.blend\n\nThe latest object I was working on, was UV-unwrapping a mesh which I think I called 'greenthingy' or something like that. There was no crash prior to re-opening the file. I attach the file (hope it's not too big and apologies for the mess...). crash report and system_info.\n\n[blender_debug_output.txt](blender_debug_output.txt)\n\n[blender_system_info.txt](blender_system_info.txt)\n\n[steam_engine.crash.txt](steam_engine.crash.txt)\n\n**Steps for others to reproduce the error**\n[steam_engine.blend](steam_engine.blend)\n[#99105.blend](T99105.blend)\n\nAfter opening `steam_engine.blend` file Blender crashes. \n`#99105.blend` is same file as `steam_engine.blend`, but material preview panel has beeen collapsed. This file does not crash. Interestingly it does not crash even when panel is re-opened. Tested with GPU and CPU\n", "Reopening file with cleared LibOverrides restores override state\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.99\n\nBroken: version: 4.0.0 Alpha\n\n`Library Override > Clear > Selected` or `Selected & Content` can set overridden hierarchies to a linked state, where collection is overridden, but contained object isn't. On reopening of .blend file, the object is overridden again.\n\n- Download both attached blend files, open linking.blend\n- In the outliner, right click on the object named 'Parent' and select `Library Override > Clear > Selected & Content`\n- Notice how the object and its children revert to a state of purely linked with no library override defined\n![screenshot.png](attachment)\n- Save and reopen .blend file\n\nThe Parent object is overridden again.\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", "Toggle to Edit Mode call error when the Blender use linked a object data from another file\nOperating system: Linux 5.10.2\nGraphics card: Intel Haswel (4-th Gen ) HD Graphics 4600\n\nBroken: 2.92\n\n\nToggle to Edit Mode call error when the Blender use linked a object data from another file\n\n\n1) Create any object in a scene and save this file \n2) Create a new blend file and link the object from previous saved a file with `File` → `Link..` and then select this object.\n3) Then convert linked object to local object with `Object` → `Relations` → `Make Local...` → `Selected Objects`\n4) Select the object and press Tab that go to Edit Mode. \n5) Error - Unable to execute 'Toggle Editmode', error changing modes\n\nor download both files and then open linked.blend:\n\n[source.blend](source.blend)\n[linked.blend](linked.blend)\n\n![Screenshot_20201224_154148.png](Screenshot_20201224_154148.png)", "Usability issues with old group operators\nBroken: 2.79, 2.8x\n\n\nWhen using linked objects, all the Group commands [Remove From Group / Remove From All Groups / Add Selected To Active Group / Remove Selected From Active Group] except [Create New Group (Ctrl G)], do nothing\n\n\nIn my particular usage, I link a scene from one file into my main scene, afterwards I create a [New scene with Link Objects] from the Linked scene. \n\n [GroupsFail.blend](GroupsFail.blend)\n [GroupsFail-MainScene.blend](GroupsFail-MainScene.blend)\n\nI can Create Groups by selected objects, and I can remove the group from the object in the Object Properties tab but the only way to remove multiple groups is through python script or deleting the group itself.\n\nSince this report is used to more generally handle issues with the old group operators and other reports have already been merged here, will also list these:\n- Ctrl G is placing new collections inside \"Orphan Data\"", "Assigning shortcut to Sequencer data is wrongly 'hooked' the Scene instead of Scene's VSE data\nThis error shows all the time when I right click on the viewscreen, and I have to right click and press ESC, so the message disappears and I keep working this way, right click, a message appears, ESC.\nIt suddenly started to happen and even deleting and downloading blender again, even with the other 2.8 version it happens.\n\nThank you, I love your work guys\nJust trying to help\n\nOperating system: Windows 10 Home, Core i7 - 7500U @ 2.70GHz, 8.00 GB RAM\nGraphics card: AMD Radeon R7 M440 32GB, 4.00 Gbps\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\nWorked: (optional) ", "crash when 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 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", "Creating Lattice object with script with {\"REGISTER\", \"UNDO\"} if parameters was changed in Undo window and mesh was in Edit mode - undo last changes to the mesh or last action\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1650 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.51\n\nBroken: version: 2.93.1\n\n{\"REGISTER\", \"UNDO\"} also undo last action if parameters was changed in \"Adjust last action\" pannel and mesh was in Edit mode.\n\n[Register_Undo_Issue.mp4](Register_Undo_Issue.mp4)\n\n[REGISTER_UNDO_in_EDIT_Mode.blend](REGISTER_UNDO_in_EDIT_Mode.blend)\n\n", "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", "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", "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", "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)", "Unable to fix broken linked IDs when renamed in libfile\nWindows 10\nWindows 7 x64\n\nWorked: 2.82\nBroken: 2.83.0\n\nCant rename linked collection. Error: Cannot edit external library data\n\nDefault Blender setup (first file lets call it assets.blend)\nCreate a collection and name it \"Test\" \nCreate a cube and move it to \"Test\" collection\nSave the file\n\nCreate another file (lets call it level.blend)\nLink the \"test\" collection from the assets.blend\nCheck all linking options before hiting link\nSave the file\n\nNow open assets.blend again and rename \"Test\" collection to \"Cube\"\nAnd save it again.\n\nOpen level.blend\nA message appears that link is broken\nGo to Outliner and change Display mode to Blender File\nNow go down to the linked collection\nDouble click broken collection to rename it\nError message appears \"Cannot edit external library data\"\n\nRenaming linked collections works fine in 2.82\n", "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 report - (after multiple ctrl Z)\nProcess: blender [3434]\nPath: /Applications/blender.app/Contents/MacOS/blender\nIdentifier: org.blenderfoundation.blender\nVersion: 2.76 (2.76, 2015-Nov-04, Blender Foundation)\nCode Type: X86-64 (Native)\nParent Process: ??? [1]\nResponsible: blender [3434]\nUser ID: 501\n\nDate/Time: 2016-05-10 14:49:51.843 -0700\nOS Version: Mac OS X 10.10.5 (14F27)\nReport Version: 11\nAnonymous UUID: F4651481-88D4-3090-26C6-B093F04D1D56\n\nSleep/Wake UUID: A590AC97-9958-4889-A0D7-390D420FFE42\n\nTime Awake Since Boot: 120000 seconds\nTime Since Wake: 4600 seconds\n\nCrashed Thread: 1\n\nException Type: EXC_CRASH (SIGSEGV)\nException Codes: 0x0000000000000000, 0x0000000000000000\n\nThread 0:: Dispatch queue: com.apple.main-thread\n0 libdispatch.dylib \t0x00007fff8899e804 _dispatch_dispose + 79\n1 libdispatch.dylib \t0x00007fff8899e789 -[OS_dispatch_object _xref_dispose] + 48\n2 com.apple.driver.AppleIntelHD5000GraphicsGLDriver\t0x0000000110592d40 USC::IM_Shader::~IM_Shader() + 34\n3 com.apple.driver.AppleIntelHD5000GraphicsGLDriver\t0x0000000110552a38 freeShader(ShaderInfoRec*) + 188\n4 com.apple.driver.AppleIntelHD5000GraphicsGLDriver\t0x0000000110553140 clearShaderCache(GLDContextRec*, ShaderInfoCacheRec*) + 268\n5 com.apple.driver.AppleIntelHD5000GraphicsGLDriver\t0x0000000110552e44 destroyShaderCache(GLDContextRec*, ShaderInfoCacheRec*) + 15\n6 libGPUSupportMercury.dylib \t0x00007fff8b566dfe gpumDeleteCachedProgram + 72\n7 com.apple.driver.AppleIntelHD5000GraphicsGLDriver\t0x0000000110542753 gldDestroyPipelineProgram + 74\n8 GLEngine \t0x00007fff8ef7a939 gleFreeProgramObject + 111\n9 GLEngine \t0x00007fff8ef63d6a gleUnbindDeleteHashNameAndObject + 85\n10 GLEngine \t0x00007fff8eec075a glDeleteObjectARB_Exec + 302\n11 org.blenderfoundation.blender \t0x0000000100617be8 GPU_shader_free + 72\n12 org.blenderfoundation.blender \t0x000000010060ac2a GPU_pass_free + 26\n13 org.blenderfoundation.blender \t0x000000010061844a GPU_material_free + 90\n14 org.blenderfoundation.blender \t0x00000001008a4f92 BKE_libblock_free_ex + 1298\n15 org.blenderfoundation.blender \t0x00000001008a55ba BKE_main_free + 586\n16 org.blenderfoundation.blender \t0x00000001007dbe52 setup_app_data + 722\n17 org.blenderfoundation.blender \t0x00000001007dc1a4 BKE_read_file_from_memfile + 148\n18 org.blenderfoundation.blender \t0x00000001007dc6dd read_undosave + 141\n19 org.blenderfoundation.blender \t0x0000000100b8078b ed_undo_step + 635\n20 org.blenderfoundation.blender \t0x0000000100186b63 wm_operator_invoke + 339\n21 org.blenderfoundation.blender \t0x0000000100186620 wm_handler_operator_call + 288\n22 org.blenderfoundation.blender \t0x0000000100185e26 wm_handlers_do_intern + 502\n23 org.blenderfoundation.blender \t0x0000000100183129 wm_handlers_do + 25\n24 org.blenderfoundation.blender \t0x0000000100182df7 wm_event_do_handlers + 2871\n25 org.blenderfoundation.blender \t0x000000010017d5e0 WM_main + 32\n26 org.blenderfoundation.blender \t0x0000000100178fa7 main + 1591\n27 org.blenderfoundation.blender \t0x0000000100001c34 start + 52\n\nThread 1 Crashed:\n0 libsystem_kernel.dylib \t0x00007fff8b192136 __psynch_cvwait + 10\n1 org.blenderfoundation.blender \t0x0000000102eb518f IlmThread_2_2::Semaphore::wait() + 127\n2 org.blenderfoundation.blender \t0x0000000102eb3e13 IlmThread_2_2::(anonymous namespace)::WorkerThread::run() + 51\n3 org.blenderfoundation.blender \t0x0000000102eb4d94 IlmThread_2_2::(anonymous namespace)::threadLoop(void*) + 36\n4 libsystem_pthread.dylib \t0x00007fff8ee1305a _pthread_body + 131\n5 libsystem_pthread.dylib \t0x00007fff8ee12fd7 _pthread_start + 176\n6 libsystem_pthread.dylib \t0x00007fff8ee103ed thread_start + 13\n\nThread 2:\n0 libsystem_kernel.dylib \t0x00007fff8b192136 __psynch_cvwait + 10\n1 org.blenderfoundation.blender \t0x0000000102eb518f IlmThread_2_2::Semaphore::wait() + 127\n2 org.blenderfoundation.blender \t0x0000000102eb3e13 IlmThread_2_2::(anonymous namespace)::WorkerThread::run() + 51\n3 org.blenderfoundation.blender \t0x0000000102eb4d94 IlmThread_2_2::(anonymous namespace)::threadLoop(void*) + 36\n4 libsystem_pthread.dylib \t0x00007fff8ee1305a _pthread_body + 131\n5 libsystem_pthread.dylib \t0x00007fff8ee12fd7 _pthread_start + 176\n6 libsystem_pthread.dylib \t0x00007fff8ee103ed thread_start + 13\n\nThread 3:\n0 libsystem_kernel.dylib \t0x00007fff8b192136 __psynch_cvwait + 10\n1 org.blenderfoundation.blender \t0x0000000102eb518f IlmThread_2_2::Semaphore::wait() + 127\n2 org.blenderfoundation.blender \t0x0000000102eb3e13 IlmThread_2_2::(anonymous namespace)::WorkerThread::run() + 51\n3 org.blenderfoundation.blender \t0x0000000102eb4d94 IlmThread_2_2::(anonymous namespace)::threadLoop(void*) + 36\n4 libsystem_pthread.dylib \t0x00007fff8ee1305a _pthread_body + 131\n5 libsystem_pthread.dylib \t0x00007fff8ee12fd7 _pthread_start + 176\n6 libsystem_pthread.dylib \t0x00007fff8ee103ed thread_start + 13\n\nThread 4:\n0 libsystem_kernel.dylib \t0x00007fff8b192136 __psynch_cvwait + 10\n1 org.blenderfoundation.blender \t0x0000000102eb518f IlmThread_2_2::Semaphore::wait() + 127\n2 org.blenderfoundation.blender \t0x0000000102eb3e13 IlmThread_2_2::(anonymous namespace)::WorkerThread::run() + 51\n3 org.blenderfoundation.blender \t0x0000000102eb4d94 IlmThread_2_2::(anonymous namespace)::threadLoop(void*) + 36\n4 libsystem_pthread.dylib \t0x00007fff8ee1305a _pthread_body + 131\n5 libsystem_pthread.dylib \t0x00007fff8ee12fd7 _pthread_start + 176\n6 libsystem_pthread.dylib \t0x00007fff8ee103ed thread_start + 13\n\nThread 5:: Dispatch queue: com.apple.libdispatch-manager\n0 libsystem_kernel.dylib \t0x00007fff8b193232 kevent64 + 10\n1 libdispatch.dylib \t0x00007fff889a0a6a _dispatch_mgr_thread + 52\n\nThread 6:: com.apple.audio.IOThread.client\n0 libsystem_kernel.dylib \t0x00007fff8b18d4de mach_msg_trap + 10\n1 libsystem_kernel.dylib \t0x00007fff8b18c64f mach_msg + 55\n2 com.apple.audio.CoreAudio \t0x00007fff8dcd357e HALB_MachPort::SendMessageWithReply(unsigned int, unsigned int, unsigned int, unsigned int, mach_msg_header_t*, bool, unsigned int) + 98\n3 com.apple.audio.CoreAudio \t0x00007fff8dcd350c HALB_MachPort::SendSimpleMessageWithSimpleReply(unsigned int, unsigned int, int, int&, bool, unsigned int) + 42\n4 com.apple.audio.CoreAudio \t0x00007fff8dcd1aa9 HALC_ProxyIOContext::IOWorkLoop() + 965\n5 com.apple.audio.CoreAudio \t0x00007fff8dcd1612 HALC_ProxyIOContext::IOThreadEntry(void*) + 88\n6 com.apple.audio.CoreAudio \t0x00007fff8dcd14e3 HALB_IOThread::Entry(void*) + 157\n7 libsystem_pthread.dylib \t0x00007fff8ee1305a _pthread_body + 131\n8 libsystem_pthread.dylib \t0x00007fff8ee12fd7 _pthread_start + 176\n9 libsystem_pthread.dylib \t0x00007fff8ee103ed thread_start + 13\n\nThread 7:\n0 libsystem_kernel.dylib \t0x00007fff8b192136 __psynch_cvwait + 10\n1 org.blenderfoundation.blender \t0x0000000100ca01ab task_scheduler_thread_run + 91\n2 libsystem_pthread.dylib \t0x00007fff8ee1305a _pthread_body + 131\n3 libsystem_pthread.dylib \t0x00007fff8ee12fd7 _pthread_start + 176\n4 libsystem_pthread.dylib \t0x00007fff8ee103ed thread_start + 13\n\nThread 8:\n0 libsystem_kernel.dylib \t0x00007fff8b192136 __psynch_cvwait + 10\n1 org.blenderfoundation.blender \t0x0000000100ca01ab task_scheduler_thread_run + 91\n2 libsystem_pthread.dylib \t0x00007fff8ee1305a _pthread_body + 131\n3 libsystem_pthread.dylib \t0x00007fff8ee12fd7 _pthread_start + 176\n4 libsystem_pthread.dylib \t0x00007fff8ee103ed thread_start + 13\n\nThread 9:\n0 libsystem_kernel.dylib \t0x00007fff8b192136 __psynch_cvwait + 10\n1 org.blenderfoundation.blender \t0x0000000100ca01ab task_scheduler_thread_run + 91\n2 libsystem_pthread.dylib \t0x00007fff8ee1305a _pthread_body + 131\n3 libsystem_pthread.dylib \t0x00007fff8ee12fd7 _pthread_start + 176\n4 libsystem_pthread.dylib \t0x00007fff8ee103ed thread_start + 13\n\nThread 10:\n0 libsystem_kernel.dylib \t0x00007fff8b18d4de mach_msg_trap + 10\n1 libsystem_kernel.dylib \t0x00007fff8b18c64f mach_msg + 55\n2 com.apple.CoreFoundation \t0x00007fff90dd6eb4 __CFRunLoopServiceMachPort + 212\n3 com.apple.CoreFoundation \t0x00007fff90dd637b __CFRunLoopRun + 1371\n4 com.apple.CoreFoundation \t0x00007fff90dd5bd8 CFRunLoopRunSpecific + 296\n5 com.apple.AppKit \t0x00007fff8d27956b _NSEventThread + 137\n6 libsystem_pthread.dylib \t0x00007fff8ee1305a _pthread_body + 131\n7 libsystem_pthread.dylib \t0x00007fff8ee12fd7 _pthread_start + 176\n8 libsystem_pthread.dylib \t0x00007fff8ee103ed thread_start + 13\n\nThread 11:\n0 libsystem_kernel.dylib \t0x00007fff8b19294a __workq_kernreturn + 10\n1 libsystem_pthread.dylib \t0x00007fff8ee103dd start_wqthread + 13\n\nThread 12:\n\nThread 1 crashed with X86 Thread State (64-bit):\n```\nrax: 0x0000000000000004 rbx: 0x0000000000000000 rcx: 0x00000001088d3d28 rdx: 0x0000000000000000\nrdi: 0x0000000108b00b48 rsi: 0x0000000100000100 rbp: 0x00000001088d3de0 rsp: 0x00000001088d3d28\n r8: 0x0000000000000000 r9: 0x0000000000000060 r10: 0x0000000000000000 r11: 0x0000000000000202\nr12: 0x0000000000000001 r13: 0x0000000108b00b08 r14: 0x0000000100000100 r15: 0x00000001088d4000\nrip: 0x00007fff8b192136 rfl: 0x0000000000000203 cr2: 0x0000000103ab7000\n\n```\nLogical CPU: 0\nError Code: 0x02000131\nTrap Number: 133\n\n\nBinary Images:\n 0x100000000 - 0x105e2ffcf +org.blenderfoundation.blender (2.76 - 2.76, 2015-Nov-04, Blender Foundation) <1CC80DBE-ABAB-3618-BF51-D36802CF9D24> /Applications/blender.app/Contents/MacOS/blender\n 0x108728000 - 0x10874eff7 com.apple.audio.OpenAL (1.8 - 1.8) <B05578A8-FE08-310C-BF91-C1BDE10858CD> /System/Library/Frameworks/OpenAL.framework/Versions/A/OpenAL\n 0x108760000 - 0x1087b7ff7 +libiomp5.dylib (5) <DAAEEC22-479E-36C1-87EE-43E2F432E8CE> /Applications/blender.app/Contents/Resources/lib/libiomp5.dylib\n 0x108dfe000 - 0x108dfeff5 +cl_kernels (???) <9FE36D43-9352-4F59-98AB-6608BD986A32> cl_kernels\n 0x108ffe000 - 0x108ffefef +cl_kernels (???) <234AFCED-F64E-49FA-AAD2-72E40C4EC2A3> cl_kernels\n 0x10f1a2000 - 0x10f288fef unorm8_bgra.dylib (2.4.5) <5F488C7E-2FB2-3C66-9764-28CF16B03E7A> /System/Library/Frameworks/OpenCL.framework/Versions/A/Libraries/ImageFormats/unorm8_bgra.dylib\n 0x10f54e000 - 0x10f76bff3 com.apple.audio.units.Components (1.12 - 1.12) <AC14ADC7-587F-3E0F-92E7-9D8C07753C22> /System/Library/Components/CoreAudio.component/Contents/MacOS/CoreAudio\n 0x10f827000 - 0x10f82bfff com.apple.audio.AppleHDAHALPlugIn (272.18.1 - 272.18.1) <D6C9695C-4134-35D1-8FAC-8FB6179DFBFF> /System/Library/Extensions/AppleHDA.kext/Contents/PlugIns/AppleHDAHALPlugIn.bundle/Contents/MacOS/AppleHDAHALPlugIn\n 0x10fb2d000 - 0x10fb2eff7 +_heapq.so (???) <CE609CA5-FF3C-3F4D-BA0A-2F7C00E822E7> /Applications/blender.app/Contents/Resources/2.76/python/lib/python3.4/lib-dynload/_heapq.so\n 0x10fb43000 - 0x10fb43ff7 +grp.so (???) <19E847A3-F81C-3228-B580-1B1AE266F03F> /Applications/blender.app/Contents/Resources/2.76/python/lib/python3.4/lib-dynload/grp.so\n 0x10fff5000 - 0x10fff7ff7 +time.so (???) <1DB6AC16-79B2-30C0-8360-E478347D341B> /Applications/blender.app/Contents/Resources/2.76/python/lib/python3.4/lib-dynload/time.so\n 0x110100000 - 0x110608fff com.apple.driver.AppleIntelHD5000GraphicsGLDriver (10.6.33 - 10.0.6) <D18310CE-EF5F-39A4-B1B3-2312783081B9> /System/Library/Extensions/AppleIntelHD5000GraphicsGLDriver.bundle/Contents/MacOS/AppleIntelHD5000GraphicsGLDriver\n 0x1107f7000 - 0x1107f8fff +_bz2.so (???) <A63495E4-1C4C-3031-AD08-4024A71F5789> /Applications/blender.app/Contents/Resources/2.76/python/lib/python3.4/lib-dynload/_bz2.so\n 0x1107fc000 - 0x1107fdff7 +_random.so (???) <E5ADAC35-6351-3B1B-8032-E026822B3404> /Applications/blender.app/Contents/Resources/2.76/python/lib/python3.4/lib-dynload/_random.so\n 0x1114b2000 - 0x1114b7ff7 +math.so (???) <F571250D-B5B0-3B65-8826-3FD75528AF1A> /Applications/blender.app/Contents/Resources/2.76/python/lib/python3.4/lib-dynload/math.so\n 0x1132fd000 - 0x1132fdff7 +_opcode.so (???) <C0951427-6C95-32A4-9E59-C4CDE26C9733> /Applications/blender.app/Contents/Resources/2.76/python/lib/python3.4/lib-dynload/_opcode.so\n 0x1135c0000 - 0x1135c5fff +_struct.so (???) <2E40CBD8-362D-3F59-8537-86DAA51D3100> /Applications/blender.app/Contents/Resources/2.76/python/lib/python3.4/lib-dynload/_struct.so\n 0x1135cd000 - 0x1135cffff +_hashlib.so (???) <91B9994F-30EA-398A-B652-27698B0C4CDA> /Applications/blender.app/Contents/Resources/2.76/python/lib/python3.4/lib-dynload/_hashlib.so\n 0x1135d3000 - 0x1135d4ff7 +_posixsubprocess.so (???) <CCB97FB1-BF27-3DFC-A1C3-743EB5DB1EC9> /Applications/blender.app/Contents/Resources/2.76/python/lib/python3.4/lib-dynload/_posixsubprocess.so\n 0x1144cb000 - 0x1144d0fff +_json.so (???) <55B7EA70-C5C1-382E-A9F6-AAC616EA5BE0> /Applications/blender.app/Contents/Resources/2.76/python/lib/python3.4/lib-dynload/_json.so\n 0x1144d5000 - 0x1144d7fff +select.so (???) <A806D19F-C9B1-3D1D-B00A-3795D876E330> /Applications/blender.app/Contents/Resources/2.76/python/lib/python3.4/lib-dynload/select.so\n 0x114780000 - 0x1147b6ff7 libssl.0.9.8.dylib (52.40.1) <0121FFA1-8332-39FF-9542-3E80BBC323D7> /usr/lib/libssl.0.9.8.dylib\n 0x7fff683d1000 - 0x7fff68407887 dyld (353.2.3) <B1B370A5-479F-3533-8AD7-97B687D4F989> /usr/lib/dyld\n 0x7fff858e1000 - 0x7fff858e1fff com.apple.ApplicationServices (48 - 48) <5BF7910B-C328-3BF8-BA4F-CE52B574CE01> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/ApplicationServices\n 0x7fff85db4000 - 0x7fff85eeefff com.apple.ImageIO.framework (3.3.0 - 1239) <6033D915-B9A2-3F21-8F35-2E18EF66CA6F> /System/Library/Frameworks/ImageIO.framework/Versions/A/ImageIO\n 0x7fff8686c000 - 0x7fff86876ff7 com.apple.NetAuth (5.2 - 5.2) <2BBD749A-8E18-35B8-8E48-A90347C1CCA7> /System/Library/PrivateFrameworks/NetAuth.framework/Versions/A/NetAuth\n 0x7fff86d8d000 - 0x7fff86d95fff libMatch.1.dylib (24) <C917279D-33C2-38A8-9BDD-18F3B24E6FBD> /usr/lib/libMatch.1.dylib\n 0x7fff86e87000 - 0x7fff86f6bfff libcrypto.0.9.8.dylib (52.40.1) <D123FC57-E2EB-3E08-A51B-6C317EA83EB5> /usr/lib/libcrypto.0.9.8.dylib\n 0x7fff8726e000 - 0x7fff87275ff7 libCGCMS.A.dylib (788.3) <1A47CDD9-99AE-3BD2-85F1-339FC169B16E> /System/Library/Frameworks/CoreGraphics.framework/Versions/A/Resources/libCGCMS.A.dylib\n 0x7fff872a6000 - 0x7fff872aafff libcache.dylib (69) <45E9A2E7-99C4-36B2-BEE3-0C4E11614AD1> /usr/lib/system/libcache.dylib\n 0x7fff87337000 - 0x7fff87352fff com.apple.AppleVPAFramework (1.4.5 - 1.4.5) <A6421B0B-6D4D-3E64-AC61-DDB04ED7CFF0> /System/Library/PrivateFrameworks/AppleVPA.framework/Versions/A/AppleVPA\n 0x7fff87377000 - 0x7fff87391ff7 libextension.dylib (55.2) <3BB019CA-199A-36AC-AA22-14B562138545> /usr/lib/libextension.dylib\n 0x7fff87392000 - 0x7fff8741efe7 libsystem_c.dylib (1044.40.1) <F0635E0F-FE4B-34DB-ACF9-A58C1E9070E9> /usr/lib/system/libsystem_c.dylib\n 0x7fff8741f000 - 0x7fff87439ff3 com.apple.Ubiquity (1.3 - 313) <DF56A657-CC6E-3BE2-86A0-71F07127724C> /System/Library/PrivateFrameworks/Ubiquity.framework/Versions/A/Ubiquity\n 0x7fff8743a000 - 0x7fff87709ff3 com.apple.CoreImage (10.3.4) <C1AE8252-A95D-3BF4-83B8-BE85E979F2CB> /System/Library/Frameworks/QuartzCore.framework/Versions/A/Frameworks/CoreImage.framework/Versions/A/CoreImage\n 0x7fff8770a000 - 0x7fff877fcff7 libiconv.2.dylib (42) <2A06D02F-8B76-3864-8D96-64EF5B40BC6C> /usr/lib/libiconv.2.dylib\n 0x7fff87819000 - 0x7fff87826fff libxar.1.dylib (255) <7CD69BB5-97BA-3858-8A8B-2F33F129E6E7> /usr/lib/libxar.1.dylib\n 0x7fff87827000 - 0x7fff8782bfff com.apple.TCC (1.0 - 1) <CCA42EE2-3400-3444-9486-BC454E60D944> /System/Library/PrivateFrameworks/TCC.framework/Versions/A/TCC\n 0x7fff8786e000 - 0x7fff87960ff3 libxml2.2.dylib (26.1) <3FBA890F-2850-3A45-87EA-DB6892BDEB60> /usr/lib/libxml2.2.dylib\n 0x7fff8796a000 - 0x7fff879d1ff7 com.apple.framework.CoreWiFi (3.0 - 300.4) <19269C1D-EB29-384A-83F3-7DDDEB7D9DAD> /System/Library/PrivateFrameworks/CoreWiFi.framework/Versions/A/CoreWiFi\n 0x7fff879d2000 - 0x7fff879d7fff libsystem_stats.dylib (163.30.2) <D0E96837-3CF6-323D-B711-6DF6F660E530> /usr/lib/system/libsystem_stats.dylib\n 0x7fff879d8000 - 0x7fff879d8fff libOpenScriptingUtil.dylib (162.2) <D6A2216D-ADB2-3F24-AD30-F6D00829F545> /usr/lib/libOpenScriptingUtil.dylib\n 0x7fff879d9000 - 0x7fff879dbfff libquarantine.dylib (76.20.1) <7AF90041-2768-378A-925A-D83161863642> /usr/lib/system/libquarantine.dylib\n 0x7fff879dc000 - 0x7fff87a72ff7 com.apple.cloudkit.CloudKit (283.67.4 - 283.67.4) <EA6E4B2C-A3AA-3636-B9C3-F61D3EFFB82B> /System/Library/Frameworks/CloudKit.framework/Versions/A/CloudKit\n 0x7fff87a73000 - 0x7fff882b4ff3 com.apple.CoreGraphics (1.600.0 - 788.3) <0AAD1F22-9823-3D31-A25B-F8C1D7915AC4> /System/Library/Frameworks/CoreGraphics.framework/Versions/A/CoreGraphics\n 0x7fff882b5000 - 0x7fff882e5ff3 com.apple.CoreAVCHD (5.7.5 - 5750.4.1) <3E51287C-E97D-3886-BE88-8F6872400876> /System/Library/PrivateFrameworks/CoreAVCHD.framework/Versions/A/CoreAVCHD\n 0x7fff882e6000 - 0x7fff882e6fff com.apple.CoreServices (62 - 62) <C69DA8A7-B536-34BF-A93F-1C170E2C6D58> /System/Library/Frameworks/CoreServices.framework/Versions/A/CoreServices\n 0x7fff882e7000 - 0x7fff88327ff7 libGLImage.dylib (11.1.2) <9B05F3BF-[D111](D111)-3B01-B7F8-C5EF7E02000B> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLImage.dylib\n 0x7fff8832a000 - 0x7fff8832bfff libDiagnosticMessagesClient.dylib (100) <2EE8E436-5CDC-34C5-9959-5BA218D507FB> /usr/lib/libDiagnosticMessagesClient.dylib\n 0x7fff8832c000 - 0x7fff8832efff libRadiance.dylib (1239) <594FD1C9-2041-3877-9AD2-0A977EBBB1D0> /System/Library/Frameworks/ImageIO.framework/Versions/A/Resources/libRadiance.dylib\n 0x7fff8842a000 - 0x7fff88479ff7 libcurl.4.dylib (83.40.2) <AE97ED1E-A58F-3EF0-8E88-DDC6AD409BCE> /usr/lib/libcurl.4.dylib\n 0x7fff884d1000 - 0x7fff88520ff7 libstdc++.6.dylib (104.1) <803F6AC8-87DC-3E24-9E80-729B551F6FFF> /usr/lib/libstdc++.6.dylib\n 0x7fff88579000 - 0x7fff885e0ffb com.apple.datadetectorscore (6.0 - 396.1.2) <D04A8016-B2AD-33A2-8A8E-5793968A8370> /System/Library/PrivateFrameworks/DataDetectorsCore.framework/Versions/A/DataDetectorsCore\n 0x7fff88622000 - 0x7fff8863eff7 libsystem_malloc.dylib (53.30.1) <DDA8928B-CC0D-3255-BD8A-3FEA0982B890> /usr/lib/system/libsystem_malloc.dylib\n 0x7fff8863f000 - 0x7fff8866afff libc++abi.dylib (125) <88A22A0F-87C6-3002-BFBA-AC0F2808B8B9> /usr/lib/libc++abi.dylib\n 0x7fff887a2000 - 0x7fff887bcff7 com.apple.Kerberos (3.0 - 1) <7760E0C2-A222-3709-B2A6-B692D900CEB1> /System/Library/Frameworks/Kerberos.framework/Versions/A/Kerberos\n 0x7fff887bd000 - 0x7fff887e1fef libJPEG.dylib (1239) <75667D4A-9359-3178-9D3A-2AE5A60DE55F> /System/Library/Frameworks/ImageIO.framework/Versions/A/Resources/libJPEG.dylib\n 0x7fff887e5000 - 0x7fff887e7fff libsystem_configuration.dylib (699.40.2) <56F94DCE-DBDE-3615-8F07-DE6270D9F8BE> /usr/lib/system/libsystem_configuration.dylib\n 0x7fff887e8000 - 0x7fff8887cfff com.apple.ink.framework (10.9 - 213) <8E029630-1530-3734-A446-13353F0E7AC5> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/Ink.framework/Versions/A/Ink\n 0x7fff8887d000 - 0x7fff88880fff com.apple.help (1.3.3 - 46) <CA4541F4-CEF5-355C-8F1F-EA65DC1B400F> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/Help.framework/Versions/A/Help\n 0x7fff88881000 - 0x7fff88887ff7 libsystem_networkextension.dylib (167.40.3) <BA58B30B-8377-3B0A-8AE3-4F84021D9D4E> /usr/lib/system/libsystem_networkextension.dylib\n 0x7fff88888000 - 0x7fff88948ff7 com.apple.backup.framework (1.6.5 - 1.6.5) <86396038-33EA-3046-9F70-093A3D6407D4> /System/Library/PrivateFrameworks/Backup.framework/Versions/A/Backup\n 0x7fff8899c000 - 0x7fff889c6ff7 libdispatch.dylib (442.1.4) <502CF32B-669B-3709-8862-08188225E4F0> /usr/lib/system/libdispatch.dylib\n 0x7fff88ac0000 - 0x7fff88ad7ff7 libLinearAlgebra.dylib (1128) <E78CCBAA-A999-3B65-8EC9-06DB15E67C37> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libLinearAlgebra.dylib\n 0x7fff88ad8000 - 0x7fff88beaff7 libvDSP.dylib (516) <151B3CCB-77D3-3715-A3D0-7C74CD5C7FFC> 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/System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGFXShared.dylib\n 0x7fff92b52000 - 0x7fff92b6bff3 com.apple.openscripting (1.6.4 - 162.2) <BF79207B-C762-346D-8FF0-3DDCECC9E9E2> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/OpenScripting.framework/Versions/A/OpenScripting\n 0x7fff92b6c000 - 0x7fff92b70fff com.apple.CommonPanels (1.2.6 - 96) <F9ECC8AF-D9CA-3350-AFB4-5113A9B789A5> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/CommonPanels.framework/Versions/A/CommonPanels\n 0x7fff92b71000 - 0x7fff92bb7ff7 libauto.dylib (186) <A260789B-D4D8-316A-9490-254767B8A5F1> /usr/lib/libauto.dylib\n 0x7fff92bb8000 - 0x7fff92c05ff3 com.apple.CoreMediaIO (601.0 - 4760) <4D52EBBF-5DE1-3778-BDE5-DE8540E7DE5C> /System/Library/Frameworks/CoreMediaIO.framework/Versions/A/CoreMediaIO\n 0x7fff92c06000 - 0x7fff92f0bff3 com.apple.HIToolbox (2.1.1 - 758.7) <E3129A67-BDF9-333D-9C9C-A95C8F0EF71C> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/HIToolbox.framework/Versions/A/HIToolbox\n 0x7fff92f0c000 - 0x7fff92f0efff com.apple.EFILogin (2.0 - 2) <3BA837D8-94F5-3240-9CF7-E40DC2808446> /System/Library/PrivateFrameworks/EFILogin.framework/Versions/A/EFILogin\n 0x7fff92f0f000 - 0x7fff92f22ff7 com.apple.CoreBluetooth (1.0 - 1) <8D7BA9BA-EB36-307A-9119-0B3D9732C953> /System/Library/Frameworks/CoreBluetooth.framework/Versions/A/CoreBluetooth\n 0x7fff92f23000 - 0x7fff92f23fff com.apple.Cocoa (6.8 - 21) <EAC0EA1E-3C62-3B28-A941-5D8B1E085FF8> /System/Library/Frameworks/Cocoa.framework/Versions/A/Cocoa\n 0x7fff92f24000 - 0x7fff92fb9ff7 com.apple.ColorSync (4.9.0 - 4.9.0) <9150C2B7-2E6E-3509-96EA-7B3F959F049E> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ColorSync.framework/Versions/A/ColorSync\n 0x7fff92fba000 - 0x7fff92fdaff7 com.apple.MultitouchSupport.framework (264.6 - 264.6) <1539F1F6-6334-37F3-9C52-02EFFBF4835D> /System/Library/PrivateFrameworks/MultitouchSupport.framework/Versions/A/MultitouchSupport\n 0x7fff93000000 - 0x7fff93084fff com.apple.PerformanceAnalysis (1.0 - 1) <4E934EE0-5CC6-3D54-8FA2-5B8AE669D775> /System/Library/PrivateFrameworks/PerformanceAnalysis.framework/Versions/A/PerformanceAnalysis\n 0x7fff931ba000 - 0x7fff932ecff7 com.apple.MediaControlSender (2.0 - 215.18) <88726256-A71E-33A8-A56C-ABA208951C92> /System/Library/PrivateFrameworks/MediaControlSender.framework/Versions/A/MediaControlSender\n 0x7fff932ed000 - 0x7fff932edff7 liblaunch.dylib (559.40.1) <4F81CA3A-D2CE-3030-A89D-42F3DAD7BA8F> /usr/lib/system/liblaunch.dylib\n 0x7fff932f0000 - 0x7fff932f3fff com.apple.xpc.ServiceManagement (1.0 - 1) <A95A15CD-3B21-3513-AFF8-1D7DE3DBFA12> /System/Library/Frameworks/ServiceManagement.framework/Versions/A/ServiceManagement\n 0x7fff94304000 - 0x7fff9432cfff libxpc.dylib (559.40.1) <5C829202-962E-3744-8B50-00D38CC88E84> /usr/lib/system/libxpc.dylib\n 0x7fff9432d000 - 0x7fff94494ffb com.apple.audio.toolbox.AudioToolbox (1.12 - 1.12) <5678FC94-456A-3F5F-BA9A-10EB6E462997> /System/Library/Frameworks/AudioToolbox.framework/Versions/A/AudioToolbox\n 0x7fff944d2000 - 0x7fff9451eff7 libcups.2.dylib (408.2) <E8AD18F9-61E4-3791-B840-504468C25556> /usr/lib/libcups.2.dylib\n 0x7fff9451f000 - 0x7fff94569fff com.apple.HIServices (1.22 - 523) <E2F3C5FF-8C50-3E4F-BE63-77A700466663> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/HIServices.framework/Versions/A/HIServices\n 0x7fff9456a000 - 0x7fff9456ffff com.apple.DiskArbitration (2.6 - 2.6) <0DFF4D9B-2AC3-3B82-B5C5-30F4EFBD2DB9> /System/Library/Frameworks/DiskArbitration.framework/Versions/A/DiskArbitration\n 0x7fff945e8000 - 0x7fff945f4ff7 com.apple.OpenDirectory (10.10 - 187) <D993F138-DAD1-3640-94DE-8C9FEFBF158D> /System/Library/Frameworks/OpenDirectory.framework/Versions/A/OpenDirectory\n 0x7fff945f5000 - 0x7fff94600fff libcommonCrypto.dylib (60061.30.1) <E789748D-F9A7-3CFF-B317-90DF348B1E95> /usr/lib/system/libcommonCrypto.dylib\n 0x7fff9461b000 - 0x7fff94699fff com.apple.CoreServices.OSServices (640.4 - 640.4) <BE8DF749-84BA-3029-AE1D-32F3993A78A4> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/OSServices.framework/Versions/A/OSServices\n 0x7fff9469a000 - 0x7fff94a05fff com.apple.VideoToolbox (1.0 - 1562.238) <510956DF-E324-3974-A83B-C0C74A6F812C> /System/Library/Frameworks/VideoToolbox.framework/Versions/A/VideoToolbox\n 0x7fff94a06000 - 0x7fff94a08fff com.apple.CoreDuetDebugLogging (1.0 - 1) <9A6E5710-EA99-366E-BF40-9A65EC1B46A1> /System/Library/PrivateFrameworks/CoreDuetDebugLogging.framework/Versions/A/CoreDuetDebugLogging\n 0x7fff94a09000 - 0x7fff94b39fff com.apple.UIFoundation (1.0 - 1) <466BDFA8-0B9F-3AB0-989D-F9779422926A> /System/Library/PrivateFrameworks/UIFoundation.framework/Versions/A/UIFoundation\n 0x7fff94ba8000 - 0x7fff94c07fff com.apple.AE (681.5 - 681.7) <2BF39455-1CDD-392C-824A-9972C6B1FB57> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/AE.framework/Versions/A/AE\n 0x7fff94c08000 - 0x7fff94c4eff7 libFontRegistry.dylib (134.1) <CE41D8C2-BEED-345C-BC4F-3775CC06C672> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ATS.framework/Versions/A/Resources/libFontRegistry.dylib\n 0x7fff94c4f000 - 0x7fff9507ffff com.apple.vision.FaceCore (3.1.6 - 3.1.6) <C3B823AA-C261-37D3-B4AC-C59CE91C8241> /System/Library/PrivateFrameworks/FaceCore.framework/Versions/A/FaceCore\n 0x7fff95080000 - 0x7fff95084fff libpam.2.dylib (20) <E805398D-9A92-31F8-8005-8DC188BD8B6E> /usr/lib/libpam.2.dylib\n 0x7fff950aa000 - 0x7fff950d3ffb libxslt.1.dylib (13) <AED1143F-B848-3E73-81ED-71356F25F084> /usr/lib/libxslt.1.dylib\n 0x7fff950d4000 - 0x7fff95140fff com.apple.framework.CoreWLAN (5.0 - 500.35.2) <03697149-1CDD-32FF-B564-1C1EF5E9E5C3> /System/Library/Frameworks/CoreWLAN.framework/Versions/A/CoreWLAN\n 0x7fff9519a000 - 0x7fff951a7ff7 com.apple.SpeechRecognitionCore (2.1.2 - 2.1.2) <551322E2-C1E4-3378-A218-F362985E3E3C> /System/Library/PrivateFrameworks/SpeechRecognitionCore.framework/Versions/A/SpeechRecognitionCore\n 0x7fff951a8000 - 0x7fff953b8ff7 com.apple.CFNetwork (720.5.7 - 720.5.7) <A47D7DD2-5903-39D0-8D27-5A7E2D119D84> /System/Library/Frameworks/CFNetwork.framework/Versions/A/CFNetwork\n 0x7fff953ec000 - 0x7fff953f5ff3 com.apple.CommonAuth (4.0 - 2.0) <9A484EE6-0003-3AB1-AE4F-AA543BBBF53F> /System/Library/PrivateFrameworks/CommonAuth.framework/Versions/A/CommonAuth\n\nExternal Modification Summary:\n```\nCalls made by other processes targeting this process:\n task_for_pid: 9\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: 59829\n thread_create: 0\n thread_set_state: 0\n```\n\nVM Region Summary:\nReadOnly portion of Libraries: Total=329.4M resident=195.9M(59%) swapped_out_or_unallocated=133.5M(41%)\nWritable regions: Total=521.4M written=236.7M(45%) resident=402.1M(77%) swapped_out=4K(0%) unallocated=119.3M(23%)\n \nREGION TYPE VIRTUAL\n****\nActivity Tracing 2048K\nCG backing stores 9408K\nCG image 140K\nCG raster data 16.1M\nCG shared images 400K\nCoreAnimation 64K\nCoreImage 24K\nCoreUI image data 180K\nFoundation 4K\nIOKit 143.3M\nKernel Alloc Once 8K\nMALLOC 310.3M\nMALLOC (admin) 32K\nMALLOC_LARGE (reserved) 416K reserved VM address space (unallocated)\nMemory Tag 242 12K\nMemory Tag 249 156K\nMemory Tag 251 8K\nOpenCL 16K\nOpenGL GLSL 256K\nSTACK GUARD 56.0M\nStack 13.2M\nStack (reserved) 520K reserved VM address space (unallocated)\nVM_ALLOCATE 17.2M\n__DATA 39.6M\n__GLSLBUILTINS 2588K\n__IMAGE 528K\n__LINKEDIT 92.6M\n__TEXT 236.7M\n__UNICODE 552K\nmapped file 65.1M\nshared memory 68K\n****\nTOTAL 1.0G\nTOTAL, minus reserved VM space 1.0G\n \n\nModel: MacBookPro11,1, BootROM MBP111.0138.B15, 2 processors, Intel Core i5, 2.6 GHz, 16 GB, SMC 2.16f68\nGraphics: Intel Iris, Intel Iris, Built-In\nMemory Module: BANK 0/DIMM0, 8 GB, DDR3, 1600 MHz, 0x80AD, 0x484D54343147533641465238412D50422020\nMemory Module: BANK 1/DIMM0, 8 GB, DDR3, 1600 MHz, 0x80AD, 0x484D54343147533641465238412D50422020\nAirPort: spairport_wireless_card_type_airport_extreme (0x14E4, 0x112), Broadcom BCM43xx 1.0 (7.15.166.24.3)\nBluetooth: Version 4.3.6f3 16238, 3 services, 18 devices, 1 incoming serial ports\nNetwork Service: Wi-Fi, AirPort, en0\nSerial ATA Device: APPLE SSD SM0256F, 251 GB\nUSB Device: Internal Memory Card Reader\nUSB Device: USB2.0 Hub\nUSB Device: Intuos PTS\nUSB Device: NS1066\nUSB Device: Keyboard Hub\nUSB Device: USB Optical Mouse\nUSB Device: Apple Keyboard\nUSB Device: Apple Internal Keyboard / Trackpad\nUSB Device: BRCM20702 Hub\nUSB Device: Bluetooth USB Host Controller\nThunderbolt Bus: MacBook Pro, Apple Inc., 17.2\n\nOperating system and graphics card\n\nBroken: (example: 2.69.7 4b206af, see splash screen)\nWorked: (optional)\n\n\nBased on a (as simple as possible) attached .blend file with minimum amount of steps\n", "Blender 2.77a crashes on Undo in some specific multi-level linked libraries cases\n\n[system-info.txt](system-info.txt)\n\nBroken: 2.77a abf6f08.\n\nBlender unexpectedly close after CTRL-Z\n\nOpened up file created with a previous version of Blender.\nAdded PLANE / SCALED DOWN / ROTATED 90° along Y axis and saved it -> file uploaded herewith : [Fixation_Poteau1.blend](Fixation_Poteau1.blend)\n\nOpen attached file;\nMove along Z and/or Y axis;\nUndo last action by CTRL-Z cause Blender to unexpectedly close\n\nGood Luck !\n\nBlender is really an awesome piece of software !!!\n\nHope everything is correctly filled in as this is first time I report a \"bug\".\n\n" ]
Geometry nodes search panel lags everytime I press Shift + A Operating system: Windows-10-10.0.19044-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 3090 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 517.40 Broken: version: 3.4.0 Alpha Title self explanatory, I tried troubleshooting this and found out the reason is my asset library, I don't even have this much assets (less than 20) and it loads them everytime or something not sure. Open geometry nodes editor Add new node Feel the lag of like 1s
[ "Cycle Shader Displacement does not distinguish Instances by 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 Beta\n\nThe color of shader is different on each instance, but the shader displacement has all the same result for each one.\n![image.png](image.png)\n![image.png](image.png)\n[DISPLACEM.blend](DISPLACEM.blend)", "Grease Pencil modifier \"line art\" won't draw objects with Geometry Nodes Instances.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.96\n\n\n\nBroken: version: 3.3.0 Alpha\n![image.png](image.png)\n\nWorked: Blender 3.2 \n![image.png](image.png)\n\n\n\nGrease Pencil modifier \"line art\" won't draw objects with Geometry Nodes Instances.\n\n\n\n\n - New scene.\n - Keep the cube.\n - Don't delete it.\n - Add an empty Grease Pencil Object.\n - Don't delete the cube.\n - Add a Line Art Modifier to the Grease Pencil Object,\n - Switch Source to Object, and select the cube.\n - Assign the default layer and material.\n - You should be seeing something like this\n\n![image.png](image.png)\n\n - Add geometry nodes nodes to the cube.\n - yes keep the damn cube.\n - here is the simplest setup that involves instances that I could think of\n\n![image.png](image.png)\n\n - as you can see in the viewport the grease pencil line art has dissapeared completely.\n\n\nThanks for looking into it.\n\n", "Geometry Nodes: Simulation and Repeat nodes is work though they are muted\nBroken: version: 4.0.0 Alpha\nWorked: Never.\n\n![image](attachment)\n\n1. Geometry Nodes tree:\n a. Add Simulations nodes.\n b. Mute both.\n2. Play animation.\n\n", "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", "Geometry Nodes Mesh Boolean unexpected difference result\nOperating system: macOS-13.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Apple 4.1 Metal - 83\n\nBroken: version: 3.5.0 Alpha\nWorked: none\n\nGeometry Nodes Mesh Boolean Difference does not work as expected.\nNode setup:\n![nodeSetup.png](nodeSetup.png)\n\nUnexpected boolean difference:\n![incorrectBoolean.png](incorrectBoolean.png)\n\n- Open the attached .blend file\n- Press G to move the selected Cube.001 and the small cubes will flicker.\n# At certain positions of Cube.001 some of the small cubes will disappear when they should not.\nThanks!\n[test06.blend](test06.blend)\n", "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", "Nodes: Changing Input position with a Driver\nBroken: 3.1 and 3.2 Alpha\n\nIn Geometry Nodes editor, shift an input socket above a socket having a Driver and it will switch the Driver.\n[2022-03-12 15-58-02.mp4](2022-03-12_15-58-02.mp4)\n\n- Enter Group Node\n- Shift \"Vertices Y\" input above\n[Test.blend](Test.blend)", "Copy and Pasted framed nodes jitter around when grab and drag\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: 3.3.0\nWorked: N/A\n\n\nWhen copy pasting framed nodes with Ctrl + C then Ctrl + V, then G to move by mouse, many nodes appeared to be jittering for unknown reasons.\n\nThis behaviour doesn't exist when G to move existing framed nodes or when duplicating via Ctrl + D.\n\n(the video compared the behaviour \"ctrl + c / ctrl + v / g to drag\" with \"ctrl + d drag\")\n\n[blender_1n2MKEk5wo.mp4](blender_1n2MKEk5wo.mp4)\n\nThis is important because I have a reasonable doubt that copy pasting framed nodes from 1 node graph to another will sometimes erroneously create invalid socket link due to this jitter. This larger problem is very difficult to reproduce, BUT here is a case where I believe such behaviour result in a \"2 link in 1 socket\" invalid setup (when grab them over other frame nodes).\n\n![Screenshot 2022-09-23 121002.jpg](Screenshot_2022-09-23_121002.jpg)\n\n- Download the blend,\n- Use Select Box to select the Frame and all nodes inside,\n- use {key Ctrl C} then {key Ctrl V} to duplicate framed nodes in GN view,\n- {key G} to move nodes to see the then swimming.\nTry varying the Zoom if the problem is not noticed.\n\nNOTE: The problem is more noticeable by setting the `Noodle Curving` in Theme to 0\n\n[frame-group-jitter.blend](frame-group-jitter.blend)\n", "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", "Cycles rendered 3DViewport massive performance drop, using lights with node groups. --Intel MacOS--\nOperating system: macOS-13.4-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 5700 XT 1.2\n\nBroken: version: 4.0.0 Alpha\n\nSee screenrecording video! \nWhen switching to a light with nodegroups in Cycles rendered 3DView, performance drops a big time. (~50%).\n\n1. Open the performance.blend file with Intel MacOS blender 4.0, switch to cycles rendered 3DView, select the cube and rotate the view.\n2. Then switch to the caustic light and try to rotate the view again.", "Performance bottleneck with many nested nodes\nOperating system: win 10\nGraphics card: 1050 ti\n\nBroken: 3.2.0 Alpha\n\nSeems like *Domain Size* performance drops if using nested groups.\n \nIn attached file mute *Float to Integer* node (yellow color) and look how *Domain Size*'s executing time is drastically increasing.\n[domain_size_performance.blend](domain_size_performance.blend)", "Geometry node - setting lacunarity to 0 crashes Blender (musgrave texture)\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.93\n\nBroken: version: 3.2.2\n\nIn a fairly simple geonode tree, trying to set lacunarity to 0 will crash Blender instantly.\n\n- Use attached Blend.file\n- In the 'set position' branch, try to set 'musgrave texture' lacunarity to 0\n- Crashes everytime for me\n\n[Geonode attribute.blend](Geonode_attribute.blend)", "boolean node in geometry nodes seems to work wrong\nOperating system: macOS-11.2.3-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.2.15\n\nBroken: version: 3.0.0 Alpha\n\n\n\nI have made this node tree in geometry nodes and i am getting this result, which - for me - looks like a bug.\n\n![image.png](image.png)", "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", "Geometry Nodes Inputs `is_animatable` Property Incorrectly Returns False\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 3.3.0 Alpha\n\nGeometry Nodes inputs' context menus ([WM_MT_button_context ](bpy.types.Menu.html#extending-the-button-context-menu)) incorrectly show the inputs' `is_animatable` property as `False` when the property does accept keyframes (see screenshot, attached).\n![image.png](image.png)\n\n - Open the attached .blend file (attached, below)\n - Run the script in the Text Editor\n - Right-click the Input property of the Cube's Geometry Nodes Modifier\n - Open the System Console to see the `is_animatable` property of `context.button_prop` is `False`\n[is_animatable.blend](is_animatable.blend)" ]
[ "Search menu slow to load\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 517.40\n\nBroken: version: 3.4.0 Alpha\n\nI believe this is to do with the recent commit that adds asset library assets to the search menu as my asset library is on a separate HDD which takes a few moments to start up when it's needed.\nThe drag search will just freeze up Blender from time to time as it needs to look for the assets.\n\nedit: Asset loading might be a red herring. Sometimes it hangs immediately after working fast so 🤷\n\nNot sure how repeatable but load an asset library into a slow to load directory (extenal spinning hdd etc) \ndrag search. First time will be slow and then faster afterwards until the hdd goes to sleep again and then it'll be a slow search menu again.\n\n[0001-0250.mp4](0001-0250.mp4)\n", "Asset fetching Freezes Blender for a few seconds\nOperating system: Windows 10\nGraphics card: Nvidia GTX 1080\nCPU: Intel Core i7-7700K CPU @ 4.20GHz 4.20 GHz\n\n3.4.0 Beta (Master [D16507](D16507))\n\n**Short description of issue**\nWhenever I open the asset browser, or Geometry node's add node menu, Blender freezes for 1 to 3 seconds. (sometimes for even longer in the asset browser itself)\nI have 3 asset libraries located on an external HDD, which apparently take quite a few seconds to load.\nI'm unsure if them being on a HDD plays a role, but this makes Blender's geometry nodes and asset browser almost unusable for me.\n\n**Steps to reproduce**\n- Create one or more asset libraries on a external Drive\n- Open the asset Browser or attempt to add a node in Geometry nodes\n- See Blender freeze as it attempts to collect assets", "node editor is freezing for 10 seconds or so when pressing shift a s\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: (earlier version of 3.4.0 Alpha (we're not sure which build broke it)\n\nnode editor is freezing for 10 seconds or so when pressing shift a s\n\n\n\n - Open blender\n - open the compositor and enabled nodes\n - render the default cube\n - in the compositor press shift a, then s to search. \n\n\n\nFreezes for around 10 seconds, then usually starts working normally again.\n\n\n", "Freezing up in Geometry Nodes!\nDevice name\tUser-PC\nProcessor\tAMD FX(tm)-8350 Eight-Core Processor 4.00 GHz\nInstalled RAM\t32.0 GB\nDevice ID\t39C64DD3-AB4D-419D-BB79-FCA27F877808\nProduct ID\t00326-10000-00000-AA253\nSystem type\t64-bit operating system, x64-based processor\n\nGraphics Card:NVIDIA GTX 1650\n\n\n\nBroken: 3.4.0 Hash: a95bf1ac01be\nWorked: Last version of 3.3\n\nWhen I go into Geometry Nodes and create a new Group Input/Output and then click on SHIFT & A to bring up the Node Selection menu, I get a (Not Responding) on the top bar of Blender every time and it takes 20 or 30 seconds for the menu to appear.\n\nSHIFT & A brings up the Node Selection Menu in the Shader Window with no issues at all...\n\n\n" ]
Irradiance volume baking with bezier curve present in volume crashes blender Operating system: WIN 10 Home Graphics card: NVIDIA GTX 1050 Broken: 2.80, 4488056f3d9, blender2.8, 2018-12-16, as found on the splash screen Baking an irradiance volume with a bezier curve present within the volume crashes Blender. - Use start up file - Delete all elements in scene - Set cursor to world origin - Add an irradiance volume - Add a bezier curve and have it placed within the irradiance volume - Click the "Bake indirect lighting button" Please find a simple file attached. Testing it, replace the environment map with one of your choice. [Irradiance-Baking-Bezier-Curve-Crash.blend](Irradiance-Baking-Bezier-Curve-Crash.blend)
[ "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)", "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", "Eevee SSRefraction noisy at low roughness\nOperating system: Windows 10 Pro\nGraphics card: GTX 1050TI\n\nBlender 2.93 and 3.0\n\nScreen space refraction has a weird noisy ball on the center of it, with a kind of low quality pixelated look, only ways to get rid of it partially is by either increasing the IOR, increasing the Refraction Depth, or changing the roughness of the material to something that isn't between 0.01 - 0.3.\n**This applies to both the roughness and trasmission roughness**\n\nSide note : i tried changing all the settings in the render properties, nothing worked, speaking of which, Half Res Trace does NOT apply to Refraction, only Reflections.\n\nJust do a basic setup of SSRefractions, nothing more than that\n\n![ezgif.com-gif-maker (3).gif](ezgif.com-gif-maker__3_.gif)\n\n[SSRefractionsExample.blend](SSRefractionsExample.blend)\n\nMore extreme example:\n[#90307.blend](T90307.blend)", "Regression: Tiled rendering is not applied to texture baking in 3.x onwards, causing crash on large bakes\nOperating system: Win10\nGraphics card: AMD Radeon R9 280x\nSystem RAM: 32gb\n\nBroken: 3.2.2, branch: master, commit date: 2022-08-02 18:15, hash: bcfdb14560e7, type: release\n(also tested Daily 3.2.2 and beta 3.3)\n\nWorked: 2.8x, 2.9x, 2.9 LTS\n\nPreviously tile based rendering was applied when using the bake to texture feature, allowing baking to very large canvases. As of version 3.x tiled rendering no longer applies when baking textures and crashes on large canvases. In my case I can no longer bake to a texture larger than 2^14 (16384x16384).\n\n- Open attached file or\n - From a new blend file, delete default cube,\n - switch renderer to Cycles (CPU).\n - Create a plane,\n - switch to UV and create a very large texture (in my case anything larger than 16384x16384, my previously and still working in 2.9x size is 19310x) with float precision and no alpha.\n - Create a new material,\n - remove the principled Shader,\n - connect the color output of a noise texture to the material output Surface,\n - add an Image Texture node and select the previously created canvas. In my case I disable bounces (set all to zero) and set samples to 1, Filtering to Box filtering. \n - Switch bake type to Emit.\n- Hit bake and blender crashes trying to allocate the memory for the render target canvas. Setting Tiled rendering to other sizes does not work either.\n\nNotes:\nI'm prebaking complex noise channels as it dramatically reduces render time on the final texture bake.\nYou may need to create an excessively large target canvas if you have a lot of ram.\nWhen stopping a bake half way through on 2.9x and lower version you can see tile based rendering has taken effect and the sizes declared are used.\nWhen stopping a texture bake on 3.x versions you can see that it is filling the entire canvas at once and not using tile based rendering, no matter what the tile size is set to.\n[bake_crash.blend](bake_crash.blend)\n", "Render procedural crashes Blender when trying to render\nOperating system: macOS-10.15.7-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro Vega 64 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.10.18\n\nBroken: version: 3.2.0 Alpha\n\nRender procedural crashes Blender when trying to render\n\nLoad the attached alembic in the file, go Cycles experimental, turn on Use Render Engine Procedural and render.\n\n[Particles_BlastV_v01.abc.zip](Particles_BlastV_v01.abc.zip)\n\n", "Improvements to Curve Modifiers (Animation Curves)\nThe intention of this design task is to improve the ways we interact with modifiers amongst multiple curves and other missing options like \"baking\" the result to the curve.\n\nBased on using modifiers for different things myself here is what I feel would be best:\n\n - First thing is to add a new menu under \"channel\" to add any modifier to all the selected/highlighted channels.\n - Also a second option to remove all modifiers from selected/highlighted channels. (as in most cases you'd only add one modifier to a channel).\n - This could be complimented by a remove all modifiers of x type from selected channels.\n - under Shift G (new menu for graph editor) select grouped everywhere else we could have an option to select curves with x type of modifier.\n - Add a naming box with automatic unique names to the curve modifiers in the same fashion as in the object modifiers, this will allow association and the use of \"alt\" for editing multiple modifiers. ![image.png](image.png)\n - At the top where the copy / paste modifiers buttons are paste should allow \"alt\" modifier to paste to all selected curves/channels or adding a second paste button that will do just that. ![image.png](image.png)\n # Among with the checkbox for activation and the x for modifier deletion a similar menu to this ![image.png](image.png) could be added with the option to apply which should allow animation baking to the curve with simplified version of the \"bake action...\" operator allowing to define the range and steps and to delete or disable the baked modifiers for baking the resulting animation to that curve.\n\nAll of these are up for discussion but I feel it would improve heaps the way we can work with curve modifiers making them super more useful than they are right now because I feel in general people would use them much more if they were easy to handle for more than just one curve at a time.\n\nWhat do you guys think?\n \n\n\n\n\n", "CommandBuffer Failed: cycles metal integrator_ shade_volume --MacOS--\nOperating system: macOS-13.3.1-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 5700 XT 1.2\n\nBroken: version: 4.0.0 Alpha\n\nStarts rendering fine until the error. About 2-3 min. into the render.\n\n\nOpen the ziped blend file with 'Intel MacOS' blender 4.0a and hit render in the compositor!\n\n\nProbably related to: 104744\n\nPS: MacOS blender fails with most Volumes on latest major addons like PureSky, CloudScapes, etc... since blender 3.x .... ! The same applies when creating Volume emtys and volume Modifiers (mesh to volume & volume displace). At some point, blender will quit when clicking on the data tab (cloud icon) for volumes, as reported before.\n\n", "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", "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", "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", "Evee Render crashes [2.80] Beta\nOperating system: Win10\nGraphics card: 980ti\n32GB memory\nSSD\n\nBroken:\n2.80 2019-02-10\n\nHard disk storage overflow occurring\n\nParticle simulations\n\n1000's particles\nover 10's of thousands frames\n\nIt seems Evee renderer is built around rendering baking viewport to file, in certain situations auto saving a large temporary baked file leads to a system running out of memory when the file exceeds available storage with large bakes.\n\nAutosaves with large bakes to any available memory on this, this can be replicated with high memory commit states.\n\nI also suspect when the memory commit exceeds the remaining memory on the computer, saving attempts to write to disk and subsequently crashes a number of background programs whose telemetry attempts to use disk space to hash the reports.\nThe target file attempting to be saved is corrupted if it is being overwritten.\nI haven't confirmed whether the project file or autosave file corrupts in the process of saving, but it is very easy to lose a project and or backup when the bake commit is disproportion large to available memory on the machine.\n\nautosave : Enabled (default 2min)", "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", "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.", "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", "NLA Visual Bake of Actions (with Rigify character) Gives broken results.\nOperating system: Windows 10 Home 64bit\nGraphics card: GeForce RTX 2080\n\nBroken: 3.1.0, branch: master, commit date: 2022-03-08 18:16, hash: c77597cd0e15, type: release, build date: 2022-03-09, 00:44:13\nWorked: 3.0 and later - All that can open this file correctly.\n\n**Description**\n(Files provided for testing)\nyou'll find a stack of NLA Action strips resulting in desired animation.\nBaking those actions into a single Action using visual keying results in Broken looking animation (baked action is set to Replace).\nAdditionally even though the resulting strip is set to replace and placed as the top layer. Turning Layers on/off below it affects the resulting pose on the character.\nOne would expect once the top layer is set to Replace, anything happening in the lower layers should have no apparent effect and could safely be removed from the NLA.\n\nAttached Viewport Renders of Pre and Post Bakes for reference.\nAttached Character rig used as a Library override (save and relocate the library override from the outliner in the Animation file)\nAttached The Animation File in which I am attempting to Bake.\n\n[MomoDebug_A_rig.blend](MomoDebug_A_rig.blend)\n\n[BadBakeNLAActions.blend](BadBakeNLAActions.blend)\n\n- Open file BadBakeNLAActions.blend. MomoDebug_A_rig.blend is linked, so may need relocating\n- Delete The top NLA track - it is my failed bake.\n# Turn on all other tracks below\n![image.png](image.png)\n- Run Object > Animation > Bake Action. Use Visual keying option.\n- Turn off all the layers below (EXCEPT for the WORLD PLACER, that one doesn't get baked because it affects the rig Object itself rather than the bones)\n\nResult:\nI couldn't remove the layers below without breaking the animation.\n\n" ]
[ "Blender Eevee crashed while rendering a CURVE object\nOperating system: Ubuntu 16.04 LTS\nGraphics card: GeForce 920MX\n\nBroken: Blender 2.80 Eevee\n\nWorked: Blender 2.80 Cycles\n\nBlender Eevee crashed when a scene has a curve object.\n\n1) Switch to Eevee Engine\n2) Add a Curve Object (Any)\n3) Then press F12, Blender will crash.\nBlender File : [CurveObject.blend](CurveObject.blend)" ]
Blender Eevee crashed while rendering a CURVE object Operating system: Ubuntu 16.04 LTS Graphics card: GeForce 920MX Broken: Blender 2.80 Eevee Worked: Blender 2.80 Cycles Blender Eevee crashed when a scene has a curve object. 1) Switch to Eevee Engine 2) Add a Curve Object (Any) 3) Then press F12, Blender will crash. Blender File : [CurveObject.blend](CurveObject.blend)
[ "Regression: Crash when Sculpting on a mesh from a GP Lineart Modifier\nOperating system: Windows-10-10.0.22621-SP0 64 Bits (W11)\nGraphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.68\n\nBroken: version: 3.2, 4.0.0 Alpha\nWorked: 3.1\n\n![blender_4UX5Hum09w.png](attachment)\nWhen trying to sculpt a mesh in an assigned collection that a grease pencil lineart modifier references and the layer it is drawing to contains Grease Pencil strokes - it will instantly crash Blender. \n\n\n1. Download and extract zip to get the test blend file\n2. Load attached file with Load UI off\n3. Select the bust, it is in a GP lineart modifier collection \n4. Go to sculpt mode\n5. Try sculpt\n6. Crash\n\nAlternative steps:\n1. Create new scene\n2. Create a sphere\n3. Create a Grease Pencil object\n4. Add sphere to a new collection\n5. Select the GP object and add a lineart modifier\n6. Reference the sphere collection in the modifier\n7. Assign layer and material to the modifier\n8. Draw in the same layer in Draw mode of the GP\n9. switch to sculpt mode\n10. Try sculpt over sphere surface\n11. Instant crash\n\n", "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", "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)", "Cycle crash\n[System Information](https://projects.blender.orgattachment)\n\nBlender version: 3.4.1\n\nCrash when switching from Material Preview to Rendered in Viewport Shading and GPU Compute was set for Cycles. In CPU mode it's OK.\n\n\nOpen project.\nSelect CPU in Cycles settings.\nSwitch from Material preview to Rendered in Viewport shading.\nNow it works.\nChange to GPU Compute in Cycles settings.\nCrash...\n\n", "Crash on render on some of the frames\nOperating system: Linux-4.4.0-154-generic-x86_64-with-debian-stretch-sid 64 Bits\n8x Tesla V100 SXM2 NVLINK Accelerator Cards\nDual XEON Scalable 4208 CPUs\n192 GB RAM\n\nBroken: version: 2.82 (sub 7)\nI also tested recent 2.83 build\n\nBlender crash when it renders scene frames from 346-639, the rest of the frames are fine.\nIt crashes for CPU anf GPU as well.\n\nIn order to render above frames I workaround the assert:\n\n```\n--- a/intern/cycles/kernel/kernel_compat_cpu.h\n+++ b/intern/cycles/kernel/kernel_compat_cpu.h\n@@ -74,8 +74,10 @@ CCL_NAMESPACE_BEGIN\n template<typename T> struct texture {\n ccl_always_inline const T &fetch(int index)\n {\n- kernel_assert(index >= 0 && index < width);\n- return data[index];\n+ //kernel_assert(index >= 0 && index < width);\n+ if (index < 0) return data[0];\n+ else if (index >= width) return data[width];{F8410049}\n+ else return data[index];\n }\n #if defined(__KERNEL_AVX__) || defined(__KERNEL_AVX2__)\n /* Reads 256 bytes but indexes in blocks of 128 bytes to maintain\n```\n\nThe scene is complex and I couldn't make it very simply and narrow the problem.\nPlease find the scene attached.\n\n[animation_002_02_part01.blend](animation_002_02_part01.blend)\n\n1. Open Blender 2.82\n2. Open attached scene\n3. Set frame 346, start render (F12)\n4. After one minute or so it will crash\n\n\n", "Blender crashes with Noise Texture Node + Hair Particle System + Eevee\nOperating system: Darwin-19.6.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon RX 480 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.10.18\n\nBroken: 8dc95f61f3\nBroken: version: 2.92.0\nBroken: version: 2.91.2\nWorked: version: 2.83.12\n\nBlender 2.92 with AMD crashes with **Noise Texture Node**and **Hair Particle System** with render engine Eevee.\nWith Blender 2.91.2 with AMD it doesn't crash but colors are incorrect.\n\nWith 8dc95f61f3 with Intel GPU, there's no crash but colors are incorrect in the same way as in AMD - 2.91.2.\n\n1. Open attached .blend file\n2. Viewport shading to: Render \n3. Play animation by tapping space bar\n\n[particle_loop.blend](particle_loop.blend)\n[blender_2_92_crash.txt](blender_2_92_crash.txt)\n\n**Blender 2.92**\n[blender_2_92.mp4](blender_2_92.mp4)\n\n**Blender 2.91**\n[blender_2_91_2.mp4](blender_2_91_2.mp4)\n\n**Blender 2.83.12**\n[blender_2_83_12.mp4](blender_2_83_12.mp4)", "Hair particles crashing when baking or animating\nOperating system: windows 10 64 , windows 8 64\nGraphics card: intel, nvidia\n\nBroken: blender-2.81-9bd0d8b5505a-windows64\nWorked: (optional)\n\nwhen trying to bake a hair particles the system hangs giving this message\n\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF7CEBD24A4\nModule : C:\\Users\\dribeiro\\Desktop\\blender-2.81-9bd0d8b5505a-windows64\\blender.exe\n\n\nopen the file\nclick 'play' on timeline or bake on hair particles\n\nNEW INFO\nremoving the hair particles the animation runs normally\n[giselle.blend](giselle.blend)", "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.", "Geometry Nodes: Crashes when the curve resampling node length is 0\nOperating system: macOS-13.4.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M2 Pro 1.2\n\nBroken: version: 3.6.0\n\n\n\n\nThis is an irregular operation, but I hope it is not a crash but a warning.\nI don't know if this is a bug or a feature request. \nThere is also a possibility that if the length is close to zero, it will cause the computer to have 100% CPU.\n\n", "Blender Wont run.\nOperating system: Windows\nGraphics card: AMD Radeon HD 8570\n\nBroken: 2.92\nWorked: Nothing has worked. But blender worked before I did this. \n\nWhen I open blender it closes immediately.\nAnd I get this ![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", "Eevee RGB Curves node inaccurate compared to Cycles\nOperating system: Linux-5.8.0-7630-generic-x86_64-with-glibc2.32 64 Bits\nGraphics card: Quadro RTX 6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.32.03\n\nBroken: version: 3.0.0 Alpha\n\n[eevee_rgb_curve.mp4](eevee_rgb_curve.mp4)\nThe transformation that the RGB curves node applies to a color differs slightly between Eevee and Cycles, even if the curve is left as default.\nNot sure if this is a bug or just a known limitation, but it breaks compatibility between Eevee and Cycles in edge cases.\n\n[eevee_rgb_curve.blend](eevee_rgb_curve.blend)\n\n", "Crash when delete linked object in scenes outliner\nOperating system: Windows 10\n\nBroken: 3.6, 3.5, 3.3 LTS, 2.93 LTS\nBroken: 2.91.0\nWorked: 2.90.1\n\nCaused by b0741e1dcbc5e4549e95745b1f1b501f8cd33add\n\nBlender is crash when delete linked object in scenes outliner\n\n1. Open start scene\n2. Create new scene \"Scene.001\"\n3. Click on Cube, Ctrl+L, Link objects to scene \"Scene.001\"\n4. In Outliner switch to \"Scenes\"\n5. Select \"Cube\" object in Scenes Outliner in \"Scene.001\"\n6. Move cursor to Outliner, press key \"X\" or \"Delete\"\n7. Blender is crashing\n\n", "Viewport Rendering and Texture Baking freezes Blender\nOperating system: Windows 7 64bit\nGraphics card: GTX 1660 Super\n\nBroken: 2.90.1\nWorked: 2.83\nWorked: builds prior to b21ba5e579\n\n\nBlender freeze when baking ambiant occlusion\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\nI prepared my scene to bake all objects, but almost every time I try to bake an object (especially the table under the tv), blender is often stuck at 0%, using high CPU usage and freeze.[CtUrban.blend](CtUrban.blend)\n\nUpdate: Viewport Rendering also crash Blender.\n\n", "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.", "EEVEE renders black when no normal NODES connected to mix node --> normal input.\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89\n\nBroken: version: 2.92.0 Release Candidate\n\n\nEEVEE renders black when no normal NODES connected to mix node --> normal input. Works fine with Cycles. \n\nOpen below file and click on each material output to see the issue. Switch to cycles and all fine.\n\n[empty normal bug.blend](empty_normal_bug.blend)\n\n![image.png](image.png)\n\n\n" ]
[ "Irradiance volume baking with bezier curve present in volume crashes blender\nOperating system: WIN 10 Home\nGraphics card: NVIDIA GTX 1050\n\nBroken: 2.80, 4488056f3d9, blender2.8, 2018-12-16, as found on the splash screen\n\nBaking an irradiance volume with a bezier curve present within the volume crashes Blender.\n\n- Use start up file\n- Delete all elements in scene\n- Set cursor to world origin\n- Add an irradiance volume\n- Add a bezier curve and have it placed within the irradiance volume\n- Click the \"Bake indirect lighting button\"\n\nPlease find a simple file attached. Testing it, replace the environment map with one of your choice.\n\n[Irradiance-Baking-Bezier-Curve-Crash.blend](Irradiance-Baking-Bezier-Curve-Crash.blend)" ]
Edit Mode: Vertices Occluded by Transparent Objects [REGRESSION] Operating system: Linux Ubuntu 20.04 Graphics card: Nvidia Geforce MX130 Broken: 2.83.3 Worked: 2.82a **Describe the Problem** Cant work in edit mode because transparent objects occlude geometry. It makes impossible to do retopology or similar tasks using transparent reference meshes. Just create two meshes: A and B tha intersect each other. Make B to have transparency in viewport to be used as a reference. Then try to edit mesh A selecting it and going to Edit mode. It cannot be edited because B occludes geometry. We can see in the screenshots how 2.82a version worked and 2.83.3 is broken. Simple demo is attached.![blender-2.82-working.png](blender-2.82-working.png) ![blender-2.83-broken.png](blender-2.83-broken.png) [bug-report.blend](bug-report.blend)
[ "Adding Skin to Single Vert in editmode object causes black vertices\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89\n\nBroken: version: \n- 2.92.0 Alpha\n- 2.82a\nWorked: 2.81a\n\nWhen adding the Single Vertex object from the 'Add Mesh: Extra Objects' add-on, adding a Skin modifier in Edit Mode causes the mesh to display harsh black vertices, visually cluttering the mesh display. This becomes worse when you add a Subdivision modifier and activate X-Ray mode for easier working with the Skin modifier.\n\nOnce you switch from Edit Mode to Object Mode, then switch back to Edit Mode, the vertex display issue is gone. Toggling to Object Mode and back is always necessary, causing inconvenience.\n\nNote that right after creating the single vertex, the solution of switching to Object Mode and then returning to Edit Mode doesn't make a difference in the display issue. The mode switch trick only works once you've extruded a vertex.\n\n- Start Blender and delete all objects for clarity.\n- Activate the 'Add Mesh: Extra Objects' add-on in the Preferences.\n- Press Shift + A ➔ Mesh ➔ Single Vert ➔ Add Single Vert.\n- Press '1' for vertex mode, and press 'E' to extrude the vertex.\n- Without exiting Edit Mode, add a Skin modifier and a Subdivision modifier.\n- Press Alt + Z to activate X-Ray display mode. More and more black vertices become visible, causing visual clutter.\n- Switch from Edit Mode to Object Mode, then switch back to Edit Mode. The black vertices will be gone, and mesh display is as it should be.", "Exact Boolean (Union & Self Intersections -- to remove inside geometry) bad performance/memory footprint\nOperating system: Linux-5.15.0-67-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: Mesa DRI Intel(R) HD Graphics 4600 (HSW GT2) Intel Open Source Technology Center 4.5 (Core Profile) Mesa 21.2.6\n\nBroken: version: 3.5.0 Beta\n\nI have a group of nodes that gets rid of internal geometry by creating a \"mold\" of an object.\n\nBut it crashes on some meshes and not on other meshes and the crash doesn't give any real information why.\n\nIs there a work around for this?\nNodes works with certain meshes and crashes with others.\n\nWorking mesh and blend file.\n\n**Left side shows internal / overlapping geometry and Right side is free of this after using node network.**\n\n![image](attachment)\n\n[doesn't crash.blend](attachment)\n\n\nCashes when I **click the switch node to enable it** (**see red arrow**).\nCrashes in 3.4.1 and 3.5.\n\n![image](attachment)\n\n\n\n[this one crashes.blend](attachment)\n\nCrash text files attached below\n\n\nIs there a work around for this?\n\n", "Crash while switching to edit mode with EEVEE + Geometry Nodes\nOperating system: macOS-10.15.7-x86_64-i386-64bit 64 Bits\nGraphics card: NVIDIA GeForce GT 650M OpenGL Engine NVIDIA Corporation 4.1 NVIDIA-14.0.32 355.11.11.10.10.143\n\nBroken: version: 3.0.0\n\nWhen switching to edit mode in while the viewport's set to render it crashes (see attached video)\n[blender crash 2021-12-17 21-54-00.mp4](blender_crash_2021-12-17_21-54-00.mp4)\n\n1 load the attached file\n2 switch to rendered view in the viewport\n3 switch to edit vertex mode\n4 that's a crash!\n\n[transitions_001_blender3.blend](transitions_001_blender3.blend)", "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)", "Cycles: transparent object has black line where it intersect with other objects\nOperating system: Windows-10-10.0.18363 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 461.40\n\nBroken: 2.91.2\n\n\nWhen rendering transparent objects that intersect with other objects, black lines will appear on the intersecting area.\n\n1. Open a default scene.\n2. Add a plane to the scene.\n3. Rotate the plane a little.\n4. Move the plane up to make it intersect with the top face of the default cube.\n5. Make sure the view or camera view is very close to the intersecting area and lower the Clip Start value to 0.00001\n6. Set the renderer to Cycles and render the view.\n\n![Cycles_01.PNG](Cycles_01.PNG)\n\n[Cycles_Black_Line_Transparency.blend](Cycles_Black_Line_Transparency.blend)", "Overlay in Curve Sculpt mode to display the actual editable geometry (e.g. guide curves)\nAs we are moving along with developing the grooming feature set and adding more native procedural operations to edit hair, it gets more important to have visual feedback on what is the actual geometry that can be sculpted in sculpt mode.\n\nThe solution is to add a viewport overlay displaying the curves that are used for the interaction with the scultping tools.\n\nOpen questions are:\n- Where is that overlay toggled?\n- How exactly does this overlay look like/is drawn?", "Spreadsheet editor in `Original` mode shows no geometry for curves\nOperating system: Linux-5.15.8-76051508-generic-x86_64-with-glibc2.34 64 Bits\nGraphics card: AMD Radeon RX 6700 XT (NAVY_FLOUNDER, DRM 3.42.0, 5.15.8-76051508-generic, LLVM 12.0.1) AMD 4.6 (Core Profile) Mesa 21.2.2\n\nBroken: version: 3.1.0 Alpha\nWorked: never (?)\n\n![image.png](image.png)\nThe `Original` evaluation state should show the geometry before it is altered by modifiers.\nOn a curve object the `Original` state shows no geometry information.\n\n- Add curve object\n- Open spreadsheet editor\n- Switch to `Original` evaluation state", "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", "Support for tools with interactive geometry preview\nSome of the current or planned tools (add object tool, insert mesh brushes...) and other functionality requested project members require adding new geometry to the scene. \n\nAs far as I know, these tools can't render new geometry without creating a new object or adding that geometry to an existing mesh. This makes the gizmo previews of the add object tool not ideal and some of the requested functionality for sculpt mode is not possible to implement. It would require to modify the mesh and rebuild the PBVH in real time each time geometry changes. \n\nThe only tool so far that requires this functionality in sculpt mode is a limited version of the insert mesh brush in [D9380](D9380). That tool joins the insert mesh to the active mesh using BMesh when the stroke starts and then rebuilds the PBVH so the new geometry can be rendered. This makes the tool lag each time a stroke starts in a high poly mesh, and it limits the functionality to only an insert operation per stroke. (The ideal behavior should be that the insert mesh brush should insert a new mesh per stroke step, so you can insert meshes with spacing over the mesh). \n\nThe main goal of this design of to have a fast way to create previews for tools that modify geometry which look like the mesh is actually being modified. This is just a implementation detail, so the user should not know if the mesh geometry is actually being modified or if it is just a preview, as both options should ideally look the same. \n\n## Proposed solution\n\nThe ideal solution would be to have a generic function(s) that can render arbitrary geometry using the current scene shaders and render mode (as it was a new mesh object). This function should be possible to use from any operator and mode. \n\nIn the case of the insert mesh brush, the tool can manage a list of triangles and indices created by combining the geometry of the insert mesh and use this function to render them in real time without modifying the PBVH or the active object geometry. Then after the stroke finishes, all the new geometry can be joined to the active mesh in a single operation.\n\n## Workarounds\nIf implemented that functionality is not possible, some workaround for sculpt mode could be:\n- When PBVH rendering is used, add a \"fake\" node to the PBVH and add the new geometry there. If this fake node exists, render it as a normal node. When the operation finishes, delete this node, join the meshes and rebuild the tree. This approach won't work when PBVH rendering is disabled, so these tools will still lag.\n- Exit sculpt mode when the operation starts and create a new temporally object to do the geometry preview there. After the operation finishes, join the geometry, delete the preview object and enter sculpt mode in the initial object. Not sure what potential problems this approach could have (like undo). \n", "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", "3D View Selection Occlusion (Select Through) \nCreating this design task as there are unresolved issues with [D6322: Mesh: Select through](D6322) which are more design issues.\n\nThis is a place holder, some topics to address:\n\n- Where this option is stored, accessed?\n- Which selection tools/operators should use this?\n- Which modes this should be supported in (edit, pose, grease pencil... etc)\n- How to display this option when in wire-frame display (when the user will always select-through)\n- How to access this from both active-tools & key-bindings?\n- How to make it obvious selecting-trough is enabled *(draw style, cursor - this might help avoid confusion)*.\n- Should this be supported in object mode too?(the reverse since objects already select-through), IIRC we discussed having this option for box select too.\n\n\n### Related Topics\n\nNote that there are topics being raised which relate to select-through, but might be best treated as separate topics since we could change behavior here with or without select-through.\n\n- Current behavior of X-ray.\n- Current usability toggling X-ray (Z-drag or Alt-Z).\n- Selecting faces by their centers.\n- Lasso select using object centers #64281 (Option to lasso-select using geometry instead of object centers.).\n", "Random vertices light up as if they were selected (but they're not) when I select one vertice at a time\nOperating system: Linux-5.4.0-7634-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 780 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.82\n\nBroken: version: 2.83.0\n\n![mesh_glitches_bugreport.gif](mesh_glitches_bugreport.gif)\n- See the GIF above (sorry my mouse cursor didn't get recorded :(\n- so, in short, when I select one vertex and then select another, random vertices light up as if they're selected but they're not. Really annoying.\n- this happened to me in 2.82a as well (but only in Linux, not in Windows)\n\n- load factory settings\n- subdivide the default cube 10 times, add subsurf modifier (CTRL+2), shade smooth\n- in EDIT mode, duplicate the mesh 6 or so times\n- select one vertex, select another vertex, the glitch seems to happen (like in the GIF above)\n\n**BLEND**\n[mesh_glitches_bugreport.blend](mesh_glitches_bugreport.blend)\n\n", "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.", "Reference image opacity value doesn't work with Blender 2.83+ (Intel HD 630 with Mesa 20, regression from D6729)\nOperating system: Mageia 8 x86_64 (Linux)\nGraphics card: Intel HD Graphics 630, Mesa 20.1.0\n\nBroken: 2.83.0, 2.90.0-aed11c673efe\nWorked: 2.82a, 2.83-ce76e17584ee\n\nIn Blender 2.82a, when using a reference image with opacity between 0.0 and 1.0, the image is properly blended using the opacity value, provided that \"Use Alpha\" is enabled. (I.e. an image with opacity 0.20 will be less visible than an image with opacity 0.80, though both are transparent - like in most image editors.)\nA few weeks back I used 2.83-ce76e17584ee, and there the \"Use Alpha\" setting was renamed to \"Transparency\", but the behavior stayed the same.\n\nOpacity working in Blender 2.82a:\n![Screenshot_20200607_171655.png](Screenshot_20200607_171655.png)\n\nAfter updating to 2.83.0 (stable) now, I see that opacity no longer works as intended, it behaves like an on/off switch without any blending.\nAn image will look the same with opacity 0.0001 or 1.0 (and will be invisible with opacity 0).\n\nOpacity not working in Blender 2.83.0 (same .blend):\n![Screenshot_20200607_171751.png](Screenshot_20200607_171751.png)\n\nCurrent 2.90 alpha seems to suffer from the same issue.\n\n- Add > Image > Reference\n- Pick an image\n- In object properties, enable Transparency, and try different values of Opacity. Opacity doesn't impact the blending of the reference image in the viewport (unless it's 0, which makes it disappear).", "Curve / Geometry / Bevel Objects don't accept Mirror Curve\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.19\n\nBroken: version: 2.82 (sub 7)\nWorked: (optional)\n\n[i try to use a curve with mirror modifier, to use it as Bevel Object in ObjectDataProperties Curve. Now i see the half , it miss the modifier]\n\nCreate curve with mirror modifier, add it to new curve inside ObjectDataProperties Bevel Objet\n[CurveBevelMirror.blend](CurveBevelMirror.blend)\n\n" ]
[ "Can't see wireframe (vertex, selected components) through semi-transparent object\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.19\n\nBroken: version: 2.83 (sub 10)\nWorked: c26f470cfeea is last I have by hand\n\nIn the viewport, you can't see wireframe (vertex, selected components) through a semi-transparent object\n\n[75106.blend](75106.blend)\n1 - Create 2 objects one behind the other \n2 - Make front object semi-transparent (via Object properties > Viewport Display > Color > Alpha\n3 - Select the second object in Edit mode\n![Transp.JPG](Transp.JPG)\n" ]
Compositing: redirection of some EXR render layers to File Output isn't identical to the original We've observed redirection of some render layers to File Output Compositing node doesn't get same results compared to the original. First one is related with bit depth. In Render, even when we select Half Float EXR, CryptoMatte layers are rendered as full float. We expect this because those are data passes and will not work correctly when baked as half precision. But in Compositing, redirect CryptoMatte passes from Render Layers to File Output set half float exr makes those layers half. I think it should redirect the pass without any loss of information. Second one is size of Vector layer. In render, it is WXYZ layer, redirection to File Output will make it XYZ. This bugs us when using Compositing nodes. Please fix them.
[ "Use draw manager for clip editor drawing\nCould be stalled to 2.93 as there isn't an real issue here as far as we are aware of. The compositor issues are more tangable.", "Add option for Render Layers node to render in native scene resolution\nOperating system: 64bit Windows 10\nGraphics card: RTX 3090\n\nBroken: 2.93.6; 3.6.0\nWorked: - \n\nWhen using a file output node to save different scenes in different formats while rendering an animation, the file will always be in the format dimension of the currently active scene.\n\n**Possible overlapping with:**\n87447\n\nYou use the provided sample files and press render. \nYou will need to navigate to the set output paths in the Compositing node. \nC:\\OutputTest(3.6) and C:\\OutputTest_293(2.93)\n\n**Replicate yourself:**\n\n1. open default scene\n2. duplicate scene using \"Linked Copy\"\n3. in freshly duplicated Scene, change the \"Format\" > \"Resolution\" to 9:16 1080x1920\n4. open Compositing > \"Use Nodes\"\n5. add a \"File Output\" node > select it\n6. expand \"Properties\" and create a second output using \"Add Input\"\n7. duplicate \"Render Layers\" node and select the other scene in the duplicated \"Render Layers\" node\n8. plug each \"Render Layers ⇾ Image\" into one of the inputs of the \"File Output\" node\n9. now press Render\n\n**Expected Result:**\nEvery image is saved by the File Output node in its own resolution, respective of the parent scenes \"Format\" settings.\n\n**Actual Result:**\nAll images have the resolution of the currently selected Scene. \n\n**2.93.6 File**\n[OutputNode_Test_293.blend](attachment)\n**3.6.0 File**\n[OutputNode_Test_36.blend](attachment)\n\n", "Edge/Vert Slide fail to properly \"redo\"\nCurrently vertex & edge-slide use the mouse input to calculate which edge to slide, the direction to slide, and the **Even** toggle is set at runtime.\n\nUsing operator redo is not re-running with the same options, so redoing the action fails.\n\nWe could simply disable redo with this operator, however being able to toggle **Correct UV** is important.\n\nAdding this report to merge in duplicates, since there are various reports on this, which all have the same root-cause.", "Multiresolution displacement baking do not work properly\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.93.0 Beta\n\nOriginal on the left produces map, thad displace surface like on the right.\nI suppose, there is wrong gamut/ color conversion or baking ray shoots from Hipoly to lowpoly instead measuring height difference from lowpoly to hipoly. Displacement baking is not equal to normal baking!\n\n{[F10039179](изображение.png) size=full}\n\n[mr bake.blend](mr_bake.blend)\n\n[2021-04-26_15-44-07.mp4](2021-04-26_15-44-07.mp4)", "Eevee: math wrap and floor, AMD Driver precision issues\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Radeon RX 5500 XT ATI Technologies Inc. 4.5.14831 Core Profile Context 21.5.1 27.20.21003.1028\n\nBroken: version: 2.92.0\nBlender 2.83 LTS has same problem\n\nMath and Vector Wrap give different results for Eevee and Cycles, also doesn't swap min max, when max is less than min\n\n\n**More info**\nThis is important for an upcoming Shader Nodes patch that relies on wrap operation\nalso for shader setups that rely on this\n\nother people tested this, the problem seems to appear only on AMD Windows\n\n\nWhen Using -3 as Min for wrap, and 3 as max, some values give different results in Eevee than in Cycles\nFloor operation is probably the cause of this\nthis node setup \n![image.png](image.png)\n\nCycles\n![cycles.jpg](cycles.jpg)\n\nEevee\n![eevee.jpg](eevee.jpg)\n\n[eevee_math_wrap_different_from_cycles.blend](eevee_math_wrap_different_from_cycles.blend)\n\n", "Compositor RGB Curves artefacts with 'film like' option when using individual channels (only works correctly with the 'master' curve)\nOperating system: SUSE Leap 15.0\nGraphics card: NVidia GTX 560ti (official drivers)\n\nBroken: 2.80, 5632e1b52586, x86_64 linux, 2019-01-24 (buildbot)\n\nCompositor RGB Curves node gives false colours when set to 'Film like' and when any of R,G,B channels are adjusted. Adjustment of C channel alone is OK.\n\n![rgb_curves_film-like_artefacts_example_2.png](rgb_curves_film-like_artefacts_example_2.png)\n\nsidenote; Constant hue adjustment is definitely an interesting feature to have! But since film often has various hue shifts going on, if anything, 'Standard' is possibly closer with a typical S-curve - a bias to cyan, magenta, yellow in the highlights corresponding to the curve shoulder.\n\n'Hue hold' or 'Hue lock' could be alternative names.\n\n**Example .blend**\n[compositor_rgbcurves_film-like_artefacts.blend](compositor_rgbcurves_film-like_artefacts.blend)\n\nLoad attached .blend, render.\n\nRef:\nrB4de7c0c3105a80d244dd9f2078c310331873a16b\n\nNotes:\n- Muting the noise texture hides the issue in this example.\n- Stepping through the emission strength from 0.0 to 1.0 gives varying results. Might be a clue to the cause?", "Glossy Direct/Indirect pass multiplied by the Glossy Color pass using Principled BSDF (Cycles and EEVEE)\nOperating system: W10\nGraphics card: Titan Xp \n\nBroken: since the principled BSDF was introduced in blender (2.79)\nWorked: -\n\nGlossy Direct and Indirect pass are already multiplied by Glossy Color. Glossy color pass is always = 1 (white)\n\n- Download this file :\n[PRINCIPLED_BUG.blend](PRINCIPLED_BUG.blend)\n- Render image\n- Compare Glossy pass in the compositor (Left : old glossy shader, right : principled)\n\nas you can see, in the glossy direct and indirect pass, the glossy color is already multiplied :\n![blender - 29.03.2021 - 23h25.jpg](blender_-_29.03.2021_-_23h25.jpg) ![blender - 29.03.2021 - 23h27.jpg](blender_-_29.03.2021_-_23h27.jpg)\n\nand glossy color pass is white :\n![image.png](image.png)\n\nWhen everything is combined in compositing, the result is correct (because the Glossy color is already multiplied and his pass is white)\nbut we can't actually work with it with any software.", "race_spaceship.blend demo file renders empty result (no renderlayer selected in Render Layers node dropdown)\nOperating system: Windows 11\nGraphics card: Radeon Graphic\n\nBroken: 3.6\n\nScene not display well as final render (demo file).\n\n1. Start Blender File.\n2. Check if Viewport working (all great).\n3. Render (seems going well).\n4. Final image (no image, trasparent background).\n\n", "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", "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.", "Duplicating a node with a driver loses the driver\nWindows 10 Pro, GTX 1060 6 GB\n\nBroken: 2.79b\nWorked: (optional)\n\nDuplicating a node with a driver (e.g. an RGB mix with a driver for the factor) causes the driver to be lost from the duplicate. This makes node setup more tedious than it needs to be.\n\nAdd an empty to the scene.\nSet up an RGB mix node with two color inputs.\nCreate a driver on the factor that uses the empty Y world position.\nWith the node selected, shift-D to duplicate.\n\nThe duplicate will have lost the driver.\n", "Volume scatter shader affects data render passes.\nOperating system: Win 10\nGraphics card: GTX 980ti\n\nBroken: 2.80.74 2019-07-12 17:50 e3c586e262dd\nWorked: unknown (2.79 allegedly has the same issue)\n\nVolume scatter shader affects data render pass (AO, Depth, Normal).\n\n\nRender the scene below. The file has two view layers, one called FOG, and the other NO FOG. The former includes a volumetric object.\n\n[Problem.blend](Problem.blend)\n\n\n**Developer Note**\n\nI tweaked the file a bit (mainly added a texture to compare the changes in the AO pass and the normal and UV.\n[volume.blend](volume.blend)\n\nAnd a comparison between the AO and normal pass for each view layer:\n\n![image.png](image.png)\n\n**Blob from original report**\n\nHello, I'm facing an annoying problem and it's blocking our tries to use Blender as a production tool here at Lightfarm. So, every time we try to use a volume scatter shader to create fog doesn't matter if I use the option inside the world tab or create a cube, invert its normals and apply a volume scatter shader to it. Blender applies noise or color coming from the volume scatter shader in Data render passes, AO, Depth, Mist, Vector, Normal and etc... what gives us a wrong output to be used in Post-Production. I shouldn't be happening. I tried different solutions in a way to get around this problem. Tried different values for alpha threshold, tried to apply a transparent shader in the BOX that has the volume scatter shader applied. Nothing seems to solve the problem. I'd love to hear from you a solution for this. \n\nAlso, using mist pass to comp fog in the post isn't an option here because it's not as realistic as we want or separate the fog in a different render layer because it'll increase our render times a lot.\n", "Redo panel overlaps part of the interface\nIn the image editor, the redo panel covers part of the pixel values. \nWould be nice if such panel could be dismissed, or if it would take into account the possible presence of the pixel value subheader.\n\n[open_image_overlay.mov](open_image_overlay.mov)", "Cycles dupli object baking issues\nnvidia g880m\n\nBroken: blender-2.73-d56c9fb-win64\nWorked: (optional) probably never\n\nwhen assigning object as duplis to some mesh, and then trying to bake these duplis to another mesh, duplis appear black. But in normals mode, it works, so they are there, just without material or something.\nAlso, you can see that the duplis are there actually twice, one offset quite strongly. In some other file, I got them also four times...\n\n\n[bakebug.blend](bakebug.blend)\nopen the file, hit bake. \nthe group of objects in the ceter bakes to the cube.\n\nalso, you can see another group of objects, where duplis have been made \"real\" and it works well, it's group of objects called \"fine\", baking to the cube works well with seemingly same meshes.\n", "Full Frame Compositor\n**Description**\nCurrent compositor implementation is tile-based having the priority of displaying first tiles as quickly as possible. \nMemory usage can be very high for complex/long trees as buffers are kept from tree execution start to finish.\n\nThis task goal is to convert current tiled/per-pixel implementation to full-frame and display whole final image as quickly as possible without tiling.\nAll nodes/operations are buffered, creating buffers on first read and freeing them as soon as all their readers have finished. This reduces and keeps control of memory usage for complex trees of any length. \nTrees with a few/simple operations may use a bit more memory than before as previous non-buffered operations are now buffered. \nCurrent focus is CPU, OpenCL is not available at the moment.\nPerformance will gradually improve as more operations are converted.\n\nBreaking changes from tiled system:\n- Translate, Rotate and Scale take effect immediately instead of next buffered operation.\n- Any sampling is always done over inputs instead of last buffered operation.\n\nKnown issues (will be fixed):\n- Scaling up, translating and rotating crops image.\n\nThere is an experimental option in master branch to enable it: \n- Go to Edit -> Preferences -> Experimental -> Enable \"Full Frame Compositor\"\n- Then go to Compositor -> Performance Panel -> Execution Model -> Tiled/FullFrame (Tiled is normal compositor)\n\n**Status and Work plan**\n* [x] [D11015: Compositor: Add vars and methods for easier image looping](D11015) \n* [x] [D11882: Compositor: Buffer iterators](D11882) \n* [x] [D11490: Compositor: Constant folding](D11490) \n* [x] [D11113: Compositor: Full-frame base system](D11113) \n* [ ] [D12750: Compositor: Support backdrop offset for the Viewer node](D12750) \n* [ ] Remove unused UI options: \"Chunksize\", \"OpenCL\", \"Buffer Groups\" and \"Two Pass\".\n* [ ] Convert operations to full-frame:\n * [x] Input nodes:\n * [x] [D11559: Compositor: Full frame Image node](D11559)\n * [x] [D11593: Compositor: Full frame RGB node](D11593)\n * [x] [D11594: Compositor: Full frame Value node](D11594)\n * [x] [D11690: Compositor: Full frame Render Layers node](D11690)\n * [x] [D11751: Compositor: Full frame Mask node](D11751)\n * [x] b1bf4c2a05\n * [x] 48e27ad122\n * [x] [D12090: Compositor: Full frame input nodes](D12090)\n * [x] Output nodes:\n * [x] [D11698: Compositor: Full frame Viewer node](D11698)\n * [x] [D11749: Compositor: Full frame Levels node](D11749)\n * [X] [D12091: Compositor: Full frame output nodes](D12091)\n * [x] Multilayer EXR output issue (#98475)\n * [x] Color nodes:\n * [x] [D11677: Compositor: Full frame Brightness node](D11677)\n * [x] [D11686: Compositor: Full frame Mix node](D11686)\n * [x] [D11764: Compositor: Full frame Color Balance node](D11764)\n * [x] [D11765: Compositor: Full frame Color Correction node](D11765)\n * [x] [D11766: Compositor: Full frame Exposure node](D11766)\n * [x] [D11767: Compositor: Full frame Gamma node](D11767)\n * [x] [D12093: Compositor: Full frame curve nodes](D12093) (RGB Curves and Hue Correct)\n * [x] [D12092: Compositor: Full frame color nodes](D12092)\n * [x] Converter nodes:\n * [x] [D11638: Compositor: Full frame ID Mask node](D11638)\n * [x] [D12095: Compositor: Full frame convert nodes](D12095)\n * [ ] Filter nodes:\n * [x] [D12167: Compositor: Full frame Bokeh Blur and Blur nodes](D12167)\n * [x] [D11634: Compositor: Full frame Bilateral Blur node](D11634)\n * [x] [D11694: Compositor: Full frame Sun Beams node](D11694)\n * [ ] [D11801: Compositor: Full frame Pixelate node](D11801)\n * [x] [D12219: Compositor: Full frame filter nodes](D12219)\n * [x] Vector nodes:\n * [x] [D12093: Compositor: Full frame curve nodes](D12093) (Vector Curves)\n * [x] [D12233: Compositor: Full frame vector nodes](D12233)\n * [x] Matte nodes:\n * [x] [D11627: Compositor: Full frame Box Mask node](D11627)\n * [x] [D11635: Compositor: Full frame Ellipse Mask node](D11635)\n * [x] [D11750: Compositor: Full frame Double Edge Mask node](D11750)\n * [x] [D12220: Compositor: Full frame matte nodes](D12220)\n * [x] Distort nodes:\n * [x] [D11944: Compositor: Full frame Scale node](D11944)\n * [x] 538f452ea9\n * [x] [D12165: Compositor: Full frame transform nodes](D12165)\n * [x] [D12166: Compositor: Full frame distort nodes](D12166)\n* [x] [D12466: Compositor: Add support for canvas compositing](D12466)\n* [ ] Fix tests affected by breaking changes.\n* [ ] #96406 Run operations in sync/parallel limiting the number of them to control memory usage.\n" ]
[ "Vector pass not being saved correctly when using the File Output node\nOperating system: Win 10\nGraphics card: RTX 3090\n\nBroken: 3.3\nWorked: Not sure\n\nAccording to doc, vector pass is a 4-component vector, but when it's being piped through to a File Node in the compositor, it seems only 3 components are saved. This causes some motion data to be missing in the final multilayer exr.\n\n- Open attached file\n- `Render` > `Animation` - it will render 1 frame and save 2 exrs.\n 1. One using the blender native file output\n 2. Another using the file Node\n\n- Once it's rendered, the compositor should auto update to load these 2 exrs files below. If not, refresh the input nodes.\n- Check the vectorblured output. They are different.\n[mblur-bug.blend](mblur-bug.blend)" ]
Blender 2.8 Select Vert Issue Operating system: Graphics card: **Blender Version** Compiled 2.8 Build Hash 191b8951f7af Broken: Unable to select verts without being in x-ray mode. Pulled Build Bot 2.80 version...same/similar issue Added cube, Ctrl R added loops, confirm, try to box select...no go...hit xray icon...can select.. thanks!
[ "Box with beveled vert will damage, if use multires modifier in simple mode.\nOperating system: Fedora 32, 64bit\nGraphics card: GTX 650Ti\n\nBroken: version: 2.91.0 Alpha\nWorked: blender-2.82a-windows64\n\nAdd cube, bevel one vert (1 segments) add multires modifier, select simple mode, and subdivide 2 or 3 times. Mesh will damaged.\nIf beleled 2 or more verts subdivision works stability, but not always. Sometimes it will damaged, sometimes properly.![Знімок екрану_2020-09-01_17-17-24.png](Знімок_екрану_2020-09-01_17-17-24.png)", "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.", "Mask invisible on object with modifiers when entering sculpt mode\nOperating system: Linux-5.4.0-81-generic-x86_64-with-glibc2.27 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.57.02\n\nBroken: version: 3.0.0 Alpha\nWorked: unkown\n\nWhen selecting a previously unselected object with a modifier and a sculpt mask, the mask is invisible at first when entering sculpt mode.\nPainting the mask reveals it.\n\n- Create an object with a modifier (e.g. mirror or array) and paint a sculpt mask on it. Or use the file attached.\n- Outside the sculpt mode first make sure the object is unselected, then select it and enter sculpt mode.\n- The object appears with no mask visible, still you can not sculpt the masked parts.\n- Painting the mask reveals it.\n\n[mask.blend](mask.blend)\n\n[mask.mp4](mask.mp4)", "Support Automasking For Texture Paint\nFor #96225 we need to make the auto-masking options from sculpt mode available for texture painting.", "Blender Selection Lag\nOperating system: Windows 8.1 64bit\nGraphics card: Intel(R) HD Graphics 4400\n\nBroken: \nblender-2.83-39aa122a0e6d-windows64\nblender-2.90-4f622c9a080b-windows64\nblender-2.90-5254ffa17bf0-windows64\nWorked: \nblender-2.79b-windows64\nblender-2.80-windows64\nblender-2.81a-windows64\nblender-2.82a-windows64\n\n\nBlender's selection tool started to lag noticeably behind the mouse. \n\nSteps to reproduce:\n1. Open Blender 2.83 / 2.90 Beta and Alpha\n2. Select Circle select or Box select\n3. Move around the mouse to see the lag\n\nNot sure if this is intended or a new known issue.[SelectionLag.avi](SelectionLag.avi)", "Collection usability\n- [ ] Viewport UI\n- [ ] Shortcuts to toggle visibility?\n[ ] . . .\n\nNeed a clear design on what to do.", "Error de progama\nno me aparece el modo vèrtice\n\n", "Sculpting using EEVEE\nThis keeps track of the patches and tasks needed for improving sculpting with EEVEE/Lookdev enabled\n\n[D8558](D8558) Fix EEVEE not using the PBVH for rendering in Sculpt Mode\n[D8564](D8564) Sculpt: Use Simplified Materials option\n[D8566](D8566) LookDev: Lock HDRI rotation to View", "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", "Volume render bug in view layer indirect only.\nOperating system: windows 10\nGraphics card: RTX 2080 supper\nCPU: AMD ryzen7 2700\n\nBroken: 2.92.0\nWorked: no\n\nOutliner \"Indirect Only\" option does not work well with volumes, as inner shadows are ignored.\n![rlbug2.png](rlbug2.png)\n![vvbug.png](vvbug.png)\nSurface material with indirect only can work.\n\n- Open attached file\n- Display Render Preview in any of the viewports\n(Make sure the \"Indirect Only\" option in the outliner is enabled).\n[renderlayer bug.blend](renderlayer_bug.blend)", "'Dissolve' operator leaves inconsistent selection\nBroken: 2.82 (62d131e962d6e0a4f39db98d4f89243c16c55779) (down to, and including, 2.79)\nWorked: N/A\n\nAfter dissolution of edges in Edge selection mode, some vertices not connected with edges remain selected (which is indicated by a tool gizmo, Verts readout in the status bar, and verified by switching to Vertex selection mode).\n\n1. In a empty scene, add a mesh Grid.\n2. Switch to edit mode and Edge selection mode.\n3. Select one edge somewhere inside the grid (not on border).\n4. Dissolve it via the Delete -> Dissolve Edges or a default shortcut Ctrl+X.\n5. Verts readout in the status bar should show 2 selected vertices (despite you being in edge mode with no edges selected).\n6. Switch to Vertex selection mode: the two verts from that dissolved edge are still selected.\n7. Deselect all, switch to Edge selection mode and box-select one square at the corner of the Grid.\n8. Dissolve edges as in (4).\n9. Note that this time, Verts in status bar only shows one selected vertex: switching to Vertex mode would reveal it's the corner one.\n\nIt would seem that the vertices do remain \"selected\" for operators as well: after (4) or (8) you can transform those verts using a gizmo or shortcuts, extrude them (with strange results), connect them using Fill or Connect Vertex Path, and delete them (even though you're in Edge mode).\n\nUpdate: Video demo [here ](FAfhSU2AdbQ).", "Box and Lasso select is extremely unreliable in Face or Edge select mode (selects non-visible faces or edges)\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 430.86\n\nBroken: version: 2.82 (sub 6)\nWorked: (optional)\n\nUsing box select is extremely unreliable while in Face select or Edge select mode (I didn't observe any problems in Vertex mode). It may end up selecting non-visible faces/edges inadvertently and with seemingly no pattern to its misbehavior or workarounds (shrinking range of the clip start/end doesn't fix it, enabling face centers doesn't fix it etc.)\n\nThis problem has existed for some time now but today I finally got fed up with it after losing several minutes of work again.\n\nI'm using a hidpi 4k screen, using Blender's UI scaling of 1.0, and OS scaling of 2.0 in case this matters.\n\n[box-select-bug.blend](box-select-bug.blend)\n- Start with default .blend\n- Enter edit mode and Subdivide cube twice\n- Switch to Face select mode (or Edge select mode)\n\n- Attempt to box-select a variety of faces on the cube\n- Notice that more often than not, extra faces which are not visible are still selected\n\nNo selection\n![s1.png](s1.png)\n\nSelecting all visible faces with box-select\n![s2.png](s2.png)\n\nNon-visible faces being selected :(\n![s3.png](s3.png)\n\nNon-visible edges being selected :(\n![s4.png](s4.png)\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", "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)", "Wireframe not visible with X-ray in weight paint mode.\nOperating system: Win10\nGraphics card: GTX 1070\n\nBroken: 3.0.0\nWorked: 2.93.6\n\nWireframe on other side of mesh can't be seen through faces when x-ray is enabled.\n\n[#94704.blend](T94704.blend)" ]
[ "Unable to select vertices on right side of model\nOperating system: Windows 8.1\nGraphics card: AMD Radeon HD 8400 / R3 Series\n\nBroken: 2.80, 2826c2be545e, 2019-01-12\n\nI am unable to select vertices on the right side of the model in edit mode. This happens for nearly all .blend files I open, and in one instance, Blender crashed when I tried to select a vertex on the right side. The only way I could select these vertices is switched the view to X-ray mode.\n\n![BlenderIssue.gif](BlenderIssue.gif)\n\n\nThis began happening as soon as I updated to the current 2.8 beta release.\n[Example.blend](Example.blend)", "Vertices selection bug in Edit mode\nOperating system: Windows 10 64 bits\nGraphics card: AMD Radeon HD 6450 \n\nBroken: 2.80, 69b2f5268114, 2019-02-10\n\n\nI can't select most vertices of a mesh in edit mode. I can only select some of them. Issue doesn't occur in wireframe display mode.\nSelection is normal in edge or face mode (although face mode does no longer show points in middle of faces)\n\nI didn't have this problem with previous releases of Blender 2.80 (2.80.39 for ex.)[Blender_selection bug.mp4](Blender_selection_bug.mp4)\n\nno specific steps, occurs on every mesh even default cube when opening a new file.\n[system-info.txt](system-info.txt)" ]
UI bug on Win10 TP. Windows 10 TP Broken: 2.74 Worked: After last Win 10 build update (10122) appears some offset on the top of UI and on left side (less). So cursor get same offset. On the screenshot lighted up "File" menu, but cursor is on black field right on the top. ![blender UI w10TP.jpg](blender_UI_w10TP.jpg). Same offset in viewport and all others menues. start Blender on Windows 10 PR build 10122
[ "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.", "CPU + GPU render precision differences for small, far away area light\nOperating system: Linux-4.19.0-5-amd64-x86_64-with-debian-10.0 64 Bits\nGraphics card: GeForce GTX 780/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.74\n\nBroken: version: 2.81 (sub 8)\nWorked: (optional)\n\nThis was recently reported in this thread : \n2\n\n I can at least say, that when using small area lights below a size of 1 (e.g. meter), and it’s getting darker (the light source is far away from the object) you can clearly see this problem: CPU renders the tiles darker than the CUDA GPU.\n![CPU_GPU_tilies_issue.png](CPU_GPU_tilies_issue.png)\n\n\nCreate a new scene with the cube, remove the default light, create an area light, resize it to lets say 10% (or 1%… the smaller the bigger the effect) and rotate it that it lights the default cube.\nHere is a .blend that reproduce the issue :\n[TileProblem.blend.blend](TileProblem.blend.blend)\n\n", "Possible 4.0 Top Menu Changes\nI'm hoping that with Blender 4.0 we can take the chance to move some menu items slightly.\n\nOne concern I'd love to address is the discoverability of the \"app\" (Blender logo) menu. I'm sure most users find it eventually, but that won't happen be immediately for new users.\n\nI would address this simply by moving out of that menu anything that a new user might need, and leave it for things that more advanced users use. This moves \"Splash\" and \"About\" items to the Help Menu. The \"System\" submenu expands out. \"Install Application Template\" moves to File Menu. This leaves it with only items that most new users can safely ignore at first: \n\n![image](attachment)\n\nMoving \"Install Application Template\" to the \"New\" submenu makes it more clear that you can add to the list:\n\n![image](attachment)\n\nWith the \"File\" menu it would be nice to group the \"Loading\" and \"Saving\" items together. This separates \"Import\" and \"Export\". These two items have contents that look almost identical so it is easy to select an import instead of an export and cause damage. This also makes the list shorter so that it can better accommodate #104678.\n\n![image](attachment)\n\nFor the Edit menu we can group the items slightly better by making \"Undo History\" a part of the Undo/Redo group. And also make it clear that \"Adjust Last Operation\" is the same that is done when \"Repeat Last\" and is part of repeat history:\n\n![image](attachment)\n\nI'd like for the Help menu to look a bit simpler by following our existing recommendations of not showing repeating item icons. And also move the Splash and About here:\n\n![image](attachment)\n\nI have a sample PR that can be tested here: 106654\n\n", "Resetting default value does not work in popovers or menus\nOperating system: Windows 10, 64 bits, \nGraphics card: Nvidia GTX 1080 8 gb, Nvidia GTX1070 8 gb\n\nBroken:\nblender-2.81.0-git.ce2368cf69f5-windows64\n\nWorked: (optional)\n\nResetting options in the context menu (right click) of things like brush stroke strength, Autosmooth, plane offset and other parameters does not work at all, but does work through active Tool side panes and top bar. Probably it should work everywhere? If I'm working full screen I would want to be able to reset it in the context menu with my stylus as I sculpt.\n\n![image.png](image.png)\n\n1 Create any mesh\n2 Enable Sculpt mode\n3 Select any brush\n4 Right click to invoke context menu\n5 Try resetting any of the parameter to default values\n", "VSE: Snap to the 'Hold Offset' of strips being transformed\nA strip does not snap to itself, but `Hold Offset` is something whose position may remain unchanged in some cases:\n{[F10243791](hold_snap.gif),size=full}\n\n**Proposal**\nThe idea is to track those cases where the `Hold Offset` of transformed strips doesn't change and allow snapping for them.\n\n", "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", "File browser buttons disappear on undo in another window\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.79\n\nBroken: version: 2.92.0 Alpha\n- All versions since the new file browser was introduced are affected by this\nWorked: Never\n\nI've tried to save file with CTRL+S and by accident pressed my LMB on a viewport. Because of that mistake, I pasted object in my scene, instead of pasting file name in \"Blender File View\" window. So I tapped CTRL+Z (while still being active in a viewport) and whole panel with buttons \"Save file\", \"Cancel\" in \"Blender File View\" window disappeared. I've tested this on a completely new empty blender file. Pressing on a viewport didn't recreate that effect (probably, because nothing was there). But pressing on outliner or timeline have the same issue.\n\n- Open Blender\n- CTRL+S\n- Press LMB on an Outliner\n- CTRL+Z\n\n[UI bug.blend](UI_bug.blend)", "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", "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", "Mouse cursor is not updated after coming to a full stop while panning in the Blender render window\nOperating system: Fedora Linux (Wayland, Gnome Shell 44.1) \nGraphics card: AMD\n\nBroken: 3.5.1\n\nWhen panning in the final render and coming to a full stop before releasing the middle mouse button, the cursor is left on the screen. (See video)\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\nRender image\nHit F11\nPan with middle mouse button, come to a complete stop\nRelease middle mouse button\n\n", "Using LineArt modifier , line behind object will appear unexpectedly.\nSystem Information\nOperating system: Windows-10 64bit ver.20H2 os build 19042.1052{[F10208498](2021-07-02__3_.png)}\n\nGraphics card: NVIDIA Quadro [P2000](P2000.txt) driver ver.R470 U1 (471.11) WHQL\n\nBlender Version\nBroken: version: 3.0.0 Alpha\n\n**Short description of error:**\nUsing LineArt modifier , line behind object will appear unexpectedly.\n\n[2021-07-09 10-22-31.mp4](2021-07-09_10-22-31.mp4)\n\n**Exact steps for others to reproduce the error:**\n[lineartTest.blend](lineartTest.blend)\n\n- Open file \n- Tweak camera shift X property from min to max\n\nLines won't be drawn for some objects. \nBug looks a bit different in `7489427e4d` than what's shown in video\n\nAny way ,I’m excited new features.Thank you all to a great work.\nHave a nice days.", "Stroke overlay when erasing\nOperating system: Win 10\nGraphics card: NVIDIA GeForce GTX 1070 Ti\n\nBroken: (example: 2.80, 66684bdff30f, master, 2019-07-05)\n\n\nThe new alpha overlap stops working, when you erase somethin of that stroke.\n\n \nOpen a new project create a blank stroke object draw something try to erase it", "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)", "3D cursor not respecting orientation setting if other tools are active.\n**System Information:**\nNA\n\n**Blender Version:**\nBroken: Blender 2.8 Beta 0f5b53ba4dc\nRetested with Blender 2.90 c880e54a95dd (2020-05-14 22:52)\n\n**Short description of error:**\nThere are a few inconsistencies with the 3D cursor in the 3D viewport. Here are the steps to reproduce.\n1. Load up Blender. For this example I will use left click select. Right click select also experiences this issue.\n2. Select the 3D cursor from the tool bar and in the tool settings change the orientation to something other than \"View\" (I'll use \"Geometry\" in my example).\n3. Switch to any other tool on the toolbar and move the 3D cursor using `Shift-RMB`. The 3D cursor will move, but it will take on the orientation of the viewport, not the set 3D cursor orientation.\n\nHere's some interesting things to note:\n\nIf the tool you have selected is \"Tweak\" (found by cycling through the \"Box select\" tool until you get to tweak), the 3D cursor orientation will respect the orientation set in the 3D cursor settings.\n\nThis is interesting because as @lichtwerk has pointed out in the comments, there are settings in the keymap panel to control this. In the keymap there are options under the section \"3D View>3D View (Global)>Set 3D cursor\" and \"3D View>Object mode>3D View Tool (tweak)>Set 3D cursor\". Both of these options default to have the orientation as \"View\" (but gray out) which is technically the cause for the behavior I saw in the original copy of this report, but for some reason, the \"tweak\" tool doesn't follow the keymap. Or both keymaps are supposed to reference the orientation set by the user (signified by the grayed out buttons in the keymap) and \"3D View (Global)>Set 3D cursor\" isn't doing that.", "Assigning shortcut to Sequencer data is wrongly 'hooked' the Scene instead of Scene's VSE data\nThis error shows all the time when I right click on the viewscreen, and I have to right click and press ESC, so the message disappears and I keep working this way, right click, a message appears, ESC.\nIt suddenly started to happen and even deleting and downloading blender again, even with the other 2.8 version it happens.\n\nThank you, I love your work guys\nJust trying to help\n\nOperating system: Windows 10 Home, Core i7 - 7500U @ 2.70GHz, 8.00 GB RAM\nGraphics card: AMD Radeon R7 M440 32GB, 4.00 Gbps\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\nWorked: (optional) " ]
[ "Interface Displacement\nWindows 10 Pro Insider Preview 10122 64 Bit\nProcessor: AMD Athlon x4 620 Series 64 bit\nRam: 4GB\nStorage: one 500GB\nGraphics Card: AMD Radeon 5700 HD Series\n\nBlender 2.74 Standard\nBroken: Interface is moved and icons do not work and/or are unreliable\nWorked: On Windows 10 before build 10122 64 bit\n\nWhen vanilla (Standard) Blender 2.74 is loaded up on Windows 10 Pro Insider Preview build 10122 64 Bit, the tool bar along with the rest of the interfaces automatically moves down. The icons move but the actual triggers do not. This means that if icons do work, they work only sporadically and require you to press offset from the icon itself.\n\n\nI used the standard startup file (basic cube) as an example.\n![Blend Version 5-23-15.PNG](Blend_Version_5-23-15.PNG)\n![Blend Error01.PNG](Blend_Error01.PNG)\n\n\n" ]
Blender cycles Render with GeForce 1080 windows 10, nvidia gtx 1080. GeForce driver 387.92 Broken: 2.79 Worked: (optional) Blender closes if cycles render is activated with GeForce 1080 With standard Blender startup file: Try to activate cycles render > Blender closes Try to go to user preferences>System > Blender closes
[ "My blender doesnt open\nOperating system: Windows 10\nGraphics card: ?\n\n\nBroken: 3.6.2 LTS\nWorked: ?\n\n\nWhenever I try to open blender a Pop up appears saying \" No se pudo inicia la aplicacion;la configuracion en paralelo no es correcta.Consulte el registro de eventos de la aplicacion o use la herramienta sxstrace.exe para obtener mas detalles\"\n\nI have no idea, the one thats dowloaded by ZIP, i have already tryed this by the installer and the same problem\n\n\nWay literally, download blender and try to open it\nBased on the default startup or an attached .blend file (as simple as possible).\n\n", "Blender 4 Alpha Won't Open\nOperating system: Linux-5.15.0-79-generic-x86_64-with-glibc2.31 64 Bits, X11 UI\nGraphics card: AMD JUNIPER (DRM 2.50.0 / 5.15.0-79-generic, LLVM 12.0.0) X.Org 3.3 (Core Profile) Mesa 21.2.6\n\nBroken: I tried opening Blender 4.0.0 - Alpha\n August 30, 13:25:10\n e071288ab290\n tar.xz\n 250.91MB\n\nWorked: Blender 4 Alpha from July 15 opens, though.\nBlender 4.0.0 - Alpha\n July 15, 02:35:02\n d8e4fe320784\n tar.xz\n 249.01MB\n\n\n\n- I tried opening Blender 4 Alpha, latest version, and nothing happens.\n- I also tried an earlier version from August 15, and another from July 15.\n- August 15 wouldn't open. I made sure it was set to \"run as executable\".\n- July 15 opens, though.\n- I might check other versions. They take a while to download, though (I live in Canada).\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\n - Not sure how others can reproduce this unless they have my pc, or are having the same problem.\n - If there's some kind of terminal window thingy that writes down info while trying to open Blender, let me know how to do that, and I'll copy and paste whatever it says.\n- Note: sometimes Blender 3.6 doesn't open at first. But if I try again, it opens just fine.\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", "Render crash\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: Radeon RX 560X ATI Technologies Inc. 4.5.0 Core Profile Context 22.8.1.220810\n+ AMD Ryzen 5 3550H with Radeon Vega Mobile Gfx\n\nBroken: version: 3.3.0 Beta\nWorked: 3.2.2\n\nBlender every time crash when switch to render mode in viewport.\nRender set to Cycles with GPU Compute.\nVega 8 selected as device in preferences.\nIf I select RX 560X in preferences, GPU Compute is greyed in Render preferences (also interesting why).\n\nAny project with simple cube crashed.[test11.crash.txt](test11.crash.txt)\n", "Crash when deleting ViewLayer while rendering\nOperating system: Linux-5.4.0-66-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 750 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.66\n\nBroken: version: 2.92.0\n\nA crash will happen when deleting a ViewLayer while rendering stills or animations, for any render_display_type\n\n- In the default scene, add a new ViewLayer\n- Set the renderer to Cycles so that you can see the render progress. In Eevee you could set up a little animation to get the same problem.\n- Start a normal render\n- While Blender is still rendering, delete the new ViewLayer that you just added and that was being in use when the render process was called\n- A crash happens with a Segfault, even after some time.\n\nThis problem looks to me as just an unhandled context change, because I noticed that if you delete the current scene or the current camera used while rendering animations, those context changes are appropriately handled and the render process is effectively stopped without a crash.\n", "Weird VSE crash\nOperating system: Win11\nGraphics card: RX580\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen) blender 4.0.0 alpha\nWorked: (newest version of Blender that worked as expected) no clue\n\nBlender crashes on opening file. Was trying to make an alternative caption that gets around the Multiply color issue #112267 but came across a new bug.\n\nBased on the default startup or an attached .blend file (as simple as possible).\nOpen the file I've attached\n\n", "Viewport Rendering and Texture Baking freezes Blender\nOperating system: Windows 7 64bit\nGraphics card: GTX 1660 Super\n\nBroken: 2.90.1\nWorked: 2.83\nWorked: builds prior to b21ba5e579\n\n\nBlender freeze when baking ambiant occlusion\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\nI prepared my scene to bake all objects, but almost every time I try to bake an object (especially the table under the tv), blender is often stuck at 0%, using high CPU usage and freeze.[CtUrban.blend](CtUrban.blend)\n\nUpdate: Viewport Rendering also crash Blender.\n\n", "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", "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 Interface Does Not Respect Windows Colour Profiles\nOperating system: Windows 10 Home 1909\nGraphics card: Nvidia GTX 1080\n\nBroken: 2.83.0 on Windows\nWorked: 2.83.0 on OSX\n\nBlender's interface shows incorrect colours on high colour gamut monitors in Windows 10. Any monitor over 100% sRGB is showing colours to be incorrectly vibrant in every panel, including image viewer, 3D view and compositing.\nThis is believed to be due to Blender failing to reference the OS's installed ICC/ICM profile, or the interface entirely lacking any colour management that respects monitor profiles.\nSince OSX has system-wide colour management, this issue is not apparent. Windows does not have system-wide colour management, and apps must perform their own referencing of the installed ICC/ICM profile.\n\nOpen Blender on a high-gamut monitor in Windows 10. Compare to sRGB 100% monitor or OSX.\nError initially produced on a Dell UP2516D high-gamut monitor.", "Blender crash after maximizing/unmaximizing an editor (debug build only)\n\nBroken: master - debug build\nWorks: master - release build\nOS: Tested on both Windows and Linux\n\nWith a debug build, Blender crashes after maximizing an editor + moving mouse + unmaximizing.\nIt does not seem to be reproducible with a release build.\n\n\n- Open Blender default scene\n- Maximize the 3D viewport with CTRL+SPACE\n- Move the mouse\n- Unmaximize with CTRL+SPACE\n\n**Debug info**\nThe crash happens in `wm_event_do_handlers` when calling `wm_region_tag_draw_on_gizmo_delay_refresh_for_tweak(wmWindow *win, bScreen *screen)`.\nIn that case, `screen` points to invalid (freed?) memory.", "Crash (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", "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", "CPU render will look different to GPU render and fails randomly\nWin 10, GTX 880M, GTX 1080TI Founders Edition\n\nBroken: blender-2.79.0-git.2ca1f29-windows64\nWorked: na\n\nAttached you'll finde a scene what has issues with GPU rendering. The scene is using the old shaders with a bevel shader (OSL).\n\nThe preview will not start or maybe it takes a very long time. Here nothing happened.\nIn GPU mode the preview starts as expected.\n\nWhen I try to render with F12 in CPU mode it doesn't start or maybe it will start after a long time. Here nothing happened after 10 minutes.\nWhen I render a small region with CPU it takes a long time till it starts to render.\nWhen I start rendering in GPU mode it starts fast as expected ignoring OSL of course.\n\nIn the ZIP and attached you'll see a picture with a split screen. Left side is GPU. Right CPU. The results are different. Transparent parts with DOF will have extreme noise.\n\nLoad the scene and press F12. Here CPU render will not start as expected.\nSwitch to GPU and press F12. Rendering will start.\nDefine a small region where the transparent parts are. Press F12. It will take really long but start. Result has noise at the transparent parts.\nThis might be a bug in the Cycles render engine or an issue with the shader tree.\n\n[170902_Blender_279_Cycles_CPU_Issue.zip](170902_Blender_279_Cycles_CPU_Issue.zip)\n![GPU_vs_GPU_279_Render.jpg](GPU_vs_GPU_279_Render.jpg)\n\n\n", "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 use GPU to render any more. \"Cuda illegal address in cuCtxSynchronize(), line 1372\"\nWindows 10 Home\n10.0.14393 Build 14393\n\nnVidia GeForce GTX 1080\nDriver: 387.92 (latest version)\n\nBroken: 2.79 2017-09-11 10:43 Hash: 5bd8ac9\nWorked: 2.78c\n\nSince upgrading to 2.79 I am now no longer able to use the GPU to render. I get the error \"Cuda illegal address in cuCtxSynchronize(), line 1372\" as soon as it tries to render.\n\nThe previous version (2.78c) worked absolutely fine. Need to move to 2.79 for the Principled BSDF shader workflow.\n\nN/A", "CUDA Illegal address errors Windows\nWindows 10, NVidia GTX 1060 6GB\n\nBroken: 2.79 release candidate 2\n\n\nRendering or even going into rendered view yields \"Cuda error: Illegal address in cuCTxSynchronize(), line 1372\"\n\nIt's as simple as place an object in, add material/add details, go into rendered view at 32 samples or render at 128 samples.\n" ]
AttributeError: 'SpaceView3D' object has no attribute 'context' Operating system: Linux-5.2.0-arch2-1-ARCH-x86_64-with-arch 64 Bits Graphics card: Mesa DRI Intel(R) UHD Graphics 600 (Geminilake 2x6) Intel Open Source Technology Center 4.5 (Core Profile) Mesa 19.1.2 Broken: version: 2.80 (sub 74) Worked: (optional) This error appears if you link a shortcut to any item in the Properties window and assign it a left mouse button. Just assign a keyboard shortcut to the left mouse button and you will see an error when you click on an empty space in the 3d viewer. Screenshot: j2jRKL7.jpg
[ "Python API : OBJECT_OT_convert can't be fully abstracted from context with override\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.39\n\nBroken: version: 2.93.5\nIt didn't work in latest Beta build either.\nWorked: I don't think it ever worked otherwise ?\n\nOverriding the context of an operator with a dictionary enables us to call them from pretty much anywhere in the code without having to make sure the context is correct (selected objects, active object, called from a particular editor, etc.)\n\nHowever the `OBJECT_OT_convert` called with `bpy.ops.object.convert` operator still requires an active object to be selected to function with an override, which defeats the purpose of using an override.\n\nIt is explained quite thoroughly in this BSE Q&A 86891\n\nScript to reproduce in an empty file :\n\n```\nimport bpy\n\nbpy.ops.curve.primitive_bezier_curve_add()\n\n# Commenting these 2 lines removes the RuntimeError (context incorrect) on last line\nbpy.context.active_object.select_set(False)\nbpy.context.view_layer.objects.active = None\n\nbpy.ops.object.convert({\"selected_objects\": bpy.data.objects}, target=\"MESH\")\n```\n\n", "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!", "input() raises error in python console\nWindows 7 64bits / ASUS EAH6670\n\nOfficial 2.70a 64bits\n\nThe input function doesnt work in the python console.\n\n```\nimport bpy\nfrom bpy import data as D\nfrom bpy import context as C\nfrom mathutils import *\nfrom math import *\n\n```\n - ~ PYTHON INTERACTIVE CONSOLE 3.3.0 (default, Nov 26 2012, 15:38:36) [MSC v.1500 64 bit (AMD64)]\n - ~ \n - ~ Command History: Up/Down Arrow\n - ~ Cursor: Left/Right Home/End\n - ~ Remove: Backspace/Delete\n - ~ Execute: Enter\n - ~ Autocomplete: Ctrl-Space\n - ~ Zoom: Ctrl +/-, Ctrl-Wheel\n - ~ Builtin Modules: bpy, bpy.data, bpy.ops, bpy.props, bpy.types, bpy.context, bpy.utils, bgl, blf, mathutils\n - ~ Convenience Imports: from mathutils import *; from math import *\n - ~ Convenience Variables: C = bpy.context, D = bpy.data\n - ~ \n```\ninput()\n```\n - ! Traceback (most recent call last):\n - ! File \"<blender_console>\", line 1, in <module>\n - ! RuntimeError: input(): lost sys.stdin\n - ! \n\n\n\n\nIn python console, type\n\n```\ninput()\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.", "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", "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", "Hotkeys conflict between Shader Nodes, Compositing Nodes, GeoNodes and Texture Node Editor.\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68\n\nBroken: version: 2.93.6\n\nI have hotkeys on frequently used nodes in shader editor. When I switch to Compositing, first of all I have hotkeys already assigned to similar nodes (I did it in shader editor, but they are automatically assigned in compositing). Secondly, I get an error in Compositing - Not a shader or geometry node tree.\n\n1) Apply the \"I\" button to the \"Invert\" node in the shader editor\n2) Switch to Compositing or Texture Node Editor\n3) Call the invert node with the I button\n\nYou get the following error \n```\nPython: Traceback (most recent call last):\n\nFile \"D:\\BF_daily_build\\2.93.0\\blender-2.93.7-candidate+v293.4ec6cc412d7f-windows.amd64-release\\2.93\\scripts\\startup\\bl_operators\\node.py\", line 138, in invoke\n result = self.execute(context)\nFile \"D:\\BF_daily_build\\2.93.0\\blender-2.93.7-candidate+v293.4ec6cc412d7f-windows.amd64-release\\2.93\\scripts\\startup\\bl_operators\\node.py\", line 129, in execute\n self.create_node(context)\nFile \"D:\\BF_daily_build\\2.93.0\\blender-2.93.7-candidate+v293.4ec6cc412d7f-windows.amd64-release\\2.93\\scripts\\startup\\bl_operators\\node.py\", line 92, in create_node\n node = tree.nodes.new(type=node_type)\n\nRuntimeError: Error: Cannot add node of type ShaderNodeInvert to node tree 'Geometry Nodes'\n\nNot a shader node tree\n\nlocation: <unknown location>:-1\n```\nbandicam_2021-11-26_16-53-56-020.mp4\nNode_Conflict.blend\n\n", "Crash when trying to show a Workspace using a deleted Screen.\nIf a Screen ID is deleted, and one then try to show a Worspace using it, Blender will crash.\n\nSetting to low prio since deleting a Screen ID is not easy to do for end user currently (you'll have to use py console, e.g. `bpy.data.batch_remove(ids=(bpy.data.screens- [x],))`), but still, this is violating general design and expected sane behavior of ID handling.\n\nThink solution should be either:\n* Deleting Screens IDs should be forbidden (not ideal, since it kind of breaks general ID design, but should be doable).\n* Deleting Screens IDs should also delete matching Workspace (not ideal either, there should not be that kind of relationships between IDs, but we already have similar things between objects and obdata...).\n* Or (probably the sanest thing to do) a Workspace should handle gracefully the case where it has no assigned Screen.", "Cannot use keyframes, File select, File picker (eyedropper), etc. in modal Operators/Panels called by WindowManager\nOperating system: Win10\nGraphics card: Nvidia GTX 1060 6G\n\nBroken: 2.82\nWorked: None\n\nCannot use keyframes, File select, File picker (eyedropper), etc. in modal Operators/Panels called by WindowManager\n\nFor example, this is an operator called by WM to manipulate the location of the selected object. We cannot insert keyframes to the property from RMB > Insert Keyframe or from the anim dot after the property\n\n```\nimport bpy\n\nclass HelloWorldOperator(bpy.types.Operator):\n \"\"\"Creates a Panel in the Object properties window\"\"\"\n bl_label = \"Hello World Modal Operator\"\n bl_idname = \"test.hello\"\n\n def draw(self, context):\n layout = self.layout\n layout.use_property_split = True\n layout.use_property_decorate = True\n\n obj = context.active_object\n\n layout.label(text=\"Hello world!\", icon='WORLD_DATA')\n layout.prop(obj, 'location')\n \n def execute(self, context):\n return {'FINISHED'}\n \n def invoke(self, context, event):\n wm = context.window_manager\n return wm.invoke_props_dialog(self)\n\n\ndef register():\n bpy.utils.register_class(HelloWorldOperator)\n\n\ndef unregister():\n bpy.utils.unregister_class(HelloWorldOperator)\n\n\nif __name__ == \"__main__\":\n register()\n bpy.ops.test.hello('INVOKE_DEFAULT')\n\n```\n\nThis kind of problem exists in all modal-like panels or operators called by WM. The file picker from file_select is also not working. Is it RNA problem? I hope developer can generate its error message in the console. For now, I don't know what to do next. Please let me know how can I insert keyframes to properties in such panel/operators with right click\n\nBest wishes, thank u", "Interface. Sculpt mode, checkbox title not react to click\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 375.70\n\nBroken: since 2.83.9, checked with version: 2.93.0\n3.0 alpha broken too\n{[F10178598](изображение.png) size=full} — here\n\n\n[2021-06-18_00-08-00.mp4](2021-06-18_00-08-00.mp4)\n", "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", "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", "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", "Quick Favorites: add support for operator/prop enums (e.g. \"Set origin\")\nOperating system: Windows 10\nGraphics card: Nvidia GTX1080\n\nBroken: 2.80, 16fc62e15f0, blender2.8, 2018-12-12\nWorked: 3d92afca7eb\n\nThe Set origin menu is not possible to put into quic favourites.\n\n3dView -> Object menu -> Right click on \"Set origin...\" -> empty menu.", "Avoid Dynamic Menu Contents\nThis tasks proposes that dynamic menu contend could not be used (with some exceptions, below).\n\nExamples of dynamic menu content are menu items that are shown or not based on the number of selected items, an operators poll function, or the saved state of the blend file.\n\n\nThis causes the following problems:\n\n- **Causes User Uncertainty**\n\n```\nWhen you remember a menu item being available and find it missing, it's not obvious whats happening.\n```\n\n```\nIf the menu item is greyed out, it makes it obvious the functionality exists but isn't available.\n```\n\n```\nNote that Blender has the ability to set a message for why an operator is disabled which is displayed in the tool-tip *(this should be used more often).*\n```\n\n- **Complicates Documentation**\n\n```\nWhen instructions give steps to perform an action, a user may find the menu item missing, and think they're using the wrong version or the instructions require and add-on or some other customization.\n```\n\n- **Changes Key Accelerators**\n\n```\nWhen menu items change are added/removed, the short-cut keys to activate an item will change too,\nso a user can't use muscle memory to activate a menu item. \n```\n\n- **Complicates Menu Memory**\n\n```\nCurrently popup menus remember the last action based on the text,\nwith dynamic changing text, our menu hashing function `ui_popup_menu_memory` would need to somehow support this too, at least if this is used for menu items in popup menus.\n```\n\n *Note that even in the case this was solved for updated display-text, moving menu items around has inherent problems with remembering the last used action.*\n\n**Exceptions**\n\n- Context Menu.\n- Quick Favorites Menu.\n- Menu's that Expand Data such as \"Open Recent\" or Add \"Collection Instances\"\n\n\n" ]
[ "Can't assign a shortcut through the context menu of a button\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 760/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 416.94\n\n\nI'm trying to assign shortcuts to wireframe shading mode, shaded mode, textured mode and rendered mode. I'm trying to do so by right clicking on the button of the respective command and choosing 'Change Shortcut' Although I deleted every conflicting factory default shotcut from the input map in the prefs, I am unable to assign shortcuts to these modes. I recall from the beta version that changing a shotcut through the context menu of a button was problematic and that some buttons were even devoid of that option. Any plans on fixing this so that people could be able to assign shortcuts to menu items?\n\nAJ\n\n", "Viewport Shading Modes Assign Shortcut Error\nOperating system: Win10\nGraphics card: GTX980\n\nBroken: 2.8 RC2\n\nThe option \"Assign Shortcut\" to an Viewport Shading Type gives an error if executed via the assigned Shortcut/Hotkey.\n\n1. Rightclick on any Viewport Shading Button (Wireframe, Solid, Look Dev,...)\n2. Select \"Assign Shortcut\" and assign any shortcut\n3. Execute function with shortcut, an Error report appears\n\nThere is the \"Z\" pie menu and the toggle in the Blender Keymap, still direct Shortcuts should be possible if the interface suggests it.\n\n![AssignShortcutShadingModesError.jpg](AssignShortcutShadingModesError.jpg)\n\n" ]
"Import Images as Planes" crashes Blender on import attempt Operating system: Windows-10-10.0.19044-SP0 64 Bits Graphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.93 Broken: version: 3.2.2 Name: Import Images as Planes (3, 4, 0) Author: Florian Meyer (tstscr), mont29, matali, Ted Schundler (SpkyElctrc) Attempting to use **Import Images as Planes** crashes Blender without any error display on import attempt. - Ensure **Import Images as Planes** addon is enabled. - Go to **File > Import > Images as Planes**. - Select any compatible image file. - Select **Import Images as Planes**. ```lines=10 Stack trace: blender.exe :0x00007FF6613566F0 filelist_file_ex blender.exe :0x00007FF66135A2D0 ED_fileselect_active_asset_get blender.exe :0x00007FF661353940 file_listener blender.exe :0x00007FF6608D3A80 wm_event_do_notifiers blender.exe :0x00007FF6608BCA30 WM_main blender.exe :0x00007FF65F9A11D0 main blender.exe :0x00007FF6659C63E0 __scrt_common_main_seh KERNEL32.DLL :0x00007FFC926C7020 BaseThreadInitThunk ntdll.dll :0x00007FFC93C82630 RtlUserThreadStart ``` [blender_system_info.txt](blender_system_info.txt) [blender_debug_output.txt](blender_debug_output.txt) [blender.crash.txt](blender.crash.txt) [00_BlenderAssets.zip](00_BlenderAssets.zip)
[ "Texture Node editor --->creating image , then use created image as input node in texture node editor \nwin 10 \namd radeon \nintel i5\n\n Blender 2.8\n3d8cbb534f82\n\n\n First of all ,this is specifically about the \"texture node editor set to brush for creating an image , then using the created image as an image input in the (brush ) node editor , and again paiting in the SAME image ...\nIt totally makes sens that blender crashes because it is trying to create an image where the brush is that image itself , thus creating a feedback loop \n\n\nSteps to reproduce crash\n\n\n- Create plane \n- Go to the shader editor and create an image texture node \n- Create a new file , let's call this one ''crash'' and route it the shader's colour input \n- Go to the 'texture node editor and from the dropdown select 'brush''\n- Click the 'new tab' and enable úse nodes , by default we are presented with the checker pattern \n- go to the image editor and draw something , we are presented with a checker pattern \n- Now go back to the texture node editor'' and select ímage 'from the input nodes and route it to the tout\n- Select çrash 'as image \n- Now paint something in the image editor \n\nCrash \n\nIn the provided file , everything is already set up , al you have to do is paint in the image editor , and then route the module labeled çrash'to the output of the texture node editor [feedback crash .blend](feedback_crash_.blend)\n\n ", "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)", "Segmentation fault when selecting context.area.type before applying operator (scripting)\nOS: Ubuntu 16.04.4 LTS\nHW: Dell XPS 9550 notebook, using Intel HD GPU (nvidia deactivted)\n\nBroken: 2.83\n\nExecuting the operator `bpy.ops.transform.translate` causes a crash if `bpy.context.area.type` is set manually before.\nCrash in `setTransformViewMatrices` because `t->ar->regiondata` is `NULL`\n\nRunning the following script causes the crash:\n```\nimport bpy\nimport bmesh\n\n# Create object\nbpy.ops.mesh.primitive_plane_add(size=1, enter_editmode=False, location=(0, 0, 0))\n\n# Enter edit mode\nbpy.context.area.type = 'VIEW_3D' # If this is not set, crash does not occur\nbpy.ops.object.mode_set(mode='EDIT', toggle=False)\n\n# Modify vertices\nmesh = bmesh.from_edit_mesh(bpy.context.active_object.data)\nmesh.verts.ensure_lookup_table()\nmesh.verts[0].select = True\n\n# Next call causes crash:\nbpy.ops.transform.translate(value=(0, 0, 1), constraint_axis=(False, False, True),\n mirror=False, use_proportional_edit=True,\n proportional_edit_falloff='SHARP')\n```\n", "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", "Improve import method selection for assets\nAs more parts of Blender use assets, and as more different kinds of asset libraries are introduced, the current import type (*Append (Reuse Data)*, *Append*, *Link*) option in the Asset Browser is becoming too limited. Problems:\n* The option is not available for the node add & search menus, which include assets now.\n* The essentials library that is being introduced (#103620) only allows appending, never linking. The option in the Asset Browser may still read *Link*, which is misleading.\n* The option is not stored per asset library.\n* Name *Import Type* is odd since it determines a behavior, not a type. Should at least be *Import Method*\n\n## Changes to be done\n\n*Checked the items that are done at least in a branch/PR, not necessarily in the main branch.*\n\nRequired changes:\n- [x] Introduce a *Default Import Method* for each asset library in the Preferences. *Append (Reuse Data)* by default. (ae84a2956e)\n- [x] Introduce a *Follow Preferences* option for the asset browser. (ae84a2956e) <img src=\"https://projects.blender.orgattachment\" width=\"400px\">\n- [x] Use this as default for new asset browsers and asset browsers set to *Append (Reuse Data)*. (ae84a2956e)\n- [ ] Draw some hint when dragging assets on what's going to happen.\n- [x] Rename option to *Import Method* (not *Import Type*). (972f58c482)\n\nUI improvements:\n- [x] Use a UI list for the Asset Library settings in the Preferences. Otherwise the UI will look ugly. **(done in #104710)** <img src=\"https://projects.blender.orgattachment\" width=\"400px\">\n- [x] Add *Import Options* popover in the Asset Browser header and move the *Import Method* option into it. Makes the option less prominent, and other options can be added (e.g. a collection instancing toggle). **(done in #104733)** <img src=\"https://projects.blender.orgattachment\" width=\"400px\">\n\n## Open Questions\n\n- How can *Reuse Data* be toggled for the essentials asset library?\n\n", "Error when denoising (Optix) large image\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090, 3060 Driver 522.30\n\nBroken: version: 3.3.1\nWorked: Never (3.0 failed, 2.90 did not start rendering)\n\nDenoising large image will fail and may result in crash.\n\nShortened log:\n```\nIllegal address in CUDA queue synchronize (film_convert_float3 filter_guiding_preprocess)\nE1122 18:16:01.843204 7088 denoiser_optix.cpp:470] Error converting denoising passes to RGB buffer.\nIllegal address in CUDA queue copy_from_device ()\n```\n\n[#102515.blend](T102515.blend)\n\nOpen file and render image.", "Blender 3.3 crashes on importing external .exr file on compositor\nOperating system: Windows 11 x64\nGraphics card: gtx 650 ti\nprocessor ryzen 9 5900X\n\nBroken: tried 3.3 LTS (september 7, 2022 release) and also 3.2.1, but had this failure before in previous builds.\n\n**Short description**\nBlender immediately crashes after importing a multilayer .exr (generated in Houdini's Karma renderer) to the compositor. Example files attached\n\nOpen new blender scene, switch to compositor tab and check \"use nodes\". Then the error happens after either dragging and dropping the images or using the image node for import.\n\nThe crash seems to occur only when importing images with AOVs packed in, I attached one example that works perfectly but only has the color layer. I know this is a niche workflow but I'm out of options for compositing until I can upgrade my graphics card, sorry if this isn't really worth looking into.\n\n![0185 - single pass, WORKING.exr](0185_-_single_pass__WORKING.exr)\n\n![0130 - multilayer exr, CRASHY.exr](0130_-_multilayer_exr__CRASHY.exr)", "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 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 - 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", "Crash when updating image pixel data through python API\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 432.00\n\nBroken: version: 2.83.0, 2.90\nWorked: N/A\n\nBlender crashes with apparent memory corruption, when image pixel data and previous are updated frequently with python script.\nStack traces give no obvious answer, i have seen it happen in depsgraph eval, node graph code, imbuf, etc.\n\n*Note: i could not reproduce this issue in debug mode so far, only release or RelWithDebInfo seems to work.*\n\n 1. Open attacehd file\n - Run the script\n - Make sure the scene properties are visible (it seems to only crash when displaying image previews).\n - Grab the default cube and wiggle it around to force depsgraph updates.\n - If it doesn't want to crash, re-open Blender, it seems to be quite random.\n\nI'm using a node group to access image data blocks, so they can be displayed in a panel as pointers. The code generates data to replace the image pixels as well as the preview.\nI have also tried running a timer and deferring pixel updates using a queue as suggested [here ](bpy.app.timers.html#use-a-timer-to-react-to-events-in-another-thread), just in case the depsgraph post update is somehow not safe, but this doesn't change anything substantially. The bug happens in both cases.\n\n[crashtest.blend](crashtest.blend)", "Running multiple instances of Cycles HIP ends in segfault\nOperating system: Windows 10\nGraphics card: 2x Radeon W6800 32GB\n\nBroken: 3.0.0, 3788003cdaeb, master, 2021-11-30\nWorked: Never\n\nWhen I have 2 instances of Cycles rendering using HIP at the same time on a particular production scene, one instance will crash with the following error: \n\n\n```\n...\nFra:441 Mem:8965.99M (Peak 8965.99M) | Time:00:21.57 | Mem:1469.81M, Peak:1469.81M | Scene, View Layer | Updating Images | Loading Scene2_Garage_Furniture_Roughness.png\nFra:441 Mem:8965.99M (Peak 8965.99M) | Time:00:21.70 | Mem:1533.81M, Peak:1533.81M | Scene, View Layer | Updating Images | Loading Metal02_nrm.jpg\nFra:441 Mem:8965.99M (Peak 8965.99M) | Time:00:21.73 | Mem:1569.81M, Peak:1569.81M | Scene, View Layer | Updating Images | Loading Scene2_Garage_Objects_normal.png\nFra:441 Mem:9030.99M (Peak 9030.99M) | Time:00:21.73 | Mem:1570.69M, Peak:1570.69M | Scene, View Layer | Updating Images | Loading Tires_rough.png\nMalloc returns null: len=37748736 in Cycles Aligned Alloc, total 1149156740\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FFED98C853D\nModule : amdhip64.dll\nThread : 00000734\n\n```\nI was unable to reproduce it in a simple scene or any commonly available demo scenes such as classroom or Barbarshop. And unfortunately I cannot share the particular scene that's causing the issue. But the scale of the scene that's crashing should easily fit onto the GPU vram three times.\n\nI've attached the crash report. If more info is needed I will try to create a dummy scene that show the same behavior.\n\n[Anim-A-Garage.crash.txt](Anim-A-Garage.crash.txt)", "Blender 2.93 crashes randomly\nHardware: MacBook Pro 13\", 8 GB 2016, as well MacMini 8GB 2020\nOperating system: MacOS\nGraphics card:\n\nBroken: version: 2.93.1\nWorked: ?\n\nI work with files exported from CAD-software packages imported into Blender showing technical installations: vacuum chambers and related technical infrastructure. I process the objects in the files by sorting them into collections representing subsystems (vacuum chambers, electrodes, magnets, ...) joining parts of larger systems, assigning materials from a material library file. I use hierarchies of files containing standard parts occurring at various places, materials and larger structures. In total, the files have a size of about 1 GB of data.\n\nWhen working with the files, Blender repeatedly and randomly crashes without obvious relation to specific actions.\n\nCannot provide this kind of information: random crashes.\n\nI am willing to give access to a git repo containing the 1 GB files\n\nSystem_info.txt:\n\n```lines\n> =====================================\n> = Blender 2.93.1 System Information =\n> =====================================\n> \n> \n> Blender:\n> =====================================\n> \n> version: 2.93.1, branch: master, commit date: 2021-06-22 05:57, hash: 1b8d33b18c2f, type: release\n> build date: 2021-06-22, 23:47:10\n> platform: Darwin\n> binary path: '/Applications/Blender.app/Contents/MacOS/Blender'\n> build cflags: -Wall -Werror=implicit-function-declaration -Werror=return-type -Wno-tautological-compare -Wno-unknown-pragmas -Wno-char-subscripts -Wstrict-prototypes -Wmissing-prototypes -Wunused-parameter -mmacosx-version-min=10.13 -Xclang -fopenmp -I'/Users/blender/git/blender-v293/blender.git/../lib/darwin/openmp/include' -std=gnu11 -msse -pipe -funsigned-char -fno-strict-aliasing -msse2 \n> build cxxflags: -Wall -Wno-tautological-compare -Wno-unknown-pragmas -Wno-char-subscripts -Wno-overloaded-virtual -Wno-sign-compare -Wno-invalid-offsetof -mmacosx-version-min=10.13 -ftemplate-depth=1024 -stdlib=libc++ -Xclang -fopenmp -I'/Users/blender/git/blender-v293/blender.git/../lib/darwin/openmp/include' -std=c++17 -msse -pipe -funsigned-char -fno-strict-aliasing -msse2 \n> build linkflags: -fexceptions -framework CoreServices -framework Foundation -framework IOKit -framework AppKit -framework Cocoa -framework Carbon -framework AudioUnit -framework AudioToolbox -framework CoreAudio -framework Metal -framework QuartzCore -framework ForceFeedback -liconv -Wl,-stack_size,0x100000 -Wl,-unexported_symbols_list,'/Users/blender/git/blender-v293/blender.git/source/creator/osx_locals.map' -stdlib=libc++\n> build system: CMake\n> \n> Python:\n> =====================================\n> \n> version: 3.9.2 (default, Mar 16 2021, 14:53:03) [Clang 10.0.0 (clang-1000.11.45.5)]\n> file system encoding: utf-8:surrogateescape\n> paths:\n> \t'/Applications/Blender.app/Contents/Resources/2.93/scripts/startup'\n> \t'/Applications/Blender.app/Contents/Resources/2.93/scripts/modules'\n> \t'/Applications/Blender.app/Contents/Resources/2.93/python/lib/python39.zip'\n> \t'/Applications/Blender.app/Contents/Resources/2.93/python/lib/python3.9'\n> \t'/Applications/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload'\n> \t'/Applications/Blender.app/Contents/Resources/2.93/python/lib/python3.9/site-packages'\n> \t'/Applications/Blender.app/Contents/Resources/2.93/scripts/freestyle/modules'\n> \t'/Applications/Blender.app/Contents/Resources/2.93/scripts/addons/modules'\n> \t'/Users/wgeithner/Library/Application Support/Blender/2.93/scripts/addons/modules'\n> \t'/Applications/Blender.app/Contents/Resources/2.93/scripts/addons'\n> \t'/Users/wgeithner/Library/Application Support/Blender/2.93/scripts/addons'\n> \t'/Applications/Blender.app/Contents/Resources/2.93/scripts/addons_contrib'\n> \t'/Users/wgeithner/.local/lib/python3.9/site-packages'\n> \n> Python (External Binary):\n> =====================================\n> \n> binary path: '/Applications/Blender.app/Contents/Resources/2.93/python/bin/python3.9'\n> version: Python 3.9.2\n> \n> Directories:\n> =====================================\n> \n> scripts:\n> \t'/Applications/Blender.app/Contents/Resources/2.93/scripts/modules'\n> \t'/Applications/Blender.app/Contents/Resources/2.93/scripts'\n> \t'/Users/wgeithner/Library/Application Support/Blender/2.93/scripts'\n> user scripts: '/Users/wgeithner/Library/Application Support/Blender/2.93/scripts'\n> pref scripts: None\n> datafiles: '/Users/wgeithner/Library/Application Support/Blender/2.93/datafiles'\n> config: '/Users/wgeithner/Library/Application Support/Blender/2.93/config'\n> scripts : '/Users/wgeithner/Library/Application Support/Blender/2.93/scripts'\n> autosave: '/Users/wgeithner/Library/Application Support/Blender/2.93/autosave'\n> tempdir: '/var/folders/qc/ph84tvmx4h19sn6wl8nnn8hw0000gn/T/blender_iWUimt/'\n> \n> FFmpeg:\n> =====================================\n> \n> avcodec: '58, 54, 100'\n> avdevice: '58, 8, 100'\n> avformat: '58, 29, 100'\n> avutil: '56, 31, 100'\n> swscale: ' 5, 5, 100'\n> \n> SDL:\n> =====================================\n> \n> Version: 2.0.12\n> Loading method: linked (WITH_SDL_DYNLOAD=OFF)\n> \n> Other Libraries:\n> =====================================\n> \n> OpenColorIO: 2, 0, 0\n> OpenImageIO: 2, 1, 15\n> OpenShadingLanguage: 1, 11, 10\n> OpenSubdiv: 0, 0, 0\n> OpenVDB: 8, 0, 0\n> Alembic: 1, 7, 16\n> USD: 0, 21, 2\n> \n> OpenGL:\n> =====================================\n> \n> renderer:\t'Intel(R) Iris(TM) Plus Graphics 640'\n> vendor:\t\t'Intel Inc.'\n> version:\t'4.1 INTEL-16.5.2'\n> extensions:\n> \tGL_APPLE_client_storage\n> \tGL_APPLE_container_object_shareable\n> \tGL_APPLE_flush_render\n> \tGL_APPLE_object_purgeable\n> \tGL_APPLE_rgb_422\n> \tGL_APPLE_row_bytes\n> \tGL_APPLE_texture_range\n> \tGL_ARB_ES2_compatibility\n> \tGL_ARB_blend_func_extended\n> \tGL_ARB_draw_buffers_blend\n> \tGL_ARB_draw_indirect\n> \tGL_ARB_explicit_attrib_location\n> \tGL_ARB_gpu_shader5\n> \tGL_ARB_gpu_shader_fp64\n> \tGL_ARB_instanced_arrays\n> \tGL_ARB_internalformat_query\n> \tGL_ARB_occlusion_query2\n> \tGL_ARB_sample_shading\n> \tGL_ARB_sampler_objects\n> \tGL_ARB_separate_shader_objects\n> \tGL_ARB_shader_bit_encoding\n> \tGL_ARB_shader_subroutine\n> \tGL_ARB_shading_language_include\n> \tGL_ARB_tessellation_shader\n> \tGL_ARB_texture_buffer_object_rgb32\n> \tGL_ARB_texture_cube_map_array\n> \tGL_ARB_texture_gather\n> \tGL_ARB_texture_query_lod\n> \tGL_ARB_texture_rgb10_a2ui\n> \tGL_ARB_texture_storage\n> \tGL_ARB_texture_swizzle\n> \tGL_ARB_timer_query\n> \tGL_ARB_transform_feedback2\n> \tGL_ARB_transform_feedback3\n> \tGL_ARB_vertex_attrib_64bit\n> \tGL_ARB_vertex_type_2_10_10_10_rev\n> \tGL_ARB_viewport_array\n> \tGL_ATI_texture_mirror_once\n> \tGL_EXT_debug_label\n> \tGL_EXT_debug_marker\n> \tGL_EXT_framebuffer_multisample_blit_scaled\n> \tGL_EXT_texture_compression_s3tc\n> \tGL_EXT_texture_filter_anisotropic\n> \tGL_EXT_texture_sRGB_decode\n> \tGL_NV_texture_barrier\n> \n> Implementation Dependent OpenGL Limits:\n> =====================================\n> \n> Maximum DrawElements Vertices:\t1048575\n> Maximum DrawElements Indices:\t150000\n> \n> GLSL:\n> Maximum Varying Floats:\t150000\n> Maximum Vertex Attributes:\t16\n> Maximum Vertex Uniform Components:\t4096\n> Maximum Fragment Uniform Components:\t4096\n> Maximum Vertex Image Units:\t16\n> Maximum Fragment Image Units:\t16\n> Maximum Pipeline Image Units:\t80\n> \n> Cycles:\n> =====================================\n> \n> \n> CPU device capabilities: SSE2 SSE3 SSE41 AVX AVX2\n> \n> Enabled add-ons:\n> =====================================\n> \n> io_anim_bvh (version: (1, 0, 0), path: /Applications/Blender.app/Contents/Resources/2.93/scripts/addons/io_anim_bvh/__init__.py)\n> io_curve_svg (version: UNKNOWN, path: /Applications/Blender.app/Contents/Resources/2.93/scripts/addons/io_curve_svg/__init__.py)\n> io_mesh_ply (version: UNKNOWN, path: /Applications/Blender.app/Contents/Resources/2.93/scripts/addons/io_mesh_ply/__init__.py)\n> io_mesh_stl (version: (1, 1, 3), path: /Applications/Blender.app/Contents/Resources/2.93/scripts/addons/io_mesh_stl/__init__.py)\n> io_mesh_uv_layout (version: (1, 1, 1), path: /Applications/Blender.app/Contents/Resources/2.93/scripts/addons/io_mesh_uv_layout/__init__.py)\n> io_scene_fbx (version: (4, 22, 0), path: /Applications/Blender.app/Contents/Resources/2.93/scripts/addons/io_scene_fbx/__init__.py)\n> io_scene_gltf2 (version: (1, 6, 16), path: /Applications/Blender.app/Contents/Resources/2.93/scripts/addons/io_scene_gltf2/__init__.py)\n> io_scene_obj (version: (3, 8, 1), path: /Applications/Blender.app/Contents/Resources/2.93/scripts/addons/io_scene_obj/__init__.py)\n> io_scene_x3d (version: (2, 2, 5), path: /Applications/Blender.app/Contents/Resources/2.93/scripts/addons/io_scene_x3d/__init__.py)\n> cycles (version: UNKNOWN, path: /Applications/Blender.app/Contents/Resources/2.93/scripts/addons/cycles/__init__.py)\n> GTry (version: (1, 3, 7), path: /Users/wgeithner/Library/Application Support/Blender/2.93/scripts/addons/GTry/__init__.py)\n> add_curve_sapling (version: (0, 3, 4), path: /Applications/Blender.app/Contents/Resources/2.93/scripts/addons/add_curve_sapling/__init__.py)\n> materials_utils (version: (2, 2, 0), path: /Applications/Blender.app/Contents/Resources/2.93/scripts/addons/materials_utils/__init__.py)\n> materials_library_vx (version: (0, 6, 0), path: /Applications/Blender.app/Contents/Resources/2.93/scripts/addons/materials_library_vx/__init__.py)\n> render_auto_tile_size (version: (3, 1, 3), path: /Applications/Blender.app/Contents/Resources/2.93/scripts/addons/render_auto_tile_size.py)\n> ```\n\n\n[BlenderCrash_20210730-01](BlenderCrash_20210730-01)\n[BlenderCrash_20210801-01](BlenderCrash_20210801-01)", "Regression in 4.0, crash loading blend file without a scene collection\nBroken: `f6082a5042db7cfe6c4617387a04f216a1ba3f99`\nWorking: 3.6 LTS.\n\nThis test from `lib/` crashes on load:\n\n`blender ../lib/tests/depsgraph/deg_point_cache_transform.blend`\n\nThis crashes in release builds, asserts in debug builds:\n```\n./blender.bin() ./source/blender/blenlib/intern/system.c:86: BLI_system_backtrace (0x2fa9abe)\n./blender.bin() ./source/blender/blenlib/intern/BLI_assert.c:38: _BLI_assert_print_backtrace (0x29ca0f0)\n./blender.bin() ./source/blender/blenkernel/intern/collection.cc:2101 (discriminator 2): scene_collections_array(Scene*, Collection***, int*) (0x35b760e)\n./blender.bin() ./source/blender/blenkernel/intern/collection.cc:2124: BKE_scene_collections_iterator_begin (0x35b79ba)\n./blender.bin() ./source/blender/blenkernel/intern/collection.cc:2182: scene_objects_iterator_begin(BLI_Iterator*, Scene*, GSet*) (0x35b7f87)\n./blender.bin() ./source/blender/blenkernel/intern/collection.cc:2193: BKE_scene_objects_iterator_begin (0x35b8056)\n./blender.bin() ./source/blender/blenkernel/intern/lib_override_proxy_conversion.cc:126: BKE_lib_override_library_main_proxy_convert(Main*, BlendFileReadReport*) (0x3f08530)\n./blender.bin() ./source/blender/blenloader/intern/versioning_common.cc:522: do_versions_after_setup(Main*, BlendFileReadReport*) (0x4e43643)\n./blender.bin() ./source/blender/blenloader/intern/readblenentry.cc:512: BLO_read_do_version_after_setup (0x4d1c740)\n./blender.bin() ./source/blender/blenkernel/intern/blendfile.cc:880: setup_app_data(bContext*, BlendFileData*, BlendFileReadParams const*, BlendFileReadWMSetupData*, BlendFileReadReport*) (0x3520a67)\n./blender.bin() ./source/blender/blenkernel/intern/blendfile.cc:956: setup_app_blend_file_data(bContext*, BlendFileData*, BlendFileReadParams const*, BlendFileReadWMSetupData*, BlendFileReadReport*) (0x3521081)\n./blender.bin() ./source/blender/blenkernel/intern/blendfile.cc:994: BKE_blendfile_read_setup_readfile (0x35213c3)\n./blender.bin() ./source/blender/windowmanager/intern/wm_files.cc:1067: WM_file_read(bContext*, char const*, ReportList*) (0x3033a5f)\n./blender.bin() ./source/creator/creator_args.cc:2185 (discriminator 1): handle_load_file(bContext*, char const*, bool) (0x29c726d)\n./blender.bin() ./source/creator/creator_args.cc:2256 (discriminator 1): main_args_handle_load_file (0x29c76c5)\n./blender.bin() ./source/blender/blenlib/intern/BLI_args.c:322: BLI_args_parse (0x2fbfa62)\n./blender.bin() ./source/creator/creator.cc:564: main (0x29bcaa4)\n/usr/lib/libc.so.6(+0x27cd0) ??:0: ?? (0x7fdfca627cd0)\n/usr/lib/libc.so.6(__libc_start_main+0x8a) ??:0: ?? (0x7fdfca627d8a)\n./blender.bin() ??:?: _start (0x29bc125)\nBLI_assert failed: source/blender/blenkernel/intern/collection.cc:2101, scene_collections_array(), at 'collection != nullptr'\n```\n\n", "Blender 2.8 and 2.81 (ab519b91b2c4) has high chance of crashing when using Python to create a new node-tree link.\nOperating system: Windows 10 (x64) v1903 Build 18362.356\nGraphics card: Nvidia GeForce GTX 1060 6GB\nCPU: Intel Core i5 7600K\n\nBroken: 2.81-ab519b91b2c4 **AND** 2.80 release\n\nCreating a new node-tree link via Python sometimes causes Blender to crash with the error \"EXCEPTION_ACCESS_VIOLATION\".\nI have attached a .blend file that will cause the crash, just by clicking \"Run Script\" once or twice. \nWhen I found the bug, I spent some time making the script as small as possible while still causing the crash, so the script is less than 30 lines.\n\nI also installed Blender 2.81-ab519b91b2c4 on a Windows 10 laptop that had never seen Blender before, and the bug was present on there too, so I'm confident the issue isn't specifically due to my hardware.\nI've also included blender_debug_output.txt and blender_system_info.txt, generated by the blender_debug_log.cmd file included in the Blender 2.81 download.\n\n1) Open the attached .blend file.\n2) Click \"Run Script\" in the bottom right of the text editor pane.\n3) Repeat 2 until crash (should only take 1 or 2 tries)\n\n[Crashy crash.blend](Crashy_crash.blend)\n[blender_system_info.txt](blender_system_info.txt)\n[blender_debug_output.txt](blender_debug_output.txt)" ]
[ "Crash when importing a file using python from the command line with an asset browser open\nOperating system: Linux-5.15.0-40-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: AMD Radeon RX 5700 XT (navi10, LLVM 13.0.1, DRM 3.42, 5.15.0-40-generic) AMD 4.6 (Core Profile) Mesa 22.0.1\n\nBroken: version: 3.3.0 Alpha\nWorked: -\n\nBlender crashes with segfault when trying to import a model using `blender --python-expr` when the startup file or the opened file has an asset browser open.\n\nDownload [sample model ](Sponza) from KhronosGroup github.\n\nRun blender with:\n\n```\nblender <path/to/file/with/asswet/browser/open> --python-expr 'import bpy; bpy.ops.import_scene.gltf(filepath=\"/<PATH>/Sponza.gltf\")'\n```\n\nBlender crashes with the follow stack trace:\n\n```\n* thread #1, name = 'blender', stop reason = signal SIGSEGV: invalid address (fault address: 0x5c0)\n * frame #0: 0x0000000004b21c10 blender`filelist_file_ex(filelist=0x0000000000000000, index=-1, use_request=true) at filelist.c:2231:36\n frame #1: 0x0000000004b22070 blender`filelist_file(filelist=0x0000000000000000, index=-1) at filelist.c:2277:10\n frame #2: 0x0000000004b2914e blender`ED_fileselect_active_asset_get(sfile=0x00007fffdaf50988) at filesel.c:472:30\n frame #3: 0x0000000004b2f636 blender`file_listener(listener_params=0x00007fffffffe7a0) at space_file.c:467:38\n frame #4: 0x0000000003ca4f3c blender`ED_area_do_listen(params=0x00007fffffffe7a0) at area.c:163:5\n frame #5: 0x0000000003259301 blender`::wm_event_do_notifiers(C=0x00007ffff3f84388) at wm_event_system.cc:619:11\n frame #6: 0x000000000324f100 blender`WM_main(C=0x00007ffff3f84388) at wm.c:626:5\n frame #7: 0x0000000002a73fe9 blender`main(argc=4, argv=0x00007fffffffe978) at creator.c:547:5\n frame #8: 0x00007ffff7dba290 libc.so.6`__libc_start_call_main + 128\n frame #9: 0x00007ffff7dba34a libc.so.6`__libc_start_main@@GLIBC_2.34 + 138\n frame #10: 0x0000000002a73ba5 blender`_start + 37\n```\n\n**Additional information**\n\nBlender does not crash if the same command is run in the python console when blender is opened." ]
Blender crashes while rendering Linux Mint 16 (Xfce edition), GT430 2.71 (RC1) When I try to render a scene (I use Cycles), Blender crashes. I have 2 gb RAM and rather much particles in my scene, but Xfce taskmanager says, that only 50-60% of RAM is used when Blender crashes. I've added a swap (2 gb), but when I tried to render my scene again, I've got the same result. I can't compare Blender's behaviour with another versions, because I need fire and smoke (in Cycles), and Blender 2.70 doesn't support it. When I tried to launch Blender from the console, I've got these strings after crash: //Noise tile file '/tmp/noise.wavelets' loaded. Noise tile file '/tmp/noise.wavelets' loaded. Noise tile file '/tmp/noise.wavelets' loaded. Noise tile file '/tmp/noise.wavelets' loaded. Writing: /tmp/untitled.crash.txt Ошибка сегментирования *segmentation error* /tmp/untitled.crash.txt inludes: //# Blender 2.71 (sub 0), Commit date: 2014-06-12 18:39, Hash 169c95b # backtrace ProgramFiles/blender-2.71-RC1-linux-glibc211-i686/blender() [0x8ab8c1d] ProgramFiles/blender-2.71-RC1-linux-glibc211-i686/blender() [0x8ab8e77] [0xb76e2400] ProgramFiles/blender-2.71-RC1-linux-glibc211-i686/blender() [0x9796dcf] ProgramFiles/blender-2.71-RC1-linux-glibc211-i686/blender() [0x98049e1] ProgramFiles/blender-2.71-RC1-linux-glibc211-i686/blender(_ZN3ccl26kernel_cpu_sse3_path_traceEPNS_13KernelGlobalsEPfPjiiiii+0xd41) [0x981ef41] ProgramFiles/blender-2.71-RC1-linux-glibc211-i686/blender(_ZN3ccl9CPUDevice17thread_path_traceERNS_10DeviceTaskE+0x1e1) [0x969bdb1] ProgramFiles/blender-2.71-RC1-linux-glibc211-i686/blender(_ZN3ccl9CPUDevice10thread_runEPNS_10DeviceTaskE+0x40) [0x969c540] ProgramFiles/blender-2.71-RC1-linux-glibc211-i686/blender() [0x969b77b] ProgramFiles/blender-2.71-RC1-linux-glibc211-i686/blender(_ZN3ccl13TaskScheduler10thread_runEi+0x2f) [0x967d02f] ProgramFiles/blender-2.71-RC1-linux-glibc211-i686/blender() [0x967d6ff] ProgramFiles/blender-2.71-RC1-linux-glibc211-i686/blender(_ZN3ccl6thread3runEPv+0x30) [0x967d960] /lib/i386-linux-gnu/libpthread.so.0(+0x6d78) [0xb7291d78] /lib/i386-linux-gnu/libc.so.6(clone+0x5e) [0xb709c01e]//
[ "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)", "4090 huge memory usage in empty scene\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56\n\nBroken: version: 3.4.1\n\nGeForce RTX 4090 is using over 1GB VRAM in the default cube scene instead of the normal 100 to 200MB.\n\nGot today a 4090.\nI noticed in some scenes up to 2GB more VRAM usage than with my old 2x SLI 2080ti.\n\nI tested the default cube scene, which is consuming 1115MB VRAM. Which is a little bit too high.\n\n![grafik.png](grafik.png)\n\nHere's the `--debug-cycles --verbose 5` log files\n\nUsing defaults\n[cycles verbose5.log](cycles_verbose5.log)\n\nUsing `CYCLES_CONCURRENT_STATES_FACTOR=0.6`\n[cycles verbose 5 and states factor 06.log](cycles_verbose_5_and_states_factor_06.log)\n\n----\n[Addendum]\nThe crazy thing is, as soon I enable GPU + CPU, the VRAM usage is back to normal.\n\n![Screenshot 2023-01-30 190450.png](Screenshot_2023-01-30_190450.png)\n\n![Screenshot 2023-01-30 190214.png](Screenshot_2023-01-30_190214.png)\n\nI tested the studio drivers in versions 528.24 and 527.56 - both the same.\nSomeone who I know with a 4090 is using 527.56 without this issue.\n\n3.5 alpha is also affected.\n\nI guess this night be a Blender bug, after the VRAM usage is as expected when CPU * GPU is used.\n", "LineArt; Crash after press play in a scene with LineArt modifier\nOperating system: Linux-5.4.0-105-generic-x86_64-with-glibc2.27 64 Bits\nGraphics card: GeForce GT 630/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.144\n\nBroken: version: 3.2.0 Alpha\n\nNo idea what crashes blender. Just press play and wait some seconds.\n\nI would love to help solving this issue, so when someone could remind me where the crashreport usually lands in Linux, i could share that as well.\n[Narrator.blend](Narrator.blend)\n\n", "Blender crashes 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 2.90.1 crashes after rendering the first few frames of animation.\n**System Information** \nOperating system: windows 10 64 bit\nGraphics card: Nvidia GeForce GTX 1650\n\nBroken: (2.90.1 3e85bb34d0d7; master)\nWorked(didn't): (only tried on 2.8.3 and did not work at all)\n\nWhen I try to render the animation, after about 50 or so frames(varies randomly), blender crashes with no alerts or anything that tells me what the error is, it simply closes.\nI've rendered another project, and that did indeed render, so I'm left confused why this short animation would cause a crash.\n\nEdit: I disabled motion blur, and it rendered fine. However, I would really like to know why blender won't render if motion blur is enabled. The renderer is Eevee and while my laptop isn't a super computer, it should be able to handle it. Thank you all in advance!\n\n- Open attached file\n- render the animation\n[cube-loop-tut-V1.0.blend](cube-loop-tut-V1.0.blend)", "Mantaflow rendering unstable (when using multiple fluid domains)\nOperating system: Ubuntu 18.04\nGraphics card: Radeon R9 FURY\n\nBroken: 2.83.5\nWorked: none\n\nMantaflow seems unstable during rendering of 6 simultaneous domains and it relates to the cycles AA samples.\nThe error it shows:\n```\nterminate called after throwing an instance of 'Manta::Error'\n what(): can't clean grid cache, some grids are still in use\nError raised in /home/sources/buildbot-worker-linux_centos7/linux_lts_283/blender.git/extern/mantaflow/preprocessed/fluidsolver.cpp:33\n```\n\n1. Open the example file [mantaflow-render-test.blend](mantaflow-render-test.blend)\n2. Bake the domains one-by-one\n3. Run the `Render Animation`\n4. It's quite a random, so could take some time\n5. on ~160 frame the blender will fail and close with the next error:\n```\nSaved: '/home/user/tmp/mantaflow-render-test-scene/out/0161.png'\n Time: 00:03.10 (Saving: 00:00.08)\n\nterminate called after throwing an instance of 'Manta::Error'\n what(): can't clean grid cache, some grids are still in use\nError raised in /home/sources/buildbot-worker-linux_centos7/linux_lts_283/blender.git/extern/mantaflow/preprocessed/fluidsolver.cpp:33\n```\n```\nSaved: '/home/user/tmp/mantaflow-render-test-scene/out/0051.png'\n Time: 00:01.78 (Saving: 00:00.09)\n\nterminate called after throwing an instance of 'Manta::Error'\n what(): can't clean grid cache, some grids are still in use\nError raised in /home/sources/buildbot-worker-linux_centos7/linux_lts_283/blender.git/extern/mantaflow/preprocessed/fluidsolver.cpp:33\n```", "Set as Background crashes blender instantly.\nOperating system: Windows 10 Pro\nGraphics card: RTX 2080 Ti and RTX 3060\n\nBroken: 3.62\n\nI'm trying to do object tracking. Have tracked an object and clicked Solve Object Motion, then when I click on Set as Background Blender crashes instantly. Trying to load in a 400 frame 1920x1080 png sequence. Blender also crashes if I try to load the background image sequence via the camera properties (Background Images > Add Image).\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n", "Blender Crash MacOS Arm M1 - Wireframe - Memory issue\nOperating system: macOS-12.3.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Pro Apple 4.1 Metal - 76.3\n\nBroken: version: 3.2.0 Alpha\nBroken: version: 3.1.2\nWorked: Any version using linux/windows\nWorked: version: 3.1.2 on Intel base Mac\n\nBlender crashes with a viewport in wireframe mode or tries to allocate ~100 GB memory when .\n\nBase: default blend file.\n\n1. Go to \"Geometry Node\" tab\n2. Create new node setup\n3. Add Mesh line node\n4. Set count to something big like 256^3 (this was my test case)\n5. Switch the viewport to wireframe\n6. Crash\n\nNote: Slower increase can lead to huge memory consumption by blender:\n![Screenshot 2022-04-11 at 21.19.50.png](Screenshot_2022-04-11_at_21.19.50.png)\n\nExample node setup:\n![Screenshot 2022-04-13 at 12.33.26.png](Screenshot_2022-04-13_at_12.33.26.png)\n\nSwitch to wireframe:\n![Screenshot 2022-04-13 at 12.34.00.png](Screenshot_2022-04-13_at_12.34.00.png)\n\n", "Use after free: Baking Rigid Body physics causes instant crash\nOperating system: macOS 10.15.7\nGraphics card: AMD Radeon Pro 5500M 4 GB / Intel UHD Graphics 630 1536 MB\n\nBroken: 2.92.0, branch: master, commit date: 2021-02-24 16:25, 2.93.0 Beta, branch: master, commit date: 2021-04-28 22:25, \nbroken: f7b22fc3d27113715e8726c69ab3264e1d487439\nWorked: \n\nBaking the Rigid Body world physics causes Blender to crash either instantly, or after baking less than 100 frames (it varies). Interestingly, a friend with the PC version of 2.92 says the project works fine, no crashes whatsoever.\n\nOpen the project. Make sure Allow Negative Frames is on under Preferences/Animation. Go to the Rigid Body World and hit bake.\n\n[physics test b.blend](physics_test_b.blend)\nAsan report: [T88113_asan_report.txt](T88113_asan_report.txt)", "2.90 Not opening on Linux\nOperating system: Linux Mint 18.1\nGraphics card: Intel HD 620\n\nBroken: \nBlender 2.90 won't open up fully, it appears to open up and immediately closes\nWorked: \n\nTried a few different ways to open, won't open.\n\nOne of the methods I tried opening with was through the Terminal and this was the message I had returned back:\n\nRead prefs: /home/john/.config/blender/2.90/config/userpref.blend\nfound bundled python: /home/john/Desktop/3D Related/1BlenderVersions/blender-2.90.0-linux64/2.90/python\nGPUShader: linking error:\nerror: Input block `ShaderStageInterface' is not an output of the previous stage\n\nGPUShader: linking error:\nerror: Input block `ShaderStageInterface' is not an output of the previous stage\n\nWriting: /tmp/blender.crash.txt\nSegmentation fault", "AMD: Rendering Instances On Points using a Collection crashes Blender on Linux\nBroken\nOperating system: Linux-6.2.0-060200-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: AMD Radeon RX 580 Series (polaris10, LLVM 15.0.7, DRM 3.49, 6.2.0-060200-generic) AMD 4.6 (Core Profile) Mesa 23.1.0\nversion: 3.5.1\n\nBroken\nOperating system: Linux-6.1.18-200.fc37.x86_64-x86_64-with-glibc2.36 64 Bits\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\nversion: 3.5.1\n\nFine (same system as above, but using nvidia)\nOperating system: Linux-6.1.18-200.fc37.x86_64-x86_64-with-glibc2.36 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 525.89.02\nversion: 3.5.1\n\n\nOn Linux, using Geometry Nodes to have a Collection Info node feed instances of like items to an Instance on Points node going to Group Output will work properly, but will crash Blender when Rendering.\n\nDoing the obligatory Donut Tutorial. When creating the sprinkles using the Collection Info node to feed Instance on Points will create a nice set of sprinkles. The sprinkles share a Linked Material to randomize colors. Using Render Preview in the Layout (or Shading) tab correctly displays randomly colored sprinkles. However, actually rendering crashes Blender. Using the Realize Instances geometry node before the Output node will allow it to render, but then every sprinkle has a single, random color.\n\nReproduce (using Linux): \n1. Using the attached file, render using the Realize Instances node on the Icing's Geometry Nodes (file's current setup). Blender will not crash, but all sprinkles have same color. \n2. Remove the Realize Instances geometry node, and the sprinkle colors will be properly randomized. Render, and blender will crash.\n\nWarning: This is a hard system freeze, not a simple Blender crash. Typically requires a system reset to recover.\nUpdate: AMD graphic cards only. Eevee rendering only.", "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)", "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.", "Crash using blender_debug_log.cmd and \"Reload Scripts\" in Cycles preview render\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.91\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nLoading Blender with blender_debug_log.cmd, it crash immediately when I try to reload the scripts if Cycles is running. This is not happening when launching blender.exe ![2019-06-08_10-28-33.gif](2019-06-08_10-28-33.gif)\n\nLaunch blender 2.8 using blender_debug_log.cmd.\nIn the view 3d, choose Cycles as render preview.\nIn the search bar, look for \"Reload Scripts\" and click on it.\nBlender Crash.\n[blender_system_info.txt](blender_system_info.txt)\n\n[blender_debug_output.txt](blender_debug_output.txt)\n\n", "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" ]
[ "Cycles volume scattering shader crash\nwindows 7 64\nnvidia quadro k2000m\n\nBroken: 2.71\n\nBlender crashes when trying to render a scene featuring volume scattering based material assigned to overlapping objects.\n\n[crash_test.zip](crash_test.zip)\nopen the file and press render or set camera viewport to rendered.\nYou do not get a crash IF :\n- you unplug the volume scattering shader in the Plastic material\n- you delete 2 of the 3 objects.\n- you move each object so they do not overlap.\n\n\n" ]
Eevee - ambient occlusion flickers with thin objects in the scene Win 10, GTX 1080 Blender 2.80, 2019-01-14 19:48; 84c06e996a7a Open attached .blend file. [Eevee_bug_AO_with_thin_meshes.blend](Eevee_bug_AO_with_thin_meshes.blend) Switch to Eevee and press play. You should see the problem. There are two thin meshes: ![Eevee_AO_thin_meshes_bug.PNG](Eevee_AO_thin_meshes_bug.PNG) With default settings (Distance 0.2m, Factor 1) AO flickering is barely visible: MNFCzO80O1I However when you increase Distance to 1m it becomes noticeable. Youtube compression is very strong, but you should see flickering: 9_F1xVZiz8k When you additionally increase AO Factor it's even more obvious: vQN1HNvtS6k
[ "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", "Eevee Volume with Zero Density results in End distance distribution inconsistencies\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Intel(R) Iris(R) Plus Graphics Intel 4.5.0 - Build 26.20.100.7641\n\nBroken: version: 2.93.0 Alpha\nWorked: None (same problem exists at 2.91.2 and probably earlier)\n\nEevee volume slices are inconsistently rendered - apparently due to the Distribution being incorrectly handled when there is Emission and **no** Density.\nImage cutting off the volume with specific Start-End range:\n![Untitled.png](Untitled.png)\nAdding **any** density fixes the inconsistency, as does changing Distribution to 1.0.\n\n- Open attached file or:\n - Start from default scene\n - Click the 'Shading' tab\n - Remove default Principled surface shader\n - Add Principled Volume shader\n - Set Emission to 1.0 and Density to 0.0.\n - In Volumetrics properties, reduce End distance until intersection (58m in my case)\n- Note that the intersection distance is inconsistent with the result and sometimes the volume disappears and reappears at random distances.\n\nAlso note:\n```\n- Changing the Density from 0.0000 to 0.0001 results in the full volume being rendered (showing it's not purely due to the Distribution).\n- Same problem occurs when using an Emission shader rather than Principled Volume.\n- If Density is set to non-zero (even a vanishingly small value such as 0.0001) the Start/End clipping works as expected.\n```\n[evee_volume_density_bug.blend](evee_volume_density_bug.blend)\n", "Selected object color is weird in wireframe mode if the object color isn't single.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 465.89\n\nBroken: version: 3.0.0 Alpha\n\nOutline overlay seems to be drawn under wireframe.\n\n[#91619.blend](T91619.blend)\n\nImmediately visible in provided file.", "object monitor and menu bar flickers when i move move my cursor\nOperating system: Windows-11-22H2\nGraphics card: NVIDIA GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.92\n\nBroken: version: 3.6.2\n\n\n\n", "Eevee: Rendering particle hair results in plain white pixels \nOperating system: GENTOO Linux, updated daily\nGraphics card: NVIDIA Corporation TU106 High Definition Audio Controller (rev a1)\nGraphic driver: x11-drivers/nvidia-drivers-460.67\n\n**Blender Version*\"\nBroken: after blender-2.93.0-8f2c3c63e970-linux64\nWorked: before and including blender-2.93.0-8f2c3c63e970-linux64\n\nPlain white pixels when rendering particle hair (Eevee viewport/render)\n\nLoad attached blend file. Make sure to be in orthographic mode. Viewport-render \nwith Eevee. Render using camera of scene.\nI both cases a lot of plain white pixels appear in the hair.\nWhen changing to perspective mode, only pixels perpendicular to\nthe view (viewport or camera) are effected.\n[HairRoughnessProblem.blend](HairRoughnessProblem.blend)\n![image.png](image.png)\n\n![image.png](image.png)\n\n\n", "VDB slowing down animation playing even when visibility is turned off\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA RTX 6000 Ada Generation/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.67\n\nBroken: version: 3.5.1\n\nVDB loaded even if visibility is turned off\n\nI have an explosion VDB in my scene. Even if I turn off the viewport visibility, it still loads it in memory and playback is slowed down like crazy. It shouldn't be the case. I should be able to turn it off so I can have fast playback and just have it visible at render time.\n\n", "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", "Issues with HDRIs and render result pixel values that exceed half float limits\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.1.2\n(Also tested in latest 3.3 Alpha)\n\nSome lookdev HDRI's give the scene a colored tint, that also does not disappear after lowering the strength\n\nI imported this HDRI to preview lighting in my Eevee scene: lenong_2\n\nAt first, this looks okay in blender:\n![Normal_bright.png](Normal_bright.png)\n\nBut after lowering the strength, you will notice that there is a yellow light that should not be there, as well as a white spot from where the sun used to be, even if strength=0\n![Normal_dark.png](Normal_dark.png)\n\nI found a workaround by adjusting the exposure of the HDRi in advance by -1 in affinity photo. This makes the image only a tiny bit darker, but the end result is as you would expect it.\nNo yellow light, no sun.\n![Fixed_dark.png](Fixed_dark.png)\n\nI tried this with another HDRi from HDRIhaven (from another creator, this one specifically ehingen_hillside) and the issue also existed there. \n\nHere is the blend file for testing:\n[HDRI_Test.blend](HDRI_Test.blend)\nAnd the HDRI fixed by me\n[lenong_2_1k_fixed.hdr](lenong_2_1k_fixed.hdr)", "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", "Edge-slide seems to highlight an edge now (visually noisy and inconsistent)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 446.14\n\nBroken: version: 2.90.0 Beta\nBroken: version: 2.91.0 Alpha\nBroken: version: 2.91.0 Alpha\nWorked: not sure, maybe early july?\n\nEdge-slide seems to highlight a split edge now which seems a bit visually noisy and inconsistent. It's visually noisy since it's not adding much for the user (it's not an indication of snapping target for instance) and represents another visual color change that distracts the user from the primary operation. Inconsistent because it's based on the location of your mouse when invoking the operation which leads to really weird cases like the following.\n\nA hidden edge being highlighted on this cube:\n![edge-slide-hidden.png](edge-slide-hidden.png)\n\nOr different edges depending on slight differences in mouse position between edge-slide attepts:\n![edge-slide-cursor1.png](edge-slide-cursor1.png)\n\n![edge-slide-cursor2.png](edge-slide-cursor2.png)\n\n\n- Go into edit mode on default cube in default scene\n- Add an edge loop and attempt to slide it\n\n", "Eevee SSRefraction noisy at low roughness\nOperating system: Windows 10 Pro\nGraphics card: GTX 1050TI\n\nBlender 2.93 and 3.0\n\nScreen space refraction has a weird noisy ball on the center of it, with a kind of low quality pixelated look, only ways to get rid of it partially is by either increasing the IOR, increasing the Refraction Depth, or changing the roughness of the material to something that isn't between 0.01 - 0.3.\n**This applies to both the roughness and trasmission roughness**\n\nSide note : i tried changing all the settings in the render properties, nothing worked, speaking of which, Half Res Trace does NOT apply to Refraction, only Reflections.\n\nJust do a basic setup of SSRefractions, nothing more than that\n\n![ezgif.com-gif-maker (3).gif](ezgif.com-gif-maker__3_.gif)\n\n[SSRefractionsExample.blend](SSRefractionsExample.blend)\n\nMore extreme example:\n[#90307.blend](T90307.blend)", "Light of 'Area' type lamp presents artifacts when placed at great distances\nOperating system: macOS-13.4.1-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 5700 XT 1.2\n\nBroken: versions: 3.1 to 4.0a \n\nArtefact's appearing with bigger Arean Light distances and spread angle 0.1 to 20~ \n(Like for space scenes with bigger distance Area lights for better sun effects...)\n\nJust open one of the files or follow the image below to set up the light.\n\n", "World Light Extraction\nEevee world probe is not suited for very high frequency details and even less for sunlight. For this we want to introduce a threshold. All light under the threshold would be pushed to the world diffuse/reflection probe. All light above the threshold would be moved to an importance sample map and used to position a (virtual) sun light that represent the missing energy from the probe.\n\nWe can position the sun in 2 ways: randomly per sample using the importance map, or fixed using a Spherical harmonic decomposition.\nThe first one offers more precise lighting (can work with multiple light source) when the second one offers more stable lighting (good for a sun).\n\nThe good thing is that this virtual sunlight can be shadowed! Thus making most of the light coming from the environment shadowed.\n\nThis should fix this sort discrepancy between cycles and eevee:\n![Clipboard.png](Clipboard.png)\n\nEstimate : 2 weeks", "Cycles semi transparent materials produce very noisy mist pass\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\n\n\nBroken: version: 2.80 (sub 74)\n\n\nWhen mix the transparent shader with any other shader using a factor higher than 0 but lower than 1, the mist pass becomes extremely noisy\n\nOpen this file and hit F12 to render a noisy mist pass, even when increase the samples to 1024, the mist pass is still noisy.\n[mist test.blend](mist_test.blend)\n![noisy mist.png](noisy_mist.png)\n\n", "OSL on the GPU displays all black for Voronoi Distance > Bump Height\nSystem:\nWindows 11\nRTX3090Ti gpu\n\nBump output is pitch black when using Voronoi (Distance) output into Bump Height. Colorramp in between does not fix it. Noise output into Bump Height works fine.\n(Blender 3.5 in cycles)\n\nedit: more useful info + screenshot + isolated blend file\n\nRunning OSL on the CPU works fine, only the new GPU support seems affected." ]
[ "Ambient Occlusion: Add thickness heuristic\nAdd thickness heuristic to reduce the AO from very thin objects as described in \"Practical Realtime Strategies for Accurate Indirect Occlusion\"" ]
White UI overlay on removing camera from scene strip Operating system: Linux-5.8.11-1-MANJARO-x86_64-with-glibc2.32 64 Bits Graphics card: AMD VERDE (DRM 2.50.0, 5.8.11-1-MANJARO, LLVM 10.0.1) X.Org 4.5 (Core Profile) Mesa 20.1.8 Broken: version: 2.92.0 Alpha Worked: 2.90.1 If you remove the camera from the scene strip, the whole UI gets a white overlay until you move the mouse In the attached blend [MultiSceneStrips test.blend](MultiSceneStrips_test.blend), in the sequencer strip properties under Scene, use the camera dropdown menu to select the camera, then use the X to unlink the data block and the UI will get a while overlay.
[ "Camera Background image is appearing greyish in 3D Viewport \nOperating system: Windows 10\nGraphics card: Nvidia GTX 1080Ti\n\n**Blender Version** 3.2.1\nBroken: version: 3.2.1, branch: master, commit date: 2022-07-05 15:44, hash: a2d59b2dac9e\nWorked: \n\nCamera Background image is appearing greyish in deep black area in 3D Viewport but showing completely normal in Image editor section and renders. \nEven after turning on \"View as Render\", problem is still there.\n \nOpen the attached blend file.[Blender BG Bug Report.blend](Blender_BG_Bug_Report.blend)", "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", "Image projection triggers assert\nOperating system: Linux-5.4.0-52-generic-x86_64-with-debian-bullseye-sid 64 Bits (Ubuntu 20.04)\nGraphics card: GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.80.02\n\nBroken: version: 2.92.0 Alpha\n\nWhen projecting a camera image onto the mesh, I sometimes get an assert. I finally succeeded in creating a .blend which can reliably reproduce the issue.\n\nOpen the attached .blend [assert_during_projection_painting.blend](assert_during_projection_painting.blend)\n\nIn the properties pane click on 'Apply Camera Image' and choose img_101.jpg\n\n\n```\n=> BLI_assert failed: source/blender/editors/sculpt_paint/paint_image_proj.c:1889, project_paint_uvpixel_init(), at 'ps->pixel_sizeof == project_paint_pixel_sizeof(ps->tool)'\n```\n\n\nbacktrace:\n```lines\n- 0 __GI_raise (sig=sig@entry=6) at ../sysdeps/unix/sysv/linux/raise.c:50\n- 1 in __GI_abort () at abort.c:79\n- 2 in _BLI_assert_abort () at blender/source/blender/blenlib/intern/BLI_assert.c:50\n- 3 in project_paint_uvpixel_init (ps=0x7fffffffaf90, arena=0x7fffcb940908, tinf=0x7fffd0bb8db0, x_px=711, y_px=1022, mask=1, tri_index=3, pixelScreenCo=0x7fffd0bb8e10, world_spaceCo=0x7fffd0bb8e04, w=0x7fffd0bb8df8) at blender/source/blender/editors/sculpt_paint/paint_image_proj.c:1889\n- 4 in project_paint_face_init (ps=0x7fffffffaf90, thread_index=3, bucket_index=10442, tri_index=3, image_index=0, clip_rect=0x7fffd0bb9170, bucket_bounds=0x7fffd0bb9160, ibuf=0x7fffcbb73a08, tmpibuf=0x7fffd0bb9008) at blender/source/blender/editors/sculpt_paint/paint_image_proj.c:3388\n- 5 in project_bucket_init (ps=0x7fffffffaf90, thread_index=3, bucket_index=10442, clip_rect=0x7fffd0bb9170, bucket_bounds=0x7fffd0bb9160) at blender/source/blender/editors/sculpt_paint/paint_image_proj.c:3495\n- 6 in do_projectpaint_thread (UNUSED_pool=0x7fffccbb6908, ph_v=0x7ffffffeef80) at blender/source/blender/editors/sculpt_paint/paint_image_proj.c:5208\n- 7 in Task::operator()() const::{lambda()#1}::operator()() const (__closure=0x7fffd0bb92d0) at blender/source/blender/blenlib/intern/task_pool.cc:118\n- 8 in tbb::interface7::internal::delegated_function<Task::operator()() const::{lambda()#1} const, void>::operator()() const (this=0x7fffd0bb9260) at lib/linux_centos7_x86_64/tbb/include/tbb/task_arena.h:93\n- 9 in tbb::interface7::internal::isolate_within_arena(tbb::interface7::internal::delegate_base&, long) ()\n- 10 in tbb::interface7::internal::isolate_impl<void, Task::operator()() const::{lambda()#1} const>(Task::operator()() const::{lambda()#1} const&) (f=...) at lib/linux_centos7_x86_64/tbb/include/tbb/task_arena.h:160\n- 11 in tbb::interface7::this_task_arena::isolate<Task::operator()() const::{lambda()#1}>(tbb::interface7::internal::return_type_or_void const&) (f=...) at /home/martijn/progs/blender-git/lib/linux_centos7_x86_64/tbb/include/tbb/task_arena.h:395\n- 12 in Task::operator()() const (this=0x7fffeff72f48) at blender/source/blender/blenlib/intern/task_pool.cc:118\n- 13 in tbb::internal::function_task<Task>::execute() (this=0x7fffeff72f40) at lib/linux_centos7_x86_64/tbb/includetbb/task.h:1048\n- 14 in tbb::internal::custom_scheduler<tbb::internal::IntelSchedulerTraits>::process_bypass_loop(tbb::internal::context_guard_helper<false>&, tbb::task*, long) ()\n- 15 in tbb::internal::custom_scheduler<tbb::internal::IntelSchedulerTraits>::local_wait_for_all(tbb::task&, tbb::task*) ()\n- 16 in tbb::internal::arena::process(tbb::internal::generic_scheduler&) ()\n- 17 in tbb::internal::market::process(rml::job&) ()\n- 18 in tbb::internal::rml::private_worker::run() ()\n- 19 in tbb::internal::rml::private_worker::thread_routine(void*) ()\n- 20 in start_thread (arg=<optimized out>) at pthread_create.c:477\n- 21 in clone () at ../sysdeps/unix/sysv/linux/x86_64/clone.S:95\n```\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", "Only Render visibility for 3D viewport\nIt should be possible to show only objects that will be in the final render in the 3D viewport.\n\nCurrently disabling the overlay only does half of what the old Only Render option did, which is to hide non-geometry objects. The visibility part is important too, though more complicated now since the regular viewport depsgraph will not evaluate objects that are not visible in the viewport.", "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.", "Slow EEVEE timeline scrubbing when using Scene World material\nOperating system: Arch Linux\nGraphics card: Intel UHD 620 (`iris` with `INTEL_DEBUG=reemit`)\n\nBroken: `0781c22ceedc`, `2.90`\nWorked: \n\n\nScrubbing through the timeline on an empty scene is slow when viewing through EEVEE and Scene World enabled, even though the node graph for it is a simple Background Shader node.\n\nThis also happens when *nothing* is connected to World's material output.\n\n[slow_scrub.mp4](slow_scrub.mp4)\n\nYou can see in the first part of the video, when using LookDev and have Scene World disabled, the scrubbing is relatively fluid and very close to the cursor. After enabling Scene World you can see that the scrubbing is lagging behind the cursor.\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n1. Create a new scene\n2. Delete everything (not really necessary)\n3. Try scrubbing the timeline without Scene World in LookDev\n4. Try scrubbing the timeline *with* Scene World in LookDev\n5. Notice that the latter is less responsive\n\n**Note**\n\nI have only experienced this on this GPU (probably due to its low-performance), however I still feel this is a weird bug.", "Viewport switches needlessly to perspective mode, when changing from camera-view to local-view // Auto perspective is turned OFF.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 3.3.0\n\nWhen in camera-view and hitting Numpad Dash to get into local view of selected object, the 3D-Viewport ALWAYS goes into perspective mode needlessly. **Auto-perspective is turned off.**\n\n\n- Open attached .blend file.\n- Cube is already selected.\n- Camera-view **(Numpad 0**) is also already set\n- Hit **Numpad Dash** to go to local view of selected Cube. (**3D-Viewport is now in perspective mode.**)\n[Perspective.blend](Perspective.blend).\n\n\n\n**To further add to the unnecessary switch of view-mode:**\nWhile in perspective local view of the cube as described above, hit **Numpad 5** to switch to orthographic view.\nNow tab**Numpad 0** to go back to camera-view.\nHit **Numpad Dash** again to go to local-view of the cube again.\nOnce again, you are needlessly in perspective mode.\n\nThanks for any fix on this issue.", "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)", "Text moving in status bar\nOperating system: Linux-5.15.4-arch1-1-x86_64-with-glibc2.33 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 495.44\n\nBroken: version: 3.0.0 Release Candidate\n\n\nText moving in status bar when moving camera in viewport. \n\nEnable Scene Statistic in Status Bar Preferences. Move camera in Viewport.\n\n[2021-11-30 11-21-38.mp4](2021-11-30_11-21-38.mp4)\n", "Using the alpha channel of an image texture corrupts RGB Channels in both EEVEE and cycles\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.07\n\nBroken: version: 3.0.0\n\nUsing the alpha channel of an image texture affects RGB Channels in both EEVEE and Cycles when connecting the alpha channel to another arbitrary node.\n![image.png](image.png)\n\n- See attached .blend files for Eevee and for Cycles\n\n|Blender file that demonstrates that behavior in EEVEE:|The same behavior manifests itself a little differently in Cycles:\n| -- | -- |\n|[Plane_test_file_EEVEE.blend](Plane_test_file_EEVEE.blend)|[Plane_test_file_cycles.blend](https://archive.blender.org/developer/F12860576/Plane_test_file_cycles.blend)\n\n\nAs it seems connecting the alpha channel somehow unpremultiplies the image.\nAll images are stored as openexr, the image alpha is therefore set as premultiplied.", "Bug with environment texture\nOperating system: Windows 10\nGraphics card: Nvidia GeForce RTX 3050 Laptop GPU\n\n3.6.2\n\nAfter I checked and unchecked \"Open Shading Language\" checkbox Blender crashed, after that I opened my project and turned rendered viewport the environment texture become a one solid color, and as I was rotating my camera it was changing the color.\n\nBased on an attached .blend file you can go to the Render viewport and take a look at this error.\n\n", "VSE: 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\"", "Breaking UI API changes for 4.0\n- [ ] Remove grid display for UI lists - Never worked well and is badly maintained. May have been added for an oudated asset UI design even?\n- [ ] Remove asset-view UI template - Should be replaced by the [asset shelf](102879).\n- [ ] Replace/deprecate UI lists? - Probably too much work, would require UI views to be exposed to Python. But can at least be converted to use UI views internally and benefit from its features.\n\n", "2.8 Cycles viewport Ray Visibility is not updated in viewport when changed by Python\nOperating system: Mac OSX, 10.13.6 (a MacBook Air)\nGraphics card: Intel HD Graphics 5000 1536 MB\n\nAlso tried on a linux virtual machine (Ubuntu), same issue\n\nBroken:\nMac build: 2.80.43, build 2019-02-01 22:37\nLinux build: 2.80., 2019-02-15 7:29\nWorked: 2.79, unsure if there was a working version of 2.8\n\n\nWhen updating an object's CyclesRay visibility (e.g. camera visibility) via python from a script or console, there is no impact in the viewport; while the UI as well as render will reflect the changed state of the setting (checking or unchecking the box), the visibility will not have changed in the viewport. Note: this is only an issue for the viewport, when rendering it will reflect the setting update properly. The issue persists even between leaving and re-entering rendered mode in the viewport, until the user manually clicks to toggle the UI setting directly which resolves the problem.\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n1) Open default scene\n2) Open console window/scripting workflow,\n3) Enable cycles and enter a viewport into rendered mode\n4) With Default cube selected, type: C.object.cycles_visibility.camera = false\n5) Notice how viewport scene does not update; but if you move the mouse over the property panel:Objects/Cycles settings, you'll see the draw refresh will show the camera visibility turns off\n6) Exit and re-enter rendered mode in the viewport, to find the issue persists (cube is visible to camera)\n7) Press render to notice that the setting however is reflect in render (cube will not be visible to camera)\n8) Manually toggle the camera visibility setting in by clicking the tick box twice, to verify the setting works when done by hand; and see that now the cube does not appear in the viewport (as expected).\n9) Repeat for reverse; ie turning setting to True when initial camera visibility is false.\n\nNote I also tested this and found the same issue with the Glossy visibility using a similar process (adding a mirror-like object next to the cube), so I expect this is true for all of the cycles object visibility settings. \n\nVideo demonstration, happens in any scene including the default\nview?usp=sharing\n\nWhile I agree this is less of an issue since ultimately the correct results appear in render, this is an issue for addons that control this setting and confuse the user as prior to render, there then appears to be a discrepancy between the viewport visibility and the panel settings. " ]
[ "UI turns whiteish when playing video sequence based on a scene and moving in the image editor after saving\nOperating system: Windows 7\nGraphics card: GeForce GTX 650Ti\n\nBroken: Blender 2.91 3271074120\nWorked: Blender 2.91 4fa4245464\n\nWhen adding a scene *Add > Scene* in the Video Sequencer and then either starting the playback or dragging the strip, the UI turns whiteish. This does not happen if I just load a video directly to the video editor. It just happens with videos/scenes created inside the same .blend file.\n\n![Blender_2_91_VideoEditing_Stop.jpg](Blender_2_91_VideoEditing_Stop.jpg)\n![Blender_2_91_VideoEditing_Play.jpg](Blender_2_91_VideoEditing_Play.jpg)\n\nThe same issue occurs when rendering a frame, saving the project file with {key CTRL S} and then moving around in the image editor by with the middle mouse button pressed.\n\n![screen_2020-10-23_at_13-08-59.png](screen_2020-10-23_at_13-08-59.png)\n\n\n - Create a new scene.\n - Switch to the *Video Editing* workspace.\n - Use *Add > Scene* and select the first scene.\n - Either press play (`bpy.ops.screen.animation_play()`) or move the strip with {key G}\n\n----\n - Open Blender\n - Save the project\n - Render a frame {key F12}\n - Save the project {key CTRL S}\n - Press the middle mouse button and drag the mouse in the window with the render result" ]
In Blender 2.76b: The "Strip time" value in the "Animated Strip Time" in a NlaTrack doesn't accept "Add Driver" anymore. In Blender 2.76b: Create a simple animation, go to the nla editor, push the action as a strip, go to the right menu, "Evaluation", check "Animated Strip Time", right click in "Strip time", there is no "Add driver" option anymore. And the field becomes green now. Animated Influence has the same problem too. In the version 2.72 it works.
[ "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)", "Library-Override Not able to edit \"Strip time Keyframe\" value in sidebar panel in graph-editor\nOperating system: Windows 10 Pro v.21H2\nGraphics card: NVIDIA GeForce GTX 1060 3GB\n\nBroken: Version:3.3.3, hash:8d94aeb604fa, branch: master, date:2023-01-17\n\nI think is a similar case to this \" blender/blender#81965 \", but more specifically for animated striptime. The striptime key-frame in Graph-Editor is not editable in sidebar and values are grayed out.\n\n\n1. link a collection/character/object\n2. object > relation > make library override\n3. animate\n4. stash action to create NLA track\n5. animate strip time\n6. try to change a keyframe's value in graph-editor's sidebar Fcruve > active keyframe.\nopen the StripTime_KeyLocked.blend file, try to change the selected key's value in graph editor's sidebar\n\n![image](attachment)\n\n", "Fix/Refactor NLA Track library override\nWhen refactoring the [NLA create track methods](104929), some questions came up about library overrides. \n\nMainly:\n1. What defines an NLA Track as a library override?\n2. What behavior differs when the NLA tracks in the Animation Data are updated (new track added, removed, ordered, etc)\n\n\nCurrently, every newly created NLA track has the [NLATRACK_OVERRIDELIBRARY_LOCAL](nla.c#L352) flag set by default. It's not super clear why this flag is set, or how it indicates a library override. \n\nThe second open question, is how a library override impacts the NLA tracks. [This comment](nla.c#L352) suggests that the library override tracks need to be grouped together at the front of the list, and anything local should be after that. The codes doesn't seem to enforce this however, as tracks can be inserted before/after each other, regardless of library override status. \n\n--- \n\n\n### Next step\[email protected] and I decided that we should open this discussion to the larger community for feedback. We'll be discussing this issue in one of the upcoming [Animation & Rigging module meetings]().\n\n", "Improvements to \"Bake Action...\" Operator\nWith the developments happening in the blender animation module more robust tools and feature are being needed.\n\nThe \"Bake Action...\" operator is a rather useful tool that feels incomplete:\n\nHere are some options that would take it to the next level.\n\n\n - Options to set between Current frame range, preview range and custom range.\n - Frame step should only output the desired frame step, currently it merges the current keys with the frame step so in example: if I have keys on ones and I bake on 2's the current result is ones as there are already keys there. It should remove the keys (in the baked range) and replace them with the new keys on 2's.\n - When baking, the resulting keys should obey the default keyframe interpolation type set in the animation preferences. (if its set to constant, all the resulting keys should be constant, if its linear the resulting keys should be linear)\n - A \"smart bake\" which should only perform the baking action where key frames already exist in the selected objects/bones (up for discussion but maybe going up one level up in the chain and transfer those keys to the object would be good too.\n - Include \"custom properties\" in the result of the bake, currently custom properties lose their keys. (and anything that can be stored stored in the action)\n - option to \"merge actions\" that will bake the animation data from all the available actions and put it in the main \"non pushed\" action and delete the other actions (without needing to go into the nla and get rid of them manually)\n\n\n\nThese seem from my ignorance very minor features that would make the operator much more useful in production.\n", "NLA: Moving Strips Auto Changes Between Hold and Hold_Forward\nBug Report #42808 (NLA: Moving one strip resets extrapolation on other strip) #45854 (Hold forward is reseted in NLA)\n\n**Source of Problem**: #42808#843296 \n\n**Solution:** I think the code enforcing this can be removed. I don't think this restriction was ever necessary. When an animator uses a Full Replace Hold strip above other strips, it's expected behavior that it occludes the lower strips. That's what a Full Replace strip is supposed to do. Full means strip influence = 1. For consistency, we'll have to add support when a strip has extrapolation `None` leading to a strip with `Hold`. We'll also have to add support for `Hold_Backwards` extrapolation for completeness. In the case of conflicting adjacent strips (`Hold` into a `Hold`), we let the first strip have priority which leads to the next strip as behaving as `Hold_Forward`.\n\n**Potential Problems with Solution:** \n- When two adjacent strips have `Hold` extrapolation, which should evaluate? It seems natural to let only the preceding strip evaluate.\n- When a strip has `Hold_Forwards` extrapolation and the next has `Hold_Backwards`, which should evaluate? Here, I think we should still let only the preceding strip evaluate, for consistency with the previous point. \n\n____\n\n**Implementation/Patches**\n[D9942: NLA: Remove Hold resetting between Hold_Forward Behavior](D9942) \n[D9943: NLA: Strip Evaluate Held Strips Even When Not First Strip](D9943) (depends on previous patch)\n(todo) Patch3: Add `Hold_Backwards` support. Unsure about whether this is actually useful. Maybe we should wait till there is a concrete use-case for it? \n", "Compositor refresh on every 3D view edit and blocks UI\nOperating system: Windows-10-10.0.16299 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.67\n\nBroken: version: 2.80 (sub 74)\n\nAdjust operator panel for selection operations is greyed out after every operation. When you move cursor out of the input field it's active again. It happens only when compositor is opened and \"Use Nodes\" is selected. See video:\n[Desktop 2019.06.19 - 12.22.31.02.avi](Desktop_2019.06.19_-_12.22.31.02.avi)\n\n - Open attached file: [select_compositor_bug.blend](select_compositor_bug.blend)\n - Use Select > Checker deselect\n # Go to adjust operator panel and change one value. Menu will be greyed out until you move cursor out of input field.\nIt's the same with other selection operations like \"Select Similar\" or \"Select Sharp Edges\".", "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.", "Multiple CNTRL Z replaces properties in driver\nWin7 64bit\n\nBroken: 2.79\n\nI was copying drivers from one object to another and hiding (H) those with already pasted driver. At some point I wanted to unhide previous object, so used undo instead of ALT H to bring back only one object. After object was revealed, I do not re-copy driver just paste what was already in memory. I make three undo's (just the step before copying driver), so I didn't expect this will corrupt driver's data. Would be better to make \"paste\" not happen, rather than changing it.\n\n*Original driver*\n![untitled.png](untitled.png)\n*Pasted driver after some undo's*\n![untitled1.png](untitled1.png)\n\n1. Copy driver from texture slot of left cube\n2. Hide left cube in viewport\n3. Paste driver in texture slot of right cube\n4. Pres CTRL Z three times until left cube will appear back\n5. Then repeat pasting driver from stage 3 -> driver's properties have been replaced by another\n[Paste_driver.blend](Paste_driver.blend)\n", "3D Cursor & Origin overlays should be grayed out if hidden by current mode/tool\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 3D Cursor and Origins are not displayed in painting modes as well as sculpt mode. \nThe overlay popover does not give feedback on this though.\n![2021-11-30_11-16-54.jpg](2021-11-30_11-16-54.jpg)\n\nThe overlays should be grayed out in the modes and tools where it is hidden. \nIdeally there should be exceptions to this rule, like while the 3D Cursor is transformed (already implemented) and when the current Tool is using it (Annotation Tools).", "Render progress Infotip \"Time Remaining\" is calculated incorrectly in animations\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.92.0 Alpha\nWorked: none - bug has been present since this feature was introduced in 2.77 (confirmed present in e.g. 2.79, 2.90 and 2.91)\n\nWhen hovering the mouse pointer over the Render progress bar in the status bar, an \"Infotip\" appears showing the **Time Remaining** and **Time Elapsed** for that render (see attached screenshot). This works correctly for a single F12 render, and matches the values shown in the render window, but when rendering an animation (Ctrl-F12), the Time Elapsed shown is the *total* elapsed time for all frames so far, not just the elapsed time for that single frame. This isn't really a problem in itself, but this total time is evidently also being used in the Time Remaining calculation, which a result becomes more and more wildly inaccurate with each subsequent frame, presumably because the calculation wrongly assumes that that single frame has needed all the accumulated time to render however far it's got.\n\nFor example, if a single uniform frame took 100s, after 10% of the first frame of an animation it would correctly show **Remaining 01:30.00**, **Elapsed 00:10.00**, as in the render window. But on the 101st frame, after 10% progress it would show **Elapsed 2:46:50.00** (100x100+10 seconds), but **Remaining 25:01:30.00** (10,010x9 seconds), wrongly implying this single frame will take over a day to finish rather than about 90 seconds!\n\nPlease note that this report is *not* about the expected inaccuracy of the estimate early in the progress of a frame, which I realise is unavoidable given the variation in render speed for different tiles within a frame.\n\nI believe a fix for this bug might be to either:\n\n - change the Elapsed time in the Infotip to be the elapsed time for just the current frame (as it already is in the render window header) so the Remaining time will then be calculated correctly; or better still...\n - when rendering an animation, change the Infotip times and the progress bar to show the overall progress of the entire animation (i.e. frames rendered divided by total frames) instead of the individual frame progress (i.e. tiles rendered divided by total tiles). This would give a useful indication of the total (estimated) remaining time to render the full animation.\n\n\n\n\n\n - Open any version of Blender 2.77 or later, with the default startup file or any other scene.\n - Depending on the speed of the test hardware and the complexity of the scene, optionally select Cycles render engine, the CPU device, and/or increase the sample count, so that the F12 render time is at least e.g. 20-30s (this is because very short renders make it difficult to see the problem, as the progress bar jumps straight to e.g. 98%)\n - Now start rendering the scene as an animation using Ctrl-F12 (the default of 250 frames is fine).\n - While rendering, hover the mouse pointer over the Render progress bar in the status bar to show the popup Elapsed/Remaining Infotip (this applies to Windows 10 - I don't know if this is similar in Linux or MacOS)\n # Notice that the time values in the Infotip agree with those in the render window for the first frame, but with each subsequent frame the Elapsed time accumulates and as a result the estimated Time Remaining becomes more and more inaccurate.\n \n\n\nI realise this is not a serious bug, but it has been long standing and is will hopefully be quite easy to fix, so it would be good if this could be included in a future version.\n\nMany thanks, Ross\n[edited to hopefully correct my maths!]\n\n![Blenderbug.PNG](Blenderbug.PNG)\n", "Node Operators: Add Selection input node\n_No response_\n\n", "Update animation operators for previously hidden redo panel contents\nWith the changes in [D14960](D14960), many operators that had previously hidden options are showing their redo panel.\nThis applies to the timeline editor, dopesheet (all modes) and NLA editor.\n\nI tested all operators in each editor to find out which ones need changes. The following list is complete, meaning that any operator that is not listed here works as expected when tweaked:\n\n# Dopesheet\n\n- - [ ] Transform\n - Hide W axis\n - Not sure how to do this for `transform.transform` with `TIME_TRANSLATE`\n- - [x] Box Select\n - Hide redo panel (it never shows in 3d view)\n- - [x] `select_column`\n - Hide mode selector (the modes are very distinct from each other, and don't make sense to be changed by the user)\n- - [ ] `leftright`\n - Hide the \"Check if Select Left or Right\" mode\n - Does not seem like you can hide enum entries, so this may have to be split into a separate property\n\n# Markers\n\n- - [x] Holding select (rightclick)\n - Hide redo panel\n- - [x] Move\n - Hide tweak checkbox\n- - [x] Select before/after\n - Capitalize parameter names\n- - [x] Box Select (see Dopesheet)\n\n# NLA Editor\n\n- - [x] Duplicate\n - [D15086](D15086) fixed the issues related to the duplicate operator\n- - [x] Push Down Action\n - Hide redo panel (seems to be an internal property not worth changing)\n- - [ ] Transform (see Dopesheet)\n - Additionally, the Proportional Editing property can not be toggled (probably since the NLA editor does not have this option at all), so the checkbox should be hidden\n- - [x] Box Select (see Dopesheet)\n- - [ ] `leftright` (see Dopesheet)\n\n# Graph Editor\n\nWhile not affected by the above patch, it's still worth touching up, since the original patch that added its redo panel [D6286](D6286) did not change related operators either.\n\n- - [x] Box Select\n - While we should hide redo panel for consistency, the \"Select Curves\" option may be interesting to toggle? But at the same time, it currently does not update, so needs to be fixed.\n- - [x] `select_column` (see Dopesheet)\n- - [ ] `leftright` (see Dopesheet)\n\n---\n\nA lot of operators would benefit from functional changes, now that the user can adjust their parameters not only through different menu items, but also by tweaking the settings in the redo panel.\nThis could be tracked as an additional to do task.", "Save dialogue display performance issue on macOS\nOperating system: Darwin-19.4.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 560 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.8.24\n\nBroken: version: 2.83.0 Beta\nWorked: 2.80 less slow, *2.79 best*\n\nWhen calling the Save dialogue with Ctrl+S, the user has to wait for almost one second for the dialogue to appear and be functional. \nFurther, the file name field seems to appear with a delay, causing the interface to adjust - creating visual noise.\n\nOpen a new file. Save the file.\n\n", "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)", "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" ]
[ "NLA properties with drivers aren't displayed as having drivers\nWindows 7, NVIDIA Quadro 1000m\n\nBroken: 2.76 RC1 hash: c586e30\nWorked: (unknown)\n\nValues in the properties panel of the NLA editor that are assigned drivers do not become purple like other values that have been assigned drivers. \n\n1) open this blend 38104\n2) observe that most all entities in the properties panel of NLA editor are assigned drivers, yet none are signified with purple indicator that they have been assigned a driver\n\n" ]
Missing many translation messages Operating system: Windows 10 Pro x64 Graphics card: GTX 1060 Broken: Blender 2.90 and later Worked: Blender 2.83.x and older Many Translation messages are lacked. trunk/po/blender.pot has been deleted too many **msgid**s. (And /branches' one too) For example: File Menu: "Open...", "Save As...", "Save Copy...", "Link...", "Append...", "Quit" Preferences > Interfaces: "Resolution Scale", "Splash Screen", "Corner Splitting", "New Data" and so on.... ![UntranslatedMenus1.PNG](UntranslatedMenus1.PNG) ![000016.PNG](000016.PNG) I take a look at some UI scripts in bi_ui, but there are no difference between translated text and not translated one. Thanks,
[ "Visual glitches With adaptive domain enabled when object is duplicated or transformed\nOperating system: windows 10\nGraphics card: 3080ti\n\n**Blender Version** 3.3 lts\n\nVisual glitches With adaptive domain enabled when object is duplicated or transformed\n\n- Open default scene\n- Add quick smoke on cube\n- enable `adaptive domain`\n- play animation\n- move domain around or duplicate it (snaps back to original place)\n- play animation again (will move to transformed position)", "Error \"Gizmos hidden in this view\" when trying to delete with measure tool and gizmos disabled\nOperating system: Windows 10 64 bit\n\nBroken: 2.83 release, 2.90 ec776f18ff70\nWorked: blender-2.82a-windows64\n\nIf the \"Measure\" tool is selected AND gizmos are turned off (\"Show Gizmo\", in the top right next to \"Overlays\"), trying to delete with the X Shortcut will result in the error \"Gizmos hidden in this view\".\nIf either\n* another tool is selected, or\n* gizmos are enabled\ndeleting works as expected.\n\n[delete_without_gizmo.blend](delete_without_gizmo.blend)\nOpen the file.\nHit the X key.\n\n", "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", "Collada: Lost all instances of collections when exporting from .blend to .dae\n\nOperating system: Ubuntu Mate 19.04 - Linux-5.0.0-13-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: Mesa DRI Intel(R) HD Graphics 400 (Braswell) Intel Open Source Technology Center 4.5 (Core Profile) Mesa 19.0.2\n\n\nBroken: version: 2.80 (sub 57)\nWorked: (optional)\n\n\nLost instances of collections in Collada export\n\nI use the collections instances a lot. Unfortunately when I go to export the project from Blender to Collada format the instances are not converted. If there is no direct conversion, is it possible to convert the instances of collections into objects? ![Istances of collections.png](Istances_of_collections.png)\n\nThis bug is similar to this one: T54441\n\n![Collada-Export-Lost-all-Instances.png](Collada-Export-Lost-all-Instances.png)\n\n\n", "Show error messages in the info editor\nFollowup task to #83237", "Add error message feedback on constraints, similar to what already exists for modifiers.\nCurrently de-activated constraints only show their status through a small red icon. It would be better for users to also show an error message explaining what is the issue, similar to what modifiers already do.\n\nSee e.g. the invalid settings for the IK constraint of the first bone in this file from #100128: [lib.blend](lib.blend)", "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", "Add sticky keys support for accessibility\nOperating system: Windows 10\nGraphics card: Geforce GTX-970m\n\nblender-2.80.0-git.1fa527bfa3a-windows64\n\n\nSticky keys not working properly.\nSfZ7Ua-ReuQ", "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.", "USD Importer - not respecting output channels\nOperating system: Windows\nGraphics card: NVIDIA GeForce GTX 1060 6GB\n\nBroken: 3.01, dc2d18018171, master, 2022-01-25\nWorked: N/A\n\n\nImporting USD files that have specific channels of a texture connected to material properties does not work (the channels aren't separated before being connected to the material properties).\n\n - Author a USD file that has a texture channel that has metallic in the blue channel and roughness in the green channel\n - Note inside the USD file it specifies that float inputs:metallic.connect = <texture:b> and float inputs:roughness.connect = <texture:g> this is correct\n - Import into Blender\n - View the Shading tab and note the full-colour output of the texture is connected to both 'Metallic' and 'Roughness'\n # Note if you author the same file as GLTF and import that into Blender, it will correctly add a 'Separate RGB' node after the texture, then connect the B output to a 'Metallic Factor' node and then onto the 'Metallic' property, and to the 'Separate RGB' also connect the B output directly to Roughness.\n\nThis is how the GLTF shader nodes look:\n\n![Blender_GLTF.png](Blender_GLTF.png)\n\nThis is how the USD shader nodes look:\n\n![Blender_USD.png](Blender_USD.png)\n\n\n\n", "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", "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```", "Crash probability opening .blend with imported USDs\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.3.0\n\nOpening files with imported USDs (animated high poly) causes a crash, on some files, with probability of crash, depending on file 25-80%, on some - 100%.\nWhat possibly leads to increased chances of crash is replacing materials or multiple USDs.\nIdentical geometry via Alembic works fine.\n\n - Opening the file should lead to a crash\n[usd_crash.zip](usd_crash.zip)\n\n\n", "Blender development todo list -- Import/Export\nNOTE: this is a direct dump of Import_Export (without cherrypicking the [still] valid items)\n\n## Blender files and Library linking\n\n- [ ] Mixing \"direct\" and \"indirect\" data not well supported #26706\n- [ ] Making local data which is still used in libraries, causes problems #44321\n\n## All Formats\n\nCurrently negative scales will flip faces for formats which don't store object transformations (obj, ply, stl ... etc). #35892\n\n## FBX\nSee [[Extensions:2.6/Py/Scripts/Import-Export/Autodesk_FBX]].\n\n## Alembic\n- [ ] While Alembic exports particles as points and supports ParticleInstance modifiers it could also support particle duplication (dupliobjects etc.), see #54703\n", "Viewport: anti-alising on normal lines\nNormals on faces/vertices are not antialiased:\n\n![image](attachment)\n\nTo see them, enable them at the bottom of the 3D Viewport Overlay popover:\n![image](attachment)\n\nThis issue is similar to what was covered in #107394" ]
[ "Some texts exists in the 'blender.pot' and are translated but did not appear in GUI\nOperating system: Darwin-19.6.0-x86_64-i386-64bit 64 Bits\n\nBroken: version: 2.91.0 Alpha\n\n\n\nOne text in particular, 'Force Field' as seen in this image:\n\n![Screenshot 2020-08-20 at 13.07.52.png](Screenshot_2020-08-20_at_13.07.52.png)\n\nA bit digging found that this text exists in this file:\n\nblender/release/scripts/startup/bl_ui/properties_physics_common.py\n\nand in this block of code:\n\n\n```\n if obj.field.type == 'NONE':\n col.operator(\"object.forcefield_toggle\", text=\"Force Field\", icon='FORCE_FORCE')\n else:\n col.operator(\"object.forcefield_toggle\", text=\"Force Field\", icon='X')\n\n```\n\nIt turns out that the code did not have a reference to:\n\ntext_ctxt=i18n_contexts.default\n\nwhich is used in the 'physics_add'\n\n\n\n\n", "Translation problems on Quick Setup Splash screen\nOperating system: Darwin-19.6.0-x86_64-i386-64bit 64 Bits\n\nBroken: version: 2.92.0 Beta\n\nThere are quite a few pieces of texts on the Quick Setup splash screen still in English. This is probably due to the fact that these texts are NOT YET resided in the blender.pot and hence are not translated. See the video recorded I've made:\n[Screen Recording 2021-03-09 at 20.29.20.mov](Screen_Recording_2021-03-09_at_20.29.20.mov)\n\n\ngo to this folder\n\n$HOME/Library/Application Support/Blender/2.92/config\n\nand move the existing userpref.blend file to something like (old_userpref.blend), then start the Blender. Change the language to something else rather than default English, say Vietnamese (tiếng Việt), then hover the mouse pointer at buttons and fields. You should see some of them are still in English. Please use this blender.mo for Vietnamese I used and attached here:\n\n[blender.mo](blender.mo)\n\ndrop this file into the directory:\n\nBlender 2.92<dir>/2.92/datafiles/locale/vi/LC_MESSAGES/\n\nRestart blender and change the language to Vietnamese\n\n", "Missing msgids in UI translation\nI've found some missing msgids in UI translation of **Blender 2.8-rc**, and I assume it's a common case for other languages.\nItems found as below:\n\n\n## 1. Sub menu of mirror\n\n**Editor**: 3D View Editor\n\n**Location**: `Object/Mesh/Curve/Surface/Metaball/Lattice/ --> Mirror --> X Local/Y Local/Z Local`\n\n**Screenshot**:\n\n![mirror_submenu.png](mirror_submenu.png)\n\n## 2. Sub menu of Fractional Zoom\n\n**Editor**: UV Editor\n\n**Location**: `View --> Fractional Zoom --> Zoom x:x`\n\n**Screenshot**:\n\n![fractional_zoom_submenu.png](fractional_zoom_submenu.png)\n\n## 3. Unit Presets\n\n**Editor**: Property Editor\n\n**Location**: \n\n`Scene --> Units --> Length --> Kilometers/Meters/Centimeters/Micrometers`\n\n`Scene --> Units --> Mass --> Tonnes/Kilograms/Grams/Miligrams`\n\n`Scene --> Units --> Time --> Days/Hours/Minutes/Miliseconds/Microseconds`\n\n**Screenshot**:\n\n![unit_length_presets.png](unit_length_presets.png)\n![unit_mass_presets.png](unit_mass_presets.png)\n![unit_time_presets.png](unit_time_presets.png)\n\n## 4. Preference of Light\n\n**Editor**: Preferences\n\n**Location**: \n\n`Lights --> Studio Lights`\n\n`Lights --> MatCaps`\n\n`Lights --> LookDev HDRIS`\n\n**Screenshot**:\n\n![preference_lights.png](preference_lights.png)\n\n## 5. Preference of Keymap\n\n**Editor**: Preferences\n\n**Location**: \n\n`Lights --> Preferences`\n\n**Screenshot**:\n\n![preference_keymap.png](preference_keymap.png)\n\n## 6. Viewport Shading\n\n**Editor**: 3D View\n\n**Location**: \n\n`Display & Shading Menu --> Viewport Shading --> Lighting/Color/Options`\n\n**Screenshot**:\n\n![viewport_shading.png](viewport_shading.png)\n\n## 7. Drag action of Gizmo\n\n**Editor**: Property Editor\n\n**Location**: \n\n`Context of Transform tool --> Gizmo --> Drag Action`\n\n**Screenshot**:\n\n![drag_action.png](drag_action.png)\n\n\n## 8. Splash Screen Text\n\n**Screenshot**:\n\n![image.png](image.png)" ]
Video Sequence editor background frame +1 The video sequence editor changes the background to be after the end frame selected. Basically EndFrame+1. This may be a feature, however I think it would be better if the coloring ended at the last frame Tested on Windows 8.1, Multiple systems, Windows 7, multiple systems, Linux: RedHat 6, Ubuntu 14.04. 2.75a To Reproduce: Open a movie clip from in the video sequence editor [Add] -> [Movie] -> SelectVideo.xxx. Zoom in on the sequence editor. Make sure [View] -> [Show Seconds] is disabled. Look at the end frame in the TimeLine panel. If the end frame in the TimeLine panel is set to 100, the background for the sequence editor will be at 101. ![Stip_Editor.PNG](Stip_Editor.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", "Missing visual representation of multiple selected color channels (`Blender Light` theme)\nOperating system: win10 64\nGraphics card: 1050ti\n\nBroken: (example: 2.91, default light theme)\nWorked: (2.79b)\n\nThis is how it was in 2.7x when selecting multiple RGB channels:\n![select.jpg](select.jpg)\n In recent versions it misses visual representation of how many channels are selected until changing values to see if slider has been updated (left - nonselected, right - all channels are selected):\n![non_sel.jpg](non_sel.jpg)\n\n\n - Open default scene\n - Go to material tab\n - Left mouse click any color slot\n - Left mouse click first color channel and hold it\n # While holding, slide cursor below to cover all channels\n\n\n", "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", "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", "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", "With FPS change, VSE does not change clip start frame\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.4.1\nAlso problem in 2.92, 3.3.2, 3.5 alpha\n\nWith a FPS change, VSE changes the duration of an audio clip but not the start frame and the clips become misaligned.\n\nBest seen with two clips starting at different frames. See images. In my example the audio clips are mono at 11025 Hz. (Seems video clips act the same way.)\n\n{[F14133157](24.png),size=full}\n{[F14133163](6.png),size=full}\n\nI know there are several somewhat related reports re: VSE and FPS. Hope not a duplicate.\n\nThanks!!! (for all the great work!)\n\n", "Tracking graph not showing as expected (Not a bug)\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 960/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 398.82\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional) Not sure this is a bug as I went back to Blender 2.79 and noticed similar behavior. It is however unexpected behavior.\n\n\nUnexpected/confusing Linked behavior between areas.\nMovie Clip Editor graph mode shows unexpected behavior.\n\n\nOpen a new general workspace. In my case I have a 3D Viewport as the main area, below it a Timeline. To the right of the 3D Viewport and the Timeline I have a Outliner and below the Outliner a Properties area.\n\nChange the main 3D Viewport to a Movie Clip Editor.\nLoad a image clip sequence. (for this sequence it does not seem to matter if you make any changes to the tracking points, focal length or sensor size)\nSelect any number of tracking points and track them. (Does not seem to matter if you track forward or backwards).\n\nChange the timeline to a movie clip editor.\nChange the type from a Clip to a Graph.\nEven though you have tracked several markers the graph is empty.\n\nRemove the Timeline/Movie Clip Editor area by letting the top Movie Clip Area expand over it.\nThen split/duplicate the Movie Clip Editor area downwards so there is a duplicate above and below.\nNow take the bottom Movie Clip Editor and change its type from clip to graph. You will now see the tracking graph with green and red graphs for the tracking markers.\n\nNow split the original Movie Clip Editor in two horizontal areas. So above the graph you will have two Movie Clip Editors, one left and the other right.\nTake any one of the two and either load a new clip, image sequence or simply unlink the data block and the graph will disappear.\n\nThis behavior is unexpected. It does not throw away or corrupt any data but did cause me to have to spend quite a bit of time trying to find out how to get the graph to actually appear and not disappear. I'm hoping you can find a more consistent and intuitive way of handling this.\n\nThank you for your awesome work on Blender!\n", "Investigate renaming the \"Video Sequencer\" editor\nFor a long time, the video editing component of Blender has been referred to as the \"Video Sequence Editor\" later shorted to just \"Video Sequencer\".\nHowever, this is slightly problematic as it is confusing with the \"Sequencer\" view type.\nIn the future, we may add different view types such as some sort of audio view or some sort of special color grading tooling.\nTo combat the potential confusion between the \"Video Sequencer\" editor and \"Sequencer\" view type, I propose that the editor be renamed to simply \"Video Editor\" which also complements \"Image Editor\"", "Eevee: image sequence data bloc displays different offset attributes when set from different locations (texture editor, shader editor, image locator)\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.5.0\n\nif I change the offset (or start frame) of the sequence in the shader editor, I would expect it to also change in the image editor or wherever I am using the same image sequence, otherwise it causes discrepancies and buggy viewport display (since we dont know which offset is displayed in the viewport). \n\nJust change the offset of 1 of the 3 displayed image sequence settings displayed... the other 2 won't follow.\n\nCycles does this fine btw.", "Render glitches on cycles when 'Motion Blur' and 'Use Limit Surface' are turned on. \nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89\n\nBroken: version: 2.92.0\nAlso broken in: 2.93.0 Alpha, branch: master, commit date: 2021-03-20 21:00, hash: 9ca67c47a152, type: Release\nbuild date: 2021-03-20, 23:00:48\nWorked: unknown. This file was created within 2.92\n\nWhen rendering this file I get (for me) random glitches in the render, when Motion Blur is active in Cycles.\nIn the attached file you can see this in for example frames 13,46,77 and 153 (amongst others) for the figure on the left and in frames 57,65 and 82 for the figure on the right.\nTurning off motion blur makes the glitches go away. It happens - for me - both with CPU only and with GPU renders.\n\nThe only objects - as far as I can tell - that produce these glitches are the two 'jasjes' with the material called 'overhemd'. (changing 'overhemd' to a different color also changes the glitches to that same color) Apart from the very obvious triangular glitches, you can also see some sort of wrinkly render errors near the ties on the shirt that only appear when the glitch is visible.\n\nFrame (13) with a glitch: ![Renderglitch_frame13.jpg](Renderglitch_frame13.jpg)\nFrame (14) without a glitch: ![Noglitch_frame14.jpg](Noglitch_frame14.jpg)\n\nThe objects started out as duplicates of each other.\n\n- Open attached file\n- Render frame 153 (or any of these: 13, 46, 77)\n\nI'm sorry the file is as large as it is, but I haven't had this happen in other renders/files yet, so I couldn't reproduce with another file.\nPlease let me know if you prefer to get Dropbox links instead of an actual upload.\n\n[Statler_en_Waldorf_animatie_013.blend](Statler_en_Waldorf_animatie_013.blend)", "Camera background movieclips are not visible if \"Viewport Shading\" is set to \"Rendered\" \nOperating system: Linux-5.4.0-65-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: Quadro RTX 6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.102.04\n\nBroken: version: 2.92.0 Beta\nWorked: 2.90.1\nCaused by 3ffa0452af\n\nWhile static background images of cameras are correctly visualized when \"Viewport Shading\" is set to \"Rendered\", background image sequences defined with the clip editor are only visible when \"Viewport Shading\" is set to \"Material Preview\", \"Solid\" or \"Wireframe\" \n\nIn the following python script adjust the path such that it points to some valid input image.\n\n[background_image_test.py](background_image_test.py)\n\nExcecuting the script creates two cameras. \n\nThe first camera contains a static background image (see the code snippet below)\n```\nstatic_background_image = static_camera_data.background_images.new()\nstatic_background_image.image = bpy.data.images.load(image_fp)\n```\nand is visible for all \"Viewport Shading\" types.\n![static_background_shading_rendered.png](static_background_shading_rendered.png)\n\nThe second camera contains a background image defined by a video clip (see the code snippet below),\n```\ndynamic_background_image = dynamic_camera_data.background_images.new()\ndynamic_background_image.source = \"MOVIE_CLIP\"\ndynamic_background_image.clip = bpy.data.movieclips[first_fn]\n```\nwhich is not visible when \"Viewport Shading\" is set to rendered.", "When changing the width of frame, it also changes frame location.\nIf you create frame and set it into (0,0) location. Then grab right side of the frame node and make frames width bigger. Now using python read the frame \nlocation again and it is not (0,0) anymore. \n\n![loca1.jpg](loca1.jpg)", "Problem with stop animation when View Viewport Render Animation\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.17\n\nBroken: version: 3.5.0\n\nThere is big gap and Problem with **stop** animation when View -> Viewport Render Animation is started in blender, eg. when it's selected accidentally and as alternative to View -> Viewport Render Image.\n\nTry to stop this animation. By me when I made this mistake not found solution other by kill blender process, cos stop button not was available or \"x\" btn like render (in case render view updating each image on Evee rendering process).\nNo imagine some big project and situation that user must waiting to finish, and he is not sure about saved file and blender is hanged due this process.\n\n", "automated motion path not working correctly\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 3.2.1\nWorked: version 3.1\n\nin version 3.2.1 or in 3.3 the motion path the newer automated way doesn't show the motion path for the last keyframe the older way where we can select the range is better please give that back\n\nthe motion path not showing last keyframe's motion path\n[constant Extrapolation not working and motion path not showing the last keyframe.blend](constant_Extrapolation_not_working_and_motion_path_not_showing_the_last_keyframe.blend)\nopen the attached file and when you try to calculate the motion path of any object or bone the last keyframe's motion path not showing in this file you can see the frame 24 not showing\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" ]
[ "Timeline/Frame ranges inconsistencies in UI\n#39484 raised that timeline frame range representation actually show (real_length - 1) interval… So e.g. a scene having same start and end frame is shown as zero length. This is also inconsistent with how caches are drawn in same window (they start at -0.5 frame and end at +0.5 frame), which allows to represent the real length, assuming 'frame' itself as a sort of “center” value.\n\nTo fix #39484 I simply made same thing for frame range, but this was to quick in fact, we need a design decision here and make it consistent in all time-related windows (timeline, VSE, MCE, animations, etc.).\n\n@sebastian_k proposed to rather draw a [start, end+1] interval, adding a small green square of one frame width to the cursor:\n\n![Image_2014-04-12_at_3.44.20_nachm..png](Image_2014-04-12_at_3.44.20_nachm..png)" ]
if one of the folder in project path named cyrillic smoke simulations won't work Operating system: Windows-10-10.0.17763-SP0 64 Bits Graphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94 Broken: version: 3.5.1 Blender creates cache folders for smoke simulations and if one of the folders that leads to project file named cyrillic, it woudn't reach that cache folder. 1. Create folder named with cyrillic letters. 2. Create a plane and make quick smoke on that plane. 3. See that smoke only appear as first frame.
[ "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", "Reflection of smoke on object surface has white box surrounding \nOperating system: win10\nGraphics card: GTX TITAN X\n\nBroken: (2.82, 2.83.10, 2.9, 2.91)\nWorked: (none)\n\nReflection of smoke on object surface has white box surrounding when a back light is added.\n\nLooks fine with front light only\n![2.91-02.png](2.91-02.png)\n\n**With back light added:**\n2.83.10: Domain Empty Space = 0\n![2.83.10_Empty Spcace = 0.png](2.83.10_Empty_Spcace___0.png)\n\n2.83.10: Domain Empty Spcace = 0.000001\n![2.83.10_Empty Spcace = 01.png](2.83.10_Empty_Spcace___01.png)\n\n2.91: Domain Empty Spcace = 0\n![2.91-00.png](2.91-00.png)\n\n2.91: Domain Empty Spcace = 0.000001\n![2.91-01.png](2.91-01.png)\n\nSet shot with back light highlighted\n![smoke bug set.jpg](smoke_bug_set.jpg)\n\nbake domain and render at around frame 200+ (when smoke touches the black object)\n\n[TEST.blend](TEST.blend)", "Cycles smoke is not exported to render without baking\nOperating system: win 10\nGraphics card: geforce 1080 ti\n\nBroken: blender-2.80-4488056f3d9-win64\\\nWorked: (optional)\n\nSmoke is visible in viewport but not in render.\n\n\n- Select default cube.\n- Run quicksmoke\n- Select the domain and in the simulation cache settings choose `Replay`(step added to be reproducible in mantaflow)\n- Run play so you get some smoke.\n- Press f12 (or switch to cycles and press f12).\n- Renders cube but no smoke.\n\nManually setting it up gives the same result.", "Multiple Smoke Flow Colors Rendering Black when Flow Behavior is set to Geometry\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 670/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.48\n\nBroken: version: 2.83.1\nWorked: 2.81 -- N/A, newer versions use fluid settings, but the old smoke sim worked as it should\n\nBaking a smoke domain multiple smoke flow objects with flow set to \"geometry\" and each set to a color results in all of the smoke rendering black.\n\nCreate a smoke domain on any object and place two smoke flow objects inside the domain. Set the smoke color of the smoke flow objects to any color, and the flow behavior to \"geometry\" vs \"inflow\" or \"outflow\". Change the material on the domain object to a material without a surface bsdf but with a volume bsdf whose color is set to the color output of an attribute node with the Name property set to \"color\". Bake the sim and render, and you should observe that all smoke is black, as opposed to the colors set on the flow objects. This works correctly when the flow behavior is set to inflow (except on the first frame), so I'm guessing this has something to do with the initialization of the smoke.\n\n[smoke_multi_color_bug.blend](smoke_multi_color_bug.blend)", "Force field can't expand smoke evenly.\nOperating system: Windows 10\nGraphics card: Nvidia GeForce GTX 650 Ti\nProcessor: Intel® Core™ i7-3770\n\nBroken: (2.83 Beta, 8956e9e5f6c0, 2020-05-11 19:18 )\nWorked: (never)\n\nBlender smoke can't expand in all directions evenly.\nThe video below shows two situations: one where particles are emitted in an omnidirectional fashion, and one where the \"Force\" force field is used to push the smoke outwards.\n[ExpansionDemoC.mp4](ExpansionDemoC.mp4)\n\n**Exact steps to reproduce the error**\n[Spherical Expansion (Force).blend](Spherical_Expansion__Force_.blend)\n\n1. Add a sphere.\n2. Press F3 and select Quick Smoke.\n3. Add a \"Force\" force field in the center of the sphere.\n4. (optional) Set Buoyancy Density and Heat to zero, to ensure that the only movement the smoke has is the push from the force field.\n", "Blender's search in data-blocks is case-sansitive in cyrilic letters\nUbuntu 14.04\n\nBroken: 2.73\n\nSupporting of Utf-8 characters chars in names of objects and data-blocks are not completely done. While searching, uppercase and lowercase letters in the Cyrillic alphabet are considered as different letters. \n\nHere is the test file [casetest.blend](casetest.blend)\n\n![Снимок_экрана_из_2015-01-12_12:14:16.png](Снимок_экрана_из_2015-01-12_12_14_16.png)\n\n![Снимок_экрана_из_2015-01-12_12:14:30.png](Снимок_экрана_из_2015-01-12_12_14_30.png)\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", "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 2.91 alpha - Debug menu, instant crash\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX TITAN X/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.55\n\nBroken: version: 2.91.0 Alpha\nWorked: 2.90.1\n\nShader compilation is causing an error when the debug menu is invoked on a blank scene or working scene.\n\nOpen the .blend attached file, press F3>search: Debug. Type 22 (eevee GPU speed benchmarking verbose),\nBlender will crash immediately. The same is true on a blank new scene in the general application template.\n\nFile to test: \n44cb6eb461af31ad1209dedb738d76c0.blend\n\n", "VSE UI: Change Path/Files is over exposed \nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.59\n\nBroken: version: 2.93.0\n\nChange Path/Files is exposed in four places. \n{[F10401818](image.png),size=full}\nAs this function is only working(afaik) on the active strip(why Files in plural?), it should only be exposed in the strip sidebar. See: #91306 If the function is basically the same as changing the path to the source file then the folder button next to the path should be enough. \nAlso, having it as a secret pop-up menu, shortcut key \"C\", is inconsistent with anything in Blender and this should be removed. \n\n\n", "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", "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)", "bake operator reports uninitialised image that isn't even in use in the shader..\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.98\n\nBroken: version: 3.5.1 Release Candidate\n\ncan't bake due to strange error\n\nopen blend file\nselect object\nselect the baked image texture node in the shader editor\nclick bake in the render setting (leave settings as is)\n\nstrange error pops up saying \n\"uninitialised image \"nightmare0134.png\" from object 'pavement.002'\n\nThis image isn't even in use by the shader.\n\nPS, it seems intermittently not possible to paste screengrabs into this new bug reporter. Also, how to do bullet points and embed video?\n\n", "Smoke domain emission render has blocks using View Layer Indirect Only \nOperating system: Windows 10 Home 10.0.183363\nGraphics card: Nvida RTX 2080 super\n\nBroken: 5e04548500\n\n\nWhen setting the volume object (smoke domain) into Indirect Only, the render doesn't seem correct (the black blocks show up).\n\n- Play the animation to bake the 5 frames.\n- Render any of the 5 frames to see blocks in the image. \n\n![indriect_only_blocks.png](indriect_only_blocks.png)\n[indirect_only_volume.blend](indirect_only_volume.blend)\n\n\nThanks\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" ]
[ "Cache-folder name makes fluid simulation not working\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: AMD Radeon R9 200 Series ATI Technologies Inc. 4.5.13586 Core Profile Context 20.1.3 26.20.15015.1007\n\nBroken: version: 2.82 (sub 7)\nWorked: (optional)\n\nCache-folder name makes fluid simulation not working. My blend file (with fluid cache data) was in a folder named badeværelse and the fluid sim didn't work. Changed the folders name to badevaerelse and it worked.\n\nMake folder called \"æ\" (possibly \"ø\" and \"å\" too)\nMake a blend file inside it and try to bake liquid sim and use the folder as cache directory for the fluid physics\nSee how no particles appear when you press bake\n\n", "Using Swedish characters in path to Liquid Cache prevents cache from being generated\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65\n\nBroken: version: 3.1.2\n\nUsing Swedish characters in path to Liquid Cache prevents cache from being generated.\nFolders are generated correctly but no simulation data.\n\n\n- Open new file, select default cube, choose Quick Fluid\nSet cache path to \"D:\\Users\\tmp\\Blender\\ThisWorks\\\" or similar, english characters only.\nThis will work when running the simulation.\n\n- Repeat above, change path to\nD:\\Users\\tmp\\Blender\\ThisDöesNotWork\\\n(Note the umlaut character 'ö')\n\nRun simulation again. Folders are created under this path, but no simulation data (empty 'data' folder) , and simulation particles do not move.\nWindows allows Swedish characters in all file paths, so this is a problem.\n\nHope this info is useful,\nThanks :)" ]
Driver on NodeGroup input slot breaks when changing slots. Operating system: Linux-5.4.14-arch1-1-x86_64-with-arch 64 Bits Graphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.44 Broken: version: 2.81 (sub 16) Worked: (optional) Adding a driver onto the input node of a shader group uses slot index instead of name or ID. If user changes the order or number of slots, the driver will apply to the wrong input for all materials in which the group is used. Create two materials. Make a NodeGroup with a BSDF output and two inputs (e.g. base color and specular strength) Use this node group in both materials. Create a property on the object (e.g. "global specular"). Add a driver from "global specular" property value to the specular strength in both materials. Modify the node group to also include "bump map" input. Move bump map input up to be between base color and specular strength. Result: "global specular" property value now applies to "bump map" rather than to "specular strength." Driver must now be manually pasted to its new home in every material which uses it. **Consequences/affected users** While this may not apply to the majority of users who are not making their own shader setups using NodeGroups among many materials, it is a very annoying problem for those who are. In my case, I have been developing a shader group to apply to a generic base mesh across multiple models, scenes, and files. Everytime I tweak the group, I have unexpected rendering results in every other scene and file to which that group applied and which are using drivers.
[ "render_color_index API is lost after GN mdifier\nOperating system: Mint\nGraphics card: Nvidia\n\nBroken: 3.6 beta\nWorked: ?\n\nrender_color_index API is lost after GN mdifier\n\nOpen the attached file and run the script\nWhen we get the evaluated mesh, you can see that for meshes without modifiers or with \"simple\" modifiers, we still can access the render_color_index value.\nFor GN modifier, this value is lost, return -1\n\nIt not happen is GN tree has only input -> output, but when you modify the tree, like in my example, value is -1\n\n", "Metaball particles are handled inconsistently in Geometry Nodes\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: Radeon RX 570 Series ATI Technologies Inc. 4.5.0 Core Profile Context 22.7.1.220725\n\nBroken: version: 3.4.0 Alpha\nWorked: (n/a)\n\nMetaball rendered via particles are handled inconsistently in Geometry Nodes. It seems only mesh related nodes are generally working well with them.\n\nI wasn't sure about reporting this as a bug, because I assume that compatibility with the particle system is probably not intended use case. I guess ability to access metaball particles at all is an unintended bonus from eaa87101cd5a? I'd argue that if this can be easily \"fixed\" it will open up some interesting use cases before actual simulation/physics nodes arrive, but this is a borderline feature request and I guess developers will decide if this is worth to look at at this point.\n\n\n[MetaballParticles.blend](MetaballParticles.blend)\n[MetaballParticles.mp4](MetaballParticles.mp4)", "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", "Regression: Multi sockets on muted nodes display wrong internal noodle\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.29\n\nBroken: version: 3.5.0 Release Candidate\nAlso broken in 3.4\nWorked: 3.3.1\n\nWhen a node with a multi socket (e.g. Join Geometry or Mesh Boolean) is muted, the visual internal noodle goes from the last (bottom) input instead of the first (top) input, even though it is the top input that is actually passed through.\n| 3.3 | 3.5 |\n| -- | -- |\n| ![image](attachment) | ![image](attachment) |\n\n- Open attached .blend file or\n - Create a geometry node group\n - Connect two or more different inputs into a Join Geometry node\n- Mute the Join node\n\nObserve the discrepancy between the visualized noodle and the actual result in the viewport\n\n", "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", "Custom Properties within PropertyGroups cannot be animated when attached to a PoseBone\nUbuntu Linux 14.04 (64-bit)\nNVIDIA GTX 960 (NVIDIA Driver Version 367.35)\n\nBroken: 2.77a abf6f08\nWorked: N/A\n\nI've found that custom properties stored within PropertyGroups and/or CollectionPropertys cannot actually be animated if they are associated with a PoseBone (Error returned when inserting keyframe is \"Failed to resolve path to property, try manually specifying this using a Keying Set instead\"). (If the exact same custom properties are associated with an Object, they can be animated by inserting keyframes normally.)\n\nIt's possible that I'm mistaken and it is possible to manually specify the property within a CollectionProperty/PropertyGroup using a Keying Set in a more straightforward manner (or at all), but to manually add a Keying Set for every potential instance of a property within a CollectionProperty for every PoseBone that uses the custom properties is an unrealistic for any use case involving a CollectionProperty (and honestly I'm doubtful whether this is even possible, I was unable to successfully create a Keying Set for keyframing a property within a CollectionProperty/PropertyGroup, getting error 'Keying set failed to insert any key frames', although I can't deny the possibility I got the path to the property wrong somehow).\n\n1. Open the provided .blend file\n2. Install/Enable the provided add-on\n3. Select a bone in the armature in pose mode.\n4. Go to the Bone panel. At the bottom, you'll see a new section called 'Custom Properties Bug'.\n5. Try to insert a keyframe for 'Animatable PropGroup Property'. It will fail.\n6. Click the 'Add Collection Item' button to add an item to a CollectionProperty.\n7. Try to insert a keyframe for 'Animatable Collection Property' (a property within the Item you just added to a collection associated with the PoseBone). It will fail.\n\n[bug_report.zip](bug_report.zip)", "LightGroups & big render resolution results in Hardware failure & macOS crash incl. reboot\nOperating system: macOS-12.3.1-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5700 XT OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.8.15\n\n**Blender VersionS**\nBroken: version: 3.2.0 Alpha\nBroken: version: 3.2.0 Alpha\n\n\n(GPU only)\nI usually render with a resolution of 5120x2048 on 50% as check resolution. \nWhen I scale it up with the slider to 100% and render I get a stripe pattern as we seen in other bugreports related to M1 Mac's.\nThen when I try double the resolution on 50% I get the same.\n\nThe crash of macOS with a hardware failure and reboot happened when I tried my final resolution 10240x2048 on 100%. (blender calculated a sec. and when the render via GPU only started it hanged for two sec. and then completely crashed)\nTo be honest, a crash like this I never had with 3 imac's the last 6 years. Only with a hackintosh not related to blender...\n\nDespite the fact of the total crash, I decided not to try to reproduce the total crash,\nBUT...\nthe stripes I could with the resolution I used. \n- Open attached file\n- Render once in 50% from 5120x2048,\n- and then render on 100%, or try the higher resolution.\n\n(The scene was: just a plane, monkey and 3 lights, to check the lightgroups and compositing options (worked all fine, exept the render...))\n(see attached blendfile)\n\nSo just 3 pointlights, each into a one of the 3 lightgroups a plane, monkey...(something to get lit),\nresolution 5120x2048 on 50% and render. Then render on 100% and you should get stripes.\n![Screen Shot 2022-04-06 at 4.09.56 am.jpg](Screen_Shot_2022-04-06_at_4.09.56_am.jpg)\n`***When there, just delete the lightgroups under Scene -> View Layer Tab and the stripes are gone.***`\nOperating system: (INTEL) macOS-12.3.1-x86_64-i386-64bit 64 Bits \nGraphics card: AMD Radeon Pro 5700 XT OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.8.15\n[untitled.blend](untitled.blend)\n", "Nodes: Assert and crash: Editing nodes through the material panel and undo.\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: Intel(R) UHD Graphics 600 Intel 4.5.0 - Build 27.20.100.8729\n\nBroken: 3.4, 3.3, ... 2.8\nWorked: never\n\nWhen I select certain nodes from the materials tab after pressing undo on the last node change, blender crashes. But only if the last click is made with my wired USB mouse. Or even if the cursor was left on the button to switch tabs before clicking with the touchpad.\n\n\n```lines=10\n# Blender 3.4.0, Unknown revision\nbpy.context.space_data.context = 'MATERIAL' # Property\n\n# backtrace\nException Record:\n\nExceptionCode : EXCEPTION_ACCESS_VIOLATION\nException Address : 0x00007FF717820508\nException Module : blender.exe\nException Flags : 0x00000000\nException Parameters : 0x2\n\tParameters[0] : 0x0000000000000000\n\tParameters[1] : 0xFFFFFFFFFFFFFFFF\n\n\nStack trace:\nblender.exe :0x00007FF7178203F0 blender::ed::space_node::ui_template_node_link_menu F:\\Blender_build\\first\\blender\\source\\blender\\editors\\space_node\\node_templates.cc:659\nblender.exe :0x00007FF71736AAF0 ui_block_func_POPUP F:\\Blender_build\\first\\blender\\source\\blender\\editors\\interface\\interface_region_menu_popup.cc:183\nblender.exe :0x00007FF717463480 ui_popup_block_refresh F:\\Blender_build\\first\\blender\\source\\blender\\editors\\interface\\interface_region_popup.cc:566\nblender.exe :0x00007FF717463050 ui_popup_block_create F:\\Blender_build\\first\\blender\\source\\blender\\editors\\interface\\interface_region_popup.cc:796\nblender.exe :0x00007FF71736CA60 ui_popup_menu_create F:\\Blender_build\\first\\blender\\source\\blender\\editors\\interface\\interface_region_menu_popup.cc:358\nblender.exe :0x00007FF717397CC0 ui_block_open_begin F:\\Blender_build\\first\\blender\\source\\blender\\editors\\interface\\interface_handlers.c:4224\nblender.exe :0x00007FF717391810 button_activate_state F:\\Blender_build\\first\\blender\\source\\blender\\editors\\interface\\interface_handlers.c:8338\nblender.exe :0x00007FF71739CD50 ui_do_but_BLOCK F:\\Blender_build\\first\\blender\\source\\blender\\editors\\interface\\interface_handlers.c:5982\nblender.exe :0x00007FF7173A7AB0 ui_do_button F:\\Blender_build\\first\\blender\\source\\blender\\editors\\interface\\interface_handlers.c:8027\nblender.exe :0x00007FF7173A9D20 ui_handle_button_event F:\\Blender_build\\first\\blender\\source\\blender\\editors\\interface\\interface_handlers.c:9189\nblender.exe :0x00007FF7173BA070 ui_region_handler F:\\Blender_build\\first\\blender\\source\\blender\\editors\\interface\\interface_handlers.c:11275\nblender.exe :0x00007FF7156CFE60 wm_handler_ui_call F:\\Blender_build\\first\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.cc:786\nblender.exe :0x00007FF7156D1CE0 wm_handlers_do_intern F:\\Blender_build\\first\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.cc:3217\nblender.exe :0x00007FF7156D01F0 wm_handlers_do F:\\Blender_build\\first\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.cc:3334\nblender.exe :0x00007FF7156CB580 wm_event_do_region_handlers F:\\Blender_build\\first\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.cc:3754\nblender.exe :0x00007FF7156CB440 wm_event_do_handlers_area_regions F:\\Blender_build\\first\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.cc:3784\nblender.exe :0x00007FF7156DCD90 wm_event_do_handlers F:\\Blender_build\\first\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.cc:3979\nblender.exe :0x00007FF7156A5E50 WM_main F:\\Blender_build\\first\\blender\\source\\blender\\windowmanager\\intern\\wm.c:643\nblender.exe :0x00007FF714C52160 main F:\\Blender_build\\first\\blender\\source\\creator\\creator.c:579\nblender.exe :0x00007FF7186F9260 invoke_main D:\\a\\_work\\1\\s\\src\\vctools\\crt\\vcstartup\\src\\startup\\exe_common.inl:79\nblender.exe :0x00007FF7186F9010 __scrt_common_main_seh D:\\a\\_work\\1\\s\\src\\vctools\\crt\\vcstartup\\src\\startup\\exe_common.inl:288\nblender.exe :0x00007FF7186F8FF0 __scrt_common_main D:\\a\\_work\\1\\s\\src\\vctools\\crt\\vcstartup\\src\\startup\\exe_common.inl:331\nblender.exe :0x00007FF7186F9320 mainCRTStartup D:\\a\\_work\\1\\s\\src\\vctools\\crt\\vcstartup\\src\\startup\\exe_main.cpp:17\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThreads:\nThread : 00002514\nntdll.dll :0x00007FFEA42F0B00 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFEA42A26D0 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002e60\nntdll.dll :0x00007FFEA42F0B00 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFEA42A26D0 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002ab8\nntdll.dll :0x00007FFEA42F0B00 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFEA42A26D0 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002e20\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000026a0\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002404\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002234\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00000ddc\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 0000305c\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002640\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00001ec4\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002130\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000022e8\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00001ff0\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000002f8\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00000e8c\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00001b88\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00001f10\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 0000132c\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nnvoglv64.dll :0x00007FFE58561C00 DrvValidateVersion\nnvoglv64.dll :0x00007FFE582EF73C Symbols not available\n\n\nThread : 000000c0\nntdll.dll :0x00007FFEA42EDC00 ZwWaitForMultipleObjects\nKERNELBASE.dll :0x00007FFEA2020370 WaitForMultipleObjectsEx\nKERNELBASE.dll :0x00007FFEA2020350 WaitForMultipleObjects\nnvoglv64.dll :0x00007FFE58597770 DrvPresentBuffers\nnvoglv64.dll :0x00007FFE58597770 DrvPresentBuffers\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002298\nwin32u.dll :0x00007FFEA1B5A0F0 NtUserMsgWaitForMultipleObjectsEx\nUSER32.dll :0x00007FFEA3570730 MsgWaitForMultipleObjectsEx\nnvoglv64.dll :0x00007FFE58561C00 DrvValidateVersion\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00001e98\nntdll.dll :0x00007FFEA42F0B00 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFEA42A26D0 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002b4c\nntdll.dll :0x00007FFEA42F0B00 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFEA42A26D0 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002278\nntdll.dll :0x00007FFEA42EDC00 ZwWaitForMultipleObjects\nKERNELBASE.dll :0x00007FFEA2020370 WaitForMultipleObjectsEx\ncombase.dll :0x00007FFEA3A83390 InternalTlsAllocData\ncombase.dll :0x00007FFEA3A83390 InternalTlsAllocData\ncombase.dll :0x00007FFEA3A83390 InternalTlsAllocData\ncombase.dll :0x00007FFEA3A83390 InternalTlsAllocData\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000014f8\nwin32u.dll :0x00007FFEA1B5A0F0 NtUserMsgWaitForMultipleObjectsEx\nUSER32.dll :0x00007FFEA3570730 MsgWaitForMultipleObjectsEx\ndirectmanipulation.dll:0x00007FFE8DD7458B Symbols not available\n\n\nLoaded Modules :\n0x00007FF712C80000 3.4.0.0 blender.exe F:\\Blender_build\\first\\ninja_lite_debug\\source\\creator\\Debug\\blender_private.pdb \n0x00007FFEA4250000 10.0.19041.2130 ntdll.dll \n0x00007FFEA2540000 10.0.19041.1889 KERNEL32.DLL \n0x00007FFEA1FD0000 10.0.19041.2130 KERNELBASE.dll \n0x00007FFEA3550000 10.0.19041.2130 USER32.dll \n0x00007FFEA1B50000 10.0.19041.2130 win32u.dll \n0x00007FFEA2600000 10.0.19041.2130 GDI32.dll \n0x00007FFEA1CC0000 10.0.19041.2130 gdi32full.dll \n0x00007FFEA19B0000 10.0.19041.789 msvcp_win.dll \n0x00007FFEA1A50000 10.0.19041.789 ucrtbase.dll \n0x00007FFEA2630000 10.0.19041.2075 SHELL32.dll \n0x00007FFEA30A0000 10.0.19041.2130 ADVAPI32.dll \n0x00007FFEA34B0000 7.0.19041.546 msvcrt.dll \n0x00007FFEA3790000 10.0.19041.1865 sechost.dll \n0x00007FFEA38B0000 10.0.19041.1806 RPCRT4.dll \n0x00007FFEA2410000 10.0.19041.1202 ole32.dll \n0x00007FFEA39E0000 10.0.19041.2130 combase.dll \n0x00007FFEA22B0000 10.0.19041.2075 SHLWAPI.dll \n0x00007FFEA3270000 10.0.19041.1865 shcore.dll \n0x00007FFE83ED0000 14.32.31332.0 MSVCP140D.dll \n0x00007FFE8C790000 14.32.31332.0 VCRUNTIME140D.dll \n0x00007FFE9CEF0000 14.32.31332.0 VCRUNTIME140_1D.dll \n0x00007FFE7F6C0000 10.0.19041.685 ucrtbased.dll \n0x00007FFE844B0000 6.10.19041.1110 COMCTL32.dll \n0x00007FFE9C5E0000 10.0.19041.546 VERSION.dll \n0x00007FFE9B860000 10.0.19041.867 dbghelp.dll \n0x00007FFE9F730000 10.0.19041.746 dwmapi.dll \n0x00007FFE8C310000 tbb_debug.dll \n0x00007FFE7EC20000 epoxy-0.dll \n0x00007FFE67340000 3.10.8150.1013 python310_d.dll \n0x00007FFEA2F50000 10.0.19041.546 WS2_32.dll \n0x00007FFE98DC0000 14.32.31332.0 VCRUNTIME140.dll \n0x00007FFEA2310000 10.0.19041.546 IMM32.DLL \n0x00007FFE9FA40000 10.0.19041.2130 windows.storage.dll \n0x00007FFEA12E0000 10.0.19041.2075 Wldp.dll \n0x00007FFEA18A0000 10.0.19041.844 profapi.dll \n0x00007FFE9F460000 10.0.19041.2130 uxtheme.dll \n0x00007FFE9F840000 10.0.19041.546 kernel.appcore.dll \n0x00007FFEA1C30000 10.0.19041.1415 bcryptPrimitives.dll \n0x00007FFE8B530000 tbbmalloc_debug.dll \n0x00007FFEA3150000 10.0.19041.2075 MSCTF.dll \n0x00007FFEA2FC0000 10.0.19041.985 OLEAUT32.dll \n0x00007FFE824C0000 10.0.19041.2075 OPENGL32.DLL \n0x00007FFE8C420000 10.0.19041.2075 GLU32.dll \n0x00007FFEA3400000 2001.12.10941.16384 clbcatq.dll \n0x00007FFE9ADF0000 10.0.19041.2075 AppXDeploymentClient.dll \n0x00007FFE57830000 30.0.14.9649 nvoglv64.dll \n0x00007FFEA3D40000 10.0.19041.1741 SETUPAPI.dll \n0x00007FFEA1960000 10.0.19041.1620 cfgmgr32.dll \n0x00007FFEA1FA0000 10.0.19041.1023 bcrypt.dll \n0x00007FFE9D780000 10.0.19041.546 WTSAPI32.dll \n0x00007FFEA1250000 10.0.19041.546 CRYPTBASE.DLL \n0x00007FFEA1470000 10.0.19041.546 msasn1.dll \n0x00007FFE9C570000 10.0.19041.906 cryptnet.dll \n0x00007FFEA1DD0000 10.0.19041.1889 CRYPT32.dll \n0x00007FFE9AEF0000 10.0.19041.1949 drvstore.dll \n0x00007FFEA1650000 10.0.19041.1620 devobj.dll \n0x00007FFEA1F30000 10.0.19041.2075 WINTRUST.dll \n0x00007FFEA0AA0000 10.0.19041.546 ntmarta.dll \n0x00007FFE93710000 10.0.19041.546 dxcore.dll \n0x00007FFEA17D0000 10.0.19041.546 powrprof.dll \n0x00007FFEA17B0000 UMPDC.dll \n0x00007FFEA1740000 10.0.19041.2075 WINSTA.dll \n0x00007FFE87CC0000 10.0.19041.1387 dataexchange.dll \n0x00007FFE9D990000 10.0.19041.2075 d3d11.dll \n0x00007FFE9E1C0000 10.0.19041.2075 dcomp.dll \n0x00007FFEA0340000 10.0.19041.2075 dxgi.dll \n0x00007FFE94780000 10.0.19041.1865 twinapi.appcore.dll \n0x00007FFE93EB0000 10.0.19041.2075 textinputframework.dll \n0x00007FFE9ED10000 10.0.19041.746 CoreMessaging.dll \n0x00007FFE9EF10000 10.0.19041.546 CoreUIComponents.dll \n0x00007FFE9E060000 10.0.19041.2130 wintypes.dll \n0x00007FFE7E100000 10.0.19041.1949 explorerframe.dll \n0x00007FFE8DD60000 10.0.19041.1566 directmanipulation.dll \n0x00007FFEA1230000 10.0.19041.546 CRYPTSP.dll \n0x00007FFEA0960000 10.0.19041.1052 rsaenh.dll \n\n# Python backtrace\n```\n\n```lines=10\n# Blender 3.4.0, Commit date: 2022-10-20 00:36, Hash 3915f5300ad2\nbpy.context.space_data.context = 'MATERIAL' # Property\n\n# backtrace\nException Record:\n\nExceptionCode : EXCEPTION_ACCESS_VIOLATION\nException Address : 0x00007FF6E6FDF4EA\nException Module : blender.exe\nException Flags : 0x00000000\nException Parameters : 0x2\n\tParameters[0] : 0x0000000000000001\n\tParameters[1] : 0x00000000000001A1\n\n\nStack trace:\nblender.exe :0x00007FF6E6FDF4C0 nodeRemLink\nblender.exe :0x00007FF6E80A8DA0 blender::ed::space_node::node_socket_add_replace\nblender.exe :0x00007FF6E80A9980 blender::ed::space_node::ui_node_link\nblender.exe :0x00007FF6E7EBCF50 ui_apply_but_funcs_after\nblender.exe :0x00007FF6E7EC87F0 ui_handler_region_menu\nblender.exe :0x00007FF6E7495810 wm_handlers_do_intern\nblender.exe :0x00007FF6E7494C40 wm_handlers_do\nblender.exe :0x00007FF6E749B1B0 wm_event_do_handlers\nblender.exe :0x00007FF6E7480BC0 WM_main\nblender.exe :0x00007FF6E65512F0 main\nblender.exe :0x00007FF6EC6F4380 __scrt_common_main_seh\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThreads:\nThread : 000032c8\nntdll.dll :0x00007FFEA42F0B00 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFEA42A26D0 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00000778\nntdll.dll :0x00007FFEA42F0B00 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFEA42A26D0 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000015a8\nntdll.dll :0x00007FFEA42F0B00 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFEA42A26D0 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000022e0\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000018f0\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00000f34\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 0000265c\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00000458\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00000fdc\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 0000198c\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000026e4\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000022f8\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00001088\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00001234\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00001aac\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002a14\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002228\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000030f8\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00000c60\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000022e4\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002248\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00003084\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00001ff0\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002e60\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002514\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00000b84\nntdll.dll :0x00007FFEA42F0B00 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFEA42A26D0 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000005dc\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nnvoglv64.dll :0x00007FFE4F811C00 DrvValidateVersion\nnvoglv64.dll :0x00007FFE4F59F73C Symbols not available\n\n\nThread : 00002fec\nntdll.dll :0x00007FFEA42EDC00 ZwWaitForMultipleObjects\nKERNELBASE.dll :0x00007FFEA2020370 WaitForMultipleObjectsEx\nKERNELBASE.dll :0x00007FFEA2020350 WaitForMultipleObjects\nnvoglv64.dll :0x00007FFE4F847770 DrvPresentBuffers\nnvoglv64.dll :0x00007FFE4F847770 DrvPresentBuffers\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00001754\nwin32u.dll :0x00007FFEA1B5A0F0 NtUserMsgWaitForMultipleObjectsEx\nUSER32.dll :0x00007FFEA3570730 MsgWaitForMultipleObjectsEx\nnvoglv64.dll :0x00007FFE4F811C00 DrvValidateVersion\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00000e54\nntdll.dll :0x00007FFEA42F0B00 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFEA42A26D0 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000029ac\nntdll.dll :0x00007FFEA42EDC00 ZwWaitForMultipleObjects\nKERNELBASE.dll :0x00007FFEA2020370 WaitForMultipleObjectsEx\ncombase.dll :0x00007FFEA3A83390 InternalTlsAllocData\ncombase.dll :0x00007FFEA3A83390 InternalTlsAllocData\ncombase.dll :0x00007FFEA3A83390 InternalTlsAllocData\ncombase.dll :0x00007FFEA3A83390 InternalTlsAllocData\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002474\nwin32u.dll :0x00007FFEA1B5A0F0 NtUserMsgWaitForMultipleObjectsEx\nUSER32.dll :0x00007FFEA3570730 MsgWaitForMultipleObjectsEx\ndirectmanipulation.dll:0x00007FFE8DD7458B Symbols not available\n\n\nThread : 000007a4\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002ed4\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000022dc\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00001410\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 0000154c\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002bf4\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00000f78\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000027d8\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000031e0\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nLoaded Modules :\n0x00007FF6E63E0000 3.4.0.0 blender.exe F:\\Диск I\\programm\\blenders\\свежак 24-14-9-11\\b \n0x00007FFEA4250000 10.0.19041.2130 ntdll.dll \n0x00007FFEA2540000 10.0.19041.1889 KERNEL32.DLL \n0x00007FFEA1FD0000 10.0.19041.2130 KERNELBASE.dll \n0x00007FFEA2F50000 10.0.19041.546 WS2_32.dll \n0x00007FFEA38B0000 10.0.19041.1806 RPCRT4.dll \n0x00007FFE98DA0000 tbbmalloc.dll \n0x00007FFE988A0000 tbb.dll \n0x00007FFEA3550000 10.0.19041.2130 USER32.dll \n0x00007FFEA1B50000 10.0.19041.2130 win32u.dll \n0x00007FFEA2600000 10.0.19041.2130 GDI32.dll \n0x00007FFEA1CC0000 10.0.19041.2130 gdi32full.dll \n0x00007FFEA19B0000 10.0.19041.789 msvcp_win.dll \n0x00007FFEA1A50000 10.0.19041.789 ucrtbase.dll \n0x00007FFEA30A0000 10.0.19041.2130 ADVAPI32.dll \n0x00007FFE8C700000 14.29.30139.0 MSVCP140.dll \n0x00007FFE999F0000 14.29.30139.0 VCRUNTIME140.dll \n0x00007FFEA34B0000 7.0.19041.546 msvcrt.dll \n0x00007FFE9A080000 14.29.30139.0 VCRUNTIME140_1.dll \n0x00007FFEA3790000 10.0.19041.1865 sechost.dll \n0x00007FFEA2630000 10.0.19041.2075 SHELL32.dll \n0x00007FFEA22B0000 10.0.19041.2075 SHLWAPI.dll \n0x00007FFEA1960000 10.0.19041.1620 CFGMGR32.dll \n0x00007FFE9B860000 10.0.19041.867 dbghelp.dll \n0x00007FFEA1FA0000 10.0.19041.1023 bcrypt.dll \n0x00007FFE68390000 5.7.0.7 sycl.dll \n0x00007FFEA2410000 10.0.19041.1202 ole32.dll \n0x00007FFEA39E0000 10.0.19041.2130 combase.dll \n0x00007FFEA3780000 10.0.19041.546 PSAPI.DLL \n0x00007FFE81390000 epoxy-0.dll \n0x00007FFEA3270000 10.0.19041.1865 shcore.dll \n0x00007FFE556F0000 cycles_kernel_oneapi.dll \n0x00007FFEA2310000 10.0.19041.546 IMM32.dll \n0x00007FFE53FA0000 9.0.0.0 openvdb.dll \n0x00007FFE67640000 59.16.100.0 avformat-59.dll \n0x00007FFE51AA0000 59.18.100.0 avcodec-59.dll \n0x00007FFE944D0000 59.4.100.0 avdevice-59.dll \n0x00007FFE7EBF0000 57.17.100.0 avutil-57.dll \n0x00007FFEA2FC0000 10.0.19041.985 OLEAUT32.dll \n0x00007FFE8C5C0000 6.4.100.0 swscale-6.dll \n0x0000000070440000 1.0.28.0 libsndfile-1.dll \n0x000000006ACC0000 libgmp-10.dll \n0x00007FFE83E80000 1.21.1.0 OpenAL32.dll \n0x00007FFE82490000 2.0.20.0 SDL2.dll \n0x00007FFE99D20000 libgmpxx.dll \n0x00007FFEA3D40000 10.0.19041.1741 SETUPAPI.dll \n0x00007FFE67170000 3.10.2150.1013 python310.dll \n0x00007FFE99A30000 tbbmalloc_proxy.dll \n0x00007FFE942E0000 10.0.19041.1 AVIFIL32.dll \n0x00007FFE844B0000 6.10.19041.1110 COMCTL32.dll \n0x00007FFE9C5E0000 10.0.19041.546 VERSION.dll \n0x0000000070680000 libfftw3-3.dll \n0x00007FFE9F730000 10.0.19041.746 dwmapi.dll \n0x00007FFE92F80000 10.0.19041.546 Secur32.dll \n0x00007FFE8C530000 4.3.100.0 swresample-4.dll \n0x00007FFE98880000 10.0.19041.1 AVICAP32.dll \n0x00007FFE936E0000 10.0.19041.546 WINMM.dll \n0x00007FFE9CED0000 10.0.19041.1 MSACM32.dll \n0x00007FFE8C420000 10.0.19041.1 MSVFW32.dll \n0x00007FFE96EB0000 10.0.19041.1 winmmbase.dll \n0x00007FFEA1820000 10.0.19041.2130 SSPICLI.DLL \n0x00007FFE9F840000 10.0.19041.546 kernel.appcore.dll \n0x00007FFE9FA40000 10.0.19041.2130 windows.storage.dll \n0x00007FFEA12E0000 10.0.19041.2075 Wldp.dll \n0x00007FFE9F460000 10.0.19041.2130 uxtheme.dll \n0x00007FFEA1C30000 10.0.19041.1415 bcryptPrimitives.dll \n0x00007FFEA18A0000 10.0.19041.844 profapi.dll \n0x00007FFEA3400000 2001.12.10941.16384 clbcatq.dll \n0x00007FFE9CFC0000 10.0.19041.1503 MMDevApi.dll \n0x00007FFEA1650000 10.0.19041.1620 DEVOBJ.dll \n0x00007FFE9D0C0000 10.0.19041.1865 AUDIOSES.DLL \n0x00007FFEA17D0000 10.0.19041.546 powrprof.dll \n0x00007FFEA17B0000 UMPDC.dll \n0x00007FFEA3150000 10.0.19041.2075 MSCTF.dll \n0x00007FFE80380000 10.0.19041.2075 OPENGL32.DLL \n0x00007FFE8B550000 10.0.19041.2075 GLU32.dll \n0x00007FFE9ADF0000 10.0.19041.2075 AppXDeploymentClient.dll \n0x00007FFE4EAE0000 30.0.14.9649 nvoglv64.dll \n0x00007FFE9D780000 10.0.19041.546 WTSAPI32.dll \n0x00007FFEA1250000 10.0.19041.546 CRYPTBASE.DLL \n0x00007FFEA1470000 10.0.19041.546 msasn1.dll \n0x00007FFE9C570000 10.0.19041.906 cryptnet.dll \n0x00007FFEA1DD0000 10.0.19041.1889 CRYPT32.dll \n0x00007FFE9AEF0000 10.0.19041.1949 drvstore.dll \n0x00007FFEA1F30000 10.0.19041.2075 WINTRUST.dll \n0x00007FFEA0AA0000 10.0.19041.546 ntmarta.dll \n0x00007FFE93710000 10.0.19041.546 dxcore.dll \n0x00007FFEA1740000 10.0.19041.2075 WINSTA.dll \n0x00007FFE87CC0000 10.0.19041.1387 dataexchange.dll \n0x00007FFE9D990000 10.0.19041.2075 d3d11.dll \n0x00007FFE9E1C0000 10.0.19041.2075 dcomp.dll \n0x00007FFEA0340000 10.0.19041.2075 dxgi.dll \n0x00007FFE94780000 10.0.19041.1865 twinapi.appcore.dll \n0x00007FFE93EB0000 10.0.19041.2075 textinputframework.dll \n0x00007FFE9EF10000 10.0.19041.546 CoreUIComponents.dll \n0x00007FFE9ED10000 10.0.19041.746 CoreMessaging.dll \n0x00007FFE9E060000 10.0.19041.2130 wintypes.dll \n0x00007FFE7E100000 10.0.19041.1949 explorerframe.dll \n0x00007FFE8DD60000 10.0.19041.1566 directmanipulation.dll \n0x00007FFEA1230000 10.0.19041.546 CRYPTSP.dll \n0x00007FFEA0960000 10.0.19041.1052 rsaenh.dll \n0x00007FFE66EB0000 30.0.14.9649 nvcuda.dll \n0x00007FFE4D460000 30.0.14.9649 nvcuda64.dll \n0x00007FFE788A0000 30.0.14.9649 nvapi64.dll \n\n# Python backtrace\n\n```\n\nBlenders: 3.4, 3.2, 3.0, 2.9, 2.83\n```lines=10\nC:\\Users\\rfnei>\"F:\\Диск I\\programm\\blenders\\свежак 24-14-8-11\\blender.exe\"\nRead prefs: C:\\Users\\rfnei\\AppData\\Roaming\\Blender Foundation\\Blender\\3.4\\config\\userpref.blend\nWarning: File written by newer Blender binary (304.3), expect loss of data!\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FFE8C723020\nModule : MSVCP140.dll\nThread : 0000207c\nWriting: C:\\Users\\rfnei\\AppData\\Local\\Temp\\blender.crash.txt\n\nC:\\Users\\rfnei>\"F:\\Диск I\\programm\\blenders\\свежак 24-12-1\\blender.exe\"\nRead prefs: C:\\Users\\rfnei\\AppData\\Roaming\\Blender Foundation\\Blender\\3.2\\config\\userpref.blend\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF73481F663\nModule : blender.exe\nThread : 000029c0\nWriting: C:\\Users\\rfnei\\AppData\\Local\\Temp\\blender.crash.txt\n\nC:\\Users\\rfnei>\"F:\\Диск I\\programm\\blenders\\свежак 24-9-10\\blender.exe\"\nRead prefs: C:\\Users\\rfnei\\AppData\\Roaming\\Blender Foundation\\Blender\\3.1\\config\\userpref.blend\nERROR (bke.node): C:\\Users\\blender\\git\\blender-vdev\\blender.git\\source\\blender\\blenkernel\\intern\\node.cc:2222 nodeAddStaticNode: static node type 200 undefined\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF7A47ABC94\nModule : blender.exe\nThread : 00000674\nWriting: C:\\Users\\rfnei\\AppData\\Local\\Temp\\blender.crash.txt\n\nC:\\Users\\rfnei>\"F:\\Диск I\\programm\\blenders\\свежак 22-14\\blender.exe\"\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF776C49221\nModule : blender.exe\nThread : 00000cc0\nWriting: C:\\Users\\rfnei\\AppData\\Local\\Temp\\blender.crash.txt\n\nC:\\Users\\rfnei>\"F:\\Диск I\\programm\\blenders\\свежак 20-6\\blender.exe\"\nfound bundled python: F:\\╨Ф╨╕╤Б╨║ I\\programm\\blenders\\╤Б╨▓╨╡╨╢╨░╨║ 20-6\\2.83\\python\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF6508070ED\nModule : F:\\─шёъ I\\programm\\blenders\\ётхцръ 20-6\\blender.exe\n```\n\n1: Open blender to the default startup file.\n2: Go to the materials tab.\n3: Click on the button next to \"Surface\" labeled \"Principled BSDF\" and select a different node to switch it out.\n4: Press Ctrl + Z on the keyboard to undo the previous action.\n5: Repeat steps 3 and 4 with various nodes until it crashes.\n(There used to be a more consistent way of replicating this, making a mix shader, putting a glossy bsdf node in the top slot, then pressing undo and selecting an emission node instead, but it stopped crashing with that just before I sent this.\n. . . And it just started crashing with that again. I'm sorry I can't give you something more consistent.)\n\nBased on the default startup file.\n", "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", "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", "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", "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)", "Cycles/Eevee texture nodes for modifiers, painting and more\nWith Blender Internal being removed, we have an opportunity to support the same set of textures for Cycles, Eevee, modifiers, particles, painting, compositing, etc. So we plan to port the relevant Cycles / Eevee shader nodes to Blender C code, and make those the new texture nodes that can be used throughout Blender. Blender Internal textures can be removed then, and we can extend the Cycles / Eevee shader nodes to add any important missing features from them.\n\n* Some nodes like color ramps, RGB curves, and similar utilities are already there.\n* Texture nodes like image, noise, voronoi need to be ported.\n* Geometry, attribute and similar nodes as well. These are the most complicated since they access the mesh geometry.\n* Some nodes like BSDF, Mix Shader, Bevel, .. would not be supported.\n\nFurther we need a good UI for this in the texture properties.", "Not updating links when deleting node group sockets\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: 3.5.0\nWorked: never!\n\nRemoving NodeSocketInterface sockets from groups removes sockets from NodeGroupInput, and if they were connected to a multi-input, its connection point move higher and leave the connection place with the socket.\n<video src=\"attachment\" title=\"2023-04-20 07-25-38.mp4\" controls></video>\n\n1. Сreate many geometry sockets for the group\n2. Add \"Node Group Input\" node\n3. Add \"Join Geometry\" node\n4. Connect all geometry sockets from \"Node Group Input\" to \"Join Geometry\" multi-input\n5. Use the N panel to remove geometry inputs from last to first\n", "Color Attribute not affecting \"bump\" shader node\nOperating system: Windows 10\nGraphics card: RTX 3080\n\nBroken: 3.50 beta (03 March 23)\n\nUsing a mesh's color attribute as an input to the \"bump\" shader node does not result in the expected behavior. Using the color attribute for practically every other value (including the normal map node, roughness, metalness etc.) works as expected.\n\nCreate a mesh and paint a color attribute with, for example, a black-and-white pattern.\nGive the mesh a material and add the color attribute.\nPlug the color attribute into the \"height\" input of the bump node, and view the result. There is no difference compared to the \"height\" input being left disconnected.\n\nOther inputs (such as a noise texture) result in the expected behavior.\n\n" ]
[ "Keyframed group inputs bound to index not property\nOperating system: Windows 10\nGraphics card: GTX 1070 (Laptop)\n\nBroken: 2.80.0 009dbc2bc9fb\n\nKeyframing a property on the group input stack, maintains the keyframe at the stack index rather than the mapped property. This means when the ordering of group inputs is changed the keyframe is maintained at the previous position/index rather than moving with the initial property.\n\n\nBased on the default startup\n\n1. Create node group with multiple inputs\n2. Keyframe 2nd property\n3. Push this group input up or down the input stack (while inside node group)\n4. 2nd property will stay keyframed rather than moving up/down stack with the correct property.\n" ]
Flickering in edit mode Operating system: Darwin-18.7.0-x86_64-i386-64bit 64 Bits Graphics card: AMD Radeon R9 M295X OpenGL Engine ATI Technologies Inc. 4.1 ATI-2.11.20 Broken: version: 2.83 (sub 15) In edit mode the selected object flickers and the vertices don't appear clearly as normal. Started with this build. Restored factory settings, enter edit mode and the default cube displays the problem.
[ "The viewport lock modes are super glitch (in general) with zooms and centering\nOperating system: Windows 10\n\n\nBroken: blender-3.0.0-alpha+master.eae4e2251839-windows.amd64-release\n\n\n\nThe viewport lock modes like 3d cursor or object locking is super glitchy in general which creates a disorienting experience. The main issue is sudden jumps in zooms also sometimes the center or rotation becomes jumpy as well. Some jumps in the video is worse than the others. Bear in mind that I am not zooming intentionally when there is a sudden jump.\n\nThis gets even worse in different scene scales and scene layouts. Here I am demonstrating it only with the cursor but this erratic behavior happens with object locking too. This becomes even worse with a Wacom tablet since it is harder to keep the pen movement as static as the mouse while zooming.\n\n\n- Load the attached .blend file\n- Make sure the viewlock is set to the cursor, and have similar preferences as shown in the pictures\n- Try repositioning the cursor, just move the cursor to different objects.\n- Move the cursor to the surface of another object then try ctrl+single middle click to activate the zoom\n\n![image.png](image.png)\n\n![image.png](image.png)\n\n![image.png](image.png)\n\nTest File:\n[glitchy_lock_modes_28082021_2053_04.blend](glitchy_lock_modes_28082021_2053_04.blend)\n\n[A7ysxb6GVc.mp4](A7ysxb6GVc.mp4)", "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", "Selecting a Add Shader node in the Shader Editor window no longer highlights Shader Node line in Dope Sheet window\nOperating system: Windows 10\nGraphics card: RTX1050\n\nBroken: 2.91, 2.92, 2.93, 3.0.0\nWorked: 2.83\n\nCaused by c5bdbc340a\n\nSelecting an Add Shader Node containing keyframes would automatically highlight the corresponding Shader Node line in the Dope Sheet window\n\nAdd two or more \"Add Shader\" nodes to the Shader Editor window. Set a keyframe for each of the Add Shader nodes.\nOpen the Dope Sheet window and view the ShaderNodetree lines have been added with corresponding keyframes.\nVersion 2.83 - Clicking on each of the Add Shader nodes in the Shader Editor window will highlight the corresponding ShaderNodetree row in the Dope Sheet window.\nVersions after 2.83 - Clicking on each of the Add Shader nodes in the Shader Editor window no longer lighlights the corresponding ShaderNodetree row in the Dope Sheet window.\n![2.83 vs 2.92.jpg](2.83_vs_2.92.jpg)", "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", "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)", "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)", "Grease Pencil phasing through objects even when 3d location is selected \nOperating system: Windows 10\nGraphics card: NVIDIA RTX 2060 SUPER\n\n3.1.2\n\nGrease Pencil strokes that should be under the floor/behind objects are phasing through with a weird grainy texture. Looks perfectly fine in viewport rendering but when I render an image/animation it looks weird. Not sure what im missing or if its a bug?\n\n**Blender project**\n[clothtest.blend](clothtest.blend)\n\n![error.jpg](error.jpg)", "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", "Eevee flicker with ortho camera parented to specular object\nOperating system: Linux, Debian Stable\nGraphics card: Nvidia GTX 970. \n\nOperating system: Suse linux 15.1, \nGraphics card: ? Nvidia driver 450.57\n\n\nBroken: Blender versions 2.90, 2.91\nWorked: Never\n\nObjects with specular reflection parented to orthographic camera causes flickering in eevee.\nCycles doesn't have this issue\n\n[lock-reverse-sidebar_11152.blend](lock-reverse-sidebar_11152.blend)\n\n- Open file\n- Switch viewport shading to rendered\n- Play animation", "Multi-object-Mode: EditMode transform properties\nEdit-mode buttons currently only show median values for the active edit-object.\n\nThe Mean Crease value of the N panel doesn't work for multiple objects:\nHere i have 2 objects selected\n![1.jpg](1.jpg)\nIn Edit Mode changing the Mean Crease value does change its effect only on the selected object:\n![2.jpg](2.jpg)", "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", "Regressoin: Bisect: Unstable display when UV editor is open\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.49\n\nBroken: version: 3.4.0 Alpha\nWorked: version: 2.90.0 Beta\n\nflickering started with 51568030e9\n\n\nBisect unstable displayed when UV editor is open\n\nThis happens both with a convex polygon (example file) and with a regular cube.\n\n| 3.4 | 3.0 | 2.9 |\n| -- | -- | -- |\n| [2022-10-22 13-35-32.mp4](2022-10-22_13-35-32.mp4) | [2022-10-22 13-39-35.mp4](2022-10-22_13-39-35.mp4) | [2022-10-22 13-41-48.mp4](2022-10-22_13-41-48.mp4) |\n\n\n1. Open the example file\n2. Try to divide the polygon into parts using a bisect in edit mode\n\n[bisect_bug.blend](bisect_bug.blend)\n", "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 flickers in edit mode if shapekey added\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 517.48\n\nBroken: version: 3.0.0 and later\nWorked: 2.93\n\nThat mesh I put in .blend file is from my old project (started in 2.79). For some reason normals on that mesh go crazy if I try to edit it in Face selection mode. I found that this particular mesh can't have shapekeys and auto smooth enabled at the same time.\n\n1. Add Basis shapekey to the mesh\n2. Enter Edit Mode\n3. Select Face Selection Mode\n4. Move any face\n\n[bugFlicker.blend](bugFlicker.blend)\n[bandicam 2022-12-03 01-21-18-089.mp4](bandicam_2022-12-03_01-21-18-089.mp4)", "Render errors [glitchy frames] with baked cloth [from the UI, commandline as well as rendering with 'Lock Interface' is OK]\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.77\n\nBroken: version: 2.91.0 Alpha, branch: master, commit date: 2020-10-07 21:43, hash: d8fcd8a316\n\n\nI have a simple scene I press render animation and some of the frames come out messed up. \nIt looks like some sort of motion blur bug. Looks similar to this bug #74457 (Mantaflow foam particles as objects break motion blur)\nI have rendered this on two different PC's, the problem is the same.\nWith baked cloth physics.\n\n\n\n[Jelly Jery (buggy render) - Cycles 256 samples Intel denoised.mov](Jelly_Jery__buggy_render__-_Cycles_256_samples_Intel_denoised.mov)\n\n\n[Jelly Jery.blend](Jelly_Jery.blend)\n\n![jerry-the-jelly-buggy-cycles-render-0054-51-78.jpg](jerry-the-jelly-buggy-cycles-render-0054-51-78.jpg)\n\n\n | cycles | glitchy |\n | -- | -- |\n | cycles command line render | OK |\n | cycles with Lock Interface | OK |\n | eevee | glitchy |\n | eevee without motion blur | glitchy |" ]
[ "Anti-Aliasing possibly making viewport buggy\nOperating system: Darwin-19.3.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 560X OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.5.5\n\nBroken: version: 2.83 (sub 14)\n\nAs you can see on the screenshots, when I activate Anti-Aliasing on the Viewport the Edit Mode gets very weird.\n\nActivate and Deactivate anti-aliasing and see the effect on Edit Mode.\n\n![Screen Shot 2020-04-24 at 14.44.42.jpg](Screen_Shot_2020-04-24_at_14.44.42.jpg)\n\n![Screen Shot 2020-04-24 at 14.44.37.jpg](Screen_Shot_2020-04-24_at_14.44.37.jpg)\n\n[Viewport Bug.blend](Viewport_Bug.blend)\n\n[ScreenFlow.mp4](ScreenFlow.mp4)\n", "Poor selection outline drawing in 3D viewport on macOS\nOperating system: Darwin-19.4.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 560 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.8.24\n\nBroken: version: 2.90 (sub 0)\nWorked: 2.83\n\nAfter orbiting around a selected object, its outline redraws poorly. When hovering with the cursor on the transform gizmo, the outline redraws correctly. If no gizmo is available, the outline drawing remains imprecise.\n\n[flicker.mov](flicker.mov)\n\n" ]
LMB custom navigation conflicts with left trey tool's behavior Operating system: WIn 10 Graphics card: GTX 1650 Broken: 3.01 Worked: 2.93 Hello. I'm using a custom navigation layout with orbiting assigned to just Left Mouse and most of the other functions that use LMB reassigned to something different to avoid conflicts. I recently installed the new Blender 3.01 and successfully transferred my hotkeys. Most of the custom hotkeys like for modeling commands work fine, but when I have any other tool except the Tweak Tool selected from the left trey (like Move/Rotate/Scale tools), then LMB clicking and orbiting my scene keeps selecting objects/mesh elements that are currently under my cursor. Is there a way to fix it? PS I use the Blender 2.7 layout as a basis for my current one because I really don't like changes introduced since 2.8 Thank you!
[ "NLA: Active Strip State lost when dragging Strip between tracks\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: Quadro RTX 3000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.95\n\nBroken: version: 3.6.0\nWorked: Never Worked\n\nClicking on a strip and dragging or G dragging the Strip on the timeline on the same Track and then hitting TAB to enter tweak mode is working, but if I do the same thing but drag it to another TRACK then hit TAB I get an error\n\nOpen my example Blend file and select the \"Click and Drag Me to the Drag Strip Here track\" STRIP and drag it to \"Click and Drag Me to the Drag Strip Here track\" then hit the TAB key to enter tweak mode, you should see an error as shown in the image. \n\"No active strip(s) to enter tweak mode on\n\"\n\n![image](attachment)\n\n", "Formalize Default Selection Behavior and Key-map\nSelection should behave as consistent as possible throughout Blender. There should be a formal description for that to help avoiding inconsistencies.\n\nNOTE: This task is WIP, all content is tentative.\n\nWe *may* have to draw distinctions between right-click vs. left-click and 2D vs. 3D editors. For the latter, there are rather different requirements.\n\n### 2D Editors\n\n| Key-map item | Action\n| ---------------- | --------\n| {key Click} | Select item (and activate) an item. Deselect others.\n| {key Shift Click} | Toggle selection (and activate):\n| | * Select (and activate) if item was *not* selected\n| | * (Activate it item was selected)\n| | * Deselect item (if already active, or) if selected.\n| ... | ...\n\n\n[TODO make table per-tool?]", "Outliner: Alt+disable is work for all selected, but Alt+Enable is not\nBroken: version: 2.82 (sub 6)\nWorked: (optional)\n\n{key Alt LMB} generally enables a feature that repeats the operation on all selected items in the outliner.\nBut that seems to work only if the object is selected in 3d View.\n[2020-01-12_20-44-23.mp4](2020-01-12_20-44-23.mp4)\n\nOpen:\n[untitled4.blend](untitled4.blend)\n- select the three objects (either in 3d view or outliner).\n- {key Alt LMB} click on the icon that disables object in viewports.\n- {key Alt LMB} again to try to enable them all.\nOnly one object is enabled, because the others are not selected in 3dview.\n\n", "Lasso Select Broken if Select key is changed from Default Left to Right\nOperating system: Windows 10 (Home)\nGraphics card: Nvidia 1070 \n\n**Blender Version** \nBroken: 2.90.0 (Steam)\nWorked: Not sure, Has been like this since before 2.79b\n\nWhen the default select mode is changed from Left to Right Mouse button Lasso Select no longer works with Tweak + RMB Any. \n\nSplash Screen Change on initial set up or Select button or Edit - Preferences - KeyMap - Select With Mouse Button\n\nAffected: any View Mode that has the Lasso option. (Edit mode, Object Mode, Grease Pencil, etc)\n\n\nSee attached MP4.\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\nStart Blender and use Start up Cube. [BlendBug_2.mp4](BlendBug_2.mp4)\n\nTemporary fix if the Select key is changed from Left to Right Mouse Button is to walk through the KeyBindings and set anything that uses Lasso to Tweak Right and anything that was using Tweak Left to Tweak Right where Lasso is was changed. ", "NLA: Change the shortcut key (TAB) to \"Start Tweaking Strips Actions (Full Stack)\" from Start Tweaking Strips Actions (Lower Stack)\nAs discussed in the Animation Module meetings:\n\nCurrently\nMenu: Edit ‣ Start Tweaking Strips Actions (Lower Stack)\nShortcut:\nTab\n\nShould be changed to and remove the Shortcut from (Lower Stack)\nEdit ‣ Start Tweaking Strips Actions (Full Stack)\nShortcut:\nTab\n\nediting.html#bpy-ops-nla-tweakmode-enter\n\nNow that the Full stack tweak mode has had the quaternion rotation keyframe bug fixed, we should update the default short cut to the improved full stack editing mode. This will help with user discovery of the new and requested feature as well as help stop visually confusing animators when working with animation layer workflow in the NLA. The current default of Lower Stack causes a visual change/jump/soloing of the action being edited and looses context of what you are trying to animate.\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", "Visual Keymap Editor\nWhile Blender's keymap editor is very flexible, it isn't very easy to get a clear overview, to spot conflicts, or to edit in general. \n\nIssues with the current keymap editor:\n\n - It's hard to get an overview of the keyboard\n - You cannot easily see how a given keymap works\n - It's very hard or impossible to tell which keys are free vs used\n - No way to print out to get an overview\n - It's not possible to tell if there's a conflict\n - It's not easy to see which entries are custom vs 'original'\n\nWe can solve these issues with a new approach for how the keymap editor should work:\n\n![Screenshot 2020-05-12 at 13.31.32.png](Screenshot_2020-05-12_at_13.31.32.png)\n\nRather than just listing entries in a long nested list, we can do something more visual that shows the layout of the keyboard.\n\nAbove the keyboard, users can choose which editor and which mode to see. You can also pick if you want to edit the main keyboard, the keypad, or the mouse buttons:\n![Screenshot 2020-05-12 at 13.32.52.png](Screenshot_2020-05-12_at_13.32.52.png)\n\nAn example of how the Mouse section could work:\n![Screenshot 2020-05-12 at 14.43.22.png](Screenshot_2020-05-12_at_14.43.22.png)\n\nIn the top right you can choose which modifiers to take into account for the keyboard below. In this case Shift is enabled, so we only show items that are activated while holding Shift. \n![Screenshot 2020-05-12 at 13.33.41.png](Screenshot_2020-05-12_at_13.33.41.png)\n\nThe keys themselves highlight if there is a shortcut added. The blue key here is the one that is selected. The dot means that it was customized. The warning symbol means there is a conflict on this key.\n![Screenshot 2020-05-12 at 13.35.57.png](Screenshot_2020-05-12_at_13.35.57.png)\n\nWhen a key is selected, you can see the operator assigned to it below. This is similar to the current keymap editor:\n![Screenshot 2020-05-12 at 13.37.49.png](Screenshot_2020-05-12_at_13.37.49.png)\n\nOn the left we have a way to search for all operators, filtered by the current context, which you can apply to the current key in one of two ways:\n - Either by first selecting the key, then searching for an operator and clicking Apply.\n - Or, you could simply search for an operator and drag it directly onto a key\n\nNormally you see a list of all operators which apply in the current context:\n![Screenshot 2020-05-12 at 13.55.51.png](Screenshot_2020-05-12_at_13.55.51.png)\n\nYou can search this list to narrow the results down:\n![Screenshot 2020-05-12 at 13.38.37.png](Screenshot_2020-05-12_at_13.38.37.png)\n\n\n\n", "Select Circle doesn't apply changes to radius while running back to active tool\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.19\n\nBroken: version: 2.83 (sub 5)\nWorked: (optional)\n\nIf i change radius with LMB+MScroll, it resets to initial after LMB release\n[2020-03-02_21-20-49.mp4](2020-03-02_21-20-49.mp4)\nIf it is by design, I can`t find hotkeys to change circle radius permanently.\nI am trying to replace C-selection with this tool in my pipeline because it allow to rotate around object.\nFor me mass selection looks like this: take big brush, select big mass, change brush to smaller one, correct selection, zoom in and manually select/deselect certain faces/points. So I don`t see the point to have temporary radius for 1 stroke.\n\nI asked few skillfull guys. They still use C-selection, because it keep it`s radius.", "Proposal to change loop-cut behavior\nCurrently, loopcut is done in 2 steps.\n\n- pick the loop to cut.\n- slide the edge loop.\n\nIn some ways this is good, you make 2 separate decisions quickly without fidgeting with the cursor to put a loop in some place which might be difficult to locate exactly.\n\nCurrently the cut is always exactly in the middle, this isn't always a bad thing - sometimes you want a cut in the middle so in that case you can simply do `Ctrl+R, LMB,LMB`\n\nThis design ticket proposed that it be changed so the initial pink-preview loop is aligned to the mouse cursor, this way the default behavior would be to add where you click, and if you want the loop to be exactly centered you could hold `Ctrl` to snap it to the center.\n\nWe can also make it so holding `Ctrl` while selecting a loop keeps the existing behavior. (This matches knife's midpoint snapping).\n\nThe only drawbacks I can think of are...\n- if you prefer old behavior as default and are adding a lot of central loop cuts.\n- if you want to add a loop where many edges meet or overlap, its can be hard to select the right edge and the right % in one step, In that case you can still *add-and-slide*, but this behavior would mean users would get into a habit of adding directly and double clicking, and in some cases there is a bit of a conflict attempting to make both decisions in one step.\n- Behavior with multi-cut - I would match current behavior with multi-cut and slide, but I can imagine this would feel a bit awkward from a user perspective.\n", "Importing a keymap with a default name makes a non deletable copy\nBroken: version: 3.2.1\n\nAfter importing a keymap configuration with the name \"Blender\" it created a copy of the default setting that is impossible to remove from the UI at least.\n\n![image.png](image.png)\n\n![image.png](image.png)\n\nImport a keymap setting with a default name\n\n\n**Fix**\nDelete keymap configuration from the user folder directly \n\n> \\AppData\\Roaming\\Blender Foundation\\Blender\\3.1\\scripts\\presets\\keyconfig\n\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", "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.", "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)", "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", "Blender 2.91 - Custom shortcut keys override the entire Set key interpolation\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX TITAN X/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.55\n\nBroken: version: 2.91.0 Beta\nWorked: -\n\nWhen the user assigns a custom shortcut to the Set Key interpolation pop up menu, all interpolations\nget the same shortcut menu assigned. The expected action is to get an independent shortcut keyboard targeting a specific interpolation method via shortcut key.\n\nSince the bone constraints have different keyboard shortcuts individually assigned, I thought\nthat key interpolation in the fcurve could have the same individual assignments but it seems not possible\nfrom the right-click->new shortcut->ctrl+shift+L on the \"linear interpolation\" option menu.\n\nCreate a monkey\nOpen an Fcurve window. Set keyframe on frame #1. Move the monkey (rotate, move) to another place in 3d viewport.\nSet another keyframe on frame #10\nSelect both keyframes, press \"T\" to get the interpolation pop up menu.\nRight click over \"LINEAR interpolation\", select make new shortcut.\nuse CTRL+SHIFT+L\nAll the shortcuts in \"Set Key interpolation\" will now use CTRL+SHIFT+L\n\n![Shortcut interpolation.jpg](Shortcut_interpolation.jpg)\n\nIf the user opens Edit->user prefs->keymap->Graph editor->Graph editor (global)-> and creates a new shortcut using: graph.interpolation_type set to Linear, and set the keyboard shortcut, then it gets correctly created.\n![set linear interpolation keybind.jpg](set_linear_interpolation_keybind.jpg)\n\n" ]
[ "Multiple calls of 'view3d.select' with LMB selection keymap\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: Radeon (TM) RX 480 Graphics ATI Technologies Inc. 4.5.14760 Core Profile Context 20.45.37.01 27.20.14537.1001\n\nBroken: 2.83, 3.2.0\nWorked: Apparently never\n\nIn the left-click selection settings, considering only `Object Mode` in the keymap, there are currently 3 places setting the {key LMB} selection shortcut:\n1. {nav 3D View > 3D View (Global) > Selection}\n2. {nav 3D View > Object Mode > 3D View Tool: Tweak > Selection}\n3. {nav 3D View > Object Mode > 3D View Tool: Tweak (fallback) > Selection}\n\nRespectively each of them can be tested by pressing {key LMB} in the `3D View` under the following conditions:\n1. Always active\n2. Active when `Tweak Selection Tool` is enabled (between selection tools)\n3. Active when fallback selection is `Tweak` and the `Selection Tool` is not enabled\n\nThe problem is that, in the cases `2` and `3`, the key item of `1` is also mapped resulting in `view3d.select` being called 2 times (since this operator is pass though).\n\nThis can be a problem for users editing the settings as they need to make sure the properties of both calls are \"compatible\".\n\nNOTE: for undo, with the default settings, this is not a problem as an undo step is only added when something changes.\n\n - Make sure to use keymap with LMB selection\n\n **Testing the Selection Tool Shortcut:**\n - In the 3D view, activate the `Tweak` selection tool\n - In the keymap, go to {nav 3D View > Object Mode > 3D View Tool: Tweak > Selection} and disable the option `Deselect On Nothing`\n - In the 3d View, select the Cube and then click on an empty region - Note that the Cube has been deselected which is wrong\n - In the keymap, go to {nav 3D View > 3D View (Global) > Selection} and disable the option `Deselect On Nothing`\n - In the 3d View, select the Cube and then click on an empty region - Note that the Cube has **not** been deselected which is correct.\n\n **Testing the Selection Fallback Shortcut:**\n - Re-enable all `Deselect On Nothing` options and now disable the option located in {nav 3D View > Object Mode > 3D View Tool: Tweak (fallback) > Selection}\n - In the 3D View, activate a tool other than the selection tool (so the selection fallback will be used)\n - select the Cube and then click on an empty region - Note that the Cube has been deselected which is wrong\nRepeat the last two steps of the selection test with the tool to get the expected result." ]
Snap problem Operating system: Linux mint Graphics card: gtx1080 ti Broken:3.6LTS Worked: 3.5.0 Snap "not see" through the object Based on the default startup or an attached .blend file (as simple as possible).
[ "Some transform modes don't apply absolute grid snaping \nOperating system: Windows 10 \nGraphics card: GTX 1080 ti \n\nBroken:\nBlender 2.8 January 31, 01:48:40 - 8c8979067490 Beta\nBlender 2.79 (It worked)\nBlender 2.77 (It worked)\n\nAbsolut grid snaping dont work with \"Face Inset\" and neither with loop cuts. \n\nTurn on the snaping (increment) -> turn on absolut grid snaping -> spawn a plane -> try to snap while loop cutting or inseting faces.", "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.", "2.90 Not opening on Linux\nOperating system: Linux Mint 18.1\nGraphics card: Intel HD 620\n\nBroken: \nBlender 2.90 won't open up fully, it appears to open up and immediately closes\nWorked: \n\nTried a few different ways to open, won't open.\n\nOne of the methods I tried opening with was through the Terminal and this was the message I had returned back:\n\nRead prefs: /home/john/.config/blender/2.90/config/userpref.blend\nfound bundled python: /home/john/Desktop/3D Related/1BlenderVersions/blender-2.90.0-linux64/2.90/python\nGPUShader: linking error:\nerror: Input block `ShaderStageInterface' is not an output of the previous stage\n\nGPUShader: linking error:\nerror: Input block `ShaderStageInterface' is not an output of the previous stage\n\nWriting: /tmp/blender.crash.txt\nSegmentation fault", "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)", "Line art intersections do not show when Source Type is Object\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Radeon(TM) RX 460 Graphics ATI Technologies Inc. 4.5.13596 Core Profile Context 20.10.35.02 27.20.1034.6\n\nBroken: version: 2.93.0 Alpha\n\nLine art intersections do not show when Source Type is Object.\n\nSwitch the Source Type to Collection or Scene in the following file.\n[line_art_intersection_bug.blend](line_art_intersection_bug.blend)\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?", "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", "Shadow catcher issue with Cycles Standalone\nOperating system: Win10\nGraphics card: 2070 super\n\nN/A Cycles standalone\n\nShadow catcher is not working properly\n\nI've modified the XML parser of Cycles standalone to read shadow_catcher tag as well as create a new sample, derived from scene_monkey.xml, that uses a plane with shadow catcher enabled.\n\nNotice that the shadow is not visible on the output (you can use something like in the commandline \"scene_monkey_shadow.xml --samples 128 -output Temp.png --background\" \n\n[shadow_catcher_issue.zip](shadow_catcher_issue.zip)", "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", "Wireframe not visible with X-ray in weight paint mode.\nOperating system: Win10\nGraphics card: GTX 1070\n\nBroken: 3.0.0\nWorked: 2.93.6\n\nWireframe on other side of mesh can't be seen through faces when x-ray is enabled.\n\n[#94704.blend](T94704.blend)", "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)", "Eevee contact shadows appearing from objects with shadows disabled\nOperating system: Windows 10\nGraphics card: RTX 3080\n\nversion: 3.5.1\n\nIssue:\nObjects in Eevee with the material setting \"Shadow Mode\" set to \"None\" still casts contact shadows.\n\nreplication:\nWith the default scene add a plane and scale it up so a visible shadow is being casted on it from the default cube, go into material settings of the default cube and set shadow mode to none. Then go to the default point light and enable contact shadows on it. (or view the blend file)\n\n", "Can't control image transparency\nSystem:\n```\nKernel: 5.4.64-1-MANJARO x86_64 bits: 64 compiler: gcc v: 10.2.0 \nDesktop: GNOME 3.36.6 Distro: Manjaro Linux\n```\nCPU:\n```\nTopology: Dual Core model: Intel Core M-5Y10c bits: 64 type: MT MCP \narch: Broadwell rev: 4 L2 cache: 4096 KiB \nflags: avx avx2 lm nx pae sse sse2 sse3 sse4_1 sse4_2 ssse3 vmx \nbogomips: 7981 \nSpeed: 798 MHz min/max: 500/2000 MHz Core speeds (MHz): 1: 798 2: 798 \n```\n 3: 798 4: 798 \nGraphics:\n```\nDevice-1: Intel HD Graphics 5300 vendor: Hewlett-Packard driver: i915 \nv: kernel bus ID: 00:02.0 \nDisplay: x11 server: X.org 1.20.8 driver: intel unloaded: modesetting \nresolution: <xdpyinfo missing> \nOpenGL: renderer: Mesa Intel HD Graphics 5300 (BDW GT2) v: 4.6 Mesa 20.1.7 \ndirect render: Yes \n```\n\nBroken: Blender 2.90.0\n\tbuild date: 2020-09-04\n\tbuild time: 21:14:50\n\tbuild commit date: 2020-08-31\n\tbuild commit time: 11:26\n\tbuild hash: 0330d1af29c0\n\tbuild platform: Linux\n\tbuild type: Release\n\nI've also tested on 2.83 from the site, and some appimages i found on github of 2.9 and 2.83 it did not work on any of those.\n\nCan't control transparency of images on this machine, the image keeps the same transparency with every value except 0.0 where it completely disappears.\nI've used blender on a different system (with different hardware and linux distro) and this error does not occur there, just to check I was pressing the right buttons.\nI can control the transparency of the basic cube through Materials>Viewport Display>Color, so it's not problem with transparency in general\n\nSince this only happened on this system I can't give many details I just added a image (background or reference) and tried to control it's transparency\n![outBlender.png](outBlender.png)\nThanks for your time, have a nice day.", "Hiding faces on a specific mesh causes random hidden edges to display in place of non-hidden ones\nOperating system: macOS-13.5.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Pro 1.2\n\nBroken: version: 3.6.2\nWorked: unknown, but same bug occurs in 3.5\n\nWhen selecting certain faces on this mesh (see attached STL file), pressing H or shift-H to hide faces will cause a random set of floating edges to display in the hidden regions, and the visible region will display with no edges (making it impossible to see your selection in edge select mode). The set of edges is truly random, as undo / redo will show a different set of edges each time.\n\n| Here is the full mesh with an example selection | Here is the result of pressing shift-H |\n| -- | -- |\n| ![Screenshot 2023-09-05 at 10.10.01 AM.png](attachment) | ![Screenshot 2023-09-05 at 10.09.57 AM.png](attachment) |\n\n1. Open the attached blend file bugball.blend, and enter edit mode on the ball to see the random floating ghost edges.\n2. Press 2 and try selecting things (selections on the un-hidden faces are invisible, and the ghost edges can't be selected).\n3. Press Alt-H and Shift-H to see that a different set of floating edges appears every time.\n\nIf the blend file doesn't work, try and import the attached STL file using file -> import -> stl and observe the same behavior.\n\n", "Trim tools doesn't work with Dyntopo enabled\nBroken: blender-2.92.0-ef5d6e9c457a-windows64\n\nEnable the experimental \"tools with missing icons\"\nFile ´/ New / Sculpting\nEnable Dyntopo\nChoose the box or trim lasso tool and try to trim the mesh\nDoesn't work" ]
[ "Vertex snapping doesn't work\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 532.03\n\nBroken: version: 3.6.0\nWorked: 3.5.1\nvertex doesn't snap to another vertex of the same object if the vertex is hidden behind a geometry\n![image](attachment)\n![image](attachment)\n\n1 create a cube\n2 set the vertex snapping and turn it on\n3 grab a vertex trying to snap it to another verteces\n4 vertex behind the geometry won't be snapped\n\n", "snap with backface\nOperating system: Linux-6.3.10-200.fsync.fc37.x86_64-x86_64-with-glibc2.36 64 Bits, X11 UI\nGraphics card: NVIDIA GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.54.03\n\nBroken: version: 3.6.1 Release Candidate\ndoesnot work since 3.6 release\n\nsnap always exclude backface \n\n\n", "Vertex snapping doesn't work through objects Blender 3.6\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Quadro K620/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.79\n\nBroken: version: 3.6.0\n\nHello all good, I noticed that apparently blender is not snapping the vertices behind the wireframe as in previous versions.\n\n- Whenever I try to snap the vertex behind a mesh with wireframe on, it doesn't work as if it were solid to the objects in front.\n\n- in the attachment there is an image, the sphere cannot do the vertex snap in the corners marked with red\n\n", "Snapping isn't working for x-ray properly\nOperating system: macOS-12.6.5-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 575 1.2\n\nBroken: version: 3.6.0\nWorked: 3.5.1\n\nSnapping isn't working for points (edges etc.) which hidden by geometry with x-ray mode on. No matter for orto or perspective.\n\nCreate any geometry, put any geometry (or part of geometry inside), create another geometry and try to align with point or edge that hidden inside.\n\n", "Snapping is blocked by objects in x-ray mode\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.6.0\nWorked: 3.5.1\n\nSnapping does not work through objects that are closer even in X-ray mode. Objects block snapping to anything behind them even in wireframe shading mode in the 3D viewport.\n\n\n\n1. Duplicate default cube and scale it down a bit\n2. Add a mesh grid\n3. Go to edit mode of the original default cube and try to snap any of its verts to the grid through the scaled down cube\n\nThis is with loaded factory settings.\n\n", "Snapping no longer works behind faces/objects in wireframe/x-ray mode.\nOperating system: Windows 10 v19045.3086\nGraphics card: AMD Radeon RX 7900 XTX\n\nBroken: 3.60 LTS.\nWorked: 3.50 and earlier.\n\nSnapping through x-ray no longer seems to be working, be it solid mode or wireframe, whether enabling x-ray or not, or the combination of the two.\n\n\n- open attached blend.\n- select the smaller plane and go to edit mode.\n- try to snap one of the vertex to one of the corners of the cube behind the bigger plane\n\n-----\n\nOriginal description:\n\nSnapping options (snap to vertex, snap to edge, etc.) no longer work or act unexpectedly when trying to snap to edges/verticies that are behind other objects in wireframe/x-ray view. While this is expected behaviour in solid/material preview options, snapping operations in wireframe/x-ray has always allowed the user to snap to verticies/edges that are behind other objects or faces.\n\nAdd a plane between two objects and try to snap the verticies with the plane inbetween. Tried with both pre-3.6 .blend files and with new ones.\n\n.gifs of two different files\n\n", "Snapping with objects overlayed on top of the model vertex I am trying to snap to.\nOperating system: Windows-10-10.0.23493-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 545.31\n\nBroken: version: 3.6.0\n\n\n\n", "Snap to a vertex placed behind an object does not work in Edit mode\nOperating system: macOS-13.4.1-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro Vega 64X 1.2\n\nBroken: version: 3.6.0\n\n\nIf I try to perform a Vertex Snap on a vertex that is positioned behind an object, the Snap does not work.\n\n", "Regression: Snapping to vertex buried in geometry no longer works.\nOperating system: Linux-5.15.0-75-generic-x86_64-with-glibc2.35 64 Bits, X11 UI\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.105.01\n\nBroken: version: 3.6.0\nWorked: Previous Blender versions\n\nSnapping to vertex buried in geometry no longer works.\n\nThe attached file has three objects, one obscures the other two, the left one I want to snap to the vertices at the base. And I'm snapping vertices from the base of the right one to the base of the left one.\n\nBlender is preventing me from snapping to vertices obscured by another object, this worked correctly in previous version of blender and I could snap to the buried vertices. This is quite critical and work breaking.\n\nI'm also attaching two videos, one with the broken behaviour and another with the expected behaviour from a previous blender version. If this isn't a bug but a \"design choice\" it really shouldn't be like this by default...\n\n" ]
when using liquids the inflow source has no way to control the rate of inflow Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: Intel(R) HD Graphics 5500 Intel 4.4.0 - Build 20.19.15.4531 Broken: version: 2.82 (sub 6) Worked: (optional) [when using liquids the inflow source has no way to control the rate of inflow plus when I switch to liquid domain my domain turns to solid instead of wireframe like it with gas]
[ "Constraints: Scaling operator do not affected by min scale limits\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.61\n\nBroken: Current master.\nWorked: Never.\n\nThe scale limiter does not affect the operation of the scale operator.\n\n1. Add `Limit Scale` constraints on object.\n a. Set some `Minimum` to ON.\n2. Try to scale object by pressing `S`.\n\n[scale bug.blend](attachment)\n\n", "Freestyle wireframe-only rendering is broken with Ztrans faces (lines disappear when Ztrans alpha and Ztrans spec are set to zero / lines behind transparent faces are not rendered / marked edges are not sometimes rendered when faces overlap)\nOSX 10.11.2 / Macbook Pro Retina 15\" Mid 2014 / GeForce GT 750M\n\nBroken: 2.76b (also broken in 2.76)\n\nRendering wireframes with controllable wire thickness requires using Freestyle but Freestyle requires filled faces even when rendering only edges. To only render edges and make the faces invisible one must set Ztrans alpha to zero.\n- When other line objects are behind line-only objects their lines are culled (however ordinary objects are rendered properly)\n- When both Ztrans alpha and spec are set to zero no lines are rendered\n- When faces overlap only some marked edges are rendered (even when faces are set to be transparent)\n\nObserve and render the attached .blend file.\n[freestyle-lineclipping.blend](freestyle-lineclipping.blend)", "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", "Multires the Apply Base add to Quick Favorites can't change mesh.\nOperating system:Windows-10-2004 64 Bits\nGraphics card:GeForce RTX 2080 Ti/NVIDIA 462.59\n\nBroken: version: 3.0.0 Alpha, branch: master, commit date: 2021-07-21 18:41, hash: 64bb49fa4e3c, type: release\n\nMultires the Apply Base add to Quick Favorites can't change mesh.\n[0000-2931.mp4](0000-2931.mp4)\n\n\n- Add multires to cube, subdivide few times\n- Go to sculpt mode, sculpt mes a bit\n- Add Apply Base to Quick Favourites\n- Use Apply Base invoked from Quick Favourites\n\nOperator doesn't work this way", "Freeze on performing any operation when compositor tab is open\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.40\n\nBroken: version: 3.3.1\n\nFreeze on performing any operation when compositor tab is open.\nSubsurf modifier seems important for redoing the issue \n\nThis is the continuation of #99695 \n\nThe Bug in #99695 was fixed, but there seems to be more conditions which make the Compositor slow.\n\nDorian from Scatter5 was so nice and made again a simplified version of a secene with the bug.\n\nThe slowdown caused by an unkown combination of geometry nodes, which makes the Compositor unusable slow.\n\n1. Open the attached file\n2. Go to the Compositor\n3. Enjoy the freeze\n4. Try to disconnect a node in the Compositor\n5. Again, enjoy the freeze\n\n[COMPOSITOR SLOW.blend](COMPOSITOR_SLOW.blend)\n", " Greasepencil Hue/Saturation modifier\nOperating system:windows 10\nGraphics card:GTX 1060\n\nBroken:2.93beta\n\nHue/Saturation modifier can not take effect on fill-gradient", "Z depth not correct when using a volume shader\nOperating system: Linux-5.13.0-48-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.129.06\n\nBroken: version: 3.2.0\n\nZ depth gives strange \"far away values\" when using volume shader and thus cant be used for compositing\n![Screenshot from 2022-06-13 19-54-02.png](Screenshot_from_2022-06-13_19-54-02.png)\n\nJust render this blend file\n[Zmist.blend](Zmist.blend)\n\n\n", "Hair Dynamics: simulation doesn't work depending on smooth/flat shaded surfaces (and nvidia gpus?)\nOperating system: Windows 10\nGraphics card: RTX 2070 QMax\n\nBroken: v 2.80\nWorked: (optional)\n\nhair dynamics doesn't work, hair stuck in place, doesn't follow the mesh\n\n- build simplest possible model with hair dynamics\n- add simple animation\n- with hair dynamics disabled: hair follows mesh\n- with hair dynamics enabled: hair just stays behind and stretches to the mesh\n- changing settings, clearing cash ... all to no avail\n\n[190814_test_hair_dynamics.blend](190814_test_hair_dynamics.blend)\n\n![190814_hair_dynamics.png](190814_hair_dynamics.png)", " Mantaflow: Adaptive Domain breaks Dissolve if 'slow' is checked\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.28\n\nBroken: version: 2.82 (sub 6)\nWorked: (optional)\n\n[Adaptive domain seems to completely ignore the 'dissolve' setting on the Domain object, or at least alter it massively.]\n\n[Bake the attached .blend\nHere's the results-\n![AdaptiveBreaksDissolve.JPG](AdaptiveBreaksDissolve.JPG)\nThe left hand Domain has dissolve enabled but not Adaptive. The right hand one is a duplicate of the left (and the left hand emitter), nothing at all changed apart from enabling Adaptive domain.\nDoesn't look to me like the 'dissolve' parameter is doing terribly much at all on the right hand side, when 'Adaptive Domain' is enabled.]\n[Adaptive_Dissolve.blend](Adaptive_Dissolve.blend)\n\nI discovered this issue half way through a 400 frame render, when looking at the rendered stills; so I thought stuff-it! Carry on...\nSo here is what this issue does to an actual sim I wasted several hours on creating/tweaking, then the best part of a half a day rendering-\n[Domain_Jitter_Dissolve.mp4](Domain_Jitter_Dissolve.mp4)\n\nIt looks worse than the .blend I uploaded as it has noise baked as well, and this seems to generally expand the volume filled by the smoke from what I've experienced, therefore exacerbating the jitter where the smoke hits the Adaptive Domain boundary. \nAs you can see it's quite ugly when the boundary of the smoke gets close to the camera, and as I hope you can see the jitter at the edges of the smoke look suspiciously like the jitter in the size of the domain seen in the viewport capture I made (obviously I matched the speed in Davinci, my workstation could only sustain 2FPS playback).\nIf anyone cares for my two-pennys-worth, whatever coded-wizardry controls the size of the Adaptive Domain, need's to implement some sort of 'damping' for the domain size changes, at least several (10-15?) frames worth. As well as taking 'dissolve' into account.\n\n", "Motion blur not working for fluid sim in USD\nOperating system: macOS-10.15.7-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro Vega 64 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.10.18\n\nBroken: version: 3.0.1\n\nMotion blur not working for fluid sim in USD\n\nCache the sim from the attached file. Export as USD. Render in Cycles with motion blur.\n\nIt works in alembic but the cache needs to be in uni cache. VDB doesn't work\n\n[MB_USD.blend](MB_USD.blend)\n\n", "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.", "View port compositor is fast, but the compositor workspace is slow\nOperating system: Linux, ubuntu 22.04.3\nGraphics card: Rtx 3070 ti oc edition\n\n**Blender Version** \n3.6.0 LTS\n3.6.2 LTS\n4.0 alpha \n\nBroken: blender-4.0.0-alpha+main.0ff8ed788dd8-linux\n\nWorked: (worked well in windows, it's mainly a linux thing)\n\n\nHi, basically when on linux/ubuntu, the blender compositor works fast in the view port, but when in the compositor workspace, the results take a very long time to calculate.\n\n\n\nWithin linux (3.6.2 should replicate the issue), use the view port compositor as normal, and notice it works in real time, but then go to the compositor workspace, and it should take a long time for the nodes to kick in.\n\n", "Sculpt. Mesh filter Inflate. Disabling all three axis in adjustment do not disable transform\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.95\n\nBroken: version: 3.6.0 Alpha\n\nTo reproduce:\nIn sculpt mode select mesh filter «Inflate» on the cube.\nDrag, to produce result.\nIn adjustment popup disable all three axis (with shift click)\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", "Dae parsing issue\nOperating system:Windows 10\nGraphics card: NVidia gforce GTX660\n\n 2.79\n\n\nIt is a common error, when trying to upload an object to Second-life or Opensim, to be unable to upload a model,created in Blender, due to a \"DAE parsing issue\"\nThis object is one that is effected.\n\n[lowpol.blend](lowpol.blend)\nExport as .DAE file and upload to Opensim or Second-life" ]
[ "Mantaflow - liquid inflow initial velocity settings have no effect\nSystem Information\nOperating system: Windows 10 Home, Version 10.0.18363 Build 18363\n\nGraphics card: ASUS R9 290X DirectCU II OC\n\nBlender Version\nBroken: V2.82 Beta, fc1f5bded46a, 2020-01-24, as found on the splash screen\nWorked: could not get it work on previous versions either\n\nIn the attached file the object 'water_jet_inflow' 'Initial Velocity' settings seem to take no effect at all. I tried various combinations of settings and the result was either the same visual output or no output at all.\nThe objective was to generate a jet like stream as the disk moves to the right, as seen on the attached image by the red arrow path and the file. If I remove the animation of the disk then the particles just flow towards the bottom of the screen and see no velocity change. In the blend 2.82 manual I could only find the old fluid sim related information, nothing about the Mantaflow settings but I tried different combinations and nothing produced any change there. \nAlso, is the initial velocity x.y and z direction in m/s or what unit is it supposed to be because there is no mention in the popup info when hovering the settings?\n\n![Jet path objective.JPG](Jet_path_objective.JPG)\n\n[Mantaflow Water Jet propulsion test.blend](Mantaflow_Water_Jet_propulsion_test.blend)" ]
Multiple Objects edge (loops) sliding issue Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: GeForce GTX 1650 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.51 Broken: version: 2.92.0 Beta Broken: version: 2.91, 2.90, maybe below, can't test. Sliding edges on multiple selected objects in some cases become painful or even impossible. [Multiple_Objects_Sliding_Issue.mp4](Multiple_Objects_Sliding_Issue.mp4) [Multiple_Objects_Sliding_Issue.blend](Multiple_Objects_Sliding_Issue.blend) If it's a known issue, sorry, close this report.
[ "Applying Skin Modifier to square loop object and in edit mode braking the loop makes prob\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: AMD Radeon HD 8400 / R3 Series ATI Technologies Inc. 4.5.13399 Core Profile Context 15.200.1065.0\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\n\nSkin modifier disturbs the geometry form one corner on braking the loop form one corner of closed loop (of square shape). Although in this case the angles are 90% but it's will make prob...\n\n\n![Skin Modifier Prob.gif](Skin_Modifier_Prob.gif)\n\n", "Edge-slide seems to highlight an edge now (visually noisy and inconsistent)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 446.14\n\nBroken: version: 2.90.0 Beta\nBroken: version: 2.91.0 Alpha\nBroken: version: 2.91.0 Alpha\nWorked: not sure, maybe early july?\n\nEdge-slide seems to highlight a split edge now which seems a bit visually noisy and inconsistent. It's visually noisy since it's not adding much for the user (it's not an indication of snapping target for instance) and represents another visual color change that distracts the user from the primary operation. Inconsistent because it's based on the location of your mouse when invoking the operation which leads to really weird cases like the following.\n\nA hidden edge being highlighted on this cube:\n![edge-slide-hidden.png](edge-slide-hidden.png)\n\nOr different edges depending on slight differences in mouse position between edge-slide attepts:\n![edge-slide-cursor1.png](edge-slide-cursor1.png)\n\n![edge-slide-cursor2.png](edge-slide-cursor2.png)\n\n\n- Go into edit mode on default cube in default scene\n- Add an edge loop and attempt to slide it\n\n", "\"Emulate 3 Button Mouse\" conflicts with ALT left click, for instance to disable multipe modifiers on multiple objects\nOperating system: mac os ventura 13.4\nGraphics card: Apple M1 Max GPU 32cores Metal 3\n\n3.6\n\nEnabilng setting \"emulate 3 button mouse\" conflicts with ALT key left click operations, for instance when interacting with a panel. \nIn this case in the properties panel when ALT left clicking on an icon to disable multipe modifiers on multiple objects.\nthe cursor turns into a navigation cross and doesnt execute a click.\n\n\n\nGo to the settings menu/input - Enable \"Emulate 3 Button Mouse\" option.\n\nAdd a modifier to an object.\nDuplicate the object multiple times.\nSelect all the duplicated objects.\n\nGo to the modifiers panel.\n\nWhile holding down the ALT key, attempt to disable the modifier on all the selected objects by left clicking on the \"Display Modifier in Viewport\" icon or any other relevant modifier option.\n\nYou will find the cursor overtaken by the navigation mode, the cursor turning into navigation arrows and disabling a regular click operation.\n\n", "Unable to select certain vertices (regression from 2.79)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.38\n\nBroken: version: 2.91.0 Alpha\n\nSome vertices are impossible to select.\n\nAt first I thought it was because the vertices formed a concave area (see first file) but then I hit a second concave case (see second file).\n![image.png](image.png)\n\nWithout rotating or zooming the view try to select one of the marked vertices in both files.\n[Select1.blend](Select1.blend)\n[Select2.blend](Select2.blend)\n\n----\n\n2.79 worked in this case, open this file in 2.79 to test.\n\n[Select1(1)_279.blend](Select1_1__279.blend)", "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", "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)", "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", "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)", "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", "Cannot to make single user in object properties (if object is used by multiple collections)\nOperating system:\nGraphics card:\n\nBroken:\n\n\nI made a linked copy of an object (not object data!) in another collection by dragging the object from one window of the outliner to another.\nNow in object properties showing amount users equals 2:\n\n![Screenshot_20220101_082503.png](Screenshot_20220101_082503.png)\n\nif you click on button \"make a single copy\" then nothing will happen. I am not sure but seems this UI inconsistency\n\n\nOpen the file and try to make single user to click in object property window:\n\n[make-single-copy.blend](make-single-copy.blend)", "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)", "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", "Option to Apply multi-user\n### Motivation\n\nCurrently in Blender when you try to apply the transforms of an object that has its object data shared across multiple objects it will give an error message and abort the operation.\n\n![Screenshot_2021-02-01_15-25-16.png](Screenshot_2021-02-01_15-25-16.png)\n\nIn order for #83927 to get implemented this case needs to be tackled. So instead of failing the operation there needs to be an option to apply the transforms of the current or all affected objects anyway.\n\n### Proposal\n\nWhen trying to apply the transforms of an object with shared objetct data it will promt the user with a p[opup message with the text:\n\" Warning\nThe selected objects have shared data. Do you want to continue to apply?\"\n\nThere should be 3 options presented:\n\"Make single user and apply\", \"Apply all affected\" and \"Cancel\"\n\nThis should cover all desirable outcomes.\n\n### Unknowns\n\nMore possible issues by including this feature need to be discussed.", "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)", "Keep Alt Key not work in the F-Curve properties\nwin10 64bit, gtx1060\n\nBroken: 2.79a 8928d99270f\nWorked: (optional)\n\nKeep alt key for multiple objects not work in F-curve property ( N panel )\n\nOpen my .blend file, when I select multiple curves and keep alt key to twice the Interpolation or Easing option, it's just worked in one cure,not for all selected, if this is bug, please fix, it very useful for lots curves, else I must one by one to change those, thanks.\n\n![bug.png](bug.png)\n\n[bug.blend](bug.blend)" ]
[ "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." ]
Issues if mix 3 or more Principled BSDF in Material Preview Operating system: macOS-11.6.2-x86_64-i386-64bit 64 Bits Graphics card: AMD Radeon Pro 5300M OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.6.21 Attached I attached the Blend file Thanks in advance, PJ
[ "Shader not working on Mac blender 3.5 - works in Windows\nOperating system: macOS-13.3-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Max 1.2\n\nBroken: version: 3.5.0\n\nI have been trying to install the Weight Paint Tools paid addon weight_paint_tools?layout=profile&recommended_by=library\n\nThis worked fine for years, up till 3.5, now it crashes upon activation. The developer has attempted to update it for metal, but it still wont work. He's sent me a simplified script that he says should work without errors.. but still errors out. See attached blend file.\n\nRun the script\n\n\nRun the script\n\n", "Frequent render crashes in 3.5\nOperating system: macOS-12.3.1-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 5500M 1.2\n\nBroken: version: 3.5.0\n\nI've been encountering a lot of crashes in 3.5 when rendering in the background. Meaning I start a rendering, and move over to something like a browser. At random time Blender 3.5 just crashes. I've included a crash log file.\n\n\n", "Node muting connects mismatching sockets\nBroken: 3.2.0 beta\n\n\n - Add *Float Curve* node in any editor (*Shader, Geometry Nodes*) and connect output to anything else\n - Plug *Value* nodes into input sockets (both factor and value)\n - Mute *Float Curve* -> inner noodle connects Factor to Value\n\nOr in provided file mute *Float Curve*\n\n[wrong_mute.blend](wrong_mute.blend)\n", "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", "Font rendered incorrectly with text object\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 3GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.4.1\n\nThe font is displayed incorrectly when added to 3d text object\n\nFont and blend file in attachment\n[untitled.blend](untitled.blend)\n\n[roadrage.ttf](roadrage.ttf)\n\n", "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", "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)", "The Principled (transparency=1)/Glass BSDF converge incorrectly when using Multiscatter GGX on non manifold meshes.\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.07\n\nBroken: version: 3.0.0\n\nThe Principled (transparency=1)/Glass BSDF converge incorrectly when using Multiscatter GGX on non manifold meshes. This issue is only present with Multiscatter GGX and does not occur with other microfacet distribution models. It also seems to only affect transmission as the Glossy BSDF does not have this issue. Additionally it also seems to only occur in combination with non manifold meshes.\n\nNon manifold mesh:\nGGX+non manifold mesh\n![untitled1.png](untitled1.png)\nMultiscatter GGX+non manifold mesh\n![untitled.png](untitled.png)\nThe problem is the sudden incorrect apperance of light in within the red circle in the case of Multiscatter GGX.\n\nManifold mesh:\nGGX+manifold mesh\n![untitled2.png](untitled2.png)\nMultiscatter GGX+manifold mesh\n![untitled3.png](untitled3.png)\nNo problem here.\n\n[Multitest4.blend](Multitest4.blend)\n\nIn this test file the gradient going into the roughness input goes from 0 at the top to 1 at the bottom. There is another hidden manifold cylinder. Unhiding the manifold cylinder shows that this issue does not occur with manifold meshes.\n\nThank you and have a great day!\n", "Holdout material no export in PDF\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 980M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 388.57\n\nBroken: version: 2.93.0\nWorked: (newest version of Blender that worked as expected)[story bug.blend](story_bug.blend)\n\n\n\n", "Viewport: anti-alising on normal lines\nNormals on faces/vertices are not antialiased:\n\n![image](attachment)\n\nTo see them, enable them at the bottom of the 3D Viewport Overlay popover:\n![image](attachment)\n\nThis issue is similar to what was covered in #107394", "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", "Joining curves overrides other materials\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.92.0\n\nJoining two or more curve objects together will result in the curves being assigned the active object's material rather than keeping the material assigned to their points. \n\nOpen the below file:\n[curve_material_bug.blend](curve_material_bug.blend)\nUse Ctrl+J to join the two curves together. \n\n", "Isolate File Encoding Colour Management\nCurrently, a pixel pusher with the correct view set for an `Apple Display [P3](P3.txt) Display`, ends up baking in the `Display [P3](P3.txt)` transform into file encodes due to the way Blender encodes the file based off of the currently selected view.\n\nSolution is to isolate the file encoding from the other output contexts such as displays and views.", "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", "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" ]
[ "Loading more than eight separate images in a material slot turns the material pink (MacOS problem)\nmacOS Catalina Version 10.15.7\n**MacBook Pro (16-inch, 2019)**\n**Processor** 2.3 GHz 8-Core Intel Core i9\n**Memory** 16 GB 2667 MHz DDR4\n**Startup Disk** Macintosh HD\n**Graphics** AMD Radeon Pro 5500M 4 GB\nIntel UHD Graphics 630 1536 MB\n**Serial Number** C02F34R5MD6N\n\n**Broken:** N/A\n**Worked:** N/A\n\nEven when the high-end graphics card on my MacBook Pro is used, I am only able to load up to eight separate images for one material slot in Eevee. After apply a ninth one to the node chain, the entire texture turns pink and is rendered unusable.\n\nIt's as simple as creating a material slot and applying a bunch of MixRGB nodes. Once one MixRGB node is connected to the Base Color (for instance) of a Principled BSDF, keep connecting MixRGB nodes in a chain in one of the two color slots. For the vacant slot of each node, create an image texture node with the image of your choice loaded and connect it to the slot. Once you attempt loading a ninth one and connect it to the lengthy chain, the entire material turns pink.\n\nThis error is not present on other types of computer setups using different OS types (i.e. Linux) and graphics cards. Also, oddly enough, the material is rendered correctly in Cycles instead of Eevee." ]
Materials/slots context menu. Copy to selected do nothing Operating system: Windows-7-6.1.7601-SP1 64 Bits Graphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71 Broken: version: 2.93.0 Alpha As title says. [2021-02-06_07-44-11.mp4](2021-02-06_07-44-11.mp4)
[ "UI bug in preset window after repeated remove\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.29\n\nBroken: version: 3.2.0\n\nWhen you remove a preset the textfield with the +/- moves one entry up\n[2022-07-15 09-17-07.mp4](2022-07-15_09-17-07.mp4)\n\n1. Go to the scene tab\n2. Create several new presets\n3. Remove all the new created presets in one go without moving the mouse away.\nI think the textfield with the +/- moves should just stay at the bottom and the window should shrink from the top.", "Quick Explode operator messes with user materials\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: version: 2.91.0\n\nWhen using quick explode material, the operator messes with the user created materials present in the first material slot. This results in unintended and unexpected changes to already existing user materials. It also, without any warning, changes the Eevee material blend mode to Alpha Blend, creating severe shading artifacts for materials which were not supposed to be transparent.\n![image.png](image.png)\n\n1. In a new, empty .blend file, create a sphere.\n2. Add new default material to the created sphere\n3. Using operator search, find Quick Explode operator and execute it\nResult: The user created material was changed without warning or user's permission\nExpected: Under no circumstances are user's materials adjusted without warning when running Quick Explode operator\n\n", "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)", "Segmentation fault when selecting context.area.type before applying operator (scripting)\nOS: Ubuntu 16.04.4 LTS\nHW: Dell XPS 9550 notebook, using Intel HD GPU (nvidia deactivted)\n\nBroken: 2.83\n\nExecuting the operator `bpy.ops.transform.translate` causes a crash if `bpy.context.area.type` is set manually before.\nCrash in `setTransformViewMatrices` because `t->ar->regiondata` is `NULL`\n\nRunning the following script causes the crash:\n```\nimport bpy\nimport bmesh\n\n# Create object\nbpy.ops.mesh.primitive_plane_add(size=1, enter_editmode=False, location=(0, 0, 0))\n\n# Enter edit mode\nbpy.context.area.type = 'VIEW_3D' # If this is not set, crash does not occur\nbpy.ops.object.mode_set(mode='EDIT', toggle=False)\n\n# Modify vertices\nmesh = bmesh.from_edit_mesh(bpy.context.active_object.data)\nmesh.verts.ensure_lookup_table()\nmesh.verts[0].select = True\n\n# Next call causes crash:\nbpy.ops.transform.translate(value=(0, 0, 1), constraint_axis=(False, False, True),\n mirror=False, use_proportional_edit=True,\n proportional_edit_falloff='SHARP')\n```\n", "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", "Crash: Custom Panel UI Toggle while Undoing\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.66\n\nBroken: version: 2.83 (sub 4)\nBroken: 2.82\nBroken: 2.81\n\n\nRead Access Violation when toggling custom UI button and repeatedly undoing. Crash unlikely to happen first time but will happen eventually. In the video, I toggle a few times, then hold Undo while toggling. (Video shows exact steps)\n\nSometimes it can take a bit of time before the crash happens. It might happen faster if you reload the file then repeat the toggling process.\n\n\nOpen attached .blend File\nRun Script\nGo to 3DView -> N -> Panel \"Crash\"\nToggle the button a few times\nHold Undo while continuing to toggle the button. \nCrash occurs eventually.\n\n\n[crash_simpler_vid.mp4](crash_simpler_vid.mp4)\n\n[crash_simpler1.blend](crash_simpler1.blend)\n\nBelow is a pic of where the exception is thrown (Blender version for source pic attached)\n![image.png](image.png)\n![enable_relative_parent_access_violation_callstack.png](enable_relative_parent_access_violation_callstack.png)\n![enable_relative_parent_access_violation.png](enable_relative_parent_access_violation.png)\n\nThank you for your time and hard work.\n\n\n\n\n", "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.", "Exiting 'Start Editing Stached Action' mode with tab or selecting 'Stop Tweaking Strip Action' results in the channel mute button having no effect\nOperating system: macOS-10.15.7-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5600M OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.10.22\n\nBroken: version: 2.93.5\n\n[Edit_Stashed Action_NLA_Bug.blend](Edit_Stashed_Action_NLA_Bug.blend)\nIf you either choose 'Start Editing Stashed action' or press Shift + tab, then you enter edit mode, but if you press tab or select 'Stop tweaking Strip action' it seems like you've returned to the NLA, but the strip mute button has no effect. Moving the strip behaves as expected. Going back into stash edit mode and exiting via the menu 'Stop editing stashed action' or Shift + Tab will get back to the NLA with the mute button behaving correctly\n\n\n\nOpen the attached blendfile, note that the NLA strip is muted and has no effect. Either right click on the NLA strip and select 'Start Editing Stashed action'. Press tab or right click on the strip and select 'Stop tweaking Strip action'. See that now the strip is active even though the channel is muted. \n\n\n", "Active selection not updated when selecting from outline\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 3GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 3.4.0 Alpha[Very Long File Name For No reason.blend](Very_Long_File_Name_For_No_reason.blend)\n\nThe current latest active selection is not updated when selecting from outliner.\nSelecting mesh then bones from viewport ![image.png](image.png)\nSelecting mesh then bones from outliner ![image.png](image.png)\n\n - Open the attached .blend file\n - From the 3D viewport : Click the mesh, then shift click the bones. Press CTRL+P, you can link the bones to the mesh.\n - From the outliner : Click the mesh, then shift click the bones. Press CTRL+P, you cannot link the bones to the mesh.\n[2022-08-07 16-35-46.mp4](2022-08-07_16-35-46.mp4)\n[Very Long File Name For No reason.blend](Very_Long_File_Name_For_No_reason.blend)\n\n", "Overriding context in rigidbody operations [override not passed along in startup/bl_operators that themselves call bpy.ops]\nOperating system: Ubuntu 16.04 \nGraphics card: MSI 1080Ti\n\nBroken: 2019-03-26, 337eb8c1de4c\n\nContext override information in bpy.ops.rigidbody.bake_to_keyframes() not shared with bpy.ops.anim.keyframe_insert() causing poll() error.\n\n- Open default file\n- Give cube active rigid body\n- In the python editor:\n```\nobj = bpy.data.object['Cube']\nobj.select_set(True)\nbpy.context.view_layer.objects.active = obj\n\nfor area in bpy.context.window.screen.areas:\n if area.type == 'VIEW_3D':\n for region in area.regions:\n if region.type == 'WINDOW':\n override = bpy.context.copy()\n override['area'] = area\n override['region'] = region\n override['scene'] = bpy.context.scene\n override['point_cache'] = bpy.context.scene.rigidbody_world.point_cache\n bpy.ops.rigidbody.bake_to_keyframes(override)\n```\n\nReturns:\n```\nRuntimeError: Operator bpy.ops.anim.keyframe_insert.poll() failed, context is incorrect\n```", "Lots of animation-related operators do not check if the data is editable or not\nMany animation-related operators do not do any check whether the data-block they operate on is linked, liboverride or fully local data. This seems to affect in particular operations from the 3DView (like key insertions), and in the NLA (like adding new tracks, duplicating strips, etc.).\n\nE.g. one can insert keyframes on a linked object (ie create animdata for that linked object, a new local action, and assign that local action to the linked object!).\n\nRelated to issue reported in #98686 (Cant rename local NLA tracks within a local library override data-block.).", "\"New material\" tooltip should be \"Copy current material\"\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.25\n\nBroken: version: 4.0.0 Alpha\nWorked: Unknown\n\nThe tooltip in the image is not correct and might cause confusion. Clicking the button instead of just creating a new material, it copies the material to a new one, instead of creating a new material from a blank template.\n\nHover mouse over the icon pointed by the red arrow in the attached image (located in the shader editor).\n\nThe tooltip says: \"New material\".\nI think the tooltip should say:\n\"Copy material\"\n\"Creates a new material by duplicating the current one\"\n\n**Observation**\nThis issue is similar to issue #107625, but in another part of Blender.", "Baking API: remove non-working baking to external image, also cleanup misleading error messages\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89\n\nBroken: version: 2.92.0\n\nWhen baking for example an AO map, on a mesh, with no materials. You'll get an error stating you can bake to an external file [which was never implemented fully]\nSo that means the API would need to be cleaned up [non-working external save_mode removed, warning-/error messages adjusted]\n\nLoad new file,\ngo to bake tab\nselect ambient occlusion\nHit bake.\nNotice error, It suggests to save to an external file. But there is no option to select an external file.\n\n", "Preset icon overlaps panel header text\nOperating system: Mac 10.9.5\nGraphics card: Macbookpro NVIDIA GeForce GT 750M 2048 MB\n\nBlender 2.8 downloaded today\n\nIn movie editor\nthe text tracking settings is somehow mixed up with a button.\nI can sent a pic if you want.\n\nI am a amateur and English is not my first language, so i'm very sorry if i've wasted your time.\n\nGreetz \nLes", "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." ]
[ "Material Properties->Copy To Selected does not work\nOperating system: macOS 11.2\nGraphics card:\n\nBroken: 2.92\n\nThere are two options to copy the current material to multiple object. One of them is \"Copy Material To Selected\" located within the \"Material Specials\" button. It works. The other is \"Copy To Selected\" available by right clicking the name of the material. It does not seem to do anything or I do not understand how to use it. If it is the latter then perhaps the option's title \"Copy To Selected\" should be reconsidered.\n\n![Screen Shot 2021-02-05 at 1.41.54 PM.jpg](Screen_Shot_2021-02-05_at_1.41.54_PM.jpg)\n\nBased on the default startup, create a cube, assign it a material. Create several more objects and select them all, right-click the material's name, select Copy To Selected. Nothing happens.", "Materials: Copy to selected does not do anything\nOperating system: macOS-11.2.3-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.2.15\n\nBroken: version: from 2.80 up until 2.93.0 Alpha\nWorked: unknown\n\nUsing copy to selected on a material does not do anything\n(might be related to #87392, except for materials it is also broken on 2.92, whereas for modifiers it isn't)\n\n1. Default scene\n2. Add second cube\n3. Add a material to one of them, the other can either have a different material or none\n4. Select both objects with the one with the material as active\n5. Right click on the `Material` in the Material Panel and use the `Copy to Selected` option.\n\nObservation: The material is not copied.\nPrevious misunderstanding: There is another way to do the above job by clicking the down arrow under `+/-` buttons called Materials Special, it has a `Copy Material to Selected` option which works fine." ]
Sculpt mask getting darker when you click Flip Matcap or when you mouse over on the Navigation Gizmos Operating system: Win 10 Broken: blender-2.83-d2c3544c5cb0-windows64 Worked: ? The sculpting mask gets darker and darker when you click the "Flip Matcap" button several times. The same thing happens when you mouse over on the navigation gizmos. Launch Blender Go to File->New->Sculpting Paint a mask on the mesh Go to the shading popover and click on the "Flip Matcap" button several times. (the mask will start to get darker and darker) Alternatively you can mouse over on the viewport navigation gizmos and the mask will start getting darker too. Note: When you orbit the viewport, things go back to normal... See: [2020-03-20_19-06-20.mp4](2020-03-20_19-06-20.mp4)
[ "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", "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", "Surface smoothing when sculpting does not respect mirror modifier\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 516.94\n\nBroken: version: 3.2.0\n\nSmoothing in sculpt mode using Surface deformation does not respect the clipping option of the mirror modifier. This is not the case in the other brushes.\n[0281-0782.mp4](0281-0782.mp4)\n\n1.Creatre an object with at least one plane of symmetry.\n2.Delete one side and add the mirror modifier to fill that same side.\n3.In sculpt mode, try smoothing over the mirror seam using Surface deformation.\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", "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", "Backface culling setting applies in Material Preview shading and affects selectability\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 2.90 (sub 3)\nBroken: version: 2.83 (sub 17)\nWorked only if face orientation on in 2.82a release\n\nBackface culling setting applies in Material Preview shading and affects selectability.\nExpected: if it is visible and selectable, I should be able to select it.\n[2020-05-26_00-02-02.mp4](2020-05-26_00-02-02.mp4)\n\n**Steps to reproduce**\n[nonselectable.blend](nonselectable.blend)\n\n- Open file\n- Try to select octagon", "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", "GPencil: Low hardness values always draws yellow\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67\n\nBroken: version: 2.91.0 Alpha\n\nGrease Pencil creates yellow transparency with lower hardness values on brush.\n\n - Open in 2D Animation mode\n - Set to a \"Dots\" brush (eg. Dots Brush) its most noticeably shown there. It happens for the other ones too but this one is most noticeable\n - Set the Radius to something largish so we can see whats happening (eg 2000px), or zoom in \n - Draw a circle and you'll be able to see it\n\nIt looks like there's a faint yellow tinge transparency which builds up when putting the grease pencil strokes on top of each other.\nWhat it looks like:\n![Annotation 2020-08-23 204811.png](Annotation_2020-08-23_204811.png)\n\nExample blend\n[yellowtransparency.blend](yellowtransparency.blend)\n\nBasic repro gif\n![basicyellow.gif](basicyellow.gif)\n\nMe shading a ball\n![yellowball.gif](yellowball.gif)\n\n\n\n\n", "Tool Menu does not wait in Sculpt mode unless the cursor is hovering on the previously selected tool.\nOperating system: Windows 10\nGraphics card:\n\nBroken: 2.90.3 alpha Date: 2020-05-25 19:50 Hash : 5254ffa17bf0 Branch: master\n\nTools menu does not wait even for a second Shift + Spacebar in Sculpt mode. Tricky thing is : unless the mouse cursor is on the previously selected tool in the menu.\n\n- Go to Sculpt Mode\n- Press Shift + Spacebar.\n\nOnly when you PRESS TWICE the \"Shift Spacebar\" key combination TOOL MENU STAYS. i.e., Only if cursor hovering on the previously selected tool menu stays otherwise it disappears. ", "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", "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)", "Icon Alpha property also affects the thumbnails of matcaps/studio lighting...\nOperating system: Win 10\n\nBroken: blender-2.91.0-68797982025c-windows64\nWorked: ?\n\nThe \"Icon Alpha\" property in the Themes settings also affects the thumbnails of stuff like matcaps/studio lights....\n\nGo to: Edit -> Preferences -> Themes -> User Interface -> Styles; now try to adjust the \"Icon Alpha\" property while the matcaps panel is open to see the effect...\n![2020-08-26_03-47-24.gif](2020-08-26_03-47-24.gif)", "mask animation is not undoable\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: Intel(R) HD Graphics 4600 Intel 4.3.0 - Build 20.19.15.4454\n\n\nBroken: tested 2.79, 2.80\nWorked: non\n\n\nmask animation is not undoable\n\ncreate a mask and make an animation keyframe\npress ctl+Z or edit->undo : nothing happens!\n", "Applying Skin Modifier to square loop object and in edit mode braking the loop makes prob\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: AMD Radeon HD 8400 / R3 Series ATI Technologies Inc. 4.5.13399 Core Profile Context 15.200.1065.0\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\n\nSkin modifier disturbs the geometry form one corner on braking the loop form one corner of closed loop (of square shape). Although in this case the angles are 90% but it's will make prob...\n\n\n![Skin Modifier Prob.gif](Skin_Modifier_Prob.gif)\n\n", "Sculpt mode pivot ignores object transform when pivot mode is \"Active Element\"\nOperating system: macOS-10.13.6-x86_64-i386-64bit 64 Bits\nGraphics card: NVIDIA GeForce GT 750M OpenGL Engine NVIDIA Corporation 4.1 NVIDIA-10.32.0 355.11.10.10.40.102\n\nBroken: version: 3.4.0\nWorked: unknown\n\nWhen the pivot mode is set to \"Active Element,\" the sculpt mode pivot location ignores the transform of the object.\n\n- move and/or rotate default cube\n- Set `Transform Pivot Point` to `Active Element`\n- To see the pivot position, enable `Move` Object Gizmos (in popover of `Viewport Gizmos`)\n- enter sculpt mode. (note that the pivot has moved back to origin)\n- Go to {nav Sculpt > Set Pivot} and run any of the `Set Pivot Operation` operators (such as `Pivot to Origin`, `Pivot to Unmasked`, `Pivot to Mask Border`, etc)\n\nThe pivot location will be relative to the world origin, not the transformed object (which is also active).\n\n---\nTo be honest, it's strange to me that operations such as \"Set Pivot -> Pivot to Mask Border\" generate a pivot that's different for different pivot selection modes in the first place --- it's very unintuitive for the pivot location to not appear at the actual (world space, post-transform) mask border when you run an operation that's supposed to set it to that location. I haven't thought through the nuances of sculpt pivot vs 3d cursor vs pivot mode interaction, though, so maybe there's a good reason for this --- in which case take this as UX feedback that I spent an hour trying to figure out why my pivots weren't working before finding this issue :)\n\nAt any rate, the Active Element behavior seems broken" ]
[ "Sculpt Mode: Resizing brush influences mask color.\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 550 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 376.54\n\nBroken: version: 2.83 (sub 9)\nWorked: commit date: 2020-03-06 17:50, hash: `7177862313`\n\nResizing brush influences mask color.\n\n[bsurface0003.avi](bsurface0003.avi)\n\n- Go to sculpt mode \n- Mask with ctrl+shift+LMB (swipe)\n- Resize the brush with F-key\nor\n[brush_size_artifact.blend](brush_size_artifact.blend)\n- Open the .blend\n- Mask with ctrl+shift+LMB (swipe)\n- Resize the brush with F-key" ]
Sculpt Mode: Resizing brush influences mask color. Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: GeForce GTX 550 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 376.54 Broken: version: 2.83 (sub 9) Worked: commit date: 2020-03-06 17:50, hash: `7177862313` Resizing brush influences mask color. [bsurface0003.avi](bsurface0003.avi) - Go to sculpt mode - Mask with ctrl+shift+LMB (swipe) - Resize the brush with F-key or [brush_size_artifact.blend](brush_size_artifact.blend) - Open the .blend - Mask with ctrl+shift+LMB (swipe) - Resize the brush with F-key
[ "Crosshair cursor is too small when sculpting on 4k resolution.\nOperating system: Linux-5.4.0-48-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.66\n\nBroken: version: 2.91.0 Alpha\n\nOn 4k monitor, while sculpting, the cursor is barely visible.\nIf the mesh is grey/white, you cant see the cursor.\nSame on Vertex Paint and Weight Paint modes.\n\nwatch?v=fpADGvD47hE\n\n- On Edit Mode however the cursor is big and quite visible.\n", "Switching to a mode that has a tool set which is not available for that object causes error [e.g Select Box tool is available if paint mask is enabled, if it is disabled it causes error]\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.92\n\nBroken: version: 2.83.0\n\n[when i try open vertex paint or weight paint , brush and color bar not coming to viewport]\n\n[after basic modeling something i apply all modifer and try to create uv but i cant do properly. So after unsuccessful attempt i tried to paint weight paint but color and other bar not coming to screen. But if i create new blend file and append it. Also work and i can create but after some paint also broke vertex paint file and mine locak vertex paint parts gone. btw i also cant open in new file as link...\n\n[try_007_gun.blend](try_007_gun.blend)\n\n![Ek Açıklama 2020-06-17 210549.jpg](Ek_Açıklama_2020-06-17_210549.jpg)\n", "Sculpt Paint: Accumulative Painting/Sculpting\nNOTE: This design is still under discussion and is incomplete.\n\nThe recent addition of painting tools in sculpt mode also added an alternative design for accumulative painting.\nBecause of this there are now two different ways of handling accumulative strength.\nThis needs to be polished and properly integrated into the UI and painting workflow.\n\n# Strength and Accumulate\n\nSo far brushes always had an \"Accumulate\" setting for removing the maximum strength cap. Brushes would then keep adding their effect as long as the stroke continues.\nOtherwise they would either accumulate up to a hard-coded upper strength cap (sculpt mode) or up to the set strength (painting modes).\n\nThe issues with this implementation are:\n- It is easy to accidentally clip the colors while painting (There is no upper cap with accumulate)\n- The setting is hidden in \"Advanced\" brush settings even though it is regularly used, and even preferred for painting.\n\n# Flow\n\nThe new painting brush in sculpt mode instead uses a \"Flow\" slider, which defines how strong each step of the stroke is. \nThe stroke will then keep accumulating more slowly towards the set Strength.\n\nThere are a few issues with this implementation:\n- The Flow setting is less accessible, even though it can sometimes to be the preferred way of changing the stroke intensity.\n- The relationship between Strength and Flow becomes very confusing, especially when comparing sculpting & painting brushes or when enabling pressure sensitivity settings\n\n# Proposal\n\nHow to make the settings and behaviours more predictable and accessible needs to be further discussed.", "Sculpt Brush Selection UI Design\nThis task proposes a series of changes at UI and code level to make a new brush management system for sculpt mode that is compatible with the design of the new tools. \nThe focus of this task is to deliver Blender with a default brush library and a usable UI for the new tools as soon as possible, task focuses only on the UI related topics and not on how brush presets are stored, imported/exported and managed. The task for that is #70412.\n\n\n**Remove the Tool/Brush classification in the toolbar**\n\nCurrently, brushes are classified in the toolbar organized by tools, some of these tools include multiple deformation types and modes inside them that can produce effects that are not related to the functionality of the tool, which are currently not directly accessible from the UI without modifying a preset.\n\nSculpt Mode should only have one Brush Tool in the toolbar. This tools should make accessible all the presets of a default brush library from a single place. In order to achieve this, what we currently have as sculpt tools in the code should be called deformers, stored in a deformer_type in the brush, and they should not be directly accessible from the toolbar UI. The user will directly select brush presets with the correctly preconfigured deformer when using the Brush Tool.\n\nFor advanced users, all the deformer type and options will still be available in the properties panel, so any brush preset can be created from any other one.\n\nThe experimental sculpt vertex paint brush will also include a paint_type which includes different tools that can apply colors to the mesh. This way, by adding a ##SCULPT_DEFORMER_NONE## and ##SCULPT_PAINT_NONE## it will be possible to create presets that paint, deform or both at the same time, supporting all kind of combinations. \n\n**Global Brush Palette and Brush Switching**\n\nSculpting requires changing brushes way more often than painting, and the brush variety is also more extensive, so there needs to be a fast way to switch brush presets available in the UI after merging all sculpt tools into the Brush tool.\n\nA global brush pallets will list all brushes in the brush library, that can be called from any place in the viewport when using the Brush Tool. \n\nOn top of this, there should be a way to add brush presets directly to the toolbar (or to a new UI element that can display brush presets icon over the viewport).\n\nHaving only a global brush palette without an asset manager can be problematic for fast brush switching, as the default Blender brush library will include a lot of presets for the new tools that are not relevant in most cases (like 30 cloth brushes that are only relevant when working with cloth sculpting assets).\nWith the asset manager, it should be possible to include as many brushes as we consider by default organized in folders and let append them to the brush palette when they need them.\n\n**Custom Topbar**\n\nThe topbar should be the main way to tweak a brush in a controllable a safe way. Now it displays radius, strength and popovers with all brush properties, which some of them are not relevant when a particular deformer is enabled. For example, when using the cloth brush, texture options are not relevant and stroke options can break the intended behavior of the simulation.\n\nPresets should be able to define a set or properties that are exposed in the topbar, with a particular design intention and use case in mind, and hide everything else. \n\nFor example, an preset called ¨Pose Inverse Kinematics¨ should display directly in the topbar the radius (used to control the bone size) the IK segments, the smooth iterations and if it should keep the anchor point. All these options can be safely used in any combination and make sense to tweak the behavior of that particular presets in a meaningful way, without exposing directly to the user all the options of the pose deformer. \n\nThere should be a way to add the properties to the topbar for users to create their own presets, probably a right click menu with a “expose in topbar” option should work.\n\n**Smooth And Invert Modes**\nCurrently, there are quite some brush tools that have custom deformers for invert and smooth hardcoded in the tool code. (For example, the Face Set tools deforms the mesh smoothing the face sets boundaries when using shift, the pose brush changes the transform mode when pressing Ctrl). The brush swltching system should allow to remove this hardcoded configurations, but I'm still not sure how to do it. A possible option would be to allow users to define any other preset as the inverted and smooth modes of a brush and copy to this new preset all the properties exposed in the topbar when the mode is enabled, so both modes are in sync with the modified properties.\n\n**Plan of action**\n- Code refactor: Remove all ¨tool¨ references in the sculpt code, convert everything to deformers and organize them properly. For example, smooth and surface smooth are completely different deformers that don’t share any code, they can now be split for better organization). \n- Remove the toolbar UI, create a single Brush Tool. \n- Implement a global brush palette with a basic brush library. We can consider if including a full brush library by default is ok at this point. \n- Implement the new Topbar UI with a custom UI per preset.", "The Tool Settings UI should update when holding modifier keys\nIn Sculpt Mode, users can hold Ctrl to invert the effect of the current tool. However, both the tool settings + and - buttons, as well as the color of the brush cursor, don't update to reflect that you've inverted the effect. \n\nBoth of these should update their state when the user holds Ctrl.\n\n![image.png](image.png)\n\nThe same is true for the selection tools and their modes.\n\n{[F5686801](Screenshot_2018-11-23_at_00.36.36.png), full=true}\n\nWhen holding Shift or Ctrl to add or remove, the state of these buttons should update to reflect that. ", "Grease Pencil - A corrupt Sculpt > Push brush is created when undoing a mode change\nOperating system: Darwin-19.5.0-x86_64-i386-64bit 64 Bits\nGraphics card: NVIDIA GeForce GT 650M OpenGL Engine NVIDIA Corporation 4.1 NVIDIA-14.0.32 355.11.11.10.10.143\n\nBroken: version: 2.90.0 Alpha\n\nA corrupt Push brush is created when I undo a Draw -> Sculpt mode change.\n\n* File > New > 2D animation\n* Change from draw to sculpt mode\n![image.png](image.png)\n* Edit > Undo (the mode changes back to draw mode)\n* Change again to sculpt mode as before\n* A new corrupt Push brush has appeared called F Push (instead of F Push Stroke), and is selected. It has no thumbnail. It is missing the usual UI elements of the Push brush, like strength. See screenshot.\n![Screenshot 2020-07-16 at 20.34.57.png](Screenshot_2020-07-16_at_20.34.57.png) \n\n", "Symmetry on sculpt mode won't work with auto masking topology enabled\nOperating system: Windows-11\nGraphics card:Quadro RTX 3000/PCIe/SSE2\n\nBroken: Blender 3.5.0\nWorked: N/A\n\nSymmetry on sculpt mode won't work with auto masking topology enabled.\n\n\n- Have a mesh that has two disconnected parts across a symmetry axis.\n- Enter sculpt mode, turn on \"Advanced -> Topology\" (topology auto masking).\n- Turn on X symmetry for sculpting brushes.\n- Sculpt on one part of the mesh, the opposite side doesn't change.\n", "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", "GPU Subdivision slows down in Sculpt mode, Weight paint mode.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.30\n\nBroken: version: 3.3.1\n\nGPU Subdivision slows down the work in Sculpt mode and Weight paint mode\n\n1. Turn on the GPU Subdivision.\n2. Enable the subdivision surface modifier on the model.\n3. Try to do something in Sculpt mode, Weight paint mode.\n4. Turn off the GPU Subdivision and follow step 3.\n\nWith GPU Subdivision enabled, the Sculpt mode and Weight paint mode tabs work much slower.\nIf it can't be fixed, then it would be logical for GPU Subdivision not to be enabled on these tabs.\n\nAt the same time, the GPU Subdivision works correctly in Object mode.\n", "Brush Radius still displays pixel units while adjusting brush radius using the \"F\" key in Sculpt Mode after changed to scene units\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.38\n\nBroken: version: 2.91.0\n\n![2.png](2.png) \n\n![1.png](1.png) Brush Radius still displays pixel units while adjusting brush radius using the \"F\" key in Sculpt Mode after changed to scene units\n\n\n\n\n - Change the brush radius unit in sculpt mode to use scene units\n\n\n - Then try changing it using the F key. At the top left corner it still displays pixel units.\n\n\n\n\n\n", "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", "Backface culling is not working for mask in edit mode\n2.80 (sub 45), 893fa598319e, 2019-02-24 22:02\n\nAnd wireframe too heavy.\n\n![140255.jpg](140255.jpg)\n\nIdk if it is bug or intended, but it will be nice, if it will work like on the 2nd or 3rd picture: much more readable.\nAnd when x-ray is on, wireframe on the background will be faded too, accordingly slider-setting.\n\n![140238.jpg](140238.jpg)\n![140205.jpg](140205.jpg)\n\n", "Sculpt Mode: Edit Voxel Size hotkey conflict\nOperating system: Win 10\n\nBroken: blender-2.90-51ac411ce80c-windows64\n\nThe \"Edit Voxel Size\" and the \"Repeat Last\" functions are using the same hotkey (Shift+R), and as a result, the \"Repeat Last\" command is not working in sculpt mode.\n![image.png](image.png)", "Blender 2.90/ 2.91 Sculpt Vertex Paint - Stencil not working\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 750 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 446.14\n\nBroken: version: 2.90.0 Beta, branch: master, commit date: blender-2.90.0-0e280b96ca82-windows64\nWorked: I think this last work in 2.83.2 or 2.83.1\n\nSculpt Vertex Paint - Stencil not working\n\n\n[BlenderBug.blend](BlenderBug.blend)\n\nAdded colored image to texture\nChange texture mapping to stencil\nImage is coming out as black and white on the screen and image is not being transferred on the object.\n\nI have tried changing Blender Mode and Color Space but it didn't work.\n\nAlso I am not sure if this suppose to happen but the image for stencil disappears when I tick Color Ramp under Color in Texture Panel.\n\n", "mask visibility in sculpt mode using shape keys or generative modifiers\nOperating system: Windows 10\nGraphics card: nvidia 1060 Ti\n\n2.8 RC2\n\nIf you have a mesh with a mask and create a shape key, the mask will be no longer visible, still active but not visible.\n\n\n- Add UV Sphere\n- Sculpt mode\n- Paint a mask\n- Create shape keys\n\n\nOr from the default startup:\n- in sculptmode, `Mask` > `Invert Mask` (default cube should turn dark)\n- strokes dont have an effect now (this is expected)\n- add **any** generative modifier to the default cube (e.g. triangulate)\n- back in objectmode, save the file\n- reload the file\n- enter sculptmode\n- no mask is visible\n- strokes dont have an effect now (this is confusing since you are not aware masks prevent an effect since you dont even see the masks)\n\n(note we have the option `Use Deform Only` in sculptmode which might be exactly for that purpose, still not being able to use masks with generative modifiers should be more clear)" ]
[ "Sculpt mask getting darker when you click Flip Matcap or when you mouse over on the Navigation Gizmos\nOperating system: Win 10\n\nBroken: blender-2.83-d2c3544c5cb0-windows64\nWorked: ?\n\nThe sculpting mask gets darker and darker when you click the \"Flip Matcap\" button several times. The same thing happens when you mouse over on the navigation gizmos.\n\nLaunch Blender\nGo to File->New->Sculpting\nPaint a mask on the mesh\nGo to the shading popover and click on the \"Flip Matcap\" button several times. (the mask will start to get darker and darker)\nAlternatively you can mouse over on the viewport navigation gizmos and the mask will start getting darker too.\n\nNote: When you orbit the viewport, things go back to normal...\n\nSee:\n\n[2020-03-20_19-06-20.mp4](2020-03-20_19-06-20.mp4)" ]
Glitches in wireframe mode Operating system: Linux-5.3.0-7629-generic-x86_64-with-debian-buster-sid 64 Bits Graphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.44 Broken: version: 2.83 (sub 8)Worked: 2.82 Glitches in wireframe mode. ![image.png](image.png) 1) Open dweebs `01.anim.blend` file. 2) Go to wireframe mode. File from: 59e7c62ef4885514ede4b8f9
[ "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", "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)", "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", "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: Cycles displayed as Rendered in Scene strip makes Blender hang - and other Scene strip bugs\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.59\n\nBroken: version: 2.93.0\n\nThe Render modes of Scene Strips are either missing or broken:\n- When Cycles is set as render and Rendered set as display, it'll make Blender hang.\n- Wireframe and Rendered doesn't work with any Render. \n- The only thing working is Eevee with either solid or Material Preview. \n- Workbench and Cycles settings seems to just use the Eevee render, since these are producing the same results in Solid and Material Preview.\n\n{[F10177251](scenestrip.gif),size=full}\n\nTest file:\nCycles is set up as render in the 3D Footage scene. In the Master Edit scene, switch display mode to Rendered. Blender will hang.\nTry the various other display modes and renders(by changing the render in the 3D Footage scene), to see wireframe and rendered doesn't work with any render. \n[multicam_3d_c.blend](multicam_3d_c.blend)\n\n\n", "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", "Diffuse Direct, Indirect Bake to Vertex Color Artefacts\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.5.0\nWorked: This has never worked properly (At least in my experience)\n\nWhen baking Diffuse light to vertex color, black triangles and random dark spots appear in vertex color. This effect is more apparent with:\n- Area lights.\n- Emissive surfaces.\n- Lights with very high power.\n\n1. Create geometry and give each a byte_color vertex color channel.\n2. Place area lights in scene with high power.\n3. Bake diffuse direct and indirect to color attribute.\n\nSee .blend of my project attached. In the file i've already baked the emissive light to vertex color where you can see the artefacts. Switch to cycles live render view to see the correct output. I think the tiled texture may have something to do with it. I've added a tiled texture and packed it in the example.\n\n", "Wrong SubSurf modifier results with inconsistent normals\nOperating system: Windows 10 Enterprise Version 1803\nGraphics card: 2 x GTX1080 ti\n\nBroken:\nblender2.8, 2018-12-05\n\nFrom latest builds subsurf modifier make a wrong subdivision of geometry as displayed in the attached files.\nBefore 18/20 November the behaviour of subsurf modifier was ok.\nI am sure because I did an animation on that date and the subdivided vase was ok.\n\nBest regards,\n\nUmberto\n\n![279.jpg](279.jpg)\n\n![280.jpg](280.jpg)\n\n[ceramic.blend](ceramic.blend)", "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)", "Optix: Motion Blur seems to glitch out while rendering\n\nOperating system: Windows 11 Pro 22H2 22621.525\n\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.98\n\n\nBroken: version: 3.3.2 LTS / 3.5.0 Alpha (Broken in both)\n\n\nHaving motion blur on while rendering with Optix seems to not work as expected in this scene. It renders out with artifacts (Alpha / black squares). Things work fine **when you turn off motion blur or switch to Cuda**.\n\n![image.png](image.png) ![image.png](image.png)\n\n**Steps to reproduce the bug:**\nOpen the attached fine and render frame #82 with Optix enabled.\n\n[Keyframe remove 1_010.blend](Keyframe_remove_1_010.blend)\n", "Cycles render artifacts relating scene scale\nOperating system: Windows 10\nGraphics card: tested multiple graphics cards with same issue\n\nBroken: 2.83.6 (file originally made in 2.79 and had the same issue)\n\nThere exists in the blend file data only two objects - the camera and a simple plane. Yet when rendering, the result does not match the viewport and there seems to be another ghost object appearing in the scene.\n\nBased on the following startup file: [strange-error.blend](strange-error.blend)\n\n1. Switch to rendered view in the viewport. This is how things should look.\n2. Now render the current frame at frame 97. Notice the strange ghosting effect in the center of the frame.", "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", "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.", "Random vertices light up as if they were selected (but they're not) when I select one vertice at a time\nOperating system: Linux-5.4.0-7634-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 780 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.82\n\nBroken: version: 2.83.0\n\n![mesh_glitches_bugreport.gif](mesh_glitches_bugreport.gif)\n- See the GIF above (sorry my mouse cursor didn't get recorded :(\n- so, in short, when I select one vertex and then select another, random vertices light up as if they're selected but they're not. Really annoying.\n- this happened to me in 2.82a as well (but only in Linux, not in Windows)\n\n- load factory settings\n- subdivide the default cube 10 times, add subsurf modifier (CTRL+2), shade smooth\n- in EDIT mode, duplicate the mesh 6 or so times\n- select one vertex, select another vertex, the glitch seems to happen (like in the GIF above)\n\n**BLEND**\n[mesh_glitches_bugreport.blend](mesh_glitches_bugreport.blend)\n\n", "Aliased wireframes + modifier edit mode display issue\nOperating system: Linux-4.15.0-51-generic-x86_64-with-glibc2.27 64 Bits\nGraphics card: GeForce GTX 850M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.143\n\nBroken: version: 3.4.1\n2.90\nWorked: 2.79, 2.81\n\nEdit mode aliased wireframes (selected/unselected) of a mesh with modifiers looks broken for both ortho and perspective views, even with reasonable clipping range.\n\n**Steps to reproduce**\n\n* Open file\n* Disable all anti-aliasing and smoothing in preferences > Viewport > Quality\n\nSelection looks bad, but also other edges are bit fuzzy. Disable mirror modifier visibility in edit mode and edges looks better." ]
[ "3D graphic artifacts when using weight paint mode in wireframe viewport shading\nOperating system: Linux-4.19.0-5-amd64-x86_64-with-debian-10.0 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.74\n\nBroken: version: 2.83 (sub 15)\nWorked: Blender 2.82 (stable)\n\nThere is 3D graphic artifacts when using weight paint mode in wireframe viewport shading !\nThere is no artifacts on blender 2.82\n\n. Open this simple blend file [weight_paint_wireframe_graphic_artifact_283_ce7.blend](weight_paint_wireframe_graphic_artifact_283_ce7.blend)\n. Uncheck Edit > Lock object modes\n. In pose mode Select the bone \"Bone\" or other one and with shift select the monkey\n. With Ctrl Tab switch to weight paint mode\n. Switch to Viewport Shading > Wirefame\n![wireframe_mode_3d_viewport.jpg](wireframe_mode_3d_viewport.jpg)\n. And last with the mouse zoom and rotate the 3d model\n\n\n", "Workbench x-ray, wireframe and anti-aliasing artifacts on NVIDIA / Linux\nOperating system: Linux-5.3.0-40-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 435.21\n\nBroken: version: 2.83 (sub 5)\nWorked: 2.82a\n\nGlitches in viewport in wireframe mode\n\n* Subdivide default cube with 100 cuts\n* Return to object mode\n* Deselect the cube\n* Activate X-Ray (more than zero) and Activate Viewport Anti-Aliasing (5 Samples or more)\n\nIf you don't see the problem toggle shading between solid and wire\n\nThe problem disappear when Viewport Anti-Aliasing set to No or Single Anti-Aliasing\n\n![2020-02-27_18-11_mod.png](2020-02-27_18-11_mod.png)\n[xray_wire_cube.blend](xray_wire_cube.blend)\n\n\n*For a heavier file check `01.anim.blend` from the [dweebs ](https:*cloud.blender.org/p/dailydweebs/59e7c62ef4885514ede4b8f9) and go on wireframe mode.\n//\n" ]
Blender doesn't recognize UDIMs if they don't start at 1001 Operating system: Darwin-19.6.0-x86_64-i386-64bit 64 Bits Graphics card: AMD Radeon Pro Vega 64 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.10.18 Broken: version: 2.83.7 I have 6 objects in my scene. The first 3 share the same shader, UDIMs 1001, 1002 and 1003. All good. The last three objects share another shader, UDIMs 1004, 1005, 1006 (they have a different name, like fooA.1001, fooA.1002, fooA.1003, fooB.1004, fooB.1005 and foo.1006). Blender doesn't recognize the second texture set. That's a show stopper when you get your textures from Substance Painter os Mari. It needs to be fixed asap please. Create a scene like the description above.
[ "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)", "Blender 3.6's window has 1/4 content area, 3/4 transparent area under Linux\nOperating system: Arch-based Linux, kernel 6.3.7-arch1-1\nGraphics card: Intel Arc A779\n\nBroken: blender-3.6.0-beta+v36.2ef27684c56c-linux.x86_64-release, but has happened with all 3.6 daily builds so far.\nWorked: 3.5.1, the latest version.\n\nThe content area is 1/4 of the window size when the window is first open. 3/4 of the window is transparent.\nGnome 44.2, Wayland, fractional scaling enabled (100%, 175%), dual monitors (1920x1200, 4K).\n\n![image](attachment)\n\n\nRun Blender 3.6\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)", "Drivers not updating correctly when multiple drivers are relying on single property value change (viewport issue only)\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 417.35\n\nBroken: version: 2.81 (sub 10)\nAlso tested on 2.80 release version. Happened for me there for the first time so I've downloaded newest build to check if issue still occurs.\n\nWhen multiple drivers are linked into the same property, changing value of that property is not always propagated to all drivers. It looks like some sort of race condition, although I don't think it's caused by switching property back and forth and threads overlapping in that scenario, because even when doing this slowly, issue occurs. Issue also occurs when clicking arrows on a property instead of dragging left/right. \n\nSeems to be related to viewport displaying only. As presented at the end of linked video, rendering scene in such broken state is working correctly.\n\n1. Open provided blend file\n2. Select small cube at the bottom of the screen\n3. Cube has a property on it. Switch its value back and forth.\n4. When property is set to 0, only vertical bars should be visible. When property is set to 1, only horizontal bars should be visible.\n5. Not every time, but occasionally bar is visible when it shouldn't or the other way around.\n\nVideo of bug occurrence:\n\nwatch?v=5wrGXl3KnrQ&feature=youtu.be\n\n[bug-drivers.blend](bug-drivers.blend)", "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", "Slow reaction when assigning a new material\nOperating system: Linux-6.1.0-9-amd64-x86_64-with-glibc2.36 64 Bits\nGraphics card: AMD ARUBA (DRM 2.50.0 / 6.1.0-9-amd64, LLVM 15.0.6) X.Org 4.5 (Core Profile) Mesa 22.3.6\n\nBroken: version: 3.6.0 Alpha\n\n\n\n\nhello,\neverything in blender is working very good except for one problem which is (( assigning a new material ))\nit's doing it but it's taking too much time for each choice in material picker or color picker, i opened blender in terminal and it's doing a lot of things, i copied some of the long list lines and attach it in a normal text file.\nit is doing the same in:\nblender 3.3 - 3.4 - 3.5 and 3.6 on linux debian 11 mate with x.org x11 and gnome with wayland.\nblender 3.3 - 3.4 - 3.5 and 3.6 on linux debian 12 mate with x.org x11 and gnome with wayland.\nblender 3.3 - 3.4 - 3.5 and 3.6 on linux fedora 37 mate with x.org x11 and gnome with wayland.\nblender 3.3 - 3.4 - 3.5 and 3.6 on linux fedora 38 mate with x.org x11 and gnome with wayland.\nblender 3.3 - 3.4 - 3.5 and 3.6 on linux manjaro 22.0 mate with x.org x11 and gnome with wayland.\n\n", "Sequencer doesn't reflect source range in strip display correctly\nWindows 7\n\nBroken: 2.78 Release\n\nWhen the length of a render source is modified, the display in the strip display doesn't show it. The info 'Original frame range' is correct though.\n\n1. From the default scene, create a 'link object data' copy (although i guess the type doesn't matter)\n2. Go back to scene 'Scene' and set the end frame to 100\n3. Go to scene 'Scene.001', open sequence editor and add scene 'Scene'. It will now show a strip of 100 frames length.\n4. Go back to scene 'Scene' and change the end frame to 50\n5. Go back to scene 'Scene.001' \nThe Sequence Editor will still show a green bar 100 frames long, although the info in the properties panel tells the correct info: Original frame range 1-50 (50).\nMore importantly, you can drag the right grabber of the strip to the right and it will still paint 100 frames green and the rest grey/transparent, although the 100 frames don't have any meaning no more - it was just the length it was created with. You can also unlink the strip from the original scene and relink it again, it will still paint 100 frames green/valid.\n\nMaybe this is a bug, an oversight, maybe even intentional, I don't know. \nI don't think a .blend file is necessary in this case, but I will upload one, if desired. \n", "Object Info Random - inconsistent result\nOperating system: Win10 64\nGraphics card: gtx1050ti\n\nBroken: 2.79, 2.8\n\n*Random* output from **Object Info** depends on every object in scene, even *Empties*!\nThere are two identical scene sets with linked objects, but *Empty* belongs to *Scene.001* only. *Cube* is instanced via duplifaces and *Random* produces different result if *Empty* isn't linked in both scenes.\n\nOpen file, viewport render Scene and Scene.001\n[Obj_info_Random_out.blend](Obj_info_Random_out.blend)", "Adjusting spotlight blend using gizmo does not register undo\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: Radeon RX 570 Series ATI Technologies Inc. 4.5.0 Core Profile Context 22.11.2.221130\n\nBroken: version: 3.5.0 Alpha\nWorked: n/a\n\nThe gizmo control is introduced in 3c8c0f1094.\n\nAdjusting spotlight blend using gizmo does not register undo\n\n[SpotlightBlendGizmoBrokenUndo.mp4](SpotlightBlendGizmoBrokenUndo.mp4)\n", "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", "Outliner: Alt+disable is work for all selected, but Alt+Enable is not\nBroken: version: 2.82 (sub 6)\nWorked: (optional)\n\n{key Alt LMB} generally enables a feature that repeats the operation on all selected items in the outliner.\nBut that seems to work only if the object is selected in 3d View.\n[2020-01-12_20-44-23.mp4](2020-01-12_20-44-23.mp4)\n\nOpen:\n[untitled4.blend](untitled4.blend)\n- select the three objects (either in 3d view or outliner).\n- {key Alt LMB} click on the icon that disables object in viewports.\n- {key Alt LMB} again to try to enable them all.\nOnly one object is enabled, because the others are not selected in 3dview.\n\n", "User defined default color for images\n**The Default Color**\n\n_**If you map a texture in such a way that the image doesn't cover the entire model, the default color should show up.**_\n\nInterestingly Blender does have a default color and as far as I know the only way to see it is to set an image texture extension mode to _Clip_. In that case, any UVs mapped outside of the image space get the color black (0.0, 0.0, 0.0). However this default color can not be currently defined by the user.\n\n![image](attachment)\n\n**The Panic Color**\n\nThe panic color for images AKA the bright magenta (1.0, 0.0, 1.0) appears when an image file has not been loaded correctly. It's meant as a visible warning for **missing images**.\n\n![image](attachment)\n\n**The Problem With UDIMs**\n\nExternal texturing tools are able to _skip_ UDIM tiles that do not contain any valuable information apart from the base color value.\n\nBlender doesn't correctly support variable size UDIM sets and expects all UDIM sets to be of equal size.\n\nThe panic color currently shows up when dealing with **variable size UDIM sets** (color, normal, roughness, etc).\n\nAs a way of an extremely simplified example I've created the following file featuring a material with 2 UDIM sets, one for the Color and one for the Normal.\n\n![image](attachment)\n\nThe problem appears because the 2 UDIMs are not conformed by the same number of tiles (images).\n\nThe Color UDIM with 3 tiles:\n\n![image](attachment)\n\nThe Normal UDIM with 2 tiles:\n\n![image](attachment)\n\nThe Normal UDIM delivers the panic color (magenta) in the non existing 1003 UDIM tile.\n\nThis is incorrect behavior since no image is really missing (there can not be a missing image if the tile does not exist in the first place).\n\n![image](attachment)\n\n**The proposal**\n\nAllow for the default color to be user definable.\n\nIn the case of single image textures with extend mode set to clip, this color is applied to any UVs that exist outside of the (0.0, 0.0) - (1.0, 1.0) space.\n\nDefault color set to (0.28, 0.25, 0.2):\n\n![image](attachment)\n\nIn the case of UDIMs this color is applied to any UVs that exist outside any tile.\n\n![image](attachment)\n\nDefault color set to (0.5, 0.5, 1.0) AKA the bluish normal base color:\n\n![image](attachment)\n\nFor existing tiles that have failed to load their image (missing images). The pink panic color is **still expected**.\n\n![image](attachment)\n\nPanic color to be expected since the tile **exists** but it's image was not found.\n\n![image](attachment)", "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", "Blender crash on combining textures (intel)\nOperating system: Windows 10\nGraphics card: Intel HD Graphics 4400\n\nBroken: 2.93.2\nWorked:\n\nWhen I tried to combine 2 textures like this blender is crashing.\n ![Screenshot (88).png](Screenshot__88_.png) \n\n[Test.blend](Test.blend)\n[Test.blend1](Test.blend1)\n[system-info.txt](system-info.txt)\n[Test.crash.txt](Test.crash.txt)\n[2021-11-12 09-11-32.mp4](2021-11-12_09-11-32.mp4)\n", "texture in solid mode not updated\nOperating system: Ubuntu 20.04\nGraphics card: Geforce MX230\n\nBroken: 3.2, 2.93\nWorked: probably never\n\nif the shader editor is located in another workspace, in which there is no viewport in solid mode, then the texture on the object will not be updated\n\n- Open .blend file\n- In both layout an shading workspace: make sure skin texture is selected\n- switch to shading workspace and select blue texture\n- Now switch back to layout workspace (notice `blue` texture is selected in node space but viewport is not updated)\n\n[#99598.blend](T99598.blend)\n\n---\noriginal file and video provided by the reporter\n[jupiter.blend](jupiter.blend)\nVideo [F13283900](2022-07-11_00-19-08.mp4)" ]
[ "UDIM Textures: support for different file name schemes\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Quadro RTX 8000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.92\n\nBroken: version: 2.83.0\n\nHello!\nComing from a VFX background working in the industry for 15y. \n\nIt seems right now that udim tiles are recognized if the format is filename_1001.exr\nDepending on the DCC like Mari, Painter or others, it's common to have a format like filename.1001.exr.\n\nThis format is not recognized, so I have to rename my UDIM textures for blender.\n\nPlease make **sure** that all UDIM formats are recognized like <UDIM>, .1001, _1001\n\nThis description is taken from #72734:\n```\n0-based (Zbrush) - select this option if your UV co-ordinates start at 0\nSome applications, for example, Zbrush, number the UV tiles with the lower left UV co-ordinate. That is, a UV tile [0,0]x(1,1) would use u0_v0 in its file name.\n\n1-based (Mudbox) - select this option if your UV co-ordinates start at 1\nSome applications, for example Mudbox, number the UV tiles with the upper right UV co-ordinate. That is, a UV tile [0,0]x(1,1) would use u1_v1 in its file name.\n\n2-UDIM (Mari) - select this option if your UV co-ordinates are represented as a four-digit number using the formula 1000+(u+1+v*10)\n\n3-Explicit Tiles - select this option to load each tile separately and enter the U and V values explicitly. For each tile, enter the values of the lower-left UV co-ordinate that the texture corresponds to.\n```\n\n\n\n" ]
Python custom empty scale overwrite to 1,1,1 Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.11 Broken: version: 2.93.5 Python custom empty scale overwrite to 1,1,1 Python custom empty scale overwrite to 1,1,1 for primitives it work fine but for empty for some reason it`s overwrites to default 1 any idea why ?
[ "Workspace duplicate resets my tweak tool back to default select box\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.59\n\nBroken: version: 2.83 (sub 11)\nWorked: ???\n\nAnd EACH time I create new workspace I forced to change it back to tweak, because i prefer it.\nIt is a pain in the … code.\n\nWhy do I think it is a bug? Because scale cage or annotation are saved.\n[2020-04-02_16-44-41.mp4](2020-04-02_16-44-41.mp4)\n\n", "bpy.ops.outliner.select_walk + INVOKE_DEFAULT + temp_override crashes Blender\nBlender 3.6.2\n\n\nSteps to reproduce:\n1. Default Blender scene.\n2. Run the code in the outliner (it will step selection down in outliner)\n3. Uncomment two last lines (same operator but with `temp_override`). Blender will crash.\n\n```python\nimport bpy\n\ncontext = bpy.context\n\noverride = {\"area\": next(area for area in context.screen.areas if area.type == \"OUTLINER\")}\nbpy.ops.outliner.select_walk(override, \"INVOKE_DEFAULT\", direction=\"DOWN\")\n\n#with context.temp_override(**override):\n# bpy.ops.outliner.select_walk(\"INVOKE_DEFAULT\", direction=\"DOWN\")\n```\n\nNoticed similar case #107805, not completely sure they're really related though.\n\n", "Wrong property changing `matrix_world` and destructive undo via RMB.\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.23\n\nBroken:\nversion: 3.6.1\nversion: 4.0.0 Alpha\nWorked: never\n\nReturning to the original state during editing (or canceling) does not give the result that was when editing was started.\n<video src=\"attachment\" title=\"2023-08-16 21-40-53.mp4\" controls></video>\n\n1. Copy script and run\n```python\nimport bpy\n\nclass Panel(bpy.types.Panel):\n bl_idname = 'Panel_PT_Panel'\n bl_label = \"Test Panel\"\n bl_space_type = 'TEXT_EDITOR'\n bl_region_type = 'UI'\n bl_category = 'Text'\n def draw(self, context):\n col = self.layout.column()\n ob = context.object\n col.prop(ob,'name')\n col.prop(ob,'matrix_world')\n\nif __name__==\"__main__\":\n bpy.utils.register_class(Panel)\n```\n2. Quickly change the scale value for the object matrix.\n3. Press Right mouse button.\n\n", "Driving object scale also scales its particle instances.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92\n\nBroken: version: 2.92.0\n\nWhen scaling the object that the particles are on, everything works correctly, the particles stay at the same size they are supposed to. \n![m2.jpg](m2.jpg)\n\nBut when driving the exact same scale variable with a driver, for some reason the particles get scaled.\nThe property has to be on another object than the particle system, when it's on the object with particle system, then everything works as expected. \n![m0.JPG](m0.JPG)\n\n![m1.JPG](m1.JPG)\n\n- Open attached file\n- Change the 'prop' value (particle instances also get scaled)\n- Now select the object with the particles\n- Disable the driver\n- Scale in x direction (particles stay at the same size they are supposed to)\n\nPressing \"Update Dependencies\" fixes the scale, but in my real project that is unfeasible thing to do, I have many parameters that are driven that need to be animated and clicking them all through each time I make a tiny change is not possible. Also, rendering does not always fix the scales either. \n\n[DriverPartBug.blend](DriverPartBug.blend)", "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", "Resetting singular values in the Themes disables them\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68\n\nBroken: version: 2.93.5\n\nInstead of globally resetting the default themes, if I use the \"Reset to default\" for a color or a value, it simply puts it to black/0.0.\n[2021-10-27 14-12-52.mp4](2021-10-27_14-12-52.mp4)\n\nGo to themes and right click a color or value.\n[Based on the default startup]\n\n", "Cycles: add feature overrides\n[D4255: Cycles: Added feature overrides](D4255)", "Curve extrude offset default value is 1 (instead of 0)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Radeon RX 5500M ATI Technologies Inc. 4.5.13587 Core Profile Context 19.40.30.02 26.20.14030.2002\n\nBroken: version: 2.93.0\nWorked: -\n\nCurve > Object Data Properties > Geometry > Offset\nIf you reset the \"Offset\" value with right click+*Reset to Default value* or by pressing backspace the value is set to 1\n\n - Open blender\n - Create a curve\n - Extrude it\n - Reset the offset to the default value\n - Offset is set to 1 instead of 0\n\n**Expected behaviour**\nThe default value for this should be 0. If a curve is created the value is 0 without any changes\n\n[curve reset offset.blend](curve_reset_offset.blend)\n", "'Custom Split Normals' generated by the Boolean modifier does not match the normals of the object\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\nIf the object used as operand in the Boolean modifier has `Custom Split Normals` (either through the `WeightedNormal` modifier or manually added) the resulting object will have a \"broken\" `Custom Split Normal`.\nThis kind of works with objects which do not have any `Custom Split Normals` (so only shade flat and shade smooth, no weighted normals etc.) (although it also has it's problems. See #95913 (Strange shading behaviour when using boolean modifier))\nWhen `Custom Split Normals` are involved, the modifier uses the `Custom Split Normals` of the operand object on the target object to determine the shading on the affected areas.\n\n- Open attached file. (The left example has only shade smooth on the boolean object and on the right example the boolean object has a weighted normal modifier on the modifier stack).\nThe issue still persists even if you delete the weighted normals modifier on the target object in the right example.\n[Test_file2.blend](Test_file2.blend)\n\n---\nAnother example:\n[Test_file.blend](Test_file.blend)\n", "Texture Node Editor defaults to empty value\nOperating system: Linux-4.19.33_1-x86_64-with-glibc2.9 64 Bits\nGraphics card: TITAN X (Pascal)/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.56\n\n\nBroken: version: 2.80 (sub 54)\nWorked: (optional)\n\n\nWhen switching to the texture node editor, it defaults to an empty texture type.\nAdditionally, the \"World\" texture type is missing the texture selection list at the top, so no texture can be manipulated or created.\n\n- Switch window to Texture Node Editor > No Type is selected\n- Switch to \"World\" Texture type, texture selection and creation is missing in the header\n", "Automatic Weights not working if part of mesh has negative scale\nOperating system: Windows 10 Pro\nGraphics card: NVIDIA GTX 960\n\nBroken: 3.1.0\nWorked: Never (2.8+)\n\n\nWhen part of a character mesh is given a negative scale in Edit mode, parenting to an armature with Automatic Weights no longer seems to work correctly. Applying scales does not help either as the scaling is done in Edit mode.\n\nI realise there are other ways to mirror part of a mesh rather than negative scale, however myself and one of my students have now both lost hours to this issue before I finally found out what seemed to be causing it.\n\n**How to recreate the bug**\n1. Open the file \"Block Man Example.blend\".\n2. Select the Cube mesh.\n3. Go into Edit mode.\n4. Select an entire arm or leg (I used Select Linked).\n5. Set the scale to -1 on the x-axis. (S, X,-1).\n6. Return to Object mode.\n7. Select the Cube mesh, then holding shift, select the Armature as well.\n8. Press Ctrl+P to parent, choosing With Automatic Weights.\n9. Select the Armature and go into pose mode.\n10. Try rotating the bones around the arm or leg which had been scaled.\n11. You see the mesh does not follow the bone as you would expect.\n\nFile: [Block Man Example.blend](Block_Man_Example.blend)", "`action.frame_range` span always >=1 when there's only 1 key frame in it.\nOperating system: Mint\nGraphics card: Nvidia\n\nBroken: 3.5 & main branch\n\n\nframe_range wrong value when only 1 keyframe\n\n- with default cube, go to frame 6\n- Insert a keyframe (for example, on location)\n- bpy.context.object.animation_data.action.frame_range returns (6.0, 7.0)\n\nMy expectation was it returns (6.0, 6.0)\n\nIf you then insert a keyframe at frame 7, it still returns (6.0, 7.0)\n\n", "material_slot_remove_unused operator cannot operate on a specific object(s) using a context override\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.11\n\nBroken: version: 2.91.0, (also 2.93.7, 3.2.0, 3.3.0 Alpha (branch: master, commit date: 2022-06-07 18:08, hash: `173a15bcda`))\nWorked: 2.90.1\n\nPreviously, the context override `{'active_object': my_object}` could be used to override the object that `bpy.ops.material_slot_remove_unused` would operate on to `my_object`.\nI'm thinking this may have stopped working in 1a650fdcb2, in particular, the change of using `object_array_for_shading_edit_mode_disabled` which calls `object_array_for_shading_impl` (now appears to be `ED_object_array_in_mode_or_selected` in `source/blender/editors/object/object_edit.c`) to get the objects to operate on instead of using `CTX_data_active_object`.\nAs far as I can tell, `ED_object_array_in_mode_or_selected` now gets the objects to operate on directly from the `view_layer` of the context.\nI could not find any context attributes that I could override to change the object(s) the operator operates on (besides overriding `view_layer` with a newly created view layer where I've selected only the objects I want to operate on).\n\nGiven the default startup .blend file:\n - Select the default cube as the active object\n - Add a new material slot to the default cube\n - Open the Python Console and run `default_cube = bpy.context.object`\n - Duplicate the default cube\n - Deselect the default cube\n - Select the duplicate cube as the active object\n - In the Python Console used earlier, run `bpy.ops.object.material_slot_remove_unused({'object': default_cube})`\n - Note that on 2.90.1 and older, the context override must instead be `{'active_object': default_cube}`, (attempting to use this override on 2.91.0 and newer will result in `RuntimeError: Operator bpy.ops.object.material_slot_remove_unused.poll() failed, context is incorrect`)\n # Note that on 3.2 and newer, you can alternatively use `with bpy.context.temp_override(object=default_cube): bpy.ops.object.material_slot_remove_unused()`\n\nOn 2.91.0 and newer, the selected duplicate cube will have its unused material slots removed instead of the default cube specified in the context override.\n(On 2.90.1 and older, the default cube will have its unused material slots removed and the selected duplicate cube will remain unchanged)\nReplacing the `material_slot_remove_unused` operator with `material_slot_remove` or `material_slot_add` in all of these steps (though, also using the override `{'object': default_cube}` on 2.90.1 and older) will cause the operator to operate on the default_cube as expected.", "Proposal: improve functionality of Randomise Transform\nI personally find the way Randomise Transform works to be a bit confusing. The problem goes for all modes (location, rotation, scale) but it is most noticeable when randomising scale.\n\nIf I understand it correctly, setting the number to 1.15 would set the boundaries for the randomisation to 0.85 - 1.15, which is not very clear in this UI. It gets worse when I set it to a number below 1 - is it still the maximum? What's the minimum then?\n\nI would like to propose the following design for this: work with actual, defined boundaries - minimum and maximum values.\n\n![proposal_randomise.png](proposal_randomise.png)\n*Though it's not really a huge issue in the location and rotation modes, I would extend it there for consistency.*\n\nWhile not exactly easier on the eyes than the current UI, I feel this offers more control and predictability than using one number that the user has to imagine going in both directions of the axis. And when scaling, no-idea-where.", "bpy.context.temp_override - TypeError: Area not found in screen\nBlender 3.5.1\n\nWhen I try to run `bpy.context.temp_override` with area that's not present on current screen I get the error below. \nIt's useful feature that helps to run operators without switching screen.\n\nTried the same thing with old context override workflow like `bpy.ops.node.clipboard_copy(temp_override)` and it works without errors.\n\n```\n# Error: Python: Traceback (most recent call last):\n# File \"test_nodes_copy.blend\\error\", line 37, in <module>\n# File \"test_nodes_copy.blend\\error\", line 25, in copy_node_graph_to_active_object\n# TypeError: Area not found in screen\n```\n\n## ways to reproduce\n\nI've attached .blend file with the setup and code below that's causing the error - to reproduce you can open it and just play the \"error\" script from \"Scripting\". There is also \"working\" script that using old context override and it works without errors.\n\nCode that causes error (the code itself is copying node graph from one material to another - haven't found other method to do so besides calling operators on areas from other screen):\n\n```python\nimport bpy\n\ndef get_shader_editor_context():\n for screen in bpy.data.screens:\n for area in screen.areas:\n if area.type == \"NODE_EDITOR\":\n for space in area.spaces:\n if space.tree_type == \"ShaderNodeTree\":\n context_override = {\"area\": area, \"space\": space, \"screen\": screen}\n return context_override\n\ndef copy_node_graph_to_active_object(material):\n temp_override = get_shader_editor_context()\n old_material = bpy.context.object.active_material\n new_material = material\n \n # remove all nodes from the current material\n for n in old_material.node_tree.nodes[:]:\n old_material.node_tree.nodes.remove(n)\n \n # change current material and make other window's shader editor is updated\n bpy.context.object.active_material = new_material\n temp_override['space'].node_tree = new_material.node_tree\n \n with bpy.context.temp_override(**temp_override):\n # select all nodes and copy them to clipboard\n for node in new_material.node_tree.nodes:\n node.select = True\n bpy.ops.node.clipboard_copy()\n\n # back to original material\n bpy.context.object.active_material = old_material\n temp_override['space'].node_tree = old_material.node_tree\n bpy.ops.node.clipboard_paste(offset=(0,0))\n\n\ncopy_node_graph_to_active_object(bpy.data.materials['test'])\n```\n\nDeprecated temp context override method that's working:\n```python\nimport bpy\n\ndef get_shader_editor_context():\n for screen in bpy.data.screens:\n for area in screen.areas:\n if area.type == \"NODE_EDITOR\":\n for space in area.spaces:\n if space.tree_type == \"ShaderNodeTree\":\n context_override = {\"area\": area, \"space\": space, \"screen\": screen}\n return context_override\n\ndef copy_node_graph_to_active_object(material):\n temp_override = get_shader_editor_context()\n old_material = bpy.context.object.active_material\n new_material = material\n \n # remove all nodes from the current material\n for n in old_material.node_tree.nodes[:]:\n old_material.node_tree.nodes.remove(n)\n \n # change current material and make other window's shader editor is updated\n bpy.context.object.active_material = new_material\n temp_override['space'].node_tree = new_material.node_tree\n \n # select all nodes and copy them to clipboard\n for node in new_material.node_tree.nodes:\n node.select = True\n bpy.ops.node.clipboard_copy(temp_override)\n\n # back to original material\n bpy.context.object.active_material = old_material\n temp_override['space'].node_tree = old_material.node_tree\n bpy.ops.node.clipboard_paste(temp_override, offset=(0,0))\n\n\ncopy_node_graph_to_active_object(bpy.data.materials['test'])\n```\n\n" ]
[ "Python scale on creation has no effect on some object types\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 531.14\n\nBroken: version: 4.0.0 Alpha, 3.6 Release Canditate\nWorked: None\n\nWhen changing the scale of the creation operator `bpy.ops.object.empty_add(type='CUBE', align='WORLD', location=(0, 0, 0), scale=(1, 1, 1))\n` It has no effect on most objects.\n\nIt works on: `Cube, UV Sphere, Ico Sphere, Cylinder, Cone, Curve Path`\nBut has no affect on: `All Empties, Armatures, Text, MeshCircle,Some Curves, Metaballs, Lattice, All Lights`\n\nI think it was forgotten for some creation functions\n\n**Exact steps to reproduce the error**\nRun these to commands\n- `bpy.ops.object.empty_add(type='CUBE', align='WORLD', location=(0, 0, 0), scale=(0.1, 0.1, 10))`\n- `bpy.ops.object.empty_add(type='CUBE', align='WORLD', location=(0, 0, 0), scale=(1, 1, 1))`\n\n---> no difference\n\n", "Scale parameter does not work in several python API ops.mesh.primitive_***_add()\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\n\nBroken: version: 3.0.1\n\nScale parameter does not work in several python API ops.mesh.primitive_***_add()\nI found this problem in following functions.\nops.mesh.primitive_plane_add()\nops.mesh.primitive_grid_add()\nops.mesh.primitive_monkey_add()\n\nOpen python console.\nExecute\nbpy.ops.mesh.primitive_monkey_add(scale=(4,2,1))\nMonkey appears, but scaling is not effected by scale parameter.\nIn other ops like cube, \nbpy.ops.mesh.primitive_cube_add(scale=(4,2,1))\nDistorted cube would be shown.\n\n", "Python API - Scale parameter isn't taken into account when adding certain primitives\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 3.0.0 Alpha\n\nIn text editor run this:\n\n```\nimport bpy\nbpy.ops.mesh.primitive_plane_add(scale=(5.0, 1.0, 0.0))\n```\n\n... and observe that plane has wrong scale(always default (1,1,1)).\n\ngoing over the primitives, the following need attention:\n\n```\n- add_primitive_plane_exec\n- add_primitive_grid_exec\n- add_primitive_monkey_exec\n- add_primitive_circle_exec\n- curvesurf_prim_add\n\n- NOPE object_add_exec\n\n- TODO effector_add_exec\n\n- these end up in object scale? (or dont make sense):\n- check sense lightprobe_add_exec\n- check object_camera_add_exec\n- object_metaball_add_exec\n\n- object_armature_add_exec\n- object_empty_add_exec\n- object_gpencil_add_exec\n- object_add_text_exec\n\n- object_light_add_exec\n- collection_instance_add_exec\n- object_speaker_add_exec\n- object_hair_add_exec\n- object_pointcloud_add_exec\n- object_volume_add\n```", "creating a simple empty with scale value does not scale\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: 3.1.0 Alpha\n\nimport bpy\nsize=(3,3,3)\nbpy.ops.object.empty_add(type='PLAIN_AXES', align='WORLD', location=(0, 0, 0), scale=size)\n\n- > this does not scale the empty\n\nbut this does:\n\nbpy.ops.object.empty_add(type='PLAIN_AXES', align='WORLD', location=(1, 0, 0), scale=(2,2,2))\n\nbpy.context.object.scale = (2,2,2)\n\nso i assume, this is a bug?" ]
blender2.8 crashing randomly Operating system: Windows-7-6.1.7601-SP1 64 Bits Graphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 425.31 Broken: version: 2.80 (sub 58) Worked: blender-2.80-b46245470f79-win64 blender crashes randomly. opened a project. rendered in viewport. switched back to solid view. and just not touching the interface it crashes. same thing noted with linux build. {[F6969196](Capture.PNG)}[blender_debug_output.txt](https://archive.blender.org/developer/F6969193/blender_debug_output.txt) [blender_system_info.txt](blender_system_info.txt)
[ "Hair particle system altering display percentage crashes Blender.\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 760/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.36\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nChanging the percentage value in the Viewport Display section causes Blender to instantly crash.\n\nSet the display percentage with the currently active particle system\n[field_3400_autosave.blend](field_3400_autosave.blend)", "Crash 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)", "Crash after copy pasting a material onto itself and switching to render\nOperating system: ArchLinux\nGraphics card: NVIDIA 3090\n\nBroken: Current main.\nWorked: Never.\n\n\nBlender crashes when copy pasting a material onto itself (via UI), then creating a new material slot, and then switching to the rendered view.\n\n1. Open a new scene in blender.\n2. Select the cube and go to its material tab.\n3. Next to the material list, on the right, click the down arrow and do Copy Material.\n4. From the same menu now do Paste Material.\n5. Add a new material slot using the + in the materials tab.\n6. Switch to rendered view.\n\nAttached a crash stacktrace taken with gdb, and main build with debug.\n\nIf it's useful, the crash was taken with a manually built blender, so it was a factory startup with Eevee as a renderer, but it also crashes when using Cycles.\n", "Blender 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.", "Momentary interface freezes while EEVEE rendering causes progress bar malfunction\nOperating system: Windows 10, 64 bit\nGraphics card: Intel HD Graphics\n\nBroken: 2.80, 2.81\n\n**Rendering in EEVEE has been causing momentary complete interface freezes for each frame**, which caused the progress bar on the frame render to malfunction and jump very quickly from one value to another, thus giving momentarily true but useless information (note that the progress bar never moved to an incorrect position, it just froze). One thing that assures me this is a bug is **minimizing all Blender windows causes the progress bar visible on the minimized icon to work properly** (but unfortunately one cannot see what frame it's on).\n\nOpen the default blend file.\nRender the animation. The interface on 2.81 has frozen for each frame.", "Crash on render on some of the frames\nOperating system: Linux-4.4.0-154-generic-x86_64-with-debian-stretch-sid 64 Bits\n8x Tesla V100 SXM2 NVLINK Accelerator Cards\nDual XEON Scalable 4208 CPUs\n192 GB RAM\n\nBroken: version: 2.82 (sub 7)\nI also tested recent 2.83 build\n\nBlender crash when it renders scene frames from 346-639, the rest of the frames are fine.\nIt crashes for CPU anf GPU as well.\n\nIn order to render above frames I workaround the assert:\n\n```\n--- a/intern/cycles/kernel/kernel_compat_cpu.h\n+++ b/intern/cycles/kernel/kernel_compat_cpu.h\n@@ -74,8 +74,10 @@ CCL_NAMESPACE_BEGIN\n template<typename T> struct texture {\n ccl_always_inline const T &fetch(int index)\n {\n- kernel_assert(index >= 0 && index < width);\n- return data[index];\n+ //kernel_assert(index >= 0 && index < width);\n+ if (index < 0) return data[0];\n+ else if (index >= width) return data[width];{F8410049}\n+ else return data[index];\n }\n #if defined(__KERNEL_AVX__) || defined(__KERNEL_AVX2__)\n /* Reads 256 bytes but indexes in blocks of 128 bytes to maintain\n```\n\nThe scene is complex and I couldn't make it very simply and narrow the problem.\nPlease find the scene attached.\n\n[animation_002_02_part01.blend](animation_002_02_part01.blend)\n\n1. Open Blender 2.82\n2. Open attached scene\n3. Set frame 346, start render (F12)\n4. After one minute or so it will crash\n\n\n", "Blender 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", "Crash when rendering animation\nOperating system: macOS-13.4.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Pro 1.2\n\nBroken: version: 3.6.0\n\n\nI was rendering a simple camera animation overnight, Blender crashed about 2/3rd the way through. Here's the crash log.\n", "Blender 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) ", "Crash when playing animation in rendered view (cycles)\nOperating system: macOS-12.0.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Max Apple 4.1 Metal - 76.1\n\nBroken: version: 3.0.0, 3.5\nWorked: unknown\n\nPlaying animations in cycles rendered view frequently crash blender. With the attached file I consistently get a crash within 1-2 minutes of starting the animation.\n\nThe crashes do not occur when running the intel version through rosetta. They occur much faster/more often when using the CPU than when using the GPU.\n\nOpen attached file\nSwitch to rendered view (Crashes with and without Metal preference)\nPress spacebar to play\n\n[Boat boating.blend](Boat_boating.blend)\n[Animation crash.txt](Animation_crash.txt)\n```\nThread 17 Crashed:\n0 Blender \t 0x10319354c tbb::internal::custom_scheduler<tbb::internal::IntelSchedulerTraits>::process_bypass_loop(tbb::internal::context_guard_helper<false>&, tbb::task*, long) + 340\n1 Blender \t 0x103193644 tbb::internal::custom_scheduler<tbb::internal::IntelSchedulerTraits>::process_bypass_loop(tbb::internal::context_guard_helper<false>&, tbb::task*, long) + 588\n2 Blender \t 0x103192c60 tbb::internal::custom_scheduler<tbb::internal::IntelSchedulerTraits>::local_wait_for_all(tbb::task&, tbb::task*) + 184\n3 Blender \t 0x103183300 tbb::internal::arena::process(tbb::internal::generic_scheduler&) + 252\n4 Blender \t 0x10318c3b8 tbb::internal::market::process(rml::job&) + 40\n5 Blender \t 0x10318d6b0 tbb::internal::rml::private_worker::run() + 288\n6 Blender \t 0x10318d584 tbb::internal::rml::private_worker::thread_routine(void*) + 12\n7 libsystem_pthread.dylib \t 0x1b39cd4ec _pthread_start + 148\n8 libsystem_pthread.dylib \t 0x1b39c82d0 thread_start + 8```", "Blender 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", "2.90 Not opening on Linux\nOperating system: Linux Mint 18.1\nGraphics card: Intel HD 620\n\nBroken: \nBlender 2.90 won't open up fully, it appears to open up and immediately closes\nWorked: \n\nTried a few different ways to open, won't open.\n\nOne of the methods I tried opening with was through the Terminal and this was the message I had returned back:\n\nRead prefs: /home/john/.config/blender/2.90/config/userpref.blend\nfound bundled python: /home/john/Desktop/3D Related/1BlenderVersions/blender-2.90.0-linux64/2.90/python\nGPUShader: linking error:\nerror: Input block `ShaderStageInterface' is not an output of the previous stage\n\nGPUShader: linking error:\nerror: Input block `ShaderStageInterface' is not an output of the previous stage\n\nWriting: /tmp/blender.crash.txt\nSegmentation fault", "Cycles - AO Shader node causes infinite \"loading render kernels\" and crashes on return to solid mode view\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.09\n\nBroken: version: 3.2.0\n\nAO Shader node causes infinite \"loading render kernels\" and crashes on return to solid mode view\n[AO BUG Test.blend](AO_BUG_Test.blend)\nAttaching Sample file.\nJust render the scene in viewport (doesnt render, just \"loading render kernel\" message)\nTry to go back to solid view - results in freeze/crash\n\nregards\n", "Cycles Rendering of project causes crash of program.\nOperating system: Windows-10-10.0.22621-SP0 64 Bits (Windows 11)\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 537.13\n\nBroken: version: 3.6.2\n\nTrying to render, pressing F12 of the file to render project it crashes. I'm using Blender 3.6.2\n\nTrying to render, pressing F12 of the file to render project it crashes. I'm using Blender 3.6.2\nNot sure if you need textures, can provide if needed.", "Debug information not generated upon crash.\nOperating system: Arch Linux 6.4.12-arch1-1\nGraphics card: AMD ATI Radeon 680M\n\nBroken: 3.6.2\nWorked: Could not determine (tried up to 3.5.1, which does not work without a full system downgrade)\n\nBlender crashes immediately upon launch.\n\nLaunching from the command line, I get this:\n```\nWriting: /tmp/blender.crash.txt\nSegmentation fault (core dumped)\n```\n\nThe contents of /tmp/blender.crash.txt are this:\n```\n# Blender 3.6.2, Commit date: 2023-08-14 14:05, Hash ffe93138751e\n\n# backtrace\n\n# Python backtrace\n```\n\nPassing the --debug-all flag, I get no errors. I attached the output of this command as a text file.\n\nWhile Blender crashing on startup is not in and of itself an issue worthy of reporting, the lack of any debug information immediately makes the problem impossible to tackle independently. I have no idea what my next steps should be here.\n\nLaunch blender.\n\n" ]
[ "Blender crashes on opening \"famous\" demo files\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 411.31\n\n\nBroken: version: 2.80 (sub 58)\n\n\nBlender crashes on opening following (well known) 2.8 demo files:\n\nwanderer.blend\nrace_spaceship.blend\n\n\n\nOpen above files\nSometimes opening theese files seem to be successfull but if one tries to move/rotate view, it crashes\n\nError messages (starting blender with files given in cmd line):\n\nwanderer:\n\nRead prefs: C:\\Users\\peter\\AppData\\Roaming\\Blender Foundation\\Blender\\2.80\\config\\userpref.blend\nfound bundled python: E:\\DATA\\PROG\\blender-2.8-git\\build_windows_Release_x64_vc15_Release\\bin\\Release\\2.80\\python\nRead blend: E:\\Dropbox\\Prog\\Dropbox_Blender\\DEMOS\\2.8\\wanderer.blend\nWARN (bke.customdata): e:\\data\\prog\\blender-2.8-git\\blender\\source\\blender\\blenkernel\\intern\\customdata.c:4177 CustomData_verify_versions: .blend file read: removing a data layer that should not have been written\nTIFFFetchNormalTag: Warning, Incompatible type for \"RichTIFFIPTC\"; tag ignored.\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF6F1ADC56D\nModule : E:\\DATA\\PROG\\blender-2.8-git\\build_windows_Release_x64_vc15_Release\\bin\\Release\\blender.exe\n\nrace_spaceship: \n\nRead prefs: C:\\Users\\peter\\AppData\\Roaming\\Blender Foundation\\Blender\\2.80\\config\\userpref.blend\nfound bundled python: E:\\DATA\\PROG\\blender-2.8-git\\build_windows_Release_x64_vc15_Release\\bin\\Release\\2.80\\python\nRead blend: E:\\Dropbox\\Prog\\Dropbox_Blender\\DEMOS\\2.8\\race_spaceship.blend\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF6F1ADC56D\nModule : E:\\DATA\\PROG\\blender-2.8-git\\build_windows_Release_x64_vc15_Release\\bin\\Release\\blender.exe\n\n\n", "Random crashes with segmentation error (core dumped) in edit mode.\nOperating system: Kubuntu 19.10 kernel 5.0.9-050009 64 Bits\nGraphics card: GeForce GTX 660 NVIDIA 418.56\n\n\nBroken: version: 2.80 (sub 58)\n\n\nSince 3 or 4 updates, I have a crash with segmentation error (core dumped) on several files. I join a problematic file below.\nI made a clean fresh install, new .config blender, no more addon.\n\n\nIt crash in edit mode after a certain time (~30\" - 1 min) with different actions like :\n- scroll up-down or,\n- Tab press or,\n- select a edge or,\n- changing vertex to edge to face with 1,2,3 keyboard keys, ...\nIn a \"konsole\", I get :\n\n> Writing: /tmp/roulement-billes-608.001.crash.txt\n> Erreur de segmentation (core dumped)\n\n\n\nDifferent crashes .txt with the same backtrace :\n\n\n```\n# backtrace\n./blender(BLI_system_backtrace+0x1d) [0x13458cd]\n./blender() [0x1161999]\n/lib/x86_64-linux-gnu/libc.so.6(+0x43f60) [0x7fba52934f60]\n./blender(DEG_iterator_objects_begin+0xd) [0x137d6bd]\n./blender(DRW_cache_free_old_batches+0xd2) [0x2a22082]\n./blender(view3d_main_region_draw+0x7f) [0x2ce1e0f]\n./blender(ED_region_do_draw+0x851) [0x2d546a1]\n./blender(wm_draw_update+0x462) [0x151e262]\n./blender(WM_main+0x30) [0x151ba70]\n./blender(main+0x30a) [0x10c7dfa]\n/lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xeb) [0x7fba52917b6b]\n./blender(_start+0x2a) [0x115e2aa]\n\n```\n\n\n\n\nThe most annoying this is if I creat a new file, I add a cube with more vertices than my file below for example, I can't reproduce the crashes.\n\n[roulement-billes-608.001.blend](roulement-billes-608.001.blend)\n[roulement-billes-608.001.crash1.txt](roulement-billes-608.001.crash1.txt)\n[roulement-billes-608.001.crash3.txt](roulement-billes-608.001.crash3.txt)\n[roulement-billes-608.001.crash2.txt](roulement-billes-608.001.crash2.txt)\n\n" ]
blender viewport grid distorted {[F489770](system-info.txt)}xubuntu 16.04.2 LTS xfce amd64 [userpref.blend](userpref.blend) [hardinfo.txt](hardinfo.txt) ![Screenshot_2017-02-19_19-47-21.png](Screenshot_2017-02-19_19-47-21.png) ![Screenshot_2017-02-19_19-47-45.png](Screenshot_2017-02-19_19-47-45.png)
[ "Compositor: Viewport issues when Passepartout is off\nBroken: version: 4.0.0 Alpha\nWorked: never\n\nComposition Mask is \"rendered\" wrongly in the viewport when the camera `Passepartout` is off.\nNote that the Compositor is set to Camera.\n\n\n* Open this file: [zoomed_out.blend](attachment)\n* Notice that the passepartout is disabled in this camera, but the viewport compositor is set to Camera.\n\nCurrent buggy result:\n![image](attachment)\n\nThe mask only matches when the camera has `Passepartout` on:\n![image](attachment)\n\n\nRelated: #111344\n\n", "Transform node with bicubic filtering distorts image\nWin 7 64bit\n\nBroken: 2.79\n\nWith untouched settings every other option gives proper \"difference\" result, except Bicubic.\n![Bicubic_scale.png](Bicubic_scale.png)\n\nOpen file, switch between filtering options and see difference from source image.\n[Bicubic_scale.blend](Bicubic_scale.blend)", "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", "Port Temporal AntiAliasing to Grease Pencil\nPort should be as simple as copying what Workbench does, with the addition of [D10414](D10414).\n\nSee parent task for more detail.", "Support previewing geometry in the viewport\n", "Regression: Boolean Modifier Distorts UVs\nBroken: Blender 3.2.2 Official\nBroken: 2.93\nWorked: 2.92\n\nBroke with a3f091d7ce\n\n\nBoolean modifier distorts UVs of cutter object. In the attached screenshot and blend file. There are two cutters objects of roughly the same shape, one of them works correctly and the other doesn't.\n\n![изображение.png](изображение.png)\n\n[tmp_2.blend](tmp_2.blend)", "Breaking UI API changes for 4.0\n- [ ] Remove grid display for UI lists - Never worked well and is badly maintained. May have been added for an oudated asset UI design even?\n- [ ] Remove asset-view UI template - Should be replaced by the [asset shelf](102879).\n- [ ] Replace/deprecate UI lists? - Probably too much work, would require UI views to be exposed to Python. But can at least be converted to use UI views internally and benefit from its features.\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)", "Remove normalization from original coordinate attribute (CD_ORCO)\nFrom #95776:\n\n> The internal CD_ORCO attribute is normalized to 0..1 which is not really helpful, not even as default texture coordinates. It would be good to do some refactoring so these are stored unnormalized and then applying any additional texture space scaling for rendering only.", "Black and white pixels appearing in render and viewport when rendering with HIP in Cycles (Blender 3.1.2)\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: AMD Radeon RX 6600 XT ATI Technologies Inc. 4.5.14802 Core Profile Context 21.Q4 30.0.14011.2006\n\nBroken: version: 3.1.2\n\n\nViewport and render displayed Black and white pixels in places that should not be black or white when rendering using HIP. On the attached image, the mushroom shows it best and is a hotspot for these broken pixels. Switching to CPU rendering fixed the issue. \n\n*Open attached blend file\n*Set rendering to 'HIP' in preferences, switch to GPU compute for rendering\n*In rendered view in the viewport, there will be black + white error pixels. The more samples are used, the more of these pixels are visible.\n*Rendering the image has the same result. \n[TheWetland.blend](TheWetland.blend)\n\n![TheWetland1.png](TheWetland1.png)\n\n", "Clipping Region in blender v3.2 and up is causing a werid artifact\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: AMD Radeon RX 6600M ATI Technologies Inc. 4.5.0 Core Profile Context 22.10.1.221003\n\nBroken: version: 3.3.1\n\nweird colorful noise when using Clipping region ALT+B\n\nit happens by simply using the clipping region, it happens in both object mode and edit mode\n\n**Diagnosis that I tried** (USEFUL NOTES{[F13703419](Untitled.png)} FOR FIXING THE PROBLEM)\nwhat is causing it?: \n- I noticed that the bug is only on the Viewport Overlays it seems like it's smth related to the graphical smoothing done by \"viewport overlay smooth wires\" from blender preferences -> viewport -> Quality -> Smooth Wires. I can turn of that for Overlay and for Edit mode, but it's just hiding the problem not fixing it, also the selected objects highlight (active element and not active element) are both still showing the same artifact and I don't know how to turn off smoothing for this part.\n\nis it gpu driver problem?\n- it most likely is a conflict between blender and my gpu, I don't think it's a driver problem tho because I tried the latest two gpu drivers available from amd, and both of them are showing the same problem. I tried running blender using my integrated gpu and tried my RX6600M gpu and in both cases it happend, I don't know if the smoothing is done on the gpu level or cpu level tho so it could be not related to which gpu I use\n\nWhat versions of blender does it happen in?\n- I mainly use blender from steam with auto updates, I noticed the problem when I was using v3.3.1 then I tried few older versions by manually installing them from the offical blender website, the bug doesn't show up in v3.1.2 and v2.79b however it's in showing up in v3.2.0 and v3.3.0 and v3.3.1 -not steam version- I didn't test more versions tho\n\nP.S. my device -Legion 5- has a mux switch, when I did the bug report the mux switch is turned off which means the integrated GPU is disconnected thus it's not showing up in the bug report, however when I tried to check the bug ![Untitled2.png](Untitled2.png)\n\n![Untitled.png](Untitled.png)\n\n![Untitled3.png](Untitled3.png)\n\n![Untitled4.png](Untitled4.png)\n\n[untitled.blend](untitled.blend)", "weird unremovable noise which looks like white or semitransparent squares\nWindows GTX NVIDIA 860M Lenovo Y50 laptop 16GB RAM and 2GB VRAM\n\nBroken: (2.77, weird unremovable noise which looks like white or semitransparent squares)\n\n\n**I have horrible flickering noise during my animation and it flickers like a sparks. What causes this noice is alpha images with holes or models of the grids with holes + method of reducing it by using Z and normal passes combined with bilaterural blur (advised by Barteck Skorupa). But i still wanna use it since it still better and only way to properly reduce other types of noice presented in my scene. So this noice looks like SQUARE PIXELS which are flickering during animation. Change of iterations of bilatural blur helps a bit but not completely and not on all frames. \n\nI will give you more info now about this strange things -\n\n\n1- At most frames there is no such noise (because i removed it by using bilateral blur and determinator) but at other frames they are still appear and not despeckle not bilatural blur helps and the weird thing - THEY BECOME MORE VISIBLE AT HIGHER SAMPLES!!!!\n\n\n2 - At some frames this squares are transparent at others - semitransparent or completly white like you can see on the screenshot\n\n\n3 - If i render same image at small samples - like 125 for example - i may not see them at all. But if i change to 150 - they become very visible!!!. \n\n4 - They mostly appear around grids holes models or grids holes alpha images.\n\n\n5- Even if camera not moving they may still appear and look at different frames - differently (white or semitransparent )\n**\n\n![1095_01204-min-min.png](1095_01204-min-min.png)\n\n![588.png](588.png)\n\n![1095_01204-min.png](1095_01204-min.png)\n\n![29_00713-min.png](29_00713-min.png)\n\n**To reproduce the error you whould probably need to render scene when camera moves and looks directly on grids png images with holes or even models of grids with a holes and also try to use bilatural blur node with determinator + z pass and normal pass combined ro remove noise - since most of the issues appearing when you using this nodes combinations (but its necessarily to use them)**\n\n\nIf you will need a blend file please leave me a comment on [email protected]. Thanks\n", "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", "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. ", "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" ]
[ "Jumping grid lines in perspective views\n\n- Manjaro KDE Edition (16.10.3) 64bit\n- KDE 5.8.4\n- Kernel 4.4.39-1-MANJARO\n- 2 x Gigabyte nvidia gtx 560ti \n- Intel i5-4670K\n- Python 3.5.2 and 2.7.12\n\n\n\n- Blender 2.78a Date 2016-10-24 Hash: e8299c8 Branch makepkg\n\n\nJumping grid lines in perspective view. Below photo and link to movie showing error\n\n\nError Appears on fresh Manjaro installation and on original blender startup file.\n\n![Screenshot_20161231_110221.png](Screenshot_20161231_110221.png)\n\nOUy5D7kdDOs\n", "Grid floor not parallel at big scales in perspective mode\nArch Linux x64\n4.8.15-2 kernel\nIntel HD Graphics 4000\n\nBroken:\nBlender 2.78a \nDate: 2016-10-24 \nHash: e8299c8 \nBranch: makepkg\n\nBlender 2.78a built from master on 2017-01-02,\nHash: 65582e75e3\n\nThe lines of the grid floor render incorrectly. \nThey seem to move randomly when the viewport is rotated. \nThe ones near the horizon appear to be affected less.\n![blender_bug.png](blender_bug.png)\nPossibly related to #50347\n\n1. Open default blender scene\n2. Open the properties panel with N\n3. Set the Grid Floor Scale under Display to 20\n\n" ]
Physics problem Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.50 Broken: version: 2.82 (sub 7) Worked: (optional) [The collision doesn't work,cloth could go though the object which as a collision stuff. ]
[ "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)", "Error de progama\nno me aparece el modo vèrtice\n\n", "particle system collisions stop working outside 255 blender units\nOperating system: windows 10\nGraphics card: gtx 1080\n\nBroken: 2.79b 2018-3-22, \nparticle systems do not interact with faces which are oriented in the axis where the face is more than 255 blender units away from the origin\n[name ]([particleproblem.blend](particleproblem.blend))", "Outliner: Sorting not working for some types in Scene display mode\nBroken: Current master\nWorked: Never\n\n\nSorting elements in the outliner only works for objects. Scenes, collections, and other types are not sorted.\n\n<img src=\"https://projects.blender.orgattachment\">", "Fade Geometry state changes selectability\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1060 3GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.86\n\nBroken: version: 2.83 (sub 10)\n\nWith Fade Geometry enabled, other objects can not be selected while in pose mode.\nWith Fade Geometry disabled, other objects can be selected while in pose mode.\n\n[#70907.blend](T70907.blend)\n\n- Open file\n- Try clicking on bone and cube - selected item and interaction mode should be changed\n- With the bone selected and in pose mode: in Viewport Overlays, check Fade Geometry\n- Repeat step 2 - once in pose mode, cube can not be selected\n\n\n", "Blender Crash. Code marked as unreachable has been executed.\nOperating system: Windows-11-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.67\n\nBroken: version: 3.6.1, 4.0.0 Alpha\nWorked: didn't test\n\nOpen the .blend and go to frame 60. Crash\n\nThis is a .blend from a random user. So, sadly, I don't know the exact steps to reproduce.\nIt just said: \"Code marked as unreachable has been executed. Please report this as a bug.\"\n\n", "Crash 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", "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", "Cloth simulation does not work for a basic plane, having some specific location values.\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: AMD Radeon R5 M335 ATI Technologies Inc. 4.5.13587 Core Profile Context 19.50.26 26.20.15026.1\n\nBroken: version: 3.6.1\nWorked: Nothing found, same error with 3.3, 3.4, 3.5, 4.0 versions\n\nCloth physics in Blender seems to have a bug. It does not work correctly when the cloth object has some specific locations. Exact steps to reproduce the error are given below. The same cloth physics without any change seems to again work when the object is moved to another location. I could not establish any specific pattern between the location and the working/non-working status, but changing the location randomly solves the issue - although temporarily. If we again move it back to the previous location, cloth physics again stops to work. This is happening with all versions of Blender from 3.3 to 4.0 as far as I could test. I am reporting this officially for 3.6.1 latest version.\n\n1. Start with the default scene and delete the default cube.\n2. Add a plane, change X-rotation to 90 and Y-location to -2 (minus 2).\n3. Go to edit mode, right-click and subdivide, set subdivision level to 6.\n4. Select only the top-left & bottom-left vertices (blend file is attached for reference).\n5. Create a new vertex group and assign the selected vertices to this vertex group.\n6. Back to the object mode, add cloth physics with all default options.\n7. Enable self collisions, and select the above vertex group in the Pin group.\n8. Now run the simulation, or bake it and run. The cloth physics does not work.\n9. Now change the Y-location to zero. Cloth physics starts working after a few frames.\n10. Again change the Y-location to minus 2. Cloth physics stops working like before.\n\n", "Support separate mesh/curve loose parts looses hooks\nWhen running separate on a mesh with hooks, the newly separated objects hooks are no longer working.\n\nIn this file: [sep_test.blend](sep_test.blend)\n\n- enter editmode\n- press P\n- choose loose parts.\n\nNotice hooks no longer work for 2 of the 3 cubes.\n\nTested with `b72a3146eb56dc021241594525848d41149044cf`", "Material Tab freeze still\n|**Operating system**:|Linux version 5.11.11-200.fc33.x86_64 ([email protected]) (gcc (GCC) 10.2.1 20201125 (Red Hat 10.2.1-9), GNU ld version 2.35-18.fc33)\n| -- | -- |\n|**Graphics card**:|OpenGL version string: 4.3 (Compatibility Profile) Mesa 20.3.5\n||NVIDIA Corporation GP104 [GeForce GTX 1080] (rev a1) (prog-if 00 [VGA controller])\n\nBroken: 2.83lts - 2.92.0 (Blender version has been downloaded from the Snap Store).\nThis same freeze also happens if using Blender from the Software store (2.91.2) or via the \"dnf\" command.\nWorked: N\\a\n\nIn Eevee, when opening the material tab, either blender crashes or my entire system freezes up and becoming completely unusable and requires a hard reset.\nwatch?v=te6IaP12Gbg&ab_channel=WhitequillRiclo\n\nPerhaps it is related to the compilation of shaders in the material icon.\n\n- Open the Material tab", "Cloth simulation presets only save some of the settings\nOperating system: Windows\nGraphics card: RTX 2080\n\n**Blender Version** \nBroken: 3.4.1\nWorked: never?\n\nCloth simulation presets only store the first few sections of settings not internal springs, pressure, shape, collisions, or field weights\n\n- Create a cloth simulation with specific variables.\n- Save as preset.\n# make new object and apply preset\nonly the above mentions sections are applied from the preset, others are untouched.", "Able to paint/select \"through\" disabled UI items.\nBroken: 2.80, 2.81...\n\nWith region overlap, if a UI element is diabled, clicks are passed through it, which can result in paint strokes.\n\n\n1. Load the default scene and enter Texture Paint mode on the cube.\n2. Add a paint slot and make a stroke.\n3. In the UV/Image editor, select the painted image, open the sidebar and switch to Image tab. The UI items should be disabled there now.\n4. Make sure that sidebar overlaps the image.\n5. Click on sidebar background.\n6. Click on any of the disabled items.\n\nIn (5), nothing happens. In (6), the click passes through and leaves a paint stroke on the image.\n\n![paint_through_ui.png](paint_through_ui.png)", "Rigid body : the animation of the angle constraint parameters does not work with an animated object\nOperating system: windows 10\nGraphics card: gtx 1070\n\nBroken: 2.92\nWorked: don't know \n\n\nRigid body : A rigid body \"animated\" object + a another rigid body object connected with hinge rigid constraint. The animation of the angle constraint parameters does not work with an animated object. I have bugs sometimes also with other parameters like breakable . (see the blend)\n\n[rigidconstraint.blend](rigidconstraint.blend)\n\n", "Cloth simulation randomly breaks down when scrubbing timeline\nOperating system: Ubuntu 20.04\nGraphics card: Geforce MX230\n\nBroken: 3.2.1\n\nWhen scrubbing the timeline , the cloth simulation may cause the mesh to become distorted even with the existence of cache. The video below will show a quick way to break the simulation, however, I first stumbled upon the problem when I set the keys for the bones.\n\n[2022-07-22 15-48-43.mp4](2022-07-22_15-48-43.mp4)\n\n1. Create cloth simulation.\n2. Scrub the timeline. After some time, a situation will arise where the mesh will be distorted." ]
[ "Rigid Body simulations: Cube not colliding with the plane \nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce 410M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.35\n\nBroken: version: 2.82 (sub 7)\nWorked: (optional)\n\nHi, I tried applying collision to a plane and a rigid body to a cube. But whenever I play the simulation, the cube always passes through the plane and starts falling infinitely. I also tried to simulate it in the latest Blender 2.82a Beta but the issue was still there. I also tried changing the settings in the collision tab, but the result was still the same.\n1. Add a Cube and a plane\n2. Apply rigid body simulation to the cube and collision to plane (without changing any settings).\n3. Hit spacebar.\n\n[bug_blender.blend](bug_blender.blend)" ]
Snap Base wonky on official builds Operating system: Linux-5.19.0-38-generic-x86_64-with-glibc2.35 64 Bits, X11 UI Graphics card: NVIDIA RTX A5000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.105.01 Broken: version: 4.0.0 Alpha Worked: - Snap base is not working for the official builds on Linux and MacOS. See attached video. But basically: * Duplicate default cube * Start transform (G) * Start Snap Base (B) * Mouse over the cube ... you will see that the snap point is allover the place. Note, if I build Blender myself this works fine.
[ "Enable Python library optimizations for macOS\nTo match the same change in Linux: f222fe6a3a0750d1dfdb74f8db817c8f9f5b7236\n\n", "Mirror threshold too high, values less than 0.00002 are snapped to center\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX TITAN X/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.60\n\nBroken: version: 2.83.3\nWorked: 2.79b\n\nBlender 2.8x has a bug that forces it to snap to the YZ plane with a value less than 0.00002.\nThe above is occurring with the snap off.\nThe bug occurs even if the vertex's X coordinate is moved to more than 0.00002.\nDuplicating the object does not eliminate the bug.\n\n3D Viewport / Edit Mode.\nCreate an object with the following vertices:\n```\nObject-1 = {\n Vertex-A x = 0.00002, y = 0.00005, z = 0.0\n Vertex-a x = -0.00002, y = 0.00005, z = 0.0\n Vertex-B x = 0.000019, y = -0.00005, z = 0.0\n Vertex-b x = -0.000019, y = -0.00005, z = 0.0\n}\n```\n3D Viewport / Edit Mode / Tool / Options / Mirror X [enable].\n3D Viewport / Edit Mode / Snap [disable].\nSelect Vertex-A and Vertex-B.\nMove Vertex-A and Vertex-B.\nBlender 2.8x has a bug that forces it to snap to the YZ plane with a value less than 0.00002.\n\n3D Viewport / Object Mode.\nDuplicate the Object-1 to obtain the Object-2.\n3D Viewport / Edit Mode.\nMirror the vertices of object 2 as if they were object 1. This causes the same problem.\n\nEnlarge the Object-2 sideways.\nMirror the vertices of Object-2. The same problem still occurs. The problem occurs even if the Vertex-B x-coordinate is greater than 0.00002 after magnification.\n\n\n[X-Mirror_bug.blend](X-Mirror_bug.blend)\nThe objects in the X-Mirror_bug.blend file are very small, so zoom in on the view to the maximum size.\n\n\nThis is a 2.79b file with the X-Mirror working correctly:\n[X-Mirror_2.79b.blend](X-Mirror_2.79b.blend)\n\n\nThe difference in x-mirror behavior between 2.8x and 2.79b is shown in the following video:\n[Blender 2.8x BUG_X-Mirror.mp4](Blender_2.8x_BUG_X-Mirror.mp4)\n\n[Blender 2.79b X-Mirror.mp4](Blender_2.79b_X-Mirror.mp4)\n\n\nIf it is unintentionally aligned to the YZ plane like 2.8x, it will not be possible to edit it (if this behavior is a specification, it will be useful if you can implement it as a function separate from the mirror, align it to the YZ plane, and set a threshold to align).\n\n**When importing model data from the outside and editing a mirror, all vertices with an X coordinate of less than 0.00002 are already implicitly aligned to the YZ plane, so editing with an X mirror is no longer possible at all. Hence, until this bug is fixed, edits involving X mirrors should use 2.79b.**\n", "Random Per Island does not work on instances\nOperating system: Linux-6.0.5-arch1-1-x86_64-with-glibc2.36 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 520.56.06\n\nBroken: version: 3.4.0 Alpha, branch: Unknown, commit date: Unknown Unknown, hash: `rBUnknown`\n\nMaterials which use the \"Random Per Island\" geometry attribute do not work correctly on instances generated via geometry nodes.\nI am not sure if this is actually a bug, because maybe the attribute is only intended to work for meshes. But I think as an artist you would expect it to work?\n\nIn the following video I have a cube with an array modifier applied to it. I then added a geometry nodes modifier after the array modifier which instances cubes on the array of cubes.\n[2022-10-29 13-56-24.mp4](2022-10-29_13-56-24.mp4)\n\n[random_per_island_instances.blend](random_per_island_instances.blend)\n\n", "Rendering instability from Blender 3.5 to 36+\nOperating system: macOS 13.4.1\nGraphics card: Apple/AMD W6800X Duo\n\nBroken: 3.6 to 4.0\nWorked: 3.5.1\n\nI get substantial instability when rendering animation sequences in Blender 3.6 and above, compared to 3.5. For example, I've built a large scene with lots of assets and displaced ground material. Today I left Blender 3.5 rendering and have outputted all 250 frames without a single issue using the GPU.\n\nBut previously in 3.6 I get a variety of frames – sometimes 30 or 40, sometime just a single frame – before I have to reboot Blender and start the rendering process again. I've tried all sorts of tricks, like using tiling to render and even switching to CPU-only, but in all cases, the animation process will eventually crash Blender. I thought it might be a VRAM issue, but my dual card has 32GB! My Mac Pro is a standard system with 64GB RAM and no strange or non-Apple additions – it should be rock solid.\n\nI don't have one specific scene to give you, but I've experienced all manner of instability since 3.6 came out – there is obviously a core difference in the app from 3.5 to 3.6+. However, I am really keen to help find the culprit. If you let me know what you need, I can provide crash reports or debug information, just point me in the right direction. Thanks!\n\n", "Incorrect rotation using driver or constraint\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 750 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 388.13\n\n2.79, 2.80, 2.81, 2.82, 2.83\n\n\nBone \"target\" is animated on y-axis.\n\"Target\" turned close to gimbal lock gives the wrong result for Transformation constraint, Copy Rotation constraint, Driver.\nUsing the driver, you can see how the radian (degrees) value jumps and does not match the value of the target object.\nOnly using the driver via copy data path creates the correct result.\n\n[rotation.blend](rotation.blend)\n\n[rotation_.mp4](rotation_.mp4)\n", "Gizmo position is wrong for meshes with modifiers\nWin10, Win7, Mac OS Sierra\nGTX970, GTX750\n\nBroken: 2.78a e8299c8 , 2.66.0 r54697\n\n![Screen Shot 2017-02-05 at 12.59.39.png](Screen_Shot_2017-02-05_at_12.59.39.png)\nWhen a joint (for example, an arm) is bent, paint weight is not enough to express deformation around the joint. So it's a common practice to add a shape key for the bent shape and edit it.\nBut when you enter edit mode and select polygons to edit it, the manipulator is on wrong position. \n\nJust select faces. Manipulator is supposed to sit on the selected faces but it's not.\n\n[manipulator bug.blend](manipulator_bug.blend)", "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", "'Set Origin' operator shows non-functional options (depending on selected object type and chosen operation -- e.g. Bounds Center (Center of Mass) is not working)\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.59\n\nBroken: version: 3.1.2\n\n(Origin set to Center of Mass) \nCenter: Bounds Center does not work. Same result as Median Center. \nAlso if the \"Bounds\" checkbox will be toggled in the Viewport Display(Object Properties Tab) while having the Set Origin dialog opened it will be toggled when switching options in the dialog box. \nI checked it with 1 imported FBX and one Suzanne that i deformed. \nHowever Maya and Houdini set the pivot to the correct center.\n\nSet Origin > Origin to Center of Mass (Surface or Volume) in the dialog switch from Center: Median Center to Bounds Center.\n\n[center_of_mass.blend](center_of_mass.blend)\n", "data transfer breaks if more than one remesh is above it in the stack.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.0.0 Alpha\n\nSometimes the `DataTransfer` modifier doesn't work for no apparent reason.\nIn the attached file, putting a `Boolean` modifier after the `Remesh` makes `DataTransfer` work again.\nThis isn't anything to do with differing topology between the hidden and unhidden monkey, otherwise it wouldn't work with only one remesh modifier in the stack.\n\n- Open the file bellow\n- with the monkey selected, turn off the boolean modifier in the stack. \nThe uvs which are being transferred from the hidden monkey will disappear (making the monkey all black).\n[simplified data transfer.blend](simplified_data_transfer.blend)\n\n---\nOriginal file:\n\nOne remesh modifier works fine:\n\n![image.png](image.png)\n\ntwo remesh modifiers break the data transfer:\n\n![image.png](image.png)\n[terminator.blend](terminator.blend)\n", "Rigid body Bounciness parameter not functioning\nOperating system: macOS-11.5.2-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.6.20\n\nBroken: 2.92 and version: 3.0.0 Alpha\nWorked: 2.83.13\n\nIn recent Blender versions the bounciness parameter of rigid bodies does nothing.\n\nOpen attached file, press space to start animation.\nOlder versions: ball bounces\nRecent versions: ball falls and immediately comes to an halt when it hits the surface of the cube.\n\n[Bounciness bug.blend](Bounciness_bug.blend)", "Shader not working on Mac blender 3.5 - works in Windows\nOperating system: macOS-13.3-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Max 1.2\n\nBroken: version: 3.5.0\n\nI have been trying to install the Weight Paint Tools paid addon weight_paint_tools?layout=profile&recommended_by=library\n\nThis worked fine for years, up till 3.5, now it crashes upon activation. The developer has attempted to update it for metal, but it still wont work. He's sent me a simplified script that he says should work without errors.. but still errors out. See attached blend file.\n\nRun the script\n\n\nRun the script\n\n", "Blender 3.2.1 - Particles - Particles generate differently on Linux vs Windows\nOperating system: Linux-5.4.0-122-generic-x86_64-with-glibc2.31 64 Bits - Windows 10 x64\nGraphics card: NVIDIA GeForce GTX 1080 - NVIDIA RTX 3080\n\nBroken: version: 3.2.1, branch: master, commit date: 2022-07-05 15:44, hash: a2d59b2dac\nWorked: 2.7.9\n\nParticles render differently between windows and linux.\nLinux:\n![particles_linux.png](particles_linux.png)\n\nWindows and MacOS:\n![particles_windows.png](particles_windows.png)\n\n\n[particleTest_v001.blend](particleTest_v001.blend)\n\n1. Open attached blend file on a Linux machine\n2. press f12\n3. save image to network drive\n4. open attached blend file on a windows machine\n5. press f12\n6. open the image from the network drive in another window\n7. press alt tab to flick between them and see that the particles generate differently.\n\n", "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", "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", "Point Instance node doesn't instance meta objects.\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GT 710/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.65\n\nBroken: version: 2.93.0 Alpha\n\nFor Geo Nodes, Point Instance node doesn't work (doesn't copy) meta objects (like metaball). \n\nI used a very basic setup. The original input and output nodes plus one point instance node. I selected the object to be a meatball. Nothing happens! I selected any other object (non-meta). The object is instanced. Geo nodes were added to the default cube. \n" ]
[ "Strange snapping behaviour\nOperating system: macOS-14.0-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Max 1.2\n\nBroken: version: 4.0.0 Alpha\nWorked: 4.0 pre 25 June.\n\n\nSnapping to vertex is not working and placing it in strange locations.\n\nTry to snap a mesh element to another vertex using snap to active. Depending on which vertex is chosen as the destination it appears in strange locations outside of the mesh. See screen recording. Used factory setting.\n\nat version e0e3650495, it breaks in a way that's consistent with the attached video\n\nat version 39386175e1, it \"sort of breaks\": looks like it will eventually snap correctly if the pointer is closer to a vertex. If slightly away from the vertex it appears to be snapping to somewhere else, not entirely consistent with what's shown in the video, but can still see it's broken.\n\n\n- Open attached file\n- Edit more, select the \"wire\" part.\n- Try to snap the \"wire\" part to vertices on the cube\n- The \"wire\" part jumps to some other places" ]
If an object is keyed, then all the selected values don't change to the input value together Operating system: Windows 10 Graphics card: Nvidia GTX 970 Broken: Blender 2.8, 2019-03-06 Description: If an object is having a keys on it, and for eg. I drag select all the scale values to change it , it only changes on x scale and no on other two. ![3YJK6JMwXK.gif](3YJK6JMwXK.gif) With just a cube in the file, if I drag select xyz input of transform and put in a value, it will get applied to all (x,y and z). But, if I key the cube and go to other frame and then drag select xyz input of transform and put in a number, it will only get applied to x. (Have attached a gif file showing the same)
[ "Renaming custom property doesn't update its animation data\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.77\n\nBroken: version: 2.90.0 Beta\nWorked: Never (2.8+)\nCombining the name change of a CustomProperty with a key then these parameters create an incorrect name and a new obeckt in the Graph Editor/Dopesheet.\n\nadd cube\n\nadd Custom Properties\nset key inside the custom Properties \n\n![original.JPG](original.JPG)\n\nedit Custom Properties add some letters /ok\n\n![rename01.JPG](rename01.JPG)\n\nset key on another frame inside the Value.\n\n\ngo inside the dopesheet/grapheditor \nall new created/names inside the Properties are listed.\n\n\n![rname_key2.JPG](rname_key2.JPG)\n\n[rename_key_Custom_Properties.blend](rename_key_Custom_Properties.blend)\n", "Objects referenced in the `UVProject` modifier property are not snapped\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1060 3GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.66\n\nBroken: version: 2.90 (sub 0)\n\nWhen i select an object as projector transform in the UVProject modifier it doesn't snap to the object I added the modifier to.\n\n- add cube\n- add an empty\n- add uvproject modifier to the cube\n- set the empty as projector transform\n- enable snaping to surface\nor\n- open attached file\nWhen moving the empty it does not snap to the cube\n[bug.blend](bug.blend)", "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)", "Alt-Drag (multi-editing) fails for HSV color buttons\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.28\n\nBroken: version: 2.83 (sub 1)\nSeems to be a long-lasting issue, as even Blender 2.81a shows the same behaviour.\n\nPretty much the title. \nTrying to assign an object color through the Object Properties tab (Viewport Display > Color) to multiple Objects doesn't work, neither by picking the Color on the Color Wheel, nor by moving the HSV sliders, while Alt-Clicking. Only the last selected Object will update.\nHowever:\n\n\n - If sliders are set to RGB, editing them will correctly affect all selected Objects.\n - The Alpha slider, which is shared between all three Color Wheel modes, works as intended and affects all selected Objects.\n\n\nFrom the Info console I've noticed a tuple is set everytime a Color is picked from the Color Wheel, but doesn't show anything when using the HSV Sliders.\nMoving the the RGB and Alpha sliders correctly sets each Object's property to the selected value.\n\n\n\n\n - Open Blender, default startup file\n\n - Add>Mesh - Select any kind of Mesh Object (have at least 2 items in the scene, or more)\n\n - Go to the Shading Panel in the top right and Select \"Object\" down the Color section, to see Object Colors in the viewport\n\n - Press A to select All Objects, or alternatively, select them one by one by Shift+Right Click\n\n - Go to Object Properties > Viewport Display > Color\n\n - Hold ALT either while clicking on the Color Wheel or while moving the HSV Sliders. Only the last selected Object will update.\n\n\n\n\n - While holding ALT, try moving the Alpha slider. All selected Object will update.\n\n - In the Color Wheel, select the RGB tab. While holding ALT, try moving the R, G or B slider. All selected Object will update.\n\n\n\n\nHere's a quick demonstration:\n\n[2020-01-20_22-01-14.mp4](2020-01-20_22-01-14.mp4)\n\nAnd the Info panel readings:\n[2020-01-20_22-02-46.mp4](2020-01-20_22-02-46.mp4)\n", "Auto keying not keying for child bones and not transformed\nOperating system: Windows 10\nGraphics card: RTX 3060 Ti\n\nBroken: (3.1.0 c77597cd0e15 master 2022-03-08 18:16)\n\nWhen I tried to auto key multiple bones by select these and hit G > Mouse1 only the top of parented bone is keyed and nothing for anything else \n\n・Add armature\n・In edit mode -> extrude bone\n・Enable Auto keying\n・In pose mode -> Select All (A) ->Move/Rotate/Scale(but not make any transform, just apply) to add a keyframe\n\nTest file with first 3 steps included:\n[#96473.blend](T96473.blend)", "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 continuosly freezes when transforming an object\nOperating system: Ubuntu 20.04.4 LTS\nGraphics card: ntel Corporation Skylake GT2 [HD Graphics 520] (rev 07)\n\nBroken: 3.1.2\n\n\nBlender continuosly freezes when transforming an object.\n\nCreate a General project (With the default cube). Scale the cube in every direction. Continue doing this and it the app will freeze. The debug log is filled with the following message:\n\n\n> INFO (gpu.debug): Notification : memory mapping a busy \"miptree\" BO stalled and took 0.039 ms.\n\n\n\n\n", "Keymap changes are not reflected for the local view setting\nOperating system: Linux-5.18.10-arch1-1-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.57\n\nBroken: version: 3.3.0 Alpha, branch: Unknown, commit date: Unknown Unknown, hash: `rBUnknown`\nWorked:\n\nWhen I turn off frame selected in keymap -> local view and restore it to its default it keeps the old behavior until blender is restarted.\n\nI tested changing delete in object mode (x) key to disable confirm and when I restored it it worked as expected so I think it is related to local view specifically.\n\n- Open default scene\n- In Preferences > Keymap: search for local view and uncheck `Frame selected` checkbox\n- use the shortcut in viewport. Notice frame select operation is not performed (which is expected)\n- In keymap, restore changes\n- Again use shortcut to switch to local view (frame selected operation is expected to execute but it doesn't)\n![bug.gif](bug.gif)\n\n", "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", "Wrong property changing `matrix_world` and destructive undo via RMB.\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.23\n\nBroken:\nversion: 3.6.1\nversion: 4.0.0 Alpha\nWorked: never\n\nReturning to the original state during editing (or canceling) does not give the result that was when editing was started.\n<video src=\"attachment\" title=\"2023-08-16 21-40-53.mp4\" controls></video>\n\n1. Copy script and run\n```python\nimport bpy\n\nclass Panel(bpy.types.Panel):\n bl_idname = 'Panel_PT_Panel'\n bl_label = \"Test Panel\"\n bl_space_type = 'TEXT_EDITOR'\n bl_region_type = 'UI'\n bl_category = 'Text'\n def draw(self, context):\n col = self.layout.column()\n ob = context.object\n col.prop(ob,'name')\n col.prop(ob,'matrix_world')\n\nif __name__==\"__main__\":\n bpy.utils.register_class(Panel)\n```\n2. Quickly change the scale value for the object matrix.\n3. Press Right mouse button.\n\n", "Set parent (keep transform without inverse) has no effect on scale\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: GeForce GTX 750 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 3.2.0 Alpha\n\n\nSet parent (keep transform without inverse) has no effect on scale. End result is different if use Set parent (without inverse)\n\n[parent_scale.mp4](parent_scale.mp4)\n", "No Vector Displacement On Instances\nWindows 10 x64\n\n2.79.4\n\nVector displacement doesnt work with instances, It mirrors the displacement on the first object, Im sure this is working as intended but there are many cases where you need to displace actual instances as well.\n\nHaving a checkbox somewhere to enable instance displacement would be amazing\n\n\n\n![blender_2018-07-27_22-07-02.png](blender_2018-07-27_22-07-02.png)\n\n[instances.blend](instances.blend)\n", "Dynamic Paint doesn't update to original values on start frame\nOperating system: win10 64\n\nBroken: 2.81\n\nAdd *Dynamic Paint (Canvas)* to any mesh and try to set 0 as a start frame of simulation.\n\n1. Open file and see how Displace modifer doesn't affect mesh\n2. Run animation -> bake current cache\n3. First problem: see how weight is empty at the mesh origin (Displace modifier works except begining of animation)\n4. Second problem: return to frame 0 -> weight doesn't updated to original values (Displace modifier still active on vertex group)\n\n[dyn_paint.blend](dyn_paint.blend)", "Multi-User Action keeps moving object after deleting all keyframes until reloading file\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92\n\nBroken: version: 2.92.0\n\nDeleting keys from action with several users doesn't update correctly.\nActions without any keyframes keep changing the object until you revert the file.\n\n1. Add two keyframes to the default cube. (Scale it up and move it to the side)\n2. ALT+D to create a linked copy.\n3. On the linked copy, go to the dopesheet (e.g. action editor)\n4. Delete the keys. Because the action has two users, the keys should be deleted for all users.\n5. Play the animation. You'll see the original copy still moves according to the original keys.\n\n[#88208.blend](T88208.blend)\n\nThank you for taking a look at this! :)\nSeems like a bug to me.\n", "Drivers not updating correctly when multiple drivers are relying on single property value change (viewport issue only)\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 417.35\n\nBroken: version: 2.81 (sub 10)\nAlso tested on 2.80 release version. Happened for me there for the first time so I've downloaded newest build to check if issue still occurs.\n\nWhen multiple drivers are linked into the same property, changing value of that property is not always propagated to all drivers. It looks like some sort of race condition, although I don't think it's caused by switching property back and forth and threads overlapping in that scenario, because even when doing this slowly, issue occurs. Issue also occurs when clicking arrows on a property instead of dragging left/right. \n\nSeems to be related to viewport displaying only. As presented at the end of linked video, rendering scene in such broken state is working correctly.\n\n1. Open provided blend file\n2. Select small cube at the bottom of the screen\n3. Cube has a property on it. Switch its value back and forth.\n4. When property is set to 0, only vertical bars should be visible. When property is set to 1, only horizontal bars should be visible.\n5. Not every time, but occasionally bar is visible when it shouldn't or the other way around.\n\nVideo of bug occurrence:\n\nwatch?v=5wrGXl3KnrQ&feature=youtu.be\n\n[bug-drivers.blend](bug-drivers.blend)" ]
[ "Keyframing one transform option reset other transforms\nOperating system: Windows 10\nGraphics card: 2x 1080 Ti\n\nBroken: 2.80, 1b6a394d862, 2018-12-03 23:39\n\nIf you have an animated object, lets say location and rotation have keyframes, and you animate (not keyframe) both location and rotation further down the line, and then decide to keyframe location by Shortcut I -> Location or Right Click on the property, the other property gets reset to the last known value. \nYes I could keyframe both properties at the same time but that behavior is still odd.\n\n\nBased on the default startup or an attached .blend file (as simple as possible).", "Keyframe convenience not working\nSystem Information\nOperating system: Linux Mint 19\nGraphics card: GT 630\n\nBlender Version\nBroken:\n2.80 (sub 39), branch: blender2.8, commit date: 2018-12-20 23:46, hash: 7a26e930a8c0\n\nIt's hard to put it in words. Setting values by dragging all three value sliders at once, and then dragging all three keyframe enablers at their right hand side, the set value changes to something else:\n[Convenient keyframe bug.mp4](Convenient_keyframe_bug.mp4)\n\nIn words: Keyframe the resting position of the default cube by dragging over all three \"Animate property\"-knobs which are located at the right hand side of the \"Location\"-value-triplet in [Properties editor/Object/Transform].![dragg to enable keyframes.png](dragg_to_enable_keyframes.png)\n\nChange the frame,\n![change frame.png](change_frame.png)\nclick-hold on the x-location value, drag over y- and z-value in order to change the triplet by dragging them altogether to the right.\n![drag the triplet.png](drag_the_triplet.png)\nKeyframe the new value of x, y and z by dragging down from the upper keyframe knob to the one at the bottom (z-value).\n![drag.png](drag.png)\nThe set values change in a way that the y and z turn to zero.", "Keyframe values get reset while setting keyframes\n(Bug occured on two systems with two Blender 2.8 versions.)\nOperating system: (1) Arch Linux, (2) Windows 10\nGraphics card: (1)Rx 580, (2) GTX 1050 mobile\n\nBroken: (1) 2.8 81a7f6c84844, (2) 2.8 90f6fd0a3651\nWorked: 2.79b 2c0c1f494dcf\n\n**If you want to animate something, that requres multiple values to be keyed simultaniousely, you will run into issues with keyframe values being reset.**\n\nHow to reproduce\n - select Deafult Cube\n - set a keyframe to Rotation and Translation\n - go to another spot in timeline\n - change Rotation and Translation of Cube\n - Set a second keyframe to Translation. Now the changes to rotation will have disappeared.", "Illogical Animate property feature\nOperating system: Windows 10 Pro\nGraphics card: Intel UHD 630\n\nBroken:\nBlender 2.80, 893fa598319e,2019-02-24\n\nAnimate property feature keeps resetting object position, rotation, scale. \n\nStep 01: Loading new default Scene.\nStep 02: Select Cube object go to property position, rotation, scale.\nStep 03: Add initial Key frames animation from the Animate property buttons with click+drag.\nStep 04: Go to random place in timeline.\nStep 05: Add second set of Key frames animation from the Animate property with click+drag HERE object position for example is reset and only first key stroke is registered other aren't. That leads to other two property get reset to last key frame added.\n\n[Rep 01.mp4](Rep_01.mp4)" ]
Reloading the script breaks the interface Operating system: Windows-10-10.0.17763 64 Bits Graphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.35 Broken: version: 2.80 (sub 61) Worked: (optional) [record_2019-05-11-1709-53.mp4](record_2019-05-11-1709-53.mp4)
[ "[winerror 233] .glb, .gltf\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce MX130/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.42\n\nBroken: version: 3.6.2\n\n\n\ncant import .glb or .gltf files\n\n", "Hair particles crashing when baking or animating\nOperating system: windows 10 64 , windows 8 64\nGraphics card: intel, nvidia\n\nBroken: blender-2.81-9bd0d8b5505a-windows64\nWorked: (optional)\n\nwhen trying to bake a hair particles the system hangs giving this message\n\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF7CEBD24A4\nModule : C:\\Users\\dribeiro\\Desktop\\blender-2.81-9bd0d8b5505a-windows64\\blender.exe\n\n\nopen the file\nclick 'play' on timeline or bake on hair particles\n\nNEW INFO\nremoving the hair particles the animation runs normally\n[giselle.blend](giselle.blend)", "Blender crash when selecting and moving vertex using API\nOperating system: Linux Mint 20 Ulyana\nGraphics card: NVIDIA GeForce RTX 2060 Super\n\nBroken: 2.91.2, 5be9ef417703, master, 2021-01-19\n\n\nBlender crashes when opening a new instance pasting the below script in a new document in the \"Scripting\" editor and clicking play:\n\n```\n\nimport bpy\n\ncontext = bpy.context\n\n# Assume default cube exists and select it\nobj = bpy.data.objects[\"Cube\"]\nobj.select_set(state=True)\ncontext.view_layer.objects.active = obj\n\n# Select a vertex and move it\nobj = bpy.context.active_object\nobj.data.vertices[0].select = True\nbpy.ops.object.mode_set(mode = 'EDIT')\nbpy.ops.transform.translate('INVOKE_DEFAULT',\n constraint_axis=(True, True, False),\n orient_type='GLOBAL',\n release_confirm=True)\nbpy.ops.object.mode_set(mode='OBJECT')\n```\n", "Blender 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)", "\"Repeat History\" unavailable after \"Undo\"\nCurrently undo clears the operator history,\nideally this should instead keep these actions in sync with the undo history.\n", "adding drivers in the compositor always results in a dependency cycle which often causes blender to hang when reopening the saved .blend file.\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.92\n\nBroken: version: 2.90.0 Alpha\n\nadding drivers in the compositor always results in a dependency cycle which causes blender to hang when reopening the saved .blend file.\n\n\nJust to clarify, the append issue I mention in the video only happens if you copy and paste 3d objects from a file with the dependancy cycle problem into a new file, save the new file, and then try and append that new file into another new file, in this instance it also results in a missing data block if trying to re-open the file you copied into.\n\n[compositor dependancy cycle on all drivers.blend](compositor_dependancy_cycle_on_all_drivers.blend)\n\n[2020-06-02 17-50-21.mp4](2020-06-02_17-50-21.mp4)\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.", "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", "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", "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", "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", "Drivers don't refresh simulations.\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.77\n\nBroken: version: 2.90.0\nAs far as i can remember this bug exists at least from Blender 2.81\n\nAdding Drivers to any of the cloth simulation values will result in them not refreshing the bake when changing that value. When any of these values are changed by the Drivers, user needs to manually go back into the cloth simulation settings and either switch a random setting or Re-Bake the simulation for it to update to the current settings.\n\nAdd custom property to any object -> Copy that value as driver -> Paste it into any of the cloth simulation value settings -> Values will update but cloth simulation won't refresh, forcing you to go back into the cloth settings and refresh them manually. \n\n", "closest_point_on_mesh() freezes Blender when called from a driver\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 580/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.35\n\nBroken: version: 2.82 (sub 6)\nWorked: 2.79\n\nCalling closest_point_on_mesh() from within a driver causes Blender to freeze.\n\n[test2.blend](test2.blend)\nOpen the file allowing scripts -> Freeze", "Driver based on NLA strip data throws error\nOperating system: win 10\nGraphics card: 1050ti\n\nBroken: 3.2.0\n\nDriver based on NLA strip's start frame throws \"invalid target\" error when strip is being moved along timeline. Needs manual update after every moving operation to work correctly.\n\n\n\n - Add Empty, create any action for it, push it down in NLA editor\n - With RMB click*Copy as new driver* strip's start frame \n - On default Cube add Geometry Nodes tree and create input float value, *Paste driver* here with RMB click\n - Select NLA strip and press G to move it along timeline -> driver error: \"Invalid target channel\"\n\nOr in provided file select NLA strip and press G to move it along timeline\n\n[driver_error.blend](driver_error.blend)", "Weird VSE crash\nOperating system: Win11\nGraphics card: RX580\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen) blender 4.0.0 alpha\nWorked: (newest version of Blender that worked as expected) no clue\n\nBlender crashes on opening file. Was trying to make an alternative caption that gets around the Multiply color issue #112267 but came across a new bug.\n\nBased on the default startup or an attached .blend file (as simple as possible).\nOpen the file I've attached\n\n" ]
[ "Reloading scripts causes toolbar misalignment\nOperating system:\tWindows 7\nGPU:\t\t\tRadeon Vega 64, Divider version: 19.4.1\nCPU:\t\t\tIntel Core i7-5960X\n\nBroken: 2.80, `blender-2.80.0-git.5dd8c3f0cb83-windows64`\n\n\n\nscript.reload (called by F8) causes the toolbar icons to be misaligned.\n\n{[F7554516](Capture.PNG), height=400}\n\n**Exact steps for others to reproduce the error from scratch**\n\n - Press F8\n\n", "Running reload scripts operator shifts toolbar icons\nWindows 10 x64\nGTX 950M\n\nBroken:\nDate: 2018-12-03\nHash: f0432e37ab0\nBranch: blender 2.8 (Beta)\n\nRunning reload scripts operator causes toolbar icons to shift to the right. Looks like it only happens with the single or double icon layout. I noticed this also happened when you could still add tabs to toolbar in early versions of 2.8.\n\n![toolbar_shift.png](toolbar_shift.png)", "RC3 - after `bpy.ops.script.reload()` icon interface in 3D view looks bugged\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 970M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 385.41\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\nUsing `bpy.ops.script.reload()` in console (or after set as shortcut) results in the icon interface in 3D view to look bugged.\n![Blender-RC3_script-reload-broken.png](Blender-RC3_script-reload-broken.png)\n\n\n1. Download latest Blender (RC3) for Win7 64-bit\n2. Make sure all custom add-ons are disabled in Preferences.\n3. Open Blender console and execute: `bpy.ops.script.reload()`\n4. Observe icons in 3D view being displayed and the background changing to lighter grey (see image)\n\n\n**Notes**\nIf `bpy.ops.script.reload()` needs re be re-implemented, please take into consideration the suggestions made here: T66924\nIt would be great if we can reload a single add-on." ]
2.78a/2.78c problem with multiple xscreens (cursor capture broken while navigating in blender) Linux X.Org X Server 1.12.3 ATI with fglrx driver Broken: tested 2.78a and 2.78c Worked: 2.77 #22a2853 if you have seperate xscreens (:0.1, :0.2, :0.3) and pan the view with middlemousebutton in blender running on screen :0.0 for example. the cursor can get grabbed by another screen, for example :0.1 but imho cursor should end up where the panning got started?! as described above, works with any file...
[ "Continuous Grab occasionally fails\nOperating system: Linux 5.9.10-arch1-1 (KDE Plasma desktop)\nGraphics card: NVIDIA GTX 980Ti (455.45.01)\n\nBroken: 2.80 - 2.92 master\nWorked: N/A\n\n\nMouse wrapping sometimes fails to transition screen edges, requiring at least a pixel of backpedaling with the mouse. This seems to affect all mouse-wrapping operators. Initially this report was written in terms of Shear, with which I've discovered this behavior.\n\nMesh edit mode Shear operator sometimes gets stuck on the toolbar side of window, showing the system mouse pointer (perhaps due to mouse passing over the toolbar?), needing at least one pixel of motion to the right to untangle it.\n\n[Video ](PeSL2fzKfT4).\n\nThis does not seem to occur if:\n- viewport is not touching window edge\n- window is made fullscreen\n\n\n- Make sure your window is not made fullscreen and that the 3D viewport is bordering window edges\n- Enter edit mode, select all and invoke Shear operator. Move the mouse continuously to the left, until it eventually gets stuck.", "Blender stops updating display after GPU spike\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Intel(R) Iris(R) Plus Graphics Intel 4.5.0 - Build 27.20.100.8681\n\nBroken: version: 2.92.0 Beta\nWorked: I have not found a version that works as expected on this computer. I have tried 2.79, 2.8, 2.91\n\nI was premature in saying the problem is gone for [#85061 ](T85061).\n>After a few minutes of using Blender, the window freezes. Windows does not detect that it is not responding, but Blender does not respond to any input, including clicking on the close button. All elements that are drawn by Blender remain as they were at the moment of the crash except if I resize the window smaller.\n\nIf I watch the performance tab on Windows Task Manager, the freeze coincides with a 100% spike on the GPU.\nAs long as that spike doesn't happen, there is no problem, but once it does, Blender stops responding to any input, but it does not crash.\nI have updated my graphics drivers.\n[blender_debug_output.txt](blender_debug_output.txt)\n\nI have not determined exact steps. It has occurred on multiple files doing multiple different tasks. As far as I can tell, there is no correlation between what I am working on or what task I am performing, and the error occurring.\n", "Can't pan more on the viewport when set to camera view with a wide resolution.\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.28\n\nBroken: version: 2.81 (sub 16)\n\nI can't pan to the side more than this with the camera on the viewport. I wanted to have the cube in the center of the viewport but blender just doesn't pan anymore.\n![camerabug.jpg](camerabug.jpg)\nHOWEVER! if I change the ratio of the 3D editor, it works (up to a limit), it is a workaround, but a weird one!\nLike this:\n![camerabug2.jpg](camerabug2.jpg)\n\nOpen the file and try to pan to have the cube on the center of the viewport without exiting camera view:\n[Camera_pan.blend](Camera_pan.blend)\nThis happens with this kind of resolution settings and the camera > sensor fit > set to Vertical (that I need in my project).\n", "'Frame selected' with 'Lock To 3D Cursor' sets weird focus\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.29\n\nBroken: version: 3.2.0 Alpha\nand 3.1\n\nIf you select something and do 'view3d.view_selected' while View Lock is set to 'To 3D Cursor', the view will focus on the cursor instead of the selected object and if you pan and do 'Frame selected' again, you will get somewhere near the cursor instead of the selected object.\n\nAlso, calling 'view3d.view_center_cursor' won't do anything while 'To 3D Cursor is active'.\n\n1. activate 'Lock': 'To 3D Cursor'\n2. select an object\n3. View -> 'Frame Selected'\n[Video.mp4](Video.mp4)\n\n\n", "Cursor jumping to edge of screen when lifting pen from tablet area (wintab)\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89\n\nBroken: version: 3.0.0 Beta\nWorked: 2.93\n\nTablet model: Huion h950p\nTablet api: Wintab\n\nWhen lifting the pen away from the tablet area, the cursor occasionally jumps to the edge of the screen, causing unexpected camera jumps or preventing hotkeys from being used in the 3d view.\n\nThe problem only happens with the Wintab api.\n\n\n - Set the tablet api to Wintab\n\n - Start creasing some edges and repeatedly lift and return the pen to the tablet area\n\n[cursorjump.mp4](cursorjump.mp4)\n\n", "Issue with toggling fullscreen in camera view in cycles\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce MX130/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.48\n\nBroken: version: 2.81 (sub 15)\nWorked: version 2.79\n\nThe location of the object in camera view shifts when toggling fullscreen\n\nBased on the default startup\n1. Switch the render engine to cycles\n2. Numberpad 0 enter camera view and scroll to zoom in\n3. Switch to rendered view\n4. Open Window menu and toggle window full screen\n5. Ctrl Alt Space bar to full screen the area\nWatch the attached video for details.\n[Fullscreen Bug 3.mp4](Fullscreen_Bug_3.mp4)\n\n", "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.", "Render: Option to use fullscreen depthbuffer for tracing\nAdd an option to allow the use of a more precise depth buffer when doing screen space effects.\n\nThat may solve some issue regarding noise or self intersection.", "Zoom to mousepos makes 2D Views pan after zoom limits are reached\nOperating system: macOS-12.6.3-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 455 1.2\n\nBroken: version: 4.0.0 Alpha\n\nOnce the zoom limit is reached, the view starts to pan rather than stop.\n\nIt was reported #43554 and fixed for `zoomstep` in 6b107daf23c5 earlier, but not for `zoomdrag`.\nThe same fix can be applied to `zoomdrag` as well.\n\n- Enable \"Zoom to Mouse Position\" preference\n- In Node Editor, zoom with Ctrl + MMB-drag, or Ctrl + trackpad-pan\n- When the zoom limit is reached, the view will start panning\n\n", "Eyedropper: Sampling on another window does not work on Linux\nOperating system: Ubuntu 20.04 LTS (Linux-5.4.0-40-generic-x86_64-with-debian-bullseye-sid 64 Bits)\nGraphics card: AMD Radeon RX 5700 XT (NAVI10, DRM 3.37.0, 5.4.0-40-generic, LLVM 10.0.0) X.Org 4.6 (Core Profile) Mesa 20.0.8\nGraphics driver: amdgpu-pro-20.20-1089974-ubuntu-20.04\n\nBroken: version: 2.90.0 Alpha\nWorked: none\n\nAfter [D7910](D7910), sampling on other windows should have worked but it still doesn't on Linux.\n\nMake sure to have 2 separate windows of the same blender file (`Window` > `New Window`).\nUse eyedropper from one window to sample something on the next.\nEyedropper tool becomes a normal cursor once it leaves the window that initiated the tool.", "Annotations (D) do not work with 3d cursor tool (keymap issue)\nMacBook Pro (Retina, 15-inch, Mid 2015)\n2.5 GHz Intel Core i7\n16 GB 1600 MHz DDR3\nAMD Radeon R9 M370X 2048 MB\nIntel Iris Pro 1536 MB\n\nBlender 2.80 Alpha 2\nHash: c94f806dc73\n\ndate: 2018-11-14 22:51\n\nAnnotation tool does not work when pressing D and LEFT MOUSE BUTTON.\n\nAnnotation tool will work when searching with CMD+F; but also within the search, if you click ENTER the annotation tool will pop up for a split second and disappear. \n\nAttaching a short video.\n[Annotation Bug.mov](Annotation_Bug.mov)\n", "Cursors Design\n\n'Cursor' in this context refers to on-screen mouse cursors, such as these:\n{[F7715096](Screen_Shot_2019-09-03_at_13.25.16.png), size=full}\n\n\n### Issues\nIn Blender, our cursors are quite weak.\n\nThe biggest issues are: \n\n - Many tools lack cursors, meaning that it's not clear what will happen when you click\n - With the toolbar hidden, for most tools there's no indication inside the viewport of what will happen when you click\n - It's not clear why cursors change (based on tool, mode, something else?)\n\n\n### The purpose of the cursor\nThe purpose of the on-screen cursor is twofold\n\n - Communication: Give the user an indication of what will happen when they click. (Knife, eyedropper etc)\n - Precision: Help the user accurately aim at items then wish to select, paint on, or otherwise alter\n\nIn Blender, we can make use of *much* richer cursor support. Cursors can communicate so much more than what they do currently. For example:\n\n - The active tool\n - Certain tool settings (add/remove to selection, for eg)\n - Navigation (As you hold down keyboard keys, the cursor can update to reflect the navigation interaction)\n\n-----\n\n### Cursor rules\nTo develop a consistent system of tool cursors, we can lay down a series of rules for cursors to follow:\n\n - For tools that don't allow you to select, but do something different, always use a bespoke cursor (See Knife, Eyedropper etc)\n \n\n### Companion cursors\nFor many tools, the simplest solution for a cursor can be to simply append the tool icon to a smaller pointer, like so:\n\n{[F8622954](Screenshot_2020-06-15_at_23.07.32.png), size=full}\n\n\n## Gizmos\n| Hovering over any gizmo | Transform cursor | ![Screenshot 2020-06-08 at 20.34.28.png](Screenshot_2020-06-08_at_20.34.28.png) |\n| -- | -- | -- |\n\n## Navigation\nWhen simply manipulating the view, we could add special cursors, rather than just keeping the arrow:\n| Zoom | Magnifier | ![Screenshot 2019-09-26 at 23.23.33.png](Screenshot_2019-09-26_at_23.23.33.png) |\n| -- | -- | -- |\n| Pan | Hand | ![Screenshot 2019-09-26 at 23.23.22.png](Screenshot_2019-09-26_at_23.23.22.png) |\n| Orbit | Eye | ![Screenshot 2019-09-26 at 23.22.56.png](Screenshot_2019-09-26_at_23.22.56.png) |\n\n## Tools\n\n{[F8622927](Screenshot_2020-06-15_at_23.03.22.png), size=full}\n\nThe use of the companion cursor is for tools which override selection. By default, that means tools like Measure, Cursor, Add (Cube, Sphere etc), Loop Cut, Knife and so on. Tools like Bevel, Extrude Region, Inset etc use a gizmo, so for those we keep the default cursor, *except* if the tool setting is set to Active Tool, in which case those tools *do* override selection.\n\n| Draw Tool | brush crosshair | ![Screenshot 2019-09-26 at 23.48.26.png](Screenshot_2019-09-26_at_23.48.26.png) | |\n| -- | -- | -- | -- |\n| Fill Tool | Paint Bucket | |\n| Blur Tool | Smudge finger | |\n| Cursor Tool | 3D Cursor crosshair | \n| Eyedropper | Eyedropper | |\n\n## Additional overlays\nThere are some cases where the cursors can contain even more information than just the active tool. Here are some examples:\n\n - Box select extend or subtract:\n\n{[F8622946](Screenshot_2020-06-15_at_23.06.21.png), size=full}\n\nWe can make it so the crosshair gets a plus or a minus depending on which tool setting is chosen.\n\nLasso Select:\n\n{[F8622948](Screenshot_2020-06-15_at_23.06.48.png), size=full}\n\n### Related tasks\n[D5197: UI WIP - Changes to Cursors](D5197)", "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", "View Pan not working for smaller clip start value\nOperating system: win 10 pro\nGraphics card: rtx 2060\n\nBroken: 3.5, 2.83\nWorked: never?\n\nFor smaller `clip start` value when we zoom out, `View pan` does not work\n\n- Open .blend file\n- Pan around by any method\nIncrease `clip start` value, this will fix panning problem\n[Sand_003.blend](Sand_003.blend)", "Touchscreen 'Continuous Grab'\nOperating system: Linux-4.15.0-54-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: Mesa DRI Intel(R) Haswell Mobile Intel Open Source Technology Center 4.5 (Core Profile) Mesa 19.0.2\n(bug also tested on Windows 10)\n\n\nBroken: version: 2.80 (sub 74)\nWorked:\n\n\n* Activate a gizmo using the **touchscreen** on a computer. (The 3D navigation gizmo for example)\n* Drag your finger outside the original editor\n* The gizmo is manipulated incorrectly\nThis bug disappears if \"*continuous grab*\" is disabled in the User Preferences.\nI think it's a matter of auto-disabling *continuous grab* while receiving touch input, like how pen tablets are handled." ]
[ "Twin Monitor: mouse cursor moves to second monitor sporadically\nOperating system: Ubuntu 18.03\nGraphics card: Nvidia 7600GT\n\nBroken: 2.79b release\n(example: 2.79b release)\n(example: 2.80, edbf15d3c044, blender2.8, 2018-11-28, as found on the splash screen)\nWorked: (optional)\n\nTwin Monitor: mouse cursor moves to second monitor sporadically\n\nBased on the default startup or an attached .blend file (as simple as possible).\n- open material tab\n- click on Diffuse colour\n- pick up colour\n- release mouse button\n- BUG: mouse jumps to second monitor\n\nNOTE: same bug is showing when I move (G key) or Extrude (E) any entities\n\n\n\n", "Mouse jumps monitors on middle button release\nUbuntu 16.10 amd64\n2x GT-610 with CUDA (4 monitors)\n\nBroken: 2.78a\nWorked: 2.77\n\nWhen manipulating the 3D view with the middle mouse button, upon releasing the middle button the mouse jumps to a different screen than where I was working. Which screen the mouse jumps to is dependant on which screen Blender is running in. It only seems to happen on monitors connected to GPU-0 - if I run Blender on the other monitors on GPU-1 it is fine.\n\nI guess to replicate it you will need a dual-card quad display NVidia system. No special .blend file is needed - the default startup file is enough." ]
Blender crashes when trying to open the asset browser Operating system: Windows-10-10.0.22621-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 3080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.61 Broken: version: 3.6.2 A similar issue was reported before: 106255#issuecomment-932005 With Blender 3.6.1, the issue wasn't gone, but I was at least able to open the asset browser, and drop a few of them into the viewport before Blender would crash. With the latest update 3.6.2, now just trying to open the asset browser causes Blender to crash right away. See the screen capture attached. The log file is attached too.
[ "GPU Subdivision: Crash on applying Subdivision Surface Modifier\nOperating system: Win 10 22H2 10.0.19041\nGraphics card: Intel® HD Graphics 5500 Driver version: 20.19.15.5171\n\nBroken: All versions after 2.93.11\nWorked: 2.93.11\n\nBlender crashes when applying the Subdivision Surfaces modifier. Tested with various different geometries (meshes, NURBS)\nCrash probably occurs with old intel GPUs\n\n- Start Blender\n- Apply SS modifier to cube OR delete cube, add another object (cube? lol), add modifier to that", "Old blend file corrupts to crash blender, I guess\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: AMD Radeon R9 200 Series ATI Technologies Inc. 4.5.14761 Core Profile Context 20.11.2 27.20.14540.4003\n\nBroken: version: 3.0.0\n\nCrashes here and there. RN I witness crush form select/deselect. help plz ;c\n\nI do, tho, have installed two PROBABLY outdated addons BUT in new file crash doesn't seem to happen.\n\nThe problem is - Idk exact steps, but overall it takes to select/deselect all/smth at all few times\n\nSteps\n- Open the provided .blend below\n- Enter edit mode on the main SN4K3Mesh\n- Select-All, De-Select-All (Repeat)\n\n[#94213-asan.txt](T94213-asan.txt)\n\n```\n# Blender 3.0.0, Commit date: 2021-12-02 18:35, Hash f1cca3055776\nbpy.ops.object.editmode_toggle() # Operator\nbpy.ops.mesh.select_all(action='SELECT') # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_all(action='SELECT') # Operator\n\n# backtrace\nException Record:\n\nExceptionCode : EXCEPTION_ACCESS_VIOLATION\nException Address : 0x00007FF715993808\nException Module : blender.exe\nException Flags : 0x00000000\nException Parameters : 0x2\n\tParameters[0] : 0x0000000000000000\n\tParameters[1] : 0xFFFFFFFFFFFFFFFF\n```\n```\n# Blender 3.0.0, Commit date: 2021-12-02 18:35, Hash f1cca3055776\nbpy.ops.object.editmode_toggle() # Operator\nbpy.ops.mesh.select_all(action='SELECT') # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_all(action='SELECT') # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\n\n# backtrace\nException Record:\n\nExceptionCode : EXCEPTION_ACCESS_VIOLATION\nException Address : 0x00007FF71599380C\nException Module : blender.exe\nException Flags : 0x00000000\nException Parameters : 0x2\n\tParameters[0] : 0x0000000000000000\n\tParameters[1] : 0xFFFFFFFFFFFFFFFF\n```\n\n[SN4K3.blend](SN4K3.blend)\n\n[SN4K3.crash.txt](SN4K3.crash.txt)", "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)", "Cycles Render with Intel UHD GPU Crashes\nOperating system: macOS Ventura 13.0.1\nGraphics card: Intel UHD Graphics 630 (built-in), AMD Radeon RX 6800 (eGPU)\n\nBroken: 3.4.0 (downloaded from the Blender website)\nWorked: the last 3.3.1\n\nIt is impossible to render in Cycles with the Intel GPU enabled: Blender crashes\n\nOn a Mac Mini 2018 (Intel) with 6-core i7 CPU and 32GB of RAM, with Stage Manager enabled, open Blender, load a file, then in the Preferences, enable only the Intel GPU (uncheck the eGPU), and start rendering. Note: unless it is the first attempt (that involves the loading of the kernels), unchecking the eGPU may not even be necessary.\nWhen the preliminary steps are finished (such as the BVH building, importance map, and so on), Blender will crash before the rendering proper starts (before anything appears in the render result output).\nThe subsequent error dump will look as follows: \n![image.png](image.png)\nThe full dump is below:\n\n```lines\n-------------------------------------\nTranslated Report (Full Report Below)\n-------------------------------------\n\nProcess: Blender [4086]\nPath: /Applications/Blender.app/Contents/MacOS/Blender\nIdentifier: org.blenderfoundation.blender\nVersion: 3.4.0 (3.4.0 2022-12-07)\nCode Type: X86-64 (Native)\nParent Process: launchd [1]\nUser ID: 501\n\nDate/Time: 2022-12-09 13:00:26.8303 +1000\nOS Version: macOS 13.0.1 (22A400)\nReport Version: 12\nBridge OS Version: 7.0 (20P420)\nAnonymous UUID: DA7E5727-A75F-6765-C417-804DFCD4552C\n\n\nTime Awake Since Boot: 5000 seconds\n\nSystem Integrity Protection: enabled\n\nCrashed Thread: 35\n\nException Type: EXC_CRASH (SIGABRT)\nException Codes: 0x0000000000000000, 0x0000000000000000\n\nID Vend/Dev\n8488 73bf1002\nSeconds Ago ID Type\n 5000.0 8488 Attach\n\n\nThread 0:: Dispatch queue: com.apple.main-thread\n0 libsystem_kernel.dylib \t 0x7ff8140160ce __semwait_signal + 10\n1 libsystem_c.dylib \t 0x7ff813f2ab4a nanosleep + 196\n2 libsystem_c.dylib \t 0x7ff813f2aa80 usleep + 53\n3 Blender \t 0x1069dd928 WM_main + 24\n4 Blender \t 0x106262b8e main + 878\n5 dyld \t 0x7ff813d21310 start + 2432\n\nThread 1:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 2:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 3:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 4:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 5:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 6:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 7:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 8:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 9:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 10:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 11:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 12:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 13:: caulk.messenger.shared:17\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 caulk \t 0x7ff81d7598f8 caulk::mach::semaphore::wait_or_error() + 16\n2 caulk \t 0x7ff81d73f664 caulk::concurrent::details::worker_thread::run() + 36\n3 caulk \t 0x7ff81d73f328 void* caulk::thread_proxy<std::__1::tuple<caulk::thread::attributes, void (caulk::concurrent::details::worker_thread::*)(), std::__1::tuple<caulk::concurrent::details::worker_thread*> > >(void*) + 41\n4 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n5 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 14:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 15:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 16:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 17:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 18:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 19:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 20:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 21:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 22:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 23:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 24:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 25:: com.apple.audio.IOThread.client\n0 libsystem_kernel.dylib \t 0x7ff8140136a2 mach_msg2_trap + 10\n1 libsystem_kernel.dylib \t 0x7ff81402167d mach_msg2_internal + 82\n2 libsystem_kernel.dylib \t 0x7ff81401a71a mach_msg_overwrite + 723\n3 libsystem_kernel.dylib \t 0x7ff814013989 mach_msg + 19\n4 CoreAudio \t 0x7ff81635f8a5 HALB_MachPort::SendSimpleMessageWithSimpleReply(unsigned int, unsigned int, int, int&, bool, unsigned int) + 111\n5 CoreAudio \t 0x7ff8162384c1 HALC_ProxyIOContext::IOWorkLoop() + 3783\n6 CoreAudio \t 0x7ff816237029 invocation function for block in HALC_ProxyIOContext::HALC_ProxyIOContext(unsigned int, unsigned int) + 63\n7 CoreAudio \t 0x7ff8163be630 HALB_IOThread::Entry(void*) + 72\n8 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n9 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 26:\n0 libsystem_kernel.dylib \t 0x7ff8140161fe __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t 0x7ff8140527e1 _pthread_cond_wait + 1243\n2 libopenblas64_.0.dylib \t 0x136d5a49f blas_thread_server + 207\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 27:\n0 libsystem_kernel.dylib \t 0x7ff8140161fe __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t 0x7ff8140527e1 _pthread_cond_wait + 1243\n2 libopenblas64_.0.dylib \t 0x136d5a49f blas_thread_server + 207\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 28:\n0 libsystem_kernel.dylib \t 0x7ff8140161fe __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t 0x7ff8140527e1 _pthread_cond_wait + 1243\n2 libopenblas64_.0.dylib \t 0x136d5a49f blas_thread_server + 207\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 29:\n0 libsystem_kernel.dylib \t 0x7ff8140161fe __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t 0x7ff8140527e1 _pthread_cond_wait + 1243\n2 libopenblas64_.0.dylib \t 0x136d5a49f blas_thread_server + 207\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 30:\n0 libsystem_kernel.dylib \t 0x7ff8140161fe __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t 0x7ff8140527e1 _pthread_cond_wait + 1243\n2 libopenblas64_.0.dylib \t 0x136d5a49f blas_thread_server + 207\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 31:: com.apple.NSEventThread\n0 libsystem_kernel.dylib \t 0x7ff8140136a2 mach_msg2_trap + 10\n1 libsystem_kernel.dylib \t 0x7ff81402167d mach_msg2_internal + 82\n2 libsystem_kernel.dylib \t 0x7ff81401a71a mach_msg_overwrite + 723\n3 libsystem_kernel.dylib \t 0x7ff814013989 mach_msg + 19\n4 CoreFoundation \t 0x7ff81412cd0e __CFRunLoopServiceMachPort + 145\n5 CoreFoundation \t 0x7ff81412b77a __CFRunLoopRun + 1360\n6 CoreFoundation \t 0x7ff81412abb0 CFRunLoopRunSpecific + 560\n7 AppKit \t 0x7ff8173ad696 _NSEventThread + 132\n8 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n9 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 32:\n0 libsystem_kernel.dylib \t 0x7ff8140161fe __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t 0x7ff8140527e1 _pthread_cond_wait + 1243\n2 libc++.1.dylib \t 0x7ff813faec32 std::__1::condition_variable::wait(std::__1::unique_lock<std::__1::mutex>&) + 18\n3 Blender \t 0x108d23ba5 ccl::Session::wait() + 101\n4 Blender \t 0x1081da316 ccl::BlenderSession::render(BL::Depsgraph&) + 3526\n5 Blender \t 0x1081d10e0 ccl::render_func(_object*, _object*) + 176\n6 Blender \t 0x112141552 cfunction_call + 130\n7 Blender \t 0x1120fa1b5 _PyObject_MakeTpCall + 373\n8 Blender \t 0x1121efcce call_function + 974\n9 Blender \t 0x1121eca4a _PyEval_EvalFrameDefault + 30570\n10 Blender \t 0x1121e51b1 _PyEval_Vector + 145\n11 Blender \t 0x1121efaaf call_function + 431\n12 Blender \t 0x1121eca4a _PyEval_EvalFrameDefault + 30570\n13 Blender \t 0x1121e51b1 _PyEval_Vector + 145\n14 Blender \t 0x106f00225 bpy_class_call + 1029\n15 Blender \t 0x106e433d1 engine_render + 113\n16 Blender \t 0x1079cb58c engine_render_view_layer(Render*, RenderEngine*, ViewLayer*, bool, bool) + 572\n17 Blender \t 0x1079cb0ca RE_engine_render + 954\n18 Blender \t 0x1079d097e do_render_full_pipeline(Render*) + 334\n19 Blender \t 0x1079d0566 RE_RenderFrame + 406\n20 Blender \t 0x108178e8f render_startjob(void*, short*, short*, float*) + 127\n21 Blender \t 0x1069f92f8 do_job_thread + 40\n22 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n23 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 33:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 34:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 35 Crashed:\n0 libsystem_kernel.dylib \t 0x7ff81401a30e __pthread_kill + 10\n1 libsystem_pthread.dylib \t 0x7ff814051f7b pthread_kill + 263\n2 libsystem_c.dylib \t 0x7ff813f9bd3f __abort + 139\n3 libsystem_c.dylib \t 0x7ff813f9bcb4 abort + 138\n4 libsystem_c.dylib \t 0x7ff813f9afbe __assert_rtn + 314\n5 Metal \t 0x7ff81d6acf32 MTLReportFailure.cold.1 + 43\n6 Metal \t 0x7ff81d687df9 MTLReportFailure + 529\n7 Metal \t 0x7ff81d5913ba -[_MTLCommandBuffer addCompletedHandler:] + 87\n8 Blender \t 0x10827ac38 ccl::MetalDeviceQueue::enqueue(ccl::DeviceKernel, int, ccl::DeviceKernelArguments const&) + 3352\n9 Blender \t 0x108dc338b ccl::ShaderEval::eval_gpu(ccl::Device*, ccl::ShaderEvalType, ccl::device_vector<ccl::KernelShaderEvalInput>&, ccl::device_vector<float>&, long long) + 267\n10 Blender \t 0x108dc2d48 std::__1::__function::__func<ccl::ShaderEval::eval(ccl::ShaderEvalType, int, int, std::__1::function<int (ccl::device_vector<ccl::KernelShaderEvalInput>&)> const&, std::__1::function<void (ccl::device_vector<float>&)> const&)::$_0, std::__1::allocator<ccl::ShaderEval::eval(ccl::ShaderEvalType, int, int, std::__1::function<int (ccl::device_vector<ccl::KernelShaderEvalInput>&)> const&, std::__1::function<void (ccl::device_vector<float>&)> const&)::$_0>, void (ccl::Device*)>::operator()(ccl::Device*&&) + 680\n11 Blender \t 0x10823c8af ccl::Device::foreach_device(std::__1::function<void (ccl::Device*)> const&) + 31\n12 Blender \t 0x108246740 ccl::MultiDevice::foreach_device(std::__1::function<void (ccl::Device*)> const&) + 64\n13 Blender \t 0x108dc296a ccl::ShaderEval::eval(ccl::ShaderEvalType, int, int, std::__1::function<int (ccl::device_vector<ccl::KernelShaderEvalInput>&)> const&, std::__1::function<void (ccl::device_vector<float>&)> const&) + 154\n14 Blender \t 0x108c2a79f ccl::GeometryManager::displace(ccl::Device*, ccl::Scene*, ccl::Mesh*, ccl::Progress&) + 511\n15 Blender \t 0x108bb4769 ccl::GeometryManager::device_update(ccl::Device*, ccl::DeviceScene*, ccl::Scene*, ccl::Progress&) + 3305\n16 Blender \t 0x108c51111 ccl::Scene::device_update(ccl::Device*, ccl::Progress&) + 1745\n17 Blender \t 0x108c52d73 ccl::Scene::update(ccl::Progress&) + 163\n18 Blender \t 0x108d246e3 ccl::Session::run_update_for_next_iteration() + 1395\n19 Blender \t 0x108d23c74 ccl::Session::run_main_render_loop() + 100\n20 Blender \t 0x108d24c13 ccl::Session::thread_render() + 259\n21 Blender \t 0x108d228c8 ccl::Session::thread_run() + 168\n22 Blender \t 0x10db3e413 ccl::thread::run(void*) + 19\n23 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n24 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 36:\n0 libsystem_pthread.dylib \t 0x7ff81404dc58 start_wqthread + 0\n\nThread 37:\n0 libsystem_pthread.dylib \t 0x7ff81404dc58 start_wqthread + 0\n\nThread 38:\n0 libsystem_pthread.dylib \t 0x7ff81404dc58 start_wqthread + 0\n\nThread 39:\n0 libsystem_kernel.dylib \t 0x7ff8140161fe __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t 0x7ff8140527e1 _pthread_cond_wait + 1243\n2 libc++.1.dylib \t 0x7ff813faec32 std::__1::condition_variable::wait(std::__1::unique_lock<std::__1::mutex>&) + 18\n3 Blender \t 0x108271985 ccl::ShaderCache::compile_thread_func(int) + 165\n4 Blender \t 0x108274dfd void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, ccl::ShaderCache::load_kernel(ccl::DeviceKernel, ccl::MetalDevice*, ccl::MetalPipelineType)::$_1> >(void*) + 45\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 40:\n0 libsystem_kernel.dylib \t 0x7ff8140161fe __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t 0x7ff8140527e1 _pthread_cond_wait + 1243\n2 libc++.1.dylib \t 0x7ff813faec32 std::__1::condition_variable::wait(std::__1::unique_lock<std::__1::mutex>&) + 18\n3 Blender \t 0x108271985 ccl::ShaderCache::compile_thread_func(int) + 165\n4 Blender \t 0x108274dfd void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, ccl::ShaderCache::load_kernel(ccl::DeviceKernel, ccl::MetalDevice*, ccl::MetalPipelineType)::$_1> >(void*) + 45\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 41:\n0 libsystem_kernel.dylib \t 0x7ff8140161fe __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t 0x7ff8140527e1 _pthread_cond_wait + 1243\n2 libc++.1.dylib \t 0x7ff813faec32 std::__1::condition_variable::wait(std::__1::unique_lock<std::__1::mutex>&) + 18\n3 Blender \t 0x108271985 ccl::ShaderCache::compile_thread_func(int) + 165\n4 Blender \t 0x108274dfd void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, ccl::ShaderCache::load_kernel(ccl::DeviceKernel, ccl::MetalDevice*, ccl::MetalPipelineType)::$_1> >(void*) + 45\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 42:\n0 libsystem_kernel.dylib \t 0x7ff8140161fe __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t 0x7ff8140527e1 _pthread_cond_wait + 1243\n2 libc++.1.dylib \t 0x7ff813faec32 std::__1::condition_variable::wait(std::__1::unique_lock<std::__1::mutex>&) + 18\n3 Blender \t 0x108271985 ccl::ShaderCache::compile_thread_func(int) + 165\n4 Blender \t 0x108274dfd void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, ccl::ShaderCache::load_kernel(ccl::DeviceKernel, ccl::MetalDevice*, ccl::MetalPipelineType)::$_1> >(void*) + 45\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 43:\n0 libsystem_pthread.dylib \t 0x7ff81404dc58 start_wqthread + 0\n\n\nThread 35 crashed with X86 Thread State (64-bit):\n```\nrax: 0x0000000000000000 rbx: 0x000070001368d000 rcx: 0x000070001368a7c8 rdx: 0x0000000000000000\nrdi: 0x000000000002c707 rsi: 0x0000000000000006 rbp: 0x000070001368a7f0 rsp: 0x000070001368a7c8\n r8: 0x0000000000000000 r9: 0x0000000000989680 r10: 0x000070001368d000 r11: 0x0000000000000246\nr12: 0x000000000002c707 r13: 0x000000012feea028 r14: 0x0000000000000006 r15: 0x0000000000000016\nrip: 0x00007ff81401a30e rfl: 0x0000000000000246 cr2: 0x000000012feea000\n\n```\nLogical CPU: 0\nError Code: 0x02000148 \nTrap Number: 133\n\n\nBinary Images:\n 0x7ff814012000 - 0x7ff81404bff7 libsystem_kernel.dylib (*) <0c2fd2c9-777c-3355-b70f-7b1b6e9d1b0b> /usr/lib/system/libsystem_kernel.dylib\n 0x7ff813f1a000 - 0x7ff813fa2fff libsystem_c.dylib (*) <5efaf10b-2ec1-32ed-b077-80125e552c8d> /usr/lib/system/libsystem_c.dylib\n 0x1060c2000 - 0x116badfff org.blenderfoundation.blender (3.4.0) <de78ac19-6469-3e44-ab08-627697965862> /Applications/Blender.app/Contents/MacOS/Blender\n 0x7ff813d1b000 - 0x7ff813daf54f dyld (*) <28fd2071-57f3-3873-87bf-e4f674a82de6> /usr/lib/dyld\n 0x7ff813ed0000 - 0x7ff813f16ff3 libdispatch.dylib (*) <817339a1-d03e-3e54-9c47-acacf69f6193> /usr/lib/system/libdispatch.dylib\n 0x7ff81404c000 - 0x7ff814057ff7 libsystem_pthread.dylib (*) <13b5e252-77d1-31e1-888d-1c5f4426ea87> /usr/lib/system/libsystem_pthread.dylib\n 0x7ff81d73d000 - 0x7ff81d762fff com.apple.audio.caulk (1.0) <43ed8c13-59df-3c8d-b4d2-aee44e4939b9> /System/Library/PrivateFrameworks/caulk.framework/Versions/A/caulk\n 0x7ff816060000 - 0x7ff81675affd com.apple.audio.CoreAudio (5.0) <e9f27094-01cb-337a-8530-0cab0e2cc96d> /System/Library/Frameworks/CoreAudio.framework/Versions/A/CoreAudio\n 0x136a29000 - 0x13a6b4fff libopenblas64_.0.dylib (*) <10431d8f-5e3b-3bbc-abd5-81f6a73a5269> /Applications/Blender.app/Contents/Resources/3.4/python/lib/python3.10/site-packages/numpy/.dylibs/libopenblas64_.0.dylib\n 0x7ff8140ae000 - 0x7ff814546fff com.apple.CoreFoundation (6.9) <dbc459f3-81bb-398a-8f74-3f7392392bb7> /System/Library/Frameworks/CoreFoundation.framework/Versions/A/CoreFoundation\n 0x7ff81720f000 - 0x7ff818213ff6 com.apple.AppKit (6.9) <817d572e-eb8c-3999-b7a0-68e1c4b47266> /System/Library/Frameworks/AppKit.framework/Versions/C/AppKit\n 0x7ff813fa3000 - 0x7ff813ffbff3 libc++.1.dylib (*) <06015868-b157-3745-889b-69e23c5034fd> /usr/lib/libc++.1.dylib\n 0x7ff81d570000 - 0x7ff81d73cffb com.apple.Metal (306.2.4) <4ac8bfa1-153f-3c2d-8f98-6831b7c643f8> /System/Library/Frameworks/Metal.framework/Versions/A/Metal\n\nExternal Modification Summary:\n```\nCalls made by other processes targeting this process:\n task_for_pid: 0\n thread_create: 0\n thread_set_state: 0\nCalls made by this process:\n task_for_pid: 0\n thread_create: 0\n thread_set_state: 0\nCalls made by all processes on this machine:\n task_for_pid: 0\n thread_create: 0\n thread_set_state: 0\n```\n\nVM Region Summary:\nReadOnly portion of Libraries: Total=1.2G resident=0K(0%) swapped_out_or_unallocated=1.2G(100%)\nWritable regions: Total=47.1G written=0K(0%) resident=0K(0%) swapped_out=0K(0%) unallocated=47.1G(100%)\n\n```\n VIRTUAL REGION \n```\nREGION TYPE SIZE COUNT (non-coalesced) \n**=======**\nAccelerate framework 256K 2 \nActivity Tracing 256K 1 \nCG backing stores 960K 4 \nCG image 228K 14 \nColorSync 228K 25 \nCoreAnimation 64K 14 \nCoreGraphics 12K 2 \nCoreImage 4K 1 \nCoreUI image data 636K 9 \nFoundation 16K 1 \nIOAccelerator 12.8G 547 \nIOKit 148K 10 \nIOSurface 58.3M 8 \nKernel Alloc Once 8K 1 \nMALLOC 32.1G 1445 \nMALLOC guard page 48K 9 \nMALLOC_LARGE (reserved) 383.9M 11 reserved VM address space (unallocated)\nMALLOC_MEDIUM (reserved) 496.0M 10 reserved VM address space (unallocated)\nMALLOC_NANO (reserved) 384.0M 1 reserved VM address space (unallocated)\nOpenGL GLSL 256K 3 \nSTACK GUARD 176K 44 \nStack 69.8M 44 \nVM_ALLOCATE 158.7M 96 \nVM_ALLOCATE (reserved) 224.0M 3 reserved VM address space (unallocated)\n__CTF 756 1 \n__DATA 59.9M 642 \n__DATA_CONST 51.3M 373 \n__DATA_DIRTY 1753K 211 \n__FONT_DATA 2352 1 \n__GLSLBUILTINS 5174K 1 \n__LINKEDIT 274.5M 70 \n__OBJC_RO 65.1M 1 \n__OBJC_RW 1982K 2 \n__TEXT 989.1M 651 \ndyld private memory 512K 3 \nmapped file 298.9M 95 \nshared memory 447.1M 580 \n**=======**\nTOTAL 48.8G 4936 \nTOTAL, minus reserved VM space 47.4G 4936 \n\n\n\n-----------\nFull Report\n-----------\n\n{\"app_name\":\"Blender\",\"timestamp\":\"2022-12-09 13:00:27.00 +1000\",\"app_version\":\"3.4.0\",\"slice_uuid\":\"de78ac19-6469-3e44-ab08-627697965862\",\"build_version\":\"3.4.0 2022-12-07\",\"platform\":1,\"bundleID\":\"org.blenderfoundation.blender\",\"share_with_app_devs\":0,\"is_first_party\":0,\"bug_type\":\"309\",\"os_version\":\"macOS 13.0.1 (22A400)\",\"roots_installed\":0,\"name\":\"Blender\",\"incident_id\":\"C005C7B8-C72E-4093-B4F1-FAE90C2561DF\"}\n{\n```\n\"uptime\" : 5000,\n\"procRole\" : \"Foreground\",\n\"version\" : 2,\n\"userID\" : 501,\n\"deployVersion\" : 210,\n\"modelCode\" : \"Macmini8,1\",\n\"coalitionID\" : 1400,\n\"osVersion\" : {\n \"train\" : \"macOS 13.0.1\",\n \"build\" : \"22A400\",\n \"releaseType\" : \"User\"\n},\n\"captureTime\" : \"2022-12-09 13:00:26.8303 +1000\",\n\"incident\" : \"C005C7B8-C72E-4093-B4F1-FAE90C2561DF\",\n\"pid\" : 4086,\n\"cpuType\" : \"X86-64\",\n\"roots_installed\" : 0,\n\"bug_type\" : \"309\",\n\"procLaunch\" : \"2022-12-09 12:58:58.0017 +1000\",\n\"procStartAbsTime\" : 4965752889748,\n\"procExitAbsTime\" : 5054490072306,\n\"procName\" : \"Blender\",\n\"procPath\" : \"\\/Applications\\/Blender.app\\/Contents\\/MacOS\\/Blender\",\n\"bundleInfo\" : {\"CFBundleShortVersionString\":\"3.4.0\",\"CFBundleVersion\":\"3.4.0 2022-12-07\",\"CFBundleIdentifier\":\"org.blenderfoundation.blender\"},\n\"storeInfo\" : {\"deviceIdentifierForVendor\":\"94D4C7AA-42A4-5C3F-8C08-A3A0F4499D46\",\"thirdParty\":true},\n\"parentProc\" : \"launchd\",\n\"parentPid\" : 1,\n\"coalitionName\" : \"org.blenderfoundation.blender\",\n\"crashReporterKey\" : \"DA7E5727-A75F-6765-C417-804DFCD4552C\",\n\"bridgeVersion\" : {\"build\":\"20P420\",\"train\":\"7.0\"},\n\"sip\" : \"enabled\",\n\"externalGPUInfo\" : \"ID Vend\\/Dev\\n8488 73bf1002\\nSeconds Ago ID Type\\n 5000.0 8488 Attach\\n\",\n\"exception\" : {\"codes\":\"0x0000000000000000, 0x0000000000000000\",\"rawCodes\":[0,0],\"type\":\"EXC_CRASH\",\"signal\":\"SIGABRT\"},\n\"extMods\" : {\"caller\":{\"thread_create\":0,\"thread_set_state\":0,\"task_for_pid\":0},\"system\":{\"thread_create\":0,\"thread_set_state\":0,\"task_for_pid\":0},\"targeted\":{\"thread_create\":0,\"thread_set_state\":0,\"task_for_pid\":0},\"warnings\":0},\n\"faultingThread\" : 35,\n\"threads\" : 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\"CFBundleIdentifier\" : \"com.apple.AppKit\",\n \"size\" : 16797687,\n \"uuid\" : \"817d572e-eb8c-3999-b7a0-68e1c4b47266\",\n \"path\" : \"\\/System\\/Library\\/Frameworks\\/AppKit.framework\\/Versions\\/C\\/AppKit\",\n \"name\" : \"AppKit\",\n \"CFBundleVersion\" : \"2299\"\n},\n{\n \"source\" : \"P\",\n \"arch\" : \"x86_64\",\n \"base\" : 140703463780352,\n \"size\" : 364532,\n \"uuid\" : \"06015868-b157-3745-889b-69e23c5034fd\",\n \"path\" : \"\\/usr\\/lib\\/libc++.1.dylib\",\n \"name\" : \"libc++.1.dylib\"\n},\n{\n \"source\" : \"P\",\n \"arch\" : \"x86_64\",\n \"base\" : 140703620857856,\n \"CFBundleShortVersionString\" : \"306.2.4\",\n \"CFBundleIdentifier\" : \"com.apple.Metal\",\n \"size\" : 1888252,\n \"uuid\" : \"4ac8bfa1-153f-3c2d-8f98-6831b7c643f8\",\n \"path\" : \"\\/System\\/Library\\/Frameworks\\/Metal.framework\\/Versions\\/A\\/Metal\",\n \"name\" : \"Metal\",\n \"CFBundleVersion\" : \"306.2.4\"\n}\n```\n],\n```\n\"sharedCache\" : {\n\"base\" : 140703460519936,\n\"size\" : 21474836480,\n\"uuid\" : \"840e528a-0c70-3c6a-b7b4-4f05f32ccc51\"\n```\n},\n```\n\"vmSummary\" : \"ReadOnly portion of Libraries: Total=1.2G resident=0K(0%) swapped_out_or_unallocated=1.2G(100%)\\nWritable regions: Total=47.1G written=0K(0%) resident=0K(0%) swapped_out=0K(0%) unallocated=47.1G(100%)\\n\\n VIRTUAL REGION \\nREGION TYPE SIZE COUNT (non-coalesced) \\n=========== ======= ======= \\nAccelerate framework 256K 2 \\nActivity Tracing 256K 1 \\nCG backing stores 960K 4 \\nCG image 228K 14 \\nColorSync 228K 25 \\nCoreAnimation 64K 14 \\nCoreGraphics 12K 2 \\nCoreImage 4K 1 \\nCoreUI image data 636K 9 \\nFoundation 16K 1 \\nIOAccelerator 12.8G 547 \\nIOKit 148K 10 \\nIOSurface 58.3M 8 \\nKernel Alloc Once 8K 1 \\nMALLOC 32.1G 1445 \\nMALLOC guard page 48K 9 \\nMALLOC_LARGE (reserved) 383.9M 11 reserved VM address space (unallocated)\\nMALLOC_MEDIUM (reserved) 496.0M 10 reserved VM address space (unallocated)\\nMALLOC_NANO (reserved) 384.0M 1 reserved VM address space (unallocated)\\nOpenGL GLSL 256K 3 \\nSTACK GUARD 176K 44 \\nStack 69.8M 44 \\nVM_ALLOCATE 158.7M 96 \\nVM_ALLOCATE (reserved) 224.0M 3 reserved VM address space (unallocated)\\n__CTF 756 1 \\n__DATA 59.9M 642 \\n__DATA_CONST 51.3M 373 \\n__DATA_DIRTY 1753K 211 \\n__FONT_DATA 2352 1 \\n__GLSLBUILTINS 5174K 1 \\n__LINKEDIT 274.5M 70 \\n__OBJC_RO 65.1M 1 \\n__OBJC_RW 1982K 2 \\n__TEXT 989.1M 651 \\ndyld private memory 512K 3 \\nmapped file 298.9M 95 \\nshared memory 447.1M 580 \\n=========== ======= ======= \\nTOTAL 48.8G 4936 \\nTOTAL, minus reserved VM space 47.4G 4936 \\n\",\n\"legacyInfo\" : {\n\"threadTriggered\" : {\n```\n\n```\n}\n```\n},\n```\n\"trialInfo\" : {\n\"rollouts\" : [\n {\n \"rolloutId\" : \"5fb4245a1bbfe8005e33a1e1\",\n \"factorPackIds\" : {\n```\n\n```\n },\n \"deploymentId\" : 240000021\n },\n {\n \"rolloutId\" : \"62b4513af75dc926494899c6\",\n \"factorPackIds\" : {\n \"COREOS_ICD\" : \"62fbe3cfa9a700130f60b3ea\"\n },\n \"deploymentId\" : 240000014\n }\n],\n\"experiments\" : [\n```\n\n```\n]\n```\n}\n}\n\nModel: Macmini8,1, BootROM 1916.40.8.0.0 (iBridge: 20.16.420.0.0,0), 6 processors, 6-Core Intel Core i7, 3.2 GHz, 32 GB, SMC \nGraphics: Intel UHD Graphics 630, Intel UHD Graphics 630, Built-In\nDisplay: ASUS VG32V, 2560 x 1440 (QHD/WQHD - Wide Quad High Definition), Main, MirrorOff, Online\nGraphics: AMD Radeon RX 6800, AMD Radeon RX 6800, PCIe, 16 GB\nMemory Module: BANK 0/ChannelA-DIMM0, 16 GB, DDR4, 2667 MHz, SK Hynix, HMA82GS6CJR8N-VK\nMemory Module: BANK 2/ChannelB-DIMM0, 16 GB, DDR4, 2667 MHz, SK Hynix, HMA82GS6CJR8N-VK\nAirPort: spairport_wireless_card_type_wifi (0x14E4, 0x7BF), wl0: Sep 14 2022 18:10:05 version 9.30.489.3.32.5.84 FWID 01-31bf0e8d\nBluetooth: Version (null), 0 services, 0 devices, 0 incoming serial ports\nNetwork Service: Ethernet, Ethernet, en0\nNetwork Service: Wi-Fi, AirPort, en1\nPCI Card: pci8086,15f0, USB eXtensible Host Controller, Thunderbolt@13,0,0\nPCI Card: pci144d,a808, NVM Express Controller, Thunderbolt@73,0,0\nPCI Card: AMD Radeon RX 6800, gpu-controller, Thunderbolt@12,0,0\nPCI Card: pci1002,ab28, Audio Device, Thunderbolt@12,0,1\nPCI Card: pci1002,73a6, USB eXtensible Host Controller, Thunderbolt@12,0,2\nPCI Card: pci1002,73a4, Unknown, Thunderbolt@12,0,3\nUSB Device: USB31Bus\nUSB Device: USB31Bus\nUSB Device: USB3.1 Hub\nUSB Device: USB3.1 Hub\nUSB Device: USB2.0 Hub\nUSB Device: Microsoft® LifeCam HD-3000\nUSB Device: USB2.0 Hub\nUSB Device: Matias RGB Backlit Wired Keyboard\nUSB Device: USB2.1 Hub\nUSB Device: USB Storage\nUSB Device: Dell MS116 USB Optical Mouse\nUSB Device: T2Bus\nUSB Device: Headset\nUSB Device: Apple #2 Controller\nThunderbolt Bus: Mac mini, Apple Inc., 47.5\nThunderbolt Device: Node Titan, AKiTiO, 1, 50.1\nThunderbolt Device: Portable SSD X5, SAMSUNG ELECTRONICS CO., LTD, 3, 35.1\nThunderbolt Bus: Mac mini, Apple Inc., 47.5\n```\n\nCrashing Thread:\n```\nThread 35 Crashed:\n0 libsystem_kernel.dylib \t 0x7ff81401a30e __pthread_kill + 10\n1 libsystem_pthread.dylib \t 0x7ff814051f7b pthread_kill + 263\n2 libsystem_c.dylib \t 0x7ff813f9bd3f __abort + 139\n3 libsystem_c.dylib \t 0x7ff813f9bcb4 abort + 138\n4 libsystem_c.dylib \t 0x7ff813f9afbe __assert_rtn + 314\n5 Metal \t 0x7ff81d6acf32 MTLReportFailure.cold.1 + 43\n6 Metal \t 0x7ff81d687df9 MTLReportFailure + 529\n7 Metal \t 0x7ff81d5913ba -[_MTLCommandBuffer addCompletedHandler:] + 87\n8 Blender \t 0x10827ac38 ccl::MetalDeviceQueue::enqueue(ccl::DeviceKernel, int, ccl::DeviceKernelArguments const&) + 3352\n9 Blender \t 0x108dc338b ccl::ShaderEval::eval_gpu(ccl::Device*, ccl::ShaderEvalType, ccl::device_vector<ccl::KernelShaderEvalInput>&, ccl::device_vector<float>&, long long) + 267\n10 Blender \t 0x108dc2d48 std::__1::__function::__func<ccl::ShaderEval::eval(ccl::ShaderEvalType, int, int, std::__1::function<int (ccl::device_vector<ccl::KernelShaderEvalInput>&)> const&, std::__1::function<void (ccl::device_vector<float>&)> const&)::$_0, std::__1::allocator<ccl::ShaderEval::eval(ccl::ShaderEvalType, int, int, std::__1::function<int (ccl::device_vector<ccl::KernelShaderEvalInput>&)> const&, std::__1::function<void (ccl::device_vector<float>&)> const&)::$_0>, void (ccl::Device*)>::operator()(ccl::Device*&&) + 680\n11 Blender \t 0x10823c8af ccl::Device::foreach_device(std::__1::function<void (ccl::Device*)> const&) + 31\n12 Blender \t 0x108246740 ccl::MultiDevice::foreach_device(std::__1::function<void (ccl::Device*)> const&) + 64\n13 Blender \t 0x108dc296a ccl::ShaderEval::eval(ccl::ShaderEvalType, int, int, std::__1::function<int (ccl::device_vector<ccl::KernelShaderEvalInput>&)> const&, std::__1::function<void (ccl::device_vector<float>&)> const&) + 154\n14 Blender \t 0x108c2a79f ccl::GeometryManager::displace(ccl::Device*, ccl::Scene*, ccl::Mesh*, ccl::Progress&) + 511\n15 Blender \t 0x108bb4769 ccl::GeometryManager::device_update(ccl::Device*, ccl::DeviceScene*, ccl::Scene*, ccl::Progress&) + 3305\n16 Blender \t 0x108c51111 ccl::Scene::device_update(ccl::Device*, ccl::Progress&) + 1745\n17 Blender \t 0x108c52d73 ccl::Scene::update(ccl::Progress&) + 163\n18 Blender \t 0x108d246e3 ccl::Session::run_update_for_next_iteration() + 1395\n19 Blender \t 0x108d23c74 ccl::Session::run_main_render_loop() + 100\n20 Blender \t 0x108d24c13 ccl::Session::thread_render() + 259\n21 Blender \t 0x108d228c8 ccl::Session::thread_run() + 168\n22 Blender \t 0x10db3e413 ccl::thread::run(void*) + 19\n23 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n24 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n```", "Crash when rendering (Apple M2)\nOperating system: macOS-13.5.2-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M2 Max 1.2\n\nBroken: version: 3.6.2\n\n[Rendering with GPU (metal) works fine without fire simulation, with fire simulation the render crashes, while rendering in the viewport is no problem.]\n\n\n", "Crash 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", "CUDA misaligned address error when rendering the image\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.40\n\nBroken: version: 3.6.0\n\nThe error occurs when rendering in a scene. It only occurs on the gpu and consistently occurs on optix and cuda. The scene starts rendering and gets to about 20/40 samples before the error occurs and it completely stops rendering. This happens both in viewport and render modes. Blender cannot be closed normally or go into viewport mode after the error occurs. It just crashes\n\nThe GPU is not running out of VRAM, Task manager shows blender barely uses 3GB VRAM before running into the error even though the gpu has 6GB\n\n`Misaligned address in CUDA queue copy_from_device (integrator_shade_volume integrator_queued_paths_array)`\n\n\n\n1. Open the scene\n2. Render image\n\nI have tried updating drivers, rolling back drivers, using previous versions (all the way back to 3.4)\n\nTest file: view?usp=drive_link", "Crash when rendering a specific 4k scene with Cycles Metal\nOperating system: macOS-13.3.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M2 Pro Apple 4.1 Metal - 83.1\n\nBroken: version: 3.5.1\n\nWhen I render with Blender 3.5.1 on a MacBook 16\" with an M2 Pro chip at a 4K quality, Blender closes before finishing the rendering process.\"\n\n- Open attached .blend file\n- Make sure you have enabled Metal GPU+CPU in the Preferences\n- Render the scene\n\nIt should crash about halfway through the rendering process.\n\n![Funcions.blend](attachment)\n", "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 when click on shading tab \nOperating system: Windows 10, 64-bit\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 4.5.0 NVIDIA 445.87\n\nBroken: \n - version: 2.81 (sub 16), branch: v2.81_octane2019 (modified), commit date: 2020-02-11 11:57, hash: 81ff79b8cdb7, type: build date: 2020-02-11, 12:22:28\n - version: 2.90 (sub 0), branch: master, commit date: 2020-04-18 16:48, hash: 1f1520a04503, type: Release\n\nBlender crashes when clicking on the shading tab. It closes and goes back to the desktop.\n\nSee short description.\n\n[blender_system_info.txt](blender_system_info.txt)\n[blender_debug_output.txt](blender_debug_output.txt)", "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", "Crash on render on some of the frames\nOperating system: Linux-4.4.0-154-generic-x86_64-with-debian-stretch-sid 64 Bits\n8x Tesla V100 SXM2 NVLINK Accelerator Cards\nDual XEON Scalable 4208 CPUs\n192 GB RAM\n\nBroken: version: 2.82 (sub 7)\nI also tested recent 2.83 build\n\nBlender crash when it renders scene frames from 346-639, the rest of the frames are fine.\nIt crashes for CPU anf GPU as well.\n\nIn order to render above frames I workaround the assert:\n\n```\n--- a/intern/cycles/kernel/kernel_compat_cpu.h\n+++ b/intern/cycles/kernel/kernel_compat_cpu.h\n@@ -74,8 +74,10 @@ CCL_NAMESPACE_BEGIN\n template<typename T> struct texture {\n ccl_always_inline const T &fetch(int index)\n {\n- kernel_assert(index >= 0 && index < width);\n- return data[index];\n+ //kernel_assert(index >= 0 && index < width);\n+ if (index < 0) return data[0];\n+ else if (index >= width) return data[width];{F8410049}\n+ else return data[index];\n }\n #if defined(__KERNEL_AVX__) || defined(__KERNEL_AVX2__)\n /* Reads 256 bytes but indexes in blocks of 128 bytes to maintain\n```\n\nThe scene is complex and I couldn't make it very simply and narrow the problem.\nPlease find the scene attached.\n\n[animation_002_02_part01.blend](animation_002_02_part01.blend)\n\n1. Open Blender 2.82\n2. Open attached scene\n3. Set frame 346, start render (F12)\n4. After one minute or so it will crash\n\n\n", "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 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)", "2.90 Not opening on Linux\nOperating system: Linux Mint 18.1\nGraphics card: Intel HD 620\n\nBroken: \nBlender 2.90 won't open up fully, it appears to open up and immediately closes\nWorked: \n\nTried a few different ways to open, won't open.\n\nOne of the methods I tried opening with was through the Terminal and this was the message I had returned back:\n\nRead prefs: /home/john/.config/blender/2.90/config/userpref.blend\nfound bundled python: /home/john/Desktop/3D Related/1BlenderVersions/blender-2.90.0-linux64/2.90/python\nGPUShader: linking error:\nerror: Input block `ShaderStageInterface' is not an output of the previous stage\n\nGPUShader: linking error:\nerror: Input block `ShaderStageInterface' is not an output of the previous stage\n\nWriting: /tmp/blender.crash.txt\nSegmentation fault" ]
[ "Regression: File crashes the program\nOperating system: Windows-11-Version\t10.0.22621 Build 22621\nGraphics card: NVIDIA GeForce GTX 1660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.86\n\nBroken: version: 3.6.2\n\nIt keeps crashing (as in turning itself off without the \"crash window\") when I try to open this specific project file.\n\nOpen\n\n" ]
Select Tools always toggle to tweak mode Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.99 Broken: version: 4.0.0 Alpha Select Tools always toggle to tweak mode 1. Select Tools set to `Select box` mode (`T` panel) 2. Save this file 3. Open saved file The select tools always toggle to tweak mode, but display the `select box` mode
[ "Gizmos blink when selecting with right mouse button\nWindows 10 64 Bits.\nGraphics card GeForce GTX 1080 Ti.\n\nBroken: version: 2.82.6\nWorked: 2.79b, 2.80 & 2.81.\n\nWhenever you select or extend select the gizmos do a quick blink.\n\n - I have a custom keymap that changed the type of event from Click to Press for the default.\n - This issue can easily be replicated if you use the Right Click Select.\n - Default Cube subdivided then Select few Vertices in a normal manner like shown in the Gif. \n\n\n\n{[F8246599](Select.gif) size = full}\n", "Support Undo for tweaking Gizmos\nSupport Undo for tweak gizmos, such as the Spin gizmo. Currently, the user may have performed many adjustments using adjustment gizmos, but if the user performs one undo, everything is lost.\n", "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?]", "Shrink/Fatten \"Offset Even\" can not be used as default\nThe \"Offset Even\" option is turned on by default for the Shrink/Fatten (Alt-S) tool. You can see this by opening user preferences, selecting the input tab and opening the Shrink/Fatten menu under the Mesh menu. However, if you use the tool, you'll see checking or unchecking this default option makes no difference. The tool always defaults to off.\n\nIt doesn't seem currently possible, even with custom coding, to have this option on by default. I disabled all transform modal map keys just to be sure they weren't interfering. They are not. I also tried changing the default key to something else (Ctrl-K). It seems nothing can be done to have this tool use \"Offset Even\" (i.e. even thickness) by default. ", "Sample color add to palette, works for mouse click but not key press only\nOperating system: Windows 10 64-bit\nGraphics card: NVIDIA GeForce GTX 960M\n\nBroken: 2.80 2019-02-05 23:34\nWorked: (optional)\n\nUsing the **sample color** tool, **add to palette** option does not work properly.\n\n1. Press S+LMB with cursor on any color. The option **add to palette** is checked automatically(at the tool properties panel at the bottom left) and the color is actually added to the palette(tool properties bar at the top > brush).\n2. Press S with cursor on any other color(do not click). The option **add to palette** is still checked(because it remembers the last operation). new color is extracted and is now the foreground color. However it does not add the new color to the palette. Strange.\n3. Press S with cursor on any other colors(do not click). It behaves the same. **Add to palette** is checked but is not working.\n\n**Extra bug**\n1. Press S with cursor on any color(do not click). The option **add to palette** is not checked automatically.\n2. Try to enable the checkbox **add to palette**.\n3. Blender crashes.\n\nMaybe the solution is just to get rid of the checkbox **add to palette**.\nS is sampling color to foreground color, S+LMB is sampling color to palette. Why would we need the checkbox?\nIt is also possible to add the color to palette after sampling(to foreground color). This option doesn't seem necessary to me...\n\n[bug-samplecolortool-addtopalette.blend](bug-samplecolortool-addtopalette.blend)", "Right clicking on 3D Viewport Header not working as expected\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 850M/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 537.13\n\nBroken: version: 4.0.0 Alpha\nWorked: (3.6 and older)\n\n\nIf you Right click on empty space of 3D Viewport Header it will not bring Header Menu for disabling or enabling Header. it was possible in version 3.6\nThere are just 2 options to bring menu:\n1- Right click very close to Header items but not inside items(it's really hard to reach)\n2- disable region overlap (many prefer not to turn it off)\n\nI know it is now available to see and select objects through header but I think old right click should back to header because:\n1- constancy( when you right click on all other editor's header that menu will pop up)\n2- beginner friendly (imagine someone new to blender or blender 4 wants to hide header and he does not know new region toggle pie menu so it is hard to hide it)\n\n", "Make Thumbnail Dragging More Reliable\nOn some systems, the dragging is very glitchy and keeps invoking box selection instead.", "Tool cursors are too small in HD mode on WIN32\nOperating system: MS Windows 10\nGraphics card: AMD Radeon Vega Pro Duo 32GB (Polaris)\n\nBroken: 2.8 RC3\nWorked: (optional)\n\n\nI am using the high resolution mode of MS Windows 10; I am big sized 4k monitor\nAnd blender 2.8 supports it so I am able to see the beautiful HD UI in blender. All the UI element sized doubled and nicely anti-aliased.\nHowever, any tool cursors stays in normal size. So it kinda looks awkward and also I can't actually see the cursor; it's too small. \n\nbtw, I couldn't have captured the image related because Windows basic capture function didn't allow me to capture any tool cursor in blender.\n\n\n1. Run Blender 2.8 RC3 in High Resolution Mode of MS Windows 10.\n2. Select the box placed in the center of the screen.\n3. Change the mode to vertex edit\n4. Select knife tool on the left side \n", "Proposal to change loop-cut behavior\nCurrently, loopcut is done in 2 steps.\n\n- pick the loop to cut.\n- slide the edge loop.\n\nIn some ways this is good, you make 2 separate decisions quickly without fidgeting with the cursor to put a loop in some place which might be difficult to locate exactly.\n\nCurrently the cut is always exactly in the middle, this isn't always a bad thing - sometimes you want a cut in the middle so in that case you can simply do `Ctrl+R, LMB,LMB`\n\nThis design ticket proposed that it be changed so the initial pink-preview loop is aligned to the mouse cursor, this way the default behavior would be to add where you click, and if you want the loop to be exactly centered you could hold `Ctrl` to snap it to the center.\n\nWe can also make it so holding `Ctrl` while selecting a loop keeps the existing behavior. (This matches knife's midpoint snapping).\n\nThe only drawbacks I can think of are...\n- if you prefer old behavior as default and are adding a lot of central loop cuts.\n- if you want to add a loop where many edges meet or overlap, its can be hard to select the right edge and the right % in one step, In that case you can still *add-and-slide*, but this behavior would mean users would get into a habit of adding directly and double clicking, and in some cases there is a bit of a conflict attempting to make both decisions in one step.\n- Behavior with multi-cut - I would match current behavior with multi-cut and slide, but I can imagine this would feel a bit awkward from a user perspective.\n", "After switching to Tweak tool its gizmo appears in center of previously selected area.\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.19\n\nBroken: version: 2.83 (sub 15)\n\n\n[bandicam 2020-05-02 20-05-54-881.mp4](bandicam_2020-05-02_20-05-54-881.mp4)\n\n\n1. Create cube\n2. In Edit mode with Tweak tool active select face\n3. Switch to different tool\n4. Select other face with right click\n5. Switch to Tweak tool\n\n", "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", "LOAD UI - Checkbox Status Ignored\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.40\n\nBroken: version: 4.0.0 Alpha\nWorked: (Unknown)\n\n\nWhen opening a file with a UI that does not match the default UI, the file's internal UI is loaded regardless of the LOAD UI checkbox being marked \"OFF\". More specifically, the MODE of a workspace is not respected and uses what ever mode is used within the file.\n\nIE, the default is \"Object\", while a scene can override it to something else - in this example, Texture Paint.\n\nAs the mode is part of the workspace setting, it should not be overriding when the scene is opened.\n\n\n\n\nSee screenshots.", "Textfield disables input permanently if hidden while editing\nOperating system: Linux-5.15.0-2-amd64-x86_64-with-glibc2.33 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.86\n\nBroken: version: 3.1.0 Alpha\nWorked: <2.80\n\nIf a textbox that is currently being used is hidden, then all input gets permanently disabled, staying in typing mode of a non existing textbox. There is also a memory leak of a few bytes reported in the console when I close blender in this state.\nThis bug can lead to data loss since there is no way to recover, so it's basically like a crash.\n\n1. Make the blender window maximized.\n2. Open the right panel in the viewport and drag it open until it covers as much of the window as possible.\n3. go into text editing of the x location of the default cube\n4. use Meta+Right Arrow or some similar shortcut which resizes the window.\n5. now if the window is small enough the panel with the textbox is hidden, but the mouse is still a textcursor and all input is blocked.", "Bisect Tool Todo\n## Bisect\n * - [ ] {icon circle color=yellow} We should add an updated Gizmo here ![bisect_manipulator](bisect_manipulator)\n\n *Comment: should this gizmo's plane be an outline (design looks opaque), also, it's quite different to the previous design, see: #54661 ~ ideasman42*\n\n *Answer: This design is more similar to what we have now, but makes it easier to rotate and move the bisect plane along specific axes. The blue plane here should be transparent, not opaque. ~ billreynish*\n\n * - [x] {icon circle color=yellow} We should add these options to the tool settings: Fill, Clear Outer, Clear Inner. Otherwise, users have to keep setting these settings for every bisect operation.\n * - [ ] {icon circle color=yellow} We should add an option called 'Only Selected' just like the Knife tool. Currently it always only applies to selected elements, but that makes many successive bisects annoying because you constantly have to select all. \n", "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" ]
[ "Wrong tool highlighted\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 850M/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 537.13\n\nBroken: version: 4.0.0 Alpha\n\nIf you change any default tool and save startup file, highlighted tool shows wrong tool:\nI's related to new great feature: d99af958d7f990427d663e7eea969deb152c7297\n\n1. Change your selection to `select circle`.\n2. Save startup file (file-default-save startup file).\n3. Now create new file (file-new-general).\n4. Click and hold your selection tool to choose between them.\n5. You see wrong item highlighted like picture below.\nOther tools have same problem." ]
EEVEE Ambient Occlusion on Custom Normals has visible faces Operating system: Arch Linux and Windows 10 Graphics card: Intel UHD 620 and NVIDIA GTX 1060 Super Broken: 0781c22ceedc, 2.80 Worked: ![Screenshot from 2022-03-12 02-43-32.png](Screenshot_from_2022-03-12_02-43-32.png) Enabling AO while having a model with custom normals will in most cases exhibit visible faces. Based on the default startup or an attached .blend file (as simple as possible). 1. Create a Sussane 2. Add Subsurf. modifier and Normal Edit with locking polygon normals (lock next to Max Angle) 3. Enable Rendered/LookDev mode with AO enabled 4. Notice visible faces on the ears [bug_report.blend](bug_report.blend)
[ "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)", "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", "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)", "sculpt mode: invert visible hides all faces with Multires modifier\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65\n\nBroken: version: 3.1.0 Beta\n\n`Invert visible face sets` hides all faces with Multires modifier.\nOperator is expected to only hide visible faces (and unhides hidden faces)\n\n- Open .blend file\n- Use box hide brush to hide vertices\n- {nav Face sets > Invert Visible Face Sets}\n\nTest File:\n[#95419.blend](T95419.blend)", "Bump Map and Normal Map causes flat shading.\nOperating system: windows 10 1903\nGraphics card: 1080ti * 2\n\nBroken: 2.82.7 stable versioin\n\nThis issue appears both on eevee and cycles.\nWhile using smooth shading, simply add a bump map and the shading lookes flattened.\n![smooth shading issue.jpg](smooth_shading_issue.jpg)\n\nThis problem will occur on a high poly model if the camera is close enough.\n\n\nBevel the cube with several segments and simply plug a bump map to the normal port of the shader node.\n\n[smooth shading issue.blend](smooth_shading_issue.blend)", "Cycles shaders show up in EEVEE list (Properties > Material tab > Surface panel)\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.60\n\nBroken: version: 2.80 (sub 75)\nAlso confirmed broken in 2.80 release candidates 2 and 3\nWorked: ----\n\nSome shaders not yet available in EEVEE, such as the Toon shader, are included in the list of shaders in the materials tab of the properties window even when EEVEE is selected as the render engine. When such shaders are selected, adjusting most of their parameters has no effect on the viewport/render. Currently, the only way to know which shaders are supported is either by trial and error or by using the node editor.\n\n1. With a fresh blender scene, check that EEVEE is the selected render engine, and go to materials tab in the properties window\n2. You should already have a material if it's the default cube scene. In the surface panel, click on the shader selector (set to principled BSDF by default)\n3. The menu that shows up includes Toon shader among other unsupported ones.\n\n[Based on the default startup]\n\n**Screenshot**\n![image.png](image.png)\n\n", " 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.", "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", "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", "Cycles: Normal Edit modifier after displace modifier does not with motion blur (Eevee seems fine)\nTried on multiple systems\n\nBlender 3.0 (And the previous beta builds)\n\nThe normal edit mode will not work with motion blur enabled\n\nSee attached file - Using a NormalEdit modifier looks correct in viewport then fails at render time if motion blur is used in combination with the attached Geometry Nodes tree that is displacing the main geometry over time. \nWith the node tree disabled the NormalEdit modifier works even with motion blur.\n\n**Viewport Result:**\n![MB OFF.jpg](MB_OFF.jpg)\n\n**Rendered Result:**\n![MB ON.jpg](MB_ON.jpg)\n\n\n**Demo file:**\n[Bug (1).blend](Bug__1_.blend)\n[#93700 Cycles Normals Motion Blur Displace.blend](T93700_Cycles_Normals_Motion_Blur_Displace.blend)", "2.81 shadows are incompatible with flat toon shaders and Data transfer modifiers\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.66\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\nNew shadows in EEVEE are incompatible with flat (toon) shaders and custom normals\n\nCreate a simple Toon shader in Eevee (Diffuse BSDF->ShaderToRGB->ColorRampConstant->Mix->Output\nShadows are jagged and unusable, even on maximum Cube Size and Cascade Size and high sample count. In previous version 2.8, the shader will appear clean and sharp even on low settings\nIn addition, the new shadows do not respect normal editing via Data Transfer Modifier. Attach a Data Transfer Modifier to an object with the shader, Check Face Corner Data, Custom Normals, add a source mesh to source mesh. In mesh data under normals check Auto Smooth. in 2.81 the shadows will not obey the custom normals and will add shadows where there are none on the source. In previous version 2.8, the shader will obey the custom normals and not add extra shadows. See attachments\n\n![Blender BadShadows.jpg](Blender_BadShadows.jpg)\n\n![BlenderBadShadowsRealWorldExample.jpg](BlenderBadShadowsRealWorldExample.jpg)\n\n[BadShadowsExample.blend](BadShadowsExample.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", "Collection visibility animated\nI need to recap with @brecht and @Sergey why we didn't push for this in 2.80. If it is doable and doesn't break our design, we should support this.\nBasically only the datablock settings (global viewport visibility, and renderability).", "Generative modifiers (solidify, mirror) draw face normals from original face (wrong direction)\n@Baszczer information\nOperating system: Ubuntu 20.04\nGraphics card: Radeon Pro WX 7100\n\n@Alaska information\nOperating system: Linux-5.4.0-7629-generic-x86_64-with-debian-bullseye\nGraphics card: GTX 1050Ti 440.82\n\nBroken: 2.83 (2020-05-26 22:42) `f772a4b8fa`, 2.90 (2020-05-26 20:02) `eb5422828a`\nWorked: 2.82a\n\n**Short description of error:**\nThe viewpoint overlay for displaying faces normals in edit mode for faces that are part of a solidify modifier will always point in the direction of the face normal being solidified with Blender 2.83 and 2.90.\n\n![blend_2_82a.png](blend_2_82a.png)\n2.82a\n\n![blend_2_90.png](blend_2_90.png)\n2.83/2.90\n\n**Exact steps for others to reproduce the error:**\n1. Open Blender.\n2. Add a plane.\n3. Give the plane a solidify modifier.\n4. In the modifier panel, enable the \"On cage\" option for the solidify modifier.\n5. Enter edit mode on the plane. \n6. In the viewport overlays enable the \"Display normals\" option for faces. \n\n[#77090 - Solidify Normals.blend](T77090_-_Solidify_Normals.blend)\n\nIn 2.82a, this will be have as expected. The normal lines will be perpendicular to the faces of the solidifies plane. In 2.83, all the normal lines align with the normal line of the face being solidified.\n\nVideo because I feel like I'm having a hard time explaining this in words:\n[2020-05-27 22-55-31.mp4](2020-05-27_22-55-31.mp4)", "Improve custom shader AOVs\n- [ ] Autocomplete AOV names in the AOV output node\n- [x] Unique naming and adding .001 does not work correctly in all cases\n- [ ] Add vector AOV output type\n- [ ] View layer level material or shader node group that can be set to output AOVs for all objects\n- [ ] Viewport display of custom shader AOVs\n- [ ] OSL support\n- [ ] Add filtering options (mainly to use either transparency or not, min, max, ..)" ]
[ "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", "EEVEE: polygonal AO artifacts caused by Bent Normals and smooth shading with specific material settings\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 680/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.1.0 Beta\nWorked: 2.83 LTS\nEEVEE AO polygonal artifacts with bent normals on smooth shaded mesh, with material blend mode set to alpha blend and or screen space refractions enabled. Possibly related to the 2.93 AO changes.\n\nWith bent normals enabled, change material blend mode to alpha blend or enable screen space refractions and the smoothness of the AO becomes polygonal. Disabling bent normals or both of these material settings fixes the jaggedness.\n[Bent Normals Artifacts.blend](Bent_Normals_Artifacts.blend)\n" ]
Hiding parts of a mesh in edit mode with normals shown causes artifacts [CarLift_Large.blend](CarLift_Large.blend) Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.19 Broken: version: 2.83.0 Worked: 2.82 selectively hiding faces of a mesh in edit mode causes random lines to appear on the mesh that dont actually exist when normals are shown. - See attached .blend file (doesnt seem to be an issue on a new document.) - hide any part of the mesh in edit mode (select faces in edit mode, shift+h to hide unselected) - note how theres a bunch of weird rendering errors and lines propagating out from the centre of the screen. gif example here: anotherreflectingcapeghostfrog [T77983_mp4_cut0520-1969.mp4](T77983_mp4_cut0520-1969.mp4) 2.83 ![CarLift_Large_2.83_normals.png](CarLift_Large_2.83_normals.png) ![CarLift_Large_2.83.png](CarLift_Large_2.83.png) 2.82a ![CarLift_Large_2.82a_normals.png](CarLift_Large_2.82a_normals.png) Note that the artifacts are still produced even when the mesh isn't selected, they are just hard to see as they blend into the grey background. ![CarLift_Large_2.83_barelyvisible.png](CarLift_Large_2.83_barelyvisible.png)
[ "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)", "Disabling Collections in the Outliner filters overlaps the Mode Column icons with the expansion arrows\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 3.4.0 Alpha\n\nIf you disable the \"Collections\" filter in the Outliner, the space of the Mode Column disappears even if the \"Show Mode Column\" filter is enabled, and the icons of the Edit Mode Column overlap with the object expansion arrows.\n\nAdd any mesh object, disable the Collections filter in the Outliner, enter edit mode.\n![buggo.png](buggo.png)", "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", "Random vertices light up as if they were selected (but they're not) when I select one vertice at a time\nOperating system: Linux-5.4.0-7634-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 780 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.82\n\nBroken: version: 2.83.0\n\n![mesh_glitches_bugreport.gif](mesh_glitches_bugreport.gif)\n- See the GIF above (sorry my mouse cursor didn't get recorded :(\n- so, in short, when I select one vertex and then select another, random vertices light up as if they're selected but they're not. Really annoying.\n- this happened to me in 2.82a as well (but only in Linux, not in Windows)\n\n- load factory settings\n- subdivide the default cube 10 times, add subsurf modifier (CTRL+2), shade smooth\n- in EDIT mode, duplicate the mesh 6 or so times\n- select one vertex, select another vertex, the glitch seems to happen (like in the GIF above)\n\n**BLEND**\n[mesh_glitches_bugreport.blend](mesh_glitches_bugreport.blend)\n\n", "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", "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", "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", "Low hair children and viewport display numbers cause hair to be excluded from parts of the mesh \n**System Information:**\nOperating system: Windows 10 and Linux (both show issues)\nGraphics card: RTX 2060 SUPER (452.06 Windows) (450.66 Linux)\n\n**Blender Version:**\nBroken: 2.79, 2.80, 2.81, 2.82, 2.83, 2.90, 2.91.0 Alpha\nWorked: Not sure\n\n**Short description of error:**\nWhen an object with a hair particle system has the `Viewport display` percentage set to a low amount and the `Hair Children viewport display` option set low, hair is excluded from parts of the mesh. Here's a video demonstrating the issue:\n[0029-1590.mp4](0029-1590.mp4)\n\n**Exact steps for others to reproduce the error:**\n1. Obtain a object with a high number of faces (I used a cude subdivided 5 times)\n2. Give the object hair particle system and increase the hair count to something like 10,000 or 100,000 to make the effect more apparent.\n3. In the hair particle settings scroll down to the `Viewport display` section and change the `Amount` slider to a low percentage (E.G. 2% or 5%)\n4. Notice how there are hairs distrobuted across the entire mesh.\n5. In the `Children` tab of the hair particle settings tab, enable one of the options `Simple` or `Interpolated`.\n6. Notice how the hair is now only distrobuted over part of the object rather than the entire object. As you increase the `Viewport display - > Amount` value and/or the `Viewport display number` for the children, this issue goes away.\n\nHere's a .blend file show casing the issue: [#81117 - Hair excluded from parts of a mesh.blend](T81117_-_Hair_excluded_from_parts_of_a_mesh.blend)", "Unable to get object to stay hidden while new mesh tool is active.\nWindows 10, 1060\n\nBroken: 2.80 master (also reproduced in a month-old daily build, so not new behavior).\n\nIf you have an active tool like Add Cylinder going, and you hide another object using the eye icon in the outliner, then as soon as you touch the cylinder parameters, the hidden object becomes unhidden.\n\n1) From the default scene, Add a Cylinder to the scene and expand the tool properties in the lower left of the 3dview.\n2) Because the cylinder is hidden inside the cube, we can't easily see the effect of changing the tool parameters, so go to the outliner and click the eyeball icon associated with the cube to hide it in the viewport.\n3) Change any parameter in the cylinder tool properties pop-up in the 3dview. The cube reappears and the eyeball indicates it is no longer hidden.\n\nBasically any changes made to the Outliner visibility icons gets reverted as soon as you change any active tool property, (at least for the Cylinder tool). This at least unexpected behavior.", "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)", "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", "UI Lists Filtering can have non-visible items active (e.g. after deletion) which lets you act on non-visible items\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 2.83 (sub 17)\n\nWhen using any UI list filtering, if you press the \"-\" several times, at some point you'll jump out of the list and start deleting things from the list without seeing them:\n\na short video to show more in detail\n[2020-05-15 08-44-35.mov](2020-05-15_08-44-35.mov)\n\nUse any list, that has more than a few elements,\nfilter it, \nstart deleting, \nthe active highlighting disappears at some point, \nkeep deleting\nfind out that you deleted things outside of the list that was filtered.\n\nOR\n[#76853.blend](T76853.blend)\n- Open File\n- Cube has 2 vertex groups [\"apples\" and \"oranges\"]\n- \"oranges\" is selected/active\n- \"oranges\" is not visible though because a filter for \"app\" is applied on the list\n- \"thus only \"apples\" is visible\n- hit the {key -} button\n- \"oranges\" will be deleted [without user knowing]\n", "Bevel modifier disconnects vertices in the UV map\n{[F8713789](2KmuzHs.png)}Operating system: Windows 10 x64\nGraphics card: GTX 970\n\nBroken: 2.83.1, 47b6c332587ca45eddc98e75b3f563e2f17a0d47, probably all 2.8+ versions\n[SM_UVTest.blend](SM_UVTest.blend)\n\nWhen using an angle or weight limit on the Bevel modifier, vertices connecting beveled and unbeveled edges are split in the UV map, producing distorsions.\n\nAdded a blend file. To reproduce the issue, apply the Bevel modifier, and select all faces to see the problematic vertex in the UV editor. \n\nSome context is here : 1241831", "mask visibility in sculpt mode using shape keys or generative modifiers\nOperating system: Windows 10\nGraphics card: nvidia 1060 Ti\n\n2.8 RC2\n\nIf you have a mesh with a mask and create a shape key, the mask will be no longer visible, still active but not visible.\n\n\n- Add UV Sphere\n- Sculpt mode\n- Paint a mask\n- Create shape keys\n\n\nOr from the default startup:\n- in sculptmode, `Mask` > `Invert Mask` (default cube should turn dark)\n- strokes dont have an effect now (this is expected)\n- add **any** generative modifier to the default cube (e.g. triangulate)\n- back in objectmode, save the file\n- reload the file\n- enter sculptmode\n- no mask is visible\n- strokes dont have an effect now (this is confusing since you are not aware masks prevent an effect since you dont even see the masks)\n\n(note we have the option `Use Deform Only` in sculptmode which might be exactly for that purpose, still not being able to use masks with generative modifiers should be more clear)", "Intersecting Meshes are not marked as overlapping anymore when selected\nOperating system: Linux-5.4.0-48-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.66\n\nBroken: version: 2.90.1\nWorked: 2.83.x\n\nIn blender 2.83.x Solid View intersecting objects had, if selected, the otherwise hidden parts shown in a more muted color when overlapping. with 2.90.x this is no longer the case. \nI hope this did not get removed intentional but is a missing feature.\n\nDuplicate the default Cube, move it a bit so that is still intersects with the first cube and confirm movement. \nWatch the outline in Solid View be the same color and thickness all around the mesh. \nin 2.83 while moving the white outline turned light grey when intersecting and the selected object outline turned a darker orange. This is very helpful for positioning elements.\n\n![blender.jpg](blender.jpg)" ]
[ "Normals Overlays broken with hidden geometry\nOperating system: Linux-5.4.0-7634-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: Quadro RTX 6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.100\n\nBroken: version: 2.91.0 Alpha\nWorked: unknown\n\nThe viewport overlays for normals break with large amounts of hidden geometry\n![Screenshot from 2020-07-27 11-35-24.png](Screenshot_from_2020-07-27_11-35-24.png)\nThey work fine without hidden geometry\n![Screenshot from 2020-07-27 11-39-46.png](Screenshot_from_2020-07-27_11-39-46.png)\nBut break as soon as a lot of geometry is hidden\n![Screenshot from 2020-07-27 11-39-58.png](Screenshot_from_2020-07-27_11-39-58.png)\n\nFrom startup file:\n1. subdivide the default cube mutiple times in edit mode\n2. dupicate it mutiple times in edit mode\n3. turn on the overlay for normals\n4. hide all but one of the cubes\n\nFrom example file:\nShows the issue immediately [broken-normal-overlay.blend](broken-normal-overlay.blend)" ]
problem with file and crashing ! OS: window 8.1 Video : HD8670 D AMD A10-6700 APU Bkender version # 9337574 From Campbel comments on earlier bug report """ This file contains many corrupt meshes, likely created by a buggy importer. Executing this in the py console shows problems: for m in bpy.data.meshes: m.validate(1) """ thread was closed too fast can you give a bit of time to anwser in thread! i did run this for m in bpy.data.meshes: m.validate(1) but all mesh seem to be ok valid ! if not valid what does it says ? what do u mean by buggy importer? what is this buggy importer ? only details i can give more is that i only work with official installed version or the latest build ! Now for importing on win ok i did use a lot of the system copy and paste with Ctrl-c and Ctrl V for copying one or 2 ob from one file to another file so are you saying that this is buggy method and should not use it ? thanks happy blendering
[ "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", "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)", "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", "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", "Particle instance modifier can crash when create from Children is checked and Normal is not\nOSX 10.11.6, xeon w3680 6core 12thread \n[system-info.txt](system-info.txt)\n2.69.7 5bd8ac9\nalso Nightly 2.79 34fe3f9c069\n\n\nUsing a particle instance modifier with Children checked and Normal not checked and then attempting to change certain parameters of the particle system such as in the velocity or children tabs causes a crash. Enabling Normal in the particle instance modifier prevents this from happening.\nCreate a Plane with a hair type particle system.\nCreate a cube with a particle instance modifier and set the object to the Plane with the particle system.\nCheck the box for Children and uncheck the box for Normal.\nGo to the particle system on the Plane and check Advanced. \nDrag any of the values in Velocity or Children and soon it will crash.\n[Crash_ParticleInstance.zip](Crash_ParticleInstance.zip)", "Blender crashes when merging mesh.vertices with a python script\nOperating system: Pop_OS 20.04\nGraphics card: Intel 4th Generation Core Proc \n\n\nBroken: 2.82a\n\n\nLink to stackoverflow question:\n\nblender-crashes-when-merging-mesh-vertices-with-a-python-script\n\nI have reuploaded the question here because I think It could be an error with blender code rather than mine. The steps to reproduce the crash would be creating an icosphere mesh, setting the max_distance variable to 0.3 and just moving nodes nearby to other ones and clicking run_script then. At some point it will close and save an ico.crash.txt. I have attached mine.\n\n[ico.crash.txt](ico.crash.txt)\n\n[#88022.blend](T88022.blend)\n\n[#88022.webm](T88022.webm)", "Blender 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", "Python API docs Error\n\nI'm not sure that it needs to be sent here\n\nThe Python API Docs contains an error - it says that blender as a python module need to be compiled independently. but this has not been the case for a long time\n\n![Screenshot_20230729_184115.png](attachment)\n\n", "Alembic design notes\n# Terminology\n\n* ABC = Alembic file (because extension is .abc)\n* DNA = Blender’s data structure\n\n# Current Functionality\n\nImporting meshes from ABC can result in multiple cases. For each imported object:\n* No object animation, no mesh deformation: mesh is imported into DNA as regular mesh object, after that no more link with ABC.\n* With object animation: as above, but with constraint that streams transformations from ABC to DNA.\n* With mesh deformation: as first case, but with modifier that streams mesh data from ABC to DNA, possibly even removing and reconstructing the entire mesh.\n\n\nOther functionality:\n* Materials are buggy (materials should be mapped by name, but we don’t seem to save those to ABC).\n* Curves are supported and loaded as Blender curves (but miss certain properties such as extrustion, etc.).\n* Particles in ABC are loaded as vertex-only mesh.\n* Camera animation is partially supported (transforms, but not camera properties such as zoom/DoF)\n\n\nCurrently easy to do:\n* Static mesh exchange between other software and Blender (because of point 1 above)\n* Adding constraints/modifiers on top of ABC import.\n* Removing extraneous objects.\n* Assigning and editing materials (but on data level may be troublesome).\n* Adding hair/particle systems (it may not work well, but it’s easy to add).\n\n\nCurrently hard or impossible to do:\n* Keeping Blender in sync with ABC (automatically importing added objects, etc.)\n* Knowing (from user perspective) which objects are from ABC and which are from Blender.\n* Performing actions for all imported objects (such as setting a consistent time offset)\n* Offsetting objects in space.\n* Flipping between “real” objects and cached versions.\n* Reliably add hair/particle system, groom, and bake to ABC again.\n\n\n# Tech meeting with Sybren, Sergey, and Campbell\nFeatures discussed:\n* Data streaming can be implemented in same way as dupli-lists / dupli-groups:\n * Loaded ABC is represented as dupli-object. This allows us to generate the meshes / curves from ABC without saving them to the blend file. It also allows the artist to spatially offset the ABC.\n * Dupli-object has option to indicate which sub-hierarchy is loaded. This allows artists to select a subset of objects in the ABC, for example loading an animated character but not the environment or cameras.\n * Dupli-object is stored as `DNAAlembicHierarchy` struct in DNA.\n * Objects from ABC are shown in outliner as collection, similar as currently done with dupli-group.\n * Besides being able to disable the entire collection (currently possible), it should be possible to disable individual objects (not yet possible). This allows, for example, to load an animated Agent 327 from ABC and remove/hide his watch.\n * The collection could contain options to indicate which sub-hierarchy it represents, and a time offset for animations.\n * Alembic XForm hierarchies are loaded as hierarchy of Empties, possibly as their own subgraph in the depsgraph.\n * Open question: how to interact with the objects, how to create static overrides or otherwise “make local”.\n* [Material](abcm.html) names are loaded from ABC\n * Currently Blender doesn’t even properly store material names to ABC at all.\n * The creator of the ABC is responsible for assigning materials to objects / data. The name of these materials should be saved to the ABC.\n * When loading an ABC the materials are looked up by name (if there are duplicates from different libraries, pick arbitrary one).\n * An artist should be able to choose which material names in the ABC map to which Blender materials.\n * It might be nice to have a button “Generate Missing Materials”, which automatically creates correctly-named materials and assigns them to the meshes/objects.\n* Objects loaded from ABC should be handled as “linked from library”, with the ABC as “virtual library”. Interaction between objects from ABC and Blender should be discussed (for example when merging two meshes, one from ABC and one from Blender).\n* Hair: It may be possible to load an animated mesh from ABC, add a hair system, groom it, and save to another ABC. This poses problems with ABC allowing meshes to arbitrarily change topology (and thus also vertex and face order) from one frame to the next. Possible solutions lie in reconnecting the hair system after loading the ABC (for example by using UV coordinates instead of vertex/face indices) or disallowing mesh changes completely after adding hair (this option won’t be liked by artists). We should check with artists in the industry to see which workflows are actually in use.\n* Motion blur: object motion blur is already there. Deformation motion blur should work when the mesh doesn’t change topology. Otherwise it can work if we save & load velocities.\n\n\n# Interface Mockup\n\n![abc-collections.svg.png](abc-collections.svg.png)\n\n\n\n# Future Work\nPossible directions that we may implement in the future, and may be nice to know about in advance to at least not make completely impossible with current design choices. The basic idea behind this feature is *fixups on top of cached data*.\n\n\n## Sculpt on top of ABC mesh\nHere Hjalti takes the role of the animator, and Andy that of the shader/lighter/look developer.\n1. Hjalti animates character, exports to ABC.\n2. Andy loads ABC, tweaks materials and environment.\n3. Andy locally changes the ABC-streamed mesh (e.g. not changing topology, but for a number of frames change, say, the position of the hand).\n4. Andy saves those changes to another ABC file that acts as a 2nd layer of mesh data.\nSteps 2-4 can be repeated, generating multiple layers of ABC files that eventually are all merged into a single animated character in Blender (this merging of data from different ABC files is supported by ABC itself).\n\n\n# Open Questions\n\n- How to interact with instanced objects from ABC.\n- How to allow modifiers to be stacked on top of imported ABC meshes/curves.\n\n\n# Development Targets\nTBD which is part of Code Quest, or postponed to later. Should be discussed with artists for final decision on what to build & how.\n\n\n1. Rework ABC importer to produce `DNAAlembicHierarchy` structs instead of directly creating new objects/meshes/curves/cameras.\n2. Allow enable/disable of individual objects in ABC dupli-group.\n3. Create & link Collection for ABC.\n4. Fix material name saving.\n5. Create system for material linking.\n6. Implement switching collection between ‘cached’ and ‘live’.\n7. User Interaction between ABC-backed and non-ABC-backed objects (for example trying to join two of those, or trying to parent a Blender object to an ABC object or vice versa)\n8. Make the hair system work.\n9. Test motion blur to clarify what works and what doesn’t (and implement/fix the latter if desired).", "Crash with Boolean modifier\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.13\n\nBroken: version: 3.4.0 Alpha\nWorked: 3.1.2 (appears to have been broken since 3.2.0)\n\nBlender crashes when performing an Intersection Boolean between a cube and a bunch of loose faces. (Granted, this is probably not something you should do in the first place, but at least it should be limited to producing a bad result, not a crash.)\n\nI didn't find a crash log, but it's easy to reproduce.\n\n* Load the attached .blend file.\n* Scrub the timeline to frame 209. Blender crashes.\n\n[crash.blend](crash.blend)\n", "Blender crashes instantly when trying to render with Cycles (HIP)\nOperating system: Windows 11\nGraphics card: AMD RX 6600 / Adrenalin 23.9.1\n\nBroken: Blender 3.4.x / 3.5.X / 3.6.2 / 4.0 Alpha\nWorked: 3.3.X\n\nBlender instantly crashes when trying to render with Cycles using HIP. Apparently only happens with files that have high number of polygons. New Project with cube doesn't crash. Using CPU doesn't crash.\nAlso, System preferences shows that I have 2 GPU units, but I have only one. It disables both when trying to disable a single one (idk if this is normal)\n\n", "Crash after copy pasting a material onto itself and switching to render\nOperating system: ArchLinux\nGraphics card: NVIDIA 3090\n\nBroken: Current main.\nWorked: Never.\n\n\nBlender crashes when copy pasting a material onto itself (via UI), then creating a new material slot, and then switching to the rendered view.\n\n1. Open a new scene in blender.\n2. Select the cube and go to its material tab.\n3. Next to the material list, on the right, click the down arrow and do Copy Material.\n4. From the same menu now do Paste Material.\n5. Add a new material slot using the + in the materials tab.\n6. Switch to rendered view.\n\nAttached a crash stacktrace taken with gdb, and main build with debug.\n\nIf it's useful, the crash was taken with a manually built blender, so it was a factory startup with Eevee as a renderer, but it also crashes when using Cycles.\n", "Crash when importing / working with big or multiple VDB's in Shaded or Rendered 3dView (GPU & CPU)\nOperating system: macOS-13.3.1-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 5700 XT 1.2\n\nBroken: version: 3.6.0 Alpha\n\n\nBlender crashes when using big VDB files or scattered VDB's.(clouds)\nIn the viewport, when scattering VDB files, it is only possible in wireframe view mode.\n- When switching to only GPU shaded or rendered mode blender crashes.\n- When switching to only CPU you are able to use wirframe and rendered 3dview as well as rendering the image.\nBut not shaded view!\n\nMacOS 13.3.1 CPU --> 64GB \nAMD Radeon Pro 5700XT GPU --> 16GB\n\nSingle VDB files up to 450MB are OK. \nBigger cloud VDB used = 2.8GB crashes right after or while importing.\nThe scattered clouds are smaller in filesize, but more of them used.\n\nWhen opening the files, it's then only possible in wireframe mode.\n\n3DViewport used without realtime compositor !\n\nSince this is to big to upload here, the VDB file is here for free to test: clouds/\n\nOpen latest MacOS Blender version, switch to wireframe mode and CPU.\nImport the VDB from the link above.\nNow try shaded & rendered 3dview with CPU and then GPU. \n\n\nCRASHLOG:\n```\nRead prefs: \"/Users/NURB/Library/Application Support/Blender/3.6/config/userpref.blend\"\nDevice with name AMD Radeon Pro 5700 XT supports metal minimum requirements\nMETAL API - DETECTED GPU: AMD Radeon Pro 5700 XT\nregister\n\nWARN (bpy.rna): source/blender/python/intern/bpy_rna.c:1342 pyrna_enum_to_py: current value '17' matches no enum in 'View3DShading', '(null)', 'studio_light'\nWARN (bpy.rna): source/blender/python/intern/bpy_rna.c:1342 pyrna_enum_to_py: current value '17' matches no enum in 'View3DShading', '(null)', 'studio_light'\n\n[MTLTextureDescriptorInternal validateWithDevice:]:1344: failed assertion `Texture Descriptor Validation\nMTLTextureDescriptor has depth (2088) greater than the maximum allowed size of 2048.'\n\n[1] 42841 abort /Users/NURB/blender-git/build_darwin/bin/Blender.app/Contents/MacOS/Blender\n```\n", "Blender 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", "Intermittent Segfault When Programmatically Creating Node Group\nThere have been intermittent crashes plaguing some of my addons. I think I have narrowed it down to creating node groups using the Python API. Specifically, to connecting something to a new node output.\n\nEnclosed [ldo_node_crash.py](ldo_node_crash.py) is a simple script that seems to reliably reproduce the problem for me; I hope it does for you, too. Open it in, or paste it into, Blender’s text editor, and run with ALT-P. I set the loop to run for 10 iterations, but for me, so far, it has always crashed before that.\n\nI am currently normally running Blender 2.82 on Debian Unstable AMD64; I tried a Blender build from the latest master branch, and the crash happens there, too. The backtrace looks like this:\n\n```\nblender-build-latest-debug/bin/blender(BLI_system_backtrace+0x26) [0x8257e79]\nblender-build-latest-debug/bin/blender() [0x2a09cfc]\nblender-build-latest-debug/bin/blender() [0x2a09efc]\n/lib/x86_64-linux-gnu/libc.so.6(+0x3b7e0) [0x7f5c97ff07e0]\nblender-build-latest-debug/bin/blender() [0x3919d1c]\nblender-build-latest-debug/bin/blender() [0x3919e13]\nblender-build-latest-debug/bin/blender(node_connected_to_output+0xf6) [0x391a0a6]\nblender-build-latest-debug/bin/blender(ED_node_tag_update_nodetree+0x41) [0x390df93]\nblender-build-latest-debug/bin/blender() [0x321f7c6]\nblender-build-latest-debug/bin/blender(NodeLinks_new_call+0x98) [0x323b5c9]\nblender-build-latest-debug/bin/blender(RNA_function_call+0x47) [0x3159a88]\nblender-build-latest-debug/bin/blender() [0x334374e]\n/usr/lib/x86_64-linux-gnu/libpython3.7m.so.1.0(_PyObject_FastCallKeywords+0xd7) [0x7f5c9890c887]\n/usr/lib/x86_64-linux-gnu/libpython3.7m.so.1.0(+0x6dfc3) [0x7f5c9871bfc3]\n/usr/lib/x86_64-linux-gnu/libpython3.7m.so.1.0(_PyEval_EvalFrameDefault+0x68a2) [0x7f5c98722c42]\n/usr/lib/x86_64-linux-gnu/libpython3.7m.so.1.0(_PyEval_EvalCodeWithName+0x92d) [0x7f5c988443dd]\n/usr/lib/x86_64-linux-gnu/libpython3.7m.so.1.0(PyEval_EvalCodeEx+0x3e) [0x7f5c9884465e]\n/usr/lib/x86_64-linux-gnu/libpython3.7m.so.1.0(PyEval_EvalCode+0x1b) [0x7f5c98844e8b]\nblender-build-latest-debug/bin/blender() [0x333463c]\nblender-build-latest-debug/bin/blender(BPY_execute_text+0x39) [0x33348cc]\nblender-build-latest-debug/bin/blender() [0x3969d26]\nblender-build-latest-debug/bin/blender() [0x3969dfb]\nblender-build-latest-debug/bin/blender() [0x2ce7313]\n```" ]
[ "Crashing file after trying to select RMB\n\nOS:\t\twindow 8.1\nVideo :\t\tHD8670 D\nAMD A10-6700 APU \n\nBlender version # 9337574\n2.72 installed \n\nfile at \t\t**30112**\n\nBug \nwhen i select object plane.005 then rotate viewport and then click RMB in viewport \nblender crashes!\nthis is an object with almost no faces\n\n\n\nFaulting application name: blender.exe, version: 2.7.1.0, time stamp: 0x53ab381a\nFaulting module name: unknown, version: 0.0.0.0, time stamp: 0x00000000\nException code: 0xc0000005\nFault offset: 0x000000da94400192\nFaulting process id: 0x1754\nFaulting application start time: 0x01cf93f2eb2a6d0b\nFaulting application path: C:\\Program Files\\Blender Foundation\\Blender\\blender.exe\nFaulting module path: unknown\nReport Id: 2cedcc01-ffe6-11e3-bee5-a4db302dab58\nFaulting package full name: \n\n\nthanks\nhappy blendering\n" ]
Blender 2.71 application crashes on run. I apologize for creating this bug because I'm almost certain it has to do something with my system. But I cannot figure out what to do. I have tried installing Blender 2.71 from the ZIP file and the installer. But when I click on the blender.exe, the output window shows up and immediately I get the error 'Blender has stopped working' 1. I have loaded factory settings and removed all user preferences. 2. I made sure it's not my antivirus interfering. 3. I downloaded the latest build from builder.blender.org All of these did not help me. I request you to please help me find a solution. Windows 7 64 bit. 8gb ram. Geforce GTX 560ti.
[ "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 using blender_debug_log.cmd and \"Reload Scripts\" in Cycles preview render\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.91\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nLoading Blender with blender_debug_log.cmd, it crash immediately when I try to reload the scripts if Cycles is running. This is not happening when launching blender.exe ![2019-06-08_10-28-33.gif](2019-06-08_10-28-33.gif)\n\nLaunch blender 2.8 using blender_debug_log.cmd.\nIn the view 3d, choose Cycles as render preview.\nIn the search bar, look for \"Reload Scripts\" and click on it.\nBlender Crash.\n[blender_system_info.txt](blender_system_info.txt)\n\n[blender_debug_output.txt](blender_debug_output.txt)\n\n", "Blender hangs due to deadlock caused by two registered draw handlers\nOperating system: Only happens on Linux (Ubuntu 22.04)\n\nBroken: 3.2.2\nWorked: unknown\n\n\nWhen my addon is used together with the addon [\"node minimap\" ](1366781), Blender hangs/freezes completely under certain conditions (details below).\nTo close Blender in this state, not even Ctrl+C is enough, it is necessary to close the parent terminal from which Blender was started.\n\n\n[addons.zip](addons.zip)\n\n[test.blend](test.blend)\n\n- Install the two addons \"node minimap\" and \"test addon\" from the attached zip file.\n- Enable both addons (search for \"node\" in the addon list to find both).\n- Open the blend file.\n- Convert the editor on the lower left to a Shader Editor.\n# Blender will immediately hang.\n\n![Screenshot from 2022-08-17 11-43-07.png](Screenshot_from_2022-08-17_11-43-07.png)\n", "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.", "Old blend file corrupts to crash blender, I guess\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: AMD Radeon R9 200 Series ATI Technologies Inc. 4.5.14761 Core Profile Context 20.11.2 27.20.14540.4003\n\nBroken: version: 3.0.0\n\nCrashes here and there. RN I witness crush form select/deselect. help plz ;c\n\nI do, tho, have installed two PROBABLY outdated addons BUT in new file crash doesn't seem to happen.\n\nThe problem is - Idk exact steps, but overall it takes to select/deselect all/smth at all few times\n\nSteps\n- Open the provided .blend below\n- Enter edit mode on the main SN4K3Mesh\n- Select-All, De-Select-All (Repeat)\n\n[#94213-asan.txt](T94213-asan.txt)\n\n```\n# Blender 3.0.0, Commit date: 2021-12-02 18:35, Hash f1cca3055776\nbpy.ops.object.editmode_toggle() # Operator\nbpy.ops.mesh.select_all(action='SELECT') # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_all(action='SELECT') # Operator\n\n# backtrace\nException Record:\n\nExceptionCode : EXCEPTION_ACCESS_VIOLATION\nException Address : 0x00007FF715993808\nException Module : blender.exe\nException Flags : 0x00000000\nException Parameters : 0x2\n\tParameters[0] : 0x0000000000000000\n\tParameters[1] : 0xFFFFFFFFFFFFFFFF\n```\n```\n# Blender 3.0.0, Commit date: 2021-12-02 18:35, Hash f1cca3055776\nbpy.ops.object.editmode_toggle() # Operator\nbpy.ops.mesh.select_all(action='SELECT') # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_all(action='SELECT') # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\n\n# backtrace\nException Record:\n\nExceptionCode : EXCEPTION_ACCESS_VIOLATION\nException Address : 0x00007FF71599380C\nException Module : blender.exe\nException Flags : 0x00000000\nException Parameters : 0x2\n\tParameters[0] : 0x0000000000000000\n\tParameters[1] : 0xFFFFFFFFFFFFFFFF\n```\n\n[SN4K3.blend](SN4K3.blend)\n\n[SN4K3.crash.txt](SN4K3.crash.txt)", "gpu module in CustomRenderEngine causes segfault\nOperating system: Linux-5.4.2-arch1-1-x86_64-with-glibc2.29 64 Bits\nGraphics card: Mesa DRI Intel(R) HD Graphics 620 (Kaby Lake GT2) Intel Open Source Technology Center 4.5 (Core Profile) Mesa 19.2.7\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\nUsing gpu module in CustomRenderEngine render function causes segfault\n\n- Open attached blendfile\n- Run the python script from text editor\n - it is based on the example bpy.types.RenderEngine.html\n - only difference is, importing gpu module and doing a gpu.matrix.push_pop() in the render function\n - also added faulthandler to see where it crashes\n- change render engine to custom\n- hit f12 (blender crashes)\n\nIs the GPU module not suited for use in CustomRenderEngine ?\nAlso testet drawing a gpu.types.GPUBatch to a framebuffer object without doing matrix.push_pop(), it also caused a segfault. The matrix thing is just the simplest case to reproduce.\n\n[CustomRenderBug.blend](CustomRenderBug.blend)\n\n", "Unable to output pictures correctly when rendering version 3.2 demo with 65536*65536 resolution\nOperating system:win11 -workstationedition\nGraphics card:4090\n\nBroken: 3.4.0 release\nWorked: \n\nUnable to output pictures correctly when rendering version 3.2 demo with 65536 * 65536 resolution.\nWhen nearly 4 hours of rendering ends, blender does not work any picture out, as the picture atteched. And the image attribute say this image is 32768 * 32768.\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\nusing the dome file for blender3.2\n\n", "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 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", "Render error not shown in VSE\nOperating system: Windows 10\n\nBroken: 2.90 8956e9e5f6c0\nWorked: Unknown\n\n**Reproduction**\n1. In a scene's Compositing workspace, enable Use Nodes and delete all the nodes.\n2. In another scene's VSE, add the above scene as a strip.\n3. Render\n\n**Description**\n![image.png](image.png)\nF12 on the outputless scene throws an error.\n![image.png](image.png)\nThe VSE shows the checkerboard pattern even if there's another strip (e.g. solid black) below the outputless scene strip and does not throw any error. The outputless scene strip should either not interfere with the layers below it or show an error indicating it doesn't have an output.", "Blender crash on combining textures (intel)\nOperating system: Windows 10\nGraphics card: Intel HD Graphics 4400\n\nBroken: 2.93.2\nWorked:\n\nWhen I tried to combine 2 textures like this blender is crashing.\n ![Screenshot (88).png](Screenshot__88_.png) \n\n[Test.blend](Test.blend)\n[Test.blend1](Test.blend1)\n[system-info.txt](system-info.txt)\n[Test.crash.txt](Test.crash.txt)\n[2021-11-12 09-11-32.mp4](2021-11-12_09-11-32.mp4)\n", "GPU Subdivision: Crash on applying Subdivision Surface Modifier\nOperating system: Win 10 22H2 10.0.19041\nGraphics card: Intel® HD Graphics 5500 Driver version: 20.19.15.5171\n\nBroken: All versions after 2.93.11\nWorked: 2.93.11\n\nBlender crashes when applying the Subdivision Surfaces modifier. Tested with various different geometries (meshes, NURBS)\nCrash probably occurs with old intel GPUs\n\n- Start Blender\n- Apply SS modifier to cube OR delete cube, add another object (cube? lol), add modifier to that", "Blender 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 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)", "Hair particles crashing when baking or animating\nOperating system: windows 10 64 , windows 8 64\nGraphics card: intel, nvidia\n\nBroken: blender-2.81-9bd0d8b5505a-windows64\nWorked: (optional)\n\nwhen trying to bake a hair particles the system hangs giving this message\n\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF7CEBD24A4\nModule : C:\\Users\\dribeiro\\Desktop\\blender-2.81-9bd0d8b5505a-windows64\\blender.exe\n\n\nopen the file\nclick 'play' on timeline or bake on hair particles\n\nNEW INFO\nremoving the hair particles the animation runs normally\n[giselle.blend](giselle.blend)" ]
[ "Blender 2.7.1 cannot start, but Blender ver 2.7.0 can start in my new Proc FX 8320\nOperating system and graphics card\n\n------------------------------------------------------------------------------------------------------------------------------------\n------------------\nSystem Information\n------------------\nTime of this report: 7/9/2014, 14:28:48\n```\n Machine name: FX8320-PC\n Operating System: Windows 7 Ultimate 64-bit (6.1, Build 7600) (7600.win7_rtm.090713-1255)\n Language: English (Regional Setting: English)\n```\nSystem Manufacturer: Gigabyte Technology Co., Ltd.\n```\n System Model: To be filled by O.E.M.\n BIOS: BIOS Date: 08/06/13 15:48:54 Ver: 04.06.05\n Processor: AMD FX(tm)-8320 Eight-Core Processor (8 CPUs), ~3.5GHz\n Memory: 8192MB RAM\n```\nAvailable OS Memory: 8156MB RAM\n```\n Page File: 1678MB used, 14632MB available\n Windows Dir: C:\\Windows\n DirectX Version: DirectX 11\n```\nDX Setup Parameters: Not found\n```\n User DPI Setting: Using System DPI\n```\n System DPI Setting: 96 DPI (100 percent)\n```\n DWM DPI Scaling: Disabled\n DxDiag Version: 6.01.7600.16385 32bit Unicode\n```\n\n```\n Card name: ATI Radeon HD 4650 (Microsoft Corporation WDDM 1.1) \n```\n\n------------------------------------------------------------------------------------------------------------------------------------\n\n\n**Blender Version** 2.7.1\nBroken: \nProblem signature:\n```\nProblem Event Name:\tAPPCRASH\nApplication Name:\tblender.exe\nApplication Version:\t2.7.1.0\nApplication Timestamp:\t53ab381a\nFault Module Name:\tblender.exe\nFault Module Version:\t2.7.1.0\nFault Module Timestamp:\t53ab381a\nException Code:\tc000001d\nException Offset:\t0000000001f382e1\nOS Version:\t6.1.7600.2.0.0.256.1\nLocale ID:\t1033\nAdditional Information 1:\tbca9\nAdditional Information 2:\tbca970da058e36b3a1372e890300089c\nAdditional Information 3:\t71e3\nAdditional Information 4:\t71e3263276bdf650686718295aed3d97\n```\n\n\n\n\n\nCannot Start of Blender Software ver 2.7.1. But working well blender ver 2.7.0\n\n\n\n\n\n" ]
Blender 2.7.1 cannot start, but Blender ver 2.7.0 can start in my new Proc FX 8320 Operating system and graphics card ------------------------------------------------------------------------------------------------------------------------------------ ------------------ System Information ------------------ Time of this report: 7/9/2014, 14:28:48 ``` Machine name: FX8320-PC Operating System: Windows 7 Ultimate 64-bit (6.1, Build 7600) (7600.win7_rtm.090713-1255) Language: English (Regional Setting: English) ``` System Manufacturer: Gigabyte Technology Co., Ltd. ``` System Model: To be filled by O.E.M. BIOS: BIOS Date: 08/06/13 15:48:54 Ver: 04.06.05 Processor: AMD FX(tm)-8320 Eight-Core Processor (8 CPUs), ~3.5GHz Memory: 8192MB RAM ``` Available OS Memory: 8156MB RAM ``` Page File: 1678MB used, 14632MB available Windows Dir: C:\Windows DirectX Version: DirectX 11 ``` DX Setup Parameters: Not found ``` User DPI Setting: Using System DPI ``` System DPI Setting: 96 DPI (100 percent) ``` DWM DPI Scaling: Disabled DxDiag Version: 6.01.7600.16385 32bit Unicode ``` ``` Card name: ATI Radeon HD 4650 (Microsoft Corporation WDDM 1.1) ``` ------------------------------------------------------------------------------------------------------------------------------------ **Blender Version** 2.7.1 Broken: Problem signature: ``` Problem Event Name: APPCRASH Application Name: blender.exe Application Version: 2.7.1.0 Application Timestamp: 53ab381a Fault Module Name: blender.exe Fault Module Version: 2.7.1.0 Fault Module Timestamp: 53ab381a Exception Code: c000001d Exception Offset: 0000000001f382e1 OS Version: 6.1.7600.2.0.0.256.1 Locale ID: 1033 Additional Information 1: bca9 Additional Information 2: bca970da058e36b3a1372e890300089c Additional Information 3: 71e3 Additional Information 4: 71e3263276bdf650686718295aed3d97 ``` Cannot Start of Blender Software ver 2.7.1. But working well blender ver 2.7.0
[ "Reliable GPU hang on common Intel cards (Linux)\nOperating system: Linux Fedora 32\nGraphics card: UHD Graphics 620 (rev 07) Intel\n\nBroken: 2.80.x, 2.90.0-x\n\n\n\nBlender crashes the computer, freezing, dmesg command shows a GPU Hang error.\n\n\nOnly with Intel GPU (Intel Corporation UHD Graphics 620 (rev 07) here)\n\nOpen the given blend file [F8892221](gpuhangtest.blend) (Thanks @HDMaster84 ) and activate lookdev or render view - the graphic server hangs.\n\nI followed the dmesg output that says to create an issue on freedesktop gitlab: 2422 (you can see my dmesg and gpu error) - anyway, thos problem only happens with Blender.\n\nThe problem started from 2.80 if I'm not wrong, not with others earlier versions.\n\n", "Blender 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)", "Add-on preferences panel should open on activation\nBroken: 2.78 testbuild 1\n\n\n**Description of issue**\nAccording to the [new protocols for add-ons](Add-ons#New_Protocols), certain add-ons need more actions from the user than simple activation, before they do anything. This is an excerpt from the pie menu example:\n\n* With Pie menus, First you activate the addon & nothing happens!\n* You need to expand the Addons Preferences.\n* From here you can individually activate the menus you like to use. \n\nThis is bad UI design, as it requires the user to *know* that activating the add-on does nothing. Blender also requires them to click a button that doesn't appear any different than before (and thus doesn't visually indicate there is something else to see there now).\n\n**Possible solution**\nAutomatically opening the add-on's preferences panel when it is activated would help a lot. At least this allows the user to see that there are options to inspect, and possibly activate.\n", "Startup.blend file is not loaded on startup if userpref.blend does not exist.\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: Intel(R) UHD Graphics 620 Intel 4.5.0 - Build 26.20.100.7000\n\nBroken: version: 2.81 (sub 3)\nWorked: (optional)\n\nStartup.blend file is not loaded on startup if userpref.blend does not exist.\n\n- Remove userpref.blend file from it's usual location\n- Start blender\n- Dismiss splash screen by clicking on 3D viewport\n- Make some change to the file (move the cube)\n- Save as startup file\n- Close Blender\n# Open blender\n\nStartup file is not loaded", "Blender 2.8 Defaults\nThis is a list of things we should change about Blender's default settings and behaviour.\n\nThe list will grow and change over time.\n\n\nCommits:\n\n- 4d5b7696cb - prefs\n- bcf6cc1f6b - startup\n- Update: default preferences are now maintained in: `./release/datafiles/userdef/userdef_default.c`\n\n## Preferences\n\n- - [x] Python tooltips OFF\n- - [x] Auto Perspective ON ***\n- - [x] Navigation Manipulator ON ***\n- - [x] Region Overlap ON (Could be removed completely, now that it's optimized) ***\n - To make transparent toolbars work better, we would like to:\n - Make the toolbar region height be limited to the contents.\n - Make the toolbar region a separate theme\n\n## Default Settings\n\n- - [x] Default Shader should be set to Principled BSDF\n- - [x] Default Lamp increased strength (10x stronger)\n- - [ ] Playback set to AV Sync (reverted, breaks physics caching)\n- - [x] 3D View Lens = 50mm\n- - [x] Camera film size = 36x24mm Full Frame\n- - [x] Camera Focal Length = 50mm\n- - [x] Render Size Percentage = 100%\n- - [x] Render Display = New Window\n- - [x] Scene Units = Metric\n- - [x] Color Management View = Filmic\n- - [x] Workbench Object Overlap = ON\n- - [x] Absolute Shape Keys Interpolation = Linear\n- - [x] Curve Fill Mode = Full\n\n## Default Renderer\n\n- - [x] Viewport = Workbench + Studio Lighting\n\n\n## Layout\n- - [x] Headers on top for all editors, except the Timeline at the bottom\n- - [x] Default Properties tab = Object Properties\n\n## New Objects\n- - [x] Generate UV's = ON\n\n## Default Theme\n\n- - [x] Flat\n- - [x] Dark UI Chrome\n- - [ ] Universal widget radius\n- - [x] Transparent header in 3D View\n- - [x] Transparent toolbar area in 3D View\n\n## Tools\nVertex Slide:\n- - [x] Correct UV's = ON\n\nExtrude Along Normals:\n- - [x] Even Thickness = ON\n\nLaplacian Smooth:\n- - [x] Lambda Factor = 1.000\n\n## UV/Image Editor\n- - [x] Normalized Coordinates\n\n## Weight Painting\n- - [ ] Auto-Normalize = ON\n\n\n## Cycles\n- - [x] Dithering = 1\n- - [x] Image Sequence Auto Refresh = ON\n\n\n## New Objects\n- - [ ] SubdivisionSurfaces = ON (via OpenSubdiv)\n- - [ ] Shade Smooth = ON (Wait till we have OpenSubdiv)\n\n## Preferences\n - - [ ] Compute Devices ON (Postpone until we can detect crappy GPU's)\n - - [x] Release Confirms Transform\n\n## Text Editor\n - - [x] Line Numbers ON\n\n## Addons\n - - [ ] All exporters should be set to Only Selected by default", "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", "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)", "Blender 4.0.0 - Armature Rig with IK broken\nOperating system: MacOs Ventura 13.4.1\nGraphics card: Radeon Pro\n\nBroken: version: 4.0.0 Alpha, branch: main, commit date: 2023-08-23 19:52, hash: 7c2dc5183d03, type: release\nCaused by 6b872079fec9336865638ad9cfa76e37e8e627c5\n\nI have rigged mesh, commercially available at ArtStation. It worked well up until now. In 4.0.0 it is broken:\n- shapes not rendered until i switch to wireframe mode and back\n- IK ignored\n\nLook at video - i open the file in 3.6.3 and in 4.0.0. In 3.6.3 everything fine, in 4.0.0 the problem mentioned occur.\nBlend file also attached\n\n", "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", "Crash when using OCIO v2\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.47\n\nBroken: version: 3.0.0 Release Candidate\n\nWhen I used OCIO v2 config file and used Cycles for rendering with Optix, it worked for viewport rendering. But if I pressed F12 for final render, Blender 3.0 crashed when the render was finsihing.\nI tried with a few scenes even if the Blender default scene still crashed. Then I tried rendering with CPU, it still crashed.\nI also tried in Blender 2.93.5. It crashed again even if the render didn't start.\nI downloaded the OCIO v2 config file from ocio_v2_demo.html.\n\nWhen I used OCIO v1.2 config file, Blender worked perfectly.\n\n[test-ocio2.txt](test-ocio2.txt)\n- Set the OCIO environment variable to the location of the test-ocio2.txt config file.\n- Start blender and set Cycles as the render engine\n- F12\n\n-----\nOCIO v2 Config\n{[F12676993](image.png) size=full}\n\nBlender 3.0 crash video\n[Crash.mp4](Crash.mp4)\n", "Crash when 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", "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)", "CUDA problem Error: Invalid value in cuMemcpy2DUnaligned_v2(&param)\ndoes anybody know what this error mean (blender 3.5, 3.6, 4.0 win 11):\n\n*Error:Report:\n\nInvalid value in cuMemcpy2DUnaligned_v2(&param) (C:\\Users\\blender git blender-v350 blender.git\\intern\\cycles\\device\\cuda\\device_impl.cpp:823)\n\nInvalid value in cuMemcpy2DUnaligned_v2(&param) (C:\\Users\\blender git blender-v350 blender.git\\intern\\cycles\\device\\cuda\\device_impl.cpp:823)\n\n\n\nWe tried two rtx 4070ti video cards and this error came up when we were about to render. If I disable one of the two, the render runs fine, but if I enable both, the render freezes. I see that it starts using both, but it still gives an error.\n\nThanks\n\n", "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", "Dae parsing issue\nOperating system:Windows 10\nGraphics card: NVidia gforce GTX660\n\n 2.79\n\n\nIt is a common error, when trying to upload an object to Second-life or Opensim, to be unable to upload a model,created in Blender, due to a \"DAE parsing issue\"\nThis object is one that is effected.\n\n[lowpol.blend](lowpol.blend)\nExport as .DAE file and upload to Opensim or Second-life" ]
[ "Blender 2.71 application crashes on run.\nI apologize for creating this bug because I'm almost certain it has to do something with my system. But I cannot figure out what to do.\n\nI have tried installing Blender 2.71 from the ZIP file and the installer. \nBut when I click on the blender.exe, the output window shows up and immediately I get the error 'Blender has stopped working'\n\n1. I have loaded factory settings and removed all user preferences.\n2. I made sure it's not my antivirus interfering.\n3. I downloaded the latest build from builder.blender.org\n\nAll of these did not help me.\nI request you to please help me find a solution.\n\nWindows 7 64 bit. 8gb ram. Geforce GTX 560ti. " ]
blender not shutting down properly on win7. blender not shutting down properly on win7. - Operating System, Graphics card --- cpu: intel core i3 2350 2.3 ghz ram: 4 gb gfx: intel hd graphics 3000 os: windows 7 home premium sp 1 - Blender version with error, and version that worked --- error found in: fe93947 win64. was working in: 1dd428f win64. - Short description of error --- blender not shutting down properly on win7. - Steps for others to reproduce the error (preferably based on attached .blend file) --- [apparently happens with all blend files including startup.blend] win7 reports an error saying "blender has stopped working" after quitting.
[ "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)", "2.90 Not opening on Linux\nOperating system: Linux Mint 18.1\nGraphics card: Intel HD 620\n\nBroken: \nBlender 2.90 won't open up fully, it appears to open up and immediately closes\nWorked: \n\nTried a few different ways to open, won't open.\n\nOne of the methods I tried opening with was through the Terminal and this was the message I had returned back:\n\nRead prefs: /home/john/.config/blender/2.90/config/userpref.blend\nfound bundled python: /home/john/Desktop/3D Related/1BlenderVersions/blender-2.90.0-linux64/2.90/python\nGPUShader: linking error:\nerror: Input block `ShaderStageInterface' is not an output of the previous stage\n\nGPUShader: linking error:\nerror: Input block `ShaderStageInterface' is not an output of the previous stage\n\nWriting: /tmp/blender.crash.txt\nSegmentation fault", "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", "Viewport animation render crashes when collapsing the viewport.\nBroken: version: 2.91.0 Beta (and 2.83, 2.80, ...)\nWorked: never\n\nViewport animation render crashes when collapsing the viewport.\n\n[0001-0485.mp4](0001-0485.mp4)\n[Viewport render crash.blend](Viewport_render_crash.blend)\n\n", "Blender 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 rendering a specific 4k scene with Cycles Metal\nOperating system: macOS-13.3.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M2 Pro Apple 4.1 Metal - 83.1\n\nBroken: version: 3.5.1\n\nWhen I render with Blender 3.5.1 on a MacBook 16\" with an M2 Pro chip at a 4K quality, Blender closes before finishing the rendering process.\"\n\n- Open attached .blend file\n- Make sure you have enabled Metal GPU+CPU in the Preferences\n- Render the scene\n\nIt should crash about halfway through the rendering process.\n\n![Funcions.blend](attachment)\n", "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.", "Microsoft store: Blender cannot be used in terminal\nWindows 11\n\nBroken: 3.4\nWorked: 3.3\n\n**Short Description**\nEver since blender 3.4 released, I have been unable to use blender in the command line. Running just the command \"blender\" gives error 0xc0000022 and whenever I try to run any actual command like \"blender -b untitled.blend -a\" nothing happens. I have never had any issues like this in versions prior to 3.4. I am running the Microsoft store version.\n\nIssue only happens with blender from Microsoft store\n\n**Steps to Reproduce**\n * Assuming that blender is already in your system path, which it should be by default,\n * open a terminal in absolutely any folder;\n * run absolutely any blender command;\n * for example, run \"blender -E help\"\n\n- - -\n!!For now, workaround is to type \"blender-launcher\" instead of \"blender\" to launch blender from command line (but that won't accept any arguments)!!", "Blender 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```", "Crash when switching from solid to rendered view\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.61\n\nBroken: version: 3.6.0 Alpha\n\nI have a scene about 1.7GB in size with 4K textures but renders in 2K using simplify, blender crashes when I open the file > hit F12 and render the scene then close the render windows and switch to render view > it starts compiling then blender closes, in the past it would show out of memory this report: \n\n105522#issuecomment-904934 \n\nThis issue happens only when persistent Data is active\n\nunfortunately I can't share the file at the moment. \n\n\n\n\n", "Crash on deleting driver\nOperating system: Linux neo 5.10.68-1-MANJARO #1 SMP PREEMPT Wed Sep 22 12:29:47 UTC 2021 x86_64 GNU/Linux\nGraphics card: nvidia GTX 970\n\nBroken: (\n```\n3.0.0-alpha+master.a3027fb09416-linux.x86_64\n```\n)\nWorked: (?)\n\nI duplicated a Text strip via <shift><D>. I don't know where that driver on Location X came from. The original didn't have one. I then wanted to delete that driver. After deleting it and moving the current frame blender crashed.\n\n- Load attached file\n- Delete driver of 'Location X'\n- Press Cursor keys Left/Right a few times till crash.\n[crash.blend](crash.blend)", "Viewport Rendering and Texture Baking freezes Blender\nOperating system: Windows 7 64bit\nGraphics card: GTX 1660 Super\n\nBroken: 2.90.1\nWorked: 2.83\nWorked: builds prior to b21ba5e579\n\n\nBlender freeze when baking ambiant occlusion\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\nI prepared my scene to bake all objects, but almost every time I try to bake an object (especially the table under the tv), blender is often stuck at 0%, using high CPU usage and freeze.[CtUrban.blend](CtUrban.blend)\n\nUpdate: Viewport Rendering also crash Blender.\n\n", "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", "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!", "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 crash upon closing with VOBs enabled (today's BuildBot version)\nOperating system and graphics card\nWindows 7 x64\n2 GTX 580 3GB\n\nBroken: blender-2.72-acd7f50-win64\nWorked: blender-2.72-ee5936c-win64\n\nEnabling VOBs in today's BuildBot version (hash acd7f50) causes Blender crash upon closing. \n\nStart Blender (without a previously created userpref.blend and startup.blend)\nIn User Preferences, System tab, enable VOBs\nClose Blender\n![Blender_crash_upon_closing_with_VOBs_enabled.png](Blender_crash_upon_closing_with_VOBs_enabled.png)\n\nIf helpful, below is a freshly created userpref.blend with steps outlined above already performed. \n[userpref.blend](userpref.blend)\n\nThank you,\n\nDavid", "Crash on exit\nWindows 8.1 x64\nRenderer: GeForce GTX 860M/PCIe/SSE2\nVendor: NVIDIA Corporation\nVersion: 4.4.0\n\nBroken: 2.72.1 6c2ce7a\n\nCrash on exit when meet certain circumstances.\n\n\n\n - Open Blender\n - Go to User Prefs and enable VBO\n - Create \"Cube\"\n - Quit Blender\n\n\nblender --debug shows no issues.\nSeems to be a Windows issue, but I have no means to check.\n\n![rep.png](rep.png)\nERROR REPORT:\n```\nProblem signature:\n Problem Event Name:\tAPPCRASH\n Application Name:\tblender-app.exe\n Application Version:\t2.7.2.0\n Application Timestamp:\t544efaa9\n Fault Module Name:\tblender-app.exe\n Fault Module Version:\t2.7.2.0\n Fault Module Timestamp:\t544efaa9\n Exception Code:\tc0000005\n Exception Offset:\t00000000001aeef4\n OS Version:\t6.3.9600.2.0.0.768.100\n Locale ID:\t1033\n Additional Information 1:\tfee4\n Additional Information 2:\tfee4f12dae180676bbcf47a11b493271\n Additional Information 3:\td5ce\n Additional Information 4:\td5cea7b89397417f9bf0ce2c25b3a217\n\nRead our privacy statement online:\n ?linkid=280262\n\nIf the online privacy statement is not available, please read our privacy statement offline:\n C:\\Windows\\system32\\en-US\\erofflps.txt\n\n```", "Crash on exit (change in DPI size and/or using VBO)\nWindows 8.1 on a few different GTX series cards\n\nall Builder.blender.org 64bit builds for last few days\n\nI crash on exit and have isolated it as occurring when I change the DPI in the UserPrefs/System/General\n" ]
Can't rotate camera with custom keybind in knife mode/circle select Win7 64 bit Broken: all Non-default keybinds for panning/rotating the 3D viewport don't work while using the knife tool, circle select and likely any similar tools I've forgotten/don't use. 2.69 seems to have added a keybind option for panning while using the knife tool. I still can't rotate the viewport with the knife and can't do either with circle select.
[ "Rotate drawing canvas (viewport)\nThis is a requested feature for all 2D artists, texture painters and sculptors.\nWe need a way of rotating the full viewport as other softwares do, because sometimes is easier draw from left to right instead of drawing vertical, especially for lines.\n\nThere are some add-ons already for that, but these are partiall solutions and only works in some situations. We need a more general solution.\n\nThis is general problem for any mode that need to use a pen for drawing.", "Camera can acquire skew that propagates to render\nWin10, Nvidia 1070\nTested in Blender 2.80, 2.79b, true in both.\n\nRelatively minor bug.\n\nThe camera can acquire skew from parenting relationships that lead to it inheriting scale that lies outside of its basis vectors. This skew affects renders. This is inconsistent with how the camera handles basis vector scaling, which it removes for render. That inconsistent behavior is why I consider this a bug.\n\nTo reproduce, create a camera, parent it to something, scale the camera's parent non-uniformly (different amounts in different axes), make sure that the camera has local rotation, but not local rotation at exactly 90 degree intervals, render.\n\nSuggested fix: either cancel out skew by recreating camera basis vectors on the basis of Z, average X+Y vectors, or allow even uniform scale to affect the render. I would prefer the latter personally, as it would allow greater artistic freedom.\n\nWorkaround: give the camera a limit rotation constraint (no axes have to be enabled, and limits of -180,180 are fine.) Which could be it's own bug report, but even more minor-- copy/limit rotation/scale constraints don't seem designed around the possibility for skew, and seem to instead just rewrite the matrix components they assume rotation and scale to have affected without recognizing that inherited non-uniform scale can affect other components of the matrix.", "Transform orientation undo is inconsistent.\n\nBroken: 3.0\nWorked: ?\n\nTransform orientation undo is inconsistent. It works in object mode, but doesn't work properly in edit mode. In edit mode it sometimes won't undo, or undoes together with another different step(like changing mode, or moving vertex).\n\n- Open default startup;\n- Change the Transform Orientation from Global to something else\n- Undo/redo - it works;\n\n---\n- Reopen default file\n- Go to edit mode\n- move vertex\n- Change the Transform Orientation\n- undo multiple times - Will never undo the Transform Orientation. (now deselect cube and perform undo operation: will revert selected transform orientation)\n\n", "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 ", "Keying sets other than Whole Character (or keyframing in general) do not respect channel locks\nOperating system: macOS Monterey 12.3.1\nGraphics card: MacBook Air (M1, 2020)\n\nBroken: 3.1.2, cc66d1020c3b, master, 2022-03-31\n\nKeying sets (other than Whole Character) do not respect channel locking. Whole Character is the only keying set that respects channel locking, which is surprising, unexpected, and undocumented behavior. This is actually a big pain point when it comes to animating complex rigs.\n\nblender/blender-addons#70447 is related, but @lichtwerk mentioned in T70447#806580 that it would be good to file a separate report about this problem.\n\n1. Create a new Blender file with the General template.\n2. Make the default Cube object the active object.\n3. In Object Properties, lock the Cube object’s rotation channels.\n4. Create a new keyframe using the Location, Rotation & Scale keying set.\n5. Note that the rotation channels have been keyed, despite being locked.\n\nNOTE: the tooltip for locking says \"lock editing **when transforming**\" (so if we decide to respect locking in general keframing, this would need to be adjusted) ", "Wrong render region widget after MMB pan\nOperating system: Linux-5.10.0-7-amd64-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA TITAN V/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 465.27\n\nBroken: version: 3.0.0 Alpha\nWorked: N/A, probably never\n\n\nUsing MMB to pan Camera view to a User Perspective does not update the render region widgets from camera border to viewport border.\n\n\nWith the file attached:\n- Open the file\n- MMB in viewport to navigate from camera view to user perspective\n- Note how the render region widget still corresponds to the camera render region, not the viewport render region\n\n[render_region.blend](render_region.blend)\n\n![Screenshot_20210607_095632.png](Screenshot_20210607_095632.png)", "context override for bpy.ops.view3d.view_selected doesn't work\nBlender 3.6\n\nTried to override currently selected items and run `bpy.ops.view3d.view_selected` (default blender operator binded on \"Numpad .\" by default) and it doesn't work. If I select objects manually with `obj.select_set(True)` it works.\n\nI've compared context's dict produced by `bpy.context.copy()` - the only difference between the context after `.select_set` were `selected_objects`, `selected_ids`, `selected_editable_objects` and I've overidden them.\n\nWay to reprodiuce:\n1) Open default blender scene.\n2) Make sure nothing is selected and move camera away.\n3) Run the code below - nothing happens\n4) Uncomment first two lines of code - operator works.\n\n```python\nimport bpy\n\n#for obj in bpy.data.objects:\n# obj.select_set(True)\n \nfor area in bpy.context.screen.areas:\n if area.type == 'VIEW_3D':\n for region in area.regions:\n if region.type == 'WINDOW':\n override = {\n 'area': area, \n 'region': region\n }\n override['selected_objects'] = bpy.context.view_layer.objects[:]\n override['selected_ids'] = bpy.context.view_layer.objects[:]\n override['selected_editable_objects'] = bpy.context.view_layer.objects[:]\n with bpy.context.temp_override(**override):\n bpy.ops.view3d.view_selected()\n # print(bpy.context.copy())\n```\n\n", "Improve support for Rotate and Pinch trackpad gestures\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\nAt the moment, zooming with the Pinch gesture is too slow, requiring several full gestures to zoom in on details. When using the Rotate gesture, the rotation angle does not match the rotation of the fingers. Both gestures do not allow tiny changes with slow finger movements, due to rounding/conversions of values in the code.\n\nThe current code converts 'magnification' and 'rotation' values (float) to delta values (int). It would be more correct to use 'magnification' and 'rotation' values directly, without rounding when converting to delta.\n\nThere's an old macOS patch to start with: D8521", "Keymap changes are not reflected for the local view setting\nOperating system: Linux-5.18.10-arch1-1-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.57\n\nBroken: version: 3.3.0 Alpha, branch: Unknown, commit date: Unknown Unknown, hash: `rBUnknown`\nWorked:\n\nWhen I turn off frame selected in keymap -> local view and restore it to its default it keeps the old behavior until blender is restarted.\n\nI tested changing delete in object mode (x) key to disable confirm and when I restored it it worked as expected so I think it is related to local view specifically.\n\n- Open default scene\n- In Preferences > Keymap: search for local view and uncheck `Frame selected` checkbox\n- use the shortcut in viewport. Notice frame select operation is not performed (which is expected)\n- In keymap, restore changes\n- Again use shortcut to switch to local view (frame selected operation is expected to execute but it doesn't)\n![bug.gif](bug.gif)\n\n", "weird viewport visual glitch\nOperating system: Windows 11 64 bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti Gaming X Trio\n\nBroken: version: 3.3.1\nWorked: cant bother sorry\n\nits like the position of the viewport has an offset relative to the orientation of the camera, and the viewport has a set size and cant change.\n\nfirst go to the layout workspace and have an animation playing (must have an animation playing for the bug to happen), then create a new viewport by sliding it like im doing in the video. then change the viewport into rendering mode like im doing in the video and when you resize the viewport, it has a set size and cant be changed and the position of all parts have an offset according to the position and orientation of the camera.\n\n", "Offset Edge Tool Menu Rescaling Makes It Impossible To Use\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 ATI Technologies Inc. 4.5.13571 Core Profile Context 19.9.3 26.20.13025.1004\n\nBroken: version: 2.82 (sub 7)\nWorked: (optional)\n\nName: Edit Mesh Tools (0, 3, 6)\nAuthor: Meta-Androcto\n\nThe tool menu ad the bottom left of the viewport pops between sizes making it impossible to use\n\nselect edges, use the offset edge with extrude option.\nopen the tool menu in bottom left of 3D viewport, then switch between Angle or Depth option a few times.\nNow hovering over either the Depth or Angle button will trigger it and rescale the menu. This moves the other button up making it impossible to select.[edit menu pops up and down.mp4](edit_menu_pops_up_and_down.mp4)\n\n\n", "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", "Compositor: Viewport issues when Passepartout is off\nBroken: version: 4.0.0 Alpha\nWorked: never\n\nComposition Mask is \"rendered\" wrongly in the viewport when the camera `Passepartout` is off.\nNote that the Compositor is set to Camera.\n\n\n* Open this file: [zoomed_out.blend](attachment)\n* Notice that the passepartout is disabled in this camera, but the viewport compositor is set to Camera.\n\nCurrent buggy result:\n![image](attachment)\n\nThe mask only matches when the camera has `Passepartout` on:\n![image](attachment)\n\n\nRelated: #111344\n\n", "Constraint with custom space not limiting transformation\nOperating system: Windows 11\nGraphics card: RTX 3060\n\nBroken: Blender 3.6.2\nWorked: Never\n\nAffect transform conflict with custom space\n\nAccording to documentation, Affect Transform option will limit manual rotation, but it doesn't with custom space. It works with local space.\n\n**Steps To Reproduce**\n\nOpen [file](https://projects.blender.orgattachment) and rotate contrained bone. Check bone transformaton - it is not limited.\n", "Sculpt: RCS keymap conflicts (Context menu blocked by Face Sets pie menu, angle control, smooth/lazy mouse, smooth brush)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 770/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 2.93.0 Alpha\n\nI found 3 keys which are simply blocked by others:\n[2021-01-25 14-35-28.mp4](2021-01-25_14-35-28.mp4)\n`Shift+S`: `Context Toggle` (toggle smooth/lazy mouse) >> `Brush Select` (Smooth Brush)\n`R`: `Angle Control` (VIEW3D_MT_angle_control) >> `Rotate` (from 3D View)\n`W`: `Context menu` >> `Face Sets pie menu`\n\nIn Sculpt mode, W uses a Pie Menu (`VIEW3D_MT_sculpt_face_sets_edit_pie`), which in addition to doing nothing in Dyntopo (#84973), does not provide alternative access to this menu.\n\n# {key R}: `Angle Control` (VIEW3D_MT_angle_control) vs `Rotate`\n - Go to sculpt mode\n - Press {key R} to call the \"Angle Control\" menu - Rotate will be performed\n - In the Sidebar, go to `Tool -> Brush Settings -> Texture` and change the `Mapping` to \"View Plane\"\n - Press {key R} - \"Angle Control\" menu is now called\n# {key Shift S}: `Context Toggle` (toggle smooth/lazy mouse) vs `Brush Select` (Smooth Brush)\n - Go to Sculpt mode\n - Press {key Shift S} to enable the \"Stabilize Stroke\" (`Tool -> Brush Settings -> Stroke`) - The Smooth brush will be selected instead.\n - Disable the \"Brush Select\" keyitem from the keymap\n - Press {key Shift S} in the 3D View again\n# {key W}: `Context menu` vs `Face Sets pie menu`\n - Go to Sculpt mode\n - Press {key W} - Pie menu will be called\n - Disable the \"Face Sets Edit\" keyitem from the keymap\n - Press {key W} in the 3D View again - Context menu will be called" ]
[ "Allow View Navigation within Modal Operators\nExcept when there's a good reason to block navigation (such as modal transforms) all modal operators should allow user to navigate the viewport. This includes panning, rotating, zooming, and changing to direct view (top, front, side, etc).\n\nFor example, neither Box Select or Circle Select allow viewport navigation. This severely limits the tools use, often requiring the user to activate the operator multiple times from different angles. \n\n**Operators that need navigation events passed through**:\n - Circle Select\n - Box Select\n - Mesh Bisect\n - Mesh Loopcut and Slide\n" ]
Crash on Dope Sheet Editor load Operating system: macOS-11.5.2-x86_64-i386-64bit 64 Bits Graphics card: AMD Radeon Pro 560 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.6.20 Broken: version: 3.0.0 Alpha After keying a VSE color strip, toggling to the Dope Sheet Editor crashes Blender. * Create a new Video Edit file * Add color strip * Key its location * Swap the VSE with the Dope Sheet * Crash This can leave files in a corrupted state. Here is a sample file. Simply change any editor to a Dope Sheet and Blender should crash. [ds.blend](ds.blend)
[ "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)", "inset and bevel edits crashing blender 3.x\nThreadripper 1950x 128 gb ram 2tb SSD (home)\nNVIDA 3080 updated to latest drivers\n\nIntel i7 64 gb ram 2 tb SSD (work)\nAMD 6900xt updated to latest drivers\n\n\nHappens on all 3.x versions of blender.\n\nIssue happens on both my home PC (the thread ripper) and my work PC.\n\nStart editing default cube add bevels, insets place some cuts... crashes within a couple of minutes. Happens in all display modes.. mesh, solid, renders. Happens with a smooth display mesh and hard edges. Super frustrating need to save just before doing any of these procedures on any modeling task. Always update video drivers which probably cant be the issue because two different families of video cards in two different machines have the same issue. Been doing this ever since I updated to Blender 3. I assume it's a plugin I installed because I can't imagine why this would happen on two completely different computers. Is there a dump file or something I can send? Here is a video of a typical crash. No dialog box... just blender vanishes in the the middle of editing.\n\n", "Crash with mantaflow\nOperating system: Windows-10-10.0.18363-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.41\n\nBroken: version: 3.0.0 Alpha\n\nBaking simulation causes crash\n\n[splash.blend](splash.blend)\n\nOpen file and bake liquid\n", "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", "Dynamic Paint With UNDO [Control Z] Crash Blender\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX TITAN X/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.64\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\nWorked: (optional)\n\nWhen Press Control Z While In Weight Paint (EDIT MODE), Blender Crash\n\nBased on the default startup or an attached .blend file (as simple as possible).\n[weight-paint-v1.blend](weight-paint-v1.blend)\n1. Open the provided .blend file\n2. Start playback and enter Weight Paint mode\n3. Paint and then undo (Control + Z)\n4. Blender crashes after a while,\n\nHere is video to show case KUUbxSnwmbE", "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)", "Blender Crash when deleting images too fast\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: AMD Radeon(TM) Graphics ATI Technologies Inc. 4.5.14761 Core Profile Context 21.30.44 30.0.13044.0\n\nBroken: version: 3.2.0\n\nBlender crashes when deleting images in the Layer blend file libery\n(3.3 alpha is crashing also and i didnt found any report about this issue)\n\n\n* go to outliner -> select blend file\n* make sure to be in the material preview mode\n* delete the first image by right click and then click on delete image\n* (now u only need to rightclick and leftclick to delete next images, because u dont need to aim for the delete anymore)\n* delete images while blender tries to preview the last change after deleting one of the images\n blender crashes\nwhen deleting images too fast, my blender just crashes (happens on my bad pc often, because i download models and rework them)\nIf you wait for the new material preview of the model after deleting nothing happens, but if you dont blender crashes when continuing to delete images\n\nVideo: CvO9nw4qilc\n\n[pharaoh x suite.blend](pharaoh_x_suite.blend)\n", "Blender development todo list -- Render\nNOTE: this is a direct dump of Render (without cherrypicking the valid items)\n\n### Render & UI\n\n- [ ] While rendering, manipulating images (like reload, resizing generated) can still crash Blender. Better image \"owner\" locking is required for 2.5 (#28477)\n- [ ] While rendering, several UI changes can cause crashes (#24758)\n- [ ] Rendering can't really use normal scene data if ui is interactive without causing all kinds of trouble, for examples and related issues see the item above this one.. and the reports (#26535)\n- [ ] Renaming scene leads to missing rendered result in image editor and compositor (see (#30222))\n- [ ] Rendering with File Output nodes could produce unwanted output images, see (#38605)\n- [ ] Shaded draw mode (using render code for vertex colors) is most certainly not coming back\n- [ ] Color Management can be communicated better, like when sampling colors in Image Window it confuses (could indicate such). Color Management also wasn't added backward compatible, disabling it gives dark results.\n- [ ] Compositor \"file out\" node doesn't work for FSA, and as color management troubles too.\n- [ ] FSA render uses temp files with names preventing other Blender instances to render too. (#28314)\n- [ ] Texture nodes have been implemented by recursively (backwards) calling parent nodes, this gives issues for viewers, previews and threads in general.We will try to keep it stable, but the functionality for this is going to replaced with a better shader system in 2.6. (compositor and material nodes call nodes forward, sorted on dependency. Each node is only called once this way).\n- [ ] Render display in Image window, for a window previously showing UV editor, doesn't restore correctly. (#26828). Code for this is too much spread around and fuzzy, needs full revision.\n- [ ] Object transform is not possible during rendering #37019\n- [ ] Don't render and warn when a driver or pre-render script can't be executed, a texture is missing, physics are not baked. Needed e.g. when renderfarms have scripts blocked.\n\n### Node Textures\n- [ ] Grouping texture nodes affects on data range #45696\n\n### Baking\n- [ ] add option to smooth vertex colors as a post process after baking #35066.\n- [ ] Baking to a low-res textures might miss pixels which lies on the UV island boundary #37681\n- [ ] Vertex baking might cause AO artifacts #44178\n- [ ] Support dupligroups #43553\n- [ ] Modifier produces non deterministic effects #42015\n- [ ] Update Blender side baking to support different topologies needed for adaptive subdivision #49405", "Crash while switching to edit mode with EEVEE + Geometry Nodes\nOperating system: macOS-10.15.7-x86_64-i386-64bit 64 Bits\nGraphics card: NVIDIA GeForce GT 650M OpenGL Engine NVIDIA Corporation 4.1 NVIDIA-14.0.32 355.11.11.10.10.143\n\nBroken: version: 3.0.0\n\nWhen switching to edit mode in while the viewport's set to render it crashes (see attached video)\n[blender crash 2021-12-17 21-54-00.mp4](blender_crash_2021-12-17_21-54-00.mp4)\n\n1 load the attached file\n2 switch to rendered view in the viewport\n3 switch to edit vertex mode\n4 that's a crash!\n\n[transitions_001_blender3.blend](transitions_001_blender3.blend)", "Extremely frequent crashing when using the compositor. Especially when using the glare node.\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.99\n\nBroken: version: 3.6.2\nWorked: I believe it was far more stable before the realtime compositor implementation. (Blender 3.3-ish)\n\nBlender crashes extremely frequently when using the compositor on my system, especially when the glare node is being used at all. Does not seem related to vram or system specs, and looking through logs has not come up with any errors - it just closes.\n\nAdjust compositor glare node values with the viewer enabled. It seems to crash within a minute of doing so, usually sooner.\n\n", "Crash when switching from solid to rendered view\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.61\n\nBroken: version: 3.6.0 Alpha\n\nI have a scene about 1.7GB in size with 4K textures but renders in 2K using simplify, blender crashes when I open the file > hit F12 and render the scene then close the render windows and switch to render view > it starts compiling then blender closes, in the past it would show out of memory this report: \n\n105522#issuecomment-904934 \n\nThis issue happens only when persistent Data is active\n\nunfortunately I can't share the file at the moment. \n\n\n\n\n", "Wrong editor type saved in workspace\nOperating system: Win11\nGraphics card: AMD Radeon (TM) Graphics (Included Graphics)\n\nBroken: 3.5.1\nWorked: N/A.\n\nMy properties editor is glitched and keeps resetting to nonlinear animation editor.\n(When saving file and reopening)\n\nIdk how to repreduce it, but here are steps for my blender file:\n1. Switch editor type to properties editor.\n2. Save file.\n3. Close blender .\n4. Open the saved file.\n5. Properties editor switched to nonlinear animation editor.\n6. (When repeating 1-4 with all objects deleted, then its working normally without the switch at restart).\n7. Viedeo: EDgFd6MIzjM.\n\n", "Crash without warning when opening material properties panel.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: AMD Radeon RX 540 Series, ATI Technologies Inc., OpenGL, 4.5.0 Core Profile Context 22.20.16.03.220829\n\nBroken: version: 3.4.1, branch: blender-v3.4-release, commit date: 2022-12-19 17:00, hash: 55485cb379f7\nBroken: version: 3.5.1, branch: blender-v3.5-release, commit date: 2023-04-24 18:11, hash: e1ccd9d4a1d3\nWorked: no newer version works.\n\nWe get a hard crash without warning when opening the material properties panel in the \"Layout\" workspace right after startup (i.e. with a clean \"General\" new file). Opening the material properties panel in other workspaces causes the same crash.\n\nI suspect that this is an EEVEE problem since opening other properties panels (which do not have the material preview) works fine and opening the material properties panel after having selected the Cycles engine in the \"Render properties\" panel also works fine. Somehow, it feels like being a hardware problem, but I cannot explain why. Interestingly, the device for rendering in the [Preferences][System] is set to \"\"None\" and no GPU's are available in the Cuda, OptiX, HIP, and oneAPI sections.\n\nWhen switching the viewport in the \"Layout\" workspace to \"Viewport Shading\" (i.e. rendered by EEVEE), Blender crashes. When Cycles is selected as rendering engine, then \"Viewport Shading\" works fine.\n\nThe crash happens on my colleague's computer in India to which I have no direct access. Updating graphics drivers is not easily possible due to company constraints. My colleague now uses the Cycles rendering engine by default. Some current file of her was saved with the default EEVEE setting, so she cannot load the file without crashing Blender; I have now modified the file on my computer by switching it to Cycles rendering which bypasses that problem for now.\n\n\n[Based on the default startup]:\n- Open Blender.\n- Select \"General\" new file\n- Open the \"Material properties\" panel in the \"Layout\" workspace.\n- Blender crashes.\n\n[Based on the default startup]:\n- Open Blender.\n- Select \"General\" new file\n- Select \"Viewport Shading\" in the \"Layout\" workspace.\n- Blender Crashes.\n\n[Based on the default startup]:\n- Open Blender.\n- Load a previously stored blend file with EEVEE set as the renderer (and I suspect showing the \"Materials properties panel\" or the viewport in \"Viewport Shading\" mode).\n- Blender Crashes.\n\n", "Crash when selecting line art\nOperating system: Linux mint 21. Blender installed using flatpak.\nGraphics card: See attached system_information.txt\n\nBroken: version: 3.5.1\n\nBlender Crashes.\n```\nbacktrace\n\nPython backtrace\nFile \"/app/blender/3.5/scripts/startup/bl_ui/space_view3d.py\", line 704 in draw\nFile \"/app/blender/3.5/scripts/modules/bpy_types.py\", line 903 in draw_ls\n```\n\n```Py\nbpy.ops.outliner.item_activate(deselect_all=True) # Operator\nbpy.ops.outliner.item_activate(deselect_all=True) # Operator\n```\nWith attached blend file, in the outliner, select cameras, line-art then try to change the color of the background.\n\n", "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" ]
[ "Crash on file open (VSE)\nnewest Manjaro\nGraphics card: GeForce GTX 970\n\nBroken: \n```\nblender-3.0.0-alpha+master.276eebb27474-linux.x86_64-release\n```\nWorked: 2.92 and 2.93\n\nIf I open the appended file, blender crashes. It's a file containing VSE contend.\n\n\n```\n# Blender 3.0.0, Commit date: 2021-09-19 19:13, Hash 276eebb27474\n\n# backtrace\n./blender(BLI_system_backtrace+0x20) [0xb1e6550]\n./blender() [0x10492bb]\n/usr/lib/libc.so.6(+0x3cda0) [0x7fcde4b53da0]\n./blender() [0x1470159]\n./blender(ANIM_sync_animchannels_to_data+0x134) [0x1c82ab4]\n./blender() [0x1f30318]\n./blender(ED_area_do_refresh+0x1b) [0x1ab23eb]\n./blender(wm_event_do_refresh_wm_and_depsgraph+0x6c) [0x1431fbc]\n./blender(wm_event_do_notifiers+0x3d0) [0x1438db0]\n./blender(WM_main+0x28) [0x142dfa8]\n./blender(main+0x31e) [0xf36c3e]\n/usr/lib/libc.so.6(__libc_start_main+0xd5) [0x7fcde4b3eb25]\n./blender() [0x1045c1c]\n\n# Python backtrace\n```\n\n[Ostseeradweg_01.blend](Ostseeradweg_01.blend)", "VSE Clips with keyframes crash\nOperating system: Linux-5.11.0-34-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 Super/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.57.02\n\nBroken: version: 3.0.0 Alpha\nWorked: 2.93 and master from a few days ago\nCaused by e6194e7357\n\nBlender instantly crashes / closes when you click on a clip in the VSE that has keyframes on it AND a Timeline or a Dopesheet is visible at the same time.\nThis one was quite hard to reproduce because I noticed it on a production file that has lots of scenes and linked libraries in it. I could boil it down to a super simple repro scene.\n\nAbout file: - It's just a VSE layout with a color clip in it. This clip contains two keyframes on the opacity. It doesn't really matter what channels the keyframes are on. As soon as a Dopesheet or Timeline tries to display them Blender crashes. It might be related to the keyframes drawing optimizations from a few days ago (?)\n\n- Open the attached blend file:\n- Select the clip -> everything is fine as expected\n- Now add a Timeline or Dopesheet to the layout (e.g. by splitting an Editor or by switching the \"File Browser\" on the top left to \"Timeline\" or \"Dopesheet\"\n- Blender crashes\n- I could reproduce it on Windows and Linux\n\nTest File:\n[#91458.blend](T91458.blend)", "VSE tab crashes on this minimal .blend file on the last alpha versions but works with the previous alpha versions.\nOperating system: Linux Mint 19.1\nGraphics card: Nvidia GTX 980\n\nWorked:\nblender-3.0.0-alpha+master.42546db49089-linux.x86_64-release (2 september)\n\nBroken:\nblender-3.0.0-alpha+master.b5a1c194c5dd-linux.x86_64-release (13 september)\nblender-3.0.0-alpha+master.276eebb27474-linux.x86_64-release (20 september)\n\nBlender crashes when you open VSE tab opening this uploaded minimal .blend-file. Some issue with opacity keys there on the only one strip. When you remove opacity keys (in the worked versions and save it) - all works fine on all alpha versions.\nCan you confirm this bug?\n\n- Open .blend file\n- Click VSE tab\n- It crashes on last alpha versions.\n\nTest File:\n[VSE_bug--videos_7.blend](VSE_bug--videos_7.blend)" ]
Edits to Basis shapekey not propagating to relative shapekeys properly upon undo. Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: NVIDIA GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.27 Broken: version: 2.92.0 Broken: version: 2.83.14 When making multiple edits to Basis shapekey, then undoing one, multiple edits are undone on relative shapekeys. Attached a gif of bug below. ![ProblemExample.gif](ProblemExample.gif) [#88361.blend](T88361.blend) - In edit mode, modify the Basis shape key multiple times (move few vertices). - Press undo once. # Select a shape key that isn't the Basis shape key. Shape isn't modified by previous modifications
[ "Multires Level switching undo bug\nOperating system: Linux-5.4.0-42-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.100\n\nBroken: version: 2.90.0 Beta\n\nWhen sculpting in multires, the switching between different levels of subdivision is not included in the undo stack.\nBecause of this, when sculpting changes in the model, then switching between levels and sculpting more and afterwards using undo, it will not reliably undo the strokes.\nIn some cases it won't undo at all unless it exits sculpt mode or reaches some point in the undo stack where the level gets changes another time.\n\n\n[2020-08-03 15-38-50.mp4](2020-08-03_15-38-50.mp4)\n\n- Add an object with a multiresolution modifier and subdivide it a few times\n- Sculpt changes on the highest level, then on a lower level and then again on a higher level\n- Undo all those strokes until the mesh breaks or you exit sculpt mode and all is reverted at the same time", "There is no undo on linked data for the very few editable properties of linked data-blocks\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 512.15\n\nBroken: version: 3.1.2\n\nWhen you __link an armature from other file__, then go to pose mode and __hide a bone__ and __undo the hide operation__, nothing happens.\n\n1) Create __a file with a simple armature__ (at least one bone).\n2) Open another project and __link the armature from before__.\n3) __Enter pose mode__.\n4) __Hide__ a bone.\n5) __Undo__ the hide operation. -> **nothing happens**\n\nI have added two files to reproduce the bug:\n(in the example I linked a whole collection and created a proxy to enter the __pose mode__ **but nothing changes if you link just the armature**)\n- `main.blend` - contains a proxy of the armature from __bone.blend__\n- `bone.blend` - contains just an armature used by __main.blend__\n\n[hide undo bug.zip](hide_undo_bug.zip)", "Undo in Armature EditMode ignores changes to other IDs\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 2.92.0 Alpha\n\nWhen you rename bones of armatures with some meshes by python scripts and then do Undo (Ctrl +z), then only bone names are reverted and the mesh vertex groups are never reverted.\nIt seems to happen immediately after from Object mode to Edit mode for armatures.\n\n* Open \"bpy_rename_bone_and_undo_bug_report.blend\".\n* Go to Armature Edit mode.\n* Run script \"rename.py\". It will rename selected bones and the mesh vertex groups.\n* Do undo (Ctrl +z)\n* Then you will see only bone names are reverted and the mesh vertex groups aren't reverted.\n\n[bpy_rename_bone_and_undo_bug_report.blend](bpy_rename_bone_and_undo_bug_report.blend)\n\nIt will lost bone deformations.\nI thinks it will cause some human errors.\n\nThanks!\n", "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", "Bone isn't affected by influence keyframe if the action is shared (*).\n(*) The complete tittle would be: \"Bone isn't affected by influence keyframe if the same action is shared with another armature with bones with different names\".\n\n[80-influence-not-respected.blend](80-influence-not-respected.blend)\n\n- Open the file.\n- Move in timeline and see what the bone (armature \"B\") does with its constraint.\n- Select armature \"C\".\n- Move across the timeline in DopeSheet: **bone of armature \"B\" isn't affected by influence keyframe**\n\nThe channel of the armature \"C\" gets red underlined. So, the Action is affected of this \"red-underlineness\"... so, armature \"B\" is affected too.\n\nI know that this is a kinky bug... it is not normal/suggested to use the same action in different armatures with different bones. I discovered this bug by doing that, by mistake.\n\nMaybe it is not usefull to put time on fixing it, because it is not a normal configuration. You guys decide.\n\n", "Geometry Nodes: Only re-evaluated log do update available attributes in drop-down menu\nBroken: version: 4.0.0 Alpha\n\nThis is a fairly insignificant UI bug. If the GeoNodes modifier is disabled, the list of available attributes to select in one of the inputs is not updated. For example, when a vertex group is renamed, that won't be reflected in the list, until the modifier is enabled again. Can result in a bit of confusion.\n\n1. Open attached file.\n2. Notice the GeoNode modifier is disabled.\n3. Rename the vertex group.\n4. Try assigning the renamed vertex group as the modifier's Factor input; You can't, because it won't appear in the list.\n5. Enabling the modifier updates the list again, and then all is well.\n\n", "Modifier re-evaluation makes editing dimensions unreliable\nCurrently editing dimensions uses the bounding box that's recalculated while dragging.\n\nThis can cause a feed-back loop as the objects scale is used by some modifiers which calculate a new bounding based on the scale which is then used in dimensions.\n\nIn the case of armature modifier - any zero scaled axis makes causes the mesh to scale into a single point, making any further changes to the dimensions not have any effect.\n\n----\n\nOriginal report:\n\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GT 620/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.35\n\n\nBroken: version: 2.80 (sub 74)\nWorked: Blender 2.79\n\n\nIf object is rigged scrolling its dimension value toward zero causes object to disappear, even if right mouse button has been clicked in order to cancel a scaling. So blender accepts a scale of zero even if left mouse button hasn't been released yet, Is it an expected behavior in Blender 2.8?\n\n\n\n\n - Select the cube.\n - Scroll any of its dimensions value toward zero without releasing the left mouse button\n - Cancel scrolling by right mouse button click.\n\n\n\n[Bug_report.blend](Bug_report.blend)\n\n", "Crash undoing in certain scenario (disabling Global Undo)\nOperating system: Linux-5.10.12-200.fc33.x86_64-x86_64-with-glibc2.32 64 Bits\nGraphics card: GeForce GTX 970M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 455.45.01\n\nBroken: version: 2.93.0 Alpha\nWorked: 2.82a\n\nCrash undoing in certain scenario (disabling Global Undo)\n\nFrom the default startup file (order of operations is important here):\n- move the cube (could be any objectmode operator) {key G Z 3}\n- disable `Global Undo` in Preferences {key F4} > `Preferences` > `System` > uncheck `Global Undo`\n- add an armature {key Shift A} > `Armature`\n- go to pose mode\n- select bone\n- move bone\n- Undo {key Ctrl Z}\n - > crash\n\n```\n1 BKE_scene_object_base_flag_sync_from_base scene.c 2914 0x35b41a9 \n2 BKE_scene_set_background scene.c 2125 0x35b2957 \n3 setup_app_data blendfile.c 386 0x4b63950 \n4 setup_app_blend_file_data blendfile.c 416 0x4b639e4 \n5 BKE_blendfile_read_from_memfile blendfile.c 524 0x4b63e38 \n6 BKE_memfile_undo_decode blender_undo.c 88 0x4b62cc0 \n7 memfile_undosys_step_decode memfile_undo.c 193 0x486eb47 \n8 undosys_step_decode undo_system.c 214 0x4bb97ec \n9 BKE_undosys_step_load_data_ex undo_system.c 809 0x4bbb2df \n10 BKE_undosys_step_undo_with_data_ex undo_system.c 870 0x4bbb4a4 \n11 BKE_undosys_step_undo_with_data undo_system.c 880 0x4bbb4d3 \n12 BKE_undosys_step_undo undo_system.c 889 0x4bbb511 \n13 ed_undo_step_direction ed_undo.c 278 0x486c907 \n14 ed_undo_exec ed_undo.c 489 0x486d214 \n15 wm_operator_invoke wm_event_system.c 1332 0x3a17b06 \n16 wm_handler_operator_call wm_event_system.c 2161 0x3a198e3 \n17 wm_handlers_do_keymap_with_keymap_handler wm_event_system.c 2486 0x3a1a617 \n18 wm_handlers_do_intern wm_event_system.c 2782 0x3a1b591 \n19 wm_handlers_do wm_event_system.c 2914 0x3a1bafc \n20 wm_event_do_handlers wm_event_system.c 3445 0x3a1d2a3 \n```\n```\n \n```\n\n\n", "Undoing the removal of a vertex group in edit mode changes other vertex groups and doesnt bring the removed vertex group back\nOperating system: Linux-5.4.13-201.fc31.x86_64-x86_64-with-fedora-31-Thirty_One 64 Bits\nGraphics card: GeForce GTX 970M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.44\n\nBroken: version: 2.83 (sub 2)\nWorked: (optional)\n\n\nUndoing a vertex group changes the rest. The video should show the issue. There's 3 vertex groups, A = A, B = B and C = C. If you delete A, B = B and C = C. If you delete A and then undo it, B = A and C = B.\n\nTy9U5rj_6Sw\n\n[#63434.blend](T63434.blend)\n- Open File\n- you should be in editmode\n- remove the `zero_weight` vertex group\n- Undo {key Ctrl Z}\n- `zero_weight` vertex group is not back\n- `half_weight` vertex group now has zero weights\n- `full_weight` vertex group now has half weights\n\n\n", "Dynamic Paint doesn't update to original values on start frame\nOperating system: win10 64\n\nBroken: 2.81\n\nAdd *Dynamic Paint (Canvas)* to any mesh and try to set 0 as a start frame of simulation.\n\n1. Open file and see how Displace modifer doesn't affect mesh\n2. Run animation -> bake current cache\n3. First problem: see how weight is empty at the mesh origin (Displace modifier works except begining of animation)\n4. Second problem: return to frame 0 -> weight doesn't updated to original values (Displace modifier still active on vertex group)\n\n[dyn_paint.blend](dyn_paint.blend)", "Multiresolution sculpting broken after change in base geometry\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.14802 Core Profile Context 22.1.2 30.0.14023.3004\n\nBroken: version: 3.1.0 Beta\n\nThe file was created at 3.1.0, but the model in 3.0.1 also has the same problem.\n\nafter deleting edges from a loop and recreating them in a different arrangement, some parts of the model cannot be sculpted with multiresolution on.\n\n\nIn a model with multiresolution, I deleted and recreated some edges of the topology and this broke the sculpt mode of the multiresolution: \n- In the sculpt mode, whenever I was getting close from the model, it simply dissappeared, reapearing after zooming out.\n- When hovering the mouse over some areas of the model, doesn't change the brush gizmo, and I can't sculpt on those areas neither.\n- If there is a area that you can interact/sculpting, by doing it the areas that you were unable to sculpt will become sculptable again.\n- In the areas that you can sculpt, the brush gizmo rotation doesn't match the surface sometimes.\n- baking normals from this multiresolution causes blender to crash\n\nI splited the model in some parts trying to remove the defective part, but this only changed the areas the bug was occuring, and I also tried to re-sort the vertices of the model, which had the same effect\n\nIn this video, the upper part of the leg is sculptable, but the rest of the leg is not \n[2022-02-06 14-33-33.mp4](2022-02-06_14-33-33.mp4)\n\nThis model is from a commission so I had to fair the upper part of it\n[broken multires.blend](broken_multires.blend)\n\n", "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", "Keymap system refactor\nListing issues with the current key-map system.\n\nKey-Map System\n--------------\n\n\n- Timers should be removed from the key-map, since they are for internal operations.\n- Action-zones should be removed from key-maps.\n\n\n\nUser Interface\n--------------\n\n- The ability to re-order key-map items.\n\n```\nThis is important as key-map items are handled in the order listed, with some items passing on to key-map items defined afterwards. \n```\n\n- Ability to select from existing operators list instead of typing in a string (similar to selecting ID's bones... etc).\n\n- Other features:\n\n - Remove duplicate key-map items.\n - Show invalid key-map items (missing operators, reference to invalid menu items... etc).\n - Disallow assigning invalid/duplicate key-map items when using \"Assign Shortcut\".\n\n\nOpen Topics\n-----------\n\nThese are larger issues which need design work, which this proposal doesn't (yet) handle, and it's not clear exactly how these would be handled.\n\n- Exporting key-maps looses the ability to access key-map preferences.\n- Mapping keys from keyboards which have keys not found on a US/English keyboard.\n- Workflow for editing and maintaining custom key-maps could be looked into & improved.", "Grease Pencil Proportional Edit \"Connected Only\" fails to delimit unconnected strokes if they are selected\nVersion 2.80 rc3 (Linux 54)\n\n[GP_proportional_edit_bug.blend](GP_proportional_edit_bug.blend)\n\nHow to reproduce:\n\n - Open attached file, remain in edit mode.\n - Note the proportional edit settings and selected stroke vertices.\n # Move around the whole blue stroke, along with one vertex at the tip of the black stroke.\n\nObserve how the black stroke is affected by the selected vertices of the blue stroke, even though the two strokes are not connected and are on different layers. This is not the expected behavior of the \"Connected Only\" setting. The strokes should only be affected by their own vertices, but as long as any vertex of either stroke is selected, they will affect each other as though the \"Connected Only\" setting is ignored!", "2.91 - Undo in Sculpt Mode switches tool to inflate brush (specific to attached file)\nOperating system: Win 10 64-bit\nGraphics card: Nvidia GFX 1060 6GB\n\nBroken: \n - 2.90.1\n - 2.91.0, from steam, seems *file specific*\n - 2.92.0\nWorked: 2.91.0, same version, fresh file\n\nWith attached file: In sculpt mode calling undo changes the tool to \"Inflate\" besides undoing.\n\nAdditionally, when undo is called via menu, the undo operation happens only when undoing so far back sculpt mode was entered. On reentering Sculpt Mode, tool is set to \"Inflate\". \n\nThis issues seems to be tied to this specific file, as it's not reproducible in a fresh file. The file was created with blender 2.91.0. I sculpted multiple objects using both Dynamesh and Remesh in Sculpt Mode. I deleted the sculpts to keep the file size small and since the same behavior persisted with newly created geometry (in this case a cube). I don't know how to debug this any further, any hints appreciated. As a workaround I will try to reimport the geometry into a new file.\n\nBased on the attached .blend file [SculptModeBug.blend](SculptModeBug.blend)\n\nUndoing with shortcut:\n - Select object \n - enter sculpt mode\n - select any other tool than \"Inflate\"\n - modify mesh with tool\n - hit ctrl + z\n - tool switched to \"Inflate\"\n\nUndoing via menu:\n - Select object \n - enter sculpt mode\n - select any other tool than \"Inflate\"\n - modify mesh with tool\n - modify mesh with tool\n - call \"undo\" from menu \"edit/undo\" - this has no effect\n - call \"undo\" from menu \"edit/undo\" until the point object goes back to Object Mode - changes get undone\n - On entering Sculpt Mode again, the active tool has switched to \"Inflate\"\n" ]
[ "Creating new geometry with blend shape causes only new points to be interpolated on all subsequent new keys.\nWindows 10 Pro 64-bit (10.0 Build 10586)\nDirectX Version: 12\nGraphics Card: nVidia GTX 970\nGraphics Driver: 10.18.13.6451\nProcessor: Intel Core i5-2500K\nRam: 24576MB Ram\n\nBroken: 2.77a\n\nIf new geometry is created in a shape key, any new shape keys created after the fact will have some amount of the first key's deformation applied to them. New keys should be 'clean' and not deform, since there's no way to reset new shape keys to the default. It should also be noted that only the new geometry is interpolated on the new key, not the old geometry.\n\nSteps to Reproduce:\n1) Begin with the default scene.\n2) Create a cube.\n3) Subdivide the cube twice.\n4) Create a 'basis' shape key.\n5) Create a 'key 1' shape key.\n6) Adjust the 'key 1' value to 100%.\n7) Switch to the sculpt tool and deform the cube.\n8) Tab into edit mode and create a ring cut with Ctrl+R.\n9) Tab back into object mode and move the 'key 1' value back to 0.\n10) Create a new shape key, 'key 2'.\n\nExpected Behavior: New shape key should match the basis key and should have no deformation applied to it.\n\nObserved Behavior: New shape key, when dragged to 100%, applies the same interpolation as the newly created geometry from key 1. It is not currently possible to create a 'clean' key which can have additional deformation added to it.\n\nReproducibility: 100%\n\nBlend file, video, and system info are attached.\n\n[system-info.txt](system-info.txt)\n\n[blender_shape_key_bug.blend](blender_shape_key_bug.blend)\n\n![blender_shape_key_bug.gif](blender_shape_key_bug.gif)", "Edit mode with ctrl+z break the shape keys of the mesh\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.0.1 Release Candidate\nWorked: ?\n\nAfter editing the mesh in edit mode using ctrl+z, shape keys behave incorrectly.\n\nIn the last project, I often edit the mesh that I previously created shape keys for. And there is a very critical bug that just breaks all the progress of my work with the model.\nIf you edit the \"Basic\" shape key in edit mode, press ctrl+z and exit edit mode, then all shape keys belonging to the model will be broken.\n\nI recorded two short videos for you and attached them .blend file.\n\nVideo \"TRUE_CORRECT.mp4\" everything works correctly if you do not press ctrl+z. This is exactly what I expect from a blender.\nVideo \"BUG_INCORRECT.mp4\" it doesn't work correctly, after exiting edit mode I get broken shape keys.\n[TRUE_CORRECT.mp4](TRUE_CORRECT.mp4)\n\n[BUG_INCORRECT.mp4](BUG_INCORRECT.mp4)\n\n[BUG_200122.blend](BUG_200122.blend)\n\n", "Shape keys get out of sync with Basis shape (when using UNDO in basis modification or manipulating basis via python)\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.0.1 Release Candidate\nWorked: v2.72\n\nCaused by dab0bd9de6\n\nAfter editing the basis shapekey in edit mode using ctrl+z, shape keys using this as a basis behave incorrectly.\n\nIn the last project, I often edit the mesh that I previously created shape keys for. And there is a very critical bug that just breaks all the progress of my work with the model.\nIf you edit the \"Basic\" shape key in edit mode, press ctrl+z and exit edit mode, then all shape keys belonging to the model will be broken.\n\n- Create a cube\n- Add a Basis shape\n- Add another shape and set it to 1\n- Go to the Basis shape and enter edit mode.\n- Move one vertex.\n- Move it again and UNDO\n- Go to object mode and play with key 1 slider, you'll notice that the vertex movement that was introduced to the Basis shape has not propagated to Key 1. Instead, Key 1 is no bringing back the original shape of the cube.\n- also notice that `Blend From Shape` on the basis shapekey is not working after UNDO then, see #95747\n\nI recorded two short videos for you and attached them .blend file.\n\nVideo \"TRUE_CORRECT.mp4\" everything works correctly if you do not press ctrl+z. This is exactly what I expect from a blender.\nVideo \"BUG_INCORRECT.mp4\" it doesn't work correctly, after exiting edit mode I get broken shape keys.\n[TRUE_CORRECT.mp4](TRUE_CORRECT.mp4)\n\n[BUG_INCORRECT.mp4](BUG_INCORRECT.mp4)\n\n[BUG_200122.blend](BUG_200122.blend)\n\n**Original report (manipulating the basis shapekey via script**\n\n\n[basis_shape_bug.blend](basis_shape_bug.blend)\n\nHi! I've attached a file where you run a script that copies the vertex coordinates from a second mesh into the Basis shape key of the object.\n\nThe copy operation works well, the thing is that the the existing shapekeys don't take into account the changes of the Basis shape.\n\nYou may find that perhaps I'm missing something in the script, but I'm reporting this cause I've seen this same behavior in my everyday modelling workflow, only that I could never recreate the bug. Sometimes when going in and out Edit mode or Sculpt mode, I realize that the existing shapekeys have gone out of sync with the changes I was doing to the Basis shape... It's like if the changes of the Basis shape didn't propagate to the rest of the shapes.\n\nSo please, give a little check to the shape keys code, perhaps you'll find out why this could happen.", "Blend from Shape not working\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.09\n\nBroken: version: 3.0.1\n\nWhenever I modify the 'basis' shape key, select the vertices I have changed and try the \"blend from shape\" operator it does nothing. Any other shape key, when applied, makes the modified vertices go to the original position. The \"propagate to shapes\" operator is flawless, always works, but it has the inconvenience of destroying the other shape keys on the applied area, and thus could only be applied on areas untouched by any shape key.\n\n- I change the vertices positions of a mesh in the 'basis' shape key slot (the mesh has other shape keys already made).\n- I select all the vertices which have been position transformed and select 'vertex >blend from shape'. I doesnt't work.\nOBS: I suspect there is something to do with areas that already have other shape keys applied, for areas without intervention the 'blend from shape' works similarly to 'propagate to shapes'. One othe robservation is that almost all my shape keys have drivers applied to them.\n\n" ]
Color Strip animation is not deleted when Color strip is deleted Operating system: Mint 19 Graphics card: Nvidia 860M Broken: 2.80 beta build of Feb. 21rst Color Strip animation is not deleted when Color strip is deleted * In VSE, add a color strip, default color is black * Animate color ( add 2 keyframes, changing color of strip ( panel Effect Strip, field color) * Delete color strip * Add a new color strip, with same name ( default "Color") * Animation is still present, but can't find it on dopesheet
[ "Resetting singular values in the Themes disables them\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68\n\nBroken: version: 2.93.5\n\nInstead of globally resetting the default themes, if I use the \"Reset to default\" for a color or a value, it simply puts it to black/0.0.\n[2021-10-27 14-12-52.mp4](2021-10-27_14-12-52.mp4)\n\nGo to themes and right click a color or value.\n[Based on the default startup]\n\n", "VSE: Cycles displayed as Rendered in Scene strip makes Blender hang - and other Scene strip bugs\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.59\n\nBroken: version: 2.93.0\n\nThe Render modes of Scene Strips are either missing or broken:\n- When Cycles is set as render and Rendered set as display, it'll make Blender hang.\n- Wireframe and Rendered doesn't work with any Render. \n- The only thing working is Eevee with either solid or Material Preview. \n- Workbench and Cycles settings seems to just use the Eevee render, since these are producing the same results in Solid and Material Preview.\n\n{[F10177251](scenestrip.gif),size=full}\n\nTest file:\nCycles is set up as render in the 3D Footage scene. In the Master Edit scene, switch display mode to Rendered. Blender will hang.\nTry the various other display modes and renders(by changing the render in the 3D Footage scene), to see wireframe and rendered doesn't work with any render. \n[multicam_3d_c.blend](multicam_3d_c.blend)\n\n\n", "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.", "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.", "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\"", "Eevee: color ramp with 1 color produces 2 colors with various input factor\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\nUnexpected results when deleting right color stop from the Color ramp node. Happens with EEVEE render engine, Cycles produces correct flat color.\n![изображение.png](изображение.png)\n\n**Step to Reproduce**\n- Open .blend file\n- Switch to render mode\n- Switch to EEVEE render engine\n- Delete color stop of the right side from the color ramp\n- Compare the output with Cycles render engine\n\n[2021-07-26_04-30-47.mp4](2021-07-26_04-30-47.mp4)\n\nTest File:\n[#90149.blend](T90149.blend)", "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.", "Color attribute ignores user color if it was added for mesh without faces\nOperating system: win10\nGraphics card: 1050ti\n\nBroken: 3.2, 3.5\n\nColor attribute automatically replaces user color with white (1, 1, 1) for mesh without faces. But if you create attribute for a plane and then delete only face, user color remains.\n\n - Open attached file\n - In `Properties` > `Mesh` > `Color Attributes` remove and add a new non-white color attribute for the vertex domain - Note that the mesh color is updated accordingly.\n - In `Properties` > `Modifiers`, apply its *Mask* modifier (so that the original mesh becomes wire)\n - Repeat second step (\"remove and add a color attribute\")\nColor becomes white\n[color_attribute_problem.blend](color_attribute_problem.blend)\n\n", "VSE: audio animations lost in scene strips\nOperating system: Windows-10-10.0.18363-SP0 64 Bits\nGraphics card: AMD Radeon HD 6800 Series ATI Technologies Inc. 4.5.13399 Core Profile Context 15.201.1151.1008\n\nBroken: version: 3.6.0\n\nIn a video project that consists of a main scene that links in several sub-scenes, animations of the audio volume in the sub-scenes are gone in the main scene. The audio will remain at the volume that was set in frame 1 of the sub-scene.\n\n(1) Open the attched .blend file.\n(2) Go to Scene 1 and play it. You will hear that the volume of the audio strip will go from 3.000 to 0.000\n(3) Go to the Main scene and play it. You will hear that the audio remains at volume 3.000 (the initial volume) from beginning to end.\n\nNOTE: If you select Scene 1 in the Main scene, go to a certain frame number (e.g. 600) and type \"1\" in the volume box of the scene strip, the audio will switch to the right volume at that particular frame, but will stay at that volume for the remainder of the frames.\n\n", "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", "Unbaked Dynamic Paint Not Displayed in Rendered Output but Shows in Viewport\nOperating system: Manjaro 18.0.1 Illyria / x86_64 Linux 4.14.90-1-MANJARO\nGraphics card: Nvidia 1080 Ti\n\nBroken: 2.80 (sub 39), Commit date: 2018-12-29 18:10, Hash 266b1e2cdbc1\nWorked: 2.79 (sub 6), Commit date: 2018-10-22 16:17, Hash 86dbbd156fa\n\nUnless baked, dynamic paint does not affect the final rendered image but is properly displayed in viewport.\nThe default and expected behavior is to be able to render the effect regardless if baked or not. This is how 2.7x operated in the past.\nMoreover this problem, which I assume has something to do with vertex colors [has caused other issues ]] with different [[ https:*github.com/hsab/tensionmap | addons ](https:*github.com/JacquesLucke/animation_nodes/issues/989) that depend on similar workflows of modifying the vertex color using the python API (eg. proximity, stress mapping etc.) \nNot sure if #51214 is related since it's from April 2017. If so please close as a duplicate.\n\nTwo blend files attached, one for 2.8 and one for 2.79.\n2.79 file works as expected.\n2.8 file is broken unless baked.\n\n2.79.6 Render:\n![output.gif](output.gif)\n\n2.80.0 render:\n![output.gif](output.gif)\n\n[dynamicpaint2.8.blend](dynamicpaint2.8.blend)\n[dynamicpaint2.79.blend](dynamicpaint2.79.blend)", "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", "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", "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)", "NLA: Animated Influence/Time Property Sliders Unresponsive\nTask: #76549 (NLA Strip influence slider doesn't respond to autokey correctly.)\n\n**Source of Problem**: (anim_sys.c) *nlastrip_evaluate_controls() -> animsys_evaluate_fcurves()*: I believe the issue is due to NLA evaluation, where the animated strip properties are evaluated and flushed at the same time the action strip channels are evaluated. Since autokeying doesn't insert a keyframe as the value changes, that's probably why the slider is unresponsive. \n\n**Solution**: Perhaps we should separate (despgraph-wise) NLA strip animated property evaluation from when we evaluate the NLA system for general animation? Animated strip properties would only be evaluated and flushed on frame change or when the whole frame needs refreshed. Then normal non-NLA animation evaluation will just read the strip properties as is. This would allow the slider be responsive. It also allows the user to change these properties and view their changes without having to keyframe, just like any other Blender animated property. \n\n**Potential Problems with Solution:** What do we do when strip influence is animated and the user changes it (without keying) then inserts keys on character bones. When we remap the keyframes, should we re-evaluate and use the strip's animated influence? Or should the new keys be remapped using the unkeyed strip time?" ]
[ "Deleting keyed field's keyframes cleverly pretends to work.\nDebian stable. \nBuild from 2019-01-28 (cad1016c20b5)\n\nA ***second***keyed frame, when removed, does not fully clear the keyframe.**More detailed:**\nKeying a field (VSE -> new Color track -> Opacity field) to 1, then in a later frame keying that one to 0, then removing with Alt-I (over the field), will brown the field and remove the keyframe from the graph, but the values still change when scrubbing (and they all appear brown, between the original 1.0 keyframe and the removed keyframe).\n\nA couple Notes:\n\n- I-Key keys the field and makes it yellowish-green. Alt-I causes the field to change brown (which seems to be the color for manually-changed but non-keyed values. ie. it should revert when scrubbing. However, all frame positions between a keyed frame and this deleted-keyframe show as brown. Neat.\n- Saving and reloading with a fresh blender instance clears this. The fields all appear gray again and their values don't change.\n\nSteps to reproduce (because, if at first you don't succeed, try over and over to make sure you can't succeed):\n\n- New blend.\n- Change to VSE and add a Color track.\n- Go somewhere midway through track and hit I over the opacity field (to key it to 1.0).\n- Go later and I-key the field to 0.0.\n# Alt-I to clear the field makes it brown but scrubbing shows the values changing, as if it were still keyed.\n\nMight be related to:\nT61148\n" ]
Some animations dont't render Operating system: Windows 10 64x Graphics card: GTX 1070 Broken: a4e4d9f0ab89 Animation work on viewport but not on render. It happens on Cycles and eevee Viewport: [Manta_Viewport_0001-0250.mp4](Manta_Viewport_0001-0250.mp4) Render: [Manta_eevee_0001-0250.mp4](Manta_eevee_0001-0250.mp4) I'v had this problem with particles as well, and already reported.
[ "\"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)", "Disabled objects still get evaluated if there is a driver on their hide_viewport property.\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.20\n\nBroken: version: 2.90 (sub 0)\nWorked: I think never\n\nCurrently, when an object is hide_viewport==True, that object as well as any dependencies it has that are also hidden, will have not hinder viewport performance. But that's not the case when there is a driver on the object's hide_viewport property, even if that driver evaluates to True.\n\nThe use case is as a rigger, I would give animators options to hide parts of a character to gain viewport performance.\n\n[remesh_performance_depdendency_test.blend](remesh_performance_depdendency_test.blend)\n- In the blend file, simply start playback and notice(unless your computer is a beast) you should get fairly low fps, even though the objects are disabled.\n- Remove the driver from the sphere's hide_viewport, and performance goes back to normal.", "Particles disappear, motion blur not showing properly\nOperating system: Windows 10 Pro, version 21H2, OS version 19044.2486, 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB, version 31.0.15.1694\n\nBroken: version: 3.2.1\n\nParticles disappear in animation, most notable at the beginning.\n\nDuring the dissolve effect, motion blur isn't showing. At the moment the effect ends, motion blur shows up.\n\n1. Render e.g. frame 16; particles are not showing, no motion blur.\n2. Render e.g. frame 31; all particles seem to be showing, motion blur.\n\n", "Particle don't emit curves/text in 3.0 beta \nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.39\n\nBroken: version: 3.0.0 Beta\n\nCaused by b9febb54a4.\n\nParticle don't emit TEXT\n\nNo particles text from 3.0 [Particle_Text_NOT_Working.blend](Particle_Text_NOT_Working.blend)\n", "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", "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.", "Crash when rendering animation\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA RTX A4500/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.4.1\n\nBlender crash when rendering an animation\n\nIn an attempt to simplify my rendering of multiple scenes, I added an additional scene to a blend file with no objects itself. Its purpose is to be a place to put multiple *Render Layer* nodes in its compositor for all the other scenes in the file. In other words I hit \"Render\" when on that special scene and all other scenes are rendered in one go. Running this render as a single image works fine. Running render animation crashes after one frame.\n\nMy actual file has 7 scenes to be rendered. But to help demonstrate and reproduce this, I have simplified the file to just two scenes:-\n\"*Scene 1*\" is a simple scene containing a cube and a camera. Rendering this scene directly, works fine as still image or animation.\n\"*Render all*\" is a second scene that has no objects of its own (just a camera because my render farm seems to insist upon that). This scene is set to not be rendered (\"*Use for Rendering*\" unticked). However it's compositor has a *Render Layers* object which looks at *Scene 1* and which is connected to a *File output* node.\n\n\n[crash-test3.blend](crash-test3.blend)\n\nOpen file and render animation.", "modifier display/render driver not responding.\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56\n\nBroken: version: 3.4.0\nWorked: unknown\n\nIf I have my Mask display/render driver from another objects display/render setting, changing controlling obj disp/render doesn't take effect without coaxing.\n\n1. Open the attached file. \n2. In outliner, disable the viewport display of the Cube object (drives Mask visibility of part of Sphere object)\n3. For the Mask modifier, slide the Threshold a little. Display effect now takes place.\n\nThis all works without a problem if I animate the Cubes visibility. This appears to be a problem for any/all modifier display drivers (e.g., Subdiviison). Sometimes I just need to hover over a value like Threshold, or just over time it responds to the change.\n\n", "EEVEE is ghosting with viewport denoising enabled.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.0.0 Alpha\n\nHere's a viewport render:\n[EEVEE ghosting0001-0090.mp4](EEVEE_ghosting0001-0090.mp4)\n\nHere's what it looks like during playback if viewport denoising is enabled:\n[2021-10-23 17-07-44.mp4](2021-10-23_17-07-44.mp4)", "Eevee Motion Blur not applied to AOVs\nOperating system: Ubuntu 18.04\nGraphics card: GTX 2080 Super\n\n2.92 Official\n\nWhen rendering with eevee, motion blur is only applied to the beauty pass. Other passes such as cryptomatte or normal dont have mblur applied, but you can see the steps of the accumulation blur in some passes. This is a huge problem for compositing, it makes all the passes mostly useless.\n\n- animate an object\n- turn on passes\n- render with eevee with mblur on\n- check the aovs, there will be no mblur on them\n\n[aov_motion_blur.blend](aov_motion_blur.blend)", "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", "Auto Render doesnt work with scene animations\n{[F8575831](autorender.gif)}Operating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.92\n\nBroken: version: 2.83.0 Beta\n\nIt should render when the scene animation updates. In general auto render also seems a bit unreliable. eg. Sometimes I turn it off and it keeps rendering, and it doesn't render even if some changes are made to the scene. Anyway in this case it doesn't update when there're scene animations.\n\nFrom startup:\n1. Set \"Use nodes\" in compositor\n2. Turn on \"Auto render\"\n3. Animate default cube (I used rotate here)\n4. Scrub timeline\nIt doesn't auto render with new changes.\n\nWith attached blend:\n- Scrub timeline\n\n[autorender_animation.blend](autorender_animation.blend)\n\n\n", "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.", "Fly/Walk in viewport, Workbench/Eevee do not stop rendering at sample limit\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 760/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67\n\nBroken since at least 2.80 and still broken in 2.91.0 Alpha\n\nWhen using Walk or Fly navigation modes using any built-in renderer except Cycles, the viewport will render the specified number of samples, then start again from sample 1 and repeat indefinitely, *even if the navigation is motionless.* This can be seen visibly. If set to 1 sample, it still re-renders it indefinitely. This can be confirmed via GPU usage.\n\nEnter walk or fly mode in any scene, using any viewport mode, and any renderer except Cycles. If you have a hard time seeing it, you can use Eevee and any volume shader to more easily see each sample as it's rendered.\n\n**Misc notes**\nI'm aware Workbench's render settings are anti-aliasing samples instead of sample count, but it still re-renders those anti-aliasing samples.\n\nIt's not a pressing problem, but it does waste GPU resources and can introduce visible flickering. It should either stop rendering when it reaches the set number of samples (like orbit), or stop rendering after 1 sample regardless of sample limit. The latter would actually be more useful in my use case, even for regular orbiting. My proposal: It could pause for about 500-1000ms (configurable?) before rendering sample 2 and onward. This would improve viewport responsiveness, but still retain the benefits of rendering the full quality version during navigation.", "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" ]
[ "While rendering animation, physics simulations are not applied in render.\nOperating system: Windows 10\nGraphics card: Nvidia GTX960M\n\nBroken: 2.80, d415b5c7b85, blender2.8, 2018-12-11, as found on the splash screen\nWorked: 2.79\n\nPhysics simulations aren't applied while rendering out animation.\n\n1. In the startup project click on the cube. \n2. Set it as a rigid body in the physics tab.\n3. Click Render Animation or Ctrl - F12.\n4. Render shows the cube not moving when it should fall down. \n\nProject with done steps for a reproduction in the attachment. \n\n[animationPhysics.blend](animationPhysics.blend)\n", "Particle render without baking issues\nOperating system: MacOS 10.14.2\nGraphics card: AMD Vega64\n\nBroken: 2.80, 1b6a394d862, blender2.8, 2018-12-03\n\nError: Particle collisions will be not rendered.\n\nSteps to reproduce:\nCreated a plane as floor, activated collisions\nCreated a plane as emitter, activated collisions\nCreated a Icosphere, used it as particle object\n\nIn 3D Viewport everything looks as expected, particles hit floor.\nWhen the exact frame is rendered (no matter Eevee or Cycles) the particles fly through the floor. \nSee screenshot.\n\nThank you!\n\n[error physics.blend](error_physics.blend)\n\n![Bildschirmfoto 2018-12-13 um 23.57.17.png](Bildschirmfoto_2018-12-13_um_23.57.17.png)", "Cycles particle motion blur spans over whole particle life (when not cached)\nOperating system: Linux Mint 19\nGraphics card: Nvidia GK107 [GeForce GT 640] with driver : xf86-video-nouveau 1.0.15-2\n\nBroken: 2.8 Date: 2018-12-16 23:25 Hash: 9149e894210 \n\nWorked: 2.79b\n\nWhen a particle simulation is not cached, the Cycles motion blur uses the entire lifetime of all particles instead of a single frame\n\nThis simple example file shows it very clearly:\n[Particle motion blur test.blend](Particle_motion_blur_test.blend)\nPlay the simulation and render. Then cache the simulation and re-render the same frame.\n", "Particles not beeing rendered\nOperating system: Windows 10 64x\nGraphics card: Geforce 1070\n\nBroken: version: 2.80 (sub 39), branch: master, commit date: 2018-12-28 11:37, hash: a4e4d9f0ab89\n\nI have set a plane as a particle system emitter and used an object for the particles. \nIt works fine if i try to replicate on a startup scene.. \n\nBut on my scene, i have no idea of what happened.. The particles are not beeing rendered.. They show on the viewport (Solid and eevee), but when i click to render, the particles don´t render. It happens on Cycles too. \n\nIt was rendering when i was \"touching\" the scale size. i didn't even had to change to scale. Just click there and hit enter. But it would render just that frame. When i change the frame, it would't render again. I tried reopen the file, and now it won't render at all.. Copying everything to a black file doesn't work either...\n\nI copyed the particle system to a clean scene. it still have some issues... some frames it renders.. some frames it don't.. :\n\n[wtf.blend](wtf.blend)\n\nBtw.. you will notice the emitter plane became invisible on the viewport.. no settings set the change it's visibility.." ]
Select Circle tool selection bug Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: GeForce GTX 1650 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.19 Broken: version: 2.82 (sub 7) and Blender 2.83 Alpha April 03, 01:12:10 - 6f4dbb661f10 Worked: (optional) Select Circle did not select last (or fist if only one click) selected element as highlighted current selected element. Just select any faces with Select Circle tool and see there is no highlight last selected face as current active. More detail short video here 1217357
[ "Gizmos blink when selecting with right mouse button\nWindows 10 64 Bits.\nGraphics card GeForce GTX 1080 Ti.\n\nBroken: version: 2.82.6\nWorked: 2.79b, 2.80 & 2.81.\n\nWhenever you select or extend select the gizmos do a quick blink.\n\n - I have a custom keymap that changed the type of event from Click to Press for the default.\n - This issue can easily be replicated if you use the Right Click Select.\n - Default Cube subdivided then Select few Vertices in a normal manner like shown in the Gif. \n\n\n\n{[F8246599](Select.gif) size = full}\n", "GPencil: Missing functionality in Vertex Paint mode Selection tool (left-click-select)\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65\n\nBroken: version: 3.6.0 Beta\n\nWhen Points select is enabled in Vertex Paint mode, the Selection tool doesn’t behave like in Edit mode:\n- it cannot select a single vertex,\n- a left click away from points doesn’t deselect them.\n\nAdditionally there is no color picker when this tool is selected, so if you select some points to use the Set Color Attribute operator on them, you can’t see the current color or choose a different color, unless you switch to a different tool.\n\nMake sure you use Left Click Select in Preferences > Keymap\nAs shown in video, open any stroke in Vertex Paint mode, enable Points select and select the Selection tool.\n- You can box select points but can’t left click on a point to select it and you can’t click away to deselect points.\n- There is no color picker.\n<video src=\"attachment\" title=\"Selection Bug-1.mp4\" controls></video>\n\n", "Wrong add selection to active collection operator description\nOperating system: Arch Linux\nGraphics card: GTX 970\n\nBroken: 036e95bb21fa\n\n\nWhen left-clicking on a collection in the outliner it is highlighted in white and its name is also shown in the 3D viewport and status bar. This to me indicates it is the \"active collection\", analogous to the active object. \n\nHowever, the tooltip (and collections in the list) for Add selection to active collection (Ctrl-Shift-G) says \"Add the object to the collection **that contains the active object**\". This indicates a different meaning of \"active collection\". \n\nSo two questions:\n- Which is the correct definition of active collection?\n- What is the use of the highlighted collection in the outliner?\n\n\n", "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", "Partial UV selection working incorrectly with Metal backend\nOperating system: macOS-13.2-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Max 1.2\n\nBroken: version: 3.5.0 Beta\n\nUsing hide unselected in the UV editor seems to randomly 'explode' the UVs around the map.\n\nOpen [file](https://projects.blender.orgattachment), go to edit mode.\n\nUV is very messy, but when everything is selected, it's OK. Works fine with OpenGL backend\n", "Circle Select and Border Select malfunction when their shortcuts are set to Mouse4 or Mouse5\nOperating system: Windows 10\nGraphics card: RTX 2080 Ti\n\nBroken: 3.0.0\nWorked: 2.93.5\n\n**Bug Description**\nWhen called using a shortcut set to \"Button4 Mouse\" or \"Button5 Mouse\", Circle Select and Border Select in the 3D Viewport will act as if the left mouse button is being held down continuously (The circle is continously selecting / a selection box will be drawn). \n\nPressing the Middle mouse button does not deselect, pressing the left, middle or right mouse button will instead end the Circle/Border Select. \n\nIf the shortcut is set to a keyboard button or the tool is activated through left-clicking a menu, the tools work as intended.\n\nOn a fresh install of Blender 3.0 with default settings, \nset the shortcut for Circle Select or Border Select to \"Button4 Mouse\" or \"Button5 Mouse\", \nthen press the assigned button", "Add \"Island\" mode to UV-Sync-Selection\nIn the UV Editor, it would be nice to have UV-Island Selection mode still be available, even when UV-Sync-Selection is active.\n\n", "Needs two clicks with Ctrl or Shift key to deselect an item from a list of selected items\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 2.92.0\n\nNeeds two clicks with Ctrl or Shift key to deselect an item from a list of selected items.\n\n\n* Open the project file “OutlinerSelectItemWithCtrl.blend” in attachment as a starting point.\n\nThe same problem happens in different views with different details.\n\nOutliner:\n* Select the entire collection of objects from the collection “Item List”. You can click the “Cone” object, hold the Shift key and then click the “Torus” object to select the entire list.\n* Then hold the Ctrl key and click the Cylinder object to deselect.\n* The item’s color get a lighter color, but it is still not excluded from the whole selection.\n* Clicking a second time on the object really deselects the object.\n* If clicking the first item of the selection (which is the Cone is this example), it is deselected properly.\n\n3D View:\nThe Shift key is used to select/deselect objects individually. It is pretty much the same issue. It requires two clicks on the same object to really deselect the object, whatever the order of the object in the selection. However, if one object has already been selected before deselecting everything, then the same object gets selected with an additional highlight from the new selection (dragging the mouse cursor in the viewport).\n\nShading view:\nPretty similar to the 3D view.\nIf I deselect all the nodes (Alt + A for example) and I drag the mouse cursor to select all nodes, the last selected node is highlighted in white. If I click the node highlighted in white while holding the Shift key, the node is deselected. However, if I do the same thing for the other nodes, it selects the node with a white highlight and I have to click a second time on the same node to really deselect it. The behavior of the last selected item is also present in the 3D View, but not for the Outliner.\n\nThe Compositing view has the same problem and I suspect that the Geometry Node view has the same too (I haven’t tested the last one).\n\nIn general, it requires two clicks to deselect an object with the normal behavior.\n\nThe first click behaves as an “add to selection” click unless the object already had a selection before completely creating a new selection.\n\nIn all cases, there is an issue with deselecting (or excluding) and single object from a selection of objects in different views. As a reference how it should behave correctly, the Windows Explorer in Windows is able to deselect a single item on the first time it is clicked.\n\n[OutlinerSelectItemWithCtrl.blend](OutlinerSelectItemWithCtrl.blend)\n\n[Deselect_Issue.mp4](Deselect_Issue.mp4)", "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", "Box select shortcut is missing deselect tool tips\nOperating system: Windows 10\nGraphics card: NVIDIA GeForce GTX 1080 Ti\n\nBroken:\nBroken: 2.80, 2018-11-30\n\n\nThe circle select shortcut shows tool tips for deselect, the box select does not despite having the functionality.\n\n\n* Open blender, select new and pick \"General\".\n* Select the cube. (left click)\n* Enter edit mode. (tab)\n* Deselect all. (alt-a)\n* Enter box select mode. (b)\n* Select a vert (left click and drag)\n* Enter box select mode. (b)\n* Deselect a vert (shift left click or middle click)\n* Notice the vert has been deselected despite there being no tooltip\n\n![No Deselect.PNG](No_Deselect.PNG)", "Edit mode. Wire become non-selectable dependent on resolution (regression)\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\n\n\nBroken: version: 2.80 (sub 75)\nWorked: 2.79\n\n\nWithout multisampling wire just disappear and with multisampling it is still visible but not selectable.\n\n[2019-09-14_23-07-53.mp4](2019-09-14_23-07-53.mp4)\n[2019-09-14_23-09-58.mp4](2019-09-14_23-09-58.mp4)\n\n\n\nTry to select loop and zoom in-out with and without viewport multisampling. Here the file, but bug will appear even with UV-sphere.\n[b.blend](b.blend)\n\n", "Alt-Drag (multi-editing) fails for HSV color buttons\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.28\n\nBroken: version: 2.83 (sub 1)\nSeems to be a long-lasting issue, as even Blender 2.81a shows the same behaviour.\n\nPretty much the title. \nTrying to assign an object color through the Object Properties tab (Viewport Display > Color) to multiple Objects doesn't work, neither by picking the Color on the Color Wheel, nor by moving the HSV sliders, while Alt-Clicking. Only the last selected Object will update.\nHowever:\n\n\n - If sliders are set to RGB, editing them will correctly affect all selected Objects.\n - The Alpha slider, which is shared between all three Color Wheel modes, works as intended and affects all selected Objects.\n\n\nFrom the Info console I've noticed a tuple is set everytime a Color is picked from the Color Wheel, but doesn't show anything when using the HSV Sliders.\nMoving the the RGB and Alpha sliders correctly sets each Object's property to the selected value.\n\n\n\n\n - Open Blender, default startup file\n\n - Add>Mesh - Select any kind of Mesh Object (have at least 2 items in the scene, or more)\n\n - Go to the Shading Panel in the top right and Select \"Object\" down the Color section, to see Object Colors in the viewport\n\n - Press A to select All Objects, or alternatively, select them one by one by Shift+Right Click\n\n - Go to Object Properties > Viewport Display > Color\n\n - Hold ALT either while clicking on the Color Wheel or while moving the HSV Sliders. Only the last selected Object will update.\n\n\n\n\n - While holding ALT, try moving the Alpha slider. All selected Object will update.\n\n - In the Color Wheel, select the RGB tab. While holding ALT, try moving the R, G or B slider. All selected Object will update.\n\n\n\n\nHere's a quick demonstration:\n\n[2020-01-20_22-01-14.mp4](2020-01-20_22-01-14.mp4)\n\nAnd the Info panel readings:\n[2020-01-20_22-02-46.mp4](2020-01-20_22-02-46.mp4)\n", "Proposal to highlight menus during menu search\nThis is a small quality of life feature for menu search.\n\nFor each search result item selected, we highlight the menu where it lives. In this case Clear Seam is in the Edge menu:\n\n![Screenshot 2020-02-24 at 11.02.29.png](Screenshot_2020-02-24_at_11.02.29.png)\n\n(split out from #74157 (Use menus for operator search & various improvements)).", "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", "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?" ]
[ "lack of active object after using selection tools blocks menus\nOperating system: mac osx 10.14.4\nGraphics card:NVIDIA GeForce GT 650M 512 M\n\nBroken: 2.81 alpha 3d8f1586973b nightly build 2019-08-21 and official\nWorked: \n\npossibly related to t68647. \"objects selected using box select cannot be moved to collection if there is no active object\"\nthe rest of this will be very similar to that issue (now resolved for that specific case).\n\nIf you have a number of objects and select one then delete it there is no longer an active object or previously active object.\nIf you then use any of the selection tools ( lasso, box or circle) to select other objects some menu options that would be expected to work do not.\nAs I was writing this I realised it was more than one option. Initially it was the \"clear parent\" command, but I have noticed it also applies to \"rigid body> add active/ add passive\" and may apply to more but I cannot find any others right now.\n\nI will concentrate on the \"alt+p\" \"clear parent\"command as example.\nfrom startup add a number of objects .\nyou can parent some objects to others but that shouldn't matter.\nselect any object by clicking on it (so it becomes the active object).\ndelete this object.\nuse any of the selection tools to select the other objects or just the select all command. but do not use the direct click to select.\nthere are now objects selected but no active object.\npress alt+p to clear parent. \n\nnothing will happen. the clear parent menu options are also greyed out. " ]
Principled Volume causing eevee render problem Operating system: Darwin-18.7.0-x86_64-i386-64bit 64 Bits Graphics card: NVIDIA GeForce GTX 780M OpenGL Engine NVIDIA Corporation 4.1 NVIDIA-12.0.24 355.11.10.50.10.103 Broken: version: 2.82 (sub 7) Worked: (optional) With principled volume node connected to world output, the eevee render becomes corrupted, weird colors etc. The problem will go away if I disconnect the volume from the world output and reconnect (sometimes). Disconnecting and reconnecting several times usually gets rid of the problem temporarily, but then it will randomly corrupt again and I have to disconnect/reconnect. ![Screen Shot 2020-05-20 at 1.20.15 AM.png](Screen_Shot_2020-05-20_at_1.20.15_AM.png) ![Screen Shot 2020-05-20 at 1.20.49 AM.png](Screen_Shot_2020-05-20_at_1.20.49_AM.png) ![Screen Shot 2020-05-20 at 1.35.37 AM.png](Screen_Shot_2020-05-20_at_1.35.37_AM.png) Sometimes it does this... Disconnect and reconnect the 'Volume' from Principled Volume to World Output 'Volume' (click and hold without releasing the mouse while disconnecting and re-connecting). It happens at other times, but that's the easiest way to make the issue occur. I tried disabling Eevee options that I enabled, but seemed to make no difference. I tried to make it happen with a simple cube, but was not able to. I am very new to Blender, so I apologize if this is user error, but the randomness makes me think it's not. Thanks for your help making such a great program! Here is the Blender file [Tutorial 01.blend](Tutorial_01.blend)
[ "Geometry nodes crash involving point translation and points to volume\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.14830 Core Profile Context 21.4.1 27.20.21002.112\n\nBroken: version: 3.0.0 Alpha\nWorked: Unknown.\nCannot open reference file in stable (crashes immediately). \nMy oldest 3.0 from 2021-08-01 (`836aeebf7077`) also has the issue.\n\nBlender crashes in certain setups involving point translation and points to volume.\n\n- Open .blend file\n- Connect \"Crash\" node with Reroute\n\nUpon some more testing I found that there are more specific values or ranges that cause the problem, when using the power node one is around 2 to the power of 24.003.\nKnowing values that crash, the attribute fill node can be used:\n\n![image.png](image.png)\n[attribute-fill.blend](attribute-fill.blend)\n[attribute-power.crash.txt](attribute-power.crash.txt)", "Eternal compilation of Eevee shaders\nOperating system: macOS-12.0.1-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro Vega 64 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.7.29\n\nBroken: version: 3.0.0 Beta\n\nIn layout, clicking shading workspace ta brings spinning when of death.\n\n- Open attached file\n- click in the Shading workspace\n[tudor-bedroom 2.blend](tudor-bedroom_2.blend) \n\n", "Geometry Nodes: Outline for volume is too big/excessive\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.95\n\nBroken: version: 3.3.1\n\nOn the left is voxelized volume from GN. Outline is too far from any sane boundary of voxel grid.\nOn the right is mesh with same volumetric shader.\n![изображение.png](изображение.png)\n[v.blend](v.blend)\n[2022-10-11_05-17-43.mp4](2022-10-11_05-17-43.mp4)\nAll this looks like mistake in size calculation.", "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", "Cycles: Tex Coord node plugged directly in a world shader does not affect diffuse rays\nI tested and it's not supported in 2.79 so this maybe a corner case that has long been standing.\n\nThis happens also in final render.\n\n[cycles_diffuse_ray_issue.blend](cycles_diffuse_ray_issue.blend) \n- Open given file and switch to rendered view.\n- Connect the 2nd checker color socket to another of the dysfunctional texco socket.\n- Only glossy rays can now see the texco of the environment.\n\nThe issue seems to happen if the coordinate is plugged straight to the background or emission node. If the output is mixed it does work (default state of the file).\n\nMixed, working:\n![Capture d’écran du 2019-09-24 18-13-45.png](Capture_d_écran_du_2019-09-24_18-13-45.png)\n\nNot mixed, broken:\n![Capture d’écran du 2019-09-24 18-14-05.png](Capture_d_écran_du_2019-09-24_18-14-05.png)", "Speakers cannot be muted or unmuted via the API (bpy.data.speakers.muted is broken)\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.0.0\nWorked: 2.79b\n\n1. Add a speaker object\n2. Add a sound to the speaker.\n3. Play the animation, you should hear the sound playing.\n4. Open the console and run bpy.data.speakers[\"Speaker\"].muted = True\n5. Play the animation, you will still hear the sound playing, even though the UI has been updated to add a checkmark to the box next to \"Mute\" in the speaker data.\n\nMuting the speaker via the UI works normally.\n\n[#94627-speaker-mute-depsgraph.blend](T94627-speaker-mute-depsgraph.blend)", "Objects with volume material is included in render even when it's inside HOLDOUT collection\nOperating system: Windows 10\nGraphics card: NVIDIA RTX 2070 Super\n\nBroken: 2.91\nWorked: (Nothing since collection system was presented)\n\nObjects with volume material is included in render even when it's inside HOLDOUT collection.\n\nApart from the question whether volume material should mask the other collections, it should not be rendered like it normally would. It should at least be excluded from the render.\n(Volume material object inside INDIRECT ONLY collection works fine)\n\nIt's very simple. Based on the default new file...\n\n1. Make a new collection and enable holdout.\n2. Make a new icosphere object inside the new collection.\n3. Give the icoshpere a volume material(Simple principled volume is fine).\n4. Move the icosphere in front of the camera, making the default cube go behind the icosphere inside the camera view.\n5. Render the image. You'll see that the holdout is not working properly for volume material objects.\n\n[volume_holdout.blend](volume_holdout.blend)", "Material Preview (EEVEE) can cause access violations when switching to edit mode\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65\n\nBroken: version: 3.6.3\nWorked: N/A\n\nSwitching to edit mode with material preview (EEVEE) enabled results in a crash \n(Log from my machine produced with the joined blender file also joined to this report)\n\nusing the file joined in this report:\n- Open the scene\n- Select \"Circle.039\"\n- Switch to material preview\n- Attempt to enter edit mode on \"Circle.039\"\n\n", "Eevee volume ghosting on animation playback\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.41\n\nBroken: version: 2.83 (sub 13)\nWorked: not known VDB imports only in 2.83\n\nPlay back of imported VDB in eevee creates ghosting \n\nImport VDB\n>scale to 0.01 \n>edit frame range to match sequence ie 240 \n> add Sun \n> edit Volume Shadows \n> Edit Blackbody emission to 10 show fire from temperature \n>play sequence \n\n\n![image.png](image.png)\n\n\n\n\n", "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`.", "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", "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.", "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.", "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", "Eevee viewport soft shadows are broken on higher sample count\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92\n\nBroken: version: 2.93.0\nWorked: ---\n\nEevee soft shadows in viewport have color spills. But it works fine on final render (F12)\n\n![eevee_viewport_soft_shadows_problem.png](eevee_viewport_soft_shadows_problem.png)\n\n- Open .blend file\n\n[bug_soft_shadows.blend](bug_soft_shadows.blend)\n\n- Switch to Rendered Mode of Viewport Shading\n- Wait half a min and see the problem(" ]
[ "Eevee preview extremely glitched\nOperating system: macOS Catalina\nGraphics card: 2.2 GHz Dual-Core Intel Core i7\n\nBroken: v2.81.16\n\nViewport shading of eevee entirely unusable. It displays a usually green and purple pixelated display, similar to that of a broken display. It is rather cool looking and it would be interesting to see as an effect, but when you are trying to preview your volumetric lighting it can get extremely frustrating. objects are typically all black, with ghosting. If I move the viewport, the display will either be fixed, all black, or just not changed. This happens fairly often, although I am pretty sure only when using the principled volume shader. (connected to the correct node). I do not have a GPU, using the integrated one in the i7 cpu. Cycles is fine.\n\nBased on the default startup or an attached .blend file (as simple as possible).\nAdd a volume shader, go into render preview. Occasionally happens, occasionally is fine.\n\n[city atmospheric eevee.blend](city_atmospheric_eevee.blend)\n\n![Screen Shot 2020-01-27 at 2.29.55 PM.png](Screen_Shot_2020-01-27_at_2.29.55_PM.png)\n\n![Screen Shot 2020-01-27 at 2.25.11 PM.png](Screen_Shot_2020-01-27_at_2.25.11_PM.png)\n\n![Screen Shot 2020-01-27 at 2.30.40 PM.png](Screen_Shot_2020-01-27_at_2.30.40_PM.png)\n\n![Screen Shot 2020-01-27 at 2.30.05 PM.png](Screen_Shot_2020-01-27_at_2.30.05_PM.png)\n\n![Screen Shot 2020-01-27 at 2.30.17 PM.png](Screen_Shot_2020-01-27_at_2.30.17_PM.png)\n\n![Screen Shot 2020-01-27 at 2.24.07 PM.png](Screen_Shot_2020-01-27_at_2.24.07_PM.png)\n\n![Screen Shot 2020-01-27 at 2.39.07 PM.png](Screen_Shot_2020-01-27_at_2.39.07_PM.png)", "Eevee world volume corrupted render on macOS\nOperating system: macOS 10.13.6 (17G9016)\nGraphics card: Radeon Pro 580 8192 MB. EFI 01.00.931 VBIOS 113-D0001A1X-025\n\nBroken: version: 2.80 (sub 75), branch: master, commit date: 2019-07-29 14:47, hash: f6cb5f54494e, type: Release)\n\nPurple hue is applied on every on Eevee viewport when using world volume and swapping from one workplace to another (e.g from shading to viewport). \nRenders fine with no purple tint.\n\nopen file go to shading editor, change to rendered view and confirm principled volume is linked to world. it should be ok in viewport. \ngo back to viewport, change to rendered view. it goes pinkish.\nhit render, it actually renders ok but still pink if you go back.\n\n![Screen Shot 2019-11-04 at 21.54.17.png](Screen_Shot_2019-11-04_at_21.54.17.png)\n\n[volume2test.blend](volume2test.blend)\n\n\nAdditional Info:\nNo issues with cycles viewport.\nNo issues if i actually render it with either cycles or eevee.\nIssue goes away if: i restart blender/reload file OR just cut the volume node from world volume without the need to restart, so it shouldn’t be the mesh volumes fault\nin both cases it reappears anyway if i connect it again and i swap workplace.\nI have tried adding a background material on world but it didn’t help and i fiddled around with scales sizes and other settings as well.\nI have made a new file from scratch and issue repeats.\nRebooted mac, issue repeats.\n\nwatch?v=kYv3ZIlb_sU&vl=en-GB\nInterestingly enough, downloading and opening the Nebula_WorldVolume.blend actually reproduced the same error, everything gets a purplish tint on viewport, same behaviour as above in fixing it temporarily etc." ]
GPencil: When copying keys, contents don't appear until some interaction Operating system: Windows-10-10.0.19044-SP0 64 Bits Graphics card: NVIDIA GeForce GTX 750/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.29 Broken: version: 3.0.0 When copying a key to another layer, the contents of the key are not visible until you interact with the layer by: clicking on the layer, turning on/off one of the modes (e.g. visibility), selecting inside the viewport, etc. . This could be confusing because after pasting, you might not think it worked because it's not immediately visible. Also, scrolling in the timeline (which might typically force an update) also doesn't update the display. Create 2 layers. Draw on layer-1. Copy frame. Turn off layer-1 visibility. Select layer-2, Paste key. The contents/drawing are not visible until you click on the layer for the second time.
[ "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", "Mirror UI in does not update immediately when a shortcut is assigning \nOperating system: Windows-10-10.0.16299-SP0 64 Bits\nGraphics card: NVIDIA GeForce 940MX/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.11\n\nBroken: version: 3.2.0\nWorked: for sculpt mode it used to work in blender 2.80-2.92, broke in blender 2.93 and up. \n\nAssigning a shortcut to the mirror widget in any mode does not immediately trigger a ui update when pressed.\n\n- Enter sculpt or any other mode\n- Assign shortcut to the mirror x widget, v for example since its unassigned by default \nUI does not update immediately when pressing the shortcut, mouse cursor need to hover over the ui to trigger the update, this used to work in 2.80-2.92, but since 2.93 and up the ui does not refresh after pressing the shortcut. \nVideo of the issue:\n[Blender 2022-07-02 14_30_21_Trim_Trim.mp4](Blender_2022-07-02_14_30_21_Trim_Trim.mp4)", "Keymap changes are not reflected for the local view setting\nOperating system: Linux-5.18.10-arch1-1-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.57\n\nBroken: version: 3.3.0 Alpha, branch: Unknown, commit date: Unknown Unknown, hash: `rBUnknown`\nWorked:\n\nWhen I turn off frame selected in keymap -> local view and restore it to its default it keeps the old behavior until blender is restarted.\n\nI tested changing delete in object mode (x) key to disable confirm and when I restored it it worked as expected so I think it is related to local view specifically.\n\n- Open default scene\n- In Preferences > Keymap: search for local view and uncheck `Frame selected` checkbox\n- use the shortcut in viewport. Notice frame select operation is not performed (which is expected)\n- In keymap, restore changes\n- Again use shortcut to switch to local view (frame selected operation is expected to execute but it doesn't)\n![bug.gif](bug.gif)\n\n", "Autokey function hinders execution of drivers\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.77\n\nBroken: version: 3.0.1\nWorked: Never (2.80+)\n\n- Open General template\n- Enable auto-keyframing in preferences for new scenes\n- Create new scene\n- Add cube\n- To Location X type `#frame`\n- Scrub timeline\n\nDriver won't update\n", "GPencil: Layer transform is duplicated when duplicating object\n\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 960M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.25\n\nBroken: version: 3.2.0 Alpha\nWorked: I don't believe this has ever worked as expectated\n\n\nIf there is a transformation under the object data properties for a layer and the user duplicates the greasepencil object, the duplicated object will offset the greasepencil points by the vector specified in the layer transformation. It will retain the layer transformation from duplication, and will reapply the same transformation.\n\nIf I have a layer transformation of (0, 0.1, 0), the duplicated greasepencil object will have all points displaced by the (0, 0.1,0), but will still have an active layer offset of (0, 0.1, 0) which will cause a total of (0, 0.2, 0) displacement.\n\nThe only way to make the duplicated greasepencil object the same as the original, is to 0 out all the transforms on the duplicated object or go edit mode and correct the offset there. \n\nThis is more of an issue when overriding a library, since I can not 0 out the linked object layers without making them local to the file. The moment I override a linked greasepencil object/collection, the same issues as duplicating appear. \n\n\nIn the test file, duplicate the greasepencil object. Note how the 0.1 Transform Layer will translate 0.1 units on y after each duplication. This will occur if you make a library override of this object in another file.\n[Blender Bug with Layer Transform.blend](Blender_Bug_with_Layer_Transform.blend)\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)", "Object drivers driven by outliner visibility not updating automatically\nOperating system: Windows 10\nGraphics card: GTX 1060 6gb\n\nBroken: 2.90.0-874af5301cdf (June 20)\n\n\nDrivers on object modifiers that are driven by outliner settings (Hide in viewport, hide in render, etc.) won't work when toggling said outliner settings and has to be forced manually with Update Dependencies.\n\n\n\n\n\n\n - Have 2 cubes in a scene, Cube 1 and Cube 2.\n - Add a modifier on Cube 2 (In my case, a mask, in which Cube 2 is subdivided twice and has a vertex group)\n - Add a driver on the Realtime button on said mask modifier.\n - Have it be driven by Cube 1's \"Disable in Viewports\" button with the following settings:\n\n\nSingle Property\nProperty: Object Cube 1\nPath: hide_viewport\n\n\n\n 6. Disabling Cube_1 from the viewport in the Outliner will not enable the driver on Cube_2's mask modifier.\n 7. Updating Dependencies in the driver editor will correct this.\n\n\n\nAfter updating dependency, enabling Cube_1 will disable the mask in the viewport, although the mask is still enabled in the modifier tab. Clicking once in the viewport will correct this.\n\nExample .Blend File \n[BrokenDriverTest.blend](BrokenDriverTest.blend)", "GPencil: Tint modifier in Fill mode, don't get restricted by vertex group influence\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.4.1\n\nTint modifer in Fill mode, don't get restricted by vertex group as influence. in other hand, it works well on stroke mode,i really need this to be fixed really soon as possible please, see video\n\n", "Animation. Keyframes. Copy - move to the current frame.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.77\n\nBroken: version: 2.93.0\n\n[Animation. Keyframes. Copy - move to the current frame for replacing the previous one. If you copy keyframes and move them to the current frame it won't work properly. All will seem good but the last frame will play an animation relay on the previous parameters. ]\n\n\n[bug.blend](bug.blend)\n\n![CIoACYSqqG.gif](CIoACYSqqG.gif)\n\n", "GPv3 : Integration in the Dopesheets\nWe need the grease pencil objects to properly appear and behave in three animation containers : the grease pencil dopesheet, the main dopesheet, and the timeline. \n\nBreaking the task in TODOs, note that this list may be edited as we move forward.\n\n* Include channels.\n- [x] Layer Channels. (#108807) -> see 09f8f4d0498129ce05abd31ef41f4317e3fbd701\n- [x] Layer Groups (#111015) -> see 3dc93d6e3806d1dd567e5637ea76b221eae5073c\n- [x] Keyframes in Main/Data-block summary. (#110962) -> see d5b2960a07c9073d675912ef64252e0da4ebf48e\n- [ ] Main Dopesheet.\n- [ ] Timeline.\n\n* UI\n- [x] Display properties in channel : Opacity/Use Mask/Onion Skinning (#110991) -> see 7f6196ccaef0713c8a115277ac354ce6b27fbc59\n- [ ] Layer UI template : add layer/remove layer/edit layers menu/move\n\n* Channels operators \n- [x] Click selection. ( #110133) -> see 56832ed59aefa3bc4bd499d5302c953b0b99d050\n- [x] Extend/Substract/All selection. (#110791) -> see ffafc183bac4332da65bf7023f1333abcf2ff81f \n- [x] Search filter. (#110484) -> see 4c12988d5a4bd81d4306eec611884614c286e2d5\n- [x] Move Up/Top/Down/To Bottom. (#111009) -> see b66c0676b4 \n- [ ] Frame selected channels. (#111512)\n- [x] Delete channels. (#111426)\n- [ ] Toggle/Enable/Disable channel settings. *(Note: now editing settings of all layer channels, should only edit selected channels.)*\n\n* Keyframes Selection\n- [x] Click/All/None/Invert. (#110492) -> see 0c07fb50c8b54e6db980b672bd64fbbc781bfdda \n- [x] Select Box. ~~[Community task #110522]~~ (#110939) -> see 27eb6d48d339363b7f41e3a3b64251696d0cc1eb\n- [x] Select Circle/Lasso. ~~[Community task #110521]~~ ( #110558) -> see b40e8242ca9991aa3342477c999d54982e64d054 \n- [x] Column at current frame/current marker. (#110523) -> see f7130d98c4f317de7c88705e4500b79a53e034d4\n\n* Keyframes Editing\n- [x] Insert Keyframes. (#110649) -> see fd75695bed2029f31966746986b79833b1cdafd4\n- [x] Key transform : Move/Extend/Slide/Scale. (#110743) -> see 09d2108bf502f94ca30b468ccd5d21b35e4be25a\n- [x] Delete Keyframes. (#110746) -> see 655b2b6c2cf382bec527d2a65bfd71dc83a044f6 \n- [x] Duplicate Keyframes. (#111051)\n- [ ] Copy/Paste Keyframes.\n- [x] Keyframe type. (#111472)\n- [x] Jump to Next/Previous keyframe. (#111476)\n- [x] Frame All/Selected keyframes. (#111480)\n- [x] Snap selection to Current Frame/Nearest Second/Current Marker. (#111507)\n- [x] Mirror by Times over Current Frame/Value over Zero Value/Times over First Selected Marker. (#111511) -> see e5325b3ee1\n", "Copying scene unhides hidden collections\nWindows-10-10.0.16299 64 Bits\nGeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.67\n\nBlender 2.80 (sub 53)\n\n[hidden_collections_copy_scene_bug.blend](hidden_collections_copy_scene_bug.blend)\n\nOpen attached file. There are two hidden collections.\nMake a copy of the scene using either \"Link Object Data\" or \"Full Copy\".\nCollections in the newly created scene will be set to visible.", "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", "Unable to get object to stay hidden while new mesh tool is active.\nWindows 10, 1060\n\nBroken: 2.80 master (also reproduced in a month-old daily build, so not new behavior).\n\nIf you have an active tool like Add Cylinder going, and you hide another object using the eye icon in the outliner, then as soon as you touch the cylinder parameters, the hidden object becomes unhidden.\n\n1) From the default scene, Add a Cylinder to the scene and expand the tool properties in the lower left of the 3dview.\n2) Because the cylinder is hidden inside the cube, we can't easily see the effect of changing the tool parameters, so go to the outliner and click the eyeball icon associated with the cube to hide it in the viewport.\n3) Change any parameter in the cylinder tool properties pop-up in the 3dview. The cube reappears and the eyeball indicates it is no longer hidden.\n\nBasically any changes made to the Outliner visibility icons gets reverted as soon as you change any active tool property, (at least for the Cylinder tool). This at least unexpected behavior.", "GPencil: Materials' preview thumbnails cause heavy lag when updating\nOperating system: Windows 10\nGraphics card: RTX 3070 FE\n\nBroken: 3.2.1 RC\nWorked: n/a\n\n![image.png](image.png)\n\nAny action that requires the refreshing of your Grease Pencil materials' thumbnails (isolate/hide materials, etc.) causes major lag until the thumbnails are finished refreshing. The more materials your GP object has, the longer the lag. Sometimes the lag is so bad, that it makes the sound buffer skip while the thumbnails refresh.\n\n\n**Video Explanation**\nwatch?v=5KAWsJkIeRY\n\n\n**Steps to Reproduce**\nCreate a GP object and add 10-20 unique materials\nClick one of the \"Isolate Material\" buttons, and start drawing/moving strokes. You will notice extreme lag until all of the little circle thumbnails are finished updating. \n\nTest File:\n[#99361.blend](T99361.blend)", "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" ]
[ "Grease Pencil Drawing don't Update after paste\nComputer specs:\nScreen - Huion (on a $100 computer arm )\n- Viano TV\n\nOperating System - 64 bit Windows 10 Pro\n - Version 4\n - Pen Touch Support\nProcessor - Intel Core i7-8700k CPU @3.70GHz 3.70GHz\nRam - 32 GB\nGraphics card - NVIDIA GeForce GTX 1070\n- NVIDIA GeForce GTX 960\n\n[system-info.txt](system-info.txt)\n\nBroken: version: 3.0.0\n\nCopying grease pencil keyframes across from one object to the next doesn't update until the keyframes are selected or the dope sheet it clicked in\n\n- Open .blend file\n- Select keyframes of stroke.001 between 20-40 and copy\n- Uncheck `Only Show Selected`\n- Select lines ad colors of stroke one\n- Move play head to 20\n- Paste them\n- Move play head, object will not update (need to click somewhere on Dope Sheet to update it\nTest File:\n[#94089.blend](T94089.blend)\n[Drawing Don't Update.m4v](Drawing_Don_t_Update.m4v)" ]
Network Shortcuts breaks Blender Operating system: Windows 10 Pro x64 (2004 build 19041) Graphics card: NVIDIA GeForce RTX 2080, 8 GB Blender Version: 2.92.0 Details: If you have network shortcuts on any directory and the target of a shortcut can not be reached because of lost connection, and you trying to explore some files in Blender internal explorer it goes crazy. Please have a look on this problem on my video: [Bug report.mp4](Bug_report.mp4)
[ "Unable to zoom/scale graph editor with [ALT] middle mouse button after frame selected of lowest point\nOperating system: Linux-5.4.0-107-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.60.02\n\nBroken: version: 3.2.0 Alpha\nWorked: Likely never\n\nGraph editor goes into locked cycle when frame selecting certain points\n\n[Bug.blend](Bug.blend)\nOn attached file. Box select lowest point of y location on frame 25. Hit Num Pad . to frame the selected point\nAttempt to scale or move graph up and down with [Alt} middle mouse button\n\n", "Mesh related crash in add-on\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 780 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.27\n\nBroken: version: 3.0.0 Alpha\n\nUsing an the operation connect spread in an addon is causing an EXCEPTION_ACCESS_VIOLATION. \n\n[blender.crash.txt](blender.crash.txt)\n\n```\nStack trace:\nblender.exe :0x00007FF7A109EC60 blender::deg::deg_graph_flush_updates\nblender.exe :0x00007FF7A1084AA0 DEG_evaluate_on_refresh\nblender.exe :0x00007FF79C983790 scene_graph_update_tagged\nblender.exe :0x00007FF79CB61510 wm_event_do_notifiers\nblender.exe :0x00007FF79CB4B550 WM_main\nblender.exe :0x00007FF79C7E2ED0 main\nblender.exe :0x00007FF7A16421A8 __scrt_common_main_seh\nKERNEL32.DLL :0x00007FFEEB937020 BaseThreadInitThunk\nntdll.dll :0x00007FFEECA62630 RtlUserThreadStart\n```\n\nDownload [Forgotten Tools ](forgotten_tools_0_5_0.zip) use Connect spread on 2+ edges go to operation popup menu increase the cuts.\n\n[2021-06-20_00-26-23.mp4](2021-06-20_00-26-23.mp4)\n\n", "Cycles: networking support\n[D2808: Cycles Networking support](D2808)", "Assign Shortcut Missing when Right Clicking Undo History.\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 3.1.2\nWorked: Blender 3.0 Unsure of exact version I had installed but I was not on 3.1.\nChanged in 0e1bb232e6\n\nUnable to assign shortcut to Undo History using Right Click Menu. \n\nRight Click Menu only shows \"Assign to Quick Favorites\"\n\nUsing default startup file, Edit > Right Click Undo History \n\n\nI recently had my OS SSD fail and had to reinstall Windows as well as all my applications fresh. Going through my setup of a new install of Blender 3.1.2 I wanted to reassign my previous shortcut for the Undo History Menu (Ctrl + Alt + Z) but was unable to view the Assign Shortcut option when right clicking. \n\n![image.png](image.png)\n\nUndo History was also missing from the \"Blender\" Keymap when searching. \n\n![image.png](image.png)\n\nTo resolve this, I switched to the Blender 2.7X Keymap which did have the Undo History shortcut, copied the shortcut \"ed.undo_history\" and assigned that manually in the default \"Blender\" Keymap. \n\n![image.png](image.png)\n\n![image.png](image.png)", "Visual bug when using strenght tool in 3D space left for Tool Panel\nOperating system: Windows 10 64Bit\nGraphics card: Nvidia GTX 960M\n\nBroken: 2.80 RC\n\nVisual bug in Sculpt mode, Vertex Paint, Weight paint and Texture paint\n\n1. Go to Texture Paint mode\n2. Set strength tool to 1.0 (shift F)\n3. Use strenght tool hotkey (Shift F) in the narrow 3D space left for the Tool Panel\n\n![20190718 B28RC Visual glitch.jpg](20190718_B28RC_Visual_glitch.jpg)", "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", "Wayland: Unable to access window position, finding the window under the cursor doesn't work\nWayland can't access window positions. From what I can tell this is an intentional limitation and there aren't ways to access this information.\n\nThis means functions such as `WM_window_find_under_cursor` doesn't work.\n\nFrom the user perspective the following functionality wont work.\n\n- \"Swap Areas\" / `SCREEN_OT_area_swap` isn't able to swap areas with another window.\n- Some \"Eyedropper\" functions such as `datadropper_win_area_find` wont be able to access other windows.\n- Dragging items between windows doesn't work (see `wm_event_cursor_other_windows`).\n\nCurrently `GHOST_SupportsWindowPosition()` has been added to prevent other windows being found when they shouldn't be.\n\n\n---\n\nNOTE: there is a proposed solution that might allow Blender to restore the positions of windows saved in a file: see: 18\n", "Blender 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", "Region overlap crashes when interacting with action zones\nEnable region overlap user preference.\n\nIn the default 3D viewport, press NKey, then drag on the corner widget. -> Blender crashes.\n\nAttached asan output: [region_overlap_azone.txt](region_overlap_azone.txt), [region_overlap_azone_2020_01_28_update.txt](region_overlap_azone_2020_01_28_update.txt) (found while investigating #46764).\n\nUpdated asan output\n\n\n----\n\nNote: Blender internals aren't well suited of handling regions being manipulated like this while the rest of Blender is being used. We could either prevent interaction during the fade, or disable it since its not really needed.", "Cannot paginate shape key list\nSteps to reproduce:\n* add any mesh (e.g. a cube)\n* in Object Data Properties > Shape Keys click '+' twenty times\n* clicking above or below the scroll bar does not paginate the list\n\nBroken: 3.5 alpha, 50c7eb14f455, master, 2022-12-19\n", "Unable to fix broken linked IDs when renamed in libfile\nWindows 10\nWindows 7 x64\n\nWorked: 2.82\nBroken: 2.83.0\n\nCant rename linked collection. Error: Cannot edit external library data\n\nDefault Blender setup (first file lets call it assets.blend)\nCreate a collection and name it \"Test\" \nCreate a cube and move it to \"Test\" collection\nSave the file\n\nCreate another file (lets call it level.blend)\nLink the \"test\" collection from the assets.blend\nCheck all linking options before hiting link\nSave the file\n\nNow open assets.blend again and rename \"Test\" collection to \"Cube\"\nAnd save it again.\n\nOpen level.blend\nA message appears that link is broken\nGo to Outliner and change Display mode to Blender File\nNow go down to the linked collection\nDouble click broken collection to rename it\nError message appears \"Cannot edit external library data\"\n\nRenaming linked collections works fine in 2.82\n", "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.", "Windows uninstaller does not cleanup its registry keys after uninstall, leaving a non functional open with entry.\nOperating system: Windows 10 2004\n\nBroken: 2.90.1\n\nAfter uninstallation of blender, non functional open with entry is left behind pointing to the location of blender.exe\n\nI dug around a bit and found the registry key responsible is \n```\nHKEY_CLASSES_ROOT\\blendfile\\shell\\open\\command\n```\nThis key should be deleted after uninstallation of blender\n\nUninstall blender and try to open a .blend file. This shows up: ![Screenshot (56).png](Screenshot__56_.png)", "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", "Non-keyboard shortcuts allowed to be set via context menu, but cannot be unset without going to user-preferences\nBroken: 2.79 or latest 2.80 (fa59346c13).\n\nAlthough I can easily (and often accidentally) assign non-keyboard shortcuts to menu items, I cannot easily undo it.\n\nFrom the viewport: View > Frame All [RMB] > Change Shortcut.\n\nAlthough the UI says \"Press a Key\", if you mouse click it (e.g., LBM) will register as the new shortcut.\nNow if you try to change the shortcut again it says it is a Non-Keyboard shortcut and cannot be changed.\n\nTooltip: *\"Only keyboard shortcuts can be changed that way (...)\"*" ]
[ "Start up hangs when a disconnected mapped network drive is present on Windows\nOperating system: Windows 10\nGraphics card: Nvidia GTX 1080Ti\n\nBroken: 2.91.2 and previous\n\nBlender start up hangs (~60 seconds) after initial window creation when a disconnected mapped network drive is present. Also File browser hangs regularly and clicking on the disconnected volume also causes further hanging (all around 30-60 seconds each). Can any of this behavior be made non blocking please? It can get very frustrating when a networked machine is turned off. I appreciate windows itself hangs before issuing a 'Restoring Network Connections' prompt but I fail to see why blenders startup seems to be affected. I've gone through and disabled all addons and made sure nothing that blender needs is coming from the disconnected network drive - just a guess but maybe the act of populating the 'Volumes' area of the file browser is all blender needs to cause a hang? Just my guess.\n\n\nCreate a network mapped volume on Windows (i.e. I mapped \\\\cedefs\\NAS\\ to Z:\\). Turn the network machine off so it disconnects in windows (red X). Run blender." ]
NodeSocketInterfaces are not created via Api. Bug? Operating system: Windows-10-10.0.19045-SP0 64 Bits Graphics card: NVIDIA GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.23 Broken: version: 4.0.0 Alpha Worked: 3.4 Creating link via API to virtual sockets does not lead to automatic creation of interfaces. after 3.4: ![after.gif](attachment) before 3.4: ![before.gif](attachment) Copy script and run. ```python import bpy tree = bpy.data.node_groups['Geometry Nodes'] nd1 = tree.nodes['Simulation Output'] nd2 = tree.nodes['Group Output'] tree.links.new(nd1.outputs[0], nd2.inputs[-1]) ```
[ "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", "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)", "Eevee Group Node ignores socket type conversion (eg. Vector to Float)\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56\n\nBroken: version: 3.5.0 Alpha, branch: main\nWorked: N/A\n\nIf the input of a group node is `Float`, but you connect a `Vector`, the group will read the input as a vector instead of a float.\n\n1. Download the Blender file below\n[test.blend](test.blend)\n2. Switch to Eevee, it looks like this:\n![eevee.png](eevee.png)\n3. Switch to Cycles, it looks like this:\n![cycles.png](cycles.png)\n\nIt seems to be node group evaluation. When ungrouped it looks identical.", "python display_shape don't work in GeometryNodeTree\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.76\n\nBroken: version: 3.1.0 Alpha\n\nWhen adding a custom node with custom socket to the GeometryNodeTree you can't alter the display_shape of the socket and the bpy.types.NodeSocketFloat or any socket type doesn't matter when connecting nodes it always stay red.\n\n![Screenshot 2022-01-18 191435.png](Screenshot_2022-01-18_191435.png)\nAttached a blend file with the script for quick testing\n[tst.blend](tst.blend)\n\nThis is not a problem in the Shader or Compositing editors:\n![image.png](image.png)\n![image.png](image.png)", "bump node ignores height input (with certain inouts used as mapping vectors in the tree, seems to require `SOCKET_OUT_POINT`as opposed to `SOCKET_OUT_NORMAL`)\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89\n\nBroken: version: 2.93.0 Alpha\n\n\nbump node does not react to data.\n\n[bump bug.blend](bump_bug.blend)\n\n\n![image.png](image.png)\n\n\n![image.png](image.png)\n\n\nFor Cylces, the following seem to be the working inputs (the ones that trigger the availability of requirements for the bump node):\n- Geometry node\n - Position\n - Parametric\n - all others dont trigger the requirements (derrivatives?)\n- Texture Coordinate node\n - Generated\n - UV\n - Object\n - Camera\n - Window\n - all others dont trigger the requirements (derrivatives?)", "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.", "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.", "Nodes: Socket and title click detection is broken for multiple monitors\nOperating system: Windows 11 Home, Version 22H2, OS Build 22621.1265, 64-bit\nGraphics card: NVIDIA GeForce RTX 3060 Ti, NVIDIA GeForce RTX 2070 SUPER\n\nBroken: Blender 3.4.1, Blender 3.5.0 Beta (2cd7e70c18a8), Blender 3.6.0 Alpha (ef60b13c1f29)\n\n\nThe click detection for node sockets and titles does not work when using main windows in two separate monitors.\n\nThis issue is similar to 96255 , but I'm facing this issue even with UI scale = 1.0.\n\n\n1. Create a geometry node tree. Node socket/title click detection works properly.\n2. Create a new Main Window. Click detection still works.\n3. Move a main window to another screen. Click detection fails. Clicking and dragging sockets/titles triggers box selection. \n\n(See attached video)\n\nMain monitor: Dell U2720Q\nSecondary monitor: LG DualUp 28MQ780\n\n", "`Object().users_collection` and `Object() in Collection().objects.values()` don't work in drivers.\nOperating system: Linux\nGraphics card: Intel\n\nBroken: 2.92\n\n\n`self.id_data.users_collection` always reads out to an empty `tuple` in drivers.\n\n`self.id_data in bpy.data.collections- [x].objects.values()` always evaluates out to `False` in drivers, even when the equivalent expression evaluates as `True` in the interactive terminal.\n\n* Add a driver to any property of the default cube.\n* Enable \"Use self\" on the driver.\n* Set the driver code as follows: `[print(self.id_data.users_collection),0][-1]`\n\nThe empty `tuple` will be printed out to the console.\n\n* Set the driver code as follows: `[print(next(iter(c for c in bpy.data.collections if self.id_data in c.objects.values()))),0][-1]`\n\nA `StopIteration` exception will be raised.", "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", "branches connected to inactive composite nodes are still being calculated.\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.1.0 Beta\n\nin the compositor, you can have multiple composite nodes, and only the selected one will generate an image. Currently the branches of inactive composite nodes are being calculated. I've never had this issue before, but I can't say for certain when it began, or if perhaps I've just never had branches complex enough to highlight the issue.\n\nin this example, my post rendering compositor calculation time rises from 20 seconds to 40 seconds with only two composite nodes.\n\n![image.png](image.png)\n\n![image.png](image.png)\n\n", "Junction addon directories have their contents nuked when loadin preferences from previous version\nOperating system: Windows 10 x64\nGraphics card: NVIDIA GTX 1080\n\nBroken: 3.2.1\nWorked: never\n\nWhen an addon is present in form of a junction, Blender will nuke files and folders in the linked directory in certain situations.\nThese instructions are specific to the scenario in which I encountered the problem (Moving to new Blender version when debugging Blender addon using [Blender VsCode extension ](blender_vscode)). There probably exist other constellations which cause similar problems related to junctions.\n\n- Make sure `%APPDATA%\\Blender Foundation\\Blender\\3.0\\config` exists; if necessary, run Blender 3.0.0 once so it is created.\n- Make sure `%APPDATA%\\Blender Foundation\\Blender\\3.2\\config` does not exist\n- Make sure path `%APPDATA%\\Blender Foundation\\Blender\\3.2\\scripts\\addons` exists\n- run command `mklink /J \"%APPDATA%\\Blender Foundation\\Blender\\3.2\\scripts\\addons\\myaddon\" \"path-to-directory-that-will-be-destroyed\"`\n- run command `mklink /J \"%APPDATA%\\Blender Foundation\\Blender\\3.0\\scripts\\addons\\myaddon\" \"path-to-directory-that-will-be-destroyed\"`\n- Launch Blender 3.2.1.\n# In first-time setup splash screen, click \"Load 3.0 Settings\".\n\nAfter this, every file in the folder structure of `path-to-directory-that-will-be-destroyed` will be truncated to 0 bytes in size.\n\nPerhaps it would even be sufficient for the 3.0 `addons` directory to contain a normal directory by the same name as the junction in the 3.2 `addons` directory instead of having to also be a junction itself.\n\nA mitigated variant of this problem is encountered when using the addon \"Remove\" button of an addon in the addon preferences window, where only an OSError is thrown.\n", "Applying geometry nodes modifier create an empty material slot for no reason\nOperating system: W10\n\n3.4.1\n\nApplying geometry nodes modifier create an extra empty material slot for no reason.\n\n| Geometry node tree | Applyed mesh |\n| -- | -- |\n| ![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: 3D Viewport Overlay Statistics don't respect Viewer Node\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.11\n\nBroken: version: 3.4.0 Alpha\n\n\nThe geometry output by the preview node is not taken into account by the overlay scene statistics:\n[2022-09-30 11-35-43.mp4](2022-09-30_11-35-43.mp4)\n", "Node muting connects mismatching sockets\nBroken: 3.2.0 beta\n\n\n - Add *Float Curve* node in any editor (*Shader, Geometry Nodes*) and connect output to anything else\n - Plug *Value* nodes into input sockets (both factor and value)\n - Mute *Float Curve* -> inner noodle connects Factor to Value\n\nOr in provided file mute *Float Curve*\n\n[wrong_mute.blend](wrong_mute.blend)\n" ]
[ "Compositor node tree `.links.new` does not create group input/output in Blender 3.5 beta\nOperating system: macOS-12.6.2-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Max 1.2\n\nBroken: version: 3.5.0 Beta\n\nCompositor node tree `.links.new` does not create group input/output in Blender 3.5 beta. (This works in all previous versions of Blender).\n\n```\n# create a new compositor node group and add its input and output nodes\nscene = bpy.context.scene\nscene.use_nodes = True\ncompositor_nodes = scene.node_tree.nodes\n\nnode_tree = bpy.data.node_groups.new('new_group', 'CompositorNodeTree')\n\nnode_group = compositor_nodes.new('CompositorNodeGroup')\nnode_group.node_tree = node_tree\nnode_group.location = (400, 500)\n\ngroup_input = node_tree.nodes.new(type='NodeGroupInput')\ngroup_input.location = (0, 30)\n\ngroup_output = node_tree.nodes.new(type='NodeGroupOutput')\ngroup_output.location = (620, 0)\n\n# create a new image mix rgb node in the group, just as an example\nmix_node = node_tree.nodes.new(type='CompositorNodeMixRGB')\nmix_node.location = (350, 75)\n\n# create links to the group input and output nodes\n# NOTE: HERE IS THE BUG. The links are created, but actual input and \n# outputs are not. In previous versions of Blender, the group would now\n# have a usable input and output.\nnode_tree.links.new(group_input.outputs[0], mix_node.inputs[1])\nnode_tree.links.new(mix_node.outputs.get('Image'), group_output.inputs[0])\n```\n\nThis seems to be replicable every time, on both Mac and Windows.\n\n" ]
Drivers Editor: Crash when Selecting Object with Existing Drivers Operating system: Windows-10-10.0.19044-SP0 64 Bits Graphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.37 Broken: version: 3.5.0 Alpha Worked: 3.5.0 Alpha When the Drivers Editor loads/displays existing driver information Blender crashes immediately. If the selected object does not have any drivers configured the Editor gets displayed as usual. However as soon as a driver is added Blender crashes with the following Error shown in PowerShell: ``` ERROR (gpu.shader): gpu_shader_2D_point_uniform_size_uniform_color_aa FragShader: | 92 | if (srgbTarget) { | | gpu_shader_colorspace_lib.glsl:11:0: Error: C1503: undefined variable "srgbTarget" Error : EXCEPTION_ACCESS_VIOLATION Address : 0x00007FF6B09AA40B Module : blender.exe Thread : 00002680 ``` I'll attach the crash log generated by blender. - Select the Default Cube (or any other object). - Open the Drivers Editor by right-clicking on any "drivable(?)" attribute and hitting 'O' or the "Open Drivers Editor" menu item (I've tested it with Location, Rotation and Shape Key Value). - Add a new driver. - It crashes. The order of steps 3 and 4 can also be switched. In the attached .blend file the a driver is assigned to a Shape Key of the Default Cube. The driver sets the X-Location of an animated Empty as the influence value of the Shape Key. **A prepared Blend-File:** [Driver-Editor_Crash.blend](Driver-Editor_Crash.blend) **The crash log:** [Driver-Editor_Crash.crash.txt](Driver-Editor_Crash.crash.txt)
[ "When Object is not selectable it can still be switched to edit mode\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.24\n\nBroken: version: 3.5.0\nWorked: dont know\n\nWhen a object is disabled for selection in the outliner and the object is then selected in the outliner its possible to enter any of the interaction modes. \nI would assume if a object is not selectable this should not be happening. \nNote: it only happens with single object selections. \nMaybe this is by design, it just felt like a strange thing and i thought i report it just in case.\n\n1. Create a object\n2. disable the object selection in the outliner ![Screen Shot 04-20-23 at 10.08 PM 001.PNG](attachment)\n\n3. Choose your interaction mode ![Screen Shot 04-20-23 at 10.07 PM.PNG](attachment)\n\n4. The mode changes to the one you selected ![Screen Shot 04-20-23 at 10.08 PM.PNG](attachment)\n\n", "Crash when delete linked object in scenes outliner\nOperating system: Windows 10\n\nBroken: 3.6, 3.5, 3.3 LTS, 2.93 LTS\nBroken: 2.91.0\nWorked: 2.90.1\n\nCaused by b0741e1dcbc5e4549e95745b1f1b501f8cd33add\n\nBlender is crash when delete linked object in scenes outliner\n\n1. Open start scene\n2. Create new scene \"Scene.001\"\n3. Click on Cube, Ctrl+L, Link objects to scene \"Scene.001\"\n4. In Outliner switch to \"Scenes\"\n5. Select \"Cube\" object in Scenes Outliner in \"Scene.001\"\n6. Move cursor to Outliner, press key \"X\" or \"Delete\"\n7. Blender is crashing\n\n", "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 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.", "OpenColorIO-Config-ACES 0.2.0 breaks in sRGB view transform\nOperating system: macOS-12.3-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5700 XT OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.8.13\n\nBroken: version: 3.2.0 Alpha\n\nI tested the newest OCIO v2 config from Github (v0.2.0)\nin Blender 3.2 Alpha. It was first time I tried that.\nI had to change the OCIO 2.1 version to 2.0 to make it actually work in Blender. I was assured that this shouldn't be a problem.\n\nI rendered a test scene and saw some strange shading errors with the default sRGB view transform.\nSelecting a different view transform like Rec.709 fixes the issue.\n\nI posted about the issue on my blog ?page_id=5517 and on ACESCentral.com \n4354\n\nThe rendered EXR file is fine of course. The problem only occurs in the render view or when I try to export the rendered image.\nJPG works fine, PNG breaks in a different way and creates a strangely bright image.\n\n[Blender_32alpha_OCIOv2_sRGB_bug.blend](Blender_32alpha_OCIOv2_sRGB_bug.blend)\n\n\n![Display_sRGB_broken.jpg](Display_sRGB_broken.jpg)\n\n![Display_Rec709_fine.jpg](Display_Rec709_fine.jpg)\n\nI also tested the same .blend file on a new M1Max MBP. There I cannot replicate the error.", "Blender 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 3.5 crash on render with Intel 4600 integrated GPU\nOperating system: WIndows 10 x64\nGraphics card: Intel 4600\n\nBroken: 3.5 \nWorked: 3.4.1\n\n\nBlender crashes when attempting to render in Evee. Cycles seems to work.\n\n", "Selecting vertices and centering the model crashes Blender\nOperating system: Windows 10\nGraphics card: RTX 2070 \n\nBroken: 03015a9b222e\n\n\nSelecting some vertices and trying to center the selection crashes blender. See the crash log\n\n[crash.txt](crash.txt)\n\nOpen the attached .blend\nSelect the object\nGo into edit mode\nSelect all vertices\nCenter (press Numpad .)\n\n\n\n\n\n[_13122021_2147_15.blend](_13122021_2147_15.blend)", "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)", "Texture Node editor --->creating image , then use created image as input node in texture node editor \nwin 10 \namd radeon \nintel i5\n\n Blender 2.8\n3d8cbb534f82\n\n\n First of all ,this is specifically about the \"texture node editor set to brush for creating an image , then using the created image as an image input in the (brush ) node editor , and again paiting in the SAME image ...\nIt totally makes sens that blender crashes because it is trying to create an image where the brush is that image itself , thus creating a feedback loop \n\n\nSteps to reproduce crash\n\n\n- Create plane \n- Go to the shader editor and create an image texture node \n- Create a new file , let's call this one ''crash'' and route it the shader's colour input \n- Go to the 'texture node editor and from the dropdown select 'brush''\n- Click the 'new tab' and enable úse nodes , by default we are presented with the checker pattern \n- go to the image editor and draw something , we are presented with a checker pattern \n- Now go back to the texture node editor'' and select ímage 'from the input nodes and route it to the tout\n- Select çrash 'as image \n- Now paint something in the image editor \n\nCrash \n\nIn the provided file , everything is already set up , al you have to do is paint in the image editor , and then route the module labeled çrash'to the output of the texture node editor [feedback crash .blend](feedback_crash_.blend)\n\n ", "Blender 3.6.3 SegFault Crash at startup on MacOS Ventura 13.5.2\nOperating system: MacOS Ventura 13.5.2 (22G91)\nGraphics card: Intel Iris Plus Graphics 650 1536 Mo\n\nBroken: 3.6.3 (3.6.3 2023-09-21)\nWorked: None tried on this machine\n\nCrash on startup with `Segmentation fault: 11`\n\nEither:\n- Double-click on Blender application icon\nOr:\n- command line : `/Applications/Blender.app/Contents/MacOS/Blender` with or without option `--gpu-backend`\n\n```\nThread 0 Crashed:: Dispatch queue: com.apple.main-thread\n0 Blender \t 0x109d2903d (anonymous namespace)::Local::Local() + 29\n1 Blender \t 0x109d28fe9 memory_usage_init + 25\n2 Blender \t 0x109d26f09 MEM_init_memleak_detection + 9\n3 Blender \t 0x101e098c3 main + 227\n4 dyld \t 0x7ff815a5241f start + 1903\n```", "Crash after copy pasting a material onto itself and switching to render\nOperating system: ArchLinux\nGraphics card: NVIDIA 3090\n\nBroken: Current main.\nWorked: Never.\n\n\nBlender crashes when copy pasting a material onto itself (via UI), then creating a new material slot, and then switching to the rendered view.\n\n1. Open a new scene in blender.\n2. Select the cube and go to its material tab.\n3. Next to the material list, on the right, click the down arrow and do Copy Material.\n4. From the same menu now do Paste Material.\n5. Add a new material slot using the + in the materials tab.\n6. Switch to rendered view.\n\nAttached a crash stacktrace taken with gdb, and main build with debug.\n\nIf it's useful, the crash was taken with a manually built blender, so it was a factory startup with Eevee as a renderer, but it also crashes when using Cycles.\n", "Blender 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", "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", "Sculpt: crashes when using the Edit Face Set in Delete Geometry mode on an object with 0 faces\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: Intel(R) Iris(R) Xe Graphics Intel 4.5.0 - Build 30.0.100.9864\n\nBroken: version: 3.3.0 Alpha\n\nBlender crashes when trying to delete non existing geometry with the Edit Face Set tool\n\n[blender.crash.txt](blender.crash.txt)\n\n[blender_debug_output.txt](blender_debug_output.txt)\n\n[blender_system_info.txt](blender_system_info.txt)\n\n\n1) select the default cube, go to edit mode and delete all vertices\n2) switch to the sculpting tab\n3) select the \"edit face set\" tool and switch the mode to \"Delete Geometry\"\n4) left click anywhere in the viewport and Blender will crash\n\nThere are many things going wrong in sculptmode with faceless meshes.\n\nSee also reports:\n- #86940 (Crash with certain file. Sculpt mode. Vertex color fill + edge.)\n\nAnd (possible but partially abandoned) solutions:\n- [D10851: Fix #86940: sculpt automasking facesets option crashes on meshes without faces](D10851)\n- [D10966: Prevent changing to sculptmode on faceless mesh objects](D10966)\n\n**Stack trace**\n\nblender.exe :0x00007FF603BDA400 sculpt_face_set_edit_invoke\nblender.exe :0x00007FF6033688F0 wm_operator_invoke\nblender.exe :0x00007FF603366280 wm_handler_operator_call\nblender.exe :0x00007FF603367CA0 wm_handlers_do_keymap_with_keymap_handler\nblender.exe :0x00007FF603367440 wm_handlers_do_intern\nblender.exe :0x00007FF6033668A0 wm_handlers_do\nblender.exe :0x00007FF603363430 wm_event_do_handlers\nblender.exe :0x00007FF60334D530 WM_main\nblender.exe :0x00007FF602431210 main\nblender.exe :0x00007FF608464500 __scrt_common_main_seh\nKERNEL32.DLL :0x00007FFF3D887020 BaseThreadInitThunk\nntdll.dll :0x00007FFF3EAE2630 RtlUserThreadStart" ]
[ "Regression: Crash on Insert Keyframe\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: version: 3.5.0 Alpha\nCaused by a7ad2dea62\n\nBlender crashes when inserting a Keyframe: from the Insert Keyframe menu, Animate Property Button, and Context Menu.\n\nInsert a Keyframe\n\nI have tried disabling every Add-on, but it still occurs.\n\n\n[Insert Keyframe Crash.mp4](Insert_Keyframe_Crash.mp4)\n\n" ]
Greater difference between min and max samples introduces swirly artefacts to denoised renders. Operating system: Windows-10-10.0.19044-SP0 64 Bits Graphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.96 Broken: version: 3.3.0 Alpha Brecht asked that I raise this bug after speaking about it on the blender.chat. Open below file which contains two identical scenes with different sample settings. [worse results higher samples.blend](worse_results_higher_samples.blend) on the low samples scene go to the compositor and press f12 ![image.png](image.png) Now go to the high sample scene's compositor and press f12 ![image.png](image.png) Generally the higher the difference between min and max samples, the more black swirly lines appear after denoising: ![image.png](image.png) Usually setting the min samples to be >= 1% of max samples removes the issue, but occasionally (such as this example scene) the problem persists until the difference between the two is much smaller.
[ "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", "Color picker samples merged (display output) colors on a certain object regardless of \"Sample Merged\" setting\nOperating system: Windows 10 v1909\nGraphics card: NVIDIA GeForce GTX 1660 super\n\nThe bug occured on the latest Steam release of Blender (2.90.1). I also tried to open the project file with the said bug in 2.83 LTS steam beta branch but it happened there too.\n\nWhen trying to texture paint a certain project it ignores the \"Sample Merged\" setting and always picks the display output color, while other objects don't share this problem. \nIt happens regardless of the material or texture I'm editing, it seems to be tied to a single object. For example, If I create a cube and assign the material which the bugged object uses color picking works fine with it, and if I assign any other material to the bugged object it still samples display output color regardless of the settings.\n\nI'm sadly not sure how to reproduce it. Though I appended the bugged object to a fresh file: [color_picker_thing.blend](color_picker_thing.blend)\nIt's system info:\n[system-info.txt](system-info.txt)\nI separated it so you wouldn't have to dig through the mess that is my main project file :D. It retained it's weird inabillity to pick colors though.\n\nI couldn't find a solution to this when I tried to google for it, so my only assumption left here is it being a bug. I'm sorry in advance if something I said isn't clear. If needed, I can provide a whole project or try and provide more specific information if what I wrote here isn't enough as soon as possible.\nCheers!", "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.", "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", "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", "Resample Node Deletes All Curves.\nWindows\n\n3.2-3.4\n\nThe ResampleCurve node deletes curves it their lengths are less than the length of the ResampleCurve node. I expect it will leave Lines at least. In Houdini a resample node doesn't delete curves. Could you please check it out?\nProbably you could add a checkbox to leave curves with less length.\n\nMy Blend file:\n[tmp_1.blend](tmp_1.blend)\n\n![image.png](image.png)\n![image.png](image.png)\n\nOpen my blend file and mute/unmute the CurveResample node.", "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", "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.", "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", "Max brush radius is too small for 4k screens\nThe maximum brush radius (500 pixels) is too small when working on 4K monitors. Possible solutions:\n\n - Increase maximum to 1000. Not a generic solution and could make the radius slider less usable (Krita's radius slider suffers from this).\n - Scale brush radius by DPI. Need to investigate if the existing DPI can be used or if we need a separate one for the 3D viewport.\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", "Cycles/Compositor: The denoiser returns a black image if not all requirements are fulfilled\nOperating system: Default KVM (Proxmox, Linux)\nGraphics card: None\n\nBroken: Blender 3.0\nWorked: Before Blender 3.0 the frame was just not denoised\n\nIf you enable OIDN/Optix denoising without having the needed CPU flags you will get a black frame back.\nThe desired outcome would be an aborted render with a helpful error.\n\n\n1. Set up a default KVM \n2. Enable denoising \n3. Render over the CLI one Frame\n4. It will be black\n\n**Further information**\nThe config of a default KVM:\n```\nArchitecture: x86_64\nCPU op-mode(s): 32-bit, 64-bit\nByte Order: Little Endian\nAddress sizes: 40 bits physical, 48 bits virtual\nCPU(s): 6\nOn-line CPU(s) list: 0-5\nThread(s) per core: 1\nCore(s) per socket: 6\nSocket(s): 1\nNUMA node(s): 1\nVendor ID: AuthenticAMD\nCPU family: 15\nModel: 6\nModel name: Common KVM processor\nStepping: 1\nCPU MHz: 3399.998\nBogoMIPS: 6799.99\nHypervisor vendor: KVM\nVirtualization type: full\nL1d cache: 384 KiB\nL1i cache: 384 KiB\nL2 cache: 3 MiB\nL3 cache: 16 MiB\nNUMA node0 CPU(s): 0-5\nVulnerability Itlb multihit: Not affected\nVulnerability L1tf: Not affected\nVulnerability Mds: Not affected\nVulnerability Meltdown: Not affected\nVulnerability Spec store bypass: Not affected\nVulnerability Spectre v1: Mitigation; usercopy/swapgs barriers and __user pointer sanitization\nVulnerability Spectre v2: Mitigation; Full AMD retpoline, STIBP disabled, RSB filling\nVulnerability Srbds: Not affected\nVulnerability Tsx async abort: Not affected\nFlags: fpu vme de pse tsc msr pae mce cx8 apic sep mtrr pge mca cmov pat pse36 clflush mmx fxsr sse sse2 ht syscall nx lm rep_good nopl cpuid extd_apicid tsc_known_freq pni cx16 x2apic hypervisor cmp_legacy 3dnowprefetch vmmcal\n l\n```\nThe command that I used to render one frame: \n```\n./blender -b --debug --debug-cycles --python-expr 'import _cycles;print(_cycles.with_openimagedenoise);print(_cycles.with_embree);print(_cycles.with_osl)' \"your path to the .blend\" -f 1 \n```\n\n[oidn_disabled.blend](oidn_disabled.blend)\n[oidn_disabled.txt](oidn_disabled.txt)\n![oidn_disabled_0001.png](oidn_disabled_0001.png)\n[oidn_enabled.blend](oidn_enabled.blend)\n[oidn_enabled.txt](oidn_enabled.txt)\n![oidn_enabled_0001.png](oidn_enabled_0001.png)\n[optix_enabled.blend](optix_enabled.blend)\n[optix_enabled.txt](optix_enabled.txt)\n![optix_enabled_0001.png](optix_enabled_0001.png)\n\nIf I set up the KVM to use HOST at least OIDN works\nHOST config:\n```\nVirtualization: AMD-V\nHypervisor vendor: KVM\nVirtualization type: full\nL1d cache: 384 KiB\nL1i cache: 384 KiB\nL2 cache: 3 MiB\nL3 cache: 16 MiB\nNUMA node0 CPU(s): 0-5\nVulnerability Itlb multihit: Not affected\nVulnerability L1tf: Not affected\nVulnerability Mds: Not affected\nVulnerability Meltdown: Not affected\nVulnerability Spec store bypass: Mitigation; Speculative Store Bypass disabled via prctl and seccomp\nVulnerability Spectre v1: Mitigation; usercopy/swapgs barriers and __user pointer sanitization\nVulnerability Spectre v2: Mitigation; Full AMD retpoline, IBPB conditional, STIBP disabled, RSB filling\nVulnerability Srbds: Not affected\nVulnerability Tsx async abort: Not affected\nFlags: fpu vme de pse tsc msr pae mce cx8 apic sep mtrr pge mca cmov pat pse36 clflush mmx fxsr sse sse2 ht syscall nx mmxext fxsr_opt pdpe1gb rdtscp lm rep_good nopl cpuid extd_apicid tsc_known_freq pni pclmulqdq ssse3 fma cx1\n 6 sse4_1 sse4_2 x2apic movbe popcnt tsc_deadline_timer aes xsave avx f16c rdrand hypervisor lahf_lm cmp_legacy svm cr8_legacy abm sse4a misalignsse 3dnowprefetch osvw perfctr_core ssbd ibpb vmmcall fsgsbase tsc_adjust bm\n i1 avx2 smep bmi2 rdseed adx smap clflushopt sha_ni xsaveopt xsavec xgetbv1 xsaves clzero xsaveerptr virt_ssbd arat npt nrip_save arch_capabilities\n```\n**Why it would be nice to have the bug fixed:**\nWe have a renderfarm that consist out of random machines and it is always a problem if random frames are black/not denoised/strange colored/broken/out of order. ", "GPencil: Strokes with texture & round caps have distorted extremities\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.5.0 Alpha\n\nStrokes with a material of line type 'Line', a texture & round caps have distorted extremities.\n![00.JPG](00.JPG)\n\n- Open file and see how the start & end of the drawn strokes are distorted.\n[round caps bug.blend](round_caps_bug.blend)\n\n", "Distribution: Jittered And Random ignore flag \"Use Modifier Stack\" PS\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.30\n\nBroken: version: 3.5.0 Alpha\nWorked: never\n\njitter and random ignores modifier stack\n![image.png](image.png)\n\n- Open default scene\n- In particle system change distribution to grid (modifiers stack appears to be included)\n- Change type to jitter/Random\n[GNParticle.blend](GNParticle.blend)\n", "Audio in VSE starts in wrong location when rendered with negative frames\nOperating system: win 10 \nGraphics card: GTX960\n\n2.80\n\nWith negative frames, audio starts on the first negative frame not where it is placed in the VSE when it is rendered out. (same issue in 2.79B)[test-0048-0045.mp4](test-0048-0045.mp4)\nBased on the default startup or an attached .blend file (as simple as possible).\n[VSE starts audio in wrong frame.blend](VSE_starts_audio_in_wrong_frame.blend)" ]
[ "Cycles: adaptive sampling improvements\n- [x] Optimize PMJ pattern generation, and generate more samples\n- [x] Solve issues with combined CPU and GPU not using the same amount of samples. Possibly by using a higher adaptive step for both CPU and GPU.\n- [x] Render multiple small times at the same time for GPU, to allow adaptive sampling to stop and match CPU without too much performance impact.\n- [x] Denoising can detect patterns due to adaptive sampling only working per tile. (#79190)\n\n- [ ] Detect errors in larger windows or using some hierarchical methods, as the simple 3x3 window fails for noisy scenes \n- [ ] Analyze different error metrics, and consider adding some user control over this" ]
Shaky stroke while drawing on a surface with the grease pencil. Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: Intel(R) HD Graphics 620 Intel 4.5.0 - Build 27.20.100.7988 Broken: version: 3.4.1 When I draw with grease pencil using origin as the stroke placement, it works nice and smooth. But when I choose surface as the stroke placement and draw on something, the strooke looks weird and shaky. *Open attached .blend file *Go to draw mode *Choose surface as the stroke placement *Draw on the cube ![shaky_stroke.png](shaky_stroke.png) [shaky_stroke.blend](shaky_stroke.blend) Thanks!
[ "Grease pencil: unstable offset height (surface drawing)\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.1.0 Alpha\n\nWhen I use perspective camera, and try to drad on surface with GP, offset is unstable and depends on distance from camera.\n\nTest File:\n[#94735.blend](T94735.blend)\n[2022-01-08_10-23-37.mp4](2022-01-08_10-23-37.mp4)\n", "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", "Motion Blur causes visual glitch on point cloud object moving\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.30\n\nBroken: version: 3.5.0 Alpha\nWorked: not known\n\nPoint cloud object + Motion Blur + animation. The first frame of animated movement will incorrectly render compared to before and after the animation starts. \nConvert Cube to point cloud\nAdd a location keyframe on frame 2\nmove the object and add another keyframe on frame 3\nRender with motion blur turned on.\nCompare the rendered frames.\nframe 1 looks correct, frame 2 is too dim even though it is not moving yet.\n\nNote: CPU renders frame 3 incorrectly as well. not sure if this requires another bug report. \n\nFrame 1:\n![0001.png](0001.png)\nFrame 2:\n![0002.png](0002.png)\n\nFrame 3 on GPU:\n![0003.png](0003.png)\nFrame 3 on CPU:\n![0003.png](0003.png)\n[MotionBlur_PointCloud.blend](MotionBlur_PointCloud.blend)\n", "Strong emissive materials bleeding through grease pencil objects\nOperating system: Win10 Home 64\nGraphics card: rtx3070\n\nBlender Version\nBroken: 2.83, 2.90, 2.91, 2.92, 2.93, 3.0, 3.1\nWorked: N/A\n\nExact steps to reproduce the error:\n\nGive default cube an emissive material with strength ~50 or so and put any grease pencil object in front of it in Rendered view. This artifacting carries over into the actual renders. \n\n\n(I think it's an opacity issue, because creating a duplicate of the grease pencil on top of itself (Array modifier with 0,0,0 offset) covers the emission glitch up.)\n\n**Steps to Reproduce**\n- Open .blend file\n- Render in viewport\n\nTest File:\n[#94004.blend](T94004.blend)\n![image.png](image.png)\n![image.png](image.png)", "Clipping Region in blender v3.2 and up is causing a werid artifact\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: AMD Radeon RX 6600M ATI Technologies Inc. 4.5.0 Core Profile Context 22.10.1.221003\n\nBroken: version: 3.3.1\n\nweird colorful noise when using Clipping region ALT+B\n\nit happens by simply using the clipping region, it happens in both object mode and edit mode\n\n**Diagnosis that I tried** (USEFUL NOTES{[F13703419](Untitled.png)} FOR FIXING THE PROBLEM)\nwhat is causing it?: \n- I noticed that the bug is only on the Viewport Overlays it seems like it's smth related to the graphical smoothing done by \"viewport overlay smooth wires\" from blender preferences -> viewport -> Quality -> Smooth Wires. I can turn of that for Overlay and for Edit mode, but it's just hiding the problem not fixing it, also the selected objects highlight (active element and not active element) are both still showing the same artifact and I don't know how to turn off smoothing for this part.\n\nis it gpu driver problem?\n- it most likely is a conflict between blender and my gpu, I don't think it's a driver problem tho because I tried the latest two gpu drivers available from amd, and both of them are showing the same problem. I tried running blender using my integrated gpu and tried my RX6600M gpu and in both cases it happend, I don't know if the smoothing is done on the gpu level or cpu level tho so it could be not related to which gpu I use\n\nWhat versions of blender does it happen in?\n- I mainly use blender from steam with auto updates, I noticed the problem when I was using v3.3.1 then I tried few older versions by manually installing them from the offical blender website, the bug doesn't show up in v3.1.2 and v2.79b however it's in showing up in v3.2.0 and v3.3.0 and v3.3.1 -not steam version- I didn't test more versions tho\n\nP.S. my device -Legion 5- has a mux switch, when I did the bug report the mux switch is turned off which means the integrated GPU is disconnected thus it's not showing up in the bug report, however when I tried to check the bug ![Untitled2.png](Untitled2.png)\n\n![Untitled.png](Untitled.png)\n\n![Untitled3.png](Untitled3.png)\n\n![Untitled4.png](Untitled4.png)\n\n[untitled.blend](untitled.blend)", "Texture Mapping issues on large brush radius\nOperating system: Linux-6.4.6-gentoo-x86_64-AMD_Ryzen_Threadripper_1950X_16-Core_Processor-with-glibc2.37 64 Bits, X11 UI\nGraphics card: AMD Radeon RX 7900 XT (gfx1100, LLVM 15.0.7, DRM 3.52, 6.4.6-gentoo) AMD 4.6 (Core Profile) Mesa 23.3.0-devel (git-50c29e1ffa)\n\nBroken: version: 4.0.0 Alpha\nWorked: --\n\n\nWhen a large brush radius for textured brushes in sculpt mode, the outer-most affected geometry doesn't apply the texture fully. This is especially noticeble on the Clay Strips and Paint brushes when the stroke method is set to anchored.\n\n![image](attachment)\n\n![image](attachment)\n\nBlend file = [bug.blend](attachment)\n\n- Open the File\n- Use the provided paint brush and clay strips brush on a subdivided cube or suzanne head like shown\n- Notice how the outer edges of the falloff is not updating the geoemtry fully\n\n", "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)", "Grease pencil over geometry occlussion problems\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 2.93.5\nBroken: version: 3.0.0 Alpha\n\nGP lines get incorrect occlussion in the render while looking fine in the viewport\n\nThe problem displays differently in the following 2 scenarios:\n\nThis file has a grease pencil stroke close over (but not really touching at all) a piece of geometry\n[GP Aliasing.blend](GP_Aliasing.blend)\nViewport Rendering\n![image.png](image.png)\nRender\n*The line looks jagged in the render*\n![image.png](image.png)\n\nThis file has a grease pencil drawing far behind a piece of geometry\n[Occlussion.blend](Occlussion.blend)\nViewport\n![image.png](image.png)\nRender\n*The drawing that should be occluded is completely visible*\n![image.png](image.png)\n", "Render Artifacts with SSS + Motion Blur + Use Spacial Splits\nWhen you have the \"perfect storm\" of Subsurface Scattering, Motion Blur, and \"Use Spacial Splits\" (Render>Performance) all applied to an animated mesh, the rendered image will exhibit some pretty severe artifacts and mesh cracking on certain frames of an animation.\n\nThe main issue appears to be related to \"Use Spacial Splits\"\n\nOpen the attached zip - watch the comparison video. Open the .blend file, hit F12 to render (frame 34 is a good example)[Spacial Splits +Motion Blur Artifact Bug.zip](Spacial_Splits__Motion_Blur_Artifact_Bug.zip)\n\n[Render Bug - Spacial Splits + Motion Blur + Sss-1.m4v](Render_Bug_-_Spacial_Splits___Motion_Blur___Sss-1.m4v)", "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", "Mantaflow liquid collisions not working properly\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.90.1\n\nUnless a liquid collision effector's Surface Thickness is set to at least 0.5 or set to \"Is Planar\" it is not used.\n\nI reference two examples for liquid and smoke+fire [examples ]] and there are several issues logged in [[ https:*blender.stackexchange.com/search?q=liquid+collision | Blender stackexchange ]], along with my [[ 111042 | investigation ](http:*optionpeer.com/jimtpersonal/collisions.zip).\n\nA collision effector is ignored unless Surface Thickness is set to at least 0.5 or set to \"Is Planar\". However as [docs ](effector.html) state Surface Thickness is \"Additional area around the effector\".\n\nIn my first example \"liquid collision.blend\" the results (show in \"liquid collision.png\") shows how the extra Surface Thickness effects the liquid that becomes more confined in the container, whereas setting it to less than 0.5 will cause the liquid to fall through the container.\n\nThe same is true in the \"muzzle*.blend\" file where the flash & smoke comes through the collision object unless Surface Thickness is set (incorrectly) to at least 0.5\n\n[liquid collision.blend](liquid_collision.blend)\n[muzzle flash no projectile.blend](muzzle_flash_no_projectile.blend)\n![liquid collision.png](liquid_collision.png)", "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`", "Grease Pencil ignores collection Line Art usage settings\nversion: 3.3.0 Beta, branch: master, commit date: 2022-07-28 22:39, hash: 6ca602dd9fa1, type: release\nbuild date: 2022-07-29, 00:21:12\nplatform: 'Windows-10-10.0.22000-SP0'\n\nrenderer:\t'NVIDIA GeForce RTX 3090/PCIe/SSE2'\nvendor:\t'NVIDIA Corporation'\nversion:\t'4.5.0 NVIDIA 516.59'\n\nGrese Pencil ingnores Collections Line Art usage settings. See my attachment and screenshot.\n\nOpen the attached file and check the line art settings in the torus collection.\n\n![image.png](image.png)\n\n[gpencil_outlines-test-3_3.blend](gpencil_outlines-test-3_3.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", "Pivot point \"Active Element\" not functional for grease pencil strokes\nBroken: 2.83.10\n\nPivot point setting \"Active Element\" is not functional when used for grease pencil strokes.\nThis mode is nice for foreward kinematic rotations of say legs.\n\n- Open attached file\n- In edit mode, select pressing shift to have selected points and one active.\nEven with pivot point set to \"Active Element\", notice that the Transform Gizmo does not jump to the last selected point (the active one).\n[pivot bug.blend](pivot_bug.blend)" ]
[ "Strokes in front of a 3d object will change and become jagged after it is placed\nOperating system: windows 10\nGraphics card: 2070 super\n\nBroken: 2.93.0\n\n\nIn front of a 3d object like a plane, the strokes will alter itself and become jagged after you let go of the stroke to place it. On full screen in my video it becomes very apparent especially the second time I do it.\n\nTest File:\n[#91204.blend](T91204.blend)\n[stroke becomes wavy after leting go of the pen this one.mp4](stroke_becomes_wavy_after_leting_go_of_the_pen_this_one.mp4)" ]
Axis Bands of Rotation Gizmo Difficult to See Operating system: Darwin-18.7.0-x86_64-i386-64bit 64 Bits Graphics card: AMD Radeon Pro Vega 48 OpenGL Engine ATI Technologies Inc. 4.1 ATI-2.11.21 Broken: version: 2.82 (sub 7) Worked: (optional) [When I have an object selected and switch to the Rotation Tool, the axis bands on the gizmo are so thin I can barely see them. I looked under Preferences > Interface and changed the Line Width to "Thick", but it made no difference. See attached screenshot.] ![Screen Shot 2020-03-02 at 7.51.14 AM.png](Screen_Shot_2020-03-02_at_7.51.14_AM.png) [Create a new blender file with the default cube selected. Switch to the rotation tool Under Preferences > Interface, select Line Width - Thick]
[ "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", "Preferences Interface Line Width \"Thick\" turns Viewport blurry\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.47\n\nBroken: version: 2.93.5\nWorked: I have only experimented with Line Width \"Thick\" the past week and only noticed issues yesterday. I did a clean install of Blender today because of issues with the Viewport Render view in my older 2.93 version. Before installing Blender 2.93.5 I updated Nvidia driver and Windows updates. It was not till this new Blender version was installed I realized it was the Line Width that messed with the rendered view. \n\nWith Line Width set to \"Thick\" the Viewport Rendered View will turn a blurry grainy version compared to when Line Width is set to Default. The \"effect\" can be toggled on and off changing the Line Width. \n\nI have that default material tester sphere in the scene. A camera and a HDRI set up as World Lighting. + 3 materials for the three objects in the scene. \nThe Blender version is downloaded and installed a few hours ago. I am using my own theme from my old Blender version, but this issue happens in the \"Blender Dark\" theme too.\n\nI am Rendering with Cycles + GPU Compute and OptiX turned on for NVIDIA GeForce GTX 1070 and Intel Core i7-4770K CPU @ 3.50GHz\n\n![Line Width DEFAULT.jpg](Line_Width_DEFAULT.jpg)\n\n![Line Width THICK.jpg](Line_Width_THICK.jpg)\n\n", "In spreadSheet Values ​​not visible\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.30\n\nBroken: version: 3.5.0 Alpha\n\nMeasurements not visible\n, columns are not expanded, not sorted, not rearranged\n![image.png](image.png)\n\n- Open attached file\n[long_integer_attrs__spreadsheet.blend](long_integer_attrs__spreadsheet.blend)\n\n", "Sculpt Mode Border Hide Tool Todo\n## Sculpt Mode Border Hide Tool Todo\n * - [x] {icon circle color=red} When this tool is selected, it currently shows the wrong tool settings which affect the brushes, not this tool. These should not be visible when this tool is active.\n * - [ ] {icon circle color=yellow} We should add a tool setting to add/remove the mask as you drag. Currently, the only way to remove from border hide, is very hidden: You drag with RMB. This could become more consistent and more discoverable if we added the same Add/Remove buttons as with other Sculpt tools", "Viewport gizmos in selection tools not updating.\nOperating system: Windows 10 64Bits\nGraphics card: GeForce GTX 1050 Ti latest driver\n\nBroken: version: 2.80.69 hash:4f6e25280558\n\nswitching between Active tools gizmos and viewport gizmos keeps the manipulators in it's previous position until a second selection...i assume because we have two different and unrelated gizmos!! \n\n\n- Activate transform gizmos in the gizmo popover.\n- Use Active tools manipulators and do transformation.\n- Switch to the selection tools.\n\nThe gizmo center is not updated.\n\n**Attachment**\n![gizmo.gif](gizmo.gif)", "UI: Show invalid cache as stripped lines\nAt the moment we use a faded color to indicate that a cache is invalid. The difference is a too subtle at times, even when users customize their theme colors.\n\nThe proposal here is to draw the invalid caches with a darker stripped diagonal line (see image). In this case I used the original color with a 50% value.\n\nIn this mockup you see the Simulation cache (pink) as invalid, and the Cloth cache (blue) as valid.\n\n![invalid_cache.png](attachment)\n\n_Design done with [Pablo Vazquez](pablovazquez)._", "Node edge scroll ignores locked axes\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.14830 Core Profile Context 21.4.1 27.20.21002.112\n\nBroken: version: 3.0.0 Alpha\nWorked: Unknown\n\nLock axis operation is broken in Node editor tab.\n\nRegarding locked axes:\n- Select node and start translate (`G` in default keyboard layout?)\n- Lock onto X axis\n- Move mouse to upper or lower edge to scroll in Y direction\n\nNode moves along Y axis even though the lock should prevent this\n", "Grease Pencil: Radius property misses blue slider background to visualize the percentage between soft min and max\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.81\n\nBroken: 2.80 -> 2.92.0 Alpha\nWorked: I believe it's been like this since initial GPencil implementation\n\nIn the GPencil editor the slider number button for \"Radius\" located in the topbar does not draw a percentage fill as is done in other editors such as Vertex Paint, Sculpt, Texture Paint and Weight Paint. \n\nStart blender with default settings\nAdd->Grease Pencil ->Blank\nSelect the Grease Pencil Object if not already selected\nSwitch from Object mode to Draw mode\nNote that the \"Radius\" topbar slider does not contain a fill color as does the \"Strength\" topbar slider \n\n[GreasePencilRadiusSliders.mov](GreasePencilRadiusSliders.mov)\n\nI've created [D9948](D9948) as a potential fix", "Difficult selection of wire objects\nOperating system: Windows-10-10.0.22000 64 Bits\nGraphics card: Radeon (TM) RX 480 Graphics ATI Technologies Inc. 4.5.14802 Core Profile Context 22.2.3 30.0.14029.5006\n\nBroken: version: 2.80 - 3.3.0\nWorked: version: 2.79\n\nStarting with version 2.80, selecting wire objects (curve, empty, camera) has become more difficult if these objects are in front of a face.\n![GIF.gif](GIF.gif)\n\nIn 2.79 this hard selection can be compared with the `OpenGL Depth Picking` option.\n\n- Open attached file.\n- Try selecting the curves alternately\n[selection_bug.blend](selection_bug.blend)", "Xray doesn't work in wireframe shading for objects set to display as wire.\nBroken: 3.0\nWorked: \n\nXray doens't work in wireframe shading mode for objects set to display as wire.\n\n- Open .blend file\n- Change the viewport shading to wireframe.\n- Set one of the cubes to \"Display As : Wire\" in object properties->viewport display.\n- change X-ray value from `Viewport Shading` popover\n- compare the two, only one has xray effect.\n\nTest File:\n[#94802.blend](T94802.blend)", "Gizmo and transform direction does not align with Normal Orientation and Individual Origins\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: 3.4.0 Alpha\nWorked: 2.83\n\nThe gizmo axes orientation should give a preview of the transform direction of the selected elements.\nBut the behaviour is breaking when using **Normal** orientation and **Individual Origins** for the pivot point.\n\nIn Object Mode when selecting a single object it behaves like expected. But when selecting multiple objects, the gizmo and transforms will use the Median Point pivot point instead. I don't know if this is the intended behaviour.\n\nMore striking is the behaviour in Edit Mode. If a single vertex is selected, the behaviour is as expected. The gizmo and transforms will use the normal orientation of the individual single vert.\nBut once more verts are selected the gizmo no longer matches the transforms.\nThe gizmo seems to match the median point orientation. But once a gizmo handle is dragged, it will use something else.\nThis often leads to flipped directions on transforms.\n\n**Note on behaviour in Blender 2.83**\nWhile this behaviour worked as expected in that version and earlier, it still failed to show the correct orientation when more than 2 verts were selected.\nOf course not all individual orientations can be displayed with 1 axis. But when the selected individual elements are connected, they will move as one. This behaviour should be reflected in the gizmo orientation as well.\nIf the selected individual elements would not move in unison, the gizmo could show the combined average as a good enough estimation.\n\n- On the default cube, enter edit mode\n- Set orientation to Normal and pivot point to Individual\n- Make the Move Tool active in the Toolbar\n- Select 2 vertices that form an edge and drag along the X handle\n- If it moves as expected, select the 2 vertices again but in the reverse order\n- Then repeat", "Constrain Unfold to X/Y axis\nHi, apologies if this is not the correct location to post this.. but a very useful addition to the unfold tool is the ability to constrain the unfold to a certain axis (X or Y). \n\nUse case: \n\n1) After you quadrify/straighten/follow active quad a UV island. Applying a vertically constrained unfold can reduce the amount of distortion. This isn't possible with the normal unfold because it would bend/undo the straightening. \n\n2) Often after an asset has been UVed you need to make model changes. Changing the the length of pipes/girders for example. Because of this unfolding on a single axis can be very useful when preserving the textures/UVs/layout.\n\nThanks!\n\n", "Grease Pencil Shear Tool Todo\n## Grease Pencil Shear Tool Todo\n * - [x] {icon circle color=red} The tool should execute on release, so when you click and drag, it stops. Currently you need to click an extra time, which is inconsistent and annoying.\n * - [ ] {icon circle color=green} Add Tool Setting to switch between horizontal and vertical shearing\n * - [ ] {icon circle color=green} Shear should have a manipulator to shear in any direction, the orientation on which is controlled by the Orientation setting, just like the Transform manipulators. Dragging any of the handles shears in that direction.", "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", "Blur brush(Weight Paint): Take edge distance into consideration when blurring weights\nThe current Blur brush is difficult to use in cases where the mesh topology is not very uniform. More vertex-dense areas will get affected by the weight blurring \"less\".\n\nI discussed this briefly with @ZedDB over chat, also with a quick look at [D10068](D10068) which seems like it could be useful for improving the Blur brush.\n\nHere is a simple example:\n[weight_paint_blur-2021-04-06_12.47.00.mp4](weight_paint_blur-2021-04-06_12.47.00.mp4)\n[weight_paint_blur_test.blend](weight_paint_blur_test.blend)\n\nAs you can see, when the cylinder has fairly uniform density, the result I get from blurring is what I expect(even if it looks ugly in this example), but when I add extra edge loops, the result is totally different. This is not necessarily unexpected, and in some cases it might even be desired. So here's a more realistic example, on an actual character with details modeled in:\n[weight_paint_rex_blur-2021-04-06_15.37.04.mp4](weight_paint_rex_blur-2021-04-06_15.37.04.mp4)\nNotice especially the banding of the colors. I was blurring it as much as I could, but there'd still be clearly visible bands where the topology is more dense.\nIf I remove some edge loops to try to get more evenly distributed faces, I can make a clean gradient again, with no bands:\n[weight_paint_rex_edges_removed-2021-04-06_15.38.18.mp4](weight_paint_rex_edges_removed-2021-04-06_15.38.18.mp4)\n\nThe goal would be to be able to create a clean gradient like this, even with uneven topology. This could allow rigging more complex meshes \"directly\" rather than using indirect methods like Mesh Deform/Surface Deform, which come with their own sets of inherent limitations." ]
[ "Gizmo line width ignored on macOS\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 71)\nWorked: (optional)\n\n..........................................................................................................................................\n\nFor Macintosh only. Do not use Windows. Please transfer to them for Macintosh only.\n(Control+R) within edit mode\nBlender 2.79b is perfect magic mouse scroll up and scroll down while Control+R\nBlender 2.80 is mess up very hardest scroll up and bad scroll down ver bad while Control+R\nYou will need use MagicMouse and MagicMouse2\n\nAlso Blender 2.8 when push the Control+R and I unable to read there is too thin edit like hair.\nBlender 2.79b much better edge thickness.\n - > [Click this link youtube](watch?v=xS-Q7qJNtTw) <--" ]
Knife tool erratic aiming on complex model Operating system: Win 10 1903 Graphics card: 1080 Broken: 2.80 release Worked: (optional) Knife tool reacts erratically and won't cut on a complex model: _BAuiRa3wqk Not sure if it's in my file only, but it's not a file I can share publicly, so if a developer wants to take a look, let me know and I can send it to you (It's a 70mb .FBX with 1.4 million polygons in it, imported from CAD data into Max and then exported from there).
[ "Overlay: Edit-Mode: Anti-Alliasing not working with constructive modifiers\n```\nOperating system: Linux-4.15.0-50-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce 610M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.116\n\n\nBroken: version: 2.80 (sub 69)\nWorked: (optional)\n\n```\n\nthe bug is really intresting so... when you add mirror modifier to object.. and u enter edit mode and u select face or edges etc... the AA goes crazy it is so pixelised like even worse than tottaly without AA.\n\n![Zrzut ekranu z 2019-05-21 00-01-34.png](Zrzut_ekranu_z_2019-05-21_00-01-34.png)\n\n![Zrzut ekranu z 2019-05-21 00-01-38.png](Zrzut_ekranu_z_2019-05-21_00-01-38.png)\n\n\n\n", "Most sculpt tools do not work while model is animated\nLinux 64-bit\n2.93.2\nMost sculpt tools do not work as expected when the object is spinning like it's on a pottery wheel. Some tools like the clay tool work okay, but other tools like smooth and scrape do not. I think it has to do with the stroke method; the stroke accounts for screen space but not the local transform of the object if it's moving during a stroke. Video of my attempt here:\n[pottery.mp4](pottery.mp4)\nI made this as a joke and it looks like garbage, but unfortunately it went viral and everybody thinks it's a great idea so now more people are gonna try it and complain that it doesn't work. It's a valid workflow that you have to account for now apparently. I'm really sorry.\n - Open the attached file\n - Play the animation\n # Try to sculpt the thing while it spins\n[bowl.blend](bowl.blend)\n", "GPU Subdivision: Crash on applying Subdivision Surface Modifier\nOperating system: Win 10 22H2 10.0.19041\nGraphics card: Intel® HD Graphics 5500 Driver version: 20.19.15.5171\n\nBroken: All versions after 2.93.11\nWorked: 2.93.11\n\nBlender crashes when applying the Subdivision Surfaces modifier. Tested with various different geometries (meshes, NURBS)\nCrash probably occurs with old intel GPUs\n\n- Start Blender\n- Apply SS modifier to cube OR delete cube, add another object (cube? lol), add modifier to that", "Boolean modifier assigns wrong material\nOperating system: win10\nGraphics card: 1050 ti\n\nBroken: 3.4 alpha\nWorked: 3.3.2\n\nMaterial transferred during boolean operation is not the one assigned to target geometry.\n\n[boolean_material_update_problem.blend](boolean_material_update_problem.blend)\nOpen attached file or:\n\n - Create some boolean difference situation with modifier\n - Add two materials to target, assign first to geometry and put it on second slot -> modifier owner slice has wrong material\n\n\n", "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.", "Exact Boolean with Incorrect Result - multiprecision/float round trips not exact\nOperating system: Windows 64 bit\nGraphics card: Nvidia GTX 750 Ti\n\nBroken: 2.91.0 Beta dca36a8ec922\n\nAnother case, where the exact boolean does not work as expected. (Sorry @howardt, I had to break it. I have to admit, that I have not run into this problem in a real scene.)\nAgain, this manifests after applying the same difference operation several times.\n\n[boolean_rotated_box3.blend](boolean_rotated_box3.blend)\nLook at the scene.\nThe first run of the modifier works as expected, the second creates overlapping faces, the third removes most of the mesh.\nThis \"bug\" is very erratic, and if the transform of the objects is slightly changed, it does not occur.\n\nThis is what I see:\n![boolean_rotated_box3.png](boolean_rotated_box3.png)\n\nThe expected behavior is that the second and third modifier do nothing.", "Viewport Z-Bias & retopology overlay related issues\nSince this is being reported frequently and retopology overly has caused some weird issue with mask display as well previously, it's best we keep track of them in a central place so we could check if any particular fix is working for all situations:\n\n------\n\nProblem still presents:\n\n- Retopology overlay affecting other parts of the drawing/picking operation: #109115 #107768 ~~#109277~~ ~~#107411~~\n- (Potentially related) Selecting when X-Ray turned on is not visually effective and then switching to face mode crashes: #110136\n\n------\n\nFixed:\n\n- ~~Wireframe visible in close distances: #110048 #109040 #109514 #109499 #109685~~\n- ~~Retopology overlay 0 z offset problem: #109662~~\n\n-------\n\nProbable cause:\n\nAs suggested in 107768#issuecomment-937545 , I believe the problem here is that\n\n1. `DRW_object_is_in_edit_mode` does not exclusively check if object is in edit mode, but it combines other logics that affects drawing and stuff.\n2. `XRAY_ENABLED` marco is not always accompanied with `RETOPOLOGY_ENABLED`, this leads to inconsistencies in the user interaction and the display.", "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?]", "Blender 2.81 — Shadow glitches with Workbench render-engine (in viewport and same at render)\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 560/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.35\n\nBroken: version: 2.81 (sub 9)\n\n\nBroken shadows \"traced path\" glithc effect in the air in places where geomety have \"complex area\" (when you use shadows from Workbrench render and same in viewport).\n[Screenshot ](l2ZRNEjhzLYbl2.jpg)\nHere is on [video ](#!0OoB2I7R!h1qq3DB20nOOgoxoYw9QT_kyoZO-a-1C7OSqRifExcs) uou can see it. Sorry for broken english.\n\n\nDon't know how to reproduce it step by step, so I've put the file here: \n[broken.blend](broken.blend)\n\n\n", "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", "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", "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", "Surface Deform modifier always updates when selecting objects\nOperating system: Windows 10\nGraphics card: NVidia GTX1080\n\n2.93.1, 2.93.3\n\nSurface Deform modifier causes click lag even if object or/and the modifier is disabled in viewport. It doesn't affect camera panning or rotation.\nWhile I'm at it, it also seems to keep unnecessary data in saved file. I wanted to provide an example file, but it turned out to be over 1 GB. I don't see why it keeps the deformed mesh in the file rather than recalculating it when we enable it or open the file.\nIt seemed to me to be the best way of making a chainmail, but I can't work with the lag.\n\n1. Subdivide the default cube with 7-10 cuts (7 enough for my PC, if in the end it doesn't lag, try more divisions).\n2. Duplicate the cube.\n3. Add subdivision modifier (level=6) to 2nd Cube, then add Surface Deform, set the source to 1st Cube, bind.\n4. Disable both objects in viewport, you can even disable the modifiers.\n5. Add a new Cube to the scene. Try selecting and deselecting in in the viewport. There's a lag. Camera panning and rotation works fine. The only way to fix the lag is to apply or remove the Surface Deform modifier.\n6. Save the file. Our file is just 396 faces with modifiers applied. It's over 1GB in size.\n\nVideo: hEQnVVvPEGU\n\nor\n- Open .blend file\n- Bind mesh to the target\n- Try to select the Cube.001 in viewport\n[#90985.blend](T90985.blend)\n", "Addon: 3d Viewport Pie Menus. Press-move-release behaviour inconsistency\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\n\n\nBroken: version: 2.92.0 Alpha\n\nName: 3D Viewport Pie Menus (1, 2, 9)\nAuthor: meta-androcto\n\nIn pie-menus Option, who have additional menus do not react to fast action P-M-R or local hotkeys\n[2020-12-16_20-50-47.mp4](2020-12-16_20-50-47.mp4)\n\n- In sculp mode press W and then 2 or M\n", "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" ]
[ "Cut tool issues\nWindows 10\n\n2.81 Alpha\n\nHi. I have constant issues with the Cut tool. It always adds additional points and polygons during the cut.\nI have a base mesh. And now I need to add extra edge loops for hardsurface. And I always have this issue with strange behavior of the cut tool. It adds strange points and polygons.\nCould you please check it. Ihope it's possible to fix as it's hard to add a lot of additional loops for hardsurface.\n\nI did videotest and here is my blend.\n[tmp.blend](tmp.blend)\n[tmp2.mp4](tmp2.mp4)\n[tmp1.mp4](tmp1.mp4)\n\n\n- Open my scene. Don't rotate/pan/zoom the viewport.\n- Press \"K\" hotkey and make such a cut.\n![image.png](image.png)\n- You will get some random additional points/faces.\n", "Knife tool, unexpected vertex duplications\nOperating system: Windows 10 x64 (1903)\nGraphics card: Nvidia GeForce 1070\n\nBroken: version: 2.80 (sub 75), branch: master, commit date: 2019-07-29 14:47, hash: f6cb5f54494e, build date: 2019-07-29, 09:44 AM\n\nKnife tool can cause bad geometry (duplicating verts). It depends on how far geometry placed from pivot point and viewport camera angle.\n\n1. Load attached file.\n2. Find polygons painted with blue color.\n3. Try to use knife tool on them - here comes the bug.\n4. Undo this operation, enable orthogonal view and try to cut again. Knife operation should be done correctly, without any duplicated verts.\n5. Undo this operation, change the pivot position of this object to the center of geometry and repeat the cut. It should be done correctly as well.\n\nVideo: watch?v=RkqbjkV8KFo\n\n[knifetool_bug.blend](knifetool_bug.blend)", "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" ]
Animation editors - Scrollbar overlapping little triangle button to open sidebar Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.48 Broken: version: 2.90.0 Alpha When you hover with the mouse over the triangle button to open the sidebar, then the scrollbar will cover it. Open Blender, switch to Animation layout. Hover with the mouse over the triangle button to open the sidebar. Watch the scrollbar cover it. ![scrollbar.jpg](scrollbar.jpg)
[ "UI: Cursor flickering when hovering over properties\nBroken: version: 3.0.0 Beta\n\nWhen hovering from one property to another in property area, sometimes cursor changes from <--> to standard cursor. There are no instances where you stop moving it and it stays as standard one - it always changes to <--> after a fraction of a second. UI scaling does not affect it.\n\nNote that when tried without recording problem was more apparent, almost always cursor was flickering.\n[UI Cursor flickering take 2 2021-11-27 10-58-42-112.mp4](UI_Cursor_flickering_take_2_2021-11-27_10-58-42-112.mp4)", "Sculpt Mode Border Hide Tool Todo\n## Sculpt Mode Border Hide Tool Todo\n * - [x] {icon circle color=red} When this tool is selected, it currently shows the wrong tool settings which affect the brushes, not this tool. These should not be visible when this tool is active.\n * - [ ] {icon circle color=yellow} We should add a tool setting to add/remove the mask as you drag. Currently, the only way to remove from border hide, is very hidden: You drag with RMB. This could become more consistent and more discoverable if we added the same Add/Remove buttons as with other Sculpt tools", "Image mask editing has a toolbar with no tools\nWe should at least have basic selection tools and cursor in the image spaces mask toolbar, currently it's completely empty.", "Redo panel overlaps part of the interface\nIn the image editor, the redo panel covers part of the pixel values. \nWould be nice if such panel could be dismissed, or if it would take into account the possible presence of the pixel value subheader.\n\n[open_image_overlay.mov](open_image_overlay.mov)", "UVEditor: Add developer option to show vertex, edge and poly indexes.\nSimilar to the 3d viewport we should add option to show the vertex, edge and poly indexes to the uv editor.\n\nWithout I have looked to close to the current code-base this should be possible by adding the option to the UVEditor overlay and some tweaks in the overlay engine. \n\nCurrent work-around is to use a split screen.\n![Screenshot 2023-01-23 at 16.06.17.png](Screenshot_2023-01-23_at_16.06.17.png)\n", "[Python API] Not working `alert' property of 'bpy.types.UILayout' that contains 'popover'\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.86\n\nBroken: version: 3.5.1\nWorked: seems to be never worked\n\n**'Alert' property of 'bpy.types.UILayout' that contains 'popover' is not displayed**\n\n1. Open file `space_outliner.py`\n2. Set`OUTLINER_PT_filter` row layout `alert` property to `True` and `active` property to `False`\n\n![image](attachment)\n\n**Expected:**\n\nWe expect row to be of red color because of `alert=True` and reduced opacity because of `acitve=False`\n\n**Result:**\n\n![image](attachment)\n\nIt is not working for row layout that contains `popover` method\n\n", "Curves sculptmode: brush Strength (and Strength Pressure) UI inconsistencies\nOperating system: Linux-5.19.6-200.fc36.x86_64-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.65.01\n\nBroken: version: 3.4.0 Alpha\nWorked: -\n\nSculpt curves: brush Strength (and Strength Pressure) UI has inconsistencies between the Toolsettings in the header and the sidebar\n\nfrom the default startp:\n- add Curves\n- enter sculptmode\n- `Add` brush: does not have `Strength` in the header toolsettings (correct, not supported) yet the Brush Settings in the sidebar shows Strength (wrong)\n- `Delete` brush: same as above\n- `Slide` brush: shows `Pressure Sensitivity Strength` in the header toolsettings (has a bug, see #100324, should be removed)\n- all other brushes: shows `Pressure Sensitivity Strength` in the header toolsettings (correct) yet the Brush Settings in the sidebar dont show it (wrong)\n\n{[F13666040](image.png) size=full}\n\n{[F13666059](image.png) size=full}\n\n", "Invisible color picker in the preferences menu\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.36\n\n\nBroken: version: 2.80 (sub 74)\n\n**Short description of error**![Bug.jpg](Bug.jpg)\nDepending on your position in the preferences menu the colour picker becomes invisible\n\nDepending on your position in the themes menu (preferences/themes), the colour picker may be above or under the setting you want to change, but there is a specific position in which the colour picker becomes invisible. This bug only occurs if there are multiple settings above, at least one submenu open and you edit one of the settings in the middle. E.g. \"Inner\" and \"Inner selected\" in the user interface section. The colour picker is not only invisible but also not functioning. The \"RGB\" and \"HSV\" sliders work as well as the \"HEX\" section.\nClosing the picker and scrolling down the page, only by a single line (up or down) fixes the glitch, also resizing the window works. \n\nBased on the default startup\n\n", "Grease Pencil Fill Tool Breaks After Scroll-Wheel Zooming Window\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 2.91.0 Beta\nAlso tested in 2.83.9 & 2.92 Alpha on Windows, and 2.91 Beta on Mac with same results.\n\nIf an 'unclosed' area made with grease pencil lines on its own layer overlaps and is 'closed' with grease pencil lines on a second layer, zooming the 2d workspace in and out will cause the fill tool to 'break' and fill the whole screen; even when the fill tool is set to: Advanced-Layers-Visible. \n\nCreate closed shape on one layer. Create 'open' shape on second layer that overlaps and is closed by grease pencil lines from the first layer. Zoom in and out in workspace while using the fill tool in a separate 'fill' layer. \nPlease see attached .blend file and screen capture: \n\n[FillTest.blend](FillTest.blend)\n\n[FillTest.mp4](FillTest.mp4)\n\n\nI really hope this isn't just user error. Thank you for taking a look!\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)", "For ID blocks, move + and x buttons into popover\nWith our ID blocks in the top right of the window, the little + and x icons make the Blender UI overly busy and complex. There's also the problem that, at least on Windows and Linux, the close button is in the top right corner of the display, creating this clumsy configuration of two X's. \n\n{[F5673488](Screenshot_2018-11-22_at_01.50.52.png), size=full}\n\nWe could change these ID blocks to work as popovers instead, creating a much simpler top level interface. When opened, we can display the controls to add, remove or rename items inside the popover, similar to what we already do for the presets:\n\n![Screen Shot 2018-11-08 at 19.39.45.png](Screen_Shot_2018-11-08_at_19.39.45.png)\n\nThis would result in a cleaner top level UI, and avoid the double X on some OS's:\n\n{[F6622971](Screenshot_2019-02-16_at_01.19.50.png), size=full}", "Cycles: overlapping VDBs cause rendering artifacts\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.79\n\nBroken: version: 3.1.2\nWorked: version: 3.0.1\n\nFirst reported here: #97062\nOverlapping VDBs cause black rendering artifacts.\nThis is likely a known issue or related to a known issue.\nFrom the release notes for 3.1: [Ray Tracing Precision](Cycles#Ray_Tracing_Precision)\n>Many artifacts from rendering small, large and far away objects have been eliminated. There will always be object scales where numerical precision becomes a problem, but it's further out now.\n>\n>There can still be artifacts with rendering overlapping geometry, in some cases more severe than before. Such overlapping geometry should be removed, or have a small distance added in between.\n\n\n|3.0.1|3.1.2 CPU|3.1.2 GPU|\n| -- | -- | -- |\n|![Smoke_3.0.1.png](Smoke_3.0.1.png)|![Smoke_CPU_3.1.2.png](https://archive.blender.org/developer/F12977045/Smoke_CPU_3.1.2.png)|![Smoke_GPU_3.1.2.png](Smoke_GPU_3.1.2.png)|\n\n1) Import a VDB volume.\n2) Duplicate the volume without moving it.\n3) Render with Cycles.\n\nHere is the test file:\n[#97094.zip](T97094.zip)", "Node search: Arrow cuts off when highlighting\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3050 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 532.03\n\nBroken: 3.0, 4.0\nWorked: never\n\nIn nodes search panel, arrow is partially visible on the hovered element\nThis is due to overlapping as Harley mentioned in: 112183#issuecomment-1017576: [image](blenderattachment)\n\n- Open GN workspace\n- add node tree\n- F3 to open search panel,, notice the arrow of highlighted element\n![image](attachment)\n\n", "Improve Render Region Border UI (show/hide the control gizmo)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67\n\nBroken: version: 2.91.0 Alpha\n\nRender Region UI control elements are active only after drawing in empty scene or after deleting any object in scene.\n\n1. Create new file and delete all objects in scene.\n2. Draw Render Region border (View --> View Regions --> Render Region or press CTRL+B).\n3. By dragging UI controls adjust Render Region border size.\n4. Add couple of objects to scene and draw Render Region border - UI controls aren't active now.\n5. Delete one of the objects and adjust Render Region border size.\n\n[DGSu5HJRQg.mp4](DGSu5HJRQg.mp4)\n\n", "2.90 Not opening on Linux\nOperating system: Linux Mint 18.1\nGraphics card: Intel HD 620\n\nBroken: \nBlender 2.90 won't open up fully, it appears to open up and immediately closes\nWorked: \n\nTried a few different ways to open, won't open.\n\nOne of the methods I tried opening with was through the Terminal and this was the message I had returned back:\n\nRead prefs: /home/john/.config/blender/2.90/config/userpref.blend\nfound bundled python: /home/john/Desktop/3D Related/1BlenderVersions/blender-2.90.0-linux64/2.90/python\nGPUShader: linking error:\nerror: Input block `ShaderStageInterface' is not an output of the previous stage\n\nGPUShader: linking error:\nerror: Input block `ShaderStageInterface' is not an output of the previous stage\n\nWriting: /tmp/blender.crash.txt\nSegmentation fault" ]
[ "Timeline, Dope sheet, NLA Editor - slider covers button to reveal the sidebar\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.38\n\nBroken: version: 2.91.0 Alpha\nCaused by bbb2e0614f\n\nIn Timeline, Dope sheet and NLA Editor you have a slider at the right that just shows when you come close.\nButr this slider then covers the little button to reveal the sidebar. The button remains clickable. But requires a bit aiming now, since you can't see the button anymore under the slider.\n\n\nOpen Blender, switch to one of the editors, move the mouse to the right to reveal the slider. Watch the button disappear.\n\n![slidercoversbutton.jpg](slidercoversbutton.jpg)\n\n\n\n" ]
Volume blocky through glas Operating system: Windows-10-10.0.22523-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.84 Broken: version: 3.1.0 Alpha Volume is blocky when looked through the glass. When you disable the glass object everything looks good. Bake some volumes [Sanduhr.blend](Sanduhr.blend) ![Screenshot 2021-12-26 174811.png](Screenshot_2021-12-26_174811.png) [2021-12-26 20-09-39.mp4](2021-12-26_20-09-39.mp4)
[ "[UI] [Minor Bug] Uneven padding on the header bar\nOperating system: Windows-10-10.0.22000-SP0 64 Bits ---> [This part of the automated info is incorrect --- It's Windows 11]\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\n\nThe header bar has uneven padding. Not a major issue but just something to fix.\n\n![Untitled.png](Untitled.png)\n![Untitled-1.png](Untitled-1.png)\n\n1. Open the client.\n2. Look at header bar.\n\n@pablovazquez - Thought I'll tag you directly. Awesome updates on the 3.0 Theme Refresh btw. So many changes that absolutely improve the UI experience. As someone who relies heavily on contrast for muscle memory when using an app, I greatly appreciate the changes you made. I already was emulating your theme on a custom version I made for myself (based on your screenshots) .. but it's great to be using your edition now.", "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)", "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", "Displacement baking with Cycles\n", "Multiresolution displacement baking do not work properly\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.93.0 Beta\n\nOriginal on the left produces map, thad displace surface like on the right.\nI suppose, there is wrong gamut/ color conversion or baking ray shoots from Hipoly to lowpoly instead measuring height difference from lowpoly to hipoly. Displacement baking is not equal to normal baking!\n\n{[F10039179](изображение.png) size=full}\n\n[mr bake.blend](mr_bake.blend)\n\n[2021-04-26_15-44-07.mp4](2021-04-26_15-44-07.mp4)", "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)", "Shadow caustics visible through colored glass has intensive, solid color for directional/sunlight and are probably too dark for spotlight/pointlight\nOperating system: Windows 11\nGraphics card: GTX 1070 Ti\n\nBroken: 3.22 master\nWorked: none\n\nThis happens when transparent object intersects with diffuse one and caustics are visible though volume. I know that MNEE doesn't work with volumes, but I think this might be a bug.\nFor directional light and sunsky system caustics are colored to pure red, green or blue or are just white. No other colors are possible. Spotlight and pointlight work, but color of intersected primitives differs substantially from not intersecting ones when looking thought them. This is especially visible on the left upper sphere that has only slight tint. Hope this is useful.\n\nmnee nishita sunsky:\n![mnee_sunsky.jpg](mnee_sunsky.jpg)\n\nmnee directional light:\n![mnee_direct.jpg](mnee_direct.jpg)\n\nmnee spotlight:\n![mnee_spot.jpg](mnee_spot.jpg)\n\n\n1. Create an object casting caustics like sphere over default cube.\n2. Create transparent material for sphere that consists of two shaders, glass and volume, adjust volume color to something darker then white\n3. Turn on caustics for light and for objects, render in viewport.\n4. Move the sphere so it intersects with the cube, see the result.\n5. Switch light into directional mode and try to adjust volume absorption color.\n\n...or just open attached file and render. Lighting is set to nishita sky, but both spotlight and directional light are added and hidden.\n[mnee_test_master.blend](mnee_test_master.blend)", "Weird Motion Blur with Simulation Nodes\nBroken: 3.6.2\n\nMotion Blur doesn't work properly with Geometry Nodes instances.\nAs shown in the rendered video, the motion blur seems to give weird results, the motion trails of the instanced particles from the Geometry Nodes (and Simulation Nodes) setup don't seem to follow their direction properly.\n\n<video src=\"attachment\" title=\"animation.mp4\" controls></video>\n\n[Test.blend](attachment)\n- Open file\n- Hit play to bake simulation until let's say frame 45\n- Render frame 45\n\n", "Render errors [glitchy frames] with baked cloth [from the UI, commandline as well as rendering with 'Lock Interface' is OK]\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.77\n\nBroken: version: 2.91.0 Alpha, branch: master, commit date: 2020-10-07 21:43, hash: d8fcd8a316\n\n\nI have a simple scene I press render animation and some of the frames come out messed up. \nIt looks like some sort of motion blur bug. Looks similar to this bug #74457 (Mantaflow foam particles as objects break motion blur)\nI have rendered this on two different PC's, the problem is the same.\nWith baked cloth physics.\n\n\n\n[Jelly Jery (buggy render) - Cycles 256 samples Intel denoised.mov](Jelly_Jery__buggy_render__-_Cycles_256_samples_Intel_denoised.mov)\n\n\n[Jelly Jery.blend](Jelly_Jery.blend)\n\n![jerry-the-jelly-buggy-cycles-render-0054-51-78.jpg](jerry-the-jelly-buggy-cycles-render-0054-51-78.jpg)\n\n\n | cycles | glitchy |\n | -- | -- |\n | cycles command line render | OK |\n | cycles with Lock Interface | OK |\n | eevee | glitchy |\n | eevee without motion blur | glitchy |", "Mantaflow foam particles as objects break motion blur\nOperating system: Linux-5.3.0-40-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 435.21\n\nBroken: version: 2.83 (sub 5)\nWorked: (optional)\n\nIf you use an object in foam particles and enable motion blur it renders incorrectly and very slow compared to the liquid alone. But I suspect this is due to huge vectors from those particles.\n[0001-0100.mp4](0001-0100.mp4)\n\nOpen the attached file\nBake caches\nAssign the cube for the foam particles instance object\nRender a couple of frames\n\n[mantaflow_particles_mblur.blend](mantaflow_particles_mblur.blend)", "EEVEE-Next Volume Rendering\nUnified volume rendering will first be ported before adding any other feature. Fixing the flickering and object bounds are still major targets for the 4.0 release but are considered nice to have and could be made during Bcon2\n\nHere is a breakdown of the tasks:\n- [x] Needs compute shader based pipeline for world and geometry.\n- [x] #107176 Port current unified volume rendering as-is using compute shaders.\n#### Milestone: Volume Rendering minimum-viable-product for 4.0 release.\n\n- [ ] Correct bounds.\n- [ ] Fix flickering by changing the sampling scheme.\n#### Milestone: Extended feature for 4.0\n\n#### Extended targets\n- [ ] Support shadow casting onto opaque surfaces.\n- [ ] Support irradiance.\n- [ ] Support in bake.\n- [ ] Support per pixel volumes.\n- [x] Optimize by skipping unseen tiles.\n", "EEVEE: Alpha Blend + Show Backface material is out of focus.\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 2.82 (sub 7)\nWorked: (optional)\n\nIn EEVEE when the DOF is on, and the focus is on the glass object, it is blurred.\nOnly when you set the focus on an object that can be seen through the glass, it becomes sharp.\n\nI set up a simple animation in the blender file, where the camera's DOF is fixed on the glass ball, and the background moves forward and backward.\nFocus is only caught when the background overlaps with the ball.\n\n- Open Attached File\n- disable and enable`Show Backface`\n[focus bug.blend](focus_bug.blend)\n\n", "Incorrect interaction glass with visibility of other objects\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.96\n\nBroken: version: 2.93.3\n\nIncorrect interaction glass with visibility of other objects. I have objects which disappear if I look at them at a certain angle through the glass.\n\nGif of the trouble \n![7gIQ2Oim1B.gif](7gIQ2Oim1B.gif)\n\nTest file:\n[#91424.blend](T91424.blend)\n", "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", "Cycles: Caustics don't work when volume boundary between casting and receiving surfaces\nOperating system: MacOS, Windows\nGraphics card: Apple Silicon, Nvidia RTX3090\n\nBroken: 3.5.1, 3.6 Alpha\nWorked: -\n\nWhen there is a volume boundary between a caustic casting and receiving surface, the caustics vanish. \n\nOpen the attached .blend file. There is a sun, an ocean surface, and a sea floor. There are 4 sections: \n- On the right, there is no volume and the caustics appear\n- the two middle sections contain volumes where either the top or bottom boundary of the volume is between ocean and floor, and no caustics appear\n- on the left the volume boundaries are above the ocean, and below the floor, and caustics are visible\n\n" ]
[ "Volume artifacts when transparent interfaces are in front, and issues with Min Light and Transparency Bounces \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 471.68\n\nBroken: version: 3.1.0 Alpha\n\nDark voxels in a volume (size is directly related to volume resolution) appear when Min Light Bounces or Min Transparency Bounces are set too low when some kind of transparent interface is in front.\nAlso, they appear to get darker when bounces are increased.\n\n[dark voxels trans and min bouncing.blend](dark_voxels_trans_and_min_bouncing.blend)\nPlace an object with a transparency, glass with a non-1.0 color, or Principled BSDF with transmission in front of a volume (add mesh Suzanne → add volume empty → mesh to volume modifier).\n#93246 (Brecht triaged it as high priority) and #94394 are of this issue.\n\nWith one interface to go through, only 1 is needed for the Min Bounces. But when multiple interfaces are in front, more Bounces are needed (obviously). But as bounces increase, the dark voxels get darker until they are instantly gone.\n\nWith both **Min Light and Transparency Bounces set to 0**\n![tran 0.png](tran_0.png)\n\n---\n\nWith Light 0 going from **Transparency 1 up to 7:**\n![tran 1.png](tran_1.png)\n![tran 2.png](tran_2.png)\n![tran 3.png](tran_3.png)\n![tran 4.png](tran_4.png)\n![tran 5.png](tran_5.png)\n![tran 6.png](tran_6.png)\n![tran 7.png](tran_7.png)\n\n---\n\nWith Transparency 0 going from **Light 1 to 7:**\n![light 1.png](light_1.png)\n![light 2.png](light_2.png)\n![light 3.png](light_3.png)\n![light 4.png](light_4.png)\n![light 5.png](light_5.png)\n![light 6.png](light_6.png)\n![light 7.png](light_7.png)\n\n---\n\nBoth **Light and Transparency 7**\n![light and tran 7.png](light_and_tran_7.png)\n\n---\n\nWhen Transparency is clear, adding even a clear glass object will then make it blocky again. No amount of Transparency can clear that.\n\n![tran 7 light 0 single glass.png](tran_7_light_0_single_glass.png)\nJust set Light to 1 and it's fixed.\n![tran 7 light 1 single glass.png](tran_7_light_1_single_glass.png)\n\nThen in this case, Light and Tran are 0, but it's clear through the glass?\n![what.png](what.png)\n\n---\n\nAnd this is a single object with modeled geometry instead of different objects.\n![single object.png](single_object.png)" ]
There are no addons Operating system: macOS 10.14.5 Graphics card: Intel Iris 1536 MB Broken: Blender Version 2.80 (2.80 2019-07-11) See attached image{[F7605251](addons.jpg)} Based on the default startup or an attached .blend file (as simple as possible).
[ "Image sequence render just stops on Cycles on MacOS Metal\nOperating system: macOS-13.3.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Ultra 1.2\n\nBroken: version: 3.5.0\nWorked: none, tried 2.93, 3.3\n\nafter about 100 or so frames render just stops, Blender is still responsive, its not frozen or crashed, render bar just sits at %0. I'm doing motion tracking to get some kitbashed 3d elements into the scene. Plays fine in Eevee in the viewport. This is the error I get: CommandBuffer Failed: cycles_metal_shader_eval_displace. Attached ram usage for last 24 hours, I still have plenty of ram!\n\nI've closed the file and retried, several times, never got a render all the way through.\n", "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", "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. ", "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", "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)", "Custom render engine is unable to create gpu context\nOperating system: Linux-5.19.17-2-MANJARO-x86_64-with-glibc2.36 64 Bits\nGraphics card: AMD Radeon Graphics (renoir, LLVM 14.0.6, DRM 3.47, 5.19.17-2-MANJARO) AMD 4.6 (Core Profile) Mesa 22.3.1\n\nBroken: version: 3.5.0 Alpha\nWorked: Blender 3.4\n\nUnable to perform background rendering using `gpu` module in custom render engine.\n\nRun the script in background mode: `blender -b -P background-gpu.py`. Blender throws: `SystemError: GPU API is not available in background mode`, despite the line `bl_use_gpu_context = True` in custom render engine. Worked perfectly fine in blender 3.3 and 3.4. Not in 3.5 though.\n[background-gpu.py](background-gpu.py)\n\n", "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", "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", "Outliner (Data API mode) crash trying to display a MeshSkinVertex in editmode\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.48\n\nBroken: version: 2.83.5, 2.90, 2.91 ce0bcd5fb\nWorked: Never (2.79 has the same problem)\n\nOutliner (Data API mode) crash trying to display a MeshSkinVertex in editmode\n\n[T79961_repro.blend](T79961_repro.blend)\n- Open file\n- Cube should be in editmode\n- In the Outliner (should be in Data API mode):\n - navigate to Meshes > Cube > Skin Vertices > expand the dot as well\n - crash", "Mesh modeling performance regressions\nList of performance issues that we would like to fix or investigate for 2.80:\n\n* Transforming vertices in edit mode on high poly meshes is slow, due to overhead of depsgraph, mesh updates and and batch creation. Verify if there is anything unexpected happening here.\n* BMesh to mesh conversion was happening all the time at some point, is this still the case? See check_rendered_viewport_visible, it now always happens when a 3D viewport is visible, and could be quite problematic for edit mode performance.\n* Verify if custom data is only being preserved through modifier stack when needed (vertex colors, vertex groups, UVs)\n* Manipulate modal callback performance may be problematic: #55458\n", "Add-on preferences panel should open on activation\nBroken: 2.78 testbuild 1\n\n\n**Description of issue**\nAccording to the [new protocols for add-ons](Add-ons#New_Protocols), certain add-ons need more actions from the user than simple activation, before they do anything. This is an excerpt from the pie menu example:\n\n* With Pie menus, First you activate the addon & nothing happens!\n* You need to expand the Addons Preferences.\n* From here you can individually activate the menus you like to use. \n\nThis is bad UI design, as it requires the user to *know* that activating the add-on does nothing. Blender also requires them to click a button that doesn't appear any different than before (and thus doesn't visually indicate there is something else to see there now).\n\n**Possible solution**\nAutomatically opening the add-on's preferences panel when it is activated would help a lot. At least this allows the user to see that there are options to inspect, and possibly activate.\n", "OSError: [WinError 233] No process is on the other end of the pipe\nOperating system: Microsoft Windows 10 Home\nGraphics card: Radeon RX 5700XT\n\nBlender 2.93.9\n\nAfter installing the cat add-on I have received the following error when attempting to import FBX models:\n\n![Screenshot_357.png](Screenshot_357.png)\n\n```\nPython: Traceback (most recent call last):\n File \"C:\\Program Files\\Blender Foundation\\Blender 3.2\\3.2\\scripts\\addons\\io_scene_fbx\\__init__.py\", line 200, in execute\n if import_fbx.load(self, context, filepath=path, **keywords) == {'FINISHED'}:\n File \"C:\\Program Files\\Blender Foundation\\Blender 3.2\\3.2\\scripts\\addons\\io_scene_fbx\\import_fbx.py\", line 2416, in load\n print(\"FBX version: %r\" % version)\nOSError: [WinError 233] No process is on the other end of the pipe\n```\n\n- Install the cat add-on and enabled it (Blender shows error)\n- Attempt to remove it (Blender shows error)\n# Attempt to import FBX (Blender shows error)\n\n[Python Error.blend](Python_Error.blend)", "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```", "Do Not Allow The Image Resolution To Go Below 1 (or .8 at lowest)\nOperating system:\nGraphics card:\n\n2.8.3\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\n\nI have very poor vision. Before I realized the font text box also had little arrow sizers or something, I thought you had to type in the value only.\n\nWhen trying to type 1.4, I accidentally typed .1 somehow (I couldn't see the screen with 1.0 Resolution Scale).\n\nI almost uninstalled the software, but with 15 minutes and WIndows Magnifier I got lucky and found Edit Preferences again, and another 5 or 10 minutes to find the Resolution Scale textbox.\n\nA minimum resolution scale would easily solve this, to where it cannot go below 1 in my opinion, but maybe an 18 year old with eagle eyes and a 99 inch monitor might want smaller, like .8.\n\n\nEdit - Preferences - Type .1 in Resolution Scale and hit ok.\n\nLet me know if you can solve it from there without uninstalling. Its like a pinatta game, but should never happen in the best menu font system I have ever used (I made a video giving you an A++ today, until I found this bug, I crossed off an A.![Blender.png](Blender.png)\n\nThe file attached is from a Resolution Scale of .6, which I can't risk setting it any lower or I can't get it back.\n\nHere is a video link of the problem if you care to watch:\nrstH-msnuuw\n\nPlease tell me you agree Resolution Scale has no business ever being so low the software is unreadable.\n\nNew users, especially those with visual impairments worse than mine may not be aware of the little slider arrows. I noticed them on my 5th attempt at learning Blender, and uninstalled / installed each time before I found the font setting today, \n\nFive minutes later I found the font bug.\n\n\nThank you,\n\nCorby / Data Juggler", "GizmoGroup with setup_keymap() doesn't work if addon is enabled by default\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 432.00\n\nBroken: all versions so far\nWorked: never\n\nIf an addon is enabled by default, any of its GizmoGroup with setup_keymap() classmethod won't react to user input (if they are registered in the register() function). However, if they are registered during the normal operation (i.e. after Blender initializes and draws the first frame), the problem does not appear.\n\n1. Install the attached addon.\n2. Enable the addon (it's called \"!Gizmo test!\").\n3. Save Blender preferences.\n4. Close Blender.\n5. Open Blender.\n6. Select a camera and try dragging the circular gizmo. The gizmo won't react to the input.\n7. Disable the addon, then enable it again.\n8. Select a camera and try dragging the circular gizmo. Now it will rotate the camera.\n[gizmo_test.py](gizmo_test.py)" ]
[ "No toolbar on 2.8RC MacOSX\nOperating system: Mac OSX - Mojave\nGraphics card: Radeon RX 580 8192 MB\n\nBroken: 2.80 Release Candidate\n\nNo icon toolbar is showing up, have tried pressing T but still no toolbar. This was working in beta, but no in this release candidate version.\n\nJust start the program", "Where are the addons?\nOperating system: MacOS 10.14.5\nGraphics card: AMD\n\n2.80rc1\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\nWorked: (optional)\nThis was working: 2.80.0-git20190711.bb7b741d2f1c-x86_64\n\n\nIn 2.80RC1 there are no addons and no way to add them.\n\nBased on the default startup or an attached .blend file (as simple as possible).", "Toolbar buttons are missing\nOperating system: macOS 10.14\nGraphics card: Radeon Pro 560 4 GB\n\nBroken: 2.80 RC 1\n\n\nI just downloaded version 2.80 RC and opened it, and the toolbar buttons on the left of the viewport are missing. I went to View menu and made sure that \"Toolbar\" is checked. The toolbar itself does appear to take some space (\"User Perspective\" text is offset from the left edge of the screen) but the buttons themselves are not visible nor they can be interacted with.\n\n1. Run blender with default settings on macOS.\n2. Notice that the Toolbar buttons on the left are missing ", "quick tools menu not available \nOperating system: macOS 10.14.5\nGraphics card: Intel Iris 1536 MB\n\nBroken: 2.80, release candidate\n\n\nThe quick tools menu not available, there is now arrow on the left & pressing \"t\" key doesn't work either\nJust launch Blender\nBased on the default startup or an attached .blend file (as simple as possible).", "Invisible toolbar in 2.8 RC\nMachine: iMac 2015 Retina\nOperating system: macOS Mojave\nGraphics card: R9 380{[F7603941](blender-missing-toolbar.mov)}\n\nBroken: 2.80 RC\n\nMissing toolbar items.\n\nOpen Blender. Instead of the toolbar I see an empty indented space. Object & edit mode.\nToggling \"Toolbar\" in view seems to shift the \"User perspective\" text to the side where I expect Toolbar to be.\n\nDeleted entire ~/Library/Application Support/Blender/ folder but didn't help.\n", "Blender 2.8 release candidate shows no available Cycles Render Devices\nOperating system: MacOS 10.14.5\nGraphics card: Radeon Pro 580 8GB\n\nBroken in: Blender 2.80 2019-07-11 Release Candidate\nWorked in this version: (optional) Blender 2.80 2019-07-09 3b4054cb586f\n\nInstalled the release candidate version of Blender 2.80. \nThe system settings shows no available Cycles Render Devices. The whole section for Cycles render devices is blank in the settings. No Cycles option on Scene/Render Engine properties settings.\nThe beta build from 2019-07-09 worked fine. The settings in the beta build shows options for 'NONE | CUDA | OPENCL'. While CUDA and OPENCL no longer work on my Mac (sigh)\nthe NONE option in this beta build works with CPU rendering just fine.\n\nBased on the default startup or an attached .blend file (as simple as possible).\nI Re-downloaded and installed Blender 2.80 RC and got the same issue--no Cycles renderer", "Menus are empty on macOS\nSystem Information\nOperating system: macOS 10.14.5\nGraphics card: Intel Iris 1536 MB\n\nBlender Version\nBroken: Blender Version 2.80 (2.80 2019-07-11)\n\nThe following menus are empty:\n1/ Blender icon/support Blender\n2/ Blender icon/about\n3/ Help menu\n\nBased on the default startup or an attached .blend file (as simple as possible).", "Toolbar and menu properties do not appear\nOperating system: MAC OS 10.14.5 \nGraphics card: Intel HD Graphics 4000 1536 MB\n\nBroken: 2.8 release candidate 1\nWorked: (optional)\nThe last 2 betas I had downloaded worked.\n\n- Toolbar and menu properties do not appear\n- Help menu not opening to any options{[F7604428](Captura_de_Tela_2019-07-12_a_s_13.21.16.PNG)}\n\nBased on the default startup or an attached .blend file (as simple as possible).", "Cannot select Cycles as render engine\nOperating system: macOS Catalina 10.15 Beta (19A501i)\nGraphics card: Radeon Pro 580\n\nBroken: Version 2.80 (2.80 2019-07-11)\n\nCannot select Cycles as render engine\n\n- Install 2.80 (2.80 2019-07-11)\n- Run app\n- Attempt to select Cycles as Render Engine ![Cycles.png](Cycles.png)", "Cannot select add-ons\nOperating system: macOS Catalina 10.15 Beta (19A501i)\nGraphics card: Radeon Pro 580\n\nBroken: Version 2.80 (2.80 2019-07-11)\n\nCannot select add-ons; pane empty\n\n- Install 2.80 (2.80 2019-07-11)\n- Run app\n- Attempt to select Add-ons ![Add-ons.png](Add-ons.png)", "Import/export problems on macOS\nOperating system: macOS 10.13.6\nGraphics card: Intel Iris\n\nBroken: v 2.80 Release Candidate as found on the splash screen\nWorked: (optional)\n\nHi. In the import/export section there aren't the correct formats activated in the addon section.\nThis problem was present yet in previous versions.\nI wait your reply.\nHi and good work.\nFiorentino Sarro.", "bugs in release candidate 2.80\nOperating system: mac os 10.14.5\n\ngraphics card: Intel HD Graphics 4000 1536 MB\n\n**Blender Version** 2.80 (12.07.2019)\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\nWorked: (optional)\n\n**Short description of error** \n1.) tools in edit mode are not showing up as icons (left side in 3d view)\n2.) in preferences panel theme-presets are not showing up ( menu does not open)\n3.) help-menu does not open \n\n\nBased on the default startup or an attached .blend file (as simple as possible).", "macOS missing shortcuts and menu entries with 2.80 RC1\nOperating system: OSX 10.14.5\nGraphics card: radeon Pro Vega 64 16Gb\n\nBroken: RC1 - July12\nWorked: (optional)\n\nInstalled RC1 on my Mac - config/prefs not recognized. Splash screen not showing proper and hot keys not working(i.e. t or n keys)\n\n\nLaunched RC1 and does not recognize startup/config file/locations. removed those and then tried startup again. same problem,\nBased on the default startup or an attached .blend file (as simple as possible).", "System preferences, interface and hotkeys problems\nOperating system: MacOs Mojave 10.14.1\nGraphics card: Intel Iris 1536 Mb\n\nBroken: 2.80, Release Candidate, 2019-07-11\n\n\n1. Some hotkeys are not working in object mode.\n - left side menu in 3d viewport with tools for sculpting and editing object can't be called in any way, it's just not displayed. Usually I called it by \"T\"\n - right side menu in 3d viewport can be called only clicking the arrow icon in the top right corner. Hotkey \"N\"is no working.\n- Addons in the preferences are totally not showed, It's just empty view Instead.\n- Cycles render engine is not showing in render list.\n- Help menu is not available, it's just zero items list instead.\n- Splash screen looks like just picture, without any options like create new document and etc.\n# Keymap in the preferences is not available, it's just empty view with blender set in the top.\n\n\nTo reproduce all these steps might be done in startup file, or in any project. I tried it on some my projects and result is the same. \nBefore today, I used blender 2.8 in many kind of beta versions, and nothing of these bugs were not noticed.", "Missing toolbar on Macbook Pro\nOperating system:macOS Mojave\nGraphics card:\nRadeon Pro 560 4 GB\nIntel HD Graphics 630 1536 MB\n\nBroken: Version 2.80 (2.80 2019-07-11)\n\nAfter launching blender, there is no toolbar visible in Layout View\n\nBased on the default startup or an attached .blend file (as simple as possible).\nDownload blender.\nLaunch it.\nLook in the left side of the window{[F7604113](Screen_Shot_2019-07-12_at_3.12.56_PM.png)}\n\nIf I move the mouse around up there, I see the cursor change to a split cursor in certain locations. But I don't see any toolbar items!\n", "Cycles does not appear in the menu\nOperating system: mac os version 10.14.5\nGraphics card: Radeon Pro Vega 56 8 GB\n\nBroken: Blender 2.8 rc 1{[F7603592](Schermata_2019-07-12_alle_19.47.17.png)}\nWorked: (optional)\n\nCycles does not appear in the menu\nBased on the default startup or an attached .blend file (as simple as possible).", "Keymap tab is empty \nOperating system: macOS 10.14.5\nGraphics card: Intel Iris 1536 MB\n\nBroken: Blender Version 2.80 (2.80 2019-07-11)\n\nsee attached image{[F7605254](keymap.jpg)}\nBased on the default startup or an attached .blend file (as simple as possible).", "Cycles missing in Mac OS build\nOperating system: Mac OS 10.14.5 \"Mojave\" \nGraphics card: Intel UHD Graphics 630 1536 MB\n\nBroken: blender-2.80rc1-macOS (Release Candidate)\nWorked: any builds before RC\n\n\nThe Cycles Engine is completely missing in the list of available Render Engines.\n\nTherefore crashes everytime trying to render for example demofiles like \"bmw27\" or \"classroom\"\nor anything that uses Cycles.\nEverything worked fine in the last builds before.\n\n\n\n", "A lot of menus are appearing empty\nOperating system: MacOS 10.14.5\nGraphics card: Intel Iris Graphics 550\n\nBroken: v 2.80 RC1\n\nA lot of menu items are just... missing (see attached files)\n\n![Screenshot 2019-07-12 at 18.21.52.png](Screenshot_2019-07-12_at_18.21.52.png)\n\n![Screenshot 2019-07-12 at 18.22.04.png](Screenshot_2019-07-12_at_18.22.04.png)\n\n![Screenshot 2019-07-12 at 18.22.26.png](Screenshot_2019-07-12_at_18.22.26.png)", "Bugs\nOperating system: Mac OS 10.14.5\nGraphics card: Radeon Pro 560 4 GB\n\nBroken: RC 2.8\nWorked: July 11\n\n\nNo Add-on menu in preferences. No Cycles\n\nNo tool bar on Left.\n\nNo info in Help menu. ie. bug reporting.\n\n\nBased on the default startup or an attached .blend file (as simple as possible).", "Tools Menu not Loading on Blender startup\nOperating system: OSX 10.14.5\nGraphics card: AMD FirePro [D500](D500) 3 GB\n\nBroken: 2.80 Release Candidate\nWorked: (optional)\n\nWhen starting up blender the tools and the side bar are not displaying. Pressing key shortcuts of \"T\" or \"N\" do not display either sidebars; in addition, the Info window displays the following: \n\nTraceback (most recent call last):\n```\nFile \"/Applications/Blender.app/Contents/Resources/2.80/scripts/startup/bl_ui/space_toolsystem_common.py\", line 611, in draw\n self.draw_cls(self.layout, context)\nFile \"/Applications/Blender.app/Contents/Resources/2.80/scripts/startup/bl_ui/space_toolsystem_common.py\", line 599, in draw_cls\n ).name = item.idname\n```\nAttributeError: 'NoneType' object has no attribute 'name'\n\nlocation: <unknown location>:-1\n\n\n\n\nBased on the default startup" ]
Moving edge ring with auto-merge enabled merges vertices in random order in this specific case Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30 Broken: version: 2.91.0 Worked: N/A Moving selected edge ring on -Z in attached scene causes vertices to merge in random order 1. Open attached blend file 2. Move down selected edge ring shown in picture ![auto_merge.jpg](auto_merge.jpg) [automerge_problem.blend](automerge_problem.blend)
[ "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)", "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", "Vertex flickering on high grid density mesh \n\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 780/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.59\n\nBroken: version: 2.82 (sub 7)\nWorked: (optional)\n\nWhen a relatively high grid density is reached the vertices flicker\n2.81 does not have such problems\nThe method of creating a dense grid does not make a difference\nlrehEGrTkCXMvQ\n\n\nOn default cube, tab. (edit mode)\nright click on cube, subdivide. \nadjust last operation, cuts = 20. shake mouse to see glitches.\n {[F8414482](Скриншот_16-03-2020_133135.png), layout = inline}{[F8414484](Скриншот_16-03-2020_133204.png), layout = inline}\nvideo: [F8414488](Видео_14-03-2020_23_11_01.mp4)", "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", "Subdivision surface modifier creates self-overlapping geometry on coplanar non-triangulated face\nOperating system: Linux-5.15.5-76051505-generic-x86_64-with-glibc2.33 64 Bits\nGraphics card: Mesa Intel(R) Iris(R) Plus Graphics (ICL GT2) Intel 4.6 (Core Profile) Mesa 21.2.2\n\nBroken: version: 2.93.4 -- confirmed in 3.1a 12/20/2021\nWorked: Unknown\n\nWhen set to simple, the subdivision surface modifier creates self-overlapping geometry with certain concave polygons on non-triangulated coplanar face:\n![image.png](image.png)\nCan be related to #61145. See steps for more details.\n\nThis affects the `Subdivide` node in Geometry Nodes as well. \n\nAttached file have needed objects to reproduce.\nIn image is different examples of issue, from left to right then top to bottom:\n1. Plane with `Simple` subdivision surface modifier, works as expected.\n2. Plane with top-left vertex moved so that it's edges have angle >180 degrees. When moving either right, down or towards bottom right vertex issue will show itself. In this working state sum of this vertex angle and it's neighbors is strangely close to 270 degrees (with remaining bottom-right vertex having 90 degrees).\n3. Vertex moved close to opposite one. In `Top` view it shows that this unnecessary face have back normal but if you move viewport aroung you'll see it's gliching, overlapping with another face that have forward normal.\n4. Case where top edge of a plane is subdivided and created vertex moved to center to the point of glitching. See that on the right it shows back face normal but on the left it shows different color which I don't really know what it means.\n5. Showcasing slightly different glitch. When troubled vertex moved top/right face with back normal will disappear. That might be filed as separate report.\n6. Same as - [x] but bottom-right vertex also moved close to top-left one. Notice that while top-left vertex not moved from it's \"glitchless\" position in - [x] there is still bug.\n\nIssue is gone if face is non-coplanar. That can be seen if in attached file second collection made visible:\n![image.png](image.png)\nThat is same meshes as before but with troubled vertices moved down Z axis. If view is rotate the cause for self-overlapping geometry can be seen. That's example [3]:\n![image.png](image.png)\nWith that topology it's clear that if you move vertex so that face becomes coplanar you'll get self-overlapping geometry. \n\n`Simple` mode of subdivision surface definitely doesn't befave like `Subdivide` in Edit mode. You can see that in non-coplanar example [1]:\n![image.png](image.png)\nWhen entering Edit mode transparent initial mesh without modifier is shown. If it behaved like `Subdivide` then it would not be shows because of full match with modified geometry.\n[examples subdivision coplanar non-triangulated.blend](examples_subdivision_coplanar_non-triangulated.blend)", "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", "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).", "Dissolving edge doesn't work as expected\nOperating system: Windows 10\nGraphics card: RTX 2070 SUPER\n\nBroken: 3.2.1\nWorked: not sure\n\n\nDissolving edges doesn't work as expected.\n\n![Screenshot (23).jpg](Screenshot__23_.jpg)\n\n![Screenshot (24).jpg](Screenshot__24_.jpg)\n\n[untitled.blend](untitled.blend)", "Regression: View jump randomly when zoom in and out with AutoDepth\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.93 0f7becece7\nWorked: 2.93 1a69d491e5 \n\nView jump randomly when zoom in and out with AutoDepth\n\n- Open Blender.\n- In Preferences->navigation->check \"Auto Depth\"\n- You should also enable Zoom to mouse position\n- Then in view port press num7 to go TopView. \n- Navigate mouse arrow to corner (for example) of default cube \n- Zoom in and zoom out.\n\nView will jump randomly\n\n", "Area resizing sometimes activates neighboring area scrolling\nOperating system: Linux-5.7.10-201.fc32.x86_64-x86_64-with-fedora-32-Thirty_Two 64 Bits\nGraphics card: GeForce GTX 970M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.100\n\nBroken: version: 2.91.0 Alpha\n\nwhen resizing windows, it will trigger the verticle slider some times\n\n[resize bug.mp4](resize_bug.mp4)", "Auto-Merging keyframes in the Driver Editor has unappropriate threshold (merges keyframes that shouldnt)\nOperating system: windows 10 & Linux ubuntu\nGraphics card: GTX 1070\n\nBroken: 3.6.2\nWorked: unknown\n\nSee att. blendfile and pictures; moving the base of the armature in the Y direction drives the shapekey of the torus.\nIf you edit a driver keyframe by just slightly moving it to the right, the keyframe next to it is removed\n\nTry editing keyframes in the driver f-curve editor\n\n\n**Note**\nDrivers editor has the driver value as the x-axis (this can be arbitrary low, e.g. in the report, this was the x location [in meters] so handling quite small values where \"keyframes\" where ~0.01 apart\n\n`BKE_fcurve_merge_duplicate_keys` acts with a threshold of `BEZT_BINARYSEARCH_THRESH 0.01f`", "Multiple Edge Loop Selection doesn't always work\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56\n\nBroken: version: 3.5.0\nWorked: 3.3\n\nMultiple Edge Loop Selection (Shift+Alt+Select) will sometimes stop working until Shift is released and depressed again. Problem started in Blender 3.4 and did not exist in Blender 3.3 (tested).\n\n\n- Create a cylinder primitive.\n- Enter Edit Mode.\n- Attempt to Edge Loop Select multiple edges by holding Shift+Alt and clicking on them. Occasionally, this function will simply stop working after the first few selects -- no more edge loops can be selected -- until Shift is released and depressed again.\n\nThis problem does not occur for general multi selection (when only Shift is held).\n\n", "X-Ray mode shows flickering edges of planar mesh\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.40\n\nBroken: version: 2.80, 2.83.20, 2.93.9, 3.2.0 release, 3.3.0 Alpha\nWorked: never, from what I can see. Didn't test older than 2.80.\n\nX-Ray solid shading of a mesh shows flickering edges when rotating the camera. \n\nThis could have something to do with the mesh being planar.\n\n- Open the attached file.\n- Rotate the viewport camera with {key MMB}.\n- See that some edges flicker into and out of existence.\n\n[bugreport.blend](bugreport.blend)\n\n[Desktop 2022.06.25 - 14.38.23.03.mp4](Desktop_2022.06.25_-_14.38.23.03.mp4)", "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)", "Drag to add node search prioritizes wrong node type\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.76\n\nBroken: version: 3.1.0 Alpha\n\nWhen using node socket drag search, the search results prioritize wrong type of the node considering the socket type it was dragged out of. When dragging out a Vector type socket, and searching for \"Combine\", the search prioritizes Combine RGB node instead of Combine XYZ node, which is more appropriate for the given socket type.\n![image.png](image.png)\n\n1. In GN editor, drag out a Vector type input out of any node\n2. Search for \"combine\"\nResult: The highlighted result is Combine RGB node\nExpected: The highlighted result is Combine XYZ node\n" ]
[ "Merge by distance produces unexpected results\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.48\n\nBroken: version: 2.90.0 Alpha\nWorked: N/A\n\nMerging vertices of a few straight edgeloops produces jagged edgeloop instead of straight one.\n\n1. Open attached blend file\n2. Select vertices of three edgeloops in the middle.\n3. Apply Merge by distance and increase threshold until they collapse into single edgeloop.\n4. Check attached image to compare results of same operation in other editors.\n\n[by_distance.blend](by_distance.blend)\n![merge_by_distance_bug.jpg](merge_by_distance_bug.jpg)", "\"Auto merge vertices\" merges to wrong target\nOperating system: Linux-5.4.0-110-generic-x86_64-with-glibc2.27 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.73.05\n\nBroken: version: 3.1.2\nWorked: experienced in previous versions too\n\nUsing \"Auto merge vertices\" merges not to the snapped target vertices.\nWhich makes cleaning up very tiring.\n\nDid not known when this occur, to reproduce the error i added the .blendfile.\nIt maybe occur with geometry generated by boolean operations.\n\nExample video,\nFirst wanted merge, tried to merge the right vertic to the left, snap worked, but merged to the top vertic.\nSecond, snapped left vertic to the right vertic, merge works.\n\n[auto_merge_wrong.webm](auto_merge_wrong.webm)\n\n[screw_homer.blend](screw_homer.blend)\n\n" ]
Problem with normal maps in Cycles ![Screenshot from 2019-07-29 13-32-05.png](Screenshot_from_2019-07-29_13-32-05.png) ![Screenshot from 2019-07-29 13-26-33.png](Screenshot_from_2019-07-29_13-26-33.png) Ubuntu and windows. Blender 2.79 and 2.8 FILE: index.php?id=52111 Work in lookdev and EEVEE, not in cycles. Only run rendered, and see the result. It's like a "margin" effect... Switch to lookdev and see the difference :) It's a bug or a limitation? THANKS
[ "Cycles: Tex Coord node plugged directly in a world shader does not affect diffuse rays\nI tested and it's not supported in 2.79 so this maybe a corner case that has long been standing.\n\nThis happens also in final render.\n\n[cycles_diffuse_ray_issue.blend](cycles_diffuse_ray_issue.blend) \n- Open given file and switch to rendered view.\n- Connect the 2nd checker color socket to another of the dysfunctional texco socket.\n- Only glossy rays can now see the texco of the environment.\n\nThe issue seems to happen if the coordinate is plugged straight to the background or emission node. If the output is mixed it does work (default state of the file).\n\nMixed, working:\n![Capture d’écran du 2019-09-24 18-13-45.png](Capture_d_écran_du_2019-09-24_18-13-45.png)\n\nNot mixed, broken:\n![Capture d’écran du 2019-09-24 18-14-05.png](Capture_d_écran_du_2019-09-24_18-14-05.png)", "Cycles/Eevee texture nodes for modifiers, painting and more\nWith Blender Internal being removed, we have an opportunity to support the same set of textures for Cycles, Eevee, modifiers, particles, painting, compositing, etc. So we plan to port the relevant Cycles / Eevee shader nodes to Blender C code, and make those the new texture nodes that can be used throughout Blender. Blender Internal textures can be removed then, and we can extend the Cycles / Eevee shader nodes to add any important missing features from them.\n\n* Some nodes like color ramps, RGB curves, and similar utilities are already there.\n* Texture nodes like image, noise, voronoi need to be ported.\n* Geometry, attribute and similar nodes as well. These are the most complicated since they access the mesh geometry.\n* Some nodes like BSDF, Mix Shader, Bevel, .. would not be supported.\n\nFurther we need a good UI for this in the texture properties.", "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.", "Render glitches on cycles when 'Motion Blur' and 'Use Limit Surface' are turned on. \nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89\n\nBroken: version: 2.92.0\nAlso broken in: 2.93.0 Alpha, branch: master, commit date: 2021-03-20 21:00, hash: 9ca67c47a152, type: Release\nbuild date: 2021-03-20, 23:00:48\nWorked: unknown. This file was created within 2.92\n\nWhen rendering this file I get (for me) random glitches in the render, when Motion Blur is active in Cycles.\nIn the attached file you can see this in for example frames 13,46,77 and 153 (amongst others) for the figure on the left and in frames 57,65 and 82 for the figure on the right.\nTurning off motion blur makes the glitches go away. It happens - for me - both with CPU only and with GPU renders.\n\nThe only objects - as far as I can tell - that produce these glitches are the two 'jasjes' with the material called 'overhemd'. (changing 'overhemd' to a different color also changes the glitches to that same color) Apart from the very obvious triangular glitches, you can also see some sort of wrinkly render errors near the ties on the shirt that only appear when the glitch is visible.\n\nFrame (13) with a glitch: ![Renderglitch_frame13.jpg](Renderglitch_frame13.jpg)\nFrame (14) without a glitch: ![Noglitch_frame14.jpg](Noglitch_frame14.jpg)\n\nThe objects started out as duplicates of each other.\n\n- Open attached file\n- Render frame 153 (or any of these: 13, 46, 77)\n\nI'm sorry the file is as large as it is, but I haven't had this happen in other renders/files yet, so I couldn't reproduce with another file.\nPlease let me know if you prefer to get Dropbox links instead of an actual upload.\n\n[Statler_en_Waldorf_animatie_013.blend](Statler_en_Waldorf_animatie_013.blend)", "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", "Render difference with big quad light and ray visibility\nall vendors\n\nBroken: 1ebc14064b\nWorked: 2.79a\n\nsome parts of principled shader render very glossy in latest master\n\nOpen attached file [bug principled v2.blend](bug_principled_v2.blend), render. \nIn 2.79a you get this (correct):\n![2.79a.png](2.79a.png)\nand in latest master this:\n![buggy master.png](buggy_master.png)\nNote that I replaced wood tex by voronoi in file, but differences are also obvious.", "Cycles Principled shader Fresnel glitches\nConsistent across 3 diffrent devices and operating systems.\n\nBroken: v2.8 stable\nstill Broken: v2.83 Alpha, 9d90cad3ed39, 2020-01-17 00:13\n\nSpecific combinations of roughness and specular cause weird visual artefacts in cylces, that also look diffrent in contrast to eevee. It is possible for the edges of an object to look brighter or darker, than it's surroundings in a uniformly lit environment or an object appearing darker overall despite only roughness being changed.\n\nUsing all white background to better visiualize artefacts.\nCycles:\n![image.png](image.png)\nEevee:\n![image.png](image.png)\n\nDelete cube+light, set environment to be white color, add spheres, assign principled shader, try out diffrent spec+rough+metal values.\n(Happens on both smooth and flat shaded objects...)\n\nHere's a 2.80 file to try it out:\n[bug_report_principled.blend](bug_report_principled.blend)", "Scrollbars Design\nWe think we can make a few improvements to how scrollbars look and work.\n\n**Larger size**\nIn Blender 2.8, we made it so scrollbars don't make the content jump around as they appear and disappear. However, to do this, scrollbars had to be made very thin.\n\nWe would like to make the scrollbars just a tad wider: \n\nBefore/after:\n![Screenshot 2019-09-01 at 21.13.37.png](Screenshot_2019-09-01_at_21.13.37.png)\n\nThis requires creating a little bit of extra space always, so scrollbars have enough space to appear & disappear inside this gutter area.\n\n**Unified scrollbars**\nWe can also use this opportunity to unify scrollbars. Currently, list view scrollbars are huge, while the regular 2D view scrollbars are very thin. Here, both are unified:\n\nBefore/after\n![Screenshot 2019-09-01 at 21.17.05.png](Screenshot_2019-09-01_at_21.17.05.png)\n\n**Thickness fading**\nIt's also desirable to keep the scrollbars always visible, rather than making the fade away. This makes them more practical for use with devices with no hover state (some tablets), and also for users to see at a glance where in a list they are.\n\nWe can keep these at a very small width. When the cursor is close, we can then make them much more prominent: \n\n![Screenshot 2020-01-12 at 16.58.37.png](Screenshot_2020-01-12_at_16.58.37.png)", "Allow OpenGL image drawing in UI colour space\nSince 7ad802cf3a images are stored with premultiplied alpha and in scene linear space. This produces the wrong colours when used for drawing UI elements.\n\nExample from the Blender Cloud texture browser, with the post-7ad802cf3a drawing on the left and the expected colours on the right:\n\n![image.png](image.png)\n\n@brecht proposed adding a new shader that can be used from Python and that draws the textures in the correct colour space.\n", "Alpha mode 'Straight' on Image Texture node behaves differently between Cycles and Eevee\nOperating system: Windows 10 Pro x64\nGraphics card: GTX 1080Ti for display, RTX 3090 for render\n\nBroken: 3.3.1\nWorked: I don't know\n\nWhen the `Alpha` property is set to `Straight`, the result is different between Eevee and Cycles.\n![image.png](image.png)\n\n- Open the .blend file provided\n- Set one of the viewports to Material Preview and the other to Rendered\nNote that the results of the images are different\n[alpha_mode_eevee_vs_cycles.blend](alpha_mode_eevee_vs_cycles.blend)\n\nOriginal file\n[test leaking_ori.blend](test_leaking_ori.blend)\n", "Graph Editor: Automatic Colours can be confusing\nProblem: when there are many curves, the mapping from X/Y/Z/W to colour is inconsistent. For example, the same hue can be used for X in one bone and Y in another.\n\n**Proposal**: No concrete proposal yet, apart from the desire to have consistent X/Y/Z/W colours. The colour generator code could be altered to always produce the same hue for the same RNA `array_index`, for example, or use `array_index/array_length`.\n", "[cycles] - Distorted highlights when rendering detailed bump maps\nOperating system: Linux Mint 20.1 Ulyssa 64-bit\nGraphics card: GeForce RTX 2060\n\nBroken: 2.83, 2.92, 2.93 alpha\n\nWhen rendering dense scratch textures as bump maps, highlights appear as distorted rays instead of circles around the light. The error occurs with any high-frequency lines/micro-scratch image, including procedural and high-resolution textures. Changing bump strength/distance affects the size of the rays, but does not correct them. I have also tried different texture filtering and mapping options, and they all produce similar results.\n\n* Create/download a high density micro-scratch texture (long, thin lines in random directions)\n* Use the texture as height input for a bump node - more tiling will increase the effect\n* Set the bump strength or distance to a low value, around 0.005\n* Connect the bump node output to a glossy/reflective shader \nThe attached blend file has two bump map examples, and a normal map created from one of the bump textures. The normal map has the desired result, while the bump maps have distorted highlights/reflections.\n\n[scratch_highlight_example.blend](scratch_highlight_example.blend)\n\nResult from bump map (second one in blend file)\n![bumpmap_broken_highlights.png](bumpmap_broken_highlights.png)\n\nExpected result, using normal map (created from previous bump map)\n![normalmap_correct_highlight.png](normalmap_correct_highlight.png)\n\nMany thanks", "Visualized face normals are duplicated when Edit Cage is enabled in subdivision modifier (GPU subdivision turned OFF)\n### Simplified Report\n\nHaving Edit Cage on subdivision modifier enabled causes visualized face normals to be duplicated started from the origin. Here is a simplified file with a single face:\n\n![20220830-084513.png](20220830-084513.png)\n\n[editCageWrongNormalDisplay.blend](editCageWrongNormalDisplay.blend)\n\nThis issue exists back to 2.83.\n\n### Original Report\n\nOperating system: Ubuntu 22.04 LTS\nGraphics card: Nvidia Quadro M4000\n\nBroken: 2.93.10, 2.83\nWorked: Unknown.\n\n\"Flying\" normals everywhere\n\nI have not discovered a correlation. The alignment of the normal is random, it changes when you exit edit mode and return.![Screenshot from 2022-08-28 11-53-05.png](Screenshot_from_2022-08-28_11-53-05.png)\n\n![Screenshot from 2022-08-28 11-52-51.png](Screenshot_from_2022-08-28_11-52-51.png)\n\n![Screenshot from 2022-08-13 09-34-02.png](Screenshot_from_2022-08-13_09-34-02.png)\n\n![Screenshot from 2022-08-13 09-35-09.png](Screenshot_from_2022-08-13_09-35-09.png)\n\n![Screenshot from 2022-08-28 11-52-31.png](Screenshot_from_2022-08-28_11-52-31.png)\n\n![Screenshot from 2022-08-13 14-33-00.png](Screenshot_from_2022-08-13_14-33-00.png)", "Vector transform node with constant input difference in Cycles and Eevee\nOperating system: win\nGraphics card: nvidia gtx 790\n\nBroken: 2.80, 009dbc2bc9fb\n\n\nEvee and Cycles have different background rendering. It looks like Cycles has 180 rotation for the backgraund.\n[2_8_setup_1.blend](2_8_setup_1.blend)\n\n[temp1.mp4](temp1.mp4)\n\n![image.png](image.png)\n![image.png](image.png)\n\n- Open a file\n- rotate in the viewport\n- switch to Evee, Cycles, Evee, Cycles.", "Orange tile boxes appear in the wrong place when using border render and viewing a different slot than the one being rendered in\n\nOperating system: Linux Mint 18.3 64-bit\nGraphics card: N/A; rendering on Intel i5-4460\n\n2.80 beta, 918941483f7e, blender2.7, 2019-02-27, 00:14\n\nWhen using border render (but not if rendering the full image), the orange tile boxes show up in the wrong place *when viewing another slot aside from the slot being rendered in*. They are a few hundred pixels too low.\n\n[F6720951](render-2019-02-26_21.28.51.mp4)\n\nOpen Blender.\nHit F12.\nAfter it renders, press CTRL+B, and select some portion of the render area.\nRender.\nPress J to switch to Slot 2 and render there too, so the canvas becomes visible.\nRender on either slot, and switch to the other.\nTake note of where the boxes are compared to where you set your render border at.\nCancel rendering/let it finish.\nSwitch back to Slot 1 to verify that the correct area was rendered and that the boxes were below it.\n\nI discovered this on 893fa5983193e from 3 days ago, but downloaded the latest version and did a quick test to make sure it still happens.\n\nI also noticed that after I rendered, set a render border, and started rendering again, it actually rendered the whole image - only the bordered area was visible, but it rendered everything else too. After that first time, it only rendered the bordered area, as it should.\n\n[F6721094](render-2019-02-26_22.08.33.mp4)\n\n(I set samples to 512 in order to slow rendering so I would have time to switch slots and show what happens before it finishes rendering.)\n" ]
[ "Normal map node produces wrong result after reflection fix patch\nWindows 10 64bit & Radeon RX 480\n\nBroken: After this commit d6e769d32e79\nWorked: Before that commit\n\nAfter patch [D2574](D2574) merged, normal map node produces very inaccurate results. For example in this screenshots below. \nBefore patch:![normal_map_before_patch.png](normal_map_before_patch.png)\nAfter patch:![normal_map_after_patch.png](normal_map_after_patch.png)\nNormal map used:![normal_map_.png](normal_map_.png)\nI know reflection fix can be useful in certain cases, but I think it should be optional. It can be a toggle or enum on the normal map node itself.\n\nBlend file:\n[cycles_normal_map_bug.blend](cycles_normal_map_bug.blend)\n" ]
Texture paint - Tools tab - Brush panel - Slider covers gradient marker 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 55) Worked: (optional) The slider covers the gradient marker at the end. Hard to pick. You will pick the slider instead. Open Blender, add mesh, go to texture paint mode, add a texture. Activate gradient to reveal the tools. Move the mouse over the right gradient marker. The slider will go in the way. ![gradientmarkerproblem.jpg](gradientmarkerproblem.jpg)
[ "Graph Editor: Curve list background color\nProblem: the Bone Groups as they are shown currently in the GE interface create visibility problems as shown in this image:\n\n![01 current-bonegroupscolors.png](01_current-bonegroupscolors.png)\n\n- Hard to read the text\n- Hard to see the icons\n\nProposal 01:\n\n- Moving bone group color to a small strip on the right side of the curve channel.\n\n- Adding the color of the curve to the text, making it more easy to find\n\n![02 Solid.png](02_Solid.png)\n\nProposal 02:\n\nSame, but using a gradient instead\n\n![03 Gradient.png](03_Gradient.png)\n\n Combined Proposal:\n\nSybren suggested this idea in #68972 (Graph Editor: Curve channel colour) so I tried to combined both of them to check how it looks. I think it makes the interface more clean and readable.\n\n![04 CombinedwithT68972.png](04_CombinedwithT68972.png)\n\nAlso recreated with the light theme, to check if it generates problems.\n\n![05 LightCombinedwithT68972.png](05_LightCombinedwithT68972.png) \n", "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)", "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.", "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", "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...)", "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", "UI: Image/UV Editor\nThe UI of the Image and UV Editor can be improved.\n\n* Move smooth edges option to user pref\n* Move overlays to an overlay popover\n![Screenshot 2019-11-20 at 00.59.39.png](Screenshot_2019-11-20_at_00.59.39.png)\n\n![Screenshot 2019-11-27 at 13.33.26.png](Screenshot_2019-11-27_at_13.33.26.png)\n\n* Move display settings to a popover\n* Change the Pixel Coordinates toggle into an enum to choose between Pixels or Normalized\n![Screenshot 2019-11-20 at 00.59.09.png](Screenshot_2019-11-20_at_00.59.09.png)\n\n* Slightly re-arrange the header:\n![Screenshot 2019-11-20 at 01.00.12.png](Screenshot_2019-11-20_at_01.00.12.png)\n* Move th UV Vertex panel away from the Image Sidebar category and into Item, and include Coordinates option here too:\n![Screenshot 2019-11-20 at 01.00.48.png](Screenshot_2019-11-20_at_01.00.48.png)\n", "paint.sample_color operator options no longer accessible by default due to undo flag removal\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 3.2.0\nWorked: 3.1.2\n\nThe undo flag for `paint.sample_color` was removed in rB511a08585d2934b38e7d3de447752686b5f0e15b, this means that the 'redo toolbar panel' no longer pops up after sampling color with the default keybinding of 'S'. Previously, users could change the default settings through the 'redo toolbar panel', without it, I don't think the \"Sample Merged\" and \"Add to Palette\" options are accessible to users by default any more.\n\nI'm not sure if this should be considered a bug or an API change, but for the latter, I think there should at least be some other way to access these options through the UI or default keybindings without requiring users to create new keybindings with these options specifically enabled/disabled.\n\n'redo toolbar panel': ![image.png](image.png)\n\n1. Enter Texture Paint mode\n2. Hit `S` (default keybinding of `paint.sample_color`)\n3. No 'redo toolbar panel' appears to allow for changing operator options\n\n", "Sample texture color dialog isn't dismissed after use\nOperating system: W10\nGraphics card: GTX 970\n\n2.82a\n\nAfter use of the pipette in the Image Texture Editor, the 'F9' dialog box is not dismissed until an UNDO operation is performed.\n\n\nSample file included; Launch file. Switch to Texture Paint. In the Texture Image Editor, invoke the sample function with the S hotkey. Observe the dialog.[Sample Dialog Dismiss.blend](Sample_Dialog_Dismiss.blend)", "UI: Annotate Tool - Missing Layer and Color Parameters\nOperating system: Windows 10\n\nBroken: 3.5.0, 3.6.0 (2023-04-06)\n\nIn some places, layer and color parameters are missing:\n![Annotate Tool.png](attachment)\n\n", "Regression: Themes: Highlight color in the text menus\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.23\n\nBroken: version: 4.0.0 Alpha\nWorked: 3.6.2\n\nThe highlight color is not longer adjustable by the Selected color in the User Interface / Menu Item panel. But changes with the Inner color. This breaks theming.\n\n\n- Enter Preferences. \n- Navigage to Themes tab, User Interface, Menu Item panel.\n- Play around with the Selected and Inner color\n\n", "Regression: Texture slots thumbnails in Texture painting mode are missing\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 3.3.0 Alpha\nCaused by 8b7cd1ed2a\n\nTexture slots thumbnails in Texture painting mode are missing\n\nIn Texture Paint mode, create texture, begin to paint, save texture and blender file. In the active tools panel>Texture Slots, the texture appears as a generic icon and its name, in 2.90 there was a thumbnail of the created texture instead of a generic icon.\n\n\nimages for reference:\n![Bug.jpg](Bug.jpg)\n\n", "Tool Tip Rename Marker\nOperating system: Windows-10-10.0.19042-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 Alpha\n\n\nTooltip for Rename Marker menu option is \"Open Predefined Panel\". \n\n1. Open Blender\n2. Open Marker Menu from Timeline\n3. Hover over Rename Marker", "Grease Pencil: Erasing/Cutting does not auto-key layers\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 3.5.0 Alpha\n\nUsually whatever edits are done in Edit, Sculpt or Draw mode result in creating a new keyframe, if auto keying is enabled in the timeline.\nThe issue is that the Eraser brush and the Cutter tool in Draw Mode do not result in auto-keying.\nThis is easily resulting in lost work.\n\nNote: This is the same issue with the Annotate tools\n\nOn the other hand if \"Use Additive Drawing\" (Snowflake icon) is enabled in the header, erasing will result in correct auto-keying behaviour.\nThis inconsistency doesn't seem intentional.\n\n- Create a grease pencil object\n- Enable auto-keying in the timeline\n- Switch to draw mode\n- Go to the next frame and draw a stroke (It will correctly create a new keyframe)\n- Go to the next frame and erase part of the stroke (No new keyframe was created)", "Switching to a mode that has a tool set which is not available for that object causes error [e.g Select Box tool is available if paint mask is enabled, if it is disabled it causes error]\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.92\n\nBroken: version: 2.83.0\n\n[when i try open vertex paint or weight paint , brush and color bar not coming to viewport]\n\n[after basic modeling something i apply all modifer and try to create uv but i cant do properly. So after unsuccessful attempt i tried to paint weight paint but color and other bar not coming to screen. But if i create new blend file and append it. Also work and i can create but after some paint also broke vertex paint file and mine locak vertex paint parts gone. btw i also cant open in new file as link...\n\n[try_007_gun.blend](try_007_gun.blend)\n\n![Ek Açıklama 2020-06-17 210549.jpg](Ek_Açıklama_2020-06-17_210549.jpg)\n" ]
[ "Gradient color stops overlap with scrollbars\nThis issue is visible in the paint mode Tool Properties if you enable Gradient colors:\n\n![Screenshot 2019-05-02 at 11.28.00.png](Screenshot_2019-05-02_at_11.28.00.png)\n\nWe could probably just add some slight padding in the color ramp template to fix this issue." ]
blender 3.0 Alpha error while loading shared libraries: libOpenGL.so.0: Operating system: Linux-5.8.0-44-generic-x86_64-with-glibc2.31 64 Bits Graphics card: Radeon RX 580 Series ATI Technologies Inc. 4.5.14735 Core Profile Context 21.10 Broken: version: blender-3.0.0-alpha+master, commit date: 2021-08-02 05:57, hash: `836aeebf7077` Worked: Older 3.0 Builds ./blender: error while loading shared libraries: libOpenGL.so.0: cannot open shared object file: No such file or directory Start blender
[ "Add HIP and HIPRT Support for GFX1037 (AMD Radeon 610M iGPU)\nOperating system: Windows 10 IoT LTSC 21H2 (19044.2846) \nGraphics card: AMD Radeon 610M (Mendocino) (GFX1037) with the latest 23.7.2 driver.\n\nBroken: All versions that I know of, including the latest 4.0.0 Alpha build.\nWorked: None, that I know of.\n\nThere seems to be no HIP kernels for the Mendocino iGPU which is based on the RDNA2 microarchitecture. I was unable to use Cycles with the integrated GPU selected, it would throw a message saying \"HIP binary kernel for this graphics card compute capability (10.3) not found\".\n\n1. Install the 23.7.2 driver after doing a DDU.\n2. Install Blender 3.6.1.\n3. Download the Classroom demo file.\n4. Open it, open the Preferences menu, go to System, select the iGPU as the HIP render device.\n5. Select Cycles as the render engine, then select GPU compute.\n6. Render -> Render Image.\n\n", "Error message and unable to edit a skeleton when using a library override armature\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.49\n\nBroken: version: 3.5.0\nWorked: No idea.\n\nBlender generates an error when you attempt to enter edit mode on a library overriden armature. There's no description of what the error is or if there is some extra step to make it work. Hopefully this isn't one of those, \"works as intended issues,\" because then there's no way to make multiple characters share an updateable base rig.\n\n\n- Add an armature, enter edit mode, extrude out a few bones.\n- Save the file and open a new scene.\n- Link in the armature you just created.\n- Make the armature a library override.\n- Try to enter edit mode. Should get an error.\n\n", "Library Override Bug\nOperating system: Windows 10\nGraphics card: MSI 3060 Nvidea RTX\n\n2.6.1 LTS\n\nLibrary Override is bugged in this versión, rigs, mesh and some times materials too, i make library override in this version and the \"Alt+D\" objects or rigs was working well while the file is open but at the momment when i save and close the file and re-open the file most of the objects are broken or was deleted\n\n", "Crash on startup with LibDecor on Wayland\nAlmaLinux 9.2, probably Rocky Linux 9.2 and RHEL 9.2 as well, although I did not try those too. \"Bug for bug compatible...\"\n\nBroken: Blender 3.6.0 Beta (hash 2533576802f5 built 2023-05-25 23:31:27)\n\nBlender 3.6.0 does not use Wayland on AlmaLinux 9.2, stating Blender from the commandline produces the following messages:\n\n```\n[antonraves@mail libdecor]$ /opt/blender/blender\nGHOST/Wayland: wl_registry@2: error 0: invalid version for global zwp_pointer_gestures_v1 (15): have 1, wanted 3\nPlugin \"GTK3 plugin\" uses conflicting symbol \"png_free\".\nlibdecor-cairo-WARNING: Could not get required globals\nFailed to load plugin 'libdecor-cairo.so': failed to init\nNo plugins found, falling back on no decorations\nRead prefs: \"/home/antonraves/.config/blender/3.6/config/userpref.blend\"\nWriting: /tmp/blender.crash.txt\nSegmentation fault (core dumped)\n```\n\nInstall Blender into the /opt/blender directory and launch Blender from the command line with:\n\n`/opt/blender/blender`\n\nAnd you will see that bit of error messages appear:\n\n```\n[antonraves@mail libdecor]$ /opt/blender/blender\nGHOST/Wayland: wl_registry@2: error 0: invalid version for global zwp_pointer_gestures_v1 (15): have 1, wanted 3\nPlugin \"GTK3 plugin\" uses conflicting symbol \"png_free\".\nlibdecor-cairo-WARNING: Could not get required globals\nFailed to load plugin 'libdecor-cairo.so': failed to init\nNo plugins found, falling back on no decorations\nRead prefs: \"/home/antonraves/.config/blender/3.6/config/userpref.blend\"\nWriting: /tmp/blender.crash.txt\nSegmentation fault (core dumped)\n```\n\nDe-install libdecor from the system and Blender will run on that same system but with X11...\n\n", "Fill limited and unuspported GPUs list\nAfter [D5955: GPU: Platform Support Level](D5955) we have a mechanism to show one-time warnings for some GPUs on startup.\n\nHowever we still need to fill in this list. #61936 (EOL GPU problems tracking report) provides a starting point, along with other reported bugs. It may be most reliable to test for the driver version when possible, since often the bugs are in the driver, and old cards don't work with new drivers.\n\nWe will need to parse the driver version which can get tricky, need to look at a lot of OpenGL strings to figure out the patterns.\n\n- [x] Intel Windows\n- [x] Intel Linux (no known issues with OpenGL 3.3 drivers I believe)\n- [ ] AMD Windows\n**Latest GCN 1st gen drivers: 19.Q3.1 (pro), Adrenalin 2019 Edition 19.9.3** Latest Terascale 3 drivers: 15.201.2401.1010 (pro), 16.2.1, 15.7.1\n** Warn for driver version 16 and older. Or 18 and older?\n- [ ] AMD Linux\n** No obvious way to distinguish between Terascale and GCN. Maybe just don't warn as drivers are still being maintained for both.\n- [ ] NVIDIA: official driver\n**Latest driver for GTX 2xx: 342.01** Latest driver for NVIDIA Quadro Tesla: R340 U14 (342.00)\n** Warn for 341 and lower.\n- [ ] NVIDIA: nouveau driver unsupported\n** Always warn.\n- [ ] macOS\n** Test if operating system is 10.12 or newer.", "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", "Blender 2.91 alpha - Debug menu, instant crash\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX TITAN X/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.55\n\nBroken: version: 2.91.0 Alpha\nWorked: 2.90.1\n\nShader compilation is causing an error when the debug menu is invoked on a blank scene or working scene.\n\nOpen the .blend attached file, press F3>search: Debug. Type 22 (eevee GPU speed benchmarking verbose),\nBlender will crash immediately. The same is true on a blank new scene in the general application template.\n\nFile to test: \n44cb6eb461af31ad1209dedb738d76c0.blend\n\n", "Old todos (to be checked)\nNOTE: this is a direct dump of Install-OS (without cherrypicking the valid items)\n\n- [ ] Add code to detect drives to change (usb connected, disconnected)\n- [ ] RNA library needlessly rebuilds every time in visual studio.\n- [ ] Blender doesn't recognize .lnk shortcuts or hidden files.\n- [ ] Symbolic links are not supported #37619.\n- [ ] NTFS junctions are not supported #52080.", "Blender 3.5.1 + Mac + Metal + Crash\nOperating system: MONTEREY 12.6.3\nGraphics card: AMD Radeon Pro 5500 XT 8 GB\n\nBroken: Blender 3.5.1\nWorked: Blender 3.4.1\n\nBlender 3.4.1 will render a given scene with \"RENDER PROPERTIES\" -> \"DEVICE\" set to \"GPU COMPUTE\" in 1 min 58 sec\n\nBlender 3.5 and 3.5.1 will crash on the same scene set on \"RENDER PROPERTIES\" -> \"DEVICE\" set to \"GPU COMPUTE\" - \nIt has to be run with \"RENDER PROPERTIES\" -> \"DEVICE\" set to \"CP\" and now takes 5 min 53 sec.\n\nI have lost computing power with the latest versions.\n\nJust run the file with GPU BACKEND turned on and \"RENDER PROPERTIES\" -> \"DEVICE\" set to \"GPU COMPUTE\"\n\nI could not include the file as it is a project I am working on - if there is no other way to check up on this issue I will try to create another file that I can send\n\n", "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 !", "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", "Rendering Error in viewport for Intel Iris and Xe GPU\nOperating system: Windows-10-10.0.22621-SP0 64 Bits (but I am using windows 11 ????)\nGraphics card: Intel(R) Iris(R) Xe Graphics Intel 4.5.0 - Build 30.0.101.1692\n\nBroken: version: 3.5.1\n\nViewport rendering errors appear on my new laptop for semi transparent objects. I assume the issue is related to the Intel Iris GPU. This issue never appeared on other PCs. All of them were using Nvidia GPUs.\nThe issue occurs when a semi transparent object is overlapping another object. See image/video. \n\n1. Use a computer with an intel iris GPU (Issue did never appear on my other pcs with Nvidia GPUs).\n2. Make sure that the Viewport is set to SOLID and the Viewport Color Type is set to Object.\n3. Create an opaque cube \"CubeA\".\n4. Duplicate the cube and make it bigger \"CubeB\".\n5. Go to Object Preferences > Viewport Display > Color.\n6. Change the alpha value of CubeB to be partially transparent.\n\nThis results in rendering errors of the overlapping objects. \nExample file and video are attached.\n\n", "Error 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", "Crash - Blender crashes if an assetbrowser editor has no asset library ref.\nOperating system: Linux-6.0.9-arch1-1-x86_64-with-glibc2.36 64 Bits\nGraphics card: NVIDIA GeForce GT 1030/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 520.56.06\n\nBroken: version: 3.5.0 Alpha\nWorked: version: 3.4.0 Beta\nFor this particular file, crash started to happen after 1efc94bb2f\n\nLooks like the asset lib ref is None and it crashes? It looks blank but may have an underlying variable. \n\nNot completely sure how to reproduce this error from scratch.. Could be a legacy ref issue? To get this crash, I needed to open an old file.\nI duplicated the workspace that causes the issue and gave it a ref. \n![Asset_EditorCrash.png](Asset_EditorCrash.png)\n\n\n\nFrom the [**crash-Asset_Editor.blend**] file:\n1. Open blender\n2. Switch to workspace \"Asset_Library_Ref=None\"\n\n----\nYou can open this file in Stable and Beta without any problems.\n[crash-Asset_Editor.blend](crash-Asset_Editor.blend)\n\nThe crash report doesn't give anything to go by.\n[crash-Asset_Editor.crash.txt](crash-Asset_Editor.crash.txt)\n\n\n", "Blender 3.5 crash on render with Intel 4600 integrated GPU\nOperating system: WIndows 10 x64\nGraphics card: Intel 4600\n\nBroken: 3.5 \nWorked: 3.4.1\n\n\nBlender crashes when attempting to render in Evee. Cycles seems to work.\n\n" ]
[ "Blender doesn't start, probably after 'GHOST/X11: enable EGL' commit\nOperating system: Linux-5.11.0-16-generic-x86_64-with-glibc2.33 64 Bits [Ubuntu 21.04]\nGraphics card: SVGA3D; build: RELEASE; LLVM; VMware, Inc. 3.3 (Core Profile) Mesa 21.0.1\n\nlast working version: blender-3.0.0-alpha+master.8aa1c0a326a8-linux.x86_64-release [daily build from 2021-07-28]:\n![2021-07-28_8aa1c0a326a8.png](2021-07-28_8aa1c0a326a8.png)\n\nscince 2021-07-29 all daily builds aren't working:\n2021-07-29 5280d4bf0bf6:\n![2021-07-29_5280d4bf0bf6.png](2021-07-29_5280d4bf0bf6.png)\n2021-07-31 17243337d731:\n![2021-07-31_17243337d731.png](2021-07-31_17243337d731.png)\n2021-08-01 836aeebf7077:\n![2021-08-01_836aeebf7077.png](2021-08-01_836aeebf7077.png)\n\ni assume the reason is this commit:\nrB0b18a618b88b22663e05eca0f4d976875710e7cc\n\n" ]
Incorrect curves transform on parented curve objects & instancing visibility problem Operating system: W10 Graphics card: 980Ti Broken: 2.80 19-04-07 00:42 Curves transformations are computed incorrectly while their parents are moved. It can be fixed just by trying to move them as independent (but still not removing the parent), and then cancel. They will recompute everything correctly and look OK. Problem was present in 2.79 and I've been thinking it will be fixed in 2.8, but it's even worse now. Due to changes in groups -> collections, a lot of stuff is being done in a wrong way if the source collection is invisible or in other locaiton than linked one. Now look at this, in viewport I have 'fixed' the filament curve by simply moving the lightbulb while it's original collection was visible, then turned it off and I could move this lightbulb with source invisible - lightbulb was being updated correctly. But after hitting render - picel. ![FS0KErd- [x].png](FS0KErd_1_.png) Now it seems to be really connected to the viewport and render visibility. If something is invisible in viewport but visible in render and vice versa it can affect strange stuff. Set curve to have a parent, move parent - curve is placed incorrectly now. Try to move curve (you can cancel) - curve is now in right place. In the attached .blend, when you open it - select rendered view, you'll see that filament is outside of the bulb, turn on view on "lightbulbs" (picrel): ![4iKBPQE- [x].png](4iKBPQE_1_.png) Then expand "lighbulb on joined", select "Szklo.001" and try to move it (default G), you can move - or try to move and cancel. Filament will jump back in the bulb in both source and instanced bulb. Picrel. ![c6tyVpG- [x].png](c6tyVpG_1_.png) You can now turn off "Lightbulbs" colleciton view and move instanced bulb around - it will be continously correctly updated. ![vbLZ3Ct- [x].png](vbLZ3Ct_1_.png) Looks good? Yeah. Render it. Surprise. ![9may9Ir- [x].png](9may9Ir_1_.png) .blend: [lightbulb.blend](lightbulb.blend)
[ "Regression: Hiding all points of a spline in curve edit mode does not hide splines\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.0.0\nWorked: version: 2.93.6\n\nCaused by b9febb54a4\n\nHiding all points of a spline in bezier edit mode does not hide the related curve spline\n\n1) Add a bezier object (like the squigle)\n2) Go into edit mode\n3) Select all the points\n4) Press H to hide\n5) Only the points are hidden but the curve (spline) remains visible\n\nExpected behavior:\n5) Both the points and the related curve spline are hidden (as they were in 2.93.6)\n\n[#93756.blend](T93756.blend)", "Curves sculpting collision with surface.\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", "Apply scale on armature breaks position of child elements with relationship 'Bone'\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68\n\nBroken: version: 2.93.1\nAlso Broken: blender-2.93.4-candidate+v293.7ec351c0d531-windows.amd64-release\nWorked: Never (2.80+)\n\nIf I have an armature with non (1,1,1) scale and if I create an object that is parented to one of the armature bones, applying the scale to the armature moves the object.\n\nIf I then select my arrow/cube and remove the 'Parent Bone', it is aligned correctly again, if I then put the 'Parent Bone' bone back, the arrow/cube is moved to a completely new position.\n\nI can also see the following error in terminal when I unparent the bone (I don't think this is relevant and clearing the bone always prints this, but just in case)\n\n```\nadd_relation(Bone Parent) - Could not find op_from (ComponentKey(OBArmature, BONE))\nadd_relation(Bone Parent) - Failed, but op_to (ComponentKey(OBEmpty, TRANSFORM)) was ok\nERROR (bke.object): C:\\Users\\blender\\git\\blender-v293\\blender.git\\source\\blender\\blenkernel\\intern\\object.c:3330 ob_parbone: Object Empty with Bone parent: bone doesn't exist\n```\nMy theory is that Blender is trying to reposition the object without taking the bone parent into consideration.\n\nI've recorded a small video to illustrate: watch?v=BGNckTOfBQQ\n\nI was also able to create a script that fixes the position by detaching the parent and reattaching with keep_transform (also note the commented out line)\n\n\n```\nimport bpy\n\nprint ('Bone fixer')\nfor obj in bpy.data.objects:\n if (obj.parent_type == 'BONE' and obj.parent_bone):\n bpy.ops.object.select_all(action='DESELECT')\n \n print (f'Parent={obj.parent} parent_={obj.parent_type} parent_bone={obj.parent_bone}')\n print (obj.name, obj.scale, obj.location, obj.rotation_euler)\n \n # obj.parent_bone = obj.parent_bone # This line should not have any effect but it does move the object to a new position\n\n parent_bone = obj.parent_bone\n obj.parent_bone = '' # We are now correctly positioned but not parented \n\n obj.select_set(state=True)\n obj.parent.select_set(state=True)\n obj.parent.data.bones[parent_bone].select = True\n bpy.ops.object.parent_set(type='BONE', keep_transform=True)\n```\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n[test.blend](test.blend)\n\n1. Create armature ('Armature') and set a non 1,1,1 scale\n2. Add bones to armature\n3. Create a new object (I tried empty/arrow or cube)\n4. Set relationship on the cube as parent = 'Armature', Parent Type = Bone, Parent Bone = 'Bone.X' (last bone in the sample file)\n(^ Already done in sample file)\n5. Select armature and \"Apply scale\"\n\nExpected - the empty remains at the 'end' of the bone\nObserved - the empty is moved to a new location (I am unsure what is the logic)\n\n\n\n", "Eevee alpha blend mode bug\nOperating system: Linux-5.4.0-74-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.80\n\nBroken: version: 2.93.0\n\nThis bug happened since blender 2.90\n\nIn the scene the two objects with alpha blend mode, flip the transparency depending on the point of view.\n\n[0000-0050.mp4](0000-0050.mp4)\n\nTest file:\n[Ui1.blend](Ui1.blend)\n", "Geometry nodes: Profiled curve have inverted shading with matcaps\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.1.0 Alpha\nBroken: 3.0 release\n\nAs title said. Profiled curve looks properly (left) and profiled with GN looks inverted.\nNormals are okay, studiolight and other shading too (as I see).\nOpen file and compare cylinders, with matcaps (workbench)\n[cprofile.blend](cprofile.blend)\n![43042308.png](43042308.png)\n\n[2022-01-11_05-11-45.mp4](2022-01-11_05-11-45.mp4)", "Switching Curve Shapekeys in Edit Mode go haywire if relative to one another\nOperating system:\nLinux\n\nBroken in 2.79 onwards\nWorked in 2.78\n\nPossibly caused by\n6f1493f68f\n5e1d4714fe\n\nShapekeys on curves do not reset properly when switching between them in edit mode, and one shapekey is relative to another.\n\nSelect the circle and enter edit mode. Repeatedly switch between shapekeys 'Key 1' and 'Key 2' while staying in edit mode. 'Key 2' will change over time from just this.\n[bug_report_shapekeys_curve.blend](bug_report_shapekeys_curve.blend)\n\n**How to reproduce the scene**\nCreate a Curve object. Add Basis, Key 1, Key 2 shapekeys. Set 'Key 2' relative to 'Key 1'. Select 'Key 1' and translate/scale it. ", "Parent with child containing particle emitter can't be moved on frame 1 keyframe\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92\n\nBroken: version: 2.93.0 Alpha\n\nEmpty in provided .blend file cannot be moved on frame 1 when it has a keyframe on frame 1. It can be moved on any other frame with or without a keyframe on that frame, or on frame 1 if it doesn't have a keyframe.\n\nSelect the Empty in the provided .blend file, and attempt to move it with `g`, transform sliders, etc. It will not move.\n\n[move_bug.blend](move_bug.blend)\n\nI'm not sure how I got my .blend file in this state, as my best effort at making a seemingly identical set of objects does not reproduce it. I'm guessing someone will have to inspect the internal state of these objects to find something amiss.\n", "Design discussion: Add object instancing to support transforming linked objects?\nThis is an initial task to start discussion on this topic. More details would have to be looked into for an actual design.\n\n### Motivation\n\nLinking objects in Blender has the inherent design limitation that it also links the object's transform, which means you can't transform an object that was linked. This is a very basic and important operation. With library overrides, that issue is mitigated; however IMO we should look at this as a feature for production use-cases, not as something for more informal, low-overhead usages. This would be a complex solution for the user to manage for a simple problem. They need rather deep understanding of how Blender data-management works to manage library overrides.\n\nEspecially for the Asset Browser, it would be good to have a simple solution that behaves as users expect. Apparently what they do expect is that they can simply link objects, while being able to transform them still. Not being able to edit other object properties seems fine.\n\n### Possible Solutions\n\nFor collections we have actually addressed this issue by supporting linked collection instances. That means, while the collection and its contents are linked, the collection is placed relative to an emtpy that is local to this file. So by transforming the empty the entire collection is transformed. The idea of instancing can be brought to objects so transforming linked objects becomes possible in effect.\n\nSome ideas on how object instancing could be supported on linking:\n* **Object is made local, the mesh, materials, etc stay linked** Simple to implement - downside is that object properties, modifiers, constraints, physics and the like would not be linked anymore.\n* **Instancing via empty.** This would be very similar to collections. An empty can instance an object which means it acts as a parent of the object.\n* **Wrap into collection instance.** Effectively the same as instancing via an empty, but the user would see an intermediate collection. It's simple to add this, but kind of forces an implementation detail onto users.\n\n### Other Approaches\n\nInstead of trying to support object instancing, other things could be done on linking:\n* **Automatically create library overrides for transforms**. Another simple solution technically and at least saves the user from having to know about or setup the library overrides when linking. But obviously pushes users towards using library overrides, which they sooner or later will still have to deal with.", "linked objects un-parent after save and load.\nwindows 8.1, Geforce 660\n\nBroken: #5ebae1c\nWorked: i couldn't test as how far this existed as old versions won't compile against the current SVN.\n\nlinked objects un-parent after save and load.\n\ni included 3 files:\nfile 1: the parented objects.\nfile 2: the objects linked.\nfile 3: the parent object changed to local, everything is fine till it is saved it will un-parent!\n\n[1.blend](1.blend)\n\n[2.blend](2.blend)\n\n[3.blend](3.blend)", "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!", "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)", "Light Linking Misaligned Mouse Cursor Position\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 535.98\n\nBroken: version: 4.0.0 Alpha\nWorked: Don't know\n\nWhen toggling on/off light linking items, the mouse cursor position seems to be misaligned, so you end up toggling the item on top of the one you are hovering over.\n<video src=\"attachment\" title=\"2023-07-21 22-38-23.mkv\" controls></video>\n\n- Create new project\n- Create few objects\n- Add a light\n- Select the light and go to light linking settings\n- Select collection from the drop-down menu to get all the objects in the linking menu\n- Try to click the “lightbulb” icons to turn off light linking objects.\n\nYou should notice that clicks are detected 1 item higher than you are pointing.\n\n", "Shading or Lighting Discrepancy issue\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.97\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\nSo I’ve been having this problem since working in 2.8 and I don’t have a clue what could be causing this issue but I went and stripped down a project as simple as possible trying to isolate the root cause. It seems its a mesh that has an emissive material and when I disconnect the node or hide the mesh the problem disappears. Weird thing is that the brighter version is when hiding mesh number 2. I am attaching the file.\n\nYou will see how the tone changes. This never happened to me after so many years using Blender until now already in a few projects in 2.8. \n\n- Open attached file.\n- Render once using slot 1.\n- Hide mesh 2 or disconnect the emissive node.\n- Render again using slot 2.\n# Toggle with J\n\nNotice the different lighting between each result.\n\n[Shading Issue - Simplied.blend](Shading_Issue_-_Simplied.blend)", "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" ]
[ "Curves + Array Modifier with Object Offset transform incorrect in Cycles when using Collections\nOperating system: Windows 10 x64\nGraphics card: nVidia GTX 1080 (latest 418.81 2019-02-04 GeForce Experience driver)\n\nBroken: 2019-02-10 blender-2.80-0b6dbbc306b0-win64 (and previous daily builds)\nWorked: 2.79b\n\n\nUsing the Array Modifier with Object Offset produces incorrect transform when using Collections\n\n\n* Load Factory Settings, go into Preferences and enable CUDA for GPU+CPU in System tab\n\n* In 3D View, Add a Curve (*Shift-A > Curve > Path*)\n* Go into Edit mode, grab and move the curve path away from the origin/center, maybe modify it a bit so it's not straight, exit Edit mode\n* In the Curve settings tab add some Bevel Depth to the curve, so it's solid (*Geometry > Bevel > Depth*)\n\n* Add an Empty (*Shift-A > Empty > Plain Axis*)\n* Select the Curve, go to Modifiers tab and add an Array\n* Disable Relative Offset, enable Object Offset, select the Empty as the source, increase the Count a few times\n* Select the Empty, rotate it on the Z axis to make the arrayed/duped curves spin around the Empty\n\n* Switch Shading to Rendered (currently EEVEE), **everything looks correct**, as it did in the Solid Shading mode\n* Change rendering to Cycles, GPU Compute, **everything looks correct**\n* Switch back to Solid Shading\n\n\n* Create a new Collection in the **top level** of the Scene Collection in the Outliner, name it '*Curves*'\n* Move the Curve and the Empty to the newly created Collection\n* Switch Shading to Rendered again, **everything still looks correct**, switch back to Solid\n\n* Select the default Collection in the Outliner, and in the 3D View, add a Collection Instance (Shift-A > Collection Instance > Curves)\n* Grab the Instance Empty and move it away from the origin so it's not overlapping the original\n\n![curves_array_object-offset_collection_correct.png](curves_array_object-offset_collection_correct.png)\n\n* Switch Shading to Rendered again, **both Arrays are now offset incorrectly**\n* Select and rotate the Empty, see that the transform alters unexpectedly, like the center point isn't where it should be\n* (if you switch to EEVEE here, everything is correct)\n\n![curves_array_object-offset_collection_incorrect.png](curves_array_object-offset_collection_incorrect.png)\n\n* Drag the Curves Collection into the default Collection in the Outliner\n* Toggle Shading from Solid to Rendered again, and **offsets are correct again**\n\nThe same issue occurs if linking a Collection from an external .blend file too.\n\n[curves_array_object-offset_collection_bug_repro-001.blend](curves_array_object-offset_collection_bug_repro-001.blend)" ]
Memory leak Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: Intel(R) UHD Graphics 620 Intel 4.5.0 - Build 27.20.100.9664 Broken: version: 2.93.4 The glitch can also be verified on Blender 2.82. The amount of memory Blender uses steadily increases with each performed action. The problem is temporarily fixed by closing Blender and reopening the file. The lag renders the laptop unusable, and a few other glitches also appear, such as missing letters in labels ("Edit Mode" is displayed as "dit Mode", for example). Performing any task in Blender will contribute to the memory leak. For example, the program consumes about 400 MB of RAM on startup, which shoots up to 800 after about 2 minutes of drawing with the Grease Pencil. The bug can be triggered with the default startup. Thanks!
[ "Blender 3.2.1 / 3.4 - Cycles - Persistant Data and Motion Blur artifacts on GPU\nOperating system: Windows 10, Ubuntu 21.04\nGraphics card: GTX 1080, RTX 3080\n\nBroken: 3.2.1, b5e92c3dfe\nWorked: 2.79\n\nPersistant data is bugs out during renders sometimes.\n\n1. Open attached blend file in Blender 3.2.1\n2. Press f12\n3. Press right on the keyboard (frame 771)\n4. Press f12\n5. Press right on the keyboard (frame 772)\n6. Press f12\n7. Notice how its not as expected.\n8. Press f12 without framing forward\n9. Notice how it is fine\n\ngood\n![image.png](image.png)\nbad\n![image.png](image.png)\n\nThis means when rendering animations, it can produce frames which bad, which then require more re-renders.\n\nWindows and Linux have both been tested and results are the same.\n\nTested CUDA, Optix and both have issues. CPU renders fine. \n\nDisabling Persistant Data renders fine.\n[bug.blend](bug.blend)\n\nNOTE: We had #95475, #96822 already for Persistent Data and Motion Blur issues (these should be fixed), I can repro this case though.\n\nEDIT:\nAs another task #100729 has been merged into this file, there is another test file [BUG.blend](BUG.blend)\n", "Strong emissive materials bleeding through grease pencil objects\nOperating system: Win10 Home 64\nGraphics card: rtx3070\n\nBlender Version\nBroken: 2.83, 2.90, 2.91, 2.92, 2.93, 3.0, 3.1\nWorked: N/A\n\nExact steps to reproduce the error:\n\nGive default cube an emissive material with strength ~50 or so and put any grease pencil object in front of it in Rendered view. This artifacting carries over into the actual renders. \n\n\n(I think it's an opacity issue, because creating a duplicate of the grease pencil on top of itself (Array modifier with 0,0,0 offset) covers the emission glitch up.)\n\n**Steps to Reproduce**\n- Open .blend file\n- Render in viewport\n\nTest File:\n[#94004.blend](T94004.blend)\n![image.png](image.png)\n![image.png](image.png)", "Grease Pencil ripped line when rendering in EVEE\nOperating system: Windows 10\nGraphics card: GeForce 1050 ti\n\n3.62\n\nGrease pencil object is displayed normally in the viewport, but when rendering the line becomes jagged, not like in the viewport. In Cycles all is good.\n\n![image](attachment)\n\n", "Visual bug when using strenght tool in 3D space left for Tool Panel\nOperating system: Windows 10 64Bit\nGraphics card: Nvidia GTX 960M\n\nBroken: 2.80 RC\n\nVisual bug in Sculpt mode, Vertex Paint, Weight paint and Texture paint\n\n1. Go to Texture Paint mode\n2. Set strength tool to 1.0 (shift F)\n3. Use strenght tool hotkey (Shift F) in the narrow 3D space left for the Tool Panel\n\n![20190718 B28RC Visual glitch.jpg](20190718_B28RC_Visual_glitch.jpg)", "Uncheck Save Copy freezes on next render - Mutex is still locked\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: version: 2.91.0 Alpha\n2.90.1 and 2.83.5 have the same behavior\n\nWith default scene :\nWhenever I try to save a render, I uncheck both save as render and save copy, the next time I hit render, blender will freeze.\n- Unticking save as render only does not seem to create the freezes, however the option is not saved, I have to manually uncheck it every time.\n\nNew file : \n- Save file\n- Hit render\n- Save as\n- Uncheck Save as Render and Save Copy\n- Save.\n- Hit Render again = freeze\n\n\n", "GPencil: Massive slowdown when stroke number scales\nOperating system: Win10\nGraphics card: NV GTX960 / NV RTX 2080\n\nBroken: e03d78417a77\nWorked: never \n\n\nOur artist want to make \"gris\" quality characters with a lot of inner shades, and created a huge character with lot of strokes and did not break it down in sub objects.\nAlas when using \"Edit mode\" to animate the keys blender gets extremely choppy.\nIf we remove strokes situation gets better which leads us to believe that stroke/key storage is too linear or computed during motion\n\ndownload : view\ngo to \"strokes\" \ngo to edit mode\nselect hairs\nmove hairs around\nobserve any movement or undo is very choppy and slow \n\nnote :\nAs a dodge, we will try to split the character strokes in sub objects but we thought it would be important for this use case to be fixed because going back and forth in sub objects can be a time consuming and be counter intuitive for less technical artists.\nThank you so much for reading and creating GPencil.", "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", "Assigning shortcut to Sequencer data is wrongly 'hooked' the Scene instead of Scene's VSE data\nThis error shows all the time when I right click on the viewscreen, and I have to right click and press ESC, so the message disappears and I keep working this way, right click, a message appears, ESC.\nIt suddenly started to happen and even deleting and downloading blender again, even with the other 2.8 version it happens.\n\nThank you, I love your work guys\nJust trying to help\n\nOperating system: Windows 10 Home, Core i7 - 7500U @ 2.70GHz, 8.00 GB RAM\nGraphics card: AMD Radeon R7 M440 32GB, 4.00 Gbps\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\nWorked: (optional) ", "lost 90% of my progress\nOperating system:\nGraphics card:\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\ni was 90% through my build and had forgetten to save although i havent made saving every five minutes my priority anyways i was almost done when it freezes then crashes and all of mt work is now gone this has already happened once but i didnt lose anything so i therefore didnt report it\n\n", "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", "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", "Eevee motion blur with cryptomatte pass causing memory leak during rendering\nOperating system: Windows 10 x64 and windows 11 x64\nGraphics card: GTX 1660 TI and Intel UHD Graphics 630\n\nBroken: 3.5, 3.3.7\nWorked: Stopped trying after 3.3.7\n\nWhen rendering from command line there is a memory leak reported if you enable motion blur with a cryptomatte pass.\n\nGo to Render properties, make sure Eevee is the engine and include motion blur. Go to view layer properties and enable object cryptomatte. Render first frame of animation via command line: \n\n\"C:\\Program Files\\Blender Foundation\\Blender 3.5\\blender\" -b minimumBug.blend -x 1 -s 1 -e 1 -o delete -a\n\nlast line says:\n\n\"Error: Not freed memory blocks: 3, total unfreed memory 0.002747 MB\"\n\nMore memory wasted as you add more complexity to project.\n\n", "Excessive RAM usage with instances that have emission material\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 471.41\n\nBroken: version: 2.93.3\n\nInstances with a material that contains emission use a massive amount of memory compared with those without emission.\n\nRender a scene with a number of instances (geometry nodes) that have an Emission BSDF on them and the memory usage will be significantly more than with a Diffuse BSDF.\n\nExample scene with 10000 instances of a 250k tri mesh:\n[EmissionMemory.blend](EmissionMemory.blend)\n\nDiffuse material:\n0:25, Mem: 44.7M\n![image.png](image.png)\nEmission material:\n3:52, Mem: 41376.8M\n![image.png](image.png)\n\n", "Huge memory consumption by studio HDRIs previews\nOperating system: MacOS 10.14.5\nGraphics card: Intel UHD Graphics 630 1536 MB\n\nBroken: 2.91 d8585e184a\n\nGrab a texture file of 10-20 MB size. \nPut it in \"~/Library/Application Support/Blender/2.91/datafiles/studiolights/world\". Duplicate the texture file around 10 times.\nOpen Blender, open preferences, lights tab. \nSee memory increase.\n\n\n![image.png](image.png)", "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" ]
[ "RAM usage climbs over usage time\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Intel(R) UHD Graphics 630 Intel 4.5.0 - Build 27.20.100.8935\n\nBroken: version: 3.0.0 Alpha\nWorked: 2.79b\n\nThe longer I actively use the program in various ways, the more memory is used until the program becomes unusable and needs to be restarted. The time until unusability is around a few minutes.\n\nSome information:\n1. Happens even when undo memory is very low (50 MB, 8 undo steps)\n2. Happens when switching between mesh objects (maybe other objects, but the ram usage increase is only obvious with meshes)\n3. Happens when letting an animation play\n4. Happens in Edit mode when editing a mesh\n5. Happens when resizing the window\n\n1. any .blend with at least two mesh objects (i.e. two cubes) (here is a blend with two cubes: \n2. keep clicking on different mesh objects, i.e. select Cube A, then select Cube B, then select Cube A, etc. repeat\nOR play an animation\nOR edit a mesh\nOR resize the window\n3. watch RAM usage in task manager climb up and up\n\nTest file:\n[rambug.blend](rambug.blend)\n" ]
Increased Rendertime in 2.81 Operating system: Windows-10-10.0.18362 64 Bits Graphics card: Radeon RX Vega ATI Technologies Inc. 4.5.13572 Core Profile Context 19.11.1 26.20.13031.10003 Broken: version: 2.81 (sub 16) Worked: 2.80.75 Increased rendertime in Cycles GPU Rendertime in the Classroom Demo file: - 2.80: 2.57 Min - 2.81: 4:04 Min Removed "%appdata%\Blender Foundation" Folder to start fresh. Open Classroom Demo, change Tile size to 256x256px, change Samples to 250
[ "Huge memory usage when trying to paint on UVs far ouside the 0-1 range\nBroken: version: 2.82a (sub 7)\nWorked: Never\n\nBlender freezes when I attempt to use the paint options, after adding an image to Texture Paint. Memory will skyrocket from 150MB to 13GB and does not un-freeze.\nYoutube tutorial I'm following trying to learn to paint textures, bug happens after adding the image at 2:35, and I attempt to paint the model: watch?v=lmbAs9jE1vI\nI am very new to Blender, but pretty sure it shouldn't be doing that when attempting to use the Paint tools.\n\n![BlenderCrashReport.png](BlenderCrashReport.png)\n\n- Open attached file\n- Try to paint the mesh\n\n[texture_paint_huge_memory_usage.blend](texture_paint_huge_memory_usage.blend)\n\n", "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", "Cycle crash\n[System Information](https://projects.blender.orgattachment)\n\nBlender version: 3.4.1\n\nCrash when switching from Material Preview to Rendered in Viewport Shading and GPU Compute was set for Cycles. In CPU mode it's OK.\n\n\nOpen project.\nSelect CPU in Cycles settings.\nSwitch from Material preview to Rendered in Viewport shading.\nNow it works.\nChange to GPU Compute in Cycles settings.\nCrash...\n\n", "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)", "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", "Shader Editor has a significant delay after opening Translation.\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.64\n\n\nBroken: version: 2.80 (sub 72)\nWorked: (optional)\n\n\nShader Editor has a significant delay after opening Translation.\n[bandicam 2019-05-28 07-48-44-136.mp4](bandicam_2019-05-28_07-48-44-136.mp4)", "GPU subdivision improvements\nThis is a list of TODOs and ideas for improving GPU subdivision support ([D12406](D12406)).\n\n**TODOs**\n\n- Investigate if read and write operations can be made more coherent.\n- Investigate if compute dispatch size can be improved, to avoid too many calls.\n- Remove some useless OpenGL initialization from OpenSubDiv\n - We use our own patch evaluation shader, however we are still forced to compile the one from OpenSubDiv. This will require to implement our own GLComputeEvaluator.\n - `GLVertexBuffer` also initializes the OpenGL library. We can avoid this by using our own vertex buffer wrapper.\n- Compressed data structures for reducing memory usage\n - Using compute shaders forces us to only deal with ints and floats. However, this is using more memory than necessary (e.g. for normals).\n - This requires to do manual bit packing in the shaders, we need to pay good attention to alignements and data types (int vs. uint).\n- Use multithreading for CPU tasks when applicable\n - We still process some data on the CPU (e.g. polygons to materials map, edit mode flags). Although they are based on the coarse mesh, we could use multithreading to speed things up if needed.\n\n**Ideas**\n\n- Heuristic to disable GPU subdivision for small meshes, if they are hindering performance\n- The mesh wrapper used for on the CPU might not need all of the data to be subdivided (e.g. we do not need vertex colors for snapping), we could potentially speed up CPU subdivision by only subdividing what we need.\n- Potentially evaluate points on the GPU and copy back to the CPU side, this would require threads to have their own GL context.\n- See if OpenSubDiv data structures can be shared between the CPU and GPU code (e.g. the stencils buffers) so that we do not have to create duplicate versions when the CPU side mesh is requested.\n\n**Vulkan**\n\n- OpenSubDiv does not yet officially support Vulkan. The Pixar team seem to already have something working internally (1153). It is not clear when this will be released.", "The time limit isn't working when rendering multiple tiles.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.11\n\nBroken: version: 3.0.0 Alpha\nWorked:\n\nThe time limit isn't working when rendering. \nHere are my settings ![image.png](image.png)\n\n\nEnable time limit and render an image\n\n\n\n", "blender's UI repeatedly freezes when editing a material while the material settings are open.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.11\n\nBroken: version: 2.93.2 Release Candidate\n\nWhen I load any .blend file containing at least 1 material that has image texture maps assigned to it, and I open the material settings, blender's UI will freeze for a while when I change any value or property related to said material, either in the shader editor or the material settings. \n\nThe whole process will repeat whenever you change any value/property in the materials settings or shader editor. The time it freezes depends on what formats and resolutions the textures are. In the below example with 16k textures, it should freeze for about 10 seconds on a fast computer, but if you replace the textures with 8 or 16k PNGs (which are available from the same site where the blend is hosted), the freeze time increases significantly: 120 seconds or more. \n\nThe only way to get it to stop repeatedly freezing is to close the material settings. \nIt will keep happening in render preview or in solid mode, it also happens regardless of whether the material preview in the material properties is enabled or disabled. \n\nThis also happens with 8k and 4k textures, but it's less noticeable.\n![material change.png](material_change.png)\n\n1. download and open clay_floor_001.blend\n2. select the sphere.\n3. open the material settings.\n4. change any property or value in the material properties or in the shader editor\n5. wait for a moment and blender's UI should freeze completely for 10-25 seconds. \n6. after it unfreezes, change any value/property in the materials properties or shader editor again, and the process should repeat.\n\ndownload the blend hosted here: clay_floor_001\nNote: you can also download png versions of the textures for this blend by clicking the little menu button to the top right of the site.\n", "Cycles GPU rendering is broken on Apple M1/macOS Ventura\nOperating system: macOS-13.0-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Max Apple 4.1 Metal - 83\n\nBroken: version: 3.3.0 Release Candidate\nWorked: 3.2.2\n\nCycles GPU rendering is broken, CPU rendering works as expected.\n\nCycles - CPU:\n![cpu.png](cpu.png)\n\nCycles - GPU Compute:\n![gpu.png](gpu.png)\n\n1. Create any scene\n2. Switch Cycles to GPU Compute\n[simple_test.blend](simple_test.blend)\n", "GPencil: Materials' preview thumbnails cause heavy lag when updating\nOperating system: Windows 10\nGraphics card: RTX 3070 FE\n\nBroken: 3.2.1 RC\nWorked: n/a\n\n![image.png](image.png)\n\nAny action that requires the refreshing of your Grease Pencil materials' thumbnails (isolate/hide materials, etc.) causes major lag until the thumbnails are finished refreshing. The more materials your GP object has, the longer the lag. Sometimes the lag is so bad, that it makes the sound buffer skip while the thumbnails refresh.\n\n\n**Video Explanation**\nwatch?v=5KAWsJkIeRY\n\n\n**Steps to Reproduce**\nCreate a GP object and add 10-20 unique materials\nClick one of the \"Isolate Material\" buttons, and start drawing/moving strokes. You will notice extreme lag until all of the little circle thumbnails are finished updating. \n\nTest File:\n[#99361.blend](T99361.blend)", "Polishing the Painting Experience\nThere are a few tasks that would enhance the texture painting pipeline that could be prioritized before advanced features like layered textures is even considered.\n\n## Existing Painting System\n\n### Small Tasks (e.g., bug fixing)\n- [ ] Graphics Tablet Lag when in Texture Paint mode in Blender 3.0 #93796\n- [ ] Undo bugs\n - [ ] Undo eliminates brush texture #88592\n - [ ] Texture paint undo can changes texture slot #62520\n - [ ] Texture Paint mode tools swap when exiting maximized area #98014\n- [ ] Color space support for texture painting #95797\n- [ ] Sync Image Sequence options (Frames, Start Frame, Offset, Cyclic, Auto Refresh) #109769\n- [ ] Texture paint: Bleedind around thin cuts do not fill texture #106066\n- [ ] Add support for \"Channels\" to the Images & Color Attributes #108404\n- [ ] 8/16 bit textures have different strength behavior (premultiplied problems) #101436\n- [ ] UDIM bugs [need report]\n- [ ] 3D mirroring in Image Editor\n- [ ] Other bugs (by Daniel Bystedt) [need report]\n\n### Bigger Tasks (e.g., re-designs) - need design\n- [ ] Image syncing between Editors via active image canvas #103636\n- [ ] Multi-object painting\n- [ ] Multi-object uv editing\n- [ ] Support \"viewport\" face sets in Image Editor\n- [ ] Square brush\n\n## 3D Brush\n\nRelated to #96225\n\n### 3D brush vital\n- [ ] Color sampling\n- [ ] Erase blend mode\n- [ ] Affect only visible (Show/Hide)\n- [ ] Affect Alpha option\n- [ ] Masking\n- [ ] (2D) Fill operation\n\n### 3D brush additional\n- [ ] Feature parity\n - [ ] Blur & Smear brushes\n - [ ] Clone brush\n - [ ] Sync masks and edit mode selection\n - [ ] Paint modified geometry instead of base mesh\n - [ ] Missing brush settings\n - [ ] Stencil masking\n- [ ] Image editor syncing\n- [ ] Dedicated paint mode\n- [ ] Performance\n\n", "Render progress Infotip \"Time Remaining\" is calculated incorrectly in animations\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.92.0 Alpha\nWorked: none - bug has been present since this feature was introduced in 2.77 (confirmed present in e.g. 2.79, 2.90 and 2.91)\n\nWhen hovering the mouse pointer over the Render progress bar in the status bar, an \"Infotip\" appears showing the **Time Remaining** and **Time Elapsed** for that render (see attached screenshot). This works correctly for a single F12 render, and matches the values shown in the render window, but when rendering an animation (Ctrl-F12), the Time Elapsed shown is the *total* elapsed time for all frames so far, not just the elapsed time for that single frame. This isn't really a problem in itself, but this total time is evidently also being used in the Time Remaining calculation, which a result becomes more and more wildly inaccurate with each subsequent frame, presumably because the calculation wrongly assumes that that single frame has needed all the accumulated time to render however far it's got.\n\nFor example, if a single uniform frame took 100s, after 10% of the first frame of an animation it would correctly show **Remaining 01:30.00**, **Elapsed 00:10.00**, as in the render window. But on the 101st frame, after 10% progress it would show **Elapsed 2:46:50.00** (100x100+10 seconds), but **Remaining 25:01:30.00** (10,010x9 seconds), wrongly implying this single frame will take over a day to finish rather than about 90 seconds!\n\nPlease note that this report is *not* about the expected inaccuracy of the estimate early in the progress of a frame, which I realise is unavoidable given the variation in render speed for different tiles within a frame.\n\nI believe a fix for this bug might be to either:\n\n - change the Elapsed time in the Infotip to be the elapsed time for just the current frame (as it already is in the render window header) so the Remaining time will then be calculated correctly; or better still...\n - when rendering an animation, change the Infotip times and the progress bar to show the overall progress of the entire animation (i.e. frames rendered divided by total frames) instead of the individual frame progress (i.e. tiles rendered divided by total tiles). This would give a useful indication of the total (estimated) remaining time to render the full animation.\n\n\n\n\n\n - Open any version of Blender 2.77 or later, with the default startup file or any other scene.\n - Depending on the speed of the test hardware and the complexity of the scene, optionally select Cycles render engine, the CPU device, and/or increase the sample count, so that the F12 render time is at least e.g. 20-30s (this is because very short renders make it difficult to see the problem, as the progress bar jumps straight to e.g. 98%)\n - Now start rendering the scene as an animation using Ctrl-F12 (the default of 250 frames is fine).\n - While rendering, hover the mouse pointer over the Render progress bar in the status bar to show the popup Elapsed/Remaining Infotip (this applies to Windows 10 - I don't know if this is similar in Linux or MacOS)\n # Notice that the time values in the Infotip agree with those in the render window for the first frame, but with each subsequent frame the Elapsed time accumulates and as a result the estimated Time Remaining becomes more and more inaccurate.\n \n\n\nI realise this is not a serious bug, but it has been long standing and is will hopefully be quite easy to fix, so it would be good if this could be included in a future version.\n\nMany thanks, Ross\n[edited to hopefully correct my maths!]\n\n![Blenderbug.PNG](Blenderbug.PNG)\n", "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", "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 2.81/2.82 - OpenCL - Significan slow render times\nOperating system: Windows 10 - AMD drivers 19.10.1\nGraphics card: RX Vega 64\n\nBroken: 2.81 - eefd806afc15 & 2.82 - 23e1fb365b65\nWorked: 2.80 - official build\n\nCycles OpenCL - Using default BMW pulled from Blenders benchmark section, rendering in latest 2.81/2.82 experimental builds have significant slow render times\n\nCar Demo scene from : demo-files/\nBlender \t256 \t128 \t64 \t32 \tBuild\n2.80 \t1m28s \t1m30s \t1m39s \t1m56s \tofficial\n2.81 \t2m.34s \t2m34s \t2m43s \t3m20s \teefd806afc15\n2.82 \t2m.35s \t2m34s \t2m43s \t3m25s \t23e1fb365b65\n\nmore details and test by others reporting similar issue on blender nation post:\n1186239" ]
Blender crashes when opening file Operating system: Windows 10 Graphics card: RTX 2070 Super Broken: 3.1.0 Worked: not sure Blender failed to load .blend file, crashing immediately. [day6.blend](day6.blend) [day6.crash.txt](day6.crash.txt)
[ "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.", "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)", "Suspected asset library crash by `json_sax_dom_parser`\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.68\n\nBroken: version: 3.5.1\n\nI dont completely know why but blender crashes very often for me.\nIts doing something no idea what it is doing.\nSorry for being vague, but it seems to mostly happen when i have the viewport set to cycles render and i am trying to modify materials, in the shader editor.\n\n", "Blender 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", "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)", "Crash using blender_debug_log.cmd and \"Reload Scripts\" in Cycles preview render\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.91\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nLoading Blender with blender_debug_log.cmd, it crash immediately when I try to reload the scripts if Cycles is running. This is not happening when launching blender.exe ![2019-06-08_10-28-33.gif](2019-06-08_10-28-33.gif)\n\nLaunch blender 2.8 using blender_debug_log.cmd.\nIn the view 3d, choose Cycles as render preview.\nIn the search bar, look for \"Reload Scripts\" and click on it.\nBlender Crash.\n[blender_system_info.txt](blender_system_info.txt)\n\n[blender_debug_output.txt](blender_debug_output.txt)\n\n", "Crash when switching from solid to rendered view\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.61\n\nBroken: version: 3.6.0 Alpha\n\nI have a scene about 1.7GB in size with 4K textures but renders in 2K using simplify, blender crashes when I open the file > hit F12 and render the scene then close the render windows and switch to render view > it starts compiling then blender closes, in the past it would show out of memory this report: \n\n105522#issuecomment-904934 \n\nThis issue happens only when persistent Data is active\n\nunfortunately I can't share the file at the moment. \n\n\n\n\n", "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", "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", "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", "Crash when rendering animation\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA RTX A4500/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.4.1\n\nBlender crash when rendering an animation\n\nIn an attempt to simplify my rendering of multiple scenes, I added an additional scene to a blend file with no objects itself. Its purpose is to be a place to put multiple *Render Layer* nodes in its compositor for all the other scenes in the file. In other words I hit \"Render\" when on that special scene and all other scenes are rendered in one go. Running this render as a single image works fine. Running render animation crashes after one frame.\n\nMy actual file has 7 scenes to be rendered. But to help demonstrate and reproduce this, I have simplified the file to just two scenes:-\n\"*Scene 1*\" is a simple scene containing a cube and a camera. Rendering this scene directly, works fine as still image or animation.\n\"*Render all*\" is a second scene that has no objects of its own (just a camera because my render farm seems to insist upon that). This scene is set to not be rendered (\"*Use for Rendering*\" unticked). However it's compositor has a *Render Layers* object which looks at *Scene 1* and which is connected to a *File output* node.\n\n\n[crash-test3.blend](crash-test3.blend)\n\nOpen file and render animation.", "Crash opening file using Clump Curves on Particle Children \n****\n\nversion: 2.81 (sub 16), branch: master, commit date: 2019-12-04 11:32, hash: f1aa4d18d49d, type: Release\nbuild date: 2019-12-04, 14:30:40\nplatform: Windows\n\n***********************************************************\n\nWhen I worked on a project using particles, after a short break I wasn´t able to reopen the project. The project crashed right after opening. When starting Blender from console the only error I could find was:\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF706DC271E\n\nno Blender log file was written!\n\nEven in debug mode there were no more hints but his one. I opened the project in an Ubuntu VM and it also crashed there. No chance to recover the file.\n\n\nUsing Particle following a nurbspath with Force Field \"Curve\".\nParticles rendered as objects.\nUsed Simple Children.\nWhen ticking the box: Use Clump Curve it crashes.\n\nEither Blender crashes right after ticking the box or when reopen the project. The latter then means that I´m not able to recover my work at all.\nI might have to do with particles already baked or not. Not sure. \n\n[T72763_crash_log.txt](T72763_crash_log.txt)\n\nfile written from c2a37867f2 that crashes on file read:\n[#72763.blend](T72763.blend)\nfile written from 2.79b that crashes on file read:\n[T72763_279.blend](T72763_279.blend)", "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)", "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)", "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 on edit mode and X-ray\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.47\n\nBroken: version: 3.1.0\n\n\nwhen using the toggle X-ray and putting the project into Edit Mode, I then use the cursor to select any part of the object and it crashes (doesn't seem to happen with regular meshes).\n\n\n\n*Open attached Blend File\n*Set Interaction Mode to Edit Mode\n*ALT+ Z\n*Select any part of Object\n[editmodecrash.blend](editmodecrash.blend)\n", "Blender crash with subdivision modifier on\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.76\n\nBroken: version: 3.1.0\n\nWhen i select a vertex with subdivision modifier on, blender crash.\nIf i disable subdivision i can move vertex and then, if i enable again the modifier, blender crash again\n\ni've downloaded version 2.93.9 and it work correctly\n\n\nis enough to click on vertex with modifier on to experiment crash{[F12946047](robot.blend)}\n\n", "Blender Crashes When Using \"On Cage\" On Subdivision Modifier\nOperating system: Windows 10 Pro\nGraphics card: NVIDIA GeForce GTX 1060 3GB\n\nBroken: 3.1.0\nWorked: Unknown\n\n\nBlender Crashes When Using \"On Cage\" On Subdivision Modifier\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\nI've created a rough human model using Mirror and Subdivision Modifier, and when I click the \"On Cage\" button on the Subdiv modifier, Blender crashes on any subsequent modelling action.\nI've verified this several times from scratch, and whilst retrieving a saved file.", "Crashes while editing\nOperating system: Windows 10\nGraphics card: Intel(R) Iris(R) Xe Graphics\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen) 3.1\nWorked: (newest version of Blender that worked as expected) \n\n It just crashes after a certain point I don't know what happens. [Project1.blend](Project1.blend)\nBased on the default startup or an attached .blend file (as simple as possible).\nOpen the file. Switch to edit and try to edit the model. It crashes as soon as I click to edit the vertices. ", "Blender crashes when having a lot of detail\nOperating system:\nGraphics card: Nvidia GeForce 3070TI\n\nNewest version of blender.\n\nTrying to edit vertices while subdivison \nsurface is enabled.\n\nLog:\n\n# Blender 3.1.0, Commit date: 2022-03-08 18:16, Hash c77597cd0e15\n\n# backtrace\nException Record:\n\nExceptionCode : EXCEPTION_ACCESS_VIOLATION\nException Address : 0x00007FF6DB605665\nException Module : blender.exe\nException Flags : 0x00000000\nException Parameters : 0x2\n\tParameters- [x] : 0x0000000000000000\n\tParameters- [x] : 0x0000000000000018\n\n\nStack trace:\nblender.exe :0x00007FF6DB605640 mesh_render_data_face_flag\nblender.exe :0x00007FF6DB60D8F0 blender::draw::extract_edit_data_iter_subdiv_bm\nblender.exe :0x00007FF6DB5C8120 blender::draw::mesh_buffer_cache_create_requested_subdiv\nblender.exe :0x00007FF6DB5839D0 draw_subdiv_create_requested_buffers\nblender.exe :0x00007FF6DB584850 DRW_create_subdivision\nblender.exe :0x00007FF6DB5B0EC0 DRW_mesh_batch_cache_create_requested\nblender.exe :0x00007FF6DB5A7C30 drw_batch_cache_generate_requested\nblender.exe :0x00007FF6DB581B90 drw_engines_cache_populate\nblender.exe :0x00007FF6DB57E2E0 DRW_draw_render_loop_ex\nblender.exe :0x00007FF6DB57F3B0 DRW_draw_view\nblender.exe :0x00007FF6DBEE6F20 view3d_main_region_draw\nblender.exe :0x00007FF6DB88D1D0 ED_region_do_draw\nblender.exe :0x00007FF6DB485DE0 wm_draw_window_offscreen\nblender.exe :0x00007FF6DB485C30 wm_draw_window\nblender.exe :0x00007FF6DB485730 wm_draw_update\nblender.exe :0x00007FF6DB45FE30 WM_main\nblender.exe :0x00007FF6DB0C03C0 main\nblender.exe :0x00007FF6E078E824 __scrt_common_main_seh\nKERNEL32.DLL :0x00007FF96B3E7020 BaseThreadInitThunk\nntdll.dll :0x00007FF96C582630 RtlUserThreadStart\n\n\nThreads:\nThread : 000014fc\nntdll.dll :0x00007FF96C5D07B0 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FF96C582680 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FF96B3E7020 BaseThreadInitThunk\nntdll.dll :0x00007FF96C582630 RtlUserThreadStart\n\n\nThread : 00001834\nntdll.dll :0x00007FF96C5D07B0 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FF96C582680 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FF96B3E7020 BaseThreadInitThunk\nntdll.dll :0x00007FF96C582630 RtlUserThreadStart\n\n\nThread : 00004398\nntdll.dll :0x00007FF96C5D07B0 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FF96C582680 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FF96B3E7020 BaseThreadInitThunk\nntdll.dll :0x00007FF96C582630 RtlUserThreadStart\n\n\nThread : 00000e04\nntdll.dll :0x00007FF96C5CCDE0 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FF96A1819D0 WaitForSingleObjectEx\nblender.exe :0x00007FF6E00ADCF0 IlmThread_2_5::Semaphore::wait\nblender.exe :0x00007FF6E00AD4C0 IlmThread_2_5::ThreadPool::numThreads\nblender.exe :0x00007FF6E00AE160 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_5::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF6DE145FE0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FF969EF1B20 configthreadlocale\nKERNEL32.DLL :0x00007FF96B3E7020 BaseThreadInitThunk\nntdll.dll :0x00007FF96C582630 RtlUserThreadStart\n\n\nThread : 0000120c\nntdll.dll :0x00007FF96C5CCDE0 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FF96A1819D0 WaitForSingleObjectEx\nblender.exe :0x00007FF6E00ADCF0 IlmThread_2_5::Semaphore::wait\nblender.exe :0x00007FF6E00AD4C0 IlmThread_2_5::ThreadPool::numThreads\nblender.exe :0x00007FF6E00AE160 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_5::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF6DE145FE0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FF969EF1B20 configthreadlocale\nKERNEL32.DLL :0x00007FF96B3E7020 BaseThreadInitThunk\nntdll.dll :0x00007FF96C582630 RtlUserThreadStart\n\n\nThread : 000012c4\nntdll.dll :0x00007FF96C5CCDE0 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FF96A1819D0 WaitForSingleObjectEx\nblender.exe :0x00007FF6E00ADCF0 IlmThread_2_5::Semaphore::wait\nblender.exe :0x00007FF6E00AD4C0 IlmThread_2_5::ThreadPool::numThreads\nblender.exe :0x00007FF6E00AE160 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_5::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF6DE145FE0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FF969EF1B20 configthreadlocale\nKERNEL32.DLL :0x00007FF96B3E7020 BaseThreadInitThunk\nntdll.dll :0x00007FF96C582630 RtlUserThreadStart\n\n\nThread : 000014f4\nntdll.dll :0x00007FF96C5CCDE0 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FF96A1819D0 WaitForSingleObjectEx\nblender.exe :0x00007FF6E00ADCF0 IlmThread_2_5::Semaphore::wait\nblender.exe :0x00007FF6E00AD4C0 IlmThread_2_5::ThreadPool::numThreads\nblender.exe :0x00007FF6E00AE160 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_5::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF6DE145FE0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FF969EF1B20 configthreadlocale\nKERNEL32.DLL :0x00007FF96B3E7020 BaseThreadInitThunk\nntdll.dll :0x00007FF96C582630 RtlUserThreadStart\n\n\nThread : 00001b5c\nntdll.dll :0x00007FF96C5CCDE0 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FF96A1819D0 WaitForSingleObjectEx\nblender.exe :0x00007FF6E00ADCF0 IlmThread_2_5::Semaphore::wait\nblender.exe :0x00007FF6E00AD4C0 IlmThread_2_5::ThreadPool::numThreads\nblender.exe :0x00007FF6E00AE160 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_5::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF6DE145FE0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FF969EF1B20 configthreadlocale\nKERNEL32.DLL :0x00007FF96B3E7020 BaseThreadInitThunk\nntdll.dll :0x00007FF96C582630 RtlUserThreadStart\n\n\nThread : 00002474\nntdll.dll :0x00007FF96C5CCDE0 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FF96A1819D0 WaitForSingleObjectEx\nblender.exe :0x00007FF6E00ADCF0 IlmThread_2_5::Semaphore::wait\nblender.exe :0x00007FF6E00AD4C0 IlmThread_2_5::ThreadPool::numThreads\nblender.exe :0x00007FF6E00AE160 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_5::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF6DE145FE0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FF969EF1B20 configthreadlocale\nKERNEL32.DLL :0x00007FF96B3E7020 BaseThreadInitThunk\nntdll.dll :0x00007FF96C582630 RtlUserThreadStart\n\n\nThread : 000017f8\nntdll.dll :0x00007FF96C5CCDE0 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FF96A1819D0 WaitForSingleObjectEx\nblender.exe :0x00007FF6E00ADCF0 IlmThread_2_5::Semaphore::wait\nblender.exe :0x00007FF6E00AD4C0 IlmThread_2_5::ThreadPool::numThreads\nblender.exe :0x00007FF6E00AE160 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_5::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF6DE145FE0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FF969EF1B20 configthreadlocale\nKERNEL32.DLL :0x00007FF96B3E7020 BaseThreadInitThunk\nntdll.dll :0x00007FF96C582630 RtlUserThreadStart\n\n\nThread : 00001e0c\nntdll.dll :0x00007FF96C5CCDE0 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FF96A1819D0 WaitForSingleObjectEx\nblender.exe :0x00007FF6E00ADCF0 IlmThread_2_5::Semaphore::wait\nblender.exe :0x00007FF6E00AD4C0 IlmThread_2_5::ThreadPool::numThreads\nblender.exe :0x00007FF6E00AE160 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_5::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF6DE145FE0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FF969EF1B20 configthreadlocale\nKERNEL32.DLL :0x00007FF96B3E7020 BaseThreadInitThunk\nntdll.dll :0x00007FF96C582630 RtlUserThreadStart\n\n\nThread : 000007f0\nntdll.dll :0x00007FF96C5CCDE0 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FF96A1819D0 WaitForSingleObjectEx\nblender.exe :0x00007FF6E00ADCF0 IlmThread_2_5::Semaphore::wait\nblender.exe :0x00007FF6E00AD4C0 IlmThread_2_5::ThreadPool::numThreads\nblender.exe :0x00007FF6E00AE160 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_5::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF6DE145FE0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FF969EF1B20 configthreadlocale\nKERNEL32.DLL :0x00007FF96B3E7020 BaseThreadInitThunk\nntdll.dll :0x00007FF96C582630 RtlUserThreadStart\n\n\nThread : 0000062c\nntdll.dll :0x00007FF96C5CCDE0 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FF96A1819D0 WaitForSingleObjectEx\nblender.exe :0x00007FF6E00ADCF0 IlmThread_2_5::Semaphore::wait\nblender.exe :0x00007FF6E00AD4C0 IlmThread_2_5::ThreadPool::numThreads\nblender.exe :0x00007FF6E00AE160 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_5::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF6DE145FE0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FF969EF1B20 configthreadlocale\nKERNEL32.DLL :0x00007FF96B3E7020 BaseThreadInitThunk\nntdll.dll :0x00007FF96C582630 RtlUserThreadStart\n\n\nThread : 00000510\nntdll.dll :0x00007FF96C5CCDE0 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FF96A1819D0 WaitForSingleObjectEx\nblender.exe :0x00007FF6E00ADCF0 IlmThread_2_5::Semaphore::wait\nblender.exe :0x00007FF6E00AD4C0 IlmThread_2_5::ThreadPool::numThreads\nblender.exe :0x00007FF6E00AE160 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_5::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF6DE145FE0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FF969EF1B20 configthreadlocale\nKERNEL32.DLL :0x00007FF96B3E7020 BaseThreadInitThunk\nntdll.dll :0x00007FF96C582630 RtlUserThreadStart\n\n\nThread : 00003774\nntdll.dll :0x00007FF96C5CCDE0 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FF96A1819D0 WaitForSingleObjectEx\nblender.exe :0x00007FF6E00ADCF0 IlmThread_2_5::Semaphore::wait\nblender.exe :0x00007FF6E00AD4C0 IlmThread_2_5::ThreadPool::numThreads\nblender.exe :0x00007FF6E00AE160 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_5::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF6DE145FE0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FF969EF1B20 configthreadlocale\nKERNEL32.DLL :0x00007FF96B3E7020 BaseThreadInitThunk\nntdll.dll :0x00007FF96C582630 RtlUserThreadStart\n\n\nThread : 00001954\nntdll.dll :0x00007FF96C5D07B0 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FF96C582680 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FF96B3E7020 BaseThreadInitThunk\nntdll.dll :0x00007FF96C582630 RtlUserThreadStart\n\n\nThread : 00001504\nntdll.dll :0x00007FF96C5CCDE0 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FF96A1819D0 WaitForSingleObjectEx\nnvoglv64.dll :0x00007FF8F62D6A50 DrvValidateVersion\nnvoglv64.dll :0x00007FF8F6067AEC Symbols not available\n\n\nThread : 00003b84\nntdll.dll :0x00007FF96C5CD8B0 ZwWaitForMultipleObjects\nKERNELBASE.dll :0x00007FF96A1ACA30 WaitForMultipleObjectsEx\nKERNELBASE.dll :0x00007FF96A1ACA10 WaitForMultipleObjects\nnvoglv64.dll :0x00007FF8F630BBF0 DrvPresentBuffers\nnvoglv64.dll :0x00007FF8F630BBF0 DrvPresentBuffers\nKERNEL32.DLL :0x00007FF96B3E7020 BaseThreadInitThunk\nntdll.dll :0x00007FF96C582630 RtlUserThreadStart\n\n\nThread : 00004374\nwin32u.dll :0x00007FF969EAA0F0 NtUserMsgWaitForMultipleObjectsEx\nUSER32.dll :0x00007FF96ABE06F0 MsgWaitForMultipleObjectsEx\nnvoglv64.dll :0x00007FF8F62D6A50 DrvValidateVersion\nKERNEL32.DLL :0x00007FF96B3E7020 BaseThreadInitThunk\nntdll.dll :0x00007FF96C582630 RtlUserThreadStart\n\n\nThread : 0000164c\nntdll.dll :0x00007FF96C5D07B0 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FF96C582680 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FF96B3E7020 BaseThreadInitThunk\nntdll.dll :0x00007FF96C582630 RtlUserThreadStart\n\n\nThread : 00004338\nntdll.dll :0x00007FF96C5CD8B0 ZwWaitForMultipleObjects\nKERNELBASE.dll :0x00007FF96A1ACA30 WaitForMultipleObjectsEx\ncombase.dll :0x00007FF96AED98F0 RoGetServerActivatableClasses\ncombase.dll :0x00007FF96AED98F0 RoGetServerActivatableClasses\ncombase.dll :0x00007FF96AED98F0 RoGetServerActivatableClasses\ncombase.dll :0x00007FF96AED98F0 RoGetServerActivatableClasses\nKERNEL32.DLL :0x00007FF96B3E7020 BaseThreadInitThunk\nntdll.dll :0x00007FF96C582630 RtlUserThreadStart\n\n\nThread : 00004600\nntdll.dll :0x00007FF96C5CCDE0 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FF96A1819D0 WaitForSingleObjectEx\ntbb.dll :0x00007FF94D13DBD0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FF94D13DBD0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FF969EF1B20 configthreadlocale\nKERNEL32.DLL :0x00007FF96B3E7020 BaseThreadInitThunk\nntdll.dll :0x00007FF96C582630 RtlUserThreadStart\n\n\nThread : 000020b4\nntdll.dll :0x00007FF96C5CCDE0 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FF96A1819D0 WaitForSingleObjectEx\ntbb.dll :0x00007FF94D13DBD0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FF94D13DBD0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FF969EF1B20 configthreadlocale\nKERNEL32.DLL :0x00007FF96B3E7020 BaseThreadInitThunk\nntdll.dll :0x00007FF96C582630 RtlUserThreadStart\n\n\nThread : 00004474\nntdll.dll :0x00007FF96C5CCDE0 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FF96A1819D0 WaitForSingleObjectEx\ntbb.dll :0x00007FF94D13DBD0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FF94D13DBD0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FF969EF1B20 configthreadlocale\nKERNEL32.DLL :0x00007FF96B3E7020 BaseThreadInitThunk\nntdll.dll :0x00007FF96C582630 RtlUserThreadStart\n\n\nThread : 00001724\nntdll.dll :0x00007FF96C5CCDE0 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FF96A1819D0 WaitForSingleObjectEx\ntbb.dll :0x00007FF94D13DBD0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FF94D13DBD0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FF969EF1B20 configthreadlocale\nKERNEL32.DLL :0x00007FF96B3E7020 BaseThreadInitThunk\nntdll.dll :0x00007FF96C582630 RtlUserThreadStart\n\n\nThread : 00003a18\nntdll.dll :0x00007FF96C5CCDE0 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FF96A1819D0 WaitForSingleObjectEx\ntbb.dll :0x00007FF94D13DBD0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FF94D13DBD0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FF969EF1B20 configthreadlocale\nKERNEL32.DLL :0x00007FF96B3E7020 BaseThreadInitThunk\nntdll.dll :0x00007FF96C582630 RtlUserThreadStart\n\n\nThread : 00003998\nntdll.dll :0x00007FF96C5CCDE0 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FF96A1819D0 WaitForSingleObjectEx\ntbb.dll :0x00007FF94D13DBD0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FF94D13DBD0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FF969EF1B20 configthreadlocale\nKERNEL32.DLL :0x00007FF96B3E7020 BaseThreadInitThunk\nntdll.dll :0x00007FF96C582630 RtlUserThreadStart\n\n\nThread : 000039cc\nntdll.dll :0x00007FF96C5CCDE0 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FF96A1819D0 WaitForSingleObjectEx\ntbb.dll :0x00007FF94D13DBD0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FF94D13DBD0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FF969EF1B20 configthreadlocale\nKERNEL32.DLL :0x00007FF96B3E7020 BaseThreadInitThunk\nntdll.dll :0x00007FF96C582630 RtlUserThreadStart\n\n\nThread : 00004664\nntdll.dll :0x00007FF96C5CCDE0 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FF96A1819D0 WaitForSingleObjectEx\ntbb.dll :0x00007FF94D13DBD0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FF94D13DBD0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FF969EF1B20 configthreadlocale\nKERNEL32.DLL :0x00007FF96B3E7020 BaseThreadInitThunk\nntdll.dll :0x00007FF96C582630 RtlUserThreadStart\n\n\nThread : 000005e8\nntdll.dll :0x00007FF96C5CCDE0 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FF96A1819D0 WaitForSingleObjectEx\ntbb.dll :0x00007FF94D13DBD0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FF94D13DBD0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FF969EF1B20 configthreadlocale\nKERNEL32.DLL :0x00007FF96B3E7020 BaseThreadInitThunk\nntdll.dll :0x00007FF96C582630 RtlUserThreadStart\n\n\nThread : 00002288\nntdll.dll :0x00007FF96C5CCDE0 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FF96A1819D0 WaitForSingleObjectEx\ntbb.dll :0x00007FF94D13DBD0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FF94D13DBD0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FF969EF1B20 configthreadlocale\nKERNEL32.DLL :0x00007FF96B3E7020 BaseThreadInitThunk\nntdll.dll :0x00007FF96C582630 RtlUserThreadStart\n\n\nThread : 000037d4\nntdll.dll :0x00007FF96C5CCDE0 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FF96A1819D0 WaitForSingleObjectEx\ntbb.dll :0x00007FF94D13DBD0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FF94D13DBD0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FF969EF1B20 configthreadlocale\nKERNEL32.DLL :0x00007FF96B3E7020 BaseThreadInitThunk\nntdll.dll :0x00007FF96C582630 RtlUserThreadStart\n\n\nLoaded Modules :\n0x00007FF6DAF40000 3.1.0.0 blender.exe C:\\Program Files\\Blender Foundation\\Blender 3.1\\blender.pdb \n0x00007FF96C530000 10.0.19041.1566 ntdll.dll \n0x00007FF96B3D0000 10.0.19041.1566 KERNEL32.DLL \n0x00007FF96A160000 10.0.19041.1566 KERNELBASE.dll \n0x00007FF967090000 10.0.19041.1320 apphelp.dll \n0x00007FF905440000 10.0.19041.1266 AcLayers.DLL \n0x00007FF96AD60000 7.0.19041.546 msvcrt.dll \n0x00007FF96ABC0000 10.0.19041.1503 USER32.dll \n0x00007FF969EA0000 10.0.19041.1620 win32u.dll \n0x00007FF96B170000 10.0.19041.1620 GDI32.dll \n0x00007FF969C50000 10.0.19041.1620 gdi32full.dll \n0x00007FF96A430000 10.0.19041.789 msvcp_win.dll \n0x00007FF969ED0000 10.0.19041.789 ucrtbase.dll \n0x00007FF96AB00000 10.0.19041.1023 SHLWAPI.dll \n0x00007FF96B320000 10.0.19041.1466 ADVAPI32.dll \n0x00007FF96A590000 10.0.19041.1586 sechost.dll \n0x00007FF96BBC0000 10.0.19041.1466 RPCRT4.dll \n0x000001E6F2840000 10.0.19041.546 sfc.dll \n0x00007FF95EC90000 10.0.19041.1566 WINSPOOL.DRV \n0x00007FF92C250000 10.0.19041.546 sfc_os.DLL \n0x00007FF9648B0000 10.0.19041.1 SortWindows61.dll \n0x00007FF96B690000 10.0.19041.546 IMM32.DLL \n0x00007FF96BCF0000 10.0.19041.1566 SHELL32.dll \n0x00007FF94D130000 tbb.dll \n0x00007FF94CE80000 tbbmalloc.dll \n0x00007FF96A540000 10.0.19041.1620 CFGMGR32.dll \n0x00007FF96B870000 10.0.19041.546 WS2_32.dll \n0x00007FF96BA90000 10.0.19041.1202 ole32.dll \n0x00007FF9049A0000 8.0.1.0 openvdb.dll \n0x00007FF96AE10000 10.0.19041.1566 combase.dll \n0x00007FF96B310000 10.0.19041.546 PSAPI.DLL \n0x00007FF904870000 10.0.19041.1566 OPENGL32.dll \n0x00007FF96C440000 10.0.19041.1620 shcore.dll \n0x00007FF9515B0000 58.13.100.0 avdevice-58.dll \n0x00007FF903CB0000 3.10.2150.1013 python310.dll \n0x00007FF96B4B0000 10.0.19041.985 OLEAUT32.dll \n0x00007FF903950000 58.76.100.0 avformat-58.dll \n0x00007FF901160000 58.134.100.0 avcodec-58.dll \n0x00007FF92B7C0000 5.9.100.0 swscale-5.dll \n0x00007FF903680000 56.70.100.0 avutil-56.dll \n0x0000000070440000 1.0.28.0 libsndfile-1.dll \n0x00007FF969FD0000 10.0.19041.1023 bcrypt.dll \n0x000000006ACC0000 libgmp-10.dll \n0x00007FF904740000 2.0.12.0 SDL2.dll \n0x00007FF9045F0000 1.20.1.0 OpenAL32.dll \n0x00007FF9652F0000 libgmpxx.dll \n0x00007FF9652D0000 tbbmalloc_proxy.dll \n0x00007FF96A630000 10.0.19041.1620 SETUPAPI.dll \n0x00007FF94B980000 14.29.30139.0 VCRUNTIME140.dll \n0x00007FF9035F0000 14.29.30139.0 MSVCP140.dll \n0x00007FF950640000 14.29.30139.0 VCRUNTIME140_1.dll \n0x00007FF957240000 6.10.19041.1110 COMCTL32.dll \n0x00007FF940CA0000 10.0.19041.1 AVIFIL32.dll \n0x00007FF962CB0000 10.0.19041.546 VERSION.dll \n0x00007FF9679F0000 10.0.19041.867 dbghelp.dll \n0x0000000070680000 libfftw3-3.dll \n0x00007FF93E560000 10.0.19041.1566 GLU32.dll \n0x00007FF94B020000 10.0.19041.546 Secur32.dll \n0x00007FF93E470000 10.0.19041.1 AVICAP32.dll \n0x00007FF93E170000 3.9.100.0 swresample-3.dll \n0x00007FF95F370000 10.0.19041.546 WINMM.dll \n0x00007FF939630000 10.0.19041.1 MSACM32.dll \n0x00007FF93E140000 10.0.19041.1 MSVFW32.dll \n0x00007FF949CE0000 10.0.19041.1 winmmbase.dll \n0x00007FF969B10000 10.0.19041.1586 SSPICLI.DLL \n0x00007FF968550000 10.0.19041.546 kernel.appcore.dll \n0x00007FF967BE0000 10.0.19041.1566 windows.storage.dll \n0x00007FF9696C0000 10.0.19041.1566 Wldp.dll \n0x00007FF967250000 10.0.19041.1620 uxtheme.dll \n0x00007FF969E10000 10.0.19041.1415 bcryptPrimitives.dll \n0x00007FF916380000 2.6.13.0 AudioDevProps2.dll \n0x00007FF919290000 2.2.23.0 NahimicOSD.dll \n0x00007FF919340000 ProductInfo.dll \n0x00007FF932920000 2.6.13.0 AudioDevProps2.dll \n0x00007FF969B90000 10.0.19041.844 profapi.dll \n0x00007FF96B580000 2001.12.10941.16384 clbcatq.dll \n0x00007FF9639B0000 10.0.19041.1503 MMDevApi.dll \n0x00007FF969A00000 10.0.19041.1620 DEVOBJ.dll \n0x00007FF963A40000 10.0.19041.1566 AUDIOSES.DLL \n0x00007FF969230000 10.0.19041.546 powrprof.dll \n0x00007FF9690A0000 UMPDC.dll \n0x00007FF96B750000 10.0.19041.1620 MSCTF.dll \n0x00007FF963510000 10.0.19041.1620 AppXDeploymentClient.dll \n0x00007FF8F5540000 30.0.15.1215 nvoglv64.dll \n0x00007FF965560000 10.0.19041.546 WTSAPI32.dll \n0x00007FF969630000 10.0.19041.546 CRYPTBASE.DLL \n0x00007FF969840000 10.0.19041.546 msasn1.dll \n0x00007FF962B30000 10.0.19041.906 cryptnet.dll \n0x000001E6F8800000 10.0.19041.1320 CRYPT32.dll \n0x00007FF9629E0000 10.0.19041.1566 drvstore.dll \n0x00007FF96A4D0000 10.0.19041.1566 WINTRUST.dll \n0x00007FF968960000 10.0.19041.546 ntmarta.dll \n0x00007FF962870000 10.0.19041.546 dxcore.dll \n0x00007FF967460000 10.0.19041.746 dwmapi.dll \n0x00007FF9689D0000 10.0.19041.546 WINSTA.dll \n0x00007FF951940000 10.0.19041.1387 dataexchange.dll \n0x00007FF965C80000 10.0.19041.1620 d3d11.dll \n0x00007FF9664B0000 10.0.19041.1566 dcomp.dll \n0x00007FF968570000 10.0.19041.1566 dxgi.dll \n0x00007FF963D40000 10.0.19041.964 twinapi.appcore.dll \n0x00007FF95CB20000 10.0.19041.1620 textinputframework.dll \n0x00007FF966D80000 10.0.19041.746 CoreMessaging.dll \n0x00007FF9666A0000 10.0.19041.546 CoreUIComponents.dll \n0x00007FF9656C0000 10.0.19041.1348 wintypes.dll \n0x00007FF94F190000 10.0.19041.1023 explorerframe.dll \n0x00007FF965400000 7.0.19041.1023 propsys.dll \n0x00007FF969610000 10.0.19041.546 CRYPTSP.dll \n0x00007FF968D30000 10.0.19041.1052 rsaenh.dll \n\n- Python backtrace\n", "Blender 3.1.0 crashes when highlighting any part of the model\nOperating system: Windows 11 last update\nGraphics card: RTX 2060 (laptop)\n\nBlender Version : 3.1.0\n\nHi ! Thanks you if you have any recommandations, I'm new here !\n\nThe software just closes when I try to highlight any part (holding LMB)\n\nEverything works fine until I use a \"Subdivision Surface\" tool, still no prob for highlighting any part but if you click on \"on cage\" and then try to highligt/select any thing, it just crashes.[HUM1.blend](HUM1.blend)\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\nSorry if the report isn't very clear I'm litteraly using blender for less than 2 hours :).", "Crash when selecting Vertex in Wireframe Shading mode.\n\nOperating system: Windows 10 Pro 21H2, Build: 19044.1645, 32GB RAM\nGraphics card: RTX 3080 10GB\n\n\nBroken: 3.1.0, c77597cd0e15, master, 2022-03-08 18:16\nWorked: Unknown\n\n\nBlender will crash on Vertex selection in Edit mode while in Wireframe Shading.\n\n\n1. Select any vertex on mesh.\n2. Blender crashes.\n\nLink to YouTube video showing Blender crashing on Vertex select:\n\nwatch?v=HNbbib5xNpA\n\n**Attached Blend File:** [blender-crashes-on-vertex-select.blend](blender-crashes-on-vertex-select.blend)\n", "GPU subdivision: Crash on select in Edit Mode with X-Ray on and Mirror Modifier\nOperating system: Windows 10\nGraphics card: NVIDIA GeForce RTX 2080\n(I also tested on my laptop with a worse graphics card, same issue happened so I've deemed the system to not be the issue)\n\nBroken: 3.1.0 (commit c77597cd0e15?)\n\n**Short description and steps to reproduce the error**\nCrash on select in Edit Mode, with X-Ray on, Subdiv Surface Modifier (with On Cage), and Mirror Modifier\n\n**Steps to Reproduce**\n - Open Blender\n - Delete default objects (camera, light, cube) to have an empty scene (I could also reproduce the bug with this scene by applying things on the cube, but the simpler the better)\n - Shift-A -> Mesh -> Plane (to create new object)\n - Add modifier -> Mirror\n - Add modifier -> Subdivision Surface\n - Activate \"OnCage\" for Subdivision Surface modifier\n - Go to Edit Mode (Tab)\n - Activate X-Ray (Alt-Z)\n - Click anywhere in the view, and see Blender closing without warning/error.\n\nNote that Blender was *not* crashing in any of these instances:\n\n - Mirror modifier is after Subdivision Surface modifier\n - OnCage was not activated for Subdivision Surface modifier\n - I was in Object Mode\n - X-Ray was disabled\n\nI saved a simple project, if I try to click in the view after opening it, Blender will crash. But right after I saved it (as new project), it was not crashing (it did once I re-opened it, or when I simply hit Ctrl-S).\n[Crashing project.blend](Crashing_project.blend)\n\nFound in my temp folder:\n[blender.crash.txt](blender.crash.txt)\n```\nStack trace:\nblender.exe :0x00007FF6FD2C5640 mesh_render_data_face_flag\nblender.exe :0x00007FF6FD2CD8F0 blender::draw::extract_edit_data_iter_subdiv_bm\nblender.exe :0x00007FF6FD288120 blender::draw::mesh_buffer_cache_create_requested_subdiv\nblender.exe :0x00007FF6FD2439D0 draw_subdiv_create_requested_buffers\nblender.exe :0x00007FF6FD244850 DRW_create_subdivision\nblender.exe :0x00007FF6FD270EC0 DRW_mesh_batch_cache_create_requested\nblender.exe :0x00007FF6FD267C30 drw_batch_cache_generate_requested\nblender.exe :0x00007FF6FD241B90 drw_engines_cache_populate\nblender.exe :0x00007FF6FD23E2E0 DRW_draw_render_loop_ex\nblender.exe :0x00007FF6FD23F3B0 DRW_draw_view\nblender.exe :0x00007FF6FDBA6F20 view3d_main_region_draw\nblender.exe :0x00007FF6FD54D1D0 ED_region_do_draw\nblender.exe :0x00007FF6FD145DE0 wm_draw_window_offscreen\nblender.exe :0x00007FF6FD145C30 wm_draw_window\nblender.exe :0x00007FF6FD145730 wm_draw_update\nblender.exe :0x00007FF6FD11FE30 WM_main\nblender.exe :0x00007FF6FCD803C0 main\nblender.exe :0x00007FF70244E824 __scrt_common_main_seh\nKERNEL32.DLL :0x00007FF9F3137020 BaseThreadInitThunk\nntdll.dll :0x00007FF9F36E2630 RtlUserThreadStart\n```", "Blender Crashes\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.41\n\nBroken: version: 3.1.0\n\n[Turning on Subdivision On cage causes the file to crash]\n\n[apply sub-division modifier and turn on On cage and select a vertices in edit mode +Alt Z mode ,{[F12939443](face_model.blend)}causes it to crash]\n\n", "Closing\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: AMD Radeon(TM) Graphics ATI Technologies Inc. 4.5.14761 Core Profile Context 21.30.23.04 30.0.13023.4001\n\nBroken: version: 3.1.0\n\nIt keeps closing on me.\n\nI open my blend file and when I go into edit mode then wireframe and try to select with b or my mouse it closes. [error.blend](error.blend)", "Blender crashes in some (common) circumstances\nOperating system: Windows\nGraphics card: NVIDIA Geoforce GTX 1050\n\nBroken: Version 3.1.0\nWorked: ?\n\nWhenever I try to select a vertex, a face, or an edge when the contitions below are met, blender crashes.\n\nBlender charshes on selecting a vertex, edge, or face in edit mode on a mesh, when:\n- X-Ray is enabled, \n- mesh has mirror modifier (on top of the modifiers stack) with default options and mirror on X axis\n- mesh had subdivision surface modifier (on bottom of the modifiers stack), with all default options\n- both the modifiers have the options \"display in edit mode\", \"render\" and \"viewport\" activated \n- the subdivision surface modifier has \"on cage\" activated too\n\nScreenshot:\n![image.png](image.png)\n\n\n", "Crash by selecting a vertex with wireframe shading, mirror and subdivision modifier\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.09\n\nBroken: version: 3.1.0\n\n```\n# backtrace\nException Record:\n\nExceptionCode : EXCEPTION_ACCESS_VIOLATION\nException Address : 0x00007FF62394D9DE\nException Module : blender.exe\nException Flags : 0x00000000\nException Parameters : 0x2\n\tParameters[0] : 0x0000000000000000\n\tParameters[1] : 0x0000000000000017\n\n```\n\n- Keep only a cube in the scene\n- Set Viewport shading to wireframe\n- Add a Mirror modifier to the cube\n- Add a subdivision modifier to the cube\n- Enable the \"On Cage\" option from the subdivision modifier\n- Enter Edit Mode\n- Try Select any vertex\n- Crash\n\n[CrashOnSelectVertex.blend](CrashOnSelectVertex.blend)\n\n[CrashOnSelectVertex_24916_autosave.blend](CrashOnSelectVertex_24916_autosave.blend)\n\n[CrashOnSelectVertex.blend](CrashOnSelectVertex.blend)\n\n[CrashOnSelectVertex.crash.txt](CrashOnSelectVertex.crash.txt)\n\n", "vertex select crash\nOperating system: win11 64-bit (10.0, build 22000 )\nGraphics card: nvidia geforce gtx 1650 ti\n\nBroken: 3.1\n\nWorked: (optional)\n\nblender get crash when i select vertex in X-ray mode\n\nOpen X-ray mode and try to use select box/circle\nBased on t{[F13141667](crashfo.blend)}he default startup or an attached .blend file (as simple as possible).", "Blender Crash on X-Ray mode\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: Intel(R) UHD Graphics 630 Intel 4.5.0 - Build 27.20.100.8681\n\nBroken: version: 3.1.0\nWorked: Blender 2.83.20 - Release Candidate, Blender 2.93.9 - Release Candidate\n\nBlender crash on X-Ray mode\n\nMake any model or just test on default cube\nStep-1 add mirror modifire on cube\nStep-2 then add subdivision surface modifire and enable On Cage\nStep-3 enable X-Ray mode\nStep-4 the try to select any Vertex,Edge or Face\n\n[blender.crash.txt](blender.crash.txt)\n\nafter that Blender is crashed\nI'm facing this problem only in Blender 3.X versions\n", "Wireframe crash\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.76\n\nBroken: version: 3.1.0\n\nMy game always crashes when I enter wireframe, edit mode, and if i drag, or click, on the vertices, all in one.\n[untitled3.blend](untitled3.blend)\n\nExact steps for others to reproduce the error", "Blender stops working\nHello, I was creating something and blender just stopped working (the window closed), when I tried so select a vertex on my project. I recovered my project, but it still stops working. I tried like 10 times, and it doesn't work.\nI have a good computer, so there is absolutely no reason.\nThanks for your answers and for your time.\nAnd sorry for my bad English, I'm French.\n\nOperating system : Windows 10\nGraphics card : NVIDIA RTX 2080 SUPER\n\nWorked: Blender 3.1.0\n\nI explained it at the beginning of my message.\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n[True master sword.blend](True_master_sword.blend)\n\n[True master sword.blend1](True_master_sword.blend1)\n\n[20220405_170716.mp4](20220405_170716.mp4)" ]
Image.has_data, does not return consistent value until the image is updated. Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40 Broken: version: 2.92.0 The image.has_data method does not correctly return the reality of the facts. As long as the image is not displayed, or updated via python and the image.update () function will always return False. Open the attached project, run the script (Once at each startup) Open the system console, notice that after the img.update () function has_data will be True. To test differently, Restart project, open the Blender console and check image.has_data, (It will return False) Now change the "Info" window to "Image Editor" and choose the image we are testing. Then the image will be updated and consequently img.has_data will be True [has_data test.blend](has_data_test.blend)
[ "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", "Keymapping does not update for the python api after hotkey is changed in settings\nOperating system: Linux-6.1.19-gentoo-x86_64-x86_64-Intel-R-_Core-TM-_i5-6300HQ_CPU_@_2.30GHz-with-glibc2.36 64 Bits\nGraphics card: Mesa Intel(R) HD Graphics 530 (SKL GT2) Intel 4.6 (Core Profile) Mesa 23.0.3\n\nBroken: version: Didn't work at least since version 3.3 and last tested with 3.5.1 (sorry in gentoo Blender doesn't seem to have precise git info)\n\nThe following python code:\n```python\nimport bpy\n\ndef check_hotkey(category, keymap_name):\n kc = bpy.context.window_manager.keyconfigs.active\n keymap = kc.keymaps[category].keymap_items[keymap_name]\n\n print(keymap.to_string())\n\ncheck_hotkey(\"Window\", \"wm.open_mainfile\")\n```\nprints `Ctrl O` But, if the `wm.open_mainfile` keymap changes, and then when the script is run again, it does not detect that the keymap changed.\n\n1. Run the script above, it will print the keymapping\n2. change the `wm.open_mainfile` to anything\n3. The script will print the exact same keymapping from the step 1, instead of new \n\n\nTested with default Blender scene.\n\n", "\"New material\" tooltip should be \"Copy current material\"\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.25\n\nBroken: version: 4.0.0 Alpha\nWorked: Unknown\n\nThe tooltip in the image is not correct and might cause confusion. Clicking the button instead of just creating a new material, it copies the material to a new one, instead of creating a new material from a blank template.\n\nHover mouse over the icon pointed by the red arrow in the attached image (located in the shader editor).\n\nThe tooltip says: \"New material\".\nI think the tooltip should say:\n\"Copy material\"\n\"Creates a new material by duplicating the current one\"\n\n**Observation**\nThis issue is similar to issue #107625, but in another part of Blender.", "Graph Editor: Automatic Colours can be confusing\nProblem: when there are many curves, the mapping from X/Y/Z/W to colour is inconsistent. For example, the same hue can be used for X in one bone and Y in another.\n\n**Proposal**: No concrete proposal yet, apart from the desire to have consistent X/Y/Z/W colours. The colour generator code could be altered to always produce the same hue for the same RNA `array_index`, for example, or use `array_index/array_length`.\n", "Code Quality: Let GHash/GSet comparison callbacks return true on equality, not false\nFor historical reasons (compatibility with C library compare functions such as `strcmp`), the comparison functions of `GHash` (`GHashCmpFP)` and `GSet` (`GSetCmpFP`) are expected to return `false` if the items match, not `true`.\nThis is confusing and unintuitive and in fact has led to bugs in the past, where this was done the wrong way around: f2b86471ea\n\n### What needs to be done\n\n* Code using the compare functions has to be corrected.\n* Comments needs to be updated.\n* All comparison callbacks have to be updated. (This is the biggest part of the work.)\n* Make sure the individual comparison callbacks are not used for other logic. If so, that needs to be updated.", "Add option to show an image in black & white in image editor.\nCurrently we have channel sizzling in the image editor.\n\nAlthough this sounds an easy task I would prefer to have a color transform function for this OCIO. But that would need some discussion with Brecht + Troy.", "Active pose bone override not taken into account in bpy.ops.constraint.move_up()\n`bpy.ops.constraint.move_up(ctx, constraint=\"FOOBAR\", owner='BONE')` returns cancelled if the Pose Bone is not the active bone, despite all related context members are overriden:\n\n```Py\n ctx = bpy.context.copy()\n ctx['constraint'] = con\n ctx['active_bone'] = bone\n ctx['active_pose_bone'] = pbone\n ctx['selected_bones'] = [bone]\n ctx['selected_pose_bones'] = [pbone]\n ctx['selected_editable_bones'] = [pbone]\n```\n\nIt only works if the corresponding bone is really made active using `ob.data.bones.active`\n\n\nSample setup: [bug_active_pose_bone_override.blend](bug_active_pose_bone_override.blend)", "Socket.enabled does not call update methods\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.09\n\nBroken: version: 2.93.0\n\n`Socket.enabled = False` make the socket to be sort of hidden with connected link. I assume that the logic here is close to `link.is_muted = True`. But unlike changes of `is_muted` attribute changes of `enabled` attribute does no trigger calling update method of a tree. And it does not change the `is_linked` status of the socket from opposite side.\nSo I think there are two bugs here.\n1. Whenever `enabled` attribute is changed the update method of a tree should be called. This will indicate that topology of the tree was changed.\n2. Sockets with connected hidden links should have `is_linked` status as False because disabled sockets should not produce or receive any data (according to how I understand the purpose of this functionality).\n\n[untitled (2).blend](untitled__2_.blend)\n1. Open the file\n2. Ran the script\n3. Read a console\n\n", "Save Copy - Does not maintain state of packed + edited images\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.93.4\nWorked: Never?\n\nWhen using the 'Save Copy' function (from File menu or via op: wm.save_as_mainfile(copy=True)), packed images that have not been individually saved since their last change do not have those changes maintained in the saved copy.\n\nCreate an image, set it to 'Packed', edit it in some way. Now use the 'Save Copy' function to create a copy of the blend file. Open the new copy and your edits to the packed file will be missing.\nWorkaround is to save all images before using the Save Copy function. However the current behavior is not intuitive and makes it easy to lose changes when creating backup copies of your working file.\nThere is also the case where you may want to have your current edits ONLY in the saved copy and not save them in the current mainfile, which currently is impossible to have happen. \n\n", "Persistent data –> Out of GPU memory (macOS)\nOperating system: MacOS 12.6.6\nGraphics card: M1\n\nBroken: 3.6.1\n\nIf \"Persistent data\" checkbox is on, after a couple of frames rendering, Blender is quits or just says \"Out of GPU memory\" (a MacOS bugreport and screenshots are attached)\n\nIf I turn OFF persistent data switcher, animation rendering is working fine. It seems, the data is persistent, but the BVH loading happens on all frames, so the memory filling up.\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n", "catalog_simple_name doesn't refresh when renaming catalog\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 531.79\n\nBroken: version: 3.6.1\n\n\n`asset_data.catalog_simple_name` doesn't refresh when renaming catalog.\n\n- create an asset and move it to a catalog\n- Call `D.collections[\"xxx\"].asset_data.catalog_simple_name` in python console (gives the right result)\n- But if you rename the catalog, `.catalog_simple_name` hasn't updated. It still outputs the old catalog name.\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", "Should \"Make instances real\" keep animation data from original objects?\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.38\n\nBroken: version: 2.91.0 Alpha\n\nMake instances real removes object drivers.\n\nDescription:\nIn the attached file there is a cube which is included in a collection named \"Box\". \nThe cube has a simple driver on the location X axis.\nIn Scene.001 there is a collection instance of \"Box\" collection.\nWhen i make instances real, new cube does not have the driver.\n\nSteps:\nGo to Scene.001\nSelect the collection instance\nPress Ctrl+A > Apply Menu > Make Instances Real\n[Make Instances Real Removes Drivers.blend](Make_Instances_Real_Removes_Drivers.blend)\n\n\n", "Failing assert when choosing custom icon for brush\nOperating system: Linux-5.9.16-100.fc32.x86_64-x86_64-with-fedora-32-Thirty_Two 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 455.45.01\n\nBroken: version: 2.92.0 Alpha, latest master\nWorked: Master on September 15th still had this issue, I don't plan on bisecting further\n\n![image.png](image.png)\nClicking on the \"Custom Icon\" button to the right of the preview causes an assert to fail in debug builds\n\n- New file\n- Sculpt mode\n- Active tool settings in property editor\n- Click twice the picture icon to the right of the ID template\n", "Camera background image is hidden by GPencil fill with alpha\nOperating system: Linux-4.14.78-gentoo-x86_64-AMD_FX-tm-8350_Eight-Core_Processor-with-gentoo-2.6 64 Bits\nGraphics card: GeForce GT 730/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 410.73\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\nWhen I change the fill alpha while a background image is loaded, it behaves weirdly. i.e, when the alpha value is 0, the background image is visible, when alpha crosses 0.001, the image mysteriously disappears.\n\nIn Grease Pencil, I added a background image in the camera object data context menu,\nthen I drew a box and changed the alpha of fill, then the above said bug appears.\n\nI have included the blend file and a video to produce the bug.\n\n[blenderGreasePencilBugVid.mp4](blenderGreasePencilBugVid.mp4)\n\n[greasePencilBug.blend](greasePencilBug.blend)\n\n" ]
[ "Images appended from disk do not have data\nOperating system: Broken on Mac OS and Windows 10\nGraphics card: --likely irrelevant--\n\nBroken: 2.83 (sub 9), branch: master, commit date: 2020-03-14 18:05, hash: a210b8297f5a\nWorked: 2.81a\n\n\nAppended images from disk do not have data, and it seems the only way to load the data is to open it in the 'Image'/'UV' editor. This is not a solution, however, because I need to append an image and then access the image data via a script running on a background instance of Blender.\n\nI believe the image should automatically have data when appended, but if not, there should at least be some way to load the image data via Python API.\n\n\n1. From default startup, open any image into Blender (e.g. via the UV Editing workspace)\n2. Run the following script:\n\n```\nimport bpy\nimport tempfile\nimport os\n\ndata_blocks = set([bpy.data.images[<image_name>]])\n\npath = os.path.join(os.path.expanduser(\"~\"), \"Desktop\", \"texture_issue_lib.blend\")\nprint(path)\n\nbpy.data.libraries.write(path, data_blocks, fake_user=True)\n```\n3. ***From the 'Layout' editor***, Open a new default startup file, and append the image written to the library file at the path printed by the script above.\n4. ***Without opening the image editor/uv editor***, switch to the 'Scripting' workspace, and type the following into the Console:\n```\nbpy.data.images[<image_name>].has_data\n```\n5. Assuming your results match mine, this will print `False`, and the `im.reload()` and `im.update()` image utility functions will not change this." ]
EVEE Viewport render is not affected by samples and produce aliased picture Operating system: Windows-7-6.1.7601-SP1 64 Bits Broken: version: 2.80 (sub 64) Aliased picture instead antialiased even when AA set. Switch to EVEE, up samples everywhere, try to render viewport, look at the result. Video: [2019-05-17_08-03-14.mp4](2019-05-17_08-03-14.mp4)
[ "No anti-aliasing if the object is in front of an image\nOperating system: Linux-5.14.14-arch1-1-x86_64-with-glibc2.33 64 Bits\nGraphics card: Radeon RX 570 Series (POLARIS10, DRM 3.42.0, 5.14.14-arch1-1, LLVM 12.0.1) AMD 4.6 (Core Profile) Mesa 21.2.4\n\nBroken: version: 2.93.5\nBroken: version: 3.0.0 Beta\n\nNo anti-aliasing if the object is in front of an image (Empty).\n![Bildschirmfoto von 2021-10-29 16-30-45.png](Bildschirmfoto_von_2021-10-29_16-30-45.png)\n\nOpen Blender -> Add a Empty Image -> See.\n\nMy example Scene:\n[Anti-aliasing.blend](Anti-aliasing.blend)\n\n", "Image Editor Blank After Switching Slots, Even If There Is A Render In That Slot\nOperating system: Windows 10 64 bit\nGraphics card: Nvidia GTX 750 Ti\n\nBroken: (2.80, 79f67acccb36, blender2.7, 2019-03-24)\n\nSwitching the slots in the image editor for the render result (hotkey \"j\") can show a blank image, even if there is an image available in that slot.\nSelecting the render layer in the dropdown menu brings it back.\nThis is irritating, especially since the image is shown right after rendering.\nThis only happens if the compositor is disabled.\n\n- Load [bug.blend](bug.blend).\n- Press F12 to render. The image editor comes up.\n- Press \"j\" to switch to switch the slot.\n- Press F12 to render again.\n- Press \"j\" to switch back to the previous slot. It now appears blank.", "\"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)", "Overlay: Edit-Mode: Anti-Alliasing not working with constructive modifiers\n```\nOperating system: Linux-4.15.0-50-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce 610M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.116\n\n\nBroken: version: 2.80 (sub 69)\nWorked: (optional)\n\n```\n\nthe bug is really intresting so... when you add mirror modifier to object.. and u enter edit mode and u select face or edges etc... the AA goes crazy it is so pixelised like even worse than tottaly without AA.\n\n![Zrzut ekranu z 2019-05-21 00-01-34.png](Zrzut_ekranu_z_2019-05-21_00-01-34.png)\n\n![Zrzut ekranu z 2019-05-21 00-01-38.png](Zrzut_ekranu_z_2019-05-21_00-01-38.png)\n\n\n\n", "Sequencer Render does not render overlays and always uses original media\nOperating system:\t\tWindows 7\nGPU:\t\t\t\tRadeon Vega 64\nGPU Software Version:\t20.4.2 (2020.0515.1537.28108)\nCPU:\t\t\t\tIntel Core i7-5960X\n\n**Blender Version(s)**\n*(listed are versions tested)*\n\nBroken:\t\t\t\t` 2.79 (sub 00), branch: master, commit date: 2018-03-22 14:10, hash: f4dc9f9d68b, type: Release, build date: 2018-03-22, 09:59 AM`\nBroken:\t\t\t\t` blender-2.91.0-010c1370aff6-windows64` (BF Build Bot)\n\n\nClicking Sequencer Render will not render the image as set in the sidebar view settings like: Show Overexposed, Safe Areas or Proxies don't work.\n\n\n\nTrying to render proxies:\n\n\n - Open and Viewport render\n\n\n[Render_Proxy.zip](Render_Proxy.zip)", "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", "Workbench/Solid : Texture interpolation not displaying properly in viewport (shared across all users of an image)\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.18\n\nBroken: version: 3.5.0\nWorked: --\n\nLow resolution textures are no longer being correctly displayed as a sharp graphic in the viewport when the texture interpolation is set to \"closest\" in the material shader.\n\nfeature works as intended in rendered view so long as Eevee or Cycles is selected. Workbench does not work as intended in rendered view.\n\nplace object into scene. Locate a low resolution asset such as pixel art and map the texture to the object. \n\ntextures have always appeared blurry at first in the viewport but common pixel art practice is to set the interpolation from \"linear\"(or whichever is set to default) to \"closest\"\n\nWe have 4 materials each having individual Image Texture nodes (but all using the same image).\n\nIf you take the example file, and set Interpolation to Closest on all of them, you'll get it working in the viewport as well.\n\n", "Viewport: Auto-Depth rotation ignore transparent image reference empties\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.92\n\nBroken: version: 2.90 (sub 0)\n\ncant rotate around partially occluded image objects.\n\n\nopen file, make sure rotate around mouse is enabled in preferences. hover mouse over either side images and hold in the mouse wheel, move the mouse, the view will rotate around the mouse. Now do the same for the middle image, the view no longer rotates around the mouse.\n\n[rotate around mouse bug with image objects that are occluded.blend](rotate_around_mouse_bug_with_image_objects_that_are_occluded.blend) \n\n", "Regression: GPU Subdivision: EEVEE doesn't refresh viewport correctly with Armature modifier\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.3LTS, master\nWorked: 3.2.2\n\nGPU Subdivision doestn't refresh viewport correctly an object when Armature and Subdivision Surface Modifiers are used.\n\n1) Start Blender.\n2) Add Armature object\n3) Switch to \"Shading\" workspace.\n4) Select the Cube and add `armature modifier` then `Subdivision Surface Modifier`.\n5) Switch to Properties Editor to \"Modifier Properties\"\n6) Add armature in armature modifier's object property. \n7) Switch between object-edit mode\nIt works fine when \"GPU Subdivion option\" is turned OFF (Prefrences > Viewport > Subdivision > GPU Subdivision)\n\nI added \"BeforeGPUSubDBug.blend\". You can reproduce this issue by loading the blend file and doing step 7)\n", "Eevee clamping color values when viewport rendering and using viewport HDRI\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.11\n[system-info.txt](system-info.txt)\n\nBroken: version: 3.0.0 Alpha\nWorked: (never)\n\nWhen doing a viewport render, color values are being clamped. In 2.92 a workaround for this was introduced - if you disable overlays, color is being processed as it should.\nHowever, if you use a viewport HDRI, even with the overlays turned off, values are still clamped.\nAs these two are often used together to get some quick snaps, it is a little inconvenient\n\n![untitled.png](untitled.png)\n\n[#88288.blend](T88288.blend)\n\n- Open file\n- Switch to rendered view\n# Viewport render image\n\nColors are clamped even though overlays are disabled\n", "Blender renders wrong in viewport\nOperating system: macOS-11.2.3-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.2.15\n\nBroken: version: 2.93.0 Alpha\n\n\n\n1) steps to reproduce:\n\nopen blend file [circular_circles_wave_emission.blend](circular_circles_wave_emission.blend)\n\n2) in viewport change to rendered view\n\n3) you will see:\n\n![image.png](image.png)\n\n4) select the circles\n\n5) press tab and tab again\n\n6) you will see:\n\n![image.png](image.png)\n\nwhich is correct\n\n", "Viewport not updated after changing material properties\nWindows 10\nGraphics card:\nGTX 1660TI\n\n\nBroken: version: 3.2.0 Beta\nWorked 3.0\n\nHello. If you create an object, for example, a sphere, assign it a material with a base color, for example, red or something else, then copy the material, create another object, create a material for it, and then paste the material on the new object, the material that was copied will be inserted, but if after that you start changing it it will not change on the object until it is reselected.\nWhy don't its settings change immediately after changing them in the settings? Is this a bug or is it supposed to be like this?\n![изображение.png](изображение.png)\nI copied the material from the sphere to the cylinder, it was added to it, after that I replaced the base color on it with green but it does not change on the cylinder.\n\n**Steps to reproduce**\n[#98458.blend](T98458.blend)\n\n- Open file\n- Copy material from selected (green) cube\n- Paste material to other cube\n- Change Base Color in pasted material\n\nColor is not updated in viewport.", "Viewport/Eevee regression tests improvements\nWhen compiling blender with `WITH_OPENGL_RENDER_TESTS=On` the cycles render tests are also run for Eevee and workbench. But their are some issues.\n\n* Eevee specific features and options (bloom, transparencies, reflections/refractions) are not covered in the test suite.\n* The reference images for eevee are rendered using NVIDIA and due to other texture filtering are not usable for AMD.\n* No tests to measure viewport performance.\n\n**Improvements**\nThis task will describe improvements we want to implement in the test suite specific for viewport and eevee.\n\n* Use platform specific reference images when the reference images differs between platforms. This allows the tests to be run with success on more platforms, but doesn't add to much of an overhead updating the reference images.\n** We could reduce the amount of platform specific images by using a different bias.\n* Per test we should be able to point to a platform specific reference image. When not configured the common reference image will be used.\n* We should be able to compare reference images between multiple platforms. (similar to how we currently do for Cycles/Eevee).\n* Add animation viewport tests that outputs a FPS over 10 seconds of running time (after all shaders have been compiled). The results including some system info should be stored in a file. Eventually we want those to be run on the builtbot and plot a graph over time (accessible via a web).\n* Q: should we add option to create eevee-specific tests (scene name starts with `eevee-`) or also run for cycles? \n\n**Platforms**\n* NVIDIA latest closed drivers (should be able to run on linux and windows with same results)\n* AMD latest closed source drivers (should be able to run on linux and windows with same results)\n* AMD open source drivers (linux only?)\n* Intel GPU (open source drivers/latest intel Windows/Linux) Unclear if we should make more deviations. otherwise we should stick to Windows and use the latest Intel drivers.\n* MacOS we might want to stick to Mac mini (intel and m1) for now.\n\n", "Rendering: Engine specific passes show up in other render engines render result\nOperating system: Windows-11-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: Blender 2.83.18, Blender 2.93.6, Blender 3.2.1, Blender 3.4\n\nPasses that were enabled for Cycles show up for eevee/workbench even if they should not.\n\n1. Fresh start-up\n2. Switch to Cycles\n3. Enable all render passes\n4. Switch to Eevee/Workbench\n5. Disable all render passes except `Combined`\n6. Render the image\n7. Notice `Vector`, `Position`, `UV`, etc. in the Pass dropdown\n\nAlternative:\n1. Fresh start-up\n2. Enable all render passes\n3. Switch to Workbench\n4. Render the image\n5. Notice `Vector`, `Position`, `UV`, etc. in the Pass dropdown\n\n[T100319_eevee.blend](T100319_eevee.blend)\n\n[T100319_workbench.blend](T100319_workbench.blend)\n", "VSE: Cycles displayed as Rendered in Scene strip makes Blender hang - and other Scene strip bugs\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.59\n\nBroken: version: 2.93.0\n\nThe Render modes of Scene Strips are either missing or broken:\n- When Cycles is set as render and Rendered set as display, it'll make Blender hang.\n- Wireframe and Rendered doesn't work with any Render. \n- The only thing working is Eevee with either solid or Material Preview. \n- Workbench and Cycles settings seems to just use the Eevee render, since these are producing the same results in Solid and Material Preview.\n\n{[F10177251](scenestrip.gif),size=full}\n\nTest file:\nCycles is set up as render in the 3D Footage scene. In the Master Edit scene, switch display mode to Rendered. Blender will hang.\nTry the various other display modes and renders(by changing the render in the 3D Footage scene), to see wireframe and rendered doesn't work with any render. \n[multicam_3d_c.blend](multicam_3d_c.blend)\n\n\n" ]
[ "Eevee TAA not used for render viewport animation \nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX TITAN X/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.67\n\n\nBroken: version: 2.80 (sub 64)\n\n\nSeems like TAA of eevee is not applied when \"render viewport animation and image\" is used.\nThe renderings look like it shoot only one sample. \n\nF12 works, but viewport animation is much faster than ctrl + f12, even when sampling was applied some versions ago. And at the moment it's just more stable then rendering eevee over f12.\n" ]
Alembic constraint fails with library overrides Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: NVIDIA GeForce GTX 1080 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.11 Broken: version: 3.0.0 Alpha The alembic constraint coming from a linked collection stops working after reload until a refresh is forced [Alembic Constraint.zip](Alembic_Constraint.zip) After loading you will not see the animated transform In order to make it work toggle the constraint visibility icon off and on again ![image.png](image.png) The transform animation will work now until the next reload The Original.blend file contains a mesh object that has been pre-configured with an alembic constraint. The pre-configuration includes the object path. ![image.png](image.png) The Override.blend file contains a link to the collection and an override The included alembic file is assigned into the constraint ![image.png](image.png)
[ "Alembic not importing velocity\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.79\n\nBroken: version: 3.1.0 Beta\n\nWhen importing an Alembic file, velocity is not being imported, cycles is not using it and GN is incapable of seeing it.\n\nImport given Alembic file and look for velocity.\n\nt-nq8wwGR6ul\n\nThe link will last around 1 week, it's just one frame of a simulation.\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", "Library Override Bug\nOperating system: Windows 10\nGraphics card: MSI 3060 Nvidea RTX\n\n2.6.1 LTS\n\nLibrary Override is bugged in this versión, rigs, mesh and some times materials too, i make library override in this version and the \"Alt+D\" objects or rigs was working well while the file is open but at the momment when i save and close the file and re-open the file most of the objects are broken or was deleted\n\n", "Breaking UI API changes for 4.0\n- [ ] Remove grid display for UI lists - Never worked well and is badly maintained. May have been added for an oudated asset UI design even?\n- [ ] Remove asset-view UI template - Should be replaced by the [asset shelf](102879).\n- [ ] Replace/deprecate UI lists? - Probably too much work, would require UI views to be exposed to Python. But can at least be converted to use UI views internally and benefit from its features.\n\n", "alembic exporter is changing material names.\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\nopen file:\n[alembic duplicate material after import.blend](alembic_duplicate_material_after_import.blend)\n\nselect cube (not that it's material is named material.003\nexport cube as alembic with the following options:\n![image.png](image.png)\nhide the cube\nre-import the alembic\nnote the material on the new cube is called material_003 and therefore a new material is created instead of using the correct material (material.003)\n\nThis is extremely problematic considering blender automatically adds '.###' to the end of all duplicates.", "Exported Alembic of Linked Collections: Instances Jumping Around\nOperating system: Win 10\nGraphics card: RTX3080\n\n2.91\n\n\nI have a scene made of collection instances linked from another file.\nWhen I export to Alembic and import in another app or back into 2.91, I end up with one instance of\neach collection interpolating between the locations of all the instances in the original file.\n\nIts like there is one copy of the collection and it is seeing the transform of each instance as a keyframe and\njumping to every position during playback.\n\nMaybe important: I created multiple instances by duplicating (SHIFT - d) the first linked instance rather \nthan adding more through the Add Object menu.\n\nOpen a new scene\nImport attached file\nScrub timeline\n\nThe jumping objects are by the buildings halfway up the mountain.\n\nThe original blend is too big to upload but can be shared if you need it.\n\n[TEST_assembly.abc](TEST_assembly.abc)", "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", "Constraints: Scaling operator do not affected by min scale limits\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.61\n\nBroken: Current master.\nWorked: Never.\n\nThe scale limiter does not affect the operation of the scale operator.\n\n1. Add `Limit Scale` constraints on object.\n a. Set some `Minimum` to ON.\n2. Try to scale object by pressing `S`.\n\n[scale bug.blend](attachment)\n\n", "Crash when deleting one rigidbody from constraint during simulation\nOperating system: Windows 11\nGraphics card: NVIDIA GeForce RTX 3080 Laptop GPU\n\nBroken: master branch\nWorked: Don't know if it ever worked\n\nDeleting one rigidbody that is part of a constraint during simulation causes a crash.\n\n**Steps to Reproduce**\n- Add two cubes to a scene. Add a rigidbody to both cubes.\n- Add an empty object to the scene. Add a fixed rigidbody constraint to the cube. Set the cubes as the first and second object in the constraint.\n- Play the simulation for a few frames and then pause the simulation.\n- Delete either cube, then continue playing the simulation.\n- Crash", "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", "IK constraints that are disabled or have influence set to zero, result in jerky movement of the bones until the IK constraint or target are deleted.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.96\n\nBroken: version: 3.2.2 to 3.4 alpha\nWorked: not sure.\n\nPlease note there are no dependancy issues as all constraints are turned off. I've also updated the blend file so that there are no dependency issues even when the constraints are turned on.\n[boney bug.blend](boney_bug.blend)\n[blender_debug_output.txt](blender_debug_output.txt)\n\n[2022-08-23 20-55-41.mp4](2022-08-23_20-55-41.mp4)\n\n", "Alembic import with animated normals causes incorrect shading\nOperating system: Linux-5.15.0-43-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.65.01\n\nBroken: version: 3.4.0 Alpha\n\nI noticed that the shading of a simulation imported as an Alembic from Houdini shows incorrect vertex (or face varying) normals:\n\n![Normals_Blender_Alembic.png](Normals_Blender_Alembic.png)\n\nThe same frame of the animation transferred with OBJ looks correct:\n\n![Normals_Blender_OBJ.png](Normals_Blender_OBJ.png) \n\nI re-imported the Alembic in Houdini and also in Fusion 9 (these were the only two apps with Alembic support I have access to here). Both look and render correct, too:\n\nHoudini\n![Normals_Houdini.png](Normals_Houdini.png)\n\nFusion\n![Normals_Fusion.png](Normals_Fusion.png)\n\nThe normals themselves aren't even animated but according to abcinfo they are marked as \"animated\":\n\n```\n/home/steffen/Downloads/explosion_small.abc, version: 10803 (2 timings)\n TimeSample[0] 1 samples: t0=0 (frame 0.0 @ 24fps)\n TimeSample[1] 2 samples: t0=1.36 (frame 32.6 @ 24fps)\n\nObjects:\n/alembic1 (Xform)\n Constant-Identity\n/alembic1/alembic1 (PolyMesh)\n Attribute Animation t0=1.36 (frame 32.6 @ 24fps)\n box fpreal64 .selfBounds[6] (animated[2]) t0=1.36 (frame 32.6 @ 24fps)\n int32 .face-counts\n int32 .face-indices\n point float32 P[3] (animated[2]) t0=1.36 (frame 32.6 @ 24fps)\n FaceVarying float32 N[3] (animated[2]) t0=1.36 (frame 32.6 @ 24fps)\n vector float32 v[3] (animated[2]) t0=1.36 (frame 32.6 @ 24fps)\n/alembic1/alembic1/glass_radialinside (FaceSet)\n/alembic1/alembic1/glass_concentricoutside (FaceSet)\n/alembic1/alembic1/glass_radialoutside (FaceSet)\n/alembic1/alembic1/glass_chips (FaceSet)\n/alembic1/alembic1/glass_chippinginside (FaceSet)\n/alembic1/alembic1/outside (FaceSet)\n/alembic1/alembic1/glass_concentricinside (FaceSet)\n/alembic1/alembic1/inside (FaceSet)\n/alembic1/alembic1/glass_chippingoutside (FaceSet)\n\n11 Objects displayed\n``` \n\n- Import the attached Alembic (boiled down to only two frames to keep the data size small)\n[explosion_small.abc](explosion_small.abc)\n- Look at the shading\n- Now import the OBJ coming from the same simulation\n[explosion_frame_34.obj](explosion_frame_34.obj)\n\n\n", "There is no undo on linked data for the very few editable properties of linked data-blocks\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 512.15\n\nBroken: version: 3.1.2\n\nWhen you __link an armature from other file__, then go to pose mode and __hide a bone__ and __undo the hide operation__, nothing happens.\n\n1) Create __a file with a simple armature__ (at least one bone).\n2) Open another project and __link the armature from before__.\n3) __Enter pose mode__.\n4) __Hide__ a bone.\n5) __Undo__ the hide operation. -> **nothing happens**\n\nI have added two files to reproduce the bug:\n(in the example I linked a whole collection and created a proxy to enter the __pose mode__ **but nothing changes if you link just the armature**)\n- `main.blend` - contains a proxy of the armature from __bone.blend__\n- `bone.blend` - contains just an armature used by __main.blend__\n\n[hide undo bug.zip](hide_undo_bug.zip)", "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)", " 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" ]
[ "Constraint validity not updated with library overrides\n2.93.2\n\nThe validity of a bone constraint is not updated on file loading when using library overrides\n\nDownload these two files to the same folder\n[invalid_constraint_01.blend](invalid_constraint_01.blend)\nThe first file only contains an armature with two bones in it, the bone on the top has an invalid constraint in it.\n[invalid_constraint_02.blend](invalid_constraint_02.blend)\nIn the second file, the armature is linked from the first file and the subtarget value of the constraint has been modified with a library override to make the constraint valid again.\n\nAfter saving the second file and reloading it, the constraint appears to be invalid. \nThe constraint needs to be disabled and enabled again each time the file is loaded to make the constraint behave properly.\n\n\n\n\n" ]
segfault on group creation Arch x86_64 on Intel Core i7 Sandy Bridge; intel HD3000 integrated graphic card Broken: 2.70a Blender crashes with a Segfault every time the user tries to create a group. **Backtrace** ``` bpy.ops.group.create() # Operator ``` # backtrace ``` blender() [0x8c64c3] /usr/lib/libc.so.6(+0x33df0) [0x7f8c5feacdf0] blender(MEM_lockfree_freeN+0x28) [0x11c5958] blender(RNA_path_full_property_py+0x72) [0x140c9d2] blender(WM_prop_pystring_assign+0x9e) [0x8dbf0e] blender() [0xa6041c] blender() [0xa66224] blender() [0xa6bf1f] blender() [0xa6e058] blender() [0x8cf062] blender() [0x8cf378] blender(wm_event_do_handlers+0x1cc) [0x8cf67c] blender(WM_main+0x18) [0x8c83f8] blender(main+0xd6f) [0x8afc6f] /usr/lib/libc.so.6(__libc_start_main+0xf0) [0x7f8c5fe99000] blender() [0x8c5d14] ``` - Select two objects - Ctrl-G to group them - Give a name to the group or use default "Group" - press ENTER or click on the 3d view area
[ "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)", "Material Node Groups bug connections with shortcut \"F\"\n**System Information - Intel Core i5-4590 CPU 3.3GHz 16 RAM**\nOperating system: Windows 8.1 64, and graphics card: NVIDIA GeForce GTX 760\n\n\nBroken: 2.76b f337fea\n\n\nMaterial Node Groups bug connections with shortcut \"F\"\n\n\n1. Make Group Node\n2. Select Node Output with Shift\n3. Select Group Output Node with Shift\n4. Press \"F\" - first pair connected\n5. Repeat step 2 and 3 for next nodes\n6. Nodes not connected and can not even connect manualy\n[bug_nodes.blend](bug_nodes.blend)\n", "Crash on render\n**System Information** MSI BRAVO 15\nOperating system: WINDOW 11\nGraphics card: RX 6600\n\n**Blender Version**3.6\n\nWhen attempting to render a scene in Blender, the software consistently crashes, causing frustration and hindrance to the rendering process. This issue is hindering users from efficiently creating their projects and requires immediate attention to maintain a stable and reliable rendering environment.\n\n[debug-log](https://projects.blender.orgattachment)\n[system info](https://projects.blender.orgattachment)", "Crash when 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.", "Vertex groups with identical names can exist, and when they do, a lot of things break.\nRenaming a bone of an armature also renames the matching vertex group of linked objects/obdata, if found.\n\nCurrently there is no check made for potential collisions in vgroups names, which can lead to two or more vgroups having the exact same name, which is considered as invalid data.\n\nThis could be solved in several ways:\n- Rename the existing/clashing vertex group *(and make sure all usages elsewhere are updated along)*\n- Change the specified bone name to be unique in a way that it does not conflict with any existing vertex group name.\n- Merge the (renamed) vertex group with the already existing one with that new name.\n- Refuse to rename the bone in case it would conflict with another existing vgroup name.\n\n--------------------------\n\n*Original Report*\n\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.93.5\nBroken: version: 2.83.0\nDidn't test earlier than that (thought 2.79 is too different to matter); didn't test intervening versions; 2.83.0 is just the oldest version since 2.80 that got saved in my Blender folder.\n\nRenaming bones in an armature renames vertex groups of child mesh objects without dealing with name collision. When that happens, a lot (most?) functions involving vertex group weights no longer work correctly-- it appears that they assume vertex group names are unique identifiers.\n\n1) Make a monkey. Give it a vertex group. It's named \"Group\".\n2) Create an armature. Parent the monkey to the armature with automatic weights. Monkey now has VGs \"Group\" and \"Bone\".\n3) Enter edit on the armature. In properties/bone/name, change the name of Bone to \"Group\".\n\nMonkey now has 2 VGs named \"Group\".\n\nAnd, when they get created, stuff breaks. I consider the real bug here to be, \"Vertex groups can acquire identical names\", but one could also consider the bug to be, \"Multiple operations assume VG names to be unique identifiers when they are not necessarily unique.\"\n\n![image.png](image.png)\n\nHere's a quick screenshot of a bugged mesh (not one that I made.) Notice the sidebar list of vertex groups: we've got three different duplicated vertex groups in that list, by my count.\n\nWhat breaks when this happens? The first obvious thing, apparent from the screenshot, is interpolation of vertex groups from a subdivision modifier. We can see that the selected vertex group is no longer interpolating smoothly between verts.\n\nWhat else breaks? A \"normalize all\" operation no longer actually normalizes all vertex groups properly. Post normalization, these don't add up to 1:\n\n![image.png](image.png)\n\nI'm sure that there are other operations that would stop working as well-- those are just the quickies that I noticed. If subdivision interpolation doesn't work right, I wouldn't expect poke faces interpolation or inset faces interpolation to work any better, for example. But I haven't tested all that.\n\nI'd consider this a really low priority bug. The problem doesn't actually show up that often (I'd estimate five times in five years for me.) And it's reasonably easy to work around, provided you're willing to throw your weights away-- you just delete all groups and start again. If unwilling to delete all groups, you can probably get what you want with some math on the VGs (with a VG mix modifier or with geo nodes) and then delete only the problem groups.\n\nUnfortunately, the one big problem with this bug is that it's not very apparent when it happens, which can lead to extra wasted work.", "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)", "Blender 3.5 crash on render with Intel 4600 integrated GPU\nOperating system: WIndows 10 x64\nGraphics card: Intel 4600\n\nBroken: 3.5 \nWorked: 3.4.1\n\n\nBlender crashes when attempting to render in Evee. Cycles seems to work.\n\n", "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", "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", "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", "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)", "Nodes: Assert and crash: Editing nodes through the material panel and undo.\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: Intel(R) UHD Graphics 600 Intel 4.5.0 - Build 27.20.100.8729\n\nBroken: 3.4, 3.3, ... 2.8\nWorked: never\n\nWhen I select certain nodes from the materials tab after pressing undo on the last node change, blender crashes. But only if the last click is made with my wired USB mouse. Or even if the cursor was left on the button to switch tabs before clicking with the touchpad.\n\n\n```lines=10\n# Blender 3.4.0, Unknown revision\nbpy.context.space_data.context = 'MATERIAL' # Property\n\n# backtrace\nException Record:\n\nExceptionCode : EXCEPTION_ACCESS_VIOLATION\nException Address : 0x00007FF717820508\nException Module : blender.exe\nException Flags : 0x00000000\nException Parameters : 0x2\n\tParameters[0] : 0x0000000000000000\n\tParameters[1] : 0xFFFFFFFFFFFFFFFF\n\n\nStack trace:\nblender.exe :0x00007FF7178203F0 blender::ed::space_node::ui_template_node_link_menu F:\\Blender_build\\first\\blender\\source\\blender\\editors\\space_node\\node_templates.cc:659\nblender.exe :0x00007FF71736AAF0 ui_block_func_POPUP F:\\Blender_build\\first\\blender\\source\\blender\\editors\\interface\\interface_region_menu_popup.cc:183\nblender.exe :0x00007FF717463480 ui_popup_block_refresh F:\\Blender_build\\first\\blender\\source\\blender\\editors\\interface\\interface_region_popup.cc:566\nblender.exe :0x00007FF717463050 ui_popup_block_create F:\\Blender_build\\first\\blender\\source\\blender\\editors\\interface\\interface_region_popup.cc:796\nblender.exe :0x00007FF71736CA60 ui_popup_menu_create F:\\Blender_build\\first\\blender\\source\\blender\\editors\\interface\\interface_region_menu_popup.cc:358\nblender.exe :0x00007FF717397CC0 ui_block_open_begin F:\\Blender_build\\first\\blender\\source\\blender\\editors\\interface\\interface_handlers.c:4224\nblender.exe :0x00007FF717391810 button_activate_state F:\\Blender_build\\first\\blender\\source\\blender\\editors\\interface\\interface_handlers.c:8338\nblender.exe :0x00007FF71739CD50 ui_do_but_BLOCK F:\\Blender_build\\first\\blender\\source\\blender\\editors\\interface\\interface_handlers.c:5982\nblender.exe :0x00007FF7173A7AB0 ui_do_button F:\\Blender_build\\first\\blender\\source\\blender\\editors\\interface\\interface_handlers.c:8027\nblender.exe :0x00007FF7173A9D20 ui_handle_button_event F:\\Blender_build\\first\\blender\\source\\blender\\editors\\interface\\interface_handlers.c:9189\nblender.exe :0x00007FF7173BA070 ui_region_handler F:\\Blender_build\\first\\blender\\source\\blender\\editors\\interface\\interface_handlers.c:11275\nblender.exe :0x00007FF7156CFE60 wm_handler_ui_call F:\\Blender_build\\first\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.cc:786\nblender.exe :0x00007FF7156D1CE0 wm_handlers_do_intern F:\\Blender_build\\first\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.cc:3217\nblender.exe :0x00007FF7156D01F0 wm_handlers_do F:\\Blender_build\\first\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.cc:3334\nblender.exe :0x00007FF7156CB580 wm_event_do_region_handlers F:\\Blender_build\\first\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.cc:3754\nblender.exe :0x00007FF7156CB440 wm_event_do_handlers_area_regions F:\\Blender_build\\first\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.cc:3784\nblender.exe :0x00007FF7156DCD90 wm_event_do_handlers F:\\Blender_build\\first\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.cc:3979\nblender.exe :0x00007FF7156A5E50 WM_main F:\\Blender_build\\first\\blender\\source\\blender\\windowmanager\\intern\\wm.c:643\nblender.exe :0x00007FF714C52160 main F:\\Blender_build\\first\\blender\\source\\creator\\creator.c:579\nblender.exe :0x00007FF7186F9260 invoke_main D:\\a\\_work\\1\\s\\src\\vctools\\crt\\vcstartup\\src\\startup\\exe_common.inl:79\nblender.exe :0x00007FF7186F9010 __scrt_common_main_seh D:\\a\\_work\\1\\s\\src\\vctools\\crt\\vcstartup\\src\\startup\\exe_common.inl:288\nblender.exe :0x00007FF7186F8FF0 __scrt_common_main D:\\a\\_work\\1\\s\\src\\vctools\\crt\\vcstartup\\src\\startup\\exe_common.inl:331\nblender.exe :0x00007FF7186F9320 mainCRTStartup D:\\a\\_work\\1\\s\\src\\vctools\\crt\\vcstartup\\src\\startup\\exe_main.cpp:17\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThreads:\nThread : 00002514\nntdll.dll :0x00007FFEA42F0B00 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFEA42A26D0 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002e60\nntdll.dll :0x00007FFEA42F0B00 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFEA42A26D0 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002ab8\nntdll.dll :0x00007FFEA42F0B00 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFEA42A26D0 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002e20\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000026a0\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002404\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002234\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00000ddc\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 0000305c\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002640\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00001ec4\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002130\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000022e8\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00001ff0\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000002f8\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00000e8c\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00001b88\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00001f10\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 0000132c\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nnvoglv64.dll :0x00007FFE58561C00 DrvValidateVersion\nnvoglv64.dll :0x00007FFE582EF73C Symbols not available\n\n\nThread : 000000c0\nntdll.dll :0x00007FFEA42EDC00 ZwWaitForMultipleObjects\nKERNELBASE.dll :0x00007FFEA2020370 WaitForMultipleObjectsEx\nKERNELBASE.dll :0x00007FFEA2020350 WaitForMultipleObjects\nnvoglv64.dll :0x00007FFE58597770 DrvPresentBuffers\nnvoglv64.dll :0x00007FFE58597770 DrvPresentBuffers\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002298\nwin32u.dll :0x00007FFEA1B5A0F0 NtUserMsgWaitForMultipleObjectsEx\nUSER32.dll :0x00007FFEA3570730 MsgWaitForMultipleObjectsEx\nnvoglv64.dll :0x00007FFE58561C00 DrvValidateVersion\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00001e98\nntdll.dll :0x00007FFEA42F0B00 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFEA42A26D0 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002b4c\nntdll.dll :0x00007FFEA42F0B00 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFEA42A26D0 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002278\nntdll.dll :0x00007FFEA42EDC00 ZwWaitForMultipleObjects\nKERNELBASE.dll :0x00007FFEA2020370 WaitForMultipleObjectsEx\ncombase.dll :0x00007FFEA3A83390 InternalTlsAllocData\ncombase.dll :0x00007FFEA3A83390 InternalTlsAllocData\ncombase.dll :0x00007FFEA3A83390 InternalTlsAllocData\ncombase.dll :0x00007FFEA3A83390 InternalTlsAllocData\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000014f8\nwin32u.dll :0x00007FFEA1B5A0F0 NtUserMsgWaitForMultipleObjectsEx\nUSER32.dll :0x00007FFEA3570730 MsgWaitForMultipleObjectsEx\ndirectmanipulation.dll:0x00007FFE8DD7458B Symbols not available\n\n\nLoaded Modules :\n0x00007FF712C80000 3.4.0.0 blender.exe F:\\Blender_build\\first\\ninja_lite_debug\\source\\creator\\Debug\\blender_private.pdb \n0x00007FFEA4250000 10.0.19041.2130 ntdll.dll \n0x00007FFEA2540000 10.0.19041.1889 KERNEL32.DLL \n0x00007FFEA1FD0000 10.0.19041.2130 KERNELBASE.dll \n0x00007FFEA3550000 10.0.19041.2130 USER32.dll \n0x00007FFEA1B50000 10.0.19041.2130 win32u.dll \n0x00007FFEA2600000 10.0.19041.2130 GDI32.dll \n0x00007FFEA1CC0000 10.0.19041.2130 gdi32full.dll \n0x00007FFEA19B0000 10.0.19041.789 msvcp_win.dll \n0x00007FFEA1A50000 10.0.19041.789 ucrtbase.dll \n0x00007FFEA2630000 10.0.19041.2075 SHELL32.dll \n0x00007FFEA30A0000 10.0.19041.2130 ADVAPI32.dll \n0x00007FFEA34B0000 7.0.19041.546 msvcrt.dll \n0x00007FFEA3790000 10.0.19041.1865 sechost.dll \n0x00007FFEA38B0000 10.0.19041.1806 RPCRT4.dll \n0x00007FFEA2410000 10.0.19041.1202 ole32.dll \n0x00007FFEA39E0000 10.0.19041.2130 combase.dll \n0x00007FFEA22B0000 10.0.19041.2075 SHLWAPI.dll \n0x00007FFEA3270000 10.0.19041.1865 shcore.dll \n0x00007FFE83ED0000 14.32.31332.0 MSVCP140D.dll \n0x00007FFE8C790000 14.32.31332.0 VCRUNTIME140D.dll \n0x00007FFE9CEF0000 14.32.31332.0 VCRUNTIME140_1D.dll \n0x00007FFE7F6C0000 10.0.19041.685 ucrtbased.dll \n0x00007FFE844B0000 6.10.19041.1110 COMCTL32.dll \n0x00007FFE9C5E0000 10.0.19041.546 VERSION.dll \n0x00007FFE9B860000 10.0.19041.867 dbghelp.dll \n0x00007FFE9F730000 10.0.19041.746 dwmapi.dll \n0x00007FFE8C310000 tbb_debug.dll \n0x00007FFE7EC20000 epoxy-0.dll \n0x00007FFE67340000 3.10.8150.1013 python310_d.dll \n0x00007FFEA2F50000 10.0.19041.546 WS2_32.dll \n0x00007FFE98DC0000 14.32.31332.0 VCRUNTIME140.dll \n0x00007FFEA2310000 10.0.19041.546 IMM32.DLL \n0x00007FFE9FA40000 10.0.19041.2130 windows.storage.dll \n0x00007FFEA12E0000 10.0.19041.2075 Wldp.dll \n0x00007FFEA18A0000 10.0.19041.844 profapi.dll \n0x00007FFE9F460000 10.0.19041.2130 uxtheme.dll \n0x00007FFE9F840000 10.0.19041.546 kernel.appcore.dll \n0x00007FFEA1C30000 10.0.19041.1415 bcryptPrimitives.dll \n0x00007FFE8B530000 tbbmalloc_debug.dll \n0x00007FFEA3150000 10.0.19041.2075 MSCTF.dll \n0x00007FFEA2FC0000 10.0.19041.985 OLEAUT32.dll \n0x00007FFE824C0000 10.0.19041.2075 OPENGL32.DLL \n0x00007FFE8C420000 10.0.19041.2075 GLU32.dll \n0x00007FFEA3400000 2001.12.10941.16384 clbcatq.dll \n0x00007FFE9ADF0000 10.0.19041.2075 AppXDeploymentClient.dll \n0x00007FFE57830000 30.0.14.9649 nvoglv64.dll \n0x00007FFEA3D40000 10.0.19041.1741 SETUPAPI.dll \n0x00007FFEA1960000 10.0.19041.1620 cfgmgr32.dll \n0x00007FFEA1FA0000 10.0.19041.1023 bcrypt.dll \n0x00007FFE9D780000 10.0.19041.546 WTSAPI32.dll \n0x00007FFEA1250000 10.0.19041.546 CRYPTBASE.DLL \n0x00007FFEA1470000 10.0.19041.546 msasn1.dll \n0x00007FFE9C570000 10.0.19041.906 cryptnet.dll \n0x00007FFEA1DD0000 10.0.19041.1889 CRYPT32.dll \n0x00007FFE9AEF0000 10.0.19041.1949 drvstore.dll \n0x00007FFEA1650000 10.0.19041.1620 devobj.dll \n0x00007FFEA1F30000 10.0.19041.2075 WINTRUST.dll \n0x00007FFEA0AA0000 10.0.19041.546 ntmarta.dll \n0x00007FFE93710000 10.0.19041.546 dxcore.dll \n0x00007FFEA17D0000 10.0.19041.546 powrprof.dll \n0x00007FFEA17B0000 UMPDC.dll \n0x00007FFEA1740000 10.0.19041.2075 WINSTA.dll \n0x00007FFE87CC0000 10.0.19041.1387 dataexchange.dll \n0x00007FFE9D990000 10.0.19041.2075 d3d11.dll \n0x00007FFE9E1C0000 10.0.19041.2075 dcomp.dll \n0x00007FFEA0340000 10.0.19041.2075 dxgi.dll \n0x00007FFE94780000 10.0.19041.1865 twinapi.appcore.dll \n0x00007FFE93EB0000 10.0.19041.2075 textinputframework.dll \n0x00007FFE9ED10000 10.0.19041.746 CoreMessaging.dll \n0x00007FFE9EF10000 10.0.19041.546 CoreUIComponents.dll \n0x00007FFE9E060000 10.0.19041.2130 wintypes.dll \n0x00007FFE7E100000 10.0.19041.1949 explorerframe.dll \n0x00007FFE8DD60000 10.0.19041.1566 directmanipulation.dll \n0x00007FFEA1230000 10.0.19041.546 CRYPTSP.dll \n0x00007FFEA0960000 10.0.19041.1052 rsaenh.dll \n\n# Python backtrace\n```\n\n```lines=10\n# Blender 3.4.0, Commit date: 2022-10-20 00:36, Hash 3915f5300ad2\nbpy.context.space_data.context = 'MATERIAL' # Property\n\n# backtrace\nException Record:\n\nExceptionCode : EXCEPTION_ACCESS_VIOLATION\nException Address : 0x00007FF6E6FDF4EA\nException Module : blender.exe\nException Flags : 0x00000000\nException Parameters : 0x2\n\tParameters[0] : 0x0000000000000001\n\tParameters[1] : 0x00000000000001A1\n\n\nStack trace:\nblender.exe :0x00007FF6E6FDF4C0 nodeRemLink\nblender.exe :0x00007FF6E80A8DA0 blender::ed::space_node::node_socket_add_replace\nblender.exe :0x00007FF6E80A9980 blender::ed::space_node::ui_node_link\nblender.exe :0x00007FF6E7EBCF50 ui_apply_but_funcs_after\nblender.exe :0x00007FF6E7EC87F0 ui_handler_region_menu\nblender.exe :0x00007FF6E7495810 wm_handlers_do_intern\nblender.exe :0x00007FF6E7494C40 wm_handlers_do\nblender.exe :0x00007FF6E749B1B0 wm_event_do_handlers\nblender.exe :0x00007FF6E7480BC0 WM_main\nblender.exe :0x00007FF6E65512F0 main\nblender.exe :0x00007FF6EC6F4380 __scrt_common_main_seh\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThreads:\nThread : 000032c8\nntdll.dll :0x00007FFEA42F0B00 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFEA42A26D0 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00000778\nntdll.dll :0x00007FFEA42F0B00 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFEA42A26D0 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000015a8\nntdll.dll :0x00007FFEA42F0B00 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFEA42A26D0 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000022e0\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000018f0\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00000f34\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 0000265c\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 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WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002228\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 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:0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000031e0\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nLoaded Modules :\n0x00007FF6E63E0000 3.4.0.0 blender.exe F:\\Диск I\\programm\\blenders\\свежак 24-14-9-11\\b \n0x00007FFEA4250000 10.0.19041.2130 ntdll.dll \n0x00007FFEA2540000 10.0.19041.1889 KERNEL32.DLL \n0x00007FFEA1FD0000 10.0.19041.2130 KERNELBASE.dll \n0x00007FFEA2F50000 10.0.19041.546 WS2_32.dll \n0x00007FFEA38B0000 10.0.19041.1806 RPCRT4.dll \n0x00007FFE98DA0000 tbbmalloc.dll \n0x00007FFE988A0000 tbb.dll \n0x00007FFEA3550000 10.0.19041.2130 USER32.dll \n0x00007FFEA1B50000 10.0.19041.2130 win32u.dll \n0x00007FFEA2600000 10.0.19041.2130 GDI32.dll \n0x00007FFEA1CC0000 10.0.19041.2130 gdi32full.dll \n0x00007FFEA19B0000 10.0.19041.789 msvcp_win.dll \n0x00007FFEA1A50000 10.0.19041.789 ucrtbase.dll \n0x00007FFEA30A0000 10.0.19041.2130 ADVAPI32.dll \n0x00007FFE8C700000 14.29.30139.0 MSVCP140.dll \n0x00007FFE999F0000 14.29.30139.0 VCRUNTIME140.dll \n0x00007FFEA34B0000 7.0.19041.546 msvcrt.dll \n0x00007FFE9A080000 14.29.30139.0 VCRUNTIME140_1.dll \n0x00007FFEA3790000 10.0.19041.1865 sechost.dll \n0x00007FFEA2630000 10.0.19041.2075 SHELL32.dll \n0x00007FFEA22B0000 10.0.19041.2075 SHLWAPI.dll \n0x00007FFEA1960000 10.0.19041.1620 CFGMGR32.dll \n0x00007FFE9B860000 10.0.19041.867 dbghelp.dll \n0x00007FFEA1FA0000 10.0.19041.1023 bcrypt.dll \n0x00007FFE68390000 5.7.0.7 sycl.dll \n0x00007FFEA2410000 10.0.19041.1202 ole32.dll \n0x00007FFEA39E0000 10.0.19041.2130 combase.dll \n0x00007FFEA3780000 10.0.19041.546 PSAPI.DLL \n0x00007FFE81390000 epoxy-0.dll \n0x00007FFEA3270000 10.0.19041.1865 shcore.dll \n0x00007FFE556F0000 cycles_kernel_oneapi.dll \n0x00007FFEA2310000 10.0.19041.546 IMM32.dll \n0x00007FFE53FA0000 9.0.0.0 openvdb.dll \n0x00007FFE67640000 59.16.100.0 avformat-59.dll \n0x00007FFE51AA0000 59.18.100.0 avcodec-59.dll \n0x00007FFE944D0000 59.4.100.0 avdevice-59.dll \n0x00007FFE7EBF0000 57.17.100.0 avutil-57.dll \n0x00007FFEA2FC0000 10.0.19041.985 OLEAUT32.dll \n0x00007FFE8C5C0000 6.4.100.0 swscale-6.dll \n0x0000000070440000 1.0.28.0 libsndfile-1.dll \n0x000000006ACC0000 libgmp-10.dll \n0x00007FFE83E80000 1.21.1.0 OpenAL32.dll \n0x00007FFE82490000 2.0.20.0 SDL2.dll \n0x00007FFE99D20000 libgmpxx.dll \n0x00007FFEA3D40000 10.0.19041.1741 SETUPAPI.dll \n0x00007FFE67170000 3.10.2150.1013 python310.dll \n0x00007FFE99A30000 tbbmalloc_proxy.dll \n0x00007FFE942E0000 10.0.19041.1 AVIFIL32.dll \n0x00007FFE844B0000 6.10.19041.1110 COMCTL32.dll \n0x00007FFE9C5E0000 10.0.19041.546 VERSION.dll \n0x0000000070680000 libfftw3-3.dll \n0x00007FFE9F730000 10.0.19041.746 dwmapi.dll \n0x00007FFE92F80000 10.0.19041.546 Secur32.dll \n0x00007FFE8C530000 4.3.100.0 swresample-4.dll \n0x00007FFE98880000 10.0.19041.1 AVICAP32.dll \n0x00007FFE936E0000 10.0.19041.546 WINMM.dll \n0x00007FFE9CED0000 10.0.19041.1 MSACM32.dll \n0x00007FFE8C420000 10.0.19041.1 MSVFW32.dll \n0x00007FFE96EB0000 10.0.19041.1 winmmbase.dll \n0x00007FFEA1820000 10.0.19041.2130 SSPICLI.DLL \n0x00007FFE9F840000 10.0.19041.546 kernel.appcore.dll \n0x00007FFE9FA40000 10.0.19041.2130 windows.storage.dll \n0x00007FFEA12E0000 10.0.19041.2075 Wldp.dll \n0x00007FFE9F460000 10.0.19041.2130 uxtheme.dll \n0x00007FFEA1C30000 10.0.19041.1415 bcryptPrimitives.dll \n0x00007FFEA18A0000 10.0.19041.844 profapi.dll \n0x00007FFEA3400000 2001.12.10941.16384 clbcatq.dll \n0x00007FFE9CFC0000 10.0.19041.1503 MMDevApi.dll \n0x00007FFEA1650000 10.0.19041.1620 DEVOBJ.dll \n0x00007FFE9D0C0000 10.0.19041.1865 AUDIOSES.DLL \n0x00007FFEA17D0000 10.0.19041.546 powrprof.dll \n0x00007FFEA17B0000 UMPDC.dll \n0x00007FFEA3150000 10.0.19041.2075 MSCTF.dll \n0x00007FFE80380000 10.0.19041.2075 OPENGL32.DLL \n0x00007FFE8B550000 10.0.19041.2075 GLU32.dll \n0x00007FFE9ADF0000 10.0.19041.2075 AppXDeploymentClient.dll \n0x00007FFE4EAE0000 30.0.14.9649 nvoglv64.dll \n0x00007FFE9D780000 10.0.19041.546 WTSAPI32.dll \n0x00007FFEA1250000 10.0.19041.546 CRYPTBASE.DLL \n0x00007FFEA1470000 10.0.19041.546 msasn1.dll \n0x00007FFE9C570000 10.0.19041.906 cryptnet.dll \n0x00007FFEA1DD0000 10.0.19041.1889 CRYPT32.dll \n0x00007FFE9AEF0000 10.0.19041.1949 drvstore.dll \n0x00007FFEA1F30000 10.0.19041.2075 WINTRUST.dll \n0x00007FFEA0AA0000 10.0.19041.546 ntmarta.dll \n0x00007FFE93710000 10.0.19041.546 dxcore.dll \n0x00007FFEA1740000 10.0.19041.2075 WINSTA.dll \n0x00007FFE87CC0000 10.0.19041.1387 dataexchange.dll \n0x00007FFE9D990000 10.0.19041.2075 d3d11.dll \n0x00007FFE9E1C0000 10.0.19041.2075 dcomp.dll \n0x00007FFEA0340000 10.0.19041.2075 dxgi.dll \n0x00007FFE94780000 10.0.19041.1865 twinapi.appcore.dll \n0x00007FFE93EB0000 10.0.19041.2075 textinputframework.dll \n0x00007FFE9EF10000 10.0.19041.546 CoreUIComponents.dll \n0x00007FFE9ED10000 10.0.19041.746 CoreMessaging.dll \n0x00007FFE9E060000 10.0.19041.2130 wintypes.dll \n0x00007FFE7E100000 10.0.19041.1949 explorerframe.dll \n0x00007FFE8DD60000 10.0.19041.1566 directmanipulation.dll \n0x00007FFEA1230000 10.0.19041.546 CRYPTSP.dll \n0x00007FFEA0960000 10.0.19041.1052 rsaenh.dll \n0x00007FFE66EB0000 30.0.14.9649 nvcuda.dll \n0x00007FFE4D460000 30.0.14.9649 nvcuda64.dll \n0x00007FFE788A0000 30.0.14.9649 nvapi64.dll \n\n# Python backtrace\n\n```\n\nBlenders: 3.4, 3.2, 3.0, 2.9, 2.83\n```lines=10\nC:\\Users\\rfnei>\"F:\\Диск I\\programm\\blenders\\свежак 24-14-8-11\\blender.exe\"\nRead prefs: C:\\Users\\rfnei\\AppData\\Roaming\\Blender Foundation\\Blender\\3.4\\config\\userpref.blend\nWarning: File written by newer Blender binary (304.3), expect loss of data!\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FFE8C723020\nModule : MSVCP140.dll\nThread : 0000207c\nWriting: C:\\Users\\rfnei\\AppData\\Local\\Temp\\blender.crash.txt\n\nC:\\Users\\rfnei>\"F:\\Диск I\\programm\\blenders\\свежак 24-12-1\\blender.exe\"\nRead prefs: C:\\Users\\rfnei\\AppData\\Roaming\\Blender Foundation\\Blender\\3.2\\config\\userpref.blend\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF73481F663\nModule : blender.exe\nThread : 000029c0\nWriting: C:\\Users\\rfnei\\AppData\\Local\\Temp\\blender.crash.txt\n\nC:\\Users\\rfnei>\"F:\\Диск I\\programm\\blenders\\свежак 24-9-10\\blender.exe\"\nRead prefs: C:\\Users\\rfnei\\AppData\\Roaming\\Blender Foundation\\Blender\\3.1\\config\\userpref.blend\nERROR (bke.node): C:\\Users\\blender\\git\\blender-vdev\\blender.git\\source\\blender\\blenkernel\\intern\\node.cc:2222 nodeAddStaticNode: static node type 200 undefined\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF7A47ABC94\nModule : blender.exe\nThread : 00000674\nWriting: C:\\Users\\rfnei\\AppData\\Local\\Temp\\blender.crash.txt\n\nC:\\Users\\rfnei>\"F:\\Диск I\\programm\\blenders\\свежак 22-14\\blender.exe\"\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF776C49221\nModule : blender.exe\nThread : 00000cc0\nWriting: C:\\Users\\rfnei\\AppData\\Local\\Temp\\blender.crash.txt\n\nC:\\Users\\rfnei>\"F:\\Диск I\\programm\\blenders\\свежак 20-6\\blender.exe\"\nfound bundled python: F:\\╨Ф╨╕╤Б╨║ I\\programm\\blenders\\╤Б╨▓╨╡╨╢╨░╨║ 20-6\\2.83\\python\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF6508070ED\nModule : F:\\─шёъ I\\programm\\blenders\\ётхцръ 20-6\\blender.exe\n```\n\n1: Open blender to the default startup file.\n2: Go to the materials tab.\n3: Click on the button next to \"Surface\" labeled \"Principled BSDF\" and select a different node to switch it out.\n4: Press Ctrl + Z on the keyboard to undo the previous action.\n5: Repeat steps 3 and 4 with various nodes until it crashes.\n(There used to be a more consistent way of replicating this, making a mix shader, putting a glossy bsdf node in the top slot, then pressing undo and selecting an emission node instead, but it stopped crashing with that just before I sent this.\n. . . And it just started crashing with that again. I'm sorry I can't give you something more consistent.)\n\nBased on the default startup file.\n", "Buffering of nodeGroups is not working correctly\nOperating system: Fedora 31 (5.3.16-300.fc31.x86_64)\nGraphics card: Intel Corporation UHD Graphics 620 (rev 07)\nNVIDIA Corporation GP108M [GeForce MX150] (rev a1)\n\nBroken: 2.81\nWorked: (optional)\n\nIn compositing mode, when connecting output of a Value node to Y input of Translate node, every thing works as expected.\nBut when putting the Value node to a group and enables the `Buffer Groups`, connecting the output of group (which is output of Value node inside it) to Y input of Translate node does not works as expected!\n\n\nOpen:\n[problem.blend](problem.blend)\n* F12 to update.\n* Note that the `Buffer Groups` option is enabled (SideBar).\n* Note that by disabling this option and updating the tree, node group will work again.", "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", "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```" ]
[ "Moving objects to another layer crashes Blender\nHow to reproduce:\n\n1. start Blender on Arch Linux 64-bit\n2. select the default cube\n3. press m and 3\n4. Blender crashes always\n\n/tmp/blender.crash.txt:\n\n# Blender 2.70 (sub 0), Commit date: 2014-04-10 11:49, Hash f93bc76\nbpy.ops.object.move_to_layer(layers=(False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False)) # Operator\n\n# backtrace\nblender() [0x8c64c3]\n/usr/lib/libc.so.6(+0x33df0) [0x7fc52ddb0df0]\nblender(MEM_lockfree_freeN+0x28) [0x11c5958]\nblender(RNA_path_full_property_py+0x72) [0x140c9d2]\nblender(WM_prop_pystring_assign+0x9e) [0x8dbf0e]\nblender() [0xa6041c]\nblender() [0xa66224]\nblender() [0xa6bf1f]\nblender() [0xa6ca04]\nblender() [0xa6cc27]\nblender() [0xa6e220]\nblender() [0x8cf062]\nblender() [0x8cf378]\nblender(wm_event_do_handlers+0x1cc) [0x8cf67c]\nblender(WM_main+0x18) [0x8c83f8]\nblender(main+0xd6f) [0x8afc6f]\n/usr/lib/libc.so.6(__libc_start_main+0xf0) [0x7fc52dd9d000]\nblender() [0x8c5d14]\n\nMy environment is Arch Linux 64-bit. Libraries used by Blender:\n\n$ ldd `which blender`\n\tlinux-vdso.so.1 (0x00007fff5f1fe000)\n\tlibGL.so.1 => /usr/lib/libGL.so.1 (0x00007f3abc53f000)\n\tlibGLU.so.1 => /usr/lib/libGLU.so.1 (0x00007f3abc2c0000)\n\tlibpng16.so.16 => /usr/lib/libpng16.so.16 (0x00007f3abc08b000)\n\tlibz.so.1 => /usr/lib/libz.so.1 (0x00007f3abbe75000)\n\tlibfreetype.so.6 => /usr/lib/libfreetype.so.6 (0x00007f3abbbcc000)\n\tlibpython3.4m.so.1.0 => /usr/lib/libpython3.4m.so.1.0 (0x00007f3abb742000)\n\tlibGLEW.so.1.10 => /usr/lib/libGLEW.so.1.10 (0x00007f3abb4b6000)\n\tlibopenal.so.1 => /usr/lib/libopenal.so.1 (0x00007f3abb25e000)\n\tlibfftw3.so.3 => /usr/lib/libfftw3.so.3 (0x00007f3abae5d000)\n\tlibjack.so.0 => /usr/lib/libjack.so.0 (0x00007f3abac3d000)\n\tlibsndfile.so.1 => /usr/lib/libsndfile.so.1 (0x00007f3aba9d5000)\n\tlibSDL-1.2.so.0 => /usr/lib/libSDL-1.2.so.0 (0x00007f3aba73d000)\n\tlibpthread.so.0 => /usr/lib/libpthread.so.0 (0x00007f3aba51f000)\n\tlibtiff.so.5 => /usr/lib/libtiff.so.5 (0x00007f3aba2ab000)\n\tlibOpenImageIO.so.1.4 => /usr/lib/libOpenImageIO.so.1.4 (0x00007f3ab99e0000)\n\tlibjpeg.so.8 => /usr/lib/libjpeg.so.8 (0x00007f3ab978b000)\n\tlibboost_filesystem.so.1.55.0 => /usr/lib/libboost_filesystem.so.1.55.0 (0x00007f3ab9574000)\n\tlibboost_system.so.1.55.0 => /usr/lib/libboost_system.so.1.55.0 (0x00007f3ab9370000)\n\tlibboost_thread.so.1.55.0 => /usr/lib/libboost_thread.so.1.55.0 (0x00007f3ab9158000)\n\tlibboost_locale.so.1.55.0 => /usr/lib/libboost_locale.so.1.55.0 (0x00007f3ab8e7e000)\n\tlibHalf.so.10 => /usr/lib/libHalf.so.10 (0x00007f3ab8c3b000)\n\tlibIex-2_0.so.10 => /usr/lib/libIex-2_0.so.10 (0x00007f3ab8a1a000)\n\tlibIlmImf-Imf_2_0.so.20 => /usr/lib/libIlmImf-Imf_2_0.so.20 (0x00007f3ab8708000)\n\tlibOpenColorIO.so.1 => /usr/lib/libOpenColorIO.so.1 (0x00007f3ab83b6000)\n\tlibopenjpeg.so.1 => /usr/lib/libopenjpeg.so.1 (0x00007f3ab818d000)\n\tlibavformat.so.55 => /usr/lib/libavformat.so.55 (0x00007f3ab7e04000)\n\tlibavcodec.so.55 => /usr/lib/libavcodec.so.55 (0x00007f3ab6d41000)\n\tlibavutil.so.52 => /usr/lib/libavutil.so.52 (0x00007f3ab6aee000)\n\tlibavdevice.so.55 => /usr/lib/libavdevice.so.55 (0x00007f3ab68d9000)\n\tlibswscale.so.2 => /usr/lib/libswscale.so.2 (0x00007f3ab666b000)\n\tlibOpenCOLLADAStreamWriter.so => /usr/lib64/opencollada/libOpenCOLLADAStreamWriter.so (0x00007f3ab6405000)\n\tlibOpenCOLLADASaxFrameworkLoader.so => /usr/lib64/opencollada/libOpenCOLLADASaxFrameworkLoader.so (0x00007f3ab57e8000)\n\tlibOpenCOLLADAFramework.so => /usr/lib64/opencollada/libOpenCOLLADAFramework.so (0x00007f3ab55a6000)\n\tlibOpenCOLLADABaseUtils.so => /usr/lib64/opencollada/libOpenCOLLADABaseUtils.so (0x00007f3ab5388000)\n\tlibGeneratedSaxParser.so => /usr/lib64/opencollada/libGeneratedSaxParser.so (0x00007f3ab5176000)\n\tliboslcomp.so => /usr/lib/liboslcomp.so (0x00007f3ab4f16000)\n\tliboslexec.so => /usr/lib/liboslexec.so (0x00007f3ab4b50000)\n\tliboslquery.so => /usr/lib/liboslquery.so (0x00007f3ab492d000)\n\tlibX11.so.6 => /usr/lib/libX11.so.6 (0x00007f3ab45f2000)\n\tlibXi.so.6 => /usr/lib/libXi.so.6 (0x00007f3ab43e2000)\n\tlibXxf86vm.so.1 => /usr/lib/libXxf86vm.so.1 (0x00007f3ab41dc000)\n\tlibdl.so.2 => /usr/lib/libdl.so.2 (0x00007f3ab3fd8000)\n\tlibc.so.6 => /usr/lib/libc.so.6 (0x00007f3ab3c2a000)\n\tlibm.so.6 => /usr/lib/libm.so.6 (0x00007f3ab3926000)\n\tlibstdc++.so.6 => /usr/lib/libstdc++.so.6 (0x00007f3ab361b000)\n\tlibgomp.so.1 => /usr/lib/libgomp.so.1 (0x00007f3ab3406000)\n\tlibgcc_s.so.1 => /usr/lib/libgcc_s.so.1 (0x00007f3ab31f0000)\n\tlibnvidia-tls.so.337.12 => /usr/lib/libnvidia-tls.so.337.12 (0x00007f3ab2fed000)\n\tlibnvidia-glcore.so.337.12 => /usr/lib/libnvidia-glcore.so.337.12 (0x00007f3ab042f000)\n\tlibXext.so.6 => /usr/lib/libXext.so.6 (0x00007f3ab021d000)\n\tlibbz2.so.1.0 => /usr/lib/libbz2.so.1.0 (0x00007f3ab000d000)\n\tlibharfbuzz.so.0 => /usr/lib/libharfbuzz.so.0 (0x00007f3aafdb7000)\n\tlibutil.so.1 => /usr/lib/libutil.so.1 (0x00007f3aafbb4000)\n\tlibXmu.so.6 => /usr/lib/libXmu.so.6 (0x00007f3aaf999000)\n\tlibrt.so.1 => /usr/lib/librt.so.1 (0x00007f3aaf791000)\n\tlibdb-5.3.so => /usr/lib/libdb-5.3.so (0x00007f3aaf3dd000)\n\tlibFLAC.so.8 => /usr/lib/libFLAC.so.8 (0x00007f3aaf1ab000)\n\tlibvorbisenc.so.2 => /usr/lib/libvorbisenc.so.2 (0x00007f3aaef02000)\n\tlibvorbis.so.0 => /usr/lib/libvorbis.so.0 (0x00007f3aaecd5000)\n\tlibogg.so.0 => /usr/lib/libogg.so.0 (0x00007f3aaeace000)\n\t/lib64/ld-linux-x86-64.so.2 (0x00007f3abc877000)\n\tliblzma.so.5 => /usr/lib/liblzma.so.5 (0x00007f3aae8ab000)\n\tlibboost_regex.so.1.55.0 => /usr/lib/libboost_regex.so.1.55.0 (0x00007f3aae59c000)\n\tlibcrypto.so.1.0.0 => /usr/lib/libcrypto.so.1.0.0 (0x00007f3aae196000)\n\tlibboost_chrono.so.1.55.0 => /usr/lib/libboost_chrono.so.1.55.0 (0x00007f3aadf8e000)\n\tlibicuuc.so.53 => /usr/lib/libicuuc.so.53 (0x00007f3aadc13000)\n\tlibicui18n.so.53 => /usr/lib/libicui18n.so.53 (0x00007f3aad7e1000)\n\tlibicudata.so.53 => /usr/lib/libicudata.so.53 (0x00007f3aac159000)\n\tlibImath-2_0.so.10 => /usr/lib/libImath-2_0.so.10 (0x00007f3aabf47000)\n\tlibIexMath-2_0.so.10 => /usr/lib/libIexMath-2_0.so.10 (0x00007f3aabd42000)\n\tlibIlmThread-2_0.so.10 => /usr/lib/libIlmThread-2_0.so.10 (0x00007f3aabb3b000)\n\tlibrtmp.so.1 => /usr/lib/librtmp.so.1 (0x00007f3aab91f000)\n\tlibmodplug.so.1 => /usr/lib/libmodplug.so.1 (0x00007f3aab593000)\n\tlibbluray.so.1 => /usr/lib/libbluray.so.1 (0x00007f3aab361000)\n\tlibgnutls.so.28 => /usr/lib/libgnutls.so.28 (0x00007f3aab04b000)\n\tlibva.so.1 => /usr/lib/libva.so.1 (0x00007f3aaae35000)\n\tlibxvidcore.so.4 => /usr/lib/libxvidcore.so.4 (0x00007f3aaab1f000)\n\tlibx265.so.16 => /usr/lib/libx265.so.16 (0x00007f3aaa6ac000)\n\tlibx264.so.142 => /usr/lib/libx264.so.142 (0x00007f3aaa33a000)\n\tlibvpx.so.1 => /usr/lib/libvpx.so.1 (0x00007f3aa9f56000)\n\tlibtheoraenc.so.1 => /usr/lib/libtheoraenc.so.1 (0x00007f3aa9d15000)\n\tlibtheoradec.so.1 => /usr/lib/libtheoradec.so.1 (0x00007f3aa9afc000)\n\tlibspeex.so.1 => /usr/lib/libspeex.so.1 (0x00007f3aa98e3000)\n\tlibschroedinger-1.0.so.0 => /usr/lib/libschroedinger-1.0.so.0 (0x00007f3aa961a000)\n\tlibopus.so.0 => /usr/lib/libopus.so.0 (0x00007f3aa93ce000)\n\tlibopencore-amrwb.so.0 => /usr/lib/libopencore-amrwb.so.0 (0x00007f3aa91ba000)\n\tlibopencore-amrnb.so.0 => /usr/lib/libopencore-amrnb.so.0 (0x00007f3aa8f90000)\n\tlibmp3lame.so.0 => /usr/lib/libmp3lame.so.0 (0x00007f3aa8d19000)\n\tlibgsm.so.1 => /usr/lib/libgsm.so.1 (0x00007f3aa8b0e000)\n\tlibavfilter.so.4 => /usr/lib/libavfilter.so.4 (0x00007f3aa8802000)\n\tlibXfixes.so.3 => /usr/lib/libXfixes.so.3 (0x00007f3aa85fc000)\n\tlibasound.so.2 => /usr/lib/libasound.so.2 (0x00007f3aa8305000)\n\tlibv4l2.so.0 => /usr/lib/libv4l2.so.0 (0x00007f3aa80f7000)\n\tlibpulse-simple.so.0 => /usr/lib/libpulse-simple.so.0 (0x00007f3aa7ef3000)\n\tlibpulse.so.0 => /usr/lib/libpulse.so.0 (0x00007f3aa7ca8000)\n\tlibbuffer.so => /usr/lib64/opencollada/libbuffer.so (0x00007f3aa7aa0000)\n\tlibMathMLSolver.so => /usr/lib64/opencollada/libMathMLSolver.so (0x00007f3aa7850000)\n\tlibpcre.so.1 => /usr/lib/libpcre.so.1 (0x00007f3aa75e6000)\n\tlibUTF.so => /usr/lib64/opencollada/libUTF.so (0x00007f3aa73e3000)\n\tlibxml2.so.2 => /usr/lib/libxml2.so.2 (0x00007f3aa707b000)\n\tlibLLVM-3.4.1.so => /usr/lib/libLLVM-3.4.1.so (0x00007f3aa5432000)\n\tlibxcb.so.1 => /usr/lib/libxcb.so.1 (0x00007f3aa5212000)\n\tlibglib-2.0.so.0 => /usr/lib/libglib-2.0.so.0 (0x00007f3aa4f0a000)\n\tlibgraphite2.so.3 => /usr/lib/libgraphite2.so.3 (0x00007f3aa4cec000)\n\tlibXt.so.6 => /usr/lib/libXt.so.6 (0x00007f3aa4a85000)\n\tlibssl.so.1.0.0 => /usr/lib/libssl.so.1.0.0 (0x00007f3aa4818000)\n\tlibp11-kit.so.0 => /usr/lib/libp11-kit.so.0 (0x00007f3aa45d6000)\n\tlibtasn1.so.6 => /usr/lib/libtasn1.so.6 (0x00007f3aa43c2000)\n\tlibnettle.so.4 => /usr/lib/libnettle.so.4 (0x00007f3aa4194000)\n\tlibhogweed.so.2 => /usr/lib/libhogweed.so.2 (0x00007f3aa3f65000)\n\tlibgmp.so.10 => /usr/lib/libgmp.so.10 (0x00007f3aa3cee000)\n\tliborc-0.4.so.0 => /usr/lib/liborc-0.4.so.0 (0x00007f3aa3a68000)\n\tlibswresample.so.0 => /usr/lib/libswresample.so.0 (0x00007f3aa3850000)\n\tlibavresample.so.1 => /usr/lib/libavresample.so.1 (0x00007f3aa3632000)\n\tlibpostproc.so.52 => /usr/lib/libpostproc.so.52 (0x00007f3aa3414000)\n\tlibass.so.5 => /usr/lib/libass.so.5 (0x00007f3aa31f4000)\n\tlibfontconfig.so.1 => /usr/lib/libfontconfig.so.1 (0x00007f3aa2fb7000)\n\tlibv4lconvert.so.0 => /usr/lib/libv4lconvert.so.0 (0x00007f3aa2d3e000)\n\tlibpulsecommon-5.0.so => /usr/lib/pulseaudio/libpulsecommon-5.0.so (0x00007f3aa2aca000)\n\tlibjson-c.so.2 => /usr/lib/libjson-c.so.2 (0x00007f3aa28bf000)\n\tlibdbus-1.so.3 => /usr/lib/libdbus-1.so.3 (0x00007f3aa2678000)\n\tlibftoa.so => /usr/lib64/opencollada/libftoa.so (0x00007f3aa2474000)\n\tlibffi.so.6 => /usr/lib/libffi.so.6 (0x00007f3aa226c000)\n\tlibncursesw.so.5 => /usr/lib/libncursesw.so.5 (0x00007f3aa2007000)\n\tlibXau.so.6 => /usr/lib/libXau.so.6 (0x00007f3aa1e03000)\n\tlibXdmcp.so.6 => /usr/lib/libXdmcp.so.6 (0x00007f3aa1bfd000)\n\tlibSM.so.6 => /usr/lib/libSM.so.6 (0x00007f3aa19f5000)\n\tlibICE.so.6 => /usr/lib/libICE.so.6 (0x00007f3aa17d9000)\n\tlibfribidi.so.0 => /usr/lib/libfribidi.so.0 (0x00007f3aa15c1000)\n\tlibenca.so.0 => /usr/lib/libenca.so.0 (0x00007f3aa138e000)\n\tlibexpat.so.1 => /usr/lib/libexpat.so.1 (0x00007f3aa1164000)\n\tlibsystemd-journal.so.0 => /usr/lib/libsystemd-journal.so.0 (0x00007f3abca04000)\n\tlibasyncns.so.0 => /usr/lib/libasyncns.so.0 (0x00007f3aa0f5e000)\n\tlibuuid.so.1 => /usr/lib/libuuid.so.1 (0x00007f3aa0d59000)\n\tlibgcrypt.so.20 => /usr/lib/libgcrypt.so.20 (0x00007f3aa0a7b000)\n\tlibgpg-error.so.0 => /usr/lib/libgpg-error.so.0 (0x00007f3aa0876000)\n\tlibnsl.so.1 => /usr/lib/libnsl.so.1 (0x00007f3aa065e000)\n\tlibresolv.so.2 => /usr/lib/libresolv.so.2 (0x00007f3aa0447000)\n\nKernel:\n\n$ uname -a\nLinux visentti 3.14.4-1-ARCH #1 SMP PREEMPT Tue May 13 16:41:39 CEST 2014 x86_64 GNU/Linux\n" ]
Stuttering in modeling mode Operating system:macOS 12.5 Graphics card:APPLE M1 MAX Broken: 3.2.1,master, 2022-07-26 **Short Description** I get stuck when I'm in view shader mode, but switching to wireframe and render mode is smooth, and when I turn off the shadow option it's smooth [house.blend](house.blend) [屏幕录制2022-07-26 09.59.00.mov](屏幕录制2022-07-26_09.59.00.mov)
[ "Frame counter while rendering does not respect blender's DPI setting\n4K screen, Windows 10, GEFORCE 960M\n\nBroken: bac1279\n\nThe cursor frame counter that displays while rendering is minuscule on a 4K screen, regardless of the DPI setting in Blender", "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)", "Freeze on performing any operation when compositor tab is open\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.40\n\nBroken: version: 3.3.1\n\nFreeze on performing any operation when compositor tab is open.\nSubsurf modifier seems important for redoing the issue \n\nThis is the continuation of #99695 \n\nThe Bug in #99695 was fixed, but there seems to be more conditions which make the Compositor slow.\n\nDorian from Scatter5 was so nice and made again a simplified version of a secene with the bug.\n\nThe slowdown caused by an unkown combination of geometry nodes, which makes the Compositor unusable slow.\n\n1. Open the attached file\n2. Go to the Compositor\n3. Enjoy the freeze\n4. Try to disconnect a node in the Compositor\n5. Again, enjoy the freeze\n\n[COMPOSITOR SLOW.blend](COMPOSITOR_SLOW.blend)\n", "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", "Crashing while viewing animation in Cycles\nOperating system: macOS-13.0.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Max Apple 4.1 Metal - 83\n\nBroken: version: 3.4.0\n\nWill crash seconds after playing animation in viewport when Cycles is selected and in render view. Both CPU and GPU crash. Does not crash when removing the Subdivision Surface Modifier so polycount may be a factor? This is a brand new Apple M1 Max computer from BestBuy with nothing else installed. Also tried initializing a render to video file and crashed as well. (Note: This is an error strictly with Apple M1 computers as I have tested it on an Apple intel MacBook Pro and it works just fine.) Thank you and happy holidays!\n\n1. Load file. It is a mesh plane with default cloth and subdivision modifiers acting on a wind force.\n2. Make sure Cycles is selected as Render Engine.\n3. Select Viewport Shading to Rendered (to view cycles render)\n4. Push play. Will crash or freeze seconds after play.\n\n[Cloth_Cycles_Crash.blend](Cloth_Cycles_Crash.blend)\n\n[Blender 3.4 Crash Report 12.13.22.rtf](Blender_3.4_Crash_Report_12.13.22.rtf)\n[Blender 3.5 Crash Report 12.14.22.rtf](Blender_3.5_Crash_Report_12.14.22.rtf)", "Lag on moving mesh elements in edit mode with skin modifier\nOperating system: Windows 11\nGraphics card: NVIDIA GeForce RTX 2060\n\nBroken: 3.4.0\nWorked: nothing\n\nIn edit mode if object has a skin modifier and visibility of modifier is set for edit mode, a performance drop is seen on moving mesh elements in edit mode\n\n- Open attached file\n- Switch to edit mode\n- Select all vertices and move them\n[untitled.blend](untitled.blend)", "GPU Subdivision slows down in Sculpt mode, Weight paint mode.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.30\n\nBroken: version: 3.3.1\n\nGPU Subdivision slows down the work in Sculpt mode and Weight paint mode\n\n1. Turn on the GPU Subdivision.\n2. Enable the subdivision surface modifier on the model.\n3. Try to do something in Sculpt mode, Weight paint mode.\n4. Turn off the GPU Subdivision and follow step 3.\n\nWith GPU Subdivision enabled, the Sculpt mode and Weight paint mode tabs work much slower.\nIf it can't be fixed, then it would be logical for GPU Subdivision not to be enabled on these tabs.\n\nAt the same time, the GPU Subdivision works correctly in Object mode.\n", "Armature modifier taking a performance impact, even when set to not be visible.\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 2.91.2\n\nSome part of the Armature modifier is still calculating even when set to not be visible.\nCausing a performance impact, when an artist expects none. Other modifiers like Subdivision Surface do not have this issue.\n- unrelated, also kinda sucks that I get sub 24fps with 100k poly videogame ready models.\n\nHave a high poly model weighted and bound to an armature, with any simple animated movement. Take note of the viewport performance when viewing playback of the simple animation. Disable all visibility options on the Armature modifier on the model. Performance only increases slightly. Uncheck 'bind to vertex groups' on the modifier. See performance improve drastically, even though the modifier is set to not be visible in the first place.\n\nWith the attached blend file, a high poly model is already bound to an armature with a simple animation.\n[ArmatureModifierBug.blend](ArmatureModifierBug.blend)\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)", "Dyntopo: Performance hit when moving the viewport\nOperating system: Win10x64\nGraphics card: GTX 1080Ti\n\nBroken: 2.82 - 2.90 f96a689b3be2 (much worse in 2.9)\nWorked: Unknown\n\nWhen I turn dyntopo on with a high poly count model, the viewport becomes extremely slow, even if I'm not sculpting and just rotating around.\nAs soon as I switch dyntopo off or switch modes, it's butter smooth again. Where I'm looking also seems to have an effect on framerate.\nWhy should a feature related to actual sculpting affect performance when just looking around?\nDyntopo ON 2.90:\n![2020-04-26 02.13.26 Blender_ [C__Blender_Sculpt Owl_Owl.blend].png](2020-04-26_02.13.26_Blender___C__Blender_Sculpt_Owl_Owl.blend_.png)\nDyntopo ON 2.82:\n![image.png](image.png)\nDyntopo OFF 2.90:\n![image.png](image.png)\n\nOpen a high poly count model\nGo to sculpt mode\nNotice viewport framerate\nTurn on dyntopo, nothing else\nFramerate is now much lower\nTurn it off and it's back to smooth\n(No actual sculpting was done)", "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). ", "VDB sequences are rendered blocky here and there ( issues with Volume Displacement Modifier )\nOperating system: Windows 10 \nGraphics card: RTX 2070 CUDA\n\nBroken: blender-3.0.0-alpha+master.ef5a362a5b24-windows.amd64-release.zip\n\n\nBlender renders these blocky frames here and there during the actual render. The VDBs seem to be fine, the same botched render frames look fine in the viewport render. These anomolies are happening only during the actual render. See the attached image (middle right image) for what is happening please.\n\nThe same sequence renders without any issues in Houdini.\n\n(Cycles)\n\n![Bridge_iKusW7CdLf.jpg](Bridge_iKusW7CdLf.jpg)\n\n\nHere is an actual movie render (with Eevee) that shows how horrible this issue is.\n[borkedframes_0001-0200.mp4](borkedframes_0001-0200.mp4)\n\n\n[#88966.blend](T88966.blend)\n[steam.4.0001.vdb](steam.4.0001.vdb)\n\n- Open .blend file\n- Render sequence with CUDA\n\nIssue should appear within 30 frames\n", "Shader Editor has a significant delay after opening Translation.\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.64\n\n\nBroken: version: 2.80 (sub 72)\nWorked: (optional)\n\n\nShader Editor has a significant delay after opening Translation.\n[bandicam 2019-05-28 07-48-44-136.mp4](bandicam_2019-05-28_07-48-44-136.mp4)", "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", "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)" ]
[ "M1 Solid Shadow slows down\nOperating system: macOS-11.2.3-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Apple 4.1 Metal - 71.0.7\n\nBroken: version: 2.93.6 Release Candidate\n\nScene slows down a lot in Solid mode with shadow on\n[m1_solid_shadow.blend](m1_solid_shadow.blend)\n\nAdd 200+ simple objects to the scene. In Solid mode, turn on Shadow.\n\n" ]
blender 2.82, clear seam function not available via search menu Operating system: Windows 10 home Graphics card: Nvidia 1050Ti Broken: Blender 2.82 Worked: NA When using the search box when editing a model there is functionality available to mark a seam, but not to clear a seam. with the default cube available on a fresh start of the Blender software, 1. Select the object and enter edit mode 2. Select two adjacent vertices 3. Hit F3 to bring up the search menu 4. Search for "mark seam" 5. Select the mark seam option and see a red seam marker appear on the model 6. Hit F3 to bring up the search box again 7. Search for "clear seam" and see that no option for that function appears
[ "GPUOffscreen missing update when deforming geometry in Sculpt mode\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Radeon RX 580 Series ATI Technologies Inc. 4.5.14830 Core Profile Context 21.4.1 27.20.21002.112\n\nBroken: version: 2.93.1 and since 2.82 (sub 7)\nWorked: 2.81, 2.80 (and even 2.82 alpha)\n\nGPUOffscreen missing update, cause when creating some from the 3d view it is not updated when performing deformations on the mesh in Sculpt mode.\n\nYou can try the '[Rendering the 3D View into a Texture ](gpu.html#rendering-the-3d-view-into-a-texture)' example in the Python API docs and see that it works in 2.80 and 2.81 but stop working on 2.82 while in Sculpt Mode (you deform the mesh with any brush and the offscreen is not updated).\n\nAlso there is no mention about this breaking change in the Python API section of the release notes of 2.82 and as it worked in previous releases I suppose this is a bug.\n\n\n\nThe easy way of testing is via the GPU Offcreen example in the API docs --> '[Rendering the 3D View into a Texture ](gpu.html#rendering-the-3d-view-into-a-texture)'\n - Open Blender 2.81, and run that script\n - Go to edit mode, move some verts, confirm it works (you can see the offscreen is updated)\n # Go to sculpt mode, deform the mesh, confirm it works...\n\n # Repeat steps 1-3 but in Blender 2.82 or latest release at this time (2.93 RC1)\n\n", "Intersecting Meshes are not marked as overlapping anymore when selected\nOperating system: Linux-5.4.0-48-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.66\n\nBroken: version: 2.90.1\nWorked: 2.83.x\n\nIn blender 2.83.x Solid View intersecting objects had, if selected, the otherwise hidden parts shown in a more muted color when overlapping. with 2.90.x this is no longer the case. \nI hope this did not get removed intentional but is a missing feature.\n\nDuplicate the default Cube, move it a bit so that is still intersects with the first cube and confirm movement. \nWatch the outline in Solid View be the same color and thickness all around the mesh. \nin 2.83 while moving the white outline turned light grey when intersecting and the selected object outline turned a darker orange. This is very helpful for positioning elements.\n\n![blender.jpg](blender.jpg)", "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", "Sculpt Mode Border Hide Tool Todo\n## Sculpt Mode Border Hide Tool Todo\n * - [x] {icon circle color=red} When this tool is selected, it currently shows the wrong tool settings which affect the brushes, not this tool. These should not be visible when this tool is active.\n * - [ ] {icon circle color=yellow} We should add a tool setting to add/remove the mask as you drag. Currently, the only way to remove from border hide, is very hidden: You drag with RMB. This could become more consistent and more discoverable if we added the same Add/Remove buttons as with other Sculpt tools", "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", "Tool 'builtin_brush.Grab/Relax/Pinch' not found for space 'IMAGE_EDITOR'\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.40\n\nBroken: version: 2.80.75, 4.0.0 Alpha\nWorked:\n\nWhen the active UV Editor tool is set to Grab, Relax or Pinch and the Tool (left) shelf of the UV Editor is opened/closed while not in Mesh Edit mode, a `Tool 'builtin_brush.Grab' not found for space 'IMAGE_EDITOR'` warning (or similar for the other tools) is displayed in the Status Bar and Blender Info Log (or any Info Editor). \n\nThe attached .blend (authored in 4.0.0a) is set up such that all you need to do is open/close the Tool shelf of the UV Editor.\n1. Open the UV Editor\n1. Enter Edit mode on a mesh\n1. Open the Tool (left) shelf of the UV Editor\n1. Set the active tool to Grab, Relax or Pinch\n1. Exit back to Object mode\n - It may be worth noting that the Grab, Relax and Pinch tools now disappear from the UI\n1. Open/close the Tool shelf of the UV Editor\n1. Observe a warning about the tool not being found\n![image](attachment)\n![image](attachment)\n\n", "Research: refactor dotted/dashed lines to support line width.\n Almost all line types in the UI are using shaders that add geometry, so they can be any width even on some Macs that don’t otherwise support line_width greater than 1. Except for one: dotted/dashed lines. We still use these in quite a few places, sometimes even using them as solid lines. Anyway this one shader always makes 1-pixel wide lines on these problematic Macs, and those users quite often have high-dpi displays, making them almost invisible. And then we have some people who need large UI scale and/or wide lines for accessibility reasons, like one fellow who is almost blind. So just hoping that a refactor of that one shader could be on your “to do” list. ", "Edge/Vert Slide fail to properly \"redo\"\nCurrently vertex & edge-slide use the mouse input to calculate which edge to slide, the direction to slide, and the **Even** toggle is set at runtime.\n\nUsing operator redo is not re-running with the same options, so redoing the action fails.\n\nWe could simply disable redo with this operator, however being able to toggle **Correct UV** is important.\n\nAdding this report to merge in duplicates, since there are various reports on this, which all have the same root-cause.", "Exiting 'Start Editing Stached Action' mode with tab or selecting 'Stop Tweaking Strip Action' results in the channel mute button having no effect\nOperating system: macOS-10.15.7-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5600M OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.10.22\n\nBroken: version: 2.93.5\n\n[Edit_Stashed Action_NLA_Bug.blend](Edit_Stashed_Action_NLA_Bug.blend)\nIf you either choose 'Start Editing Stashed action' or press Shift + tab, then you enter edit mode, but if you press tab or select 'Stop tweaking Strip action' it seems like you've returned to the NLA, but the strip mute button has no effect. Moving the strip behaves as expected. Going back into stash edit mode and exiting via the menu 'Stop editing stashed action' or Shift + Tab will get back to the NLA with the mute button behaving correctly\n\n\n\nOpen the attached blendfile, note that the NLA strip is muted and has no effect. Either right click on the NLA strip and select 'Start Editing Stashed action'. Press tab or right click on the strip and select 'Stop tweaking Strip action'. See that now the strip is active even though the channel is muted. \n\n\n", "mask animation is not undoable\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: Intel(R) HD Graphics 4600 Intel 4.3.0 - Build 20.19.15.4454\n\n\nBroken: tested 2.79, 2.80\nWorked: non\n\n\nmask animation is not undoable\n\ncreate a mask and make an animation keyframe\npress ctl+Z or edit->undo : nothing happens!\n", "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", "Unable to select certain vertices (regression from 2.79)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.38\n\nBroken: version: 2.91.0 Alpha\n\nSome vertices are impossible to select.\n\nAt first I thought it was because the vertices formed a concave area (see first file) but then I hit a second concave case (see second file).\n![image.png](image.png)\n\nWithout rotating or zooming the view try to select one of the marked vertices in both files.\n[Select1.blend](Select1.blend)\n[Select2.blend](Select2.blend)\n\n----\n\n2.79 worked in this case, open this file in 2.79 to test.\n\n[Select1(1)_279.blend](Select1_1__279.blend)", "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", "Make the “redo” panel also appear in the tool settings tab\nWe should make the 'redo' panel also appear in the Tool Settings tab in Properties:\n\n![image.png](image.png)", "'Dissolve' operator leaves inconsistent selection\nBroken: 2.82 (62d131e962d6e0a4f39db98d4f89243c16c55779) (down to, and including, 2.79)\nWorked: N/A\n\nAfter dissolution of edges in Edge selection mode, some vertices not connected with edges remain selected (which is indicated by a tool gizmo, Verts readout in the status bar, and verified by switching to Vertex selection mode).\n\n1. In a empty scene, add a mesh Grid.\n2. Switch to edit mode and Edge selection mode.\n3. Select one edge somewhere inside the grid (not on border).\n4. Dissolve it via the Delete -> Dissolve Edges or a default shortcut Ctrl+X.\n5. Verts readout in the status bar should show 2 selected vertices (despite you being in edge mode with no edges selected).\n6. Switch to Vertex selection mode: the two verts from that dissolved edge are still selected.\n7. Deselect all, switch to Edge selection mode and box-select one square at the corner of the Grid.\n8. Dissolve edges as in (4).\n9. Note that this time, Verts in status bar only shows one selected vertex: switching to Vertex mode would reveal it's the corner one.\n\nIt would seem that the vertices do remain \"selected\" for operators as well: after (4) or (8) you can transform those verts using a gizmo or shortcuts, extrude them (with strange results), connect them using Fill or Connect Vertex Path, and delete them (even though you're in Edge mode).\n\nUpdate: Video demo [here ](FAfhSU2AdbQ)." ]
[ "Use menus for operator search & various improvements\nCurrently the operator search popup has a few issues:\n\n - You can't search for UI names, meaning menu items such as Clear Seam aren't searchable (because it's internally just an option for Mark Seam)\n - You cannot right-click on search items to add shortcuts or to add them to the Quick Favorites\n - You cannot see in which menu the item lives\n - We often show operators that don't work in a given context\n\nWe can solve this by fundamentally changing the way we search. Instead of searching all operators, we can simply search the menus instead. This means we could search for 'Clear Seam' and find it, and it also means we can tell users which menu it is in, and we can make it so the search results act like normal menu entries with properly working context menus.\n\nAt the same, we can improve the search UI a bit:\n\nBefore typing, instead of listing all operators, just keep the UI more compact, like so:\n\n{[F8366112](Screenshot_2020-02-24_at_10.59.27.png), size=full}\n\nWhen the user searches, the popup expands:\n![Screenshot 2020-02-24 at 11.00.08.png](Screenshot_2020-02-24_at_11.00.08.png)\n\nWe can now search for UI menu names in addition to the operator names, so we can find things like Clear Seam:\n\n![Screenshot 2020-02-24 at 11.01.18.png](Screenshot_2020-02-24_at_11.01.18.png)\n\nFor each search result item selected, we highlight the menu where it lives. In this case Clear Seam is in the Edge menu:\n![Screenshot 2020-02-24 at 11.02.29.png](Screenshot_2020-02-24_at_11.02.29.png)\n\nBecause we are just showing menu entries, we can now also support the normal menu item context menus, so items can be added to Quick Favorites and assigned to shortcuts:\n![Screenshot 2020-02-24 at 11.22.34.png](Screenshot_2020-02-24_at_11.22.34.png)\n\n## Layout\n\nMany menu titles need the leading menus to give context. But to make it more readable, we can grey those leading menus out: \n![Screenshot 2020-03-31 at 17.41.55.png](Screenshot_2020-03-31_at_17.41.55.png)" ]
Hair particles: rekeying resets particles weight. Operating system: Windows-10-10.0.17763 64 Bits Graphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86 Broken: version: 2.80 (sub 74) Worked: (optional) I want to shape the hair particles with few steps for better control and rekey them for better collision in hair dynamics but all particle weight will be set to 0 as I do it. the problem was back in blender 2.79b.
[ "Cycles: Changing certain settings with `Persistent Data` enabled can lead to extremely long initialization times on re-render\nOperating system: Linux-5.15.0-1-amd64-x86_64-with-glibc2.32 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 495.44\n\nBroken version: 3.1.0 Alpha\nBroken version: 2.93.6\nWorked: Unsure\n\nWhen changing certain settings on some objects while having `Persistent Data` on in Cycles, can lead to extremely long initialization times on re-renders. For example I may have a particle count set to `10,000,000` and I render the scene for the first time. It takes roughly 2 minutes. Re-rendering the scene only takes 10 seconds because of the `Persistent Data` option. However, if I then **decrease** the particle count to `1,000,000`, the render takes a really long time to start (I waited 15 minutes before giving up)\n\n1. Change the render engine to Cycles.\n2. Change render settings such that the render is quick (lower sample count, turn off denoising, reduce the resolution).\n3. Enable `Persistent Data` in the `Render Properties -> Performance` section of the `Properties editor`\n4. Create a hair particle system with lots of objects. I did this by creating a plane, giving it a hair particle system set to count `10,000,000` and set it to \"render as\" a Suzanne object\n5. Render the scene. Take note of roughly how long it takes for the render to initialize. Roughly 2 minutes for me.\n6. Render the scene again. (I'm not sure why but this steps seems to be necessary)\n7. Reduce the particle count on the plane. I reduced it to `1,000,000`.\n8. Render the scene again. Notice how the render takes a really long time to start. (I gave up after waiting 15 minutes.)\n\nHere is a file that does step 1-4 for you:\n[Persistent Data Long Intialization Time.blend](Persistent_Data_Long_Intialization_Time.blend)\n\n**NOTE:** This is not an out of memory issue, at least from what I can tell. Blender gets nowhere close to using the entirety of my RAM (64GB) or VRAM (24GB) during tests using CPU or GPU for testing.", "Particle Systems keep reacting to a Force Field even though the Force Field's already been deleted\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: AMD Radeon R5 M335 ATI Technologies Inc. 4.5.13497 Core Profile Context 23.20.768.12\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nParticle Systems keep reacting to a Force Field even though the Force Field's already been deleted. It's not that big a deal, but it may confuse or frustrate new users.\n\n - Select the default Cube. In the Particles tab, add a new particle system. Hit Play in the timeline to start the particle simulation.\n - While the simulation is still playing, add a Force Field, such as Wind. Rotate it 90 degrees around the y-axis. In the Physics tab, increase the Strength, perhaps to 20. The particles are now being blown away.\n # Delete the Force Field when the playhead is at about frame 40 or so. The particles keep being blown away from the start to that frame 40 or so, even though there's no longer a Force Field, even if you've tried replaying the simulation in the Timeline. The only way to return them back to before is to alter some settings, for example hiding the Cube in the Outliner then showing it again, or change the particle count, or baking the simulation, which are all awkward and confusing.\n[particleforcefield.blend](particleforcefield.blend)", "Hair Dynamics Stretching to Mesh\nOperating system: Windows 10 OS Build 18363.1316\nGraphics card: RTX 2070\n\n2.91.2\n\nWhenever I try to simulate hair dynamics on the tail or chest fur, they stretch to the original position of the rig. I can't get them to simulate correctly.\nHowever, the cheek fur and whiskers simulate fine. I've checked the modifier stack and the normals, everything appears fine.\nI have read elsewhere to switch to shade flat or to play the animation without baking it first, but none of this works.\nI can't find a fix that works for me anywhere.\n\nVideo of issue:\n[2021-01-30_19-09-31.mp4](2021-01-30_19-09-31.mp4)\n\n- open attached file or:\n - Model character\n - Parent to armature\n - Add hair particles\n - Edit hair particles\n - Add density vertex group\n- Simulate hair dynamics\n\n[hair_anim_bug.blend](hair_anim_bug.blend)", "Particle system removal\n- [ ] Convert hair particle system combs to curves objects with versioning\n- [ ] Remove explode modifier\n- [ ] Remove particle instance modifier\n- [ ] Remove non-hair particles\n\n\n**Needs agreement**\n\n- [ ] Decide how much of simulation and non-hair particle systems to replace with versioning vs. remove\n\n", "Multi-User Action keeps moving object after deleting all keyframes until reloading file\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92\n\nBroken: version: 2.92.0\n\nDeleting keys from action with several users doesn't update correctly.\nActions without any keyframes keep changing the object until you revert the file.\n\n1. Add two keyframes to the default cube. (Scale it up and move it to the side)\n2. ALT+D to create a linked copy.\n3. On the linked copy, go to the dopesheet (e.g. action editor)\n4. Delete the keys. Because the action has two users, the keys should be deleted for all users.\n5. Play the animation. You'll see the original copy still moves according to the original keys.\n\n[#88208.blend](T88208.blend)\n\nThank you for taking a look at this! :)\nSeems like a bug to me.\n", "Hair Particles: Deflect Emitter option will affect all edited hairs\nOperating system: win 10 \nGraphics card: 2x vega 56\n\nBroken: 2.90 alpha\nWorked: 2.79\n\nWhen combing hair with deflect emitter on, **all** hair is affected (not just the hair in the brush radius).\n[for further explanation, see comments below incl. a potential fix]\n[#79042.webm](T79042.webm)\n\n**Original report (was also showing that deflect is affecting hair outside the brush radius -- collapsing itself is not considered a bug)**\nwhen combing hair with deflect emitter on, it causes chunks of hair to collapse into the mesh. deflector size has no effect\n\n![ezgif-1-7edde507aec4.gif](ezgif-1-7edde507aec4.gif)\n\nmesh this is happening on \n[bugged hair.blend](bugged_hair.blend)", "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)", "Pinning data (mesh, curve, grease pencil, lattice, particle system) makes certain tabs/options disappear (vertex groups, shapekeys facemaps)\nOperating system: Microsoft 10\nGraphics card:GeForce GTX 10606GB\n\nBroken: 2.93\nWorked: don't know\n\n**in the properties editor, in object data properties, the pin toggle hides vertex groups and shapekeys**\n\n- select default cube\n- go to properties editor\n- press object data properties tab\n- press the pin button\n", "Fluid modifier affects particle hair (even when set to None)\n(blendfile attached : view?usp=sharing ) \nUsed Blender 2.91.\nDon't really know how to reproduce the because when I try reproducing the bug by adding a fluid modifier to a scalp before (in the modifier hierarchy his edited particle system, the hair edit changes in the edit particle, as well as it changes in object mode. However, with my original file, the hair edit don't change in edit particle mode, whether I hide the fluid modifier or not, it just changes in the other mode, e.g. object mode.\n\nHello,\nMy hair is very buggy and, I really, really need help on this.\nI have a hairstyle composed of two layers, two particle system, one for the main hairs, and one for the frizzy hairs. The scalp where the hair is, has modifiers set up like this :\n\n![image.png](image.png)\n\nAnd here is a picture of the hair how I want em, and how I stylized em in the particle editor :\n\n![image.png](image.png)\n\nBut this is how it looks when I disable the fluid modifier that the scalp has\n\n![image.png](image.png)\n\nAnd this is how it looks when I uncheck the “Dynamic Hair” box\n\n![image.png](image.png)\n\nI want to simulate my hair, but when I bake it, it comes out weird and deformed, plus, the main hair are static, there is only the frizz going crazy.\nWhat am I doing wrong, please I really need help, at the end I want to be able to simulate my hair correctly, them looking exactly like the first picture, but without the fluid modifier, wich I think is causing problem in the sim.\n\nIf you can provide help, please do, It’s urgent, and I absolutely need this to get fixed, and If you can’t provide me help, like or upvote my post so that other users that can help, see my post.\n\n(blendfile attached : view?usp=sharing )\n\nEdit : If you wanna see the particles in edit particle mode, make sure this option is set to particles :\n![image.png](image.png)", "Comb brush improvements\n# Motivation\nComb brushes currently don't work all that well. It takes several brush strokes to push hair into a different direction and align it. Curves tend to drift away from the brush, especially close to the tips.\n\nA good combing brush should feel almost like a real, physical hair comb. It should \"grip\" the hair without letting it drift out of the brush region, while allowing slippage in the hair direction.\n\n# Current problems\nGoal positions for vertices are correctly computed by the brush and initially applied. But then segment length and collision constraints get solved, which moves points away from initial positions. Large brush strokes in particular cause large corrections for length constraints, which diminishes the brush effect.\n![image](attachment)\n\nEspecially points at the tip tend get corrected so much that the initial displacement of the comb brush is quickly lost. That is because the length constraint works from the root upwards and only moves the end point of each segment. This \"follow the leader\" solution has the advantage that it only requires one iteration for a perfect length constraint, but the downside is that it artificially overcorrects curve tips. This issue has been described in section 3.1 of \"Fast Simulation of Inextensible Hair and Fur.\" (Müller et al.).\nFTLHairFur.pdf\nRecently a correction factor was introduced (#104589) to make curve tips more responsive, but only partially solves the problem.\n\n# What is the desired behavior?\nCombing should feel like a physical comb. Hairs between the teeth of a comb are constrained in their lateral movement, but can move (with some friction) along the direction of the hair.\n<img src=attachment width=\"300\">\n\nThis suggests that, rather than just an initial point offset, combing should be implemented as a constraint itself. This gives greater control over the priority and weighting of brush influence relative to other constraints. The solver can then try to satisfy segment lengths, collisions, and brush constraints at the same time, rather than overriding brush goals immediately.\n\n# Irrelevant aspects of real combs\nReal physical combs are open to one side to make inserting hair easier. If that side faces down the hair will fall out. This is not a feature we need to replicate. Instead the hair should generally be restrained laterally, but move freely in the longitudinal direction.\n\nReal combs also only work if held at a right angle to the hair direction. Brushes in Blender don’t usually have an orientation, so we can assume that this is always the case.\nCombs are also generally planar, while Blender brushes are spheres or cylinders (depending on projection mode). We don’t need all hair constraints to lie in the same plane.\n\nReal hair has some friction when dragged through a comb. This is a useful feature because it extends the influence of the brush beyond the immediate brush position. But we can simplify the brush and assume a moderate constant amount of friction with a simple tool setting (or disable friction altogether).\n\n# Formulating a comb brush constraint\nAll existing curve editing features can be understood as a simplified position-based constraint system. The goal now is to define an *objective function* that describes a suitable \"comb constraint\" and improve the curve constraint solver so that it supports this new constraint in addition to existing length and collision constraints.\n\nAn formulation of such a constraint can be found in section 5.1 *Keyhole Constraint* of \"A robust and efficient Lagrangian Constraint Toolkit for the Simulation of 1D Structures\" by Adrien Theetten.\nTheetten-2009-JCAD.pdf\n\nThe constraint minimizes the distance to a goal point. The goal is found at the beginning of the stroke by looking on each curve for the closest point to the brush center. The key difference to a simple \"grab\" constraint is that the point parameter `u` along the curve is also a variable, meaning that the point can slide along the curve to minimize deformation, as long as the deformed curve still goes through the goal point.\n\nIt must be noted that the curve has to be differentiable for this to work properly. A simple cubic spline interpolation helps generate a smooth gradient to move the keyhole point in the right direction along the spline.\n\n# Test implementation\nA test implementation shows the improved behavior of the constraint-based brush: The curves are following the brush much more strictly and it only takes a single stroke to align curves.\n![image](attachment)\n\nCode: 105769\n\nA few further improvements should be considered for a full feature:\n* The constraint solver should be generalized to support additional constraints in the future.\n* Length constraints should apply to both sides of a segment equally instead of the follow-the-leader approach (solving from the root up). This will require more iterations but make it more compatible with other constraints. Zero weights for root points ensure pinning to the surface.\n* Some simplified stiffness constraints for segment angles can help avoid the \"floppiness\" of curves.\n* Better collision handling is needed. Collision constraints should not attempt to solve length constraints simultaneously, since that only works for the last-solved segment and makes the solution very non-linear.\n* The comb constraint is solved with a linear projection. A few iterations of gradient descent or a similar method for just this constraint type might improve convergence.\n* Currently `segment_length` and similar constraint constants are recomputed at the start of each brush stroke. This is susceptible to drift over multiple brush strokes, as any residual error of the solver is carried over into the next stroke. While improving convergence of the solver alleviates this issue it shouldn't be expected to get a totally accurate solution every time. `segment_length` and other (supposed) constants should be persistent as attributes and only change when e.g. grow/shrink brushes modify them.", "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)", "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", "Particle Edit mode for non hair particles - point select mode crash\nOperating system: Linux-5.6.0-050600-lowlatency-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.64\n\nBroken: version: 2.90 (sub 3)\n\nBlender crashes when entering into the Particule Edit mode\n\n- Delete all objects from the default scene\n- Create a plane\n- Add a particle system\n- Set end frame to 50\n- Bake the particle system\n- Switch to the Particle Edit mode\n- Select Point select mode\n\n- > Crash\n\n[blender.crash.txt](blender.crash.txt)\n\n\n", "Cycles 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)", "particle instancer modifier 20 years BUG \nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: version: 2.91.0\n\n\n\nlook at particle instancer rotation of some parts. you can`t rotate this particles and can`t fix\n![BUG_001.png](BUG_001.png)\n![BUG_002.png](BUG_002.png)\n" ]
[ "Hair Particle Cut tool does not preserve relative control point position along hair particle lengths\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: Radeon (TM) RX 480 Graphics ATI Technologies Inc. 4.5.0 Core Profile Context 22.11.1.221110\n\nBroken: version: 3.5.0 Alpha\n\nWhen using the Cut tool in Particle Edit mode for Particle Hair Systems, dragging the tool while holding `LMB` can deleteriously reorganize hair particle control points, in particular when they are not homogeneously placed along the particle length.\n\nIn other words: the relative position of control points along hair particle lengths may not be retained after using the Cut tool.\n\nA sample scene with default Blender settings has been provided.\n\n- With the selected Cut tool hold `LMB` and _drag_ down slowly the cursor along the particle lengths.\n- Observe how the control points get shuffled along the hair particle lengths. \n\n[hair-cp-cut.blend](hair-cp-cut.blend)\n\n**Visual results**\nBefore using the Cut tool:\n![image.png](image.png)\n\nAfter using the Cut tool:\n![image.png](image.png)\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" ]
DRAG IMAGE TO 3D View Port Operating system: macOS Mojave Graphics card: Intel Iris Pro 1536 MB Broken: blender-2.80.0-git20190124.7f77961f1c38-x86_64, 2019-01-24 (example: 2.79b release) (example: 2.80, edbf15d3c044, blender2.8, 2018-11-28, as found on the splash screen) Worked: (optional) When dragging an image to the ViewPort and placing an object in front of or behind it presents a noise in the image Based on the default startup or an attached .blend file (as simple as possible). 1) Start Blender 2) Drag an image to the viewport 3) I place a plane or a cube in front or behind and noise appears in the image.![1.png](1.png) ![2.png](2.png)
[ "Render will not load anything but a cube silhouette in a new untouched file\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: AMD Radeon(TM) R4 Graphics ATI Technologies Inc. 4.5.14830 Core Profile Context 21.09.04 27.20.20904.1\n\nBroken: version: 3.6.2\n\nSo, when I open in a new file, new to blender and following a tutorial, I go to render the cube immediately, but instead of a gray cube with shading, it is a transparent silhouette. I have touched nothing, just installed from steam, and opened. Then that, IDK what's going on with it.\n\nIDK what to put here, since I didn't do anything.\n\n\n", "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", "Color Filter: Sliding UI\n# Issue\n\nCurrently when using using the Filter tools in Sculpt Mode, like the Color, Mesh or Cloth Filter, to start the operation you need to click anywhere in the viewport.\nClick and drag from left to right will have a positive effect and from right to left the inverse effect.\n\nThe exact behaviour is very hard to understand and no information on the actual strength is given in the UI.\nSo we should add a UI element to give additional information.\n\n# Solution\n\nLuckily [D9314](D9314) and [D9054](D9054) already implemented such a UI element and modal keymap that could be reused for the Filters.\nSo when executing a Filter it should display a scale in the header to know how strong or inverted the effect currently is.\nUnlike with the Pose Mode Breakdowner the slider should start at the 0 % mark.\nThe shortcuts `E` for overshoot, `Ctrl` for increments and `Shift` for precision should also be included.\n\nThe capped 100% and -100% points will have to be tested so as a user it is rarely necessary to press `E` to overshoot the range.", "Fake Dependency Cycle: 'Disable in Viewport' depends on 'Disable in Renders'\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.2.2\n\nDriving hide_render from hide_viewport causes a dependency cycle\nwhile the error occurs on all objects, the driver does seem to work on some objects, but not others. In the default scene for example, the driver works with the camera, but not the cube or the light\n\n- in the outliner, edit the filter to display the `Disable in Viewport` option.\n- Right click the `Disable in Viewports` icon on any given object\n- Copy as New Driver\n- Right click the `Disable in Render` icon of the same object\n- Paste Driver\n[render visibility driver issue.blend](render_visibility_driver_issue.blend)\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", "Strokes in front of a 3d object will change and become jagged after it is placed\nOperating system: windows 10\nGraphics card: 2070 super\n\nBroken: 2.93.0\n\n\nIn front of a 3d object like a plane, the strokes will alter itself and become jagged after you let go of the stroke to place it. On full screen in my video it becomes very apparent especially the second time I do it.\n\nTest File:\n[#91204.blend](T91204.blend)\n[stroke becomes wavy after leting go of the pen this one.mp4](stroke_becomes_wavy_after_leting_go_of_the_pen_this_one.mp4)", "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.", "Add \"Link (Library Override)\" option when dragging assets into the scene\nAs a user, I want to be able to drag an object asset into a scene and have it have the following properties:\n\n1. The data block is not copied into the new scene, it should be linked.\n2. The underlying *data block* cannot be edited (i.e., you cannot go into edit mode on a mesh object)\n3. The new object should be able to be modified (i.e., translating, scaling, rotating etc.)\n\nThis is not possible with [the options provided](asset_browser.html#using-assets) at the moment.\n\nI propose that a new option be added, called **Link (Library Override)**.\n\nThis would essentially be the same as using \"Link\", followed by calling the \"Make Library Override\" operator on the linked object.", "Placement Tool for Objects and/or Collections\n### Motivation\n\nThe new drag & drop snapping helps easily & quickly placing objects in the scene. But it relies quite a bit on the asset and the scene it’s being dragged into (e.g. the size relative to the destination scene, the exact normal of the snapped to surface), etc. Users may want to adjust the rotation, the scale, the up-axis, use the origin for snapping rather than the bound-box (e.g. to place trees so they are partially covered by the ground plane), etc.\n\n### Basic Design Idea\n\nRather than setting these options before dragging (where you don’t get visual feedback) or while dragging (where it’s awkward to give input because you’re holding a mouse button), the Operate->Settings paradigm of Blender should be used: First the object/collection is dragged in and placed using basic snapping, then we provide a visual way to keep adjusting the transforms and parameters until the user is happy with the result.\n\nHowever, this placement method isn't just useful for dragging in assets. It is useful as a general transform tool and should be created as such. So this is a proposal for a general placement tool with bounding-box or origin based surface snapping, that gives access to most important transforms and properties for placing an object. In some way or another, it could be (temporarily and optionally?) activated after dragging an object or collection asset into the scene. If more advanced transforms are needed, the user can still access the proper transform tools & operators.\n\n### Temporary Activation\n\nHaving to activate a placement tool every time an asset is dragged in can be annoying. Blender could automatically activate it, at least in some temporary fashion. For example, the tool could temporarily override the active tool after dragging in an asset. Deselecting the dragged in object would bring back the real active tool. If the user wishes to go back to the placement tool, that can be explicitly enabled again in the toolbar.\n\n### Tool Design\n\nTODO", "Allow OpenGL image drawing in UI colour space\nSince 7ad802cf3a images are stored with premultiplied alpha and in scene linear space. This produces the wrong colours when used for drawing UI elements.\n\nExample from the Blender Cloud texture browser, with the post-7ad802cf3a drawing on the left and the expected colours on the right:\n\n![image.png](image.png)\n\n@brecht proposed adding a new shader that can be used from Python and that draws the textures in the correct colour space.\n", "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", "Cloth simulation collision differs between viewport and render when collider is hidden\nOperating system: Fedora Linux\nGraphics card: AMD\n\nBroken: 3.3.0 - 3.6.1\nWorked: \n\nCloth simulation collision differs between viewport and render when collider is hidden in both.\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n- create a cloth that will collide with the default cube\n- hide the default cube in both render and viewport\n- press play\n- the cloth will collide with the hidden default cube\n- press pause\n- go to frame 1\n- enter and exit edit mode on the cloth mesh to reset the cloth simulation cache\n- render the animation\n- the cloth will not collide with the hidden default cube\n\nAdditionally:\n\n- If you play with cube hidden, up to when cloth collided the cube, and render animation, the animation will be like: cloth collided the cube, and after the cache runs out, it starts falling as if the cube has not been there.\n\n", "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: Opening an image in UV Editor changes zoom\n1) Open default cube\n2) Tab to enter edit mode\n3) Open UV Editor\n4) Observe scale of unit square\n5) Open an image (Click \"open\" and choose an image file)\nBug, unit square is no longer in same location.\n\nThanks @BlenderBob for the initial report!\n\n", "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" ]
[ "Possible Z-fighting background images using Depth = Both\nOSX 10.11.6\nIntel Iris Pro 1536 MB\n\n2.80, 3c3d80ea22af, 2019-01-08 23:33\n\nIt looks like the new method for background images has a small issue when Depth is set to Both. It looks like there is some kind of Z-fighting or normal issue perhaps. It looks like noise, weird effect\n\n1. Use any scene or new scene as long as there are object in the viewport\n2. Add image as Empty\n3. Use any image and place it around an object or in between\n4. Now hovering the mouse over the image or moving the scene will show a weird noise kind of effect. Sort of like normals or z-fighting\n5. setting Depth to Front or Back solves this \"issue\"\n\nIve attached a screengrab of this\n\n![Z-fighting-or-normal-issue-ref-images.gif](Z-fighting-or-normal-issue-ref-images.gif)" ]
in lookdev mode, changing material output from "all" to "cycles" makes blender crash Operating system: Windows-7-6.1.7601-SP1 64 Bits Graphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.60 Broken: version: 2.81 (sub 12) in lookdev mode, changing material output from "all" to "cycles" makes blender crash. Please open the attached file and from the material output dropdown menu, from all to cycles to make Blender crash. thanks [crash.blend](crash.blend)
[ "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", "Crash on toggle bone layer\nOperating system: OpenSUSE Linux, kernel 5.10.7\nGraphics card: intel \n\nBroken: blender-2.92.0-a5637756491c-linux64\n\nBlender crashes when I'm trying to enable bone layer visibility.\n\n1) Open example file: \n[rig-bug3.blend](rig-bug3.blend)\n2) Click on the *second* rig bone layer: ![Screenshot-rig-bug.jpeg](Screenshot-rig-bug.jpeg)\n\nResult: blender crashes with backtrace:\n\n```\n# Blender 2.92.0, Commit date: 2021-02-05 15:23, Hash a5637756491c\nbpy.ops.outliner.item_activate(extend=False, deselect_all=True) # Operator\nbpy.ops.outliner.item_rename() # Operator\nbpy.ops.outliner.orphans_purge(num_deleted=40) # Operator\nDeleted 40 data-block(s) # Info\nbpy.ops.outliner.orphans_purge(num_deleted=10) # Operator\nDeleted 10 data-block(s) # Info\nbpy.ops.outliner.orphans_purge(num_deleted=1) # Operator\nDeleted 1 data-block(s) # Info\nNo orphaned data-blocks to purge # Info\nSaved \"rig-bug3.blend\" # Info\nbpy.context.space_data.context = 'DATA' # Property\nSaved \"rig-bug3.blend\" # Info\n\n# backtrace\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(BLI_system_backtrace+0x20) [0x865fd90]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender() [0xeb3a2a]\n/lib64/libc.so.6(+0x3d6c0) [0x7ff5377926c0]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(DRW_displist_vertbuf_create_pos_and_nor+0x5e) [0x13d443e]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(DRW_curve_batch_cache_create_requested+0x4ea) [0x13d24ea]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender() [0x85bf76b]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(BLI_ghash_free+0x4e) [0x85c00ee]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender() [0x13840e7]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(DRW_draw_render_loop_ex+0x1ac) [0x138649c]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(view3d_main_region_draw+0x8f) [0x1c0442f]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(ED_region_do_draw+0x7e1) [0x17ab221]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(wm_draw_update+0x52e) [0x123c70e]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(WM_main+0x30) [0x123a5a0]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender(main+0x31e) [0xdeb30e]\n/lib64/libc.so.6(__libc_start_main+0xea) [0x7ff53777ce0a]\n/home/z/soft/blender-2.92.0-a5637756491c-linux64/blender() [0xeb03c3]\n\n```", "Texture Node editor --->creating image , then use created image as input node in texture node editor \nwin 10 \namd radeon \nintel i5\n\n Blender 2.8\n3d8cbb534f82\n\n\n First of all ,this is specifically about the \"texture node editor set to brush for creating an image , then using the created image as an image input in the (brush ) node editor , and again paiting in the SAME image ...\nIt totally makes sens that blender crashes because it is trying to create an image where the brush is that image itself , thus creating a feedback loop \n\n\nSteps to reproduce crash\n\n\n- Create plane \n- Go to the shader editor and create an image texture node \n- Create a new file , let's call this one ''crash'' and route it the shader's colour input \n- Go to the 'texture node editor and from the dropdown select 'brush''\n- Click the 'new tab' and enable úse nodes , by default we are presented with the checker pattern \n- go to the image editor and draw something , we are presented with a checker pattern \n- Now go back to the texture node editor'' and select ímage 'from the input nodes and route it to the tout\n- Select çrash 'as image \n- Now paint something in the image editor \n\nCrash \n\nIn the provided file , everything is already set up , al you have to do is paint in the image editor , and then route the module labeled çrash'to the output of the texture node editor [feedback crash .blend](feedback_crash_.blend)\n\n ", "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```", "Library overrides does not work well with Materials.\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 517.48\n\nBroken: version: 3.3.1 Release Candidate\nWorked: No\n\nAfter saving and reloading, the object's material changes unexpectedly.\nThis bug only appears on objects that have library overrides.\n\n\n**Exact steps for others to reproduce the error**[bug check.zip](bug_check.zip)\n\n1. Download bug check.zip\n2. Open the t2.blend file. You can see that the cube contains red and green.\n3. Then select mat2a in the material list and save it as t4.blend.\n4. Reload t4.blend, and the cube is only red.\n\nMy current bypassing method:\nBefore saving, choose the same material slot as t1.blend. Only in this way can the object's material do not turn into another.\n\nt1.blend is the original data.\nt2.blend is a link of t1.blend, and then replace the data material to the object material.\nt3.blend is wrong, just like the t4.blend you get.\n\n", "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.", "Cycle gpu rendering crashes randomly\nOperating system: Win11\nGraphics card: Nvidia RTX 3070 Ti\n\nbroken: all 3.0 versions\n\nRenders keep crashing randomly when I’m using my gpu with cycles, I updated my drivers, my memory use is okay, I tried to not use denoiser, lower my samples, resolution etc but nothing works, sometimes it render 10 frames sometimes 100 but it can't render my whole animation without crashing (also for animations with low poly count and small textures tiles) \nDon't know how to read the crash log file.\n\n", "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", "Metal Backend causes UV editing to glitch out, crash Blender\nOperating system: macOS-13.5.2-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 1.2\n\nBroken: version: 3.5.1, 3.6.3, 4.0 alpha\n\nTrying to do UV editing with the Metal backend causes unexpected UI behavior. Islands will glitch out, disappear, randomly stretch and contort, or Blender will crash entirely. It makes Metal useless for work and requires a switch to OpenGL to have expected performance. This happens on my M1 Air, M1 Pro MacBook Pro, and M1 Max Mac Studio. They all had to be switched back to OpenGL.\n\n<video src=\"attachment\" title=\"error.mov\" controls></video>\n<video src=\"attachment\" title=\"Screen Recording 2023-09-09 at 5.50.49 PM.mov\" controls></video>\n\n- Open the included Blender file with Metal backend\n- Make sure the 3D viewport has either Material Preview or Rendered View enabled.\n- Start UV editing on the `Azumi` object (go to Object Mode > Select the Azumi object > go to UV Editing Workspace)\n- Zoom, pan, scale, rotate...\n\nIt'll happen eventually.\n\nEDIT: This issue seems to stem from having multiple UV Maps on the model somehow. If the additional UV Maps are removed, the issue stops occurring.\n\nEDIT 2: Further digging seems to show that it specifically has to do with the texture atlas expression swapping using the UV Map and Mapping Nodes in the \"Colors.001\" material. Clearing the field in the UV Map node also immediately resolves the issue.\n\nI've attached two screen recordings of some of the behavior, as well as the error log when Blender crashed, and the file I'm working with.\n\nEDIT 3: Uploaded a simple test file with just a cube using the same material setup as my character file. It exhibits the exact same behavior.", "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", "\"Join Meshes\" changes the material slot assigned to faces of the original mesh\nOperating system: MacOs BigSur\n\nBroken: 2.91.2\n\nSee video:\n[Screen Recording 2021-02-12 at 12.04.24.mov](Screen_Recording_2021-02-12_at_12.04.24.mov)\n\n1) Create Mesh ONE with 2 material slots, with the same material, each slot assigned to different mesh island in mesh. \nSo faces on mesh islands have different material_indexes, although both use the same material (in different material slots)\n2) Create Mesh TWO without any materials\n3) Join Mesh TWO into Mesh ONE\n4) Check material indexes in resulted mesh. They wil ALL point to first material slots.\nFaces, that was linked to second material slot initially will be \"relinked\" to first slot, so theier material_index attributes are altered/messed \n\n**Expected behaviour:**\nFaces linked to second material slot initially should stay with the same material_index, join action has no reason to change them\n\n", "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 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.", "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", "Crash when selecting line art\nOperating system: Linux mint 21. Blender installed using flatpak.\nGraphics card: See attached system_information.txt\n\nBroken: version: 3.5.1\n\nBlender Crashes.\n```\nbacktrace\n\nPython backtrace\nFile \"/app/blender/3.5/scripts/startup/bl_ui/space_view3d.py\", line 704 in draw\nFile \"/app/blender/3.5/scripts/modules/bpy_types.py\", line 903 in draw_ls\n```\n\n```Py\nbpy.ops.outliner.item_activate(deselect_all=True) # Operator\nbpy.ops.outliner.item_activate(deselect_all=True) # Operator\n```\nWith attached blend file, in the outliner, select cameras, line-art then try to change the color of the background.\n\n" ]
[ "Crash after delete material\nOperating system: Linux-5.0.0-30-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: AMD Radeon (TM) Pro WX 5100 Graphics ATI Technologies Inc. 4.5.13556 Core Profile Context FireGL\n\nBroken: version: 2.81 (sub 12)\nWorked: (optional)\n\nCrash after delete material\n\n1) Open Blender\n2) Go to Shading\n3) Delete material output\n4) Crash\n\n" ]
blender crashes whilst using new interactive mesh adding tool ![system info.png](system_info.png) Broken: 2.90.0 blender crashes whilst adding new primitive adding feature add lots primitives crash report: [P1450](P1450.txt)
[ "Crash (memory use after free) on freeing RigidBody world\nReproducible with current master, probably there since forever.\n\n# Steps\nWith an ASAN build:\n\n- Open `rigid.anim.blend`\n- Close Blender\n\n[rigid.anim.blend](rigid.anim.blend) \n\n(Case found while working on #86379 (When using \"Append\" rigid body objects + empty constraint, none of its constraints work.))\n", "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", "Rendering animation using \"Generate\" type modifiers after animated displacement texture crashes Blender\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.79\n\nBroken: version: 2.92.0 Alpha\nWorked: 2.83.10\n\nIf 2 high poly (~100k faces per obj) objects in modifiers properties have after Displacement modifier (with animated texture) \"Generate\" type modifiers (I've tried Boolean and Decimate), Blender cant run Animation render (but still can run Image render). \nCrash happens on 2.9 and higher. I've tested this on 2.83.10 LTS (from steam) and everything worked fine there.\nCrashes with Decimate a little bit hard to recreate. So I will go with steps for \"Boolean crash\"\n\n- create Cude, Empty and Icosphere\n- Add Subdivision mod. to Cube: set it to \"Simple\" and 7 levels\n- Add Displacement mod. to Cube and set texture (Clouds) coordinates to object - Empty\n- Add Boolean mod. (difference) and select object Icosphere\n- Select Cude with Icosphere and duplicate them\n- Save and press Render Animation\n[bug.blend](bug.blend)\n[bug.crash.txt](bug.crash.txt)\n\n```lines\n## 3883==ERROR: AddressSanitizer: heap-use-after-free on address 0x61500034ec08 at pc 0x000016fc795d bp 0x7fffc19dd6c0 sp 0x7fffc19dd6b0\nREAD of size 8 at 0x61500034ec08 thread #15\n - 0 0x16fc795c in blender::gpu::GLBatch::verts_(int) const /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_batch.hh:112\n - 1 0x17013501 in blender::gpu::GLVertArray::update_bindings(unsigned int, GPUBatch const*, blender::gpu::ShaderInterface const*, int) /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_vertex_array.cc:124\n - 2 0x16fa900b in blender::gpu::GLVaoCache::vao_get(GPUBatch*) /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_batch.cc:273\n - 3 0x16fa84d8 in blender::gpu::GLVaoCache::base_instance_vao_get(GPUBatch*, int) /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_batch.cc:234\n - 4 0x16fa9d3e in blender::gpu::GLBatch::bind(int) /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_batch.cc:317\n - 5 0x16fa9f3f in blender::gpu::GLBatch::draw(int, int, int, int) /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_batch.cc:328\n - 6 0x16eca2be in GPU_batch_draw_advanced /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/intern/gpu_batch.cc:282\n - 7 0x16fc1207 in blender::gpu::GLDrawList::append(GPUBatch*, int, int) /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_drawlist.cc:122\n - 8 0x16efa9f5 in GPU_draw_list_append /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/intern/gpu_drawlist.cc:52\n - 9 0x5978acc in draw_indirect_call /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/intern/draw_manager_exec.c:598\n - 10 0x5978acc in draw_call_batching_flush /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/intern/draw_manager_exec.c:795\n - 11 0x597c5f0 in draw_call_batching_finish /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/intern/draw_manager_exec.c:891\n - 12 0x597eae7 in draw_shgroup /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/intern/draw_manager_exec.c:1056\n - 13 0x597f89f in drw_draw_pass_ex /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/intern/draw_manager_exec.c:1113\n - 14 0x597fe50 in DRW_draw_pass /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/intern/draw_manager_exec.c:1153\n - 15 0x5c51bc0 in EEVEE_velocity_resolve /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/engines/eevee/eevee_effects.c:466\n - 16 0x5c5202b in EEVEE_draw_effects /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/engines/eevee/eevee_effects.c:486\n - 17 0x5a21f42 in EEVEE_render_draw /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/engines/eevee/eevee_render.c:671\n - 18 0x59b1dbc in eevee_render_to_image /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/engines/eevee/eevee_engine.c:559\n - 19 0x5948820 in DRW_render_to_image /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/intern/draw_manager.c:1909\n - 20 0x14ff1d77 in engine_render_view_layer /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/engine.c:786\n - 21 0x14ff40a3 in RE_engine_render /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/engine.c:914\n - 22 0x1501aafb in do_render_3d /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1132\n - 23 0x1501c24a in do_render /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1209\n - 24 0x1501e036 in do_render_composite /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1349\n - 25 0x15022789 in do_render_all_options /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1615\n - 26 0x15027839 in RE_RenderFrame /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:2015\n - 27 0xd7b42cf in render_startjob /home/dev/01-data/01-git/blender-git/blender/source/blender/editors/render/render_internal.c:630\n - 28 0x4fed4f1 in do_job_thread /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_jobs.c:389\n - 29 0x18de408d in tslot_thread_start /home/dev/01-data/01-git/blender-git/blender/source/blender/blenlib/intern/threads.cc:231\n - 30 0x7ffff7566608 in start_thread /build/glibc-ZN95T4/glibc-2.31/nptl/pthread_create.c:477\n - 31 0x7ffff6f46292 in __clone (/lib/x86_64-linux-gnu/libc.so.6+0x122292)\n\n0x61500034ec08 is located 8 bytes inside of 512-byte region [0x61500034ec00,0x61500034ee00)\nfreed by thread #15 here:\n - 0 0x7ffff76927cf in __interceptor_free (/lib/x86_64-linux-gnu/libasan.so.5+0x10d7cf)\n - 1 0x18e0eab0 in MEM_lockfree_freeN /home/dev/01-data/01-git/blender-git/blender/intern/guardedalloc/intern/mallocn_lockfree_impl.c:129\n - 2 0x16ef56c6 in blender::gpu::GLVertBuf::operator delete(void*) /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_vertex_buffer.hh:57\n - 3 0x17018021 in blender::gpu::GLVertBuf::~GLVertBuf() /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_vertex_buffer.hh:35\n - 4 0x16f8bb19 in blender::gpu::VertBuf::reference_remove() /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/intern/gpu_vertex_buffer_private.hh:94\n - 5 0x16f877f5 in GPU_vertbuf_discard /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/intern/gpu_vertex_buffer.cc:161\n - 6 0x5a0eab8 in EEVEE_motion_blur_cache_finish /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/engines/eevee/eevee_motion_blur.c:449\n - 7 0x59b1bef in eevee_render_to_image /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/engines/eevee/eevee_engine.c:542\n - 8 0x5948820 in DRW_render_to_image /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/intern/draw_manager.c:1909\n - 9 0x14ff1d77 in engine_render_view_layer /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/engine.c:786\n - 10 0x14ff40a3 in RE_engine_render /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/engine.c:914\n - 11 0x1501aafb in do_render_3d /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1132\n - 12 0x1501c24a in do_render /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1209\n - 13 0x1501e036 in do_render_composite /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1349\n - 14 0x15022789 in do_render_all_options /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1615\n - 15 0x15027839 in RE_RenderFrame /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:2015\n - 16 0xd7b42cf in render_startjob /home/dev/01-data/01-git/blender-git/blender/source/blender/editors/render/render_internal.c:630\n - 17 0x4fed4f1 in do_job_thread /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_jobs.c:389\n - 18 0x18de408d in tslot_thread_start /home/dev/01-data/01-git/blender-git/blender/source/blender/blenlib/intern/threads.cc:231\n - 19 0x7ffff7566608 in start_thread /build/glibc-ZN95T4/glibc-2.31/nptl/pthread_create.c:477\n\npreviously allocated by thread #15 here:\n - 0 0x7ffff7692bc8 in malloc (/lib/x86_64-linux-gnu/libasan.so.5+0x10dbc8)\n - 1 0x18e0f510 in MEM_lockfree_mallocN /home/dev/01-data/01-git/blender-git/blender/intern/guardedalloc/intern/mallocn_lockfree_impl.c:276\n - 2 0x16ef5676 in blender::gpu::GLVertBuf::operator new(unsigned long) /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_vertex_buffer.hh:57\n - 3 0x16ef70a2 in blender::gpu::GLBackend::vertbuf_alloc() /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_backend.hh:121\n - 4 0x16f85d10 in blender::gpu::VertBuf::duplicate() /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/intern/gpu_vertex_buffer.cc:77\n - 5 0x16f8750d in GPU_vertbuf_duplicate /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/intern/gpu_vertex_buffer.cc:149\n - 6 0x5a0ee06 in EEVEE_motion_blur_cache_finish /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/engines/eevee/eevee_motion_blur.c:467\n - 7 0x59b1953 in eevee_render_to_image /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/engines/eevee/eevee_engine.c:507\n - 8 0x5948820 in DRW_render_to_image /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/intern/draw_manager.c:1909\n - 9 0x14ff1d77 in engine_render_view_layer /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/engine.c:786\n - 10 0x14ff40a3 in RE_engine_render /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/engine.c:914\n - 11 0x1501aafb in do_render_3d /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1132\n - 12 0x1501c24a in do_render /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1209\n - 13 0x1501e036 in do_render_composite /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1349\n - 14 0x15022789 in do_render_all_options /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1615\n - 15 0x15027839 in RE_RenderFrame /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:2015\n - 16 0xd7b42cf in render_startjob /home/dev/01-data/01-git/blender-git/blender/source/blender/editors/render/render_internal.c:630\n - 17 0x4fed4f1 in do_job_thread /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_jobs.c:389\n - 18 0x18de408d in tslot_thread_start /home/dev/01-data/01-git/blender-git/blender/source/blender/blenlib/intern/threads.cc:231\n - 19 0x7ffff7566608 in start_thread /build/glibc-ZN95T4/glibc-2.31/nptl/pthread_create.c:477\n\nThread #15 created by T0 here:\n - 0 0x7ffff75bf805 in pthread_create (/lib/x86_64-linux-gnu/libasan.so.5+0x3a805)\n - 1 0x18de42b9 in BLI_threadpool_insert /home/dev/01-data/01-git/blender-git/blender/source/blender/blenlib/intern/threads.cc:245\n - 2 0x4fee516 in WM_jobs_start /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_jobs.c:484\n - 3 0xd7b88bd in screen_render_invoke /home/dev/01-data/01-git/blender-git/blender/source/blender/editors/render/render_internal.c:1041\n - 4 0x4f8f3ba in wm_operator_invoke /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:1293\n - 5 0x4f912f2 in wm_operator_call_internal /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:1500\n - 6 0x4f91551 in WM_operator_name_call_ptr /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:1548\n - 7 0x90f1c95 in ui_apply_but_funcs_after /home/dev/01-data/01-git/blender-git/blender/source/blender/editors/interface/interface_handlers.c:932\n - 8 0x917b8d0 in ui_handler_region_menu /home/dev/01-data/01-git/blender-git/blender/source/blender/editors/interface/interface_handlers.c:10809\n - 9 0x4f88a9b in wm_handler_ui_call /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:636\n - 10 0x4f9ec36 in wm_handlers_do_intern /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:2757\n - 11 0x4f9fc78 in wm_handlers_do /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:2865\n - 12 0x4fa537f in wm_event_do_handlers /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:3288\n - 13 0x4f732cf in WM_main /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm.c:635\n - 14 0x34f58fa in main /home/dev/01-data/01-git/blender-git/blender/source/creator/creator.c:522\n - 15 0x7ffff6e4b0b2 in __libc_start_main (/lib/x86_64-linux-gnu/libc.so.6+0x270b2)\n\nSUMMARY: AddressSanitizer: heap-use-after-free /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_batch.hh:112 in blender::gpu::GLBatch::verts_(int) const\nShadow bytes around the buggy address:\n 0x0c2a80061d30: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c2a80061d40: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c2a80061d50: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c2a80061d60: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fa\n 0x0c2a80061d70: fa fa fa fa fa fa fa fa fa fa fa fa fa fa fa fa\n# >0x0c2a80061d80: fd[fd]fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c2a80061d90: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c2a80061da0: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c2a80061db0: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c2a80061dc0: fa fa fa fa fa fa fa fa fa fa fa fa fa fa fa fa\n 0x0c2a80061dd0: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\nShadow byte legend (one shadow byte represents 8 application bytes):\n```\nAddressable: 00\nPartially addressable: 01 02 03 04 05 06 07 \nHeap left redzone: fa\nFreed heap region: fd\nStack left redzone: f1\nStack mid redzone: f2\nStack right redzone: f3\nStack after return: f5\nStack use after scope: f8\nGlobal redzone: f9\nGlobal init order: f6\nPoisoned by user: f7\nContainer overflow: fc\nArray cookie: ac\nIntra object redzone: bb\nASan internal: fe\nLeft alloca redzone: ca\nRight alloca redzone: cb\nShadow gap: cc\n```\n", "Crash after linked object is edited then switched to another scene (object origin scene)\nOperating system: Window10\nGraphics card:\n\n\nBroken: 2.90.1 ( hash: 3e85bb34d0d7 )\nWorked: unknown\n\n\nBlender simply crash and close the window directly after editing the \"linked\" object from 2nd screen and switched back to 1st screen.\n\n\n\nThis error can be reproduced with 2 scenes setup.\n\n- First scene contains a simple mesh object. Let's say a \"Cube\" object\n- Create a second scene.\n- In the first scene, select the \"Cube\" object then \"Make Links\" {key Ctrl L} to 2nd scene.\n- Now, we switch to 2nd scene. The 2nd scene now should contains the same \"linked\" Cube object from 1st scene.\n- Okay, this is important step. In this 2nd scene, we select this \"linked\" Cube object and set the Relations to: *Object > Relations > Make Single User > Object*\n- After that, we go to \"Edit Mode\" for this \"linked\" Cube object.\n- In \"Edit mode\", make a simple change to this \"linked\" Cube object.\n- Once simple change is done, don't do anything else. You just directly switch back to \"First scene\". CRASH here.\n\n", "Crash with certain file. Sculpt mode. Vertex color fill + edge.\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.93.0 Alpha\n\nWhen I try to apply vertex color Fill (Sculpt mode) on edge in this particular file, I get crash\nAnd all fine for shapes/triangle.\n\n[VC + edge crush.blend](VC___edge_crush.blend)\n\n[debug_logs.7z](debug_logs.7z)\n", "Crash: Custom Panel UI Toggle while Undoing\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.66\n\nBroken: version: 2.83 (sub 4)\nBroken: 2.82\nBroken: 2.81\n\n\nRead Access Violation when toggling custom UI button and repeatedly undoing. Crash unlikely to happen first time but will happen eventually. In the video, I toggle a few times, then hold Undo while toggling. (Video shows exact steps)\n\nSometimes it can take a bit of time before the crash happens. It might happen faster if you reload the file then repeat the toggling process.\n\n\nOpen attached .blend File\nRun Script\nGo to 3DView -> N -> Panel \"Crash\"\nToggle the button a few times\nHold Undo while continuing to toggle the button. \nCrash occurs eventually.\n\n\n[crash_simpler_vid.mp4](crash_simpler_vid.mp4)\n\n[crash_simpler1.blend](crash_simpler1.blend)\n\nBelow is a pic of where the exception is thrown (Blender version for source pic attached)\n![image.png](image.png)\n![enable_relative_parent_access_violation_callstack.png](enable_relative_parent_access_violation_callstack.png)\n![enable_relative_parent_access_violation.png](enable_relative_parent_access_violation.png)\n\nThank you for your time and hard work.\n\n\n\n\n", "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", "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!", "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", "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", "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 when import fbx\nOperating system: Window 10 pro\nGraphics card: NVIDIA GeForce RTX 3060\n\nBroken: 3.6.1, branch: blender-v3.6-release, commit date: 2023-07-17 12:50, hash: 8bda729ef4dc\n\n\nCrash when I imported fbx file \n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n", "Crash with animated displacement modifier in Texture paint mode while playing\nAMD Ryzen 5 2600, 16GB ram\nWindows 7 64bit\nNvidia GTX 1060 6gb (driver version 416.34)\n\n2.79b\n\nI intend to paint a heightmap interactively. So i keyframed a displacement modifier (2 frames) on a subdivided plane and assigned a texture.\nPlaying the timeline should now refresh the modifier every frame. \nPainting in the UV-editor this way works fine, but switching to texture paint mode and painting on the mesh directly crashes blender after about 0.5seconds.\n[HeightmapPaint.blend](HeightmapPaint.blend)\nI attached an example file.\nHit play and in the uv editor paint on the noise texture. This works okay.\nNow switch to Texture painting in the 3d viewport. The moment a stroke is applied to the mesh it should crash (it does consistently for me). ", "Crash when moving to Shading workspace\nOperating system: Darwin-16.7.0-x86_64-i386-64bit 64 Bits\nGraphics card: NVIDIA GeForce GT 650M OpenGL Engine NVIDIA Corporation 4.1 NVIDIA-10.17.5 355.10.05.45f01\n\n|Broken:|version: 2.83.0, commit date: 2020-06-03,|hash: `211b6c29f7`\n| -- | -- | -- |\n||version: 2.90, commit date: June 08,|hash: `9f7d84b656`\n|Worked:|version: 2.82|-\n\nWhen I open Blender, without changing anything in the default scene, if I move to the 'Shading' workspace my system freezes for a few seconds and crashes (it closes).\n\n- Default startup scene\n- click on 'Shading' workspace from the top bar\n", "Blender 3.5 crash on render with Intel 4600 integrated GPU\nOperating system: WIndows 10 x64\nGraphics card: Intel 4600\n\nBroken: 3.5 \nWorked: 3.4.1\n\n\nBlender crashes when attempting to render in Evee. Cycles seems to work.\n\n" ]
[ "Crash by switching between Modes\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 2.90.0 Alpha\nWorked: (2.83)\n\nBlender crashes after certain amount of Mode switches.\n\nDuplicate (Shift +D) the default cube 2 times and begin to switch modes.\nAfter certain amount of switches it will crash and the .blend file cant be opend by clicking on it but from inside of blender.\n\n[crash0001-1553.mp4](crash0001-1553.mp4)\n\nIt also happens with load factory settings and doing the same steps.\n[crash by switching modes.blend](crash_by_switching_modes.blend)\n\n", "2.90 crashes after modifying mesh (plane)\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 446.14\n\nBroken: version: 2.90.0 Alpha\nWorked: 2.83.0\n\nBlender crashes after simple edits to a mesh.\n\nI just opened up Blender and started editing a plane (subdividing, mirroring, extruding, cutting, beveling edges in that order) and after about 2 min the program just crashes.\n\n", "Blender 2.9 crashes when UNDO limit is reached\nOperating system: win 10\nGraphics card: GTX 1070\n\nBroken: (2.9.0 Alpha daily build)\nWorked: (2.8.3)\n\nRunning a simple modal script where I am creating a new object and then cutting a new undo check point with bpy.ops.ed.undo_push()\nIt crashes when UNDO limit is reached\n\n1. Change the UNDO limit in prefs to a small value(e.g. 5) if you don't want to click 30 times..\n1. Load the attached blend file\n2. Run the script attched from script window\n3. Click in viewport at least 5 times to match the numer of undos\n4 Crash..\n\nSame problem if instead of bpy.ops.ed.undo_push() you return FINISHED from the modal op and add bl_options = {'REGISTER', 'UNDO'} to the op definition\nSo, this bug appears to be related to the undo system\n\nAlso, worth mentioning that running with 'blender -d' does not crash!!\n\n" ]
Smooth shading is not working in Sculpt Mode Operating system: Linux Graphics card: Nvidia GeForce GTX 1050 Ti Broken: 2.80, 11f2c65128dc, blender2.8, January 03 Worked: 2.79 Smooth shading is not working in Sculpt Mode 1. Open Blender 2. Apply smooth shading 3.Change to sculpt Mode.
[ "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.", "Curve sculpting: occlusion by hidden parent makes the curves unresponsive to brushes.\nOperating system: Fedora Linux (Gnome Wayland)\nGraphics card: AMD\n\nBroken: 3.5.1\n\nSculpting the curves is not possible when hiding the parent and \"occluding\" the curves with the now invisible parent.\n\nBased on the default startup or an attached .blend file (as simple as possible).\nAdd empty hair to the cube.\nAdd curves in sculpt mode.\nHide the cube.\nTry to sculpt the curves from the other side of the cube. \nDragging from inside the hidden cube and dragging from outside the hidden cube give different results, when it feels like it should not.\n\n", "Assert in debug for dyntopo sculpt\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 527.56\n\nBroken: Today main.\n\nSee attached stack trace file.\n\nIn debug:\n1. Sculp mode.\n2. Enable Dyntopo option.\n3. Do something.\nSee the crash.\n\n", "New 3D Viewports do not show X-Ray shading correctly\nOperating system:win11\nGraphics card:3070\n\nBroken:3.41‘s bug (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\n\nNew 3d views after the first one cant show X-Ray mode normally 视图显示“材质预览”下的编辑模式,透视打开,最初的第一个3d窗口可以显示背面的点,之后的3d窗口无法显示背面的点\n\n* Start with the default .blend file\n* Change the Timeline editor into a new 3D Viewport\n* Go into Edit mode for the Cube object\n* Turn on X-Ray mode in both 3D Viewports\n* Change the Viewport shading mode as follows\n * Solid mode works correctly in both editors\n * Material Preview only works for the original editor\n * Rendered only works for the original editor\n\n(see solid.png, preview.png, and rendered.png below)\n", "Blender 2.91.0 Alpha - Blender cannot export proper image when containing smooth gradient of Alpha\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.38\n\nBroken: version: 2.91.0 Alpha\n\nISSUE is appearing when you try to save-as and export an RGBA image as .PNG etc, out of Blender result looks completely different by color, different brightness, etc. (3), not only in Photoshop but also in Windows Viewer.\n\n1. Open the attached blend file\n2. Press render\n3. Save-as RGBA ... .PNG file format, etc. save on your local device\n4. Open the outputted image in any program or viewer and compare again vs blend file to see the difference \n\n5. By the way .EXR format looks correct, but not the PNG. Once I render the.EXR needs to convert all the sequences to.PNGs once again \n\n[ISSUE-RENDERING.blend](ISSUE-RENDERING.blend)\n\n![Blender_Rendering_issue.PNG](Blender_Rendering_issue.PNG)\n", "Support Face color attributes for painting\nFace color attributes should be supported for sculpt painting and vertex paint mode.\n\nThey should also be listed under the Color Attributes UI List.\n\n", "Crash to login screen on macOS Ventura when enabling caustics and smooth shading.\nOperating system: macOS 13.1\nProcessor: 2.6GHz Intel Core i7\nGraphics card: AMD Radeon Pro 5500M 8 GB\nMemory: 16GB 2667MHz DDR4\n\nBroken: 3.4.1\n\nBlender/macOS crashes to login screen when enabling smooth shading on an object with \"Cast Shadow Caustics\" enabled.\n\nCreate a scene with:\n\n - A light with \"Shadow Caustics\" enabled\n - An object with \"Cast Shadow Caustics\" enabled and a transmissive material applied\n - An object with \"Receive Shadow Caustics\" enabled\n\nSet render engine to Cycles and device to GPU compute (crash does not occur with CPU compute).\nSwitch viewport mode to Rendered.\nSelect the cast shadow caustics object and enable smooth shading.\n\nmacOS will hang before crashing to a login screen.\n\nsystem.log reports:\n\nsessionlogoutd[4795]: DEAD_PROCESS: 3681 console\n\nConsole.app also lists a crash report for WindowServer (example crash report is attached).\n\n[Caustics-Crash-on-Shade-Smooth.blend](Caustics-Crash-on-Shade-Smooth.blend) [WindowServer-2023-01-19-171731.ips](WindowServer-2023-01-19-171731.ips)", "Overlay in Curve Sculpt mode to display the actual editable geometry (e.g. guide curves)\nAs we are moving along with developing the grooming feature set and adding more native procedural operations to edit hair, it gets more important to have visual feedback on what is the actual geometry that can be sculpted in sculpt mode.\n\nThe solution is to add a viewport overlay displaying the curves that are used for the interaction with the scultping tools.\n\nOpen questions are:\n- Where is that overlay toggled?\n- How exactly does this overlay look like/is drawn?", "Backface culling setting applies in Material Preview shading and affects selectability\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 2.90 (sub 3)\nBroken: version: 2.83 (sub 17)\nWorked only if face orientation on in 2.82a release\n\nBackface culling setting applies in Material Preview shading and affects selectability.\nExpected: if it is visible and selectable, I should be able to select it.\n[2020-05-26_00-02-02.mp4](2020-05-26_00-02-02.mp4)\n\n**Steps to reproduce**\n[nonselectable.blend](nonselectable.blend)\n\n- Open file\n- Try to select octagon", "Sculpt: mask cut and fill can`t hold tubes\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\nBug or limitation/flaw?\n[untitled.blend](untitled.blend)\n[2020-01-17_19-12-26.mp4](2020-01-17_19-12-26.mp4)", "Crash when moving to Shading workspace\nOperating system: Darwin-16.7.0-x86_64-i386-64bit 64 Bits\nGraphics card: NVIDIA GeForce GT 650M OpenGL Engine NVIDIA Corporation 4.1 NVIDIA-10.17.5 355.10.05.45f01\n\n|Broken:|version: 2.83.0, commit date: 2020-06-03,|hash: `211b6c29f7`\n| -- | -- | -- |\n||version: 2.90, commit date: June 08,|hash: `9f7d84b656`\n|Worked:|version: 2.82|-\n\nWhen I open Blender, without changing anything in the default scene, if I move to the 'Shading' workspace my system freezes for a few seconds and crashes (it closes).\n\n- Default startup scene\n- click on 'Shading' workspace from the top bar\n", "Sculpt with Perspective mode. Changing brush size is impossible with closups\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.93.0 Alpha\n\n\nAs title says. This behavior prevents to use {key F} as size modifier on closeups.\n\n[2021-03-20_10-32-46.mp4](2021-03-20_10-32-46.mp4)\n\n[brushsize.blend](brushsize.blend)", "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", "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", "Sculpting produces weird shading artifacts\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 950M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 3.0.0 Alpha\n\nWhen sculpting a low poly mesh, weird shading artifacts appear. \nIf you remove them with a modifier, then over time they reappear when sculpting\n[X9Tkiufd2w.mp4](X9Tkiufd2w.mp4)\n\n|.blend file showing in the video:|[test.blend](test.blend)\n| -- | -- |\n\n- In a clean scene with no objects, Add a cylinder (or any low poly object, preferably with N-gons)\n- Enable Shade Smooth on the object. {nav Object > Shade Smooth}\n- Go to Sculpt Mode\n- Use a brush anywhere - the affected vertices will have their normals updated and change their look\n\n|![Screenshot_2022-03-08_10-59-39.png](Screenshot_2022-03-08_10-59-39.png)|![Screenshot_2022-03-08_11-00-01.png](https://archive.blender.org/developer/F12906842/Screenshot_2022-03-08_11-00-01.png)\n| -- | -- |\nIf you undo or do any operation that affects the entire mesh it will change the shading everywhere\n|![Screenshot_2022-03-08_11-00-11.png](Screenshot_2022-03-08_11-00-11.png)\n| -- |\n" ]
[ "Multires Modifier - No smooth shading and no rotation depth.\nOperating system: Windows 10\nGraphics card: NVidia Geforce 940mx\n\nBroken: blender-2.80.0-git.26d5a3625ed-windows64\n(example: 2.79b release)\n(example: 2.80, edbf15d3c044, blender2.8, 2018-11-28, as found on the splash screen)\nWorked: (optional)\n\nWith Multires modifier in sculpt mode, the object only shows as flat shaded and the \"auto depth\" navigation function doesn't seem to work, so when you rotate the view it doesn't pivot from the point on the surface you click, but rather from the middle of the object. \n\nCreate an object - add multires modifier - add at least one subdivision - be sure object is shaded smooth - enter sculpt mode - rotate the view (auto depth must be enabled in settings) - compare to the rotation outside sculpt mode.\n\nIt is a small thing. If this is not regarded as a bug, just let me know. I want to help as much as possible in the evolution of Blender 2.8 Beta", "No smooth shading when sculpting with multiresolution in 2.8\n\nBroken:\n2.8 91a155833e59 2019-01-07\n\n\nNo smooth shading when sculpting with multiresolution\n\n\nTake the default cube, set it to smooth shading, add a multiresolution modifier and subdivide a couple of times. Smooth!\nEnter sculpt mode -> flat shading!" ]
Isolate button / doesn't work in cycles render mode Operating system: Windows 7 Graphics card: NVIDIA GTX780 Broken: 2.8 RC2 Worked: 2.79 Isolate button / doesn't work in cycles render mode Open blender. Add a cube and a plane. Go to cycles mode render. In viewport, switch to render (Z8), select the cube, push / button (isolate), the cube and the plane are visible both. Thank you!
[ "Knife tool fails on a non-planar n-gon\nBroken: 2.74 up to and including 2.92 master\nWorked: 2.73 (yes, I bisected that far back ;) )\n\n\nKnife tool fails to cut between verts in n-gons of certain configuration.\n\n\nLoad the attached .blend and try to make a knife cut between the two selected verts (i.e. try to create an edge connecting them).\n\n[knife_fail.blend](knife_fail.blend)\n\n(If you want to test in 2.73 yourself, copy the object from a running instance of 2.9x into 2.73 using ctrl+c/ctrl+v, then replace the mesh in another existing mesh object).", "Paint Mode: Erasing\nNOTE: This task is currently to document the requirements for erasing workflows for painting. This should be the basis for discussions on the implementation.\n\n# Goal\n\nFor an intuitive painting workflow it's necessary to have an eraser accessible at all times.\nThis has been a shortcoming in Blender for painting, since the erasing of alpha channels has only been available as a blending mode for brushes.\nThis is very hard to access via the UI and shortcuts.\n\n# Recommendations\n\nThe ideal solution is to have a very simple brush tool in the toolbar. Aside from the typical texture, stroke, falloff and cursor settings, it can only erase alpha.\n\nThis tool can then have the shortcut `E` assigned by default to make it very accessible.\n\n## Pure Emissive Colors\n\nThe motivation behind not offering a blending mode to \"Add Alpha\" in the Erase Tool is because this has been notoriously difficult to do like the user would expect.\nSee #86868 & #83342.\n\nWhen painting float or pre-multiplied images, the alpha is treated differently. Any color with an alpha 0 would have the RGB colors displayed as pure emissive colors and still visible.\nThe only way to erase the colors completely is to also erase the RGB channels to 0.\n\nAs a result the design for the brush should emphasise this: **The Erase brush is a destructive tool!**\nIf you erase the alpha directly via painting tools you should expect to likely lose the full RGBA color information.\nThe alpha 0 areas can be painted over with a new color afterwards. \n\nFor non destructive erasing of alpha values it is recommended to use a separate image as a mask. This can be done right now via nodes.\nThis non-destructive approach might not be very accessible right now but that can be addressed separately (Especially with the [layered textures design]())\n\n## Erasing Selections\n\nWe need to discuss how we want to handle other erasing operations like via Gesture Tools (Box/Lasso/Line Erase), or for example the Color Filter for gradual erasing. These generally affect the unmasked/selected areas.\nThere are different ways to enable this workflow.\n\n**Erase Operator**\n\nThe simplest way would be to add an operator to the menus and mapped to a shortcut (Like `Delete`) to erase the colors on any selected areas.\nThe user would in that case use the existing Gesture Tools and brushes to mask/select areas to define the areas to be deleted.\nThis approach would follow the Select -> Operate paradigm of Blender closest.\n\n**Erase Tools**\n\nThe existing Color Filter tool could receive an additional Filter Type to 'Erase'. This would allow gradual erasing in the case where it is needed.\nAdding Gesture Tools specifically or erasing is also possible but might just bloat the Toolbar.\n\n## Erase Mode\n\nAn alternative approach is to make the \"Erase Alpha\" blending mode in the regular painting tools more accessible.\nIn other painting application such as Krita every tools and brush has an \"Erase Mode\" button that can be easily toggled with a shortcut and applies globally to all tools and brushes.\nWe could implement this design as an alternative to the Erase Tools/Brush for users that prefer this workflow.\n\nIn that case the Erase Alpha blending mode would be a button in the header that can be toggled directly, instead of being part of the blending modes popup.\nA shortcut could also be assigned.\nThis toggle should be available for for all brushes and tools that affect colors. ", "Eevee: Unknown bug when just create first shader \nStep to reproduce an issue (or bug?):\n1. Run latest Blender v3.4alpha (Experimental build) with Eevee Next integrated.\n2. Create scene with just one Cube.\n3. Go to Properties > Material panel > Create New material.\n4. Boom! Blender shut down imidetily.", "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", "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)", "UV: Mesh won't Unwrap at all\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.23\n\nBroken: version: 3.6.0\n\nWhat is happening is that when i unwrap my mesh nothing happen, even if i isolated one face and tried to unwrap it wont work, also even faces you extruded from the faulty face won't unwrap, but adding a new plane from the add menu inside the same mesh unwraps normally, even if i connected the plane to the faulty face.\n\n1. Create a plane.\n2. Give one edge a Mean Bevel Weight from the side bar.\n3. Give the plane a Bevel Modifier and the Limit Method set to Weight (visually nothing will change since its just a plane but the error will still reproduce).\n4. Apply the Modifier and Unwrap the plane. (normally the plane comes unwrapped by default, try changing the UVs out of bounds or scale them down just so you can notice the change ).\n\nThanks you blender developers.", "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", "Cycles - Viewport render preview stucked on the first sample - in a scene a DupliVerts objet parenting instances owned by more than one Groups\nBlender 2.78 (2.78 2016-10-24, Blender Foundation)\nMac Book Pro Retina 2013\n2.6 Ghz Intel Core i7 - 16GO 1600 MHz DDR3\nOSX 10.9.2\n\nUsing Cycles\n\nIn my scene with a parent DupliVerts object (Properties /Object / Duplication / Verts), with inside of if instances of Group.\nWhen those childs instances are from one group, that's ok.\nBut when they are from several groups, the 3D viewport render preview is stucked to the sample 1, rendered without ending !\n\nGood for heating the room ;)\n\nTo test, simply [Shift] - [x] in 3d the viewport in my blend to see this issue\nHope this help, keep the good work !\n[DupliVerts_and_Groups_BUG_with_Render_ViewPort_Cycles.blend](DupliVerts_and_Groups_BUG_with_Render_ViewPort_Cycles.blend)", "UV: (investigate) Render UVs of selected object in UV Editor while in Object Mode\nCurrently, the UV Editor only works while in \"Edit\" mode.\n\nHow firm is that restriction?\n\nIt would be nice if we could view UVs in the UV editor, even in \"Object\" mode.\n\nIf would be even nicer if we could use the basic edit tools, such as move, scale and rotate on those UVS, again, even in Object mode.\n\nUVs can be generated and adjusted procedurally, but there's no good way to see them. It would be nice to allow displaying (not editing) evaluated UVs. Combined with features like visualizing overlapping faces, this could save a lot of time.\n\nThis is an *investigate* task, to see if such a thing is even possible. If we discover it's possible, we'll then need to decide if it's desirable.\n\nThanks @BlenderBob for the inspiration!\n\n", "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", "Lattices don't display selected vertices with modifier \"Edit Mode\" enabled\nSince 2.8x, lattices have not been displaying selected vertices when the modifier option \"Edit Mode\" id enabled.\n\nThis is easy to test:\n\n- add a new lattice object\n- add a wave deform modifier.\n- enter edit-mode.\n- enable \"Edit Mode\" toggle for the modifier.\n\nThis test file shows the problem too, open it and toggle the \"Edit Mode\" modifier button.\n\n[#77184.blend](T77184.blend)\n\n----\n\nReporting this to keep track of the issue: `BKE_lattice_modifiers_calc` is making a copy of the lattice `lt_eval` which doesn't contain an edit-lattice, which is then used for drawing.", "Regression: 3.0.0: The curve is not hidden in the Viewport if there is a Bevel value\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56\n\nBroken: 3.0.0 `d046a1f2fa `\nWorked: 3.0.0 `1275ce61b1`\n\nHiding the curve display in the viewport as an object does not work\n\nIf you add a curve to the scene and try to hide its display and the ability to select in View Object Types, then hiding works.\nIf you add a profile for a curve or Bevel, then hiding does not work. In this form, the curve is hidden only when it is done as a hide mesh.\nPerhaps this is the correct behavior.\n\n[2022-12-28 16-39-53.mp4](2022-12-28_16-39-53.mp4)\n", "2.8 Cycles viewport Ray Visibility is not updated in viewport when changed by Python\nOperating system: Mac OSX, 10.13.6 (a MacBook Air)\nGraphics card: Intel HD Graphics 5000 1536 MB\n\nAlso tried on a linux virtual machine (Ubuntu), same issue\n\nBroken:\nMac build: 2.80.43, build 2019-02-01 22:37\nLinux build: 2.80., 2019-02-15 7:29\nWorked: 2.79, unsure if there was a working version of 2.8\n\n\nWhen updating an object's CyclesRay visibility (e.g. camera visibility) via python from a script or console, there is no impact in the viewport; while the UI as well as render will reflect the changed state of the setting (checking or unchecking the box), the visibility will not have changed in the viewport. Note: this is only an issue for the viewport, when rendering it will reflect the setting update properly. The issue persists even between leaving and re-entering rendered mode in the viewport, until the user manually clicks to toggle the UI setting directly which resolves the problem.\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n1) Open default scene\n2) Open console window/scripting workflow,\n3) Enable cycles and enter a viewport into rendered mode\n4) With Default cube selected, type: C.object.cycles_visibility.camera = false\n5) Notice how viewport scene does not update; but if you move the mouse over the property panel:Objects/Cycles settings, you'll see the draw refresh will show the camera visibility turns off\n6) Exit and re-enter rendered mode in the viewport, to find the issue persists (cube is visible to camera)\n7) Press render to notice that the setting however is reflect in render (cube will not be visible to camera)\n8) Manually toggle the camera visibility setting in by clicking the tick box twice, to verify the setting works when done by hand; and see that now the cube does not appear in the viewport (as expected).\n9) Repeat for reverse; ie turning setting to True when initial camera visibility is false.\n\nNote I also tested this and found the same issue with the Glossy visibility using a similar process (adding a mirror-like object next to the cube), so I expect this is true for all of the cycles object visibility settings. \n\nVideo demonstration, happens in any scene including the default\nview?usp=sharing\n\nWhile I agree this is less of an issue since ultimately the correct results appear in render, this is an issue for addons that control this setting and confuse the user as prior to render, there then appears to be a discrepancy between the viewport visibility and the panel settings. ", "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.", "race_spaceship.blend demo file renders empty result (no renderlayer selected in Render Layers node dropdown)\nOperating system: Windows 11\nGraphics card: Radeon Graphic\n\nBroken: 3.6\n\nScene not display well as final render (demo file).\n\n1. Start Blender File.\n2. Check if Viewport working (all great).\n3. Render (seems going well).\n4. Final image (no image, trasparent background).\n\n" ]
[ "Local view doesn't work in Cycles viewport render\nOperating system: Windows 10\nGraphics card: GTX1080Ti\n\nBroken: 2.8 latest master\n\nLocal view doesn't work in Cycles viewport render, but works in Eevee and workbench. It doesn't work even when the local view is entered before launching Cycles viewport render.\n\n1, Open any scene with multiple objects\n2, Make sure Cycles is set as a renderer\n3, Switch viewport to rendered mode\n4, Enter local view\n\nResult: The rest of the scene is still rendered.\n\nExpected: Cycles viewport renders only selected objects in local view.", "Cycles ignores 'Local View' mode during Prreview\nOperating system: Ubuntu 18.04\nGraphics card: GTX 970\n\nBroken: 2.80.45, Date: 2019-02-21 10:59, Hash: 1bfbfa281046\n\nWhen I try to preview an Object in Local View with Cycles, all my objects are rendered together. It seems that Cycles ignores Local View.\n\nOpen Blender.\nSelect the Cube and duplicate it.\nWith your selected Cube, press '/' to enter in Local View.\nSet Cycles as Render Engine.\nSet 'Rendered' as 3D View display method.\n\nBlender should normally only preview your selected Cube. However it preview both.\n\nHere is the .blend file:[cycles_ignores_local_view.blend](cycles_ignores_local_view.blend)\n\nAnd a screenshot:![cycles_ignores_local_view.jpg](cycles_ignores_local_view.jpg)\n", "Cycles renders non-isolated objects, Eevee doesn't\nOperating system: Windows 7 Premium SP1\nGraphics card: AMD Radeon HD 5800 Series\n\nBroken: v 2.80 Beta Date: 2019-07-16 23:38 Hash: 4a5e046c923f\nWorked: v 2.79b Date: 2018-03-22 14:10 Hash: f4dc9f9d68b\n\nObjects hidden by isolating another object (Numpad \"/\") appear when in Viewport Shading with Cycles (bug), but not with Eevee (correct behavior).\nCalling this a bug because:\n- Cycles and Eevee should probably have similar behavior\n- It used to be that non-isolated objects stayed hidden in Viewport Shading with Cycles in 2.79b.\n\n1. Open a new file based on the default starting file\n2. Shift-D the original cube\n3. With the new cube selected, press Numpad \"/\" to isolate it: the original cube, at (0,0,0) disappears\n4. Activate Viewport Shading: the original cube should stay hidden (screenshot is annotated and the cubes moved +1m on the Z-axis for clarity)\n![AfterStep4.jpg](AfterStep4.jpg)\n5. Switch Render Engine to Cycles: the original cube appears (bug) (screenshot is annotated and the cubes moved +1m on the Z-axis for clarity)\n![AfterStep5.jpg](AfterStep5.jpg)\nAttaching system info and the annotated example\n\n[system-info.txt](system-info.txt)\n\n[untitled.blend](untitled.blend)", "'Toggle Local View with Cycles render display, render all objects.\nUbunt Studio 19.04 (Linux)\nTested on 3 different computers\n\n\nBlender 2.80rc1\n\n'Toggle Local View with Cycles render display, render all objects\n\n\nI select an object and select 'Toggle Local Wiev'.\nI only see the selected object in the viewport as Wireframe, Shading and Material display .\nRendering display, Cyckles, 'render' all the objects.", "Viewer in render mode in a local view\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nThe viewer render mode do not work in local view\n\nIn a scene with various objects, select one and put \"/\" for enter in local view.\nThen if we put the render mode in the viewer, we see all objects, no the object we are in its local view.\n\n", "3D viewport snaps back to global view, if you press '3D rendered' view in local mode. \nI use local mode to isolate a model from my scene, and finetune it there. This works fine. \n\nI wanted to see a rendered version of the model in local view. I have included a lamp in the local view so that there's a lightsource. \n\nBut... as soon as I press 3D view: rendered in the viewport... Blender snaps back to global view en renders out the entire scene. So it doesnt stay in isolation mode\n\nIs this a bug? \n\nIm using Blender 2.8 march build and Cycles on windows 10 64 bit. ", "Whole scene visible in isolate mode when viewport set to rendered (Cycles)\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 399.24\n\n\nBroken: version: 2.80 (sub 54)\n\nIf you go to local mode while Cycles is set as render engine and then go to rendered mode the entire scene will be rendered in the viewport instead of just the objects you localized\n\n- Start Blender\n- set render engine to cycles\n- add sphere\n- move either sphere or default cube so that both are visible\n- isolate the sphere\n- set viewport to rendered mode\n- instead of only the sphere you should now see the cube as well \n\n" ]
Crash with Random occurrence on MacBook Pro Big Sur Operating system:MocOS Big Sur 11.1 2.4 GHz 8-Core Intel Core i9 64 GB 2667 MHz DDR4 Graphics card: Intel UHD Graphics 630 1536 MB Broken: Version 2.91.0 (2.91.0 2020-11-25) Worked: (2.81) Blender crashes randomly on Mac OS. Sometimes after just sitting idle for several minutes, other times after editing meshes or attempt to render in viewport (Cycles or EEVEE) or render frames or animation. Very hard to find a definitive pattern when crash occurs. Seems that when I create files on version 2.83 or 2.91 it works better, but loading files (especially large files) from earlier versions crash very often. See OS crash log below : ```lines=20 Process: Blender [741] Path: /Applications/Blender_291/Blender.app/Contents/MacOS/Blender Identifier: org.blenderfoundation.blender Version: 2.91.0 (2.91.0 2020-11-25) Code Type: X86-64 (Native) Parent Process: ??? [1] Responsible: Blender [741] User ID: 502 Date/Time: 2021-01-18 10:23:19.889 -0700 OS Version: macOS 11.1 (20C69) Report Version: 12 Bridge OS Version: 5.1 (18P3030) Anonymous UUID: 531B82B0-E5F1-69EA-9B13-8CDC7102AB5B Time Awake Since Boot: 660 seconds System Integrity Protection: enabled Crashed Thread: 1 Exception Type: EXC_CRASH (SIGSEGV) Exception Codes: 0x0000000000000000, 0x0000000000000000 Exception Note: EXC_CORPSE_NOTIFY Termination Signal: Segmentation fault: 11 Termination Reason: Namespace SIGNAL, Code 0xb Terminating Process: Blender [741] Thread 0:: Dispatch queue: com.apple.main-thread 0 GLEngine 0x00007fff6cbc4690 gleRunVertexSubmitImmediate + 5632 1 GLEngine 0x00007fff6cb4b197 glDrawElementsInstancedBaseVertex_GL3Exec + 807 2 libGL.dylib 0x00007fff6ca923cf glDrawElementsInstancedBaseVertex + 45 3 org.blenderfoundation.blender 0x000000010083c775 draw_call_single_do + 469 4 org.blenderfoundation.blender 0x000000010083bf1a drw_draw_pass_ex + 1626 5 org.blenderfoundation.blender 0x000000010083b8af DRW_draw_pass + 31 6 org.blenderfoundation.blender 0x000000010087cf4d OVERLAY_draw_scene + 365 7 org.blenderfoundation.blender 0x0000000100832d8a drw_engines_draw_scene + 186 8 org.blenderfoundation.blender 0x000000010083198d DRW_draw_render_loop_ex + 1565 9 org.blenderfoundation.blender 0x00000001010c3778 view3d_main_region_draw + 136 10 org.blenderfoundation.blender 0x0000000100c71e70 ED_region_do_draw + 336 11 org.blenderfoundation.blender 0x00000001006f849d wm_draw_update + 1757 12 org.blenderfoundation.blender 0x00000001006f6110 WM_main + 48 13 org.blenderfoundation.blender 0x00000001002f297a main + 890 14 libdyld.dylib 0x00007fff203aa621 start + 1 Thread 1 Crashed: 0 libsystem_kernel.dylib 0x00007fff2035aeba semaphore_wait_trap + 10 1 libdispatch.dylib 0x00007fff201e4c5c _dispatch_sema4_wait + 16 2 libdispatch.dylib 0x00007fff201e512e _dispatch_semaphore_wait_slow + 98 3 org.blenderfoundation.blender 0x000000010624dc32 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50 4 org.blenderfoundation.blender 0x000000010624c79e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62 5 libsystem_pthread.dylib 0x00007fff2038f950 _pthread_start + 224 6 libsystem_pthread.dylib 0x00007fff2038b47b thread_start + 15 Thread 2: 0 libsystem_kernel.dylib 0x00007fff2035aeba semaphore_wait_trap + 10 1 libdispatch.dylib 0x00007fff201e4c5c _dispatch_sema4_wait + 16 2 libdispatch.dylib 0x00007fff201e512e _dispatch_semaphore_wait_slow + 98 3 org.blenderfoundation.blender 0x000000010624dc32 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50 4 org.blenderfoundation.blender 0x000000010624c79e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62 5 libsystem_pthread.dylib 0x00007fff2038f950 _pthread_start + 224 6 libsystem_pthread.dylib 0x00007fff2038b47b thread_start + 15 Thread 3: 0 libsystem_kernel.dylib 0x00007fff2035aeba semaphore_wait_trap + 10 1 libdispatch.dylib 0x00007fff201e4c5c _dispatch_sema4_wait + 16 2 libdispatch.dylib 0x00007fff201e512e _dispatch_semaphore_wait_slow + 98 3 org.blenderfoundation.blender 0x000000010624dc32 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50 4 org.blenderfoundation.blender 0x000000010624c79e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62 5 libsystem_pthread.dylib 0x00007fff2038f950 _pthread_start + 224 6 libsystem_pthread.dylib 0x00007fff2038b47b thread_start + 15 Thread 4: 0 libsystem_kernel.dylib 0x00007fff2035aeba semaphore_wait_trap + 10 1 libdispatch.dylib 0x00007fff201e4c5c _dispatch_sema4_wait + 16 2 libdispatch.dylib 0x00007fff201e512e _dispatch_semaphore_wait_slow + 98 3 org.blenderfoundation.blender 0x000000010624dc32 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50 4 org.blenderfoundation.blender 0x000000010624c79e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62 5 libsystem_pthread.dylib 0x00007fff2038f950 _pthread_start + 224 6 libsystem_pthread.dylib 0x00007fff2038b47b thread_start + 15 Thread 5: 0 libsystem_kernel.dylib 0x00007fff2035aeba semaphore_wait_trap + 10 1 libdispatch.dylib 0x00007fff201e4c5c _dispatch_sema4_wait + 16 2 libdispatch.dylib 0x00007fff201e512e _dispatch_semaphore_wait_slow + 98 3 org.blenderfoundation.blender 0x000000010624dc32 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50 4 org.blenderfoundation.blender 0x000000010624c79e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62 5 libsystem_pthread.dylib 0x00007fff2038f950 _pthread_start + 224 6 libsystem_pthread.dylib 0x00007fff2038b47b thread_start + 15 Thread 6: 0 libsystem_kernel.dylib 0x00007fff2035aeba semaphore_wait_trap + 10 1 libdispatch.dylib 0x00007fff201e4c5c _dispatch_sema4_wait + 16 2 libdispatch.dylib 0x00007fff201e512e _dispatch_semaphore_wait_slow + 98 3 org.blenderfoundation.blender 0x000000010624dc32 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50 4 org.blenderfoundation.blender 0x000000010624c79e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62 5 libsystem_pthread.dylib 0x00007fff2038f950 _pthread_start + 224 6 libsystem_pthread.dylib 0x00007fff2038b47b thread_start + 15 Thread 7: 0 libsystem_kernel.dylib 0x00007fff2035aeba semaphore_wait_trap + 10 1 libdispatch.dylib 0x00007fff201e4c5c _dispatch_sema4_wait + 16 2 libdispatch.dylib 0x00007fff201e512e _dispatch_semaphore_wait_slow + 98 3 org.blenderfoundation.blender 0x000000010624dc32 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50 4 org.blenderfoundation.blender 0x000000010624c79e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62 5 libsystem_pthread.dylib 0x00007fff2038f950 _pthread_start + 224 6 libsystem_pthread.dylib 0x00007fff2038b47b thread_start + 15 Thread 8: 0 libsystem_kernel.dylib 0x00007fff2035aeba semaphore_wait_trap + 10 1 libdispatch.dylib 0x00007fff201e4c5c _dispatch_sema4_wait + 16 2 libdispatch.dylib 0x00007fff201e512e _dispatch_semaphore_wait_slow + 98 3 org.blenderfoundation.blender 0x000000010624dc32 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50 4 org.blenderfoundation.blender 0x000000010624c79e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62 5 libsystem_pthread.dylib 0x00007fff2038f950 _pthread_start + 224 6 libsystem_pthread.dylib 0x00007fff2038b47b thread_start + 15 Thread 9: 0 libsystem_kernel.dylib 0x00007fff2035aeba semaphore_wait_trap + 10 1 libdispatch.dylib 0x00007fff201e4c5c _dispatch_sema4_wait + 16 2 libdispatch.dylib 0x00007fff201e512e _dispatch_semaphore_wait_slow + 98 3 org.blenderfoundation.blender 0x000000010624dc32 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50 4 org.blenderfoundation.blender 0x000000010624c79e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62 5 libsystem_pthread.dylib 0x00007fff2038f950 _pthread_start + 224 6 libsystem_pthread.dylib 0x00007fff2038b47b thread_start + 15 Thread 10: 0 libsystem_kernel.dylib 0x00007fff2035aeba semaphore_wait_trap + 10 1 libdispatch.dylib 0x00007fff201e4c5c _dispatch_sema4_wait + 16 2 libdispatch.dylib 0x00007fff201e512e _dispatch_semaphore_wait_slow + 98 3 org.blenderfoundation.blender 0x000000010624dc32 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50 4 org.blenderfoundation.blender 0x000000010624c79e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62 5 libsystem_pthread.dylib 0x00007fff2038f950 _pthread_start + 224 6 libsystem_pthread.dylib 0x00007fff2038b47b thread_start + 15 Thread 11: 0 libsystem_kernel.dylib 0x00007fff2035aeba semaphore_wait_trap + 10 1 libdispatch.dylib 0x00007fff201e4c5c _dispatch_sema4_wait + 16 2 libdispatch.dylib 0x00007fff201e512e _dispatch_semaphore_wait_slow + 98 3 org.blenderfoundation.blender 0x000000010624dc32 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50 4 org.blenderfoundation.blender 0x000000010624c79e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62 5 libsystem_pthread.dylib 0x00007fff2038f950 _pthread_start + 224 6 libsystem_pthread.dylib 0x00007fff2038b47b thread_start + 15 Thread 12: 0 libsystem_kernel.dylib 0x00007fff2035aeba semaphore_wait_trap + 10 1 libdispatch.dylib 0x00007fff201e4c5c _dispatch_sema4_wait + 16 2 libdispatch.dylib 0x00007fff201e512e _dispatch_semaphore_wait_slow + 98 3 org.blenderfoundation.blender 0x000000010624dc32 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50 4 org.blenderfoundation.blender 0x000000010624c79e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62 5 libsystem_pthread.dylib 0x00007fff2038f950 _pthread_start + 224 6 libsystem_pthread.dylib 0x00007fff2038b47b thread_start + 15 Thread 13: 0 libsystem_kernel.dylib 0x00007fff2035aeba semaphore_wait_trap + 10 1 libdispatch.dylib 0x00007fff201e4c5c _dispatch_sema4_wait + 16 2 libdispatch.dylib 0x00007fff201e512e _dispatch_semaphore_wait_slow + 98 3 org.blenderfoundation.blender 0x000000010624dc32 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50 4 org.blenderfoundation.blender 0x000000010624c79e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62 5 libsystem_pthread.dylib 0x00007fff2038f950 _pthread_start + 224 6 libsystem_pthread.dylib 0x00007fff2038b47b thread_start + 15 Thread 14: 0 libsystem_kernel.dylib 0x00007fff2035aeba semaphore_wait_trap + 10 1 libdispatch.dylib 0x00007fff201e4c5c _dispatch_sema4_wait + 16 2 libdispatch.dylib 0x00007fff201e512e _dispatch_semaphore_wait_slow + 98 3 org.blenderfoundation.blender 0x000000010624dc32 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50 4 org.blenderfoundation.blender 0x000000010624c79e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62 5 libsystem_pthread.dylib 0x00007fff2038f950 _pthread_start + 224 6 libsystem_pthread.dylib 0x00007fff2038b47b thread_start + 15 Thread 15: 0 libsystem_kernel.dylib 0x00007fff2035aeba semaphore_wait_trap + 10 1 libdispatch.dylib 0x00007fff201e4c5c _dispatch_sema4_wait + 16 2 libdispatch.dylib 0x00007fff201e512e _dispatch_semaphore_wait_slow + 98 3 org.blenderfoundation.blender 0x000000010624dc32 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50 4 org.blenderfoundation.blender 0x000000010624c79e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62 5 libsystem_pthread.dylib 0x00007fff2038f950 _pthread_start + 224 6 libsystem_pthread.dylib 0x00007fff2038b47b thread_start + 15 Thread 16: 0 libsystem_kernel.dylib 0x00007fff2035aeba semaphore_wait_trap + 10 1 libdispatch.dylib 0x00007fff201e4c5c _dispatch_sema4_wait + 16 2 libdispatch.dylib 0x00007fff201e512e _dispatch_semaphore_wait_slow + 98 3 org.blenderfoundation.blender 0x000000010624dc32 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50 4 org.blenderfoundation.blender 0x000000010624c79e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62 5 libsystem_pthread.dylib 0x00007fff2038f950 _pthread_start + 224 6 libsystem_pthread.dylib 0x00007fff2038b47b thread_start + 15 Thread 17:: AMCP Logging Spool 0 libsystem_kernel.dylib 0x00007fff2035aeba semaphore_wait_trap + 10 1 com.apple.audio.caulk 0x00007fff2848a92a caulk::mach::semaphore::wait_or_error() + 16 2 com.apple.audio.caulk 0x00007fff284776e6 caulk::semaphore::timed_wait(double) + 110 3 com.apple.audio.caulk 0x00007fff28477634 caulk::concurrent::details::worker_thread::run() + 30 4 com.apple.audio.caulk 0x00007fff284773c0 void* caulk::thread_proxy<std::__1::tuple<caulk::thread::attributes, void (caulk::concurrent::details::worker_thread::*)(), std::__1::tuple<caulk::concurrent::details::worker_thread*> > >(void*) + 45 5 libsystem_pthread.dylib 0x00007fff2038f950 _pthread_start + 224 6 libsystem_pthread.dylib 0x00007fff2038b47b thread_start + 15 Thread 18:: com.apple.audio.IOThread.client 0 libsystem_kernel.dylib 0x00007fff2035ae7e mach_msg_trap + 10 1 libsystem_kernel.dylib 0x00007fff2035b1f0 mach_msg + 60 2 com.apple.audio.CoreAudio 0x00007fff21e7dde5 HALB_MachPort::SendSimpleMessageWithSimpleReply(unsigned int, unsigned int, int, int&, bool, unsigned int) + 111 3 com.apple.audio.CoreAudio 0x00007fff21d19477 invocation function for block in HALC_ProxyIOContext::HALC_ProxyIOContext(unsigned int, unsigned int) + 3435 4 com.apple.audio.CoreAudio 0x00007fff21ebcf3a HALB_IOThread::Entry(void*) + 72 5 libsystem_pthread.dylib 0x00007fff2038f950 _pthread_start + 224 6 libsystem_pthread.dylib 0x00007fff2038b47b thread_start + 15 Thread 19: 0 libsystem_kernel.dylib 0x00007fff2035aeba semaphore_wait_trap + 10 1 org.blenderfoundation.blender 0x00000001006ecc68 tbb::internal::rml::private_worker::run() + 104 2 org.blenderfoundation.blender 0x00000001006ecbf9 tbb::internal::rml::private_worker::thread_routine(void*) + 9 3 libsystem_pthread.dylib 0x00007fff2038f950 _pthread_start + 224 4 libsystem_pthread.dylib 0x00007fff2038b47b thread_start + 15 Thread 20: 0 libsystem_kernel.dylib 0x00007fff2035aeba semaphore_wait_trap + 10 1 org.blenderfoundation.blender 0x00000001006ecc68 tbb::internal::rml::private_worker::run() + 104 2 org.blenderfoundation.blender 0x00000001006ecbf9 tbb::internal::rml::private_worker::thread_routine(void*) + 9 3 libsystem_pthread.dylib 0x00007fff2038f950 _pthread_start + 224 4 libsystem_pthread.dylib 0x00007fff2038b47b thread_start + 15 Thread 21: 0 libsystem_kernel.dylib 0x00007fff2035aeba semaphore_wait_trap + 10 1 org.blenderfoundation.blender 0x00000001006ecc68 tbb::internal::rml::private_worker::run() + 104 2 org.blenderfoundation.blender 0x00000001006ecbf9 tbb::internal::rml::private_worker::thread_routine(void*) + 9 3 libsystem_pthread.dylib 0x00007fff2038f950 _pthread_start + 224 4 libsystem_pthread.dylib 0x00007fff2038b47b thread_start + 15 Thread 22: 0 libsystem_kernel.dylib 0x00007fff2035aeba semaphore_wait_trap + 10 1 org.blenderfoundation.blender 0x00000001006ecc68 tbb::internal::rml::private_worker::run() + 104 2 org.blenderfoundation.blender 0x00000001006ecbf9 tbb::internal::rml::private_worker::thread_routine(void*) + 9 3 libsystem_pthread.dylib 0x00007fff2038f950 _pthread_start + 224 4 libsystem_pthread.dylib 0x00007fff2038b47b thread_start + 15 Thread 23: 0 libsystem_kernel.dylib 0x00007fff2035aeba semaphore_wait_trap + 10 1 org.blenderfoundation.blender 0x00000001006ecc68 tbb::internal::rml::private_worker::run() + 104 2 org.blenderfoundation.blender 0x00000001006ecbf9 tbb::internal::rml::private_worker::thread_routine(void*) + 9 3 libsystem_pthread.dylib 0x00007fff2038f950 _pthread_start + 224 4 libsystem_pthread.dylib 0x00007fff2038b47b thread_start + 15 Thread 24: 0 libsystem_kernel.dylib 0x00007fff2035aeba semaphore_wait_trap + 10 1 org.blenderfoundation.blender 0x00000001006ecc68 tbb::internal::rml::private_worker::run() + 104 2 org.blenderfoundation.blender 0x00000001006ecbf9 tbb::internal::rml::private_worker::thread_routine(void*) + 9 3 libsystem_pthread.dylib 0x00007fff2038f950 _pthread_start + 224 4 libsystem_pthread.dylib 0x00007fff2038b47b thread_start + 15 Thread 25: 0 libsystem_kernel.dylib 0x00007fff2035aeba semaphore_wait_trap + 10 1 org.blenderfoundation.blender 0x00000001006ecc68 tbb::internal::rml::private_worker::run() + 104 2 org.blenderfoundation.blender 0x00000001006ecbf9 tbb::internal::rml::private_worker::thread_routine(void*) + 9 3 libsystem_pthread.dylib 0x00007fff2038f950 _pthread_start + 224 4 libsystem_pthread.dylib 0x00007fff2038b47b thread_start + 15 Thread 26: 0 libsystem_kernel.dylib 0x00007fff2035aeba semaphore_wait_trap + 10 1 org.blenderfoundation.blender 0x00000001006ecc68 tbb::internal::rml::private_worker::run() + 104 2 org.blenderfoundation.blender 0x00000001006ecbf9 tbb::internal::rml::private_worker::thread_routine(void*) + 9 3 libsystem_pthread.dylib 0x00007fff2038f950 _pthread_start + 224 4 libsystem_pthread.dylib 0x00007fff2038b47b thread_start + 15 Thread 27: 0 libsystem_kernel.dylib 0x00007fff2035aeba semaphore_wait_trap + 10 1 org.blenderfoundation.blender 0x00000001006ecc68 tbb::internal::rml::private_worker::run() + 104 2 org.blenderfoundation.blender 0x00000001006ecbf9 tbb::internal::rml::private_worker::thread_routine(void*) + 9 3 libsystem_pthread.dylib 0x00007fff2038f950 _pthread_start + 224 4 libsystem_pthread.dylib 0x00007fff2038b47b thread_start + 15 Thread 28: 0 libsystem_kernel.dylib 0x00007fff2035aeba semaphore_wait_trap + 10 1 org.blenderfoundation.blender 0x00000001006ecc68 tbb::internal::rml::private_worker::run() + 104 2 org.blenderfoundation.blender 0x00000001006ecbf9 tbb::internal::rml::private_worker::thread_routine(void*) + 9 3 libsystem_pthread.dylib 0x00007fff2038f950 _pthread_start + 224 4 libsystem_pthread.dylib 0x00007fff2038b47b thread_start + 15 Thread 29: 0 libsystem_kernel.dylib 0x00007fff2035aeba semaphore_wait_trap + 10 1 org.blenderfoundation.blender 0x00000001006ecc68 tbb::internal::rml::private_worker::run() + 104 2 org.blenderfoundation.blender 0x00000001006ecbf9 tbb::internal::rml::private_worker::thread_routine(void*) + 9 3 libsystem_pthread.dylib 0x00007fff2038f950 _pthread_start + 224 4 libsystem_pthread.dylib 0x00007fff2038b47b thread_start + 15 Thread 30: 0 libsystem_kernel.dylib 0x00007fff2035aeba semaphore_wait_trap + 10 1 org.blenderfoundation.blender 0x00000001006ecc68 tbb::internal::rml::private_worker::run() + 104 2 org.blenderfoundation.blender 0x00000001006ecbf9 tbb::internal::rml::private_worker::thread_routine(void*) + 9 3 libsystem_pthread.dylib 0x00007fff2038f950 _pthread_start + 224 4 libsystem_pthread.dylib 0x00007fff2038b47b thread_start + 15 Thread 31: 0 libsystem_kernel.dylib 0x00007fff2035aeba semaphore_wait_trap + 10 1 org.blenderfoundation.blender 0x00000001006ecc68 tbb::internal::rml::private_worker::run() + 104 2 org.blenderfoundation.blender 0x00000001006ecbf9 tbb::internal::rml::private_worker::thread_routine(void*) + 9 3 libsystem_pthread.dylib 0x00007fff2038f950 _pthread_start + 224 4 libsystem_pthread.dylib 0x00007fff2038b47b thread_start + 15 Thread 32: 0 libsystem_kernel.dylib 0x00007fff2035aeba semaphore_wait_trap + 10 1 org.blenderfoundation.blender 0x00000001006ecc68 tbb::internal::rml::private_worker::run() + 104 2 org.blenderfoundation.blender 0x00000001006ecbf9 tbb::internal::rml::private_worker::thread_routine(void*) + 9 3 libsystem_pthread.dylib 0x00007fff2038f950 _pthread_start + 224 4 libsystem_pthread.dylib 0x00007fff2038b47b thread_start + 15 Thread 33: 0 libsystem_kernel.dylib 0x00007fff2035aeba semaphore_wait_trap + 10 1 org.blenderfoundation.blender 0x00000001006ecc68 tbb::internal::rml::private_worker::run() + 104 2 org.blenderfoundation.blender 0x00000001006ecbf9 tbb::internal::rml::private_worker::thread_routine(void*) + 9 3 libsystem_pthread.dylib 0x00007fff2038f950 _pthread_start + 224 4 libsystem_pthread.dylib 0x00007fff2038b47b thread_start + 15 Thread 34:: com.apple.NSEventThread 0 libsystem_kernel.dylib 0x00007fff2035ae7e mach_msg_trap + 10 1 libsystem_kernel.dylib 0x00007fff2035b1f0 mach_msg + 60 2 com.apple.CoreFoundation 0x00007fff20487bf7 __CFRunLoopServiceMachPort + 316 3 com.apple.CoreFoundation 0x00007fff204862ca __CFRunLoopRun + 1315 4 com.apple.CoreFoundation 0x00007fff204856ce CFRunLoopRunSpecific + 563 5 com.apple.AppKit 0x00007fff22e28c16 _NSEventThread + 124 6 libsystem_pthread.dylib 0x00007fff2038f950 _pthread_start + 224 7 libsystem_pthread.dylib 0x00007fff2038b47b thread_start + 15 Thread 35:: Dispatch queue: com.apple.opengl.cvmDoWork 0 libsystem_kernel.dylib 0x00007fff2035ae7e mach_msg_trap + 10 1 libsystem_kernel.dylib 0x00007fff2035b1f0 mach_msg + 60 2 libdispatch.dylib 0x00007fff201fa776 _dispatch_mach_send_and_wait_for_reply + 518 3 libdispatch.dylib 0x00007fff201fab6e dispatch_mach_send_with_result_and_wait_for_reply + 50 4 libxpc.dylib 0x00007fff200d21ac xpc_connection_send_message_with_reply_sync + 238 5 libCoreVMClient.dylib 0x00007fff6c86670a cvms_element_build_and_get_internal + 229 6 libCoreVMClient.dylib 0x00007fff6c86660e cvms_element_build_from_source + 169 7 libCVMSPluginSupport.dylib 0x00007fff6c87bf14 cvm_deferred_build_modular(void*) + 422 8 libdispatch.dylib 0x00007fff201e47c7 _dispatch_client_callout + 8 9 libdispatch.dylib 0x00007fff201ea5fe _dispatch_lane_serial_drain + 606 10 libdispatch.dylib 0x00007fff201eb0cb _dispatch_lane_invoke + 375 11 libdispatch.dylib 0x00007fff201f4c5d _dispatch_workloop_worker_thread + 819 12 libsystem_pthread.dylib 0x00007fff2038c499 _pthread_wqthread + 314 13 libsystem_pthread.dylib 0x00007fff2038b467 start_wqthread + 15 Thread 36: 0 libsystem_pthread.dylib 0x00007fff2038b458 start_wqthread + 0 Thread 37: 0 libsystem_pthread.dylib 0x00007fff2038b458 start_wqthread + 0 Thread 38: 0 libsystem_pthread.dylib 0x00007fff2038b458 start_wqthread + 0 Thread 1 crashed with X86 Thread State (64-bit): rax: 0x000000000000000e rbx: 0x00006000001cd210 rcx: 0x000070000c275f08 rdx: 0x0000000000000028 rdi: 0x0000000000001903 rsi: 0x0000000000000003 rbp: 0x000070000c275f20 rsp: 0x000070000c275f08 r8: 0x0000000000001703 r9: 0x0000000000000000 r10: 0x0000000000002503 r11: 0x0000000000000246 r12: 0x0000000000000000 r13: 0x0000000000000000 r14: 0x00006000001cd210 r15: 0xffffffffffffffff rip: 0x00007fff2035aeba rfl: 0x0000000000000246 cr2: 0x000070000c275ff8 Logical CPU: 0 Error Code: 0x01000024 Trap Number: 133 Thread 1 instruction stream not available. Thread 1 last branch register state not available. 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0x7fff6c864fff libCoreFSCache.dylib (177.22) <4ECE128D-5E79-3ADF-8FE7-4FE8F565F8AA> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libCoreFSCache.dylib 0x7fff6c865000 - 0x7fff6c869fff libCoreVMClient.dylib (177.22) <E0DBED1D-39B4-3E51-9EA8-D1ECAED93EAB> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libCoreVMClient.dylib 0x7fff6c86a000 - 0x7fff6c879fff com.apple.opengl (18.1.1 - 18.1.1) <D8EE3AD0-C0D0-32F7-9C6D-39341099EB55> /System/Library/Frameworks/OpenGL.framework/Versions/A/OpenGL 0x7fff6c87a000 - 0x7fff6c87cfff libCVMSPluginSupport.dylib (18.1.1) <5F020D32-8663-3CB8-A50C-F939D4D4C31F> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libCVMSPluginSupport.dylib 0x7fff6c87d000 - 0x7fff6c885fff libGFXShared.dylib (18.1.1) <2271532D-E2B3-3D4D-ADF0-0935F8DCE89B> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGFXShared.dylib 0x7fff6c886000 - 0x7fff6c8b9fff libGLImage.dylib (18.1.1) <528E53A3-33E1-34C7-8EE3-C42AE5255553> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLImage.dylib 0x7fff6c8ba000 - 0x7fff6c8f6fff libGLU.dylib (18.1.1) <15CBDF20-8A87-3D84-90F8-D19F4A2B06E2> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLU.dylib 0x7fff6c8f7000 - 0x7fff6ca8bfff libGLProgrammability.dylib (18.1.1) <570616B1-98D2-3DF2-844A-EE845A8B8EDE> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLProgrammability.dylib 0x7fff6ca8c000 - 0x7fff6ca96fff libGL.dylib (18.1.1) <157B74E1-F30D-3F9D-9AF8-AAA333D2812D> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGL.dylib 0x7fff6ca97000 - 0x7fff6cc12fff GLEngine (18.1.1) <155E1C82-C69A-3E86-8569-3C134C7FEAC6> /System/Library/Frameworks/OpenGL.framework/Versions/A/Resources/GLEngine.bundle/GLEngine 0x7fff6cc13000 - 0x7fff6cc3cfff GLRendererFloat (18.1.1) <49B0A782-AE84-35BC-91F8-880C2B7EE004> /System/Library/Frameworks/OpenGL.framework/Versions/A/Resources/GLRendererFloat.bundle/GLRendererFloat 0x7fff6decd000 - 0x7fff6df25fff com.apple.opencl (4.5 - 4.5) <8A3D06D5-4E82-355C-AE1B-E2C91DB58233> /System/Library/Frameworks/OpenCL.framework/Versions/A/OpenCL 0x7fff6ee48000 - 0x7fff6ee97fff ATIRadeonX6000SCLib.dylib (4.2.13) <D3702C4F-73AC-3AED-9D42-33299E60E0C3> /System/Library/Extensions/AMDRadeonX6000GLDriver.bundle/Contents/MacOS/ATIRadeonX6000SCLib.dylib 0x7fff6f7af000 - 0x7fff6f7d1fff com.apple.audio.OpenAL (1.8 - 1.8) <8CF29FAE-D1F5-37FA-B529-D999AFE990FD> /System/Library/Frameworks/OpenAL.framework/Versions/A/OpenAL 0x7fff7012d000 - 0x7fff70137fff com.apple.AccessibilityBundles (1.0 - 172) <5522C7FE-EAC0-3080-B363-56F19547B00A> /System/Library/PrivateFrameworks/AccessibilityBundles.framework/Versions/A/AccessibilityBundles 0x7fff783e5000 - 0x7fff783ecfff libRosetta.dylib (203.13.2) <FF72E19B-3B02-34D4-A821-3397BB28AC02> /usr/lib/libRosetta.dylib External Modification Summary: Calls made by other processes targeting this process: task_for_pid: 3 thread_create: 0 thread_set_state: 0 Calls made by this process: task_for_pid: 0 thread_create: 0 thread_set_state: 0 Calls made by all processes on this machine: task_for_pid: 523 thread_create: 0 thread_set_state: 0 VM Region Summary: ReadOnly portion of Libraries: Total=1.0G resident=0K(0%) swapped_out_or_unallocated=1.0G(100%) Writable regions: Total=7.3G written=0K(0%) resident=0K(0%) swapped_out=0K(0%) unallocated=7.3G(100%) VIRTUAL REGION REGION TYPE SIZE COUNT (non-coalesced) =========== ======= ======= Accelerate framework 512K 4 Activity Tracing 256K 1 CG backing stores 4608K 6 CG image 580K 6 CoreAnimation 76K 7 CoreGraphics 12K 2 CoreUI image data 672K 5 Foundation 16K 1 Kernel Alloc Once 8K 1 MALLOC 5.3G 474 MALLOC guard page 48K 10 MALLOC_MEDIUM (reserved) 960.0M 15 reserved VM address space (unallocated) MALLOC_NANO (reserved) 384.0M 1 reserved VM address space (unallocated) OpenGL GLSL 256K 3 STACK GUARD 156K 39 Stack 72.8M 40 VM_ALLOCATE 663.3M 1326 __CTF 759 1 __DATA 89.4M 382 __DATA_CONST 17.5M 211 __DATA_DIRTY 914K 113 __FONT_DATA 4K 1 __GLSLBUILTINS 5176K 1 __LINKEDIT 545.7M 38 __OBJC_RO 60.5M 1 __OBJC_RW 2452K 3 __TEXT 460.0M 380 __UNICODE 588K 1 mapped file 89.6M 26 shared memory 40K 4 =========== ======= ======= TOTAL 8.6G 3103 TOTAL, minus reserved VM space 7.3G 3103 ```
[ "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 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)", "Crash after copy pasting a material onto itself and switching to render\nOperating system: ArchLinux\nGraphics card: NVIDIA 3090\n\nBroken: Current main.\nWorked: Never.\n\n\nBlender crashes when copy pasting a material onto itself (via UI), then creating a new material slot, and then switching to the rendered view.\n\n1. Open a new scene in blender.\n2. Select the cube and go to its material tab.\n3. Next to the material list, on the right, click the down arrow and do Copy Material.\n4. From the same menu now do Paste Material.\n5. Add a new material slot using the + in the materials tab.\n6. Switch to rendered view.\n\nAttached a crash stacktrace taken with gdb, and main build with debug.\n\nIf it's useful, the crash was taken with a manually built blender, so it was a factory startup with Eevee as a renderer, but it also crashes when using Cycles.\n", "Blender Crash MacOS Arm M1 - Wireframe - Memory issue\nOperating system: macOS-12.3.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Pro Apple 4.1 Metal - 76.3\n\nBroken: version: 3.2.0 Alpha\nBroken: version: 3.1.2\nWorked: Any version using linux/windows\nWorked: version: 3.1.2 on Intel base Mac\n\nBlender crashes with a viewport in wireframe mode or tries to allocate ~100 GB memory when .\n\nBase: default blend file.\n\n1. Go to \"Geometry Node\" tab\n2. Create new node setup\n3. Add Mesh line node\n4. Set count to something big like 256^3 (this was my test case)\n5. Switch the viewport to wireframe\n6. Crash\n\nNote: Slower increase can lead to huge memory consumption by blender:\n![Screenshot 2022-04-11 at 21.19.50.png](Screenshot_2022-04-11_at_21.19.50.png)\n\nExample node setup:\n![Screenshot 2022-04-13 at 12.33.26.png](Screenshot_2022-04-13_at_12.33.26.png)\n\nSwitch to wireframe:\n![Screenshot 2022-04-13 at 12.34.00.png](Screenshot_2022-04-13_at_12.34.00.png)\n\n", "QuadriFlow Remesh Crash\nOperating system:iMac (Retina 5K, 27-inch, 2020)\nGraphics card:AMD Radeon Pro 5700 8 GB\nRam: 96 GB 2133 MHz DDR4\n\nBroken: 3.6.0, 3.5.0 Beta and 3.2.1\nWorked: N/A\n\n\nDear all\n\nI found that the QuadriFlow Remesh will crash when i try to remesh (40K) from also most 900K faces. I tested on 30K and so on. The only sucessful try is down to 500 faces.\n\n\nHere is the model for your reference which is modified after 3D print addon (cannot QuadriFlow if not) from the orignal question below and i also record a 1:30min video for reference as well ( YR6oPpNbKis )\n\nModel file: view?usp=share_link\n\nPlease check. Many thanks\n\nOrignal Question: mesh-doesnt-follow-the-armature", "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 crashes with Segmentation fault when selecting Render Preview in Cycles with GPU Compute\nOperating system: Linux-6.1.46-gentoo-gentoo-dist-x86_64-12th_Gen_Intel-R-_Core-TM-_i3-12100F-with-glibc2.37 64 Bits, X11 UI\nGraphics card: AMD Radeon RX 6400 (navi24, LLVM 16.0.6, DRM 3.49, 6.1.46-gentoo-gentoo-dist) AMD 4.6 (Core Profile) Mesa 23.1.6\n\nBroken: version: 3.6.0\nWorked: - (read description)\n\nWhen I try to render using Cycles on my GPU, blender immediately crashes with Segmentation fault, as the error message. Here are the logs that were shown right before the Segmentation fault:\n```\nI0903 17:06:40.864868 14239 device.cpp:511] Mapped host memory limit set to 12,302,073,856 bytes. (11.46G)\nI0903 17:06:40.865039 14239 device_impl.cpp:62] Using AVX2 CPU kernels.\nWriting: /tmp/blender.crash.txt\nzsh: segmentation fault blender-3.6 --debug-all\n```\nIt worked with =dev-libs/rocm-comgr-5.3.3-r2, but started happening after the new update of the package. I used to apply a patch that solved the problem of being unable to select the render device in Blender's options (27552#issuecomment-1379233453), but with the new rocm-comgr package, the original problem solved itself. The old version of Blender (version 3.5.1) that worked before rocm-comgr got the new update, doesn't work now.\n\n1. Open the Render properties tab and set the Render Engine to Cycles.\n2. Set the device to GPU Compute.\n3. Set the viewport shading to Rendered.\n\n", "Blender Crashes on Render (Save As), then refuses to start\nOperating system: Windows 10\nGraphics card: NVIDIA GeForce RTX 3060\n\nBroken: 3.6.1\nWorked: N/A\n\nFirst observed with the attached file. I tried to save a png image render from it; when I clicked \"Save As,\" Blender crashed and then... wouldn't open. It seemed to initiate startup, because the little black window that usually notified me that it was reading my userprefs.py file would blink into existence just long enough for me to register what it said, then close itself and act like I hadn't clicked it.\n\nRestarting my computer fixes the problem temporarily, until the next crash. The crashes are inconsistent, but seem to happen only when I hit main menu items like Open or Save. This includes previous versions, apparently, as I still had 3.5 installed and it does the same quick blink.\n\nThe only thing I could think of was that that Read line in the black window referred to finding the userprefs file in C:\\ when I installed everything into M:\\, but I tried copying the required path over to C:\\ with no effect and also it gives me that same message when it's working and starts up fine.\n\nI also tried repairing the 3.6.1 install, and uninstalling/reinstalling, to no effect.\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n", "Crash when rending animation w/simple physics sim\nOperating system: macOS-12.0.1-x86_64-i386-64bit 64 Bits\nGraphics card: Apple M1 Apple 4.1 Metal - 76.1\n\nBroken: version: 3.0.0\nWorked: Spinning beach ball in 3.1 Alpha\n\nWhen selecting \"Render Animation\", the Rendering window starts to draw, and then the app crashes.\n\n\nFile attached. Just load and Select Render Animation.[simple-physics-crash.blend](simple-physics-crash.blend)\n\n", "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)", "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 2.90.1 crashes after rendering the first few frames of animation.\n**System Information** \nOperating system: windows 10 64 bit\nGraphics card: Nvidia GeForce GTX 1650\n\nBroken: (2.90.1 3e85bb34d0d7; master)\nWorked(didn't): (only tried on 2.8.3 and did not work at all)\n\nWhen I try to render the animation, after about 50 or so frames(varies randomly), blender crashes with no alerts or anything that tells me what the error is, it simply closes.\nI've rendered another project, and that did indeed render, so I'm left confused why this short animation would cause a crash.\n\nEdit: I disabled motion blur, and it rendered fine. However, I would really like to know why blender won't render if motion blur is enabled. The renderer is Eevee and while my laptop isn't a super computer, it should be able to handle it. Thank you all in advance!\n\n- Open attached file\n- render the animation\n[cube-loop-tut-V1.0.blend](cube-loop-tut-V1.0.blend)", "Crash when rendering animations (GPU Subdivision ON, OFF is fine)\nSystem Information\nOperating system: WIndows 11 22H2\nGraphics card: Nvidia GeForce RTX 4080\n\nBlender Version\nBroken: 3.4.1, 3.5, 3.6\n\nForce closes when rendering animation after a number of frames and when opening larger blend files. Happens with all files. All drivers up to date and tested memory with no issues. Worked without issue for 6 months, crashing started 1 week ago.\n\nRendering animation with GPU Subdivision unchecked did not trigger a crash", "Blender 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)", "use after free Fluid sim seg fault\nIn Debian testing, and Debian stable.\n\nbroken: blender 3.0.0 f7b22fc3d27113715e8726c69ab3264e1d487439\nbroken: Blender 2.93.0, Commit date: 2021-05-10 22:16, Hash ce62d650945f \nbroken: blender 2.92\n\nSegfaults on bake of modular fluid sim.\nReproducible each time I run blender on it.\n(Building a debug build now. the crash text isn't so useful yet).\n\n1. Load .blend (attached)\n2. Bake fluid\n3. Segfault\n\n[flu.blend](flu.blend)\nAsan report on f7b22fc3d27113715e8726c69ab3264e1d487439 [T88475_asan_use_after_free.txt](T88475_asan_use_after_free.txt)\nTwo crash reports on blender 2.92: \n[Blender_2021-05-22-145034_MACBOOKAIR.crash](Blender_2021-05-22-145034_MACBOOKAIR.crash)\nSimilar to #88113#1157996: [Blender_2021-05-22-193554_MACBOOKAIR.crash](Blender_2021-05-22-193554_MACBOOKAIR.crash)" ]
[ "Blender crash in working and during render. \nOperating system: Darwin-20.3.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500 XT OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.2.15\n\nBroken: version: 2.92.0\n\n\n\n" ]
Blender crash in working and during render. Operating system: Darwin-20.3.0-x86_64-i386-64bit 64 Bits Graphics card: AMD Radeon Pro 5500 XT OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.2.15 Broken: version: 2.92.0
[ "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)", "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.", "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", "Crash on render on some of the frames\nOperating system: Linux-4.4.0-154-generic-x86_64-with-debian-stretch-sid 64 Bits\n8x Tesla V100 SXM2 NVLINK Accelerator Cards\nDual XEON Scalable 4208 CPUs\n192 GB RAM\n\nBroken: version: 2.82 (sub 7)\nI also tested recent 2.83 build\n\nBlender crash when it renders scene frames from 346-639, the rest of the frames are fine.\nIt crashes for CPU anf GPU as well.\n\nIn order to render above frames I workaround the assert:\n\n```\n--- a/intern/cycles/kernel/kernel_compat_cpu.h\n+++ b/intern/cycles/kernel/kernel_compat_cpu.h\n@@ -74,8 +74,10 @@ CCL_NAMESPACE_BEGIN\n template<typename T> struct texture {\n ccl_always_inline const T &fetch(int index)\n {\n- kernel_assert(index >= 0 && index < width);\n- return data[index];\n+ //kernel_assert(index >= 0 && index < width);\n+ if (index < 0) return data[0];\n+ else if (index >= width) return data[width];{F8410049}\n+ else return data[index];\n }\n #if defined(__KERNEL_AVX__) || defined(__KERNEL_AVX2__)\n /* Reads 256 bytes but indexes in blocks of 128 bytes to maintain\n```\n\nThe scene is complex and I couldn't make it very simply and narrow the problem.\nPlease find the scene attached.\n\n[animation_002_02_part01.blend](animation_002_02_part01.blend)\n\n1. Open Blender 2.82\n2. Open attached scene\n3. Set frame 346, start render (F12)\n4. After one minute or so it will crash\n\n\n", "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 while switching to edit mode with EEVEE + Geometry Nodes\nOperating system: macOS-10.15.7-x86_64-i386-64bit 64 Bits\nGraphics card: NVIDIA GeForce GT 650M OpenGL Engine NVIDIA Corporation 4.1 NVIDIA-14.0.32 355.11.11.10.10.143\n\nBroken: version: 3.0.0\n\nWhen switching to edit mode in while the viewport's set to render it crashes (see attached video)\n[blender crash 2021-12-17 21-54-00.mp4](blender_crash_2021-12-17_21-54-00.mp4)\n\n1 load the attached file\n2 switch to rendered view in the viewport\n3 switch to edit vertex mode\n4 that's a crash!\n\n[transitions_001_blender3.blend](transitions_001_blender3.blend)", "Blender 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.", "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", "Vega GPU crash during render\nOperating system: Debian 11 bullseye x86_64 Linux 5.10.0-17-amd64\nGraphics card: gfx900 AMD/ATI Vega 10 XTX [Radeon Vega Frontier Edition]\n\nHip info: \n```\n➜ blender-3.3.0-beta+v33.6a4f4810f38b-linux.x86_64-release hipconfig\nHIP version : 5.2.21152-4b155a06\n\n== hipconfig\nHIP_PATH : /opt/rocm-5.2.1\nROCM_PATH : /opt/rocm-5.2.1\nHIP_COMPILER : clang\nHIP_PLATFORM : amd\nHIP_RUNTIME : rocclr\nCPP_CONFIG : -D__HIP_PLATFORM_HCC__= -D__HIP_PLATFORM_AMD__= -I/opt/rocm-5.2.1/include -I/opt/rocm-5.2.1/llvm/bin/../lib/clang/14.0.0 -I/opt/rocm-5.2.1/hsa/include\n\n== hip-clang\nHSA_PATH : /opt/rocm-5.2.1/hsa\nHIP_CLANG_PATH : /opt/rocm-5.2.1/llvm/bin\nAMD clang version 14.0.0 (llvm-project roc-5.2.1 22204 50d6d5d5b608d2abd6af44314abc6ad20036af3b)\nTarget: x86_64-unknown-linux-gnu\nThread model: posix\nInstalledDir: /opt/rocm-5.2.1/llvm/bin\nAMD LLVM version 14.0.0git\n Optimized build.\n Default target: x86_64-unknown-linux-gnu\n Host CPU: znver2\n\n Registered Targets:\n amdgcn - AMD GCN GPUs\n r600 - AMD GPUs HD2XXX-HD6XXX\n x86 - 32-bit X86: Pentium-Pro and above\n x86-64 - 64-bit X86: EM64T and AMD64\nhip-clang-cxxflags : -std=c++11 -isystem \"/opt/rocm-5.2.1/llvm/lib/clang/14.0.0/include/..\" -isystem /opt/rocm-5.2.1/hsa/include -isystem \"/opt/rocm-5.2.1/include\" -O3\nhip-clang-ldflags : -L\"/opt/rocm-5.2.1/lib\" -O3 -lgcc_s -lgcc -lpthread -lm -lrt\n\n=== Environment Variables\nPATH=/usr/local/bin:/usr/bin:/bin:/usr/games:/home/ian/.local/bin\n\n== Linux Kernel\nHostname : *****Linux***** 5.10.0-17-amd64 #1 SMP Debian 5.10.136-1 (2022-08-13) x86_64 GNU/Linux\nNo LSB modules are available.\nDistributor ID:\tDebian\nDescription:\tDebian GNU/Linux 11 (bullseye)\nRelease:\t11\nCodename:\tbullseye\n```\n\nBroken: blender-3.3.0-beta+v33.6a4f4810f38b-linux.x86_64-release\nWorked: N/A\n\nBlender crashes when attempting to render more complex scenes on Vega GPU.\n\n[lone monk demo](lone-monk_cycles_and_exposure-node_demo.blend)\n./blender ../lone-monk_cycles_and_exposure-node_demo.blend\nrender on gpu\n\n```\n➜ blender-3.3.0-beta+v33.6a4f4810f38b-linux.x86_64-release ./blender ../lone-monk_cycles_and_exposure-node_demo.blend | tee log.txt\nRead prefs: /home/ian/.config/blender/3.3/config/userpref.blend\nRead blend: /home/ian/Downloads/lone-monk_cycles_and_exposure-node_demo.blend\nWARNING: Shader warning [node_vertex_color]: Invalid attribute.\nMemory access fault by GPU node-1 (Agent handle: 0x7f2683fa6400) on address 0x7f2400000000. Reason: Unknown.\n[1] 25965 abort ./blender ../lone-monk_cycles_and_exposure-node_demo.blend | \n 25966 done tee log.txt\n```\n\n```\n:0:rocdevice.cpp :2652: 2702732952 us: 249488: [tid:0x7f1dd0b76640] Device::callbackQueue aborting with error : HSA_STATUS_ERROR_MEMORY_APERTURE_VIOLATION: The agent attempted to access memory beyond the largest legal address. code: 0x29\n[1] 249488 abort ./blender --factory-startup --debug-all\n```", "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 when run the script code follow\nOperating system: Mac 11.4\nGraphics card: Intel Iris 1536 MB\n\nBroken: 3.0.1(2022-01-26)\n\nBlender crashed when running the script followed in \"Scripting Window\":\n\n```\nimport bpy\n\nfor obj in bpy.data.collections['Bg_objects'].all_objects:\n obj.is_holdout = True\n```\n\nAddressSanitizer error log:\n```lines=20\n==34714==ERROR: AddressSanitizer: heap-use-after-free on address 0x00015d792c38 at pc 0x00010523645c bp 0x00016fdfa1d0 sp 0x00016fdfa1c8\nREAD of size 8 at 0x00015d792c38 thread T0\n - 0 0x105236458 in rna_iterator_listbase_next rna_access.c:4677\n - 1 0x1053cc940 in Collection_all_objects_next rna_collection_gen.c:209\n - 2 0x105234920 in RNA_property_collection_next rna_access.c:3690\n - 3 0x105f6c330 in pyrna_prop_collection_iter_next bpy_rna.c:7107\n - 4 0x11366ad40 in _PyEval_EvalFrameDefault ceval.c:4001\n - 5 0x113664fe0 in _PyEval_Vector ceval.c:5065\n - 6 0x113664f38 in PyEval_EvalCode ceval.c:1134\n - 7 0x105f1812c in python_script_exec bpy_interface_run.c:121\n - 8 0x105f18d5c in BPY_run_text bpy_interface_run.c:216\n - 9 0x10a275444 in text_run_script text_ops.c:773\n - 10 0x10a275284 in text_run_script_exec text_ops.c:812\n - 11 0x103035044 in wm_operator_invoke wm_event_system.c:1335\n - 12 0x103033cf4 in wm_operator_call_internal wm_event_system.c:1530\n - 13 0x10303ad6c in WM_operator_name_call_ptr wm_event_system.c:1577\n - 14 0x10303b978 in WM_operator_name_call_ptr_with_depends_on_cursor wm_event_system.c:1765\n - 15 0x109722ff8 in ui_apply_but_funcs_after interface_handlers.c:1008\n - 16 0x10971b1d4 in ui_handler_region_menu interface_handlers.c:11383\n - 17 0x10304ab2c in wm_handler_ui_call wm_event_system.c:698\n - 18 0x103047864 in wm_handlers_do_intern wm_event_system.c:3025\n - 19 0x1030426f4 in wm_handlers_do wm_event_system.c:3145\n - 20 0x1030406f0 in wm_event_do_handlers wm_event_system.c:3675\n - 21 0x1030043ec in WM_main wm.c:623\n - 22 0x10000ba94 in main creator.c:544\n - 23 0x1454710f0 in start+0x204 (dyld:arm64e+0x50f0)\n\n0x00015d792c38 is located 8 bytes inside of 80-byte region [0x00015d792c30,0x00015d792c80)\nfreed by thread T0 here:\n - 0 0x145a890f0 in wrap_free+0x98 (libclang_rt.asan_osx_dynamic.dylib:arm64e+0x3d0f0)\n - 1 0x1151b28e8 in MEM_lockfree_freeN mallocn_lockfree_impl.c:116\n - 2 0x114b67940 in BLI_freelistN listbase.c:463\n - 3 0x1003acbf8 in collection_object_cache_free collection.c:816\n - 4 0x1003aca74 in BKE_collection_object_cache_free collection.c:826\n - 5 0x100e4b080 in BKE_main_collection_sync_remap layer.c:1366\n - 6 0x1059bcf0c in rna_Object_hide_update rna_object.c:370\n - 7 0x105257fa8 in rna_property_update rna_access.c:2069\n - 8 0x105257bac in RNA_property_update rna_access.c:2138\n - 9 0x105f50268 in pyrna_py_to_prop bpy_rna.c:2083\n - 10 0x105f54308 in pyrna_struct_setattro bpy_rna.c:4453\n - 11 0x1135de558 in PyObject_SetAttr object.c\n - 12 0x113667dd0 in _PyEval_EvalFrameDefault ceval.c:2850\n - 13 0x113664fe0 in _PyEval_Vector ceval.c:5065\n - 14 0x113664f38 in PyEval_EvalCode ceval.c:1134\n - 15 0x105f1812c in python_script_exec bpy_interface_run.c:121\n - 16 0x105f18d5c in BPY_run_text bpy_interface_run.c:216\n - 17 0x10a275444 in text_run_script text_ops.c:773\n - 18 0x10a275284 in text_run_script_exec text_ops.c:812\n - 19 0x103035044 in wm_operator_invoke wm_event_system.c:1335\n - 20 0x103033cf4 in wm_operator_call_internal wm_event_system.c:1530\n - 21 0x10303ad6c in WM_operator_name_call_ptr wm_event_system.c:1577\n - 22 0x10303b978 in WM_operator_name_call_ptr_with_depends_on_cursor wm_event_system.c:1765\n - 23 0x109722ff8 in ui_apply_but_funcs_after interface_handlers.c:1008\n - 24 0x10971b1d4 in ui_handler_region_menu interface_handlers.c:11383\n - 25 0x10304ab2c in wm_handler_ui_call wm_event_system.c:698\n - 26 0x103047864 in wm_handlers_do_intern wm_event_system.c:3025\n - 27 0x1030426f4 in wm_handlers_do wm_event_system.c:3145\n - 28 0x1030406f0 in wm_event_do_handlers wm_event_system.c:3675\n - 29 0x1030043ec in WM_main wm.c:623\n\npreviously allocated by thread T0 here:\n - 0 0x145a89380 in wrap_calloc+0x9c (libclang_rt.asan_osx_dynamic.dylib:arm64e+0x3d380)\n - 1 0x1151b13b8 in MEM_lockfree_callocN mallocn_lockfree_impl.c:222\n - 2 0x1003b5754 in collection_object_cache_fill collection.c:754\n - 3 0x1003b5d20 in collection_object_cache_fill collection.c:775\n - 4 0x1003b53b0 in BKE_collection_object_cache_get collection.c:786\n - 5 0x1053cc5d8 in rna_Collection_all_objects_begin rna_collection.c:54\n - 6 0x1053cc2d0 in Collection_all_objects_begin rna_collection_gen.c:200\n - 7 0x105233a88 in RNA_property_collection_begin rna_access.c:3674\n - 8 0x105f6c158 in pyrna_prop_collection_iter_CreatePyObject bpy_rna.c:7076\n - 9 0x105f67ef0 in pyrna_prop_collection_iter bpy_rna.c:7083\n - 10 0x11357f400 in PyObject_GetIter abstract.c:2813\n - 11 0x11366ac34 in _PyEval_EvalFrameDefault ceval.c:3958\n - 12 0x113664fe0 in _PyEval_Vector ceval.c:5065\n - 13 0x113664f38 in PyEval_EvalCode ceval.c:1134\n - 14 0x105f1812c in python_script_exec bpy_interface_run.c:121\n - 15 0x105f18d5c in BPY_run_text bpy_interface_run.c:216\n - 16 0x10a275444 in text_run_script text_ops.c:773\n - 17 0x10a275284 in text_run_script_exec text_ops.c:812\n - 18 0x103035044 in wm_operator_invoke wm_event_system.c:1335\n - 19 0x103033cf4 in wm_operator_call_internal wm_event_system.c:1530\n - 20 0x10303ad6c in WM_operator_name_call_ptr wm_event_system.c:1577\n - 21 0x10303b978 in WM_operator_name_call_ptr_with_depends_on_cursor wm_event_system.c:1765\n - 22 0x109722ff8 in ui_apply_but_funcs_after interface_handlers.c:1008\n - 23 0x10971b1d4 in ui_handler_region_menu interface_handlers.c:11383\n - 24 0x10304ab2c in wm_handler_ui_call wm_event_system.c:698\n - 25 0x103047864 in wm_handlers_do_intern wm_event_system.c:3025\n - 26 0x1030426f4 in wm_handlers_do wm_event_system.c:3145\n - 27 0x1030406f0 in wm_event_do_handlers wm_event_system.c:3675\n - 28 0x1030043ec in WM_main wm.c:623\n - 29 0x10000ba94 in main creator.c:544\n```\n\n- Open attached file\n- Go to Scripting workspace\n- Run the above script\n[bug.zip](bug.zip)", "Blender 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", "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)", "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)", "Pack UV's crashes blender\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.23\n\nBroken: version: 3.6.0\n\nwith all uv's selected, using \"pack uv's\" crashes blender\n\nopen provided file. Go in edit mode. Select all\nin uv editor go UV > Pack UV\n\nBlender crashes\n\n" ]
[ "Crash with Random occurrence on MacBook Pro Big Sur \nOperating system:MocOS Big Sur 11.1 2.4 GHz 8-Core Intel Core i9 64 GB 2667 MHz DDR4\nGraphics card: Intel UHD Graphics 630 1536 MB\n\nBroken: Version 2.91.0 (2.91.0 2020-11-25)\nWorked: (2.81)\n\nBlender crashes randomly on Mac OS. Sometimes after just sitting idle for several minutes, other times after editing meshes or attempt to render in viewport (Cycles or EEVEE) or render frames or animation. \n\nVery hard to find a definitive pattern when crash occurs. \n\nSeems that when I create files on version 2.83 or 2.91 it works better, but loading files (especially large files) from earlier versions crash very often.\n\nSee OS crash log below :\n\n```lines=20\nProcess: Blender [741]\nPath: /Applications/Blender_291/Blender.app/Contents/MacOS/Blender\nIdentifier: org.blenderfoundation.blender\nVersion: 2.91.0 (2.91.0 2020-11-25)\nCode Type: X86-64 (Native)\nParent Process: ??? [1]\nResponsible: Blender [741]\nUser ID: 502\n\nDate/Time: 2021-01-18 10:23:19.889 -0700\nOS Version: macOS 11.1 (20C69)\nReport Version: 12\nBridge OS Version: 5.1 (18P3030)\nAnonymous UUID: 531B82B0-E5F1-69EA-9B13-8CDC7102AB5B\n\n\nTime Awake Since Boot: 660 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 Signal: Segmentation fault: 11\nTermination Reason: Namespace SIGNAL, Code 0xb\nTerminating Process: Blender [741]\n\nThread 0:: Dispatch queue: com.apple.main-thread\n0 GLEngine \t0x00007fff6cbc4690 gleRunVertexSubmitImmediate + 5632\n1 GLEngine \t0x00007fff6cb4b197 glDrawElementsInstancedBaseVertex_GL3Exec + 807\n2 libGL.dylib \t0x00007fff6ca923cf glDrawElementsInstancedBaseVertex + 45\n3 org.blenderfoundation.blender \t0x000000010083c775 draw_call_single_do + 469\n4 org.blenderfoundation.blender \t0x000000010083bf1a drw_draw_pass_ex + 1626\n5 org.blenderfoundation.blender \t0x000000010083b8af DRW_draw_pass + 31\n6 org.blenderfoundation.blender \t0x000000010087cf4d OVERLAY_draw_scene + 365\n7 org.blenderfoundation.blender \t0x0000000100832d8a drw_engines_draw_scene + 186\n8 org.blenderfoundation.blender \t0x000000010083198d DRW_draw_render_loop_ex + 1565\n9 org.blenderfoundation.blender \t0x00000001010c3778 view3d_main_region_draw + 136\n10 org.blenderfoundation.blender \t0x0000000100c71e70 ED_region_do_draw + 336\n11 org.blenderfoundation.blender \t0x00000001006f849d wm_draw_update + 1757\n12 org.blenderfoundation.blender \t0x00000001006f6110 WM_main + 48\n13 org.blenderfoundation.blender \t0x00000001002f297a main + 890\n14 libdyld.dylib \t0x00007fff203aa621 start + 1\n\nThread 1 Crashed:\n0 libsystem_kernel.dylib \t0x00007fff2035aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff201e4c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff201e512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x000000010624dc32 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x000000010624c79e 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 \t0x00007fff2038f950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff2038b47b thread_start + 15\n\nThread 2:\n0 libsystem_kernel.dylib \t0x00007fff2035aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff201e4c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff201e512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x000000010624dc32 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x000000010624c79e 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 \t0x00007fff2038f950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff2038b47b thread_start + 15\n\nThread 3:\n0 libsystem_kernel.dylib \t0x00007fff2035aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff201e4c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff201e512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x000000010624dc32 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x000000010624c79e 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 \t0x00007fff2038f950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff2038b47b thread_start + 15\n\nThread 4:\n0 libsystem_kernel.dylib \t0x00007fff2035aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff201e4c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff201e512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x000000010624dc32 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x000000010624c79e 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 \t0x00007fff2038f950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff2038b47b thread_start + 15\n\nThread 5:\n0 libsystem_kernel.dylib \t0x00007fff2035aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff201e4c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff201e512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x000000010624dc32 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x000000010624c79e 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 \t0x00007fff2038f950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff2038b47b thread_start + 15\n\nThread 6:\n0 libsystem_kernel.dylib \t0x00007fff2035aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff201e4c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff201e512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x000000010624dc32 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x000000010624c79e 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 \t0x00007fff2038f950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff2038b47b thread_start + 15\n\nThread 7:\n0 libsystem_kernel.dylib \t0x00007fff2035aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff201e4c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff201e512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x000000010624dc32 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x000000010624c79e 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 \t0x00007fff2038f950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff2038b47b thread_start + 15\n\nThread 8:\n0 libsystem_kernel.dylib \t0x00007fff2035aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff201e4c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff201e512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x000000010624dc32 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x000000010624c79e 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 \t0x00007fff2038f950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff2038b47b thread_start + 15\n\nThread 9:\n0 libsystem_kernel.dylib \t0x00007fff2035aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff201e4c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff201e512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x000000010624dc32 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x000000010624c79e 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 \t0x00007fff2038f950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff2038b47b thread_start + 15\n\nThread 10:\n0 libsystem_kernel.dylib \t0x00007fff2035aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff201e4c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff201e512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x000000010624dc32 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x000000010624c79e 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 \t0x00007fff2038f950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff2038b47b thread_start + 15\n\nThread 11:\n0 libsystem_kernel.dylib \t0x00007fff2035aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff201e4c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff201e512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x000000010624dc32 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x000000010624c79e 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 \t0x00007fff2038f950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff2038b47b thread_start + 15\n\nThread 12:\n0 libsystem_kernel.dylib \t0x00007fff2035aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff201e4c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff201e512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x000000010624dc32 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x000000010624c79e 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 \t0x00007fff2038f950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff2038b47b thread_start + 15\n\nThread 13:\n0 libsystem_kernel.dylib \t0x00007fff2035aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff201e4c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff201e512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x000000010624dc32 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x000000010624c79e 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 \t0x00007fff2038f950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff2038b47b thread_start + 15\n\nThread 14:\n0 libsystem_kernel.dylib \t0x00007fff2035aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff201e4c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff201e512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x000000010624dc32 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x000000010624c79e 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 \t0x00007fff2038f950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff2038b47b thread_start + 15\n\nThread 15:\n0 libsystem_kernel.dylib \t0x00007fff2035aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff201e4c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff201e512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x000000010624dc32 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x000000010624c79e 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 \t0x00007fff2038f950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff2038b47b thread_start + 15\n\nThread 16:\n0 libsystem_kernel.dylib \t0x00007fff2035aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff201e4c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff201e512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x000000010624dc32 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x000000010624c79e 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 \t0x00007fff2038f950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff2038b47b thread_start + 15\n\nThread 17:: AMCP Logging Spool\n0 libsystem_kernel.dylib \t0x00007fff2035aeba semaphore_wait_trap + 10\n1 com.apple.audio.caulk \t0x00007fff2848a92a caulk::mach::semaphore::wait_or_error() + 16\n2 com.apple.audio.caulk \t0x00007fff284776e6 caulk::semaphore::timed_wait(double) + 110\n3 com.apple.audio.caulk \t0x00007fff28477634 caulk::concurrent::details::worker_thread::run() + 30\n4 com.apple.audio.caulk \t0x00007fff284773c0 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 \t0x00007fff2038f950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff2038b47b thread_start + 15\n\nThread 18:: com.apple.audio.IOThread.client\n0 libsystem_kernel.dylib \t0x00007fff2035ae7e mach_msg_trap + 10\n1 libsystem_kernel.dylib \t0x00007fff2035b1f0 mach_msg + 60\n2 com.apple.audio.CoreAudio \t0x00007fff21e7dde5 HALB_MachPort::SendSimpleMessageWithSimpleReply(unsigned int, unsigned int, int, int&, bool, unsigned int) + 111\n3 com.apple.audio.CoreAudio \t0x00007fff21d19477 invocation function for block in HALC_ProxyIOContext::HALC_ProxyIOContext(unsigned int, unsigned int) + 3435\n4 com.apple.audio.CoreAudio \t0x00007fff21ebcf3a HALB_IOThread::Entry(void*) + 72\n5 libsystem_pthread.dylib \t0x00007fff2038f950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff2038b47b thread_start + 15\n\nThread 19:\n0 libsystem_kernel.dylib \t0x00007fff2035aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006ecc68 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006ecbf9 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff2038f950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff2038b47b thread_start + 15\n\nThread 20:\n0 libsystem_kernel.dylib \t0x00007fff2035aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006ecc68 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006ecbf9 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff2038f950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff2038b47b thread_start + 15\n\nThread 21:\n0 libsystem_kernel.dylib \t0x00007fff2035aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006ecc68 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006ecbf9 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff2038f950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff2038b47b thread_start + 15\n\nThread 22:\n0 libsystem_kernel.dylib \t0x00007fff2035aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006ecc68 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006ecbf9 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff2038f950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff2038b47b thread_start + 15\n\nThread 23:\n0 libsystem_kernel.dylib \t0x00007fff2035aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006ecc68 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006ecbf9 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff2038f950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff2038b47b thread_start + 15\n\nThread 24:\n0 libsystem_kernel.dylib \t0x00007fff2035aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006ecc68 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006ecbf9 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff2038f950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff2038b47b thread_start + 15\n\nThread 25:\n0 libsystem_kernel.dylib \t0x00007fff2035aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006ecc68 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006ecbf9 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff2038f950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff2038b47b thread_start + 15\n\nThread 26:\n0 libsystem_kernel.dylib \t0x00007fff2035aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006ecc68 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006ecbf9 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff2038f950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff2038b47b thread_start + 15\n\nThread 27:\n0 libsystem_kernel.dylib \t0x00007fff2035aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006ecc68 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006ecbf9 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff2038f950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff2038b47b thread_start + 15\n\nThread 28:\n0 libsystem_kernel.dylib \t0x00007fff2035aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006ecc68 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006ecbf9 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff2038f950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff2038b47b thread_start + 15\n\nThread 29:\n0 libsystem_kernel.dylib \t0x00007fff2035aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006ecc68 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006ecbf9 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff2038f950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff2038b47b thread_start + 15\n\nThread 30:\n0 libsystem_kernel.dylib \t0x00007fff2035aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006ecc68 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006ecbf9 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff2038f950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff2038b47b thread_start + 15\n\nThread 31:\n0 libsystem_kernel.dylib \t0x00007fff2035aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006ecc68 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006ecbf9 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff2038f950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff2038b47b thread_start + 15\n\nThread 32:\n0 libsystem_kernel.dylib \t0x00007fff2035aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006ecc68 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006ecbf9 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff2038f950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff2038b47b thread_start + 15\n\nThread 33:\n0 libsystem_kernel.dylib \t0x00007fff2035aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006ecc68 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006ecbf9 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff2038f950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff2038b47b thread_start + 15\n\nThread 34:: com.apple.NSEventThread\n0 libsystem_kernel.dylib \t0x00007fff2035ae7e mach_msg_trap + 10\n1 libsystem_kernel.dylib \t0x00007fff2035b1f0 mach_msg + 60\n2 com.apple.CoreFoundation \t0x00007fff20487bf7 __CFRunLoopServiceMachPort + 316\n3 com.apple.CoreFoundation \t0x00007fff204862ca __CFRunLoopRun + 1315\n4 com.apple.CoreFoundation \t0x00007fff204856ce CFRunLoopRunSpecific + 563\n5 com.apple.AppKit \t0x00007fff22e28c16 _NSEventThread + 124\n6 libsystem_pthread.dylib \t0x00007fff2038f950 _pthread_start + 224\n7 libsystem_pthread.dylib \t0x00007fff2038b47b thread_start + 15\n\nThread 35:: Dispatch queue: com.apple.opengl.cvmDoWork\n0 libsystem_kernel.dylib \t0x00007fff2035ae7e mach_msg_trap + 10\n1 libsystem_kernel.dylib \t0x00007fff2035b1f0 mach_msg + 60\n2 libdispatch.dylib \t0x00007fff201fa776 _dispatch_mach_send_and_wait_for_reply + 518\n3 libdispatch.dylib \t0x00007fff201fab6e dispatch_mach_send_with_result_and_wait_for_reply + 50\n4 libxpc.dylib \t0x00007fff200d21ac xpc_connection_send_message_with_reply_sync + 238\n5 libCoreVMClient.dylib \t0x00007fff6c86670a cvms_element_build_and_get_internal + 229\n6 libCoreVMClient.dylib \t0x00007fff6c86660e cvms_element_build_from_source + 169\n7 libCVMSPluginSupport.dylib \t0x00007fff6c87bf14 cvm_deferred_build_modular(void*) + 422\n8 libdispatch.dylib \t0x00007fff201e47c7 _dispatch_client_callout + 8\n9 libdispatch.dylib \t0x00007fff201ea5fe _dispatch_lane_serial_drain + 606\n10 libdispatch.dylib \t0x00007fff201eb0cb _dispatch_lane_invoke + 375\n11 libdispatch.dylib \t0x00007fff201f4c5d _dispatch_workloop_worker_thread + 819\n12 libsystem_pthread.dylib \t0x00007fff2038c499 _pthread_wqthread + 314\n13 libsystem_pthread.dylib \t0x00007fff2038b467 start_wqthread + 15\n\nThread 36:\n0 libsystem_pthread.dylib \t0x00007fff2038b458 start_wqthread + 0\n\nThread 37:\n0 libsystem_pthread.dylib \t0x00007fff2038b458 start_wqthread + 0\n\nThread 38:\n0 libsystem_pthread.dylib \t0x00007fff2038b458 start_wqthread + 0\n\nThread 1 crashed with X86 Thread State (64-bit):\n rax: 0x000000000000000e rbx: 0x00006000001cd210 rcx: 0x000070000c275f08 rdx: 0x0000000000000028\n rdi: 0x0000000000001903 rsi: 0x0000000000000003 rbp: 0x000070000c275f20 rsp: 0x000070000c275f08\n r8: 0x0000000000001703 r9: 0x0000000000000000 r10: 0x0000000000002503 r11: 0x0000000000000246\n r12: 0x0000000000000000 r13: 0x0000000000000000 r14: 0x00006000001cd210 r15: 0xffffffffffffffff\n rip: 0x00007fff2035aeba rfl: 0x0000000000000246 cr2: 0x000070000c275ff8\n \nLogical CPU: 0\nError Code: 0x01000024\nTrap Number: 133\n\nThread 1 instruction stream not available.\n\nThread 1 last branch register state not available.\n\n\nBinary Images:\n 0x1001ae000 - 0x10a981fff +org.blenderfoundation.blender (2.91.0 - 2.91.0 2020-11-25) <A18D3102-5B87-3997-9B07-0AAF11241DA7> /Applications/Blender_291/Blender.app/Contents/MacOS/Blender\n 0x11162e000 - 0x11169afff +libomp.dylib (0) <535E76BC-1650-3651-9C62-97A995647107> /Applications/Blender_291/Blender.app/Contents/Resources/lib/libomp.dylib\n 0x115871000 - 0x115874fff com.apple.CloudDocsFileProvider (1.0 - 726) <89C091B1-BB9C-3919-8051-B8A86E94FC57> /System/Library/Frameworks/FileProvider.framework/OverrideBundles/CloudDocsFileProvider.bundle/Contents/MacOS/CloudDocsFileProvider\n 0x117196000 - 0x1172f9fff com.apple.audio.units.Components (1.14 - 1.14) <79BEEEC4-3C3B-3C49-AF25-792C6CE5BF68> /System/Library/Components/CoreAudio.component/Contents/MacOS/CoreAudio\n 0x117332000 - 0x1178e1fff com.apple.audio.AudioDSPComponents (1.0 - 1) 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/System/Library/PrivateFrameworks/CoreWiFi.framework/Versions/A/CoreWiFi\n 0x7fff32cf9000 - 0x7fff32d30fff com.apple.LDAPFramework (2.4.28 - 194.5) <C3E9E36B-B981-3FAD-A8EA-9BADE5F2B30D> /System/Library/Frameworks/LDAP.framework/Versions/A/LDAP\n 0x7fff32d31000 - 0x7fff32d32fff com.apple.TrustEvaluationAgent (2.0 - 35) <D0B7904B-37ED-32B1-8FD3-462383F2BDCB> /System/Library/PrivateFrameworks/TrustEvaluationAgent.framework/Versions/A/TrustEvaluationAgent\n 0x7fff32d33000 - 0x7fff32e36fff libcrypto.44.dylib (56.60.2) <7464291F-2D5C-3AE3-9197-54C8676C23F1> /usr/lib/libcrypto.44.dylib\n 0x7fff32e37000 - 0x7fff32e64fff libssl.46.dylib (56.60.2) <0692D04B-A0C4-3632-BB08-2C0C2AC68479> /usr/lib/libssl.46.dylib\n 0x7fff32e65000 - 0x7fff32f14fff com.apple.DiskImagesFramework (595.40.1 - 595.40.1) <B0A2C1DD-79A0-3C26-A1A8-22F1989E5415> /System/Library/PrivateFrameworks/DiskImages.framework/Versions/A/DiskImages\n 0x7fff32f4c000 - 0x7fff32f5bfff com.apple.xpc.RemoteServiceDiscovery (1.0 - 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<E10C40B6-2656-36D1-882C-2091CE02883A> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/Ink.framework/Versions/A/Ink\n 0x7fff36468000 - 0x7fff3646bfff com.apple.CommonPanels (1.2.6 - 101) <101582BA-E64F-391A-BD23-50DCC3CF8939> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/CommonPanels.framework/Versions/A/CommonPanels\n 0x7fff3646c000 - 0x7fff36473fff com.apple.ImageCapture (1708 - 1708) <FE9D13DD-D733-3B2A-B4A6-D3C8313005F5> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/ImageCapture.framework/Versions/A/ImageCapture\n 0x7fff39459000 - 0x7fff3945cfff com.apple.OSAServicesClient (1.0 - 1) <44E39868-F624-3644-B453-962D34737998> /System/Library/PrivateFrameworks/OSAServicesClient.framework/Versions/A/OSAServicesClient\n 0x7fff3d15e000 - 0x7fff3d161fff com.apple.print.framework.Print (15 - 271) <8411879F-7E3E-3882-BD06-68E797A3B9D6> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/Print.framework/Versions/A/Print\n 0x7fff3d162000 - 0x7fff3d165fff com.apple.Carbon (160 - 164) <5683716A-5610-3B97-B473-B4652067E7A6> /System/Library/Frameworks/Carbon.framework/Versions/A/Carbon\n 0x7fff3d3ea000 - 0x7fff3d409fff com.apple.private.SystemPolicy (1.0 - 1) <CFE0B0C6-DF5B-31EB-9D79-B23E00A80B05> /System/Library/PrivateFrameworks/SystemPolicy.framework/Versions/A/SystemPolicy\n 0x7fff3dd33000 - 0x7fff3dd3efff com.apple.MallocStackLogging (1.0 - 1) <C1A21524-381D-39CA-AD63-A3B9F67FC6CA> /System/Library/PrivateFrameworks/MallocStackLogging.framework/Versions/A/MallocStackLogging\n 0x7fff3dd54000 - 0x7fff3dd66fff libmis.dylib (274.60.2) <54387457-A60B-3390-AD6D-3B380792CD79> /usr/lib/libmis.dylib\n 0x7fff3dd67000 - 0x7fff3dd6afff com.apple.gpusw.GPURawCounter (12.25 - 12.0) <17751B3E-2CF3-3944-BA02-124E56A10426> /System/Library/PrivateFrameworks/GPURawCounter.framework/Versions/A/GPURawCounter\n 0x7fff4151a000 - 0x7fff41523fff com.apple.IOAccelMemoryInfo (1.0 - 1) <90735179-1E6C-3D1F-8CCF-08AC441B19A2> /System/Library/PrivateFrameworks/IOAccelMemoryInfo.framework/Versions/A/IOAccelMemoryInfo\n 0x7fff4195a000 - 0x7fff41978fff libCGInterfaces.dylib (544) <488D608D-374C-3A2F-B8AC-D78E2F6E6DB7> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vImage.framework/Versions/A/Libraries/libCGInterfaces.dylib\n 0x7fff43f68000 - 0x7fff441e1fff com.apple.RawCamera.bundle (9.10.0 - 1420.3) <D6521255-C614-3A4C-83E1-42A3C3079CBE> /System/Library/CoreServices/RawCamera.bundle/Contents/MacOS/RawCamera\n 0x7fff46c60000 - 0x7fff46c6bfff libGPUSupportMercury.dylib (18.1.1) <5C061A05-CD21-3442-A80B-1901D64C9B9E> /System/Library/PrivateFrameworks/GPUSupport.framework/Versions/A/Libraries/libGPUSupportMercury.dylib\n 0x7fff482cc000 - 0x7fff4831afff com.apple.osanalytics.OSAnalytics (1.0 - 1) <EF7537E3-982B-3FA2-BFFC-F8071EFF0B31> /System/Library/PrivateFrameworks/OSAnalytics.framework/Versions/A/OSAnalytics\n 0x7fff4c35f000 - 0x7fff4c362fff com.apple.FinderSyncPriv (1.3 - 1350.2.10) 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com.apple.driver.AppleIntelKBLGraphicsGLDriver (16.1.7.1 - 16.0.1) <413F1002-6C49-39B7-85BE-3151E4104B88> /System/Library/Extensions/AppleIntelKBLGraphicsGLDriver.bundle/Contents/MacOS/AppleIntelKBLGraphicsGLDriver\n 0x7fff6a3f0000 - 0x7fff6a3f4fff libmetal_timestamp.dylib (31001.160) <2EC7EA90-5313-3812-8E72-910C643A996C> /System/Library/PrivateFrameworks/GPUCompiler.framework/Versions/31001/Libraries/libmetal_timestamp.dylib\n 0x7fff6c85e000 - 0x7fff6c864fff libCoreFSCache.dylib (177.22) <4ECE128D-5E79-3ADF-8FE7-4FE8F565F8AA> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libCoreFSCache.dylib\n 0x7fff6c865000 - 0x7fff6c869fff libCoreVMClient.dylib (177.22) <E0DBED1D-39B4-3E51-9EA8-D1ECAED93EAB> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libCoreVMClient.dylib\n 0x7fff6c86a000 - 0x7fff6c879fff com.apple.opengl (18.1.1 - 18.1.1) <D8EE3AD0-C0D0-32F7-9C6D-39341099EB55> /System/Library/Frameworks/OpenGL.framework/Versions/A/OpenGL\n 0x7fff6c87a000 - 0x7fff6c87cfff libCVMSPluginSupport.dylib (18.1.1) <5F020D32-8663-3CB8-A50C-F939D4D4C31F> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libCVMSPluginSupport.dylib\n 0x7fff6c87d000 - 0x7fff6c885fff libGFXShared.dylib (18.1.1) <2271532D-E2B3-3D4D-ADF0-0935F8DCE89B> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGFXShared.dylib\n 0x7fff6c886000 - 0x7fff6c8b9fff libGLImage.dylib (18.1.1) <528E53A3-33E1-34C7-8EE3-C42AE5255553> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLImage.dylib\n 0x7fff6c8ba000 - 0x7fff6c8f6fff libGLU.dylib (18.1.1) <15CBDF20-8A87-3D84-90F8-D19F4A2B06E2> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLU.dylib\n 0x7fff6c8f7000 - 0x7fff6ca8bfff libGLProgrammability.dylib (18.1.1) <570616B1-98D2-3DF2-844A-EE845A8B8EDE> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLProgrammability.dylib\n 0x7fff6ca8c000 - 0x7fff6ca96fff libGL.dylib (18.1.1) <157B74E1-F30D-3F9D-9AF8-AAA333D2812D> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGL.dylib\n 0x7fff6ca97000 - 0x7fff6cc12fff GLEngine (18.1.1) <155E1C82-C69A-3E86-8569-3C134C7FEAC6> /System/Library/Frameworks/OpenGL.framework/Versions/A/Resources/GLEngine.bundle/GLEngine\n 0x7fff6cc13000 - 0x7fff6cc3cfff GLRendererFloat (18.1.1) <49B0A782-AE84-35BC-91F8-880C2B7EE004> /System/Library/Frameworks/OpenGL.framework/Versions/A/Resources/GLRendererFloat.bundle/GLRendererFloat\n 0x7fff6decd000 - 0x7fff6df25fff com.apple.opencl (4.5 - 4.5) <8A3D06D5-4E82-355C-AE1B-E2C91DB58233> /System/Library/Frameworks/OpenCL.framework/Versions/A/OpenCL\n 0x7fff6ee48000 - 0x7fff6ee97fff ATIRadeonX6000SCLib.dylib (4.2.13) <D3702C4F-73AC-3AED-9D42-33299E60E0C3> /System/Library/Extensions/AMDRadeonX6000GLDriver.bundle/Contents/MacOS/ATIRadeonX6000SCLib.dylib\n 0x7fff6f7af000 - 0x7fff6f7d1fff com.apple.audio.OpenAL (1.8 - 1.8) <8CF29FAE-D1F5-37FA-B529-D999AFE990FD> /System/Library/Frameworks/OpenAL.framework/Versions/A/OpenAL\n 0x7fff7012d000 - 0x7fff70137fff com.apple.AccessibilityBundles (1.0 - 172) <5522C7FE-EAC0-3080-B363-56F19547B00A> /System/Library/PrivateFrameworks/AccessibilityBundles.framework/Versions/A/AccessibilityBundles\n 0x7fff783e5000 - 0x7fff783ecfff libRosetta.dylib (203.13.2) <FF72E19B-3B02-34D4-A821-3397BB28AC02> /usr/lib/libRosetta.dylib\n\nExternal Modification Summary:\n Calls made by other processes targeting this process:\n task_for_pid: 3\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: 523\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=7.3G written=0K(0%) resident=0K(0%) swapped_out=0K(0%) unallocated=7.3G(100%)\n \n VIRTUAL REGION \nREGION TYPE SIZE COUNT (non-coalesced) \n=========== ======= ======= \nAccelerate framework 512K 4 \nActivity Tracing 256K 1 \nCG backing stores 4608K 6 \nCG image 580K 6 \nCoreAnimation 76K 7 \nCoreGraphics 12K 2 \nCoreUI image data 672K 5 \nFoundation 16K 1 \nKernel Alloc Once 8K 1 \nMALLOC 5.3G 474 \nMALLOC guard page 48K 10 \nMALLOC_MEDIUM (reserved) 960.0M 15 reserved VM address space (unallocated)\nMALLOC_NANO (reserved) 384.0M 1 reserved VM address space (unallocated)\nOpenGL GLSL 256K 3 \nSTACK GUARD 156K 39 \nStack 72.8M 40 \nVM_ALLOCATE 663.3M 1326 \n__CTF 759 1 \n__DATA 89.4M 382 \n__DATA_CONST 17.5M 211 \n__DATA_DIRTY 914K 113 \n__FONT_DATA 4K 1 \n__GLSLBUILTINS 5176K 1 \n__LINKEDIT 545.7M 38 \n__OBJC_RO 60.5M 1 \n__OBJC_RW 2452K 3 \n__TEXT 460.0M 380 \n__UNICODE 588K 1 \nmapped file 89.6M 26 \nshared memory 40K 4 \n=========== ======= ======= \nTOTAL 8.6G 3103 \nTOTAL, minus reserved VM space 7.3G 3103 \n```" ]
Face select Operating system:windows 10 Graphics card:msi gtx 1050ti Broken: blender-2.81.0-git.af4dcc6073fa-windows64 Worked: (optional) In the Edit Mode , Face Select does not work well, and sometimes it selects the lower face In Edit mode, select the Face Select option and select the Face of a Cube
[ "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?", "Bevel modifier profile direction depends on edge/face order\n[2021-04-18 01-18-54.mp4](2021-04-18_01-18-54.mp4)\n\n[01.blend](01.blend)\n\n![屏幕截图(72).png](屏幕截图_72_.png)\n\nIt is recommended that the Solidify modifier reorder the faces. \n\nThis is the problem I encountered when I was making a column. I thought it was bug. \n\nIt was later found that after the Solidify modifier, the Bevel direction is controlled by the face order, and the Bevel modifier has no option for the face order.", "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)", "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", "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", "Pinning data (mesh, curve, grease pencil, lattice, particle system) makes certain tabs/options disappear (vertex groups, shapekeys facemaps)\nOperating system: Microsoft 10\nGraphics card:GeForce GTX 10606GB\n\nBroken: 2.93\nWorked: don't know\n\n**in the properties editor, in object data properties, the pin toggle hides vertex groups and shapekeys**\n\n- select default cube\n- go to properties editor\n- press object data properties tab\n- press the pin button\n", "Blender crashes 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.", "Selection not transfering to paint mask (vertexpaint, weightpaint, texturepaint) when a triangulate modifier is present\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.81\n\nBroken: version: 2.92.0\nWorked: -\n\nIf you face select on edit mode, it will carry your selection to weight paint face select or texture paint face select or etc.\nBut if you have triangulate modifier on it will not carry it over.\n\nI did not know this and there was not error message about this anywhere on blender.\n\nLoad this file: [faceselect001.blend](faceselect001.blend)\nyou see some faces selected with triangulate modifier on.\ngo to weight paint or texture paint and you see none.\n\nI know this might not be a bug but how software works BUT for a common artist, at least adding a message that it will not carry over selection would have been nice, or disabling triangulate on view automatically when you go to those modes.\n\n", "Able to paint/select \"through\" disabled UI items.\nBroken: 2.80, 2.81...\n\nWith region overlap, if a UI element is diabled, clicks are passed through it, which can result in paint strokes.\n\n\n1. Load the default scene and enter Texture Paint mode on the cube.\n2. Add a paint slot and make a stroke.\n3. In the UV/Image editor, select the painted image, open the sidebar and switch to Image tab. The UI items should be disabled there now.\n4. Make sure that sidebar overlaps the image.\n5. Click on sidebar background.\n6. Click on any of the disabled items.\n\nIn (5), nothing happens. In (6), the click passes through and leaves a paint stroke on the image.\n\n![paint_through_ui.png](paint_through_ui.png)", "Custom normals doesn't properly sets on corner cases using \"Set From Faces\"\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 2.92.0 Alpha\n\nWhen there is two faces with sharp edges \"Set From Faces\" operator doesn't seem to perform as intended - it produces one normal instead of two separate.\n\n![Set_From_Faces.gif](Set_From_Faces.gif)\n![изображение.png](изображение.png)\n\nUse attached .blend for testing\n\n[set_from_faces.blend](set_from_faces.blend)\n", "UV editor and 3d viewport selection sync per default\nIt would be very beneficial to have corresponding mesh component selection between the **UV editor** and the **3D viewport**. This would enable users to quickly identify which mesh components that they are working on. This design should not simply be implemented by setting \"sync selection\" as per default, since there are some drawbacks in the UV Editor with that mode such as\n- Select linked does not work with vertices and edges\n- Moving faces \"rips\" them from uv islands\n- Uv island selection mode is not available\n\nThis issue is addressed here as well : [BDcbbc/ ]()\n\nTask updated 2022-09-10 due to comments from Campbell\n---\nCampbelll expressed concerns about overhead 3D-viewport selection having to be aware of UV connectivity+selection. If it helps we could make sure selection sync to is an option so that selecting elements of high res meshes does not become slow.\n\n---\nAdded notes based on comments from Campbell (see comment May 4 2022,)\n\n\n- Show all visible geometry in the UV window\n- Selection actions in the UV editor would flush changes to the 3D-view. (where any selected UV would cause it's vertex to be selected)\n- De-selection actions in the 3D-view would flush changes to the UV-editor (where any fully de-selected vertex would have all it's UV's de-selected)\n- Selection actions in the 3D-view would be unable to pick a face corner (select vertex-group for e.g.) and select all the vertices UV's\n- When switching uv layers the uv selection is kept\n- Picking individual vertices/faces/edges can be supported. Individual vertices/faces/edges should be selected in the 3d view just as in the current state of blender. In the the UV editor, individual face corners can be selected. If the selected face corner(s) shares the same position as another face corner - all of the face corners that share location with the uv face corner selection will be selected in the uv editor. This selection will then be flushed to the 3d view, where any vertex that is connected to the selected face corner(s) will be selected\n- box/lasso-selection for e.g. that includes whole faces might reasonably be pick the UV's that are part of the newly selected faces. If a lasso tool selects multiple faces in the uv editor, any face corner that shares the same location with the selected face(s) face corner(s) will be selected. The selection will then be flushed to the 3d view as described above.\n\n\n---\nAdded notes after meeting with Julien 2023-07-14 \n\nWhen a face is selected in the uv editor and component selection type is changed to face corners, only the face corners should be selected - not the vertices. Changing from face selection to vertex selection in the 3d view would select all of the face corners connected to the same vertices.\n\nThe component selection types in the uv editor should be \n- face corner (\"vertex\" as it is currently called in the uv editor)\n- edge\n- face\n- island\n\n---\n\n\n|![image](image.png)|\n| -- |\n|Make sure UV is visible in edit mode even if vertices/edges/faces are not selected|\n\n|![image](image.png)|\n| -- |\n| Faces in the 3d view is selected based on the current selection in the UV editor and vice versa. This makes it easy for the user to understand which parts of the mesh she/he is working on|\n\n|![image](image.png)|\n| -- |\n|If faces needs to be hidden in the UV editor (in the case of overlapping UV’s etc), the user can simply hide the UV’s and the faces|\n---\n\n|![image](image.png)|\n| -- |\n|Desired result when selecting one vertex in the **3D VIEWPORT** - Note that the vertex is placed on a UV seam|\n\n|![image](image.png)|\n| -- |\n|Desired result when selecting one vertex in the **UV EDITOR**|", "Applying Subdivision/Multires Modifier De-merges UV's\n### Update\n\nThe issue of custom-data (UV's specifically) becoming detached remains, this problem existed before b88dd3b8e7, it was just less obvious since selection connected near-by UV's. Now UV's are merged by default at a very low threshold when applying modifiers to mitigate the problem. Keeping this report open as it would be good if subdivision-surface didn't separate UV's, replies to this report contain some notes that could lead to a solution. In practice users should not experience problems caused by this behavior, so marking low priority. ~ @campbellbarton.\n\n----\n\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Radeon (TM) RX 480 Graphics ATI Technologies Inc. 4.5.14736 Core Profile Context 20.8.3 27.20.12027.1001\n\nBroken: version: 2.91.0 Alpha \nWorked: working in 2.90 \n\nCaused by b88dd3b8e7\n\nWhen applying a subdivision modifier, certain UV's points disconnect from their neighbors. This does not seem to occur with the F3 menu subdivide operation.\n\n- Open default blender scene.\n- Subdivide cube - 1 level and apply it. Do this step 4x\n- In the UV editor use \"Alt select\" to select face loops at random.\n- Alt click around until a face loop is not fully completed, this will reveal unmerged vertices.\n- Check area that did not complete by moving faces, vertices, edges etc to confirm unmerged UV's.\nThis does not seem to be an issue with the newly added 9a52b30cc0 in my eyes, rather an issue with subdividing.\n[UV Disconnect.blend](UV_Disconnect.blend)\n\n", " Selection future-proof design\nThere is an attempt to use GPU even more for selection, while we still have some long standing issues there:\n\n* Depth Select has performance issues on some systems.\n* Occluded selection is limited by screen resolution #75860 (Faulty selection when zoomed-out).\n\nWe should move forward with our selection design, get this over with, and make sure snap/selection/... all fall in line with the same design, so no effort is wasted going multiple directions.\n\nWorth noting that the VR project, and the eevee / cycles fisheye in the viewport selection task needs an abstraction between what is drawn in the viewport and what we select. It may be possible with the current architecture, but if we are to change things (going cpu?ray cast?) these cases should be taken into consideration.", "Select next active fails in some cases (default cylinder, cube)\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: Quadro K2100M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 411.63\n\nBroken: version: 3.1.2\n\nWhen adding object: circle or cylinder, when selecting vertices, it does not select the next vertex at command: shif + ctrl + (+).\nif I select several vertices manually and give the command: shift + ctrl + (-) deselect, it works perfectly.\n\nany other option works, works well with other objects, sphere, monkey sesame, the circle object works if you select two consecutive vertices, if you select one vertex yes one no, it no longer works. .]\n\n- add cylinder object\n- Edit mode\n- Select 2 vertices then {key shift ctrl +}\n![Screenshot (1014).png](Screenshot__1014_.png)\n[2022-05-24 19-58-17.mp4](2022-05-24_19-58-17.mp4)", "Double click list renaming not working on heavy scenes\nVista64, 2.7a, gtx470\nWhen the scene is heavy, so that interface becomes slightly laggy, double click list rename stops working, especially for fast clicking.\n\n - Add subdivision modifiers to any mesh until interface becomes laggy.\n - Add a vertex group or UV map.\n - Double click to rename - renaming is not activated.\n" ]
[ "mesh selection issues, once blend is loaded second time in a Blender session\nOperating system: Linux-4.13.10-041310-generic-x86_64-with-debian-stretch-sid 64 Bits\nGraphics card: GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.67\n\nBroken: version: 2.81 (sub 0)\n\n\nI'm seeing very odd selection issues, where some faces can't seem to be selected and the selection goes through the mesh to the other side. Normal(click) selection as well as circle and box select are affected. I don't think it's related to the blend file or the objects/meshes. It's a fresh startup file with just the two objects added.\nMost unusual is, how the issue only starts presenting itself, once the blend is loaded the second time in the same Blender session.\n\n[video demo ](watch?v=UtKCpdWNBlI)\n\n[mesh_selection_issues.blend](mesh_selection_issues.blend)\n\n\n* open the blend\n* start selecting geometry on either object's mesh, everything should work as expected\n* load the same blend again, and try selecting the mesh geometry again\n* some faces should resist being selected and faces on the other side should select\n* turn the view and now other faces shold be (un)selectable\n" ]
Bug cursor mouse in blender 2.9 if export in obj file windows 10 64 Home 16 GB DDR4 GE FORCE GTX 1660Ti 6 GB. If you export to obj, then this appears instead of the cursor. What is it? If you do s 2.8.5 export this is not. ![w2GoIO7nZn8.jpg](w2GoIO7nZn8.jpg)
[ "Blender Selection Lag\nOperating system: Windows 8.1 64bit\nGraphics card: Intel(R) HD Graphics 4400\n\nBroken: \nblender-2.83-39aa122a0e6d-windows64\nblender-2.90-4f622c9a080b-windows64\nblender-2.90-5254ffa17bf0-windows64\nWorked: \nblender-2.79b-windows64\nblender-2.80-windows64\nblender-2.81a-windows64\nblender-2.82a-windows64\n\n\nBlender's selection tool started to lag noticeably behind the mouse. \n\nSteps to reproduce:\n1. Open Blender 2.83 / 2.90 Beta and Alpha\n2. Select Circle select or Box select\n3. Move around the mouse to see the lag\n\nNot sure if this is intended or a new known issue.[SelectionLag.avi](SelectionLag.avi)", "Wrong particle tool properties displayed when using Select or Cursor tools\nOperating system: Darwin-18.2.0-x86_64-i386-64bit 64 Bits\nGraphics card: Intel(R) Iris(TM) Plus Graphics 640 Intel Inc. 4.1 INTEL-12.4.7\n\nBroken: version: 2.80 (sub 50)\n\nIn Particle Edit mode, when using the Cursor or Select tools, you can still see particle tool properties for the brushes.\n\n\nOpen this blend file:\n[particle_toolprops_bug.blend](particle_toolprops_bug.blend)\n\nIf you select the Comb tool, you just see the Comb tool properties;\n![Screenshot 2019-03-18 at 21.34.37.png](Screenshot_2019-03-18_at_21.34.37.png)\n\nBut, if you select the Box Select or Cursor tool, the comb tool properties aren't cleared, and you see settings for both at the same time.\n![Screenshot 2019-03-18 at 21.34.26.png](Screenshot_2019-03-18_at_21.34.26.png)", "\"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", "Scene Line Art problem when used with Grease Pencil objects.\nOperating system: Windows 10\nGraphics card: Radeon RX 590\n\nBroken: (2.93.0 Beta, 0f66dbea904f, master, 2021-04-21)\nWorked: ()\n\nScene Line Art or Object Line Art are located in front of the Grease Pencil objects.\n\n![LineArtProblem.png](LineArtProblem.png)\n[SceneLineArt_and_GPencil.blend](SceneLineArt_and_GPencil.blend)", "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", "Wayland: Cursor hover effect flickers when scaling a Blender window\nOperating system: Fedora Linux (Wayland, Gnome Shell 44.1)\nGraphics card: AMD\n\nBroken: 3.5.1\n\nWhen scaling a Blender window the buttons get highlighted under the position the cursor was at when starting to scale the window.\n\nI'm not sure if the flickering shown in the video is related or belongs in it's own bug report.\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\nGrab the Preferences window next to a button to scale it bigger.\nThe button and sometimes one other button will flicker once a button reaches the position the cursor started to scale at.\n\nThe \"original cursor position\" is only updated when hovering the cursor over the window again, not when sliding along the edge of it.\n\n", "UI BUG: Icons in the property editor \"flicker\" when you hover them or click on them\nOperating system: Windows 10, 64 bits\nGraphics card: Geforce 1080 8gb, Geforce 1070 8gb\n\nBroken: blender-2.90.0-874af5301cdf-windows64\nWorked: 2.83.0 LTS\n\n\nIcons in the property editor annoyingly flicker, they change border thickness 1-2 pixels upon hovering over or clicking on them.\n\nThin:\n![image.png](image.png)\n\nThen they get thicker:\n![image.png](image.png)\n\nIt's very visible if you use Icon border settings in your theme and many monochrome themes dop use that setting, because not everyone wants to see distracting rainbow colors in their UI.\n\n\nGo to Blender Preference, Themes.\nOpen Icon colors tab and set icon border to 1.\nEssentially use any bright theme as it is very visible when your theme is bright and icons have borders.\n![image.png](image.png)\n\nHover over icons in the property editor, see the flickering.\n\nHere's the video of the bug:\n\n[2020-06-22 01-18-44.mp4](2020-06-22_01-18-44.mp4)\n\n\n", "Text Object -> Edit Mode, Many Short-cuts Showing Here & There, But Not Working \nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: AMD Radeon HD 8400 / R3 Series ATI Technologies Inc. 4.5.13399 Core Profile Context 15.200.1065.0\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (Probably Never)\n\n\nFor Text Object -> Many Short-cuts are showing in e.g. menus but not working. e.g. T (Tool Shelf), N (Numeric Pane) e.t.c\n\n\n![Shortcuts not working.gif](Shortcuts_not_working.gif)\n\n*Wait:* I am checking a list the all short-cuts which are not working...", "Add Primitive Tool in Mask Editing\n# Improve the Add Circle/Square tool for masking\nCurrently a mask primitive will always be added at the current cursor position. \nBut with the new tool system it would make more sense to be able to use the current mouse position to add primitives.\nIt should work very similar to the Add Object tool in 3D view. \nHere's how it could work in Mask mode in both Clip and Image editor:\n- Switch to Add Circle/Square tool\n- Click and hold mouse button pressed to add a primitive and scale it to the desired size. Release mouse button to finish. \n- While dragging, hold Alt key to scale from the center, hold Shift to draw perfect square/circle instead of freeform rectangle/ellipse\nOptional:\nIn 3d view the primitives are mostly parallel to the grid. For masking it could be interesting to be able to hold Ctrl while adding the mask to be able to rotate it.", "Library Override Bug\nOperating system: Windows 10\nGraphics card: MSI 3060 Nvidea RTX\n\n2.6.1 LTS\n\nLibrary Override is bugged in this versión, rigs, mesh and some times materials too, i make library override in this version and the \"Alt+D\" objects or rigs was working well while the file is open but at the momment when i save and close the file and re-open the file most of the objects are broken or was deleted\n\n", "Use draw manager for clip editor drawing\nCould be stalled to 2.93 as there isn't an real issue here as far as we are aware of. The compositor issues are more tangable.", "Add Driver : Clicking the pickers (object / input variable) dont work\nBroken:2.80, 4c31bed6b46, blender2.8, 2018-11-30\n\nClicking the object picker in the `Add Driver` should enter object picking mode, but does nothing.\n![Peek 2019-07-09 10-48.gif](Peek_2019-07-09_10-48.gif)\n\nBased on the default startup :\n- Select the **Cube**\n- Right click on **Location/X** and **Add a Driver**\n- Into **Object field**, click on the **picker**\n\n\n> In #58341#702152, @angavrilov wrote:\n> This happens because `ui_context_rna_button_active` within operators and poll functions invoked for the popover UI elements can't find the actual UI control in the popover, and instead returns the property UI control through the context menu of which the popover was invoked. It seems there is a big issue with context and region management in some popovers, and may require a fix in the UI core rather than a specific operator.\n> \n> Edit: Note that this issue is different from the picker attached to the Add Input Variable - that one is simply not (re-)implemented yet to work with the new way Add Driver works.\n\n\nEven though `Object` picker vs `Input Variable` picker are slightly different issues, will keep them together here since from a user perspective this is so tightly related.", "Brushes Assets Viewport User Interface\n{[F13331829](image.png), size=full}\n\nAdditional Notes:\n\n{[F13331831](image.png), size=full}", "Blender 2.8 Small but really anoing bug when you save rendered images. Cursor shift his position\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 560/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.35\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nWhen I rendering more then 1 image in same folder, I found that if you will have touch any file (filename) inside explorer - the main string will turn to red (it's normal), but at same time will occure a bug that change mouse position down to 1 string (and it save to all save-explorer menu folder). And it really anoing.\nMaybe will be usefull: 1 - save menu always opens fullscreen, bacause I usual render big size images. 2 I use tablet (Wacom Intous Touch S)\nHere is how it's looks like briefly: a9f6df16ce40e492e4440f6db621dfa9.mp4\nMore closely with my explanation and thoughts what was the reason of this bug: [2019-07-17 02-32-39.mov](2019-07-17_02-32-39.mov)\n\nOpen file. [BUG.blend](BUG.blend) Then press \"F12\". Then \"Shift+S\". In explorer menu create new Folder, and type name \"1\" and press at any empty space. And then press Enter (it will same as you will press \"Save As Image\" effect) Then press Esc, to quit from Render Result Vindow. And repeat all this again, but change each time name to 2,3..ect. \nAnd at some moment (usually it close to \"5\") you will see how render output image will slightly changed, like this: L21z04wuRV9klA.jpg \nAnd that will be mean that bug appeared. And when you will open Save As (SHIFT+S) menu, you will find that cursor position shifted down to 1 string. And you can't normally type anything or select anything. Only when you will maimize windows - it will bring to normal.\n\n", "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)" ]
[ "After Import, the mouse cursor remains \" downloading\"\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.77\n\nBroken: version: 2.91.0 Alpha\n\nDuring import, the cursor becomes a black square with changing numbers. After importing, the cursor does not change to normal but remains a black square with four zeros. In order for the cursor to return to normal, you need to change it somehow (go to edit-mode or something like that)\n\n1 - open new scene\n2 - import .obj file\n3 - now you have the wrong cursor\n\n", "Cursor not reset properly (disappears after rotating navigation gizmo, stuck after importing) \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\ntested also on another mac setup\n\nBroken: version: 2.91.0 Alpha\nCaused by e490dc4346\n\nIn edit-mode the mouse cursor disappears after using the interactive navigation axis\n![interactive navigation axis.png](interactive_navigation_axis.png)\n1. create a new scene\n2. switch to edit-mode\n3. use interactive navigation to rotate the camera\n4. move the mouse into the 3d viewport\n5. the mouse cursor is gone\n\n(6. the mouse cursor appears again when moving it over non-viewport elements or the toolbar)\n\n" ]
Subdivision modifier breaks color attribute blending Operating system: Windows-10-10.0.19044-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.77 Broken: version: 3.2.0 Enabling a subdivision modifier changes mesh color attribute blending. The plain mesh appears to blend correctly in linear space, but an enabled subdivision modifier changes the blending so that it appears to be an sRGB blend. Open attached blend file, toggle subdivision modifier on and off. Please note the difference in how the red color blends into green. With the modifier disabled, color blends in a linear way from red to green. Enable the modifier, there is now a dark fringe between red and green, consistent with sRGB color blending. [blending_bug.blend](blending_bug.blend) ![image.png](image.png)
[ "Diffuse Light pass not working as expected in 3.2 Eevee with 'shader to RGB'\nOperating system: macOS-12.4-x86_64-i386-64bit 64 Bits\nGraphics card: Apple M1 Apple 4.1 Metal - 76.3\n\nBroken: version: 3.2.1\nWorked: 3.1\nAffected by 80859a6cb2\n\nDiffuse light pass does not work on shaders using 'shader to rgb' node and just comes back blank. it will severely limit the use of compositor with simple NPR style shaders if so. Unless there is a new approach to this node setup I'm not aware of. Other NPR shaders with a colour component also get lost when going between passes.\n\nAttached blend file has simple toon shader. When going from 'combined' pass to the 'diffuse light' pass all information is lost. Not able to isolate the passes that makes up the 'combined' pass for compositing etc.\n\n[3.2shadertest.blend](3.2shadertest.blend)\n\n![3.2 basic toon - diffuse light pass.png](3.2_basic_toon_-_diffuse_light_pass.png)\n\n![3.2 basic toon - combined pass.png](3.2_basic_toon_-_combined_pass.png)\n\n![3.1 basic toon - diffuse light pass.png](3.1_basic_toon_-_diffuse_light_pass.png)\n\n", "render_color_index API is lost after GN mdifier\nOperating system: Mint\nGraphics card: Nvidia\n\nBroken: 3.6 beta\nWorked: ?\n\nrender_color_index API is lost after GN mdifier\n\nOpen the attached file and run the script\nWhen we get the evaluated mesh, you can see that for meshes without modifiers or with \"simple\" modifiers, we still can access the render_color_index value.\nFor GN modifier, this value is lost, return -1\n\nIt not happen is GN tree has only input -> output, but when you modify the tree, like in my example, value is -1\n\n", "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", "Reference image opacity value doesn't work with Blender 2.83+ (Intel HD 630 with Mesa 20, regression from D6729)\nOperating system: Mageia 8 x86_64 (Linux)\nGraphics card: Intel HD Graphics 630, Mesa 20.1.0\n\nBroken: 2.83.0, 2.90.0-aed11c673efe\nWorked: 2.82a, 2.83-ce76e17584ee\n\nIn Blender 2.82a, when using a reference image with opacity between 0.0 and 1.0, the image is properly blended using the opacity value, provided that \"Use Alpha\" is enabled. (I.e. an image with opacity 0.20 will be less visible than an image with opacity 0.80, though both are transparent - like in most image editors.)\nA few weeks back I used 2.83-ce76e17584ee, and there the \"Use Alpha\" setting was renamed to \"Transparency\", but the behavior stayed the same.\n\nOpacity working in Blender 2.82a:\n![Screenshot_20200607_171655.png](Screenshot_20200607_171655.png)\n\nAfter updating to 2.83.0 (stable) now, I see that opacity no longer works as intended, it behaves like an on/off switch without any blending.\nAn image will look the same with opacity 0.0001 or 1.0 (and will be invisible with opacity 0).\n\nOpacity not working in Blender 2.83.0 (same .blend):\n![Screenshot_20200607_171751.png](Screenshot_20200607_171751.png)\n\nCurrent 2.90 alpha seems to suffer from the same issue.\n\n- Add > Image > Reference\n- Pick an image\n- In object properties, enable Transparency, and try different values of Opacity. Opacity doesn't impact the blending of the reference image in the viewport (unless it's 0, which makes it disappear).", "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)", "Artifacts when composing render passes with SSS, EEVEE and SSR\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.3.0 Beta\nWorked: I'm not sure this behavior is new. Blender 3.2 displays the same behavior.\n\nWhen compositing render passes that have been generated using EEVEE, and an object has Subsurface Scattering enabled, and Screen Space Reflections are enabled, and Half Res Trace is disabled, artifacts are generated. The combined pass, however, correctly renders.\n\n![image.png](image.png)\n*What I get (demo file included below)*\n\n![image.png](image.png)\n*What I should get*\n\nNote: if Half Res Trace is enabled, the problem disappears.\nAlso, if Cycles is used to render the same scene, the passes do not display these artifacts.\n\n\n\n\n- Create a file that uses EEVEE as renderer.\n- Enable Screen Space Reflections. Disable Half Res Trace.\n- Create an object with Subsurface Scattering\n- Enable the following necessary render passes: Diffuse Light, Diffuse Color, Specular Light, Specular Color\n# In compositing, mix as follows the passes: multiply Diffuse Light and Diffuse Color; multiply Specular Light and Specular Color; add them.\n\nChanging the roughness can make the effect more extreme. Having a very contrasty roughness map exacerbates the problem:\n\n![image.png](image.png)\n*a contrasty roughness map*\n\n![image.png](image.png)\n*the render showing the problem more extremely*\n\n![image.png](image.png)\n*how it should be*\n\nThe final result should be akin to the one posted above. You can compare the composited result with the one that is already combined: the combined one does not display the issue. Using Cycles for the same setup also works without problems.\n\nThe inconsistency of results mentioned above makes me believe this is a bug, and hence my report.\n\nDemo file: [sstest.blend](sstest.blend)", "GPU subdivision: Wrong object's size when using subdivision surface modifier with GPU subdivision\nOperating system: Ubuntu 20.04\nGraphics card: Nvidia Geforce GTX 660\n\nBroken: 3.1\nWorked: 3.0\n\nWhen GPU subdivision is activated, the object with subdivision surface doesn't show the correct size on the dimension section of the properties' sidebar.\n\nSelect the default cube.\nAdd Subdivision surface modifier\nOpen the properties' sidebar with N, the dimensions should be 1,68m (for X, Y and Z) but it shows 2,0m for all the axes. By deactivating the \"GPU subdivision\" the panel shows the correct dimensions.\n", "Visualized face normals are duplicated when Edit Cage is enabled in subdivision modifier (GPU subdivision turned OFF)\n### Simplified Report\n\nHaving Edit Cage on subdivision modifier enabled causes visualized face normals to be duplicated started from the origin. Here is a simplified file with a single face:\n\n![20220830-084513.png](20220830-084513.png)\n\n[editCageWrongNormalDisplay.blend](editCageWrongNormalDisplay.blend)\n\nThis issue exists back to 2.83.\n\n### Original Report\n\nOperating system: Ubuntu 22.04 LTS\nGraphics card: Nvidia Quadro M4000\n\nBroken: 2.93.10, 2.83\nWorked: Unknown.\n\n\"Flying\" normals everywhere\n\nI have not discovered a correlation. The alignment of the normal is random, it changes when you exit edit mode and return.![Screenshot from 2022-08-28 11-53-05.png](Screenshot_from_2022-08-28_11-53-05.png)\n\n![Screenshot from 2022-08-28 11-52-51.png](Screenshot_from_2022-08-28_11-52-51.png)\n\n![Screenshot from 2022-08-13 09-34-02.png](Screenshot_from_2022-08-13_09-34-02.png)\n\n![Screenshot from 2022-08-13 09-35-09.png](Screenshot_from_2022-08-13_09-35-09.png)\n\n![Screenshot from 2022-08-28 11-52-31.png](Screenshot_from_2022-08-28_11-52-31.png)\n\n![Screenshot from 2022-08-13 14-33-00.png](Screenshot_from_2022-08-13_14-33-00.png)", "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)", "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)", "UV map inconsistency after bevel modifier\nOperating system: win10\nGraphics card: 1050ti\n\nBroken: 3.4.1\n\nMesh position in edit mode affects how bevel processes UV map\n\nIn attached file translate selected part of mesh along world Z axis -> UV is changing position\n[bevel_uv_issue.blend](bevel_uv_issue.blend)", "Applying Subdivision/Multires Modifier De-merges UV's\n### Update\n\nThe issue of custom-data (UV's specifically) becoming detached remains, this problem existed before b88dd3b8e7, it was just less obvious since selection connected near-by UV's. Now UV's are merged by default at a very low threshold when applying modifiers to mitigate the problem. Keeping this report open as it would be good if subdivision-surface didn't separate UV's, replies to this report contain some notes that could lead to a solution. In practice users should not experience problems caused by this behavior, so marking low priority. ~ @campbellbarton.\n\n----\n\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Radeon (TM) RX 480 Graphics ATI Technologies Inc. 4.5.14736 Core Profile Context 20.8.3 27.20.12027.1001\n\nBroken: version: 2.91.0 Alpha \nWorked: working in 2.90 \n\nCaused by b88dd3b8e7\n\nWhen applying a subdivision modifier, certain UV's points disconnect from their neighbors. This does not seem to occur with the F3 menu subdivide operation.\n\n- Open default blender scene.\n- Subdivide cube - 1 level and apply it. Do this step 4x\n- In the UV editor use \"Alt select\" to select face loops at random.\n- Alt click around until a face loop is not fully completed, this will reveal unmerged vertices.\n- Check area that did not complete by moving faces, vertices, edges etc to confirm unmerged UV's.\nThis does not seem to be an issue with the newly added 9a52b30cc0 in my eyes, rather an issue with subdividing.\n[UV Disconnect.blend](UV_Disconnect.blend)\n\n", "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", "Gizmo position is wrong for meshes with modifiers\nWin10, Win7, Mac OS Sierra\nGTX970, GTX750\n\nBroken: 2.78a e8299c8 , 2.66.0 r54697\n\n![Screen Shot 2017-02-05 at 12.59.39.png](Screen_Shot_2017-02-05_at_12.59.39.png)\nWhen a joint (for example, an arm) is bent, paint weight is not enough to express deformation around the joint. So it's a common practice to add a shape key for the bent shape and edit it.\nBut when you enter edit mode and select polygons to edit it, the manipulator is on wrong position. \n\nJust select faces. Manipulator is supposed to sit on the selected faces but it's not.\n\n[manipulator bug.blend](manipulator_bug.blend)", "paint.sample_color operator options no longer accessible by default due to undo flag removal\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 3.2.0\nWorked: 3.1.2\n\nThe undo flag for `paint.sample_color` was removed in rB511a08585d2934b38e7d3de447752686b5f0e15b, this means that the 'redo toolbar panel' no longer pops up after sampling color with the default keybinding of 'S'. Previously, users could change the default settings through the 'redo toolbar panel', without it, I don't think the \"Sample Merged\" and \"Add to Palette\" options are accessible to users by default any more.\n\nI'm not sure if this should be considered a bug or an API change, but for the latter, I think there should at least be some other way to access these options through the UI or default keybindings without requiring users to create new keybindings with these options specifically enabled/disabled.\n\n'redo toolbar panel': ![image.png](image.png)\n\n1. Enter Texture Paint mode\n2. Hit `S` (default keybinding of `paint.sample_color`)\n3. No 'redo toolbar panel' appears to allow for changing operator options\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)." ]
Liquid simulation, cache type "Modular", forgets effectors after "Stop" and "Resume" Operating system: Ubuntu 18.04 Graphics card: irrelevant Broken: 2.83 Beta 8cb10c124efe 17 Apr 2020 Under cache type "Modular" (which was the standard workflow in 2.82) resuming a simulation forgets all effectors. Note: because of #75850 the order of operation here is fundamental to reproduce - Default file. (Activate X-Ray) - Default cube: Add: Fluid > Effector - Add Plane. Move up Z +2. - Add: Fluid > Flow > Type Liquid; Flow Source > Is Planar - Add new cube at origin. Scale up by 2.5. - Add: Fluid > Domain > Type Liquid - Cache type: Modular. Frame end: 10 - Bake Data - The effector is correclty taken into account ![image.png](image.png) - Cache frame end: increase to 20 - Resume - The effector is ignored from frame 11 onwards ![image.png](image.png) **Note** This is probably related to #75850. Both bugs make the Liquid simulation totally unusable in a interactive way.
[ "Vertex Weight Assignment on Lattices cannot be undone\nversion: 2.80 (sub 74), branch: blender2.7, commit date: 2019-06-06 23:23, hash: aa003c73245f, type: Release\nbuild date: 2019-06-07, 00:08:40\nplatform: Linux\n\nHow to reproduce:\n\n - Create a lattice object and give it a vertex group\n - In edit mode, assign some vertices to the group\n # Hit Undo\n\nIt doesn't work! The operation shows up in the Undo history, but it is not reversible. This issue only appears to affect lattice objects.\n\nP.S. Hat Trick! Three bug reports in a row! ", "Add CACHE resource type to bpy.utils.user_resource\nThe [bpy.utils.user_resource](bpy.utils.html#bpy.utils.user_resource) function takes a `resource` parameter, which can be chosen from [‘DATAFILES’, ‘CONFIG’, ‘SCRIPTS’, ‘AUTOSAVE’]. It would be great to have a 'CACHE' choice here too. Use cases are local caches of Blender Cloud content, or BVH/simulation caches.\n\nOn Linux and similar platforms, a possible location to return would be `$HOME/.cache/blender`. On Windows this might be `%APPDATA%\\Roaming\\Blender` for a regular install, and something relative to Blender's path on portable \"installs\". I don't know enough about MacOS to suggest something there.\n\n", "Drivers don't refresh simulations.\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.77\n\nBroken: version: 2.90.0\nAs far as i can remember this bug exists at least from Blender 2.81\n\nAdding Drivers to any of the cloth simulation values will result in them not refreshing the bake when changing that value. When any of these values are changed by the Drivers, user needs to manually go back into the cloth simulation settings and either switch a random setting or Re-Bake the simulation for it to update to the current settings.\n\nAdd custom property to any object -> Copy that value as driver -> Paste it into any of the cloth simulation value settings -> Values will update but cloth simulation won't refresh, forcing you to go back into the cloth settings and refresh them manually. \n\n", "Bake fluid domain simulation crashes when using a depsgraph poll\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2070 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.59\n\nBroken: version: 2.92.0\n\nWhen using bpy.context.evaluated_depsgraph_get() in a poll and then baking a fluid blender crashes\n\n1. use the provided file with a fluid prepared to bake data or create a fluid domain and a fluid source\n[mantaflow.blend](mantaflow.blend)\n\n2. make sure the chace type is set to modular\n![image.png](image.png)\n\n3. run the simple operator script (should come with the blend file)\n[operator_simple.py](operator_simple.py)\n\n4. press the bake Data in the Fluid domain settings and blender should crash\n![image.png](image.png)\n\n\n", "Particle Edit Breaks After Selecting a Mesh with Cloth Physics\nOperating system: macOS 10.13.6\nGraphics card: NVIDIA GeForce GT 650M 1024 MB\n\nBroken: at least 2.82 up to 2.92 experimental (I suspect it never worked since 2.80)\nWorked: 2.79\n\nParticle edit behaves like object edit mode, but the UI shows \"Particle Edit\" being active.\n- There is no circle typical for the comb tool around the mouse cursor.\n- No additional key points to select or black hair strands are rendered.\n- Instead of e.g. combing you will move the object around once you drag with the mouse.\nBasically everything except for the UI stays in \"Object Mode\".\n\nEffect On (broken):\n![EffectOn.png](EffectOn.png)\n\nEffect Off (works as expected):\n![EffectOff.png](EffectOff.png)\n\nBased on the default startup:\n1. Go to \"Particle Properties\"\n2. Add a particle system\n3. Set its type to \"Hair\"\n4. Add a second particle system\n5. Set its type to \"Hair\" too\n6. Add a new mesh e.g. \"Plane\"\n7. Go to \"Physics Properties\"\n8. Add \"Cloth\" physics\n9. Select the original \"Cube\" again\n10. Switch mode to \"Particle Edit\"\n\nWays to reverse the effect (make \"Particle Edit\" work properly again):\n- Either: Make a new file and append both objects of the old file\n- Or: Delete one of the particle systems on the \"Cube\" and undo the operation\n\nEven after reversing it you can restore the effect by selecting the \"Plane\" once.\nAt least two particle systems are required for the effect.\n\nThe effect can even be saved and stays the same after loading from the file again.\nThus I was able to create two files one with the effect and one without.\nThe file without the effect is a little bigger in size.\n\n[EffectOn.blend](EffectOn.blend)\n\n[EffectOff.blend](EffectOff.blend)\n\nIt took me a whole day to find the cause and boil it down so far.\nHope it helps and that it can be fixed with the provided info.", "smaller startup.blend\nNot sure if this is technically a bug, but...\n\nI notice that `startup.blend` includes 64 blocks of type `MTex` that don’t seem to be referenced anywhere. Loading the startup file into Blender and then saving it without making any changes removes these blocks.\n\nEnclosed [startup.blend](startup.blend) is a copy of `startup.blend` from the current Blender source tree after processing through my experimental [blendhack ](blendhack) script to remove the unreferenced blocks. I also saved it with 32-bit rather than 64-bit pointers, which knocks about another 50K off the size.\n\nI also note the potential for information leaks in the current procedure for saving `.blend` files; for example, fixed-length fields containing null-terminated strings retain traces of previous values after the terminating null. And the saving of in-memory addresses can give hints about the configuration of the system on which the file was saved.", "nodes downstream of a mix node are still processed if the socket they are downstream is inactive based on the factor.\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\nnodes downstream of a mix node are still processed if the socket they are downstream of is inactive based on the fac value of that mix node.\n\n\nI'm not sure if this is a bug or a wet dream, but I know in the shader editor any nodes that are only downstream of a mix node are not calculated if the input socket they lead to on the mix node is inactive based on the fac value.\n\nI reported a similar issue recently in the compositor where if there are multiple composite nodes, branches that are downstream of inactive composite node's are still calculated. I'm not sure if this is related?\n\n**Steps to Reproduce**\n- Open .blend file \n- Each time you change the use alpha value (or any value on the viewer node), the denoise node recalculates, even though the bottom input of the mix node is turned off via the fac value\n\n[downstream of inactive mix node socket still calculates.blend](downstream_of_inactive_mix_node_socket_still_calculates.blend)", "Stroke overlay when erasing\nOperating system: Win 10\nGraphics card: NVIDIA GeForce GTX 1070 Ti\n\nBroken: (example: 2.80, 66684bdff30f, master, 2019-07-05)\n\n\nThe new alpha overlap stops working, when you erase somethin of that stroke.\n\n \nOpen a new project create a blank stroke object draw something try to erase it", "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.", "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", "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)", "Adjusting spotlight blend using gizmo does not register undo\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: Radeon RX 570 Series ATI Technologies Inc. 4.5.0 Core Profile Context 22.11.2.221130\n\nBroken: version: 3.5.0 Alpha\nWorked: n/a\n\nThe gizmo control is introduced in 3c8c0f1094.\n\nAdjusting spotlight blend using gizmo does not register undo\n\n[SpotlightBlendGizmoBrokenUndo.mp4](SpotlightBlendGizmoBrokenUndo.mp4)\n", "Custom property settings not preserved when changing its type\nBroken: version: 3.0.0 Alpha\n\n- Add integer property to default cube with a custom min/max/default value, and Is Library Overridable enabled.\n![image.png](image.png)\n- `C.object['prop'] = 2.0`\n- The property's settings are all lost.\n![image.png](image.png)\n\nIIRC, before the refactor, an integer property could have floats as its min/max so this would be allowed. Might be a bit of a pain point with the new system, but I think doing a best effort conversion between types would be nice when possible (even if some data is lost going from float to int, losing some data is better than losing all data).\n\n[#91256-2021-09-08_12.54.49.mp4](T91256-2021-09-08_12.54.49.mp4)\n\nTest File:\n[#91256.blend](T91256.blend)", "Cache loading via animation system\nCurrently the Cache Sequence modifier is used for loading geometry data from Alembic files, and the Transform Cache constraint is used for loading transformation data. This approach poses a few limitations:\n- A modifier is either generative or deforming, whereas the Cache Sequence modifier is both (depending on the particular frame-to-frame changes in the Alembic file).\n- Non-mesh geometry data (like curves) are troublesome to load, as the modifier system can only produce an evaluated mesh (#51311).\n- Non-geometry, non-transform properties, if loaded at all, are loaded at import time, but after that are static (#54050, #50725). This can be solved by having per-property F-curve modifiers ([D2324](D2324)), but this is cumbersome and unintuitive to handle.\n\nThis task proposes a new approach, adding a 'cache' step to the `AnimData` struct. If set, cached data would be loaded by the animation system first, before applying F-curves and drivers as usual. This would allow the cache loader to influence properties in a more general way:\n- It's a new system, so no pre-existing separation between 'generative' and 'deforming'.\n- Any ID datablock that supports animation can use this, so no distinction between mesh and non-mesh geometry.\n- Any property can be animated.\n\nI'll study the current animation system, and then update this task with more technical details on how to approach this.\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" ]
[ "Fluid: No Obstacle after resume baking\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: Intel(R) UHD Graphics 620 Intel 4.5.0 - Build 25.20.100.6793\n\nBroken: version: 2.83 (sub 13)\n\nMantaflow ignores obstacles when resuming the bakingprocess\n\nCreate a fluidsim with an obstacle. pause the baking and resume ist. Mantaflow ignores the obstacle since the Point of resuming.\n\n[#75729.blend](T75729.blend)\n- Open blend\n- hit `Bake Data`\n- hit {key Esc} at something like frame 25\n- hit `Resume`\n- let it bake till the end\n- inspect the bake --> particles start falling through the Collision Effector (Sphere) from the frame where bake was resumed...\n\n{[F8477148](good.png), layout = inline}{[F8477151](bad.png), layout= inline}\nExpected vs actual \n" ]
Extrude along normals doesn't work in script Operating system: Windows-10-10.0.19043-SP0 64 Bits Graphics card: NVIDIA GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59 Broken: version: 3.2.0 Created a ring, entered edit mode, extrude with E, then pressed S to extrude along normals. Copied command from info and tried to run script. Error message: "Python: Traceback (most recent call last): ``` File "C:\Program Files\Blender Foundation\Blender 3.2\3.2\scripts\modules\bpy\ops.py", line 113, in __call__ ret = _op_call(self.idname_py(), C_dict, kw, C_exec, C_undo) ``` TypeError: Converting py args to operator properties: : keyword "TRANSFORM_OT_resize" unrecognized " Are these functions just not usable in bpy? How do I differentiate between which commands I can use that I get from the info window and which I can't? Run the following script to reproduce: ```python import bpy import numpy as np # Reset scene/delete all objects bpy.ops.object.select_all(action='SELECT') bpy.ops.object.delete(use_global=False) # TODO: LARGE EXTRUDE PERCENTUALLY EQUIVALENT ACROSS ALL NS TYPES SEE LINE 177 def create_NS(d2,S,res): ``` '''Create a Normschliff from inputs for dimensions of a frustum. d2 is the larger diameter and S the length of the inner side of the frustum (not the height).res is the number of base vertices for the initial circle.''' def calculate_specs(d2,S): '''Get height and d1 for the frustum.''' a_half = 1/20 L = S*np.cos(a_half) d1 = d2 - 2*L*np.tan(a_half) return L,d1 def get_override(): '''Obtains the current overwrite for a scene...or something.''' for area in bpy.context.screen.areas: if area.type == 'VIEW_3D': for region in area.regions: if region.type == 'WINDOW': override = {'area': area, 'region': region, 'edit_object':bpy.context.edit_object} return override def mesh_select(type_,sele): '''Selects the mesh parts (verts,edges,faces) by index of index list (sele) of the active object.''' ``` # upper ring vertices selection ``` bpy.ops.object.mode_set(mode = 'OBJECT') obj = bpy.context.active_object bpy.ops.object.mode_set(mode = 'EDIT') bpy.ops.mesh.select_mode(type="VERT") bpy.ops.mesh.select_all(action = 'DESELECT') bpy.ops.object.mode_set(mode = 'OBJECT') if type_ == 'vert': for i in vert_list: obj.data.vertices[i].select = True elif type_ == 'face': for i in vert_list: obj.data.faces[i].select = True elif type_ == 'edge': for i in vert_list: obj.data.edges[i].select = True bpy.ops.object.mode_set(mode = 'EDIT') def len_mesh(type_): '''Returns the current length of the vertex/faces/edges list of the active object.''' obj = bpy.context.active_object if type_ == 'vert': return len(obj.data.vertices) elif type_ == 'face': return len(obj.data.faces) elif type_ == 'edge': return len(obj.data.edges) L,d1 = calculate_specs(d2,S) r1 = d1/2 r2 = d2/2 ``` # create base circle (smaller radius) of frustum) ``` bpy.ops.mesh.primitive_circle_add(vertices=res,radius=r1/100, enter_editmode=False, align='WORLD', location=(0, 0, 0), scale=(1, 1, 1)) bpy.ops.object.editmode_toggle() ``` # extrude to desired thickness ``` bpy.ops.mesh.extrude_region_move(MESH_OT_extrude_region={"use_normal_flip":False, "use_dissolve_ortho_edges":False, "mirror":False}, TRANSFORM_OT_resize={"value":(1.26675, 1.26675, 1.26675), "mouse_dir_constraint":(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":False, "use_proportional_edit":False, "proportional_edit_falloff":'SMOOTH', "proportional_size":1, "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, "texture_space":False, "remove_on_cancel":False, "center_override":(0, 0, 0), "release_confirm":False, "use_accurate":False}) ``` ```
[ "(Unneccessarily) restricted execution in scripted expression drivers (using e.g. \"self\", \"bpy.data\")\nOperating system: Linux-5.15.0-69-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: Mesa Intel(R) HD Graphics 4600 (HSW GT2) Intel 4.6 (Core Profile) Mesa 22.2.5\n\nBroken: version: 3.5.0\n\nself causes error in scripted expression drivers\n\nIn scripted expression drivers using expression \"self.location.x\" from Blenders manual and \"self.location[0]\" from online examples both fail with \"ERROR: Invalid Pythpn expression\".\nI have enabled \"Use Self\" in driver and \"Auto Run Python Scripts\" in preferences\n\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.", "Code Quality: Renaming on BKE_material.h #2\nThis task is to make `BKE_material.h` naming more consistent, following up on #73589.\n\nFormatted in Python for automated renaming.\n\n- Use `len` instead of `num`, in keeping with BLI container types.\n- Use of `_p` suffix for values which return a pointer to a value\n```\nin cases when this is not normal.\n```\n- More consistent use of prefix `BKE_object_`, `BKE_id_` etc.\n\nProposed replacements.\n\n```lang=python\n(\n - Done:\n - ~ # ***Use 'BKE_object_' prefix.***\n - ~ (\"BKE_material_resize_object\", \"BKE_object_material_resize\"),\n - ~ (\"BKE_material_remap_object\", \"BKE_object_material_remap\"),\n #~ (\"BKE_material_remap_object_calc\", \"BKE_object_material_remap_calc\"),\n\n - ~ # ***Use '_p' suffix.***\n - ~ # Returns 'Material ***' (a pointer to the array).\n - ~ (\"BKE_object_material_array\", \"BKE_object_material_array_p\"),\n - ~ # Returns a pointer to the array length.\n - ~ (\"BKE_object_material_num\", \"BKE_object_material_len_p\"),\n - ~ (\"BKE_id_material_num\", \"BKE_id_material_len_p\"),\n\n - ~ # ***Use 'BKE_id_' prefix.***\n - ~ (\"BKE_material_resize_id\", \"BKE_id_material_resize\"),\n - ~ (\"BKE_material_append_id\", \"BKE_id_material_append\"),\n - ~ (\"BKE_material_pop_id\", \"BKE_id_material_pop\"),\n - ~ (\"BKE_material_clear_id\", \"BKE_id_material_clear\"),\n - ~ (\"BKE_id_material_array\" \"BKE_id_material_array_p\"),\n\n\n - Remaining:\n - ***General renaming.***\n # Only take a material, use BKE_material prefix,\n```\n (\"BKE_gpencil_material_attr_init\", \"BKE_material_gpencil_attr_init\"),\n```\n - A version of 'BKE_object_material_get' that has a gpencil fallback.\n - Could add '_with_fallback' suffix, but it makes the name quite long.\n```\n (\"BKE_gpencil_material\", \"BKE_object_material_get_gpencil\"),\n```\n - Takes and object and index, like 'BKE_object_material_get'.\n - just returning a different struct member of the material.\n # Could add '_with_fallback' suffix, but it makes the name quite long.\n```\n (\"BKE_gpencil_material_settings\", \"BKE_object_material_get_gpencil_style\"),\n```\n)\n```\n\nSee: P1241\n", "BMesh.free causes crash under curtain conditions\nOperating system: Linux-5.16.16-200.fc35.x86_64-x86_64-with-glibc2.34 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.47.03\n\nBroken: version: 3.2.0 Alpha\n```\nall 3.x versions are broken, 3.0.0 sometimes works\n```\nWorked: 2.93.8 LTS\nOn Fedora also some 2.91 versions have been affected, according to rebuild agains newer pythons.\nReported on redhat bugzilla: show_bug.cgi?id=1872980\n\n[blender.crash.txt](blender.crash.txt)\nUsing my python addon blender crashes on _PyEval_EvalFrameDefault or _Py_Dealloc.\n\nUnable to describe simple steps to reproduce. This happens using my python addon, but if a bug is in addon, still shouldn't crash blender but throw an python traceback.\nWhen I delete line describen in crash log's backtrace, then another row is marked as a problem, so unable to identify exactly what's happening.\nPlease, let me know, if you need more information.\n\n----\n\nEdit, run this script with the following command line arguments: [boxmaker_crash_single_script.py](boxmaker_crash_single_script.py)\n`blender -b --factory-startup --python boxmaker_crash_single_script.py`\n", "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", "Bone weights dont normalize from assign automatic from bones\nOperating system: windows 10\nGraphics card: gtx 1660\n\nBroken: 3.0.1\nWorked: doesn't\n\nvert weights go past the value of 1\n\n- Open attached file (there will be 2 meshes with their own bone chains', labeled \"before assign automatic from bones\" and \"after assign automatic from bones\")\n- Select the \"Armature\" object and then its Mesh\n- Got to Weight Paint mode\n- select bones with no weights,\n- {nav Weights > Assign Automatic from Bones}\nor\n- spawn any mesh,\n- then a bone,\n- apply all transforms to both, \n- select mesh and then armature,\n- ctrl P > automatic weights,\n- armature edit mode,\n- subdivide the bone to create a chain of 3, \n- select armature then mesh,\n- weight paint mode,\n- select bones with no weights,\n- {nav Weights > Assign Automatic from Bones}\n\n[Bone weights dont normalize from assign automatic from bones.blend](Bone_weights_dont_normalize_from_assign_automatic_from_bones.blend)\n", "Python API: Mesh editing: Editing uvs after normals with a previously assigned variable doesn't work\nBroken: 3.5.1\nWorked: 3.4.1\n\nCaused by 6c774feba2\n\nHolding on a variable referencing the uv layer data for later uv editing, doesn't work when normals are edited in between\n\nRun the attached python script in Blender 3.5.1\nThis creates three objects, all should have all their loop uvs as 0,0:\n\n- no_set_normals (should have default normals, sideways)\n- with_set_normals_and_reaccess_uv (should have upwards +z normals)\n- with_set_normals_but_no_reaccess_uv (should have upwards +z normals)\n\nGo in edit mode on each generated object, look at the normals and uvs\nThe results are only correct for no_set_normals and with_set_normals_and_reaccess_uv\nFor with_set_normals_but_no_reaccess_uv, neither the uvs nor normals are correct. Both appear to be defaults\n\nIn Blender 3.4.1 this works as expected, i.e. with_set_normals_and_reaccess_uv and with_set_normals_but_no_reaccess_uv are identical\n\nAttached are also screenshots in 3.5.1 of the normals and uvs of each object\nAnd a screenshot in 3.4.1 showing the expected results\n\n**Guess at what's happening**\nOn more complicated cases (actual meshes with hundreds of triangles), the normals are messed up (seemingly random instead of defaults) and Blender is prone to crashing. This leads me to believe holding on the uv layer data after normal editing accesses freed memory or something like that?\n\n", "Python segfault or incorrect select_set()\nOperating system: MacOS 12.01\nGraphics card: Intel MacBook Pro\n\nBroken: 2.83.9, 3.0.0 and 3.1.0 Alpha\n\nSegmentation Fault happens or select_set is applied to the wrong object.\n\n\n- Based on the default startup file\n- Run the code provided below (two Font objects will be created)\n- Select all objects\n- Run this code again\n\n```\nlines=12, lang=py\nimport bpy\n\nfor n in bpy.data.objects:\n try:\n l = n['clearable']\n except:\n print(\"no clear\")\n else:\n print(\"deleting\", n.name)\n n.select_set(True)\n bpy.ops.object.delete() \n\n# add text\nfont_curve = bpy.data.curves.new(type=\"FONT\", name=\"Font Curve\")\nfont_curve.body = '2.44%'\nfont_obj = bpy.data.objects.new(name=\"Font Object\", object_data=font_curve)\nfont_obj.rotation_euler = [1.55,0,0]\nfont_obj.location = [10,0,2]\nfont_obj.scale = [.7,.7,.7]\nfont_obj['clearable'] = True\n# move the object to the collection, called link but taught as \"viewed as part of\" first via UI\nbpy.data.collections['Collection'].objects.link(font_obj)\nprint(font_obj.scale, font_obj.location)\n\nfont_curve = bpy.data.curves.new(type=\"FONT\", name=\"Font Curve\")\nfont_curve.body = '2.44%'\nfont_obj = bpy.data.objects.new(name=\"Font Object\", object_data=font_curve)\nfont_obj.rotation_euler = [1.55,0,0]\nfont_obj.location = [10,0,2]\nfont_obj.scale = [.7,.7,.7]\n# move the object to the collection, called link but taught as \"viewed as part of\" first via UI\nbpy.data.collections['Collection'].objects.link(font_obj)\nprint(font_obj.scale, font_obj.location)\n```", "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", "crash while setting vertices positions using foreach_set\nOperating system: macOS-12.6.6-x86_64-i386-64bit 64 Bits\nGraphics card: Intel(R) Iris(TM) Graphics 6100 Intel Inc. 4.1 INTEL-18.8.6\n\nBroken: version: 3.6.0\n\ncrash while setting vertices positions using foreach_set\n\nstart blender, run script\n\n```python\nimport bpy\nimport numpy as np\n\nl = 2 ** 28\nme = bpy.data.meshes.new('mesh')\nme.vertices.add(l)\na = np.random.random((l, 3))\nme.vertices.foreach_set('co', a.ravel())\no = bpy.data.objects.new('mesh', me, )\nbpy.context.view_layer.active_layer_collection.collection.objects.link(o)\n```\n\noutput:\n```\nWriting: /tmp/blender.crash.txt\n[1] 13339 segmentation fault /Applications/Blender/blender-3.6.0.app/Contents/MacOS/Blender\n```\n\nin blender 3.4 while using 2**27 length output is this\n```\nError: Array length mismatch (expected -402653184, got 402653184)\nError: Python: Traceback (most recent call last):\n File \"/Text\", line 8, in <module>\nRuntimeError: internal error setting the array\n```\n\ncontents of `/tmp/blender.crash.txt` is just me running script, nothing interesting\n\ninteresting bit from crash report (i can provide in full)\n\n```\nThread 0 Crashed:: Dispatch queue: com.apple.main-thread\n0 Blender \t 0x10bbaef04 foreach_getset + 1124\n1 Blender \t 0x112f45046 cfunction_call + 134\n2 Blender \t 0x112f01015 _PyObject_MakeTpCall + 373\n3 Blender \t 0x112fdf95b call_function + 971\n4 Blender \t 0x112fdbc41 _PyEval_EvalFrameDefault + 24817\n5 Blender \t 0x112fd5a22 _PyEval_Vector + 146\n6 Blender \t 0x112fd5978 PyEval_EvalCode + 120\n7 Blender \t 0x10bb9cd2a python_script_exec + 506\n8 Blender \t 0x10c6754b0 text_run_script + 64\n9 Blender \t 0x10b600ce6 wm_operator_invoke(bContext*, wmOperatorType*, wmEvent const*, PointerRNA*, ReportList*, bool, bool) + 582\n10 Blender \t 0x10b600a03 wm_operator_call_internal(bContext*, wmOperatorType*, PointerRNA*, ReportList*, wmOperatorCallContext, bool, wmEvent const*) + 515\n11 Blender \t 0x10b602025 WM_operator_name_call_ptr_with_depends_on_cursor + 165\n12 Blender \t 0x10c36bffd ui_apply_but_funcs_after(bContext*) + 285\n13 Blender \t 0x10c366fc2 ui_handler_region_menu(bContext*, wmEvent const*, void*) + 434\n14 Blender \t 0x10b604a4f wm_handlers_do_intern(bContext*, wmWindow*, wmEvent*, ListBase*) + 1007\n15 Blender \t 0x10b604020 wm_handlers_do(bContext*, wmEvent*, ListBase*) + 48\n16 Blender \t 0x10b6033ba wm_event_do_handlers + 2554\n17 Blender \t 0x10b5f91b0 WM_main + 32\n18 Blender \t 0x10adea41e main + 878\n19 dyld \t 0x12788152e start + 462\n```\n\n", "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", "Undo in Armature EditMode ignores changes to other IDs\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 2.92.0 Alpha\n\nWhen you rename bones of armatures with some meshes by python scripts and then do Undo (Ctrl +z), then only bone names are reverted and the mesh vertex groups are never reverted.\nIt seems to happen immediately after from Object mode to Edit mode for armatures.\n\n* Open \"bpy_rename_bone_and_undo_bug_report.blend\".\n* Go to Armature Edit mode.\n* Run script \"rename.py\". It will rename selected bones and the mesh vertex groups.\n* Do undo (Ctrl +z)\n* Then you will see only bone names are reverted and the mesh vertex groups aren't reverted.\n\n[bpy_rename_bone_and_undo_bug_report.blend](bpy_rename_bone_and_undo_bug_report.blend)\n\nIt will lost bone deformations.\nI thinks it will cause some human errors.\n\nThanks!\n", "Cycles strands always use rounded normals even with custom Normal input to BSDF\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: Intel(R) Arc(TM) A770 Graphics Intel 4.5.0 - Build 31.0.101.4090\n\nThis behavior has been observed on nVidia cards as well, on both Linux and Windows, as early as Blender 3.0. It is not an Intel Arc issue like most of my bugs :)\n\nBroken: version: 3.4.1\n\n\n*TL:DR*\n\n**Expected:**Using a custom Normal input in a BSDF for hair strands (such as \"True Normal\" from the Geometry Info, or overwriting with another source like an attribute or texture) should allow complete control over the rendered hair strand in both Eevee and Cycles.\n\n**Actual:** Only Eevee renders fur as desired. Cycles appears to force some sort of rounded/inverted cylinder normal at some point after the BSDF, leading to shading artifacts.\n\n![eevee_result_1.jpg](eevee_result_1.jpg)\n![cycles_result_1.jpg](cycles_result_1.jpg)\n\nNote the line down the middle of the strand/curves on the Cycles version. This is usually at the point where the (default) normal is facing fully away from the light source.\n\nThis happens on both the legacy particle system as well as the newer Curve based hair. It happens on both Rounded Ribbons and 3D Curve primitives.\n\n**Longer version**\n\nI want to render stylized fur. The approach I use is to copy the normals from the underlying mesh to the particle system or hair curves, and disable shadows. This makes a very smooth, toon-like shader.\n\n![ru_comparison_small.jpg](ru_comparison_small.jpg)\n![hair-example.jpg](hair-example.jpg)\n\nThis is based off of my old addon, encode-normals but normals passed as attributes from geometry nodes have the same issue, as do normals set right in the material itself, so it's not an issue with my addon or node tree.\n\nIn the example blender file, I have two planes facing upward. One has a legacy particle system and the other has a new hair curve. Both sets of strands/curves have a material where the normal is forced to be (0, 0, 1), or straight up, to show the base case. \n\nIn Eevee I get the toony flat shading, where each strand is basically a solid color. \n\nIn Cycles, I end up with part of the strand in shadow, and if you look closely the emulated rounded normals appear to be an \"inside out\" cylinder, so the line tends to show up where the light direction and normal of the fake \"cylinder\" are perpendicular (i.e., where light is grazing the outermost part of the cylinder)\n\nI can't turn this rounded normal off or override it. It's coming from something outside the BSDF. This completely breaks my stylized shader in Cycles and is an unintuitive behavior. Normals can be overriden on a material in any other situation/primitive that comes to mind.\n\nSteps I've tried:\n1. Setting normals from encoded vertex colors (addon)\n2. Setting normals from geometry nodes\n3. Setting normals outright in the shader (this example)\n4. Disabling shadow ray visibility\n5. Making the strand material transparent to shadows in shader\n\nOpen provided .blend and check both curve systems for rendering differences between Eevee and Cycles. \n\n[TestParticles1.blend](TestParticles1.blend)", "Undoing using undo history in sulpt rendered mode won't work.\nOperating system: Linux-5.8.0-53-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: AMD RAVEN (DRM 3.38.0, 5.8.0-53-generic, LLVM 11.0.0) X.Org 4.6 (Core Profile) Mesa 20.2.6\n\nBroken: version: 3.0.0 Alpha\n\nUndoing using undo history in sculpt rendered mode doesn't work. This doesn't seem to be a problem in workbench i.e in solid and wireframe mode, bug only happens in rendered and material preview mode. In both cycles and evee \n\n1) Open default startup file.\n2)Go to sculpt mode\n3)Switch to rendered mode\n4)Make any number of brush strokes\n5)Undo to any step after the 'Original' step for example to the 'Sculpt Mode' step.\n\nIt is important that the undo history menu is used as opposed to ctrl+Z, even if you undo only one step back with the undo history menu. Also note that if you make any edits in edit mode before entering sculpt mode and making edits there and then undo back to edit mode everything looks the way it should but if you then redo to sculpt mode the same problem appears\n\n[#88330.webm](T88330.webm)", "Blender 3.6's window has 1/4 content area, 3/4 transparent area under Linux\nOperating system: Arch-based Linux, kernel 6.3.7-arch1-1\nGraphics card: Intel Arc A779\n\nBroken: blender-3.6.0-beta+v36.2ef27684c56c-linux.x86_64-release, but has happened with all 3.6 daily builds so far.\nWorked: 3.5.1, the latest version.\n\nThe content area is 1/4 of the window size when the window is first open. 3/4 of the window is transparent.\nGnome 44.2, Wayland, fractional scaling enabled (100%, 175%), dual monitors (1920x1200, 4K).\n\n![image](attachment)\n\n\nRun Blender 3.6\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" ]
Workbrench render enginer + F12 = rapidly closed Blender Operating system: win 10 [64x] Graphics card: NVIDIA GeForce GTX 560 **Blender 2.8** Broken: 2.80 Beta, 7f40d553f903, 2019-01-22 Looks like bug, but I'm not sure (I'm new in blender/anyway it's looks weird). If you choose *Workbrench* render Engine and then will start render (F12) software will close at once. Open blender start file (just downloaded last version). Choose in Property tab > Render > Render Enginer: Workbrench. And then press F12. Blender will be rapidly closed. Link to online gif: efa448429cee9c381a4f07c19ef22896.mp4
[ "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", "Error baking particles in OSX\nOperating system: Darwin-17.7.0-x86_64-i386-64bit 64 Bits\nGraphics card: NVIDIA GeForce GTX TITAN X OpenGL Engine NVIDIA Corporation 4.1 NVIDIA-10.33.0 387.10.10.10.40.135\n\nBroken: version: 2.83.1\n\nI have two particle emisor and when I try to bake it crash.\nI try it in Linux and work perfectly!\n[TEST_ERROR.crash.txt](TEST_ERROR.crash.txt)\n\n[TEST_ERROR1.blend](TEST_ERROR1.blend)\n\n- Open file\n- Bake particles\n\n", "Blender 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", "Show progress-bar & cancel button while (batch-)generating previews\nThere's currently no way to skip or cancel preview generation.\n\nThis is especially a problem when batch generating a bunch of previews because \"Mark as Asset\" was executed on multiple data-blocks.", "Freestyle parameter_editor.process crashes Blender if trying to render without any Line Style defined\n2.93.1\n(2.93.2 doesn't have any relevant changes in that file though so I don't expect it to be fixed there either)\n\nFreestyle parameter_editor.process crashes Blender if trying to render without any Line Style defined.\n\n- Open .blend file\n- Enable `Properties ‣ Render ‣ Freestyle`.\n# Try rendering an image.\n\n```\n# Blender 2.93.1, Commit date: 2021-06-22 05:57, Hash 1b8d33b18c2f\nPython: Traceback (most recent call last):\n File \"<string>\", line 1, in <module>\n File \"/snap/blender/206/2.93/scripts/freestyle/modules/parameter_editor.py\", line 1329, in process\n if linestyle.use_chaining:\nAttributeError: 'NoneType' object has no attribute 'use_chaining'\n```\n\n**Suggested workaround**\n\nA simple solution could be something along the lines of\n```\nif linestyle is None:\n return\n```\nbut I'm not sure if just `return` is enough there to cleanly stop early. Adding some warning could also be beneficial.\n\n[lib_32px.blend](lib_32px.blend)\n[lib_32px.crash.txt](lib_32px.crash.txt)", "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", "Re-render after saving a render result as image with 'Copy' option turned OFF makes blender unresponsive\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.86\n\nBroken: versions 2.79 & 2.81 (sub 16)\nWorked: (optional)\n\nRender with F12, save the rendered image with 'Copy' turned off, and render again. This makes (parts of) Blender unresponsive.\n\n - Render the default cube.\n - Image - Save as, and uncheck Copy in the options.\n - Click Save as image.\n - Re-render the image.\n - Press {key Escape} to close the render window (it doesn't).\n - Press {key F12} to re-render (it doesn't).\n\nStrangely enough some parts of Blender are still responsive. For example {key Shift F12} still switches to the timeline.\n", "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", "QuadriFlow Remesh Crash\nOperating system:iMac (Retina 5K, 27-inch, 2020)\nGraphics card:AMD Radeon Pro 5700 8 GB\nRam: 96 GB 2133 MHz DDR4\n\nBroken: 3.6.0, 3.5.0 Beta and 3.2.1\nWorked: N/A\n\n\nDear all\n\nI found that the QuadriFlow Remesh will crash when i try to remesh (40K) from also most 900K faces. I tested on 30K and so on. The only sucessful try is down to 500 faces.\n\n\nHere is the model for your reference which is modified after 3D print addon (cannot QuadriFlow if not) from the orignal question below and i also record a 1:30min video for reference as well ( YR6oPpNbKis )\n\nModel file: view?usp=share_link\n\nPlease check. Many thanks\n\nOrignal Question: mesh-doesnt-follow-the-armature", "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", "Blender 2.91 alpha - Debug menu, instant crash\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX TITAN X/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.55\n\nBroken: version: 2.91.0 Alpha\nWorked: 2.90.1\n\nShader compilation is causing an error when the debug menu is invoked on a blank scene or working scene.\n\nOpen the .blend attached file, press F3>search: Debug. Type 22 (eevee GPU speed benchmarking verbose),\nBlender will crash immediately. The same is true on a blank new scene in the general application template.\n\nFile to test: \n44cb6eb461af31ad1209dedb738d76c0.blend\n\n", "Mantaflow rendering unstable (when using multiple fluid domains)\nOperating system: Ubuntu 18.04\nGraphics card: Radeon R9 FURY\n\nBroken: 2.83.5\nWorked: none\n\nMantaflow seems unstable during rendering of 6 simultaneous domains and it relates to the cycles AA samples.\nThe error it shows:\n```\nterminate called after throwing an instance of 'Manta::Error'\n what(): can't clean grid cache, some grids are still in use\nError raised in /home/sources/buildbot-worker-linux_centos7/linux_lts_283/blender.git/extern/mantaflow/preprocessed/fluidsolver.cpp:33\n```\n\n1. Open the example file [mantaflow-render-test.blend](mantaflow-render-test.blend)\n2. Bake the domains one-by-one\n3. Run the `Render Animation`\n4. It's quite a random, so could take some time\n5. on ~160 frame the blender will fail and close with the next error:\n```\nSaved: '/home/user/tmp/mantaflow-render-test-scene/out/0161.png'\n Time: 00:03.10 (Saving: 00:00.08)\n\nterminate called after throwing an instance of 'Manta::Error'\n what(): can't clean grid cache, some grids are still in use\nError raised in /home/sources/buildbot-worker-linux_centos7/linux_lts_283/blender.git/extern/mantaflow/preprocessed/fluidsolver.cpp:33\n```\n```\nSaved: '/home/user/tmp/mantaflow-render-test-scene/out/0051.png'\n Time: 00:01.78 (Saving: 00:00.09)\n\nterminate called after throwing an instance of 'Manta::Error'\n what(): can't clean grid cache, some grids are still in use\nError raised in /home/sources/buildbot-worker-linux_centos7/linux_lts_283/blender.git/extern/mantaflow/preprocessed/fluidsolver.cpp:33\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.", "Approach Faster Animation Playback\nThe Faster Animation Playback second milestone consist out of non-functional requirements. This document will describe the steps we want to follow to execute that milestone.\n\n## Goal\n\nThe goal of the second milestone of #68908 (Faster Animation Playback) is to increase the playback performance when using Blender as an animator by optimizing the current weaknesses. As viewport rendering and viewport playback are very tight related most changes will impact both of them and all changes should be tested to both use cases.\n\n## Approach\n\n### Phase 0: Preparation\n\n* Select several production scenes that will be used as benchmark (@Hjalti)\n** Scenes from different productions with different rigs and different sizes.\n* Modify blender to profile what is happening during animation playback. (@Jeroen-Bakker \n**Depedency Graph: Depedency Graph has a detailed profiler. Just need to check if it is sufficient.** Draw Manager: Draw manager already has a detailed profiler. We might want to add small changes (for example separate mesh_extraction from preparation) \n** Other: We should keep track of the rest of the time (not inside the Dependency graph/Draw manager) to detect balance shifts in performance\n* Create an automated test that records the timings in a database so we could compare the results and make decisions (@Jeroen-Bakker)\n* Document the hardware/OS's for the benchmark that will be used\n* Perform a base benchmark\n\n### Phase 1..n: Performance Cycle\nWhen doing performance test you do a single change at a time and monitor what that change does to the whole system. To make a change we suggest the next approach\n* Find the current weakest area\n* Do one or more prototypes to solve the weakest link\n* Select the solution.\n* Create design (mention the other solutions as alternatives) and implement the solution.\n* User test the chosen solution. (@Hjalti) \n* Codereview and merge to master.\n\nOnly after we complete a full cycle we can start with the next cycle. We continue this until we reached a workable performance or the year has ended.\n\n\n## Concerns\n\nThis approach tends to be too narrow focused when looking for solutions. When looking for solutions we should keep in mind to look at the whole picture and not limit the solution to the area in focus.\n\n## Known areas of improvement\n\nThis section contains a collection of known issues that we might want to tackle during the project\n\n* DrawManager mesh extraction uses a task pool per mesh. When two meshes needs to be updated for a frame it happens in serial.\n* Blender's task pool has been setup originally for long running background processes. It is currently used for tasks of all sizes.\n* Better select the frame ranges that needs to be updated for motion curves.\n* VSE/Graph editor dependencies. (ref play in active area)\n\n", "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 rendering with Workbench engine\nBlender 2.80 (sub 41): 7f40d553f903\nQuadro M2000/PCIe/SSE2\n4.5.0 NVIDIA 391.8\n\nDefault scene, set render engine to \"Workbench\" and render --> Blender will crash.\n\nStill worked in 84c06e996a7a" ]
Child Hairs In Wrong Places The enclosed model [child-hair-bug.blend](child-hair-bug.blend) (adapted from MakeHuman) has a hair system controlled by a vertex group. When I try turning on “Interpolated” children on this hair system, the child hairs appear in strange places, like in clumps on the forehead and under the chin.
[ "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)", "Changing the seed value is not working for particle children hair\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: Quadro RTX 3000 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 537.13\n\nBroken: version: 3.6.0\nWorked: I duuno\n\nEven changing the value of the seed, the position of the children's hair still remains the same.\n![Initial seed value.jpg](attachment)\n![Seed value.jpg](attachment)\n\n\nA sample blender file is attached below.\n\n", "Hair Curves: Posed hair curves get stuck onto a wrong pose upon entering and exiting Sculpt, Vertex Paint or Weight Paint mode on the surface object\nOperating system: Windows 10\nGraphics card: Nvidia RTX 2060 Super\n\nBroken: 3.6.1\nWorked: n/a\n\nOn posed hair when using the 'deform curves on surface' node, if you enter and exit Sculpt, Vertex Paint or Weight Paint mode on the surface object, the posed hair will get stuck on a wrong pose, see attached images for comparison. You don't have to edit anything for the bug to occur. \n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n1. Open the file and select the \"Surface\" object\n2. Enter and exit Sculpt, Vertex Paint or Weight Paint mode\n3. The hair curves object should now have deformed onto a wrong pose and can't be fixed until you reload the file\n\nThis bug still appears in the final render and can only be fixed by reloading the save file.\n\n", "Particle edit mode - Hide hairs doesn't work\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.81\n\n\nBroken: version: 2.80 (sub 50)\nWorked:\nThe \"hidden\" hairs can't be selected or edited\n\n\nThe hidden hairs are still visible.\n\nAdd a hair system to the default cube \nSwitch to particle edit mode and then switch to point display/select mode\nSelect any number of particles, press H to hide\n- >The hairs are only locked, not hidden\n\n\n", "API returns wrong particle position\nOperating system: Linux-5.4.0-48-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.66\n\nBroken: version: 2.90.0\n\n\nHello, \n\nMy team and I are working on a game prototype with Godot and Blender. We use Blender as our DCC of course but also as the level editor. I'm responsible of the export tool to Godot. One critical point is the vegetation generation and to do so we use Blender hair particle system to place instances of grass onto the terrain. We use a Black and White map to drive the density of the growing areas. Nothing fancy here, It is just a particle system with a texture plugged to the density channel.\n\nI then have a python script that loops through each particle and export its world position and rotation into a json file. \n\nTo better understand the problem, here what I have in Blender : \n\n![image.png](image.png)\n\nNotice how there are no particle on the mud part of the trail, thanks to the density mask in the particle system settings. \n\nHowever, when I loop trough the particles and export to godot , I have this result in the editor : \n\n![image.png](image.png)\n\nThe terrain is covered in particles ! \n\nAnd if I deactivate the mask in Blender, I get exactly the same as in godot with my importer : \n\n![image.png](image.png)\n\nThis simply means, that when I looped through the evaluated particle system in python, it didn't take into account the given mask\n\nTo access the particle system I have : \n\n\n\n```\n result = []\n objects = get_all_objects_in_collection([], col)\n degp = context.evaluated_depsgraph_get()\n for obj in objects:\n if obj.type != 'MESH':\n continue\n for particle_system in obj.evaluated_get(degp).particle_systems:\n result.append(get_particle_system_info(particle_system))\n```\n\nand :\n\n\n```\ndef get_particle_system_info(particle_system):\n \"\"\"Return a dictionary containing particle system and all\n particles and children particles position and rotation\"\"\"\n system = {}\n system['name'] = particle_system.settings.name\n system['mesh_collection'] = particle_system.settings.instance_collection\n system['scale'] = particle_system.settings.particle_size\n system['scale_random'] = particle_system.settings.size_random\n system['particles'] = []\n\n for part in particle_system.particles:\n pa_dict = {}\n pa_dict['location'] = swizzle_yup_location(part.location)\n pa_dict['rotation'] = swizzle_yup_rotation(part.rotation)\n system['particles'].append(pa_dict)\n return system\n```\n\n\nLoad the attached blend file, and run the script. It contains a simple particle system with an image texture as density map with only the top right corner in white. \nThe script outputs the particle positions and by default we easily see that particle position is correct, with only particles found on the top right corner. \n\nNow, change the particle system drawing from Path to Collection and run the script again. Now the API returns all particles, even the ones we don't want....\nFurthermore the position given by the api is the tip of the particle and not the root, which is not really a bug but not really intuitive value. \n\nThanks a lot,\n\nHenri\n\n[bug particles.blend](bug_particles.blend) \n\n\nFurther findings:\n- each time the Render As type is changed, the evaluated objects particlesystem particle count increases\n\nAs a workaround, iterating depsgraph object instances is a much more reliable way of getting object instances for export (see also bpy.types.Depsgraph.html#dependency-graph-iterate-over-all-object-instances)\n\n\n```\nimport bpy\n\ndegp = bpy.context.evaluated_depsgraph_get()\nobj = bpy.data.objects['Plane']\nobj_evaluated = obj.evaluated_get(degp)\n\ninstance_count = 0\nfor object_instance in degp.object_instances:\n # This is an object which is being instanced.\n obj = object_instance.object\n - `is_instance` denotes whether the object is coming from instances (as an opposite of\n - being an emitting object. )\n if object_instance.is_instance and object_instance.parent == obj_evaluated:\n - Instanced will additionally have fields like uv, random_id and others which are\n - specific for instances. See Python API for DepsgraphObjectInstance for details,\n print(f\"Instance of {obj.name} {object_instance.parent} at {object_instance.matrix_world}\")\n instance_count += 1\n\nprint(instance_count)\n```\n\n", "Cycles: point cloud geometry improvements\n[D9887: Cycles: pointcloud geometry type](D9887)\n\nImprovements:\n- [x] Point Info node with radius, position, random\n- [ ] Backfaces are ignored (like curves), which means e.g. volumes inside points don't work.\n- [ ] Render as normal or ray oriented disc (see [D9887](D9887)#289012, [P2125](P2125.txt))\n- [ ] Baked shadow transparency support like hair? But must be optional since texturing alpha across the sphere/disc is useful.", "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", "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", "Hair BSDF\nThis is a tough topic, I need to investigate it more.\nIdea: Dual Scattering using shadowmaps.\n\nEstimate : 2 weeks\n", "different Skin Modifier outputs for same mesh\nWindows 10\nNvidia Quadro 600\n\nBroken: 1422f0d\n\nThe skin modifier produces different meshes on the default cube.\n![skin_modifier_bug.gif](skin_modifier_bug.gif)\n\nTrigger the skin modifier to update by doing the same thing I do in the .gif\n\n[skin_modifier_bug.blend](skin_modifier_bug.blend)\n\nNote: this only seems to happen when the edges are orthogonal. When I move one point, the problem doesn't appear on this and connected points.\n\n(Originially reported here: 576)\n", "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)", "Particle hair simulation not working\nOperating system: Windows 10\nGraphics card: GTX 1070ti\n\nBroken: 2.93.4\nWorked: unknown\n\nI modeled particle-hair and try to make it dynamic, for whatever reason I cannot make it to work and sometimes Blender crashes.\n\n[Test.blend](Test.blend)\n\n[Test.crash.txt](Test.crash.txt) \n\nIf I try another simple particle-hair system on the-same object it does work. \n\nTry to get the hair in attached file to simulate.", "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.", "Connected child bone's nominal location values affected when transformed about 3D cursor\nBroken: 2.79, 2.90.1\nWorked: N/a\n\nAs expected, when moving a single connected child bone, its location is not affected, only the rotation.\nBut it is still possible to affect them accidentally if transforming about the 3D cursor.\nThis is a minor bug, but it's a definite inconsistency.\n\n - Open attached file.\n - Move/Rotate/Scale the child bone about the 3D cursor.\nNote the bone's nominal location values in the side panel.\n\n[Connected Bone Pose Bug.blend](Connected_Bone_Pose_Bug.blend)", "Viewport: anti-alising on normal lines\nNormals on faces/vertices are not antialiased:\n\n![image](attachment)\n\nTo see them, enable them at the bottom of the 3D Viewport Overlay popover:\n![image](attachment)\n\nThis issue is similar to what was covered in #107394" ]
[ "Vertex Groups not masking particle hair emission correctly\nWindows 10\ngeforce titan\n\nBroken: 2.77 2050ecc\nWorked: 2.77a official\n\nparticle hair emitting outside of vertex group (density)\n\n1) make a vertex group on a subdivided cube\n2) add a particle hair system (i used advanced, with children set to interpolated)\n3) control hair density with the vertex group\n\nHair should stay within the vertex group but emits outside of it as well. \n\nSee Gif \nThe first frame is the object in edit mode, \nthe second frame with red particles is 2.77 2050ecc, \nthe third frame is how it looks in 2.77a official\n![hair_vgrp_bug_b.gif](hair_vgrp_bug_b.gif)" ]
blender opening error Operating system: Windows-10-10.0.19045-SP0 64 Bits Graphics card: AMD Radeon HD 7670M ATI Technologies Inc. 4.5.13397 Core Profile/Debug Context 0 Broken: version: 3.3.0
[ "Cycle crash\n[System Information](https://projects.blender.orgattachment)\n\nBlender version: 3.4.1\n\nCrash when switching from Material Preview to Rendered in Viewport Shading and GPU Compute was set for Cycles. In CPU mode it's OK.\n\n\nOpen project.\nSelect CPU in Cycles settings.\nSwitch from Material preview to Rendered in Viewport shading.\nNow it works.\nChange to GPU Compute in Cycles settings.\nCrash...\n\n", "Regression: 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", "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", "Assigning shortcut to Sequencer data is wrongly 'hooked' the Scene instead of Scene's VSE data\nThis error shows all the time when I right click on the viewscreen, and I have to right click and press ESC, so the message disappears and I keep working this way, right click, a message appears, ESC.\nIt suddenly started to happen and even deleting and downloading blender again, even with the other 2.8 version it happens.\n\nThank you, I love your work guys\nJust trying to help\n\nOperating system: Windows 10 Home, Core i7 - 7500U @ 2.70GHz, 8.00 GB RAM\nGraphics card: AMD Radeon R7 M440 32GB, 4.00 Gbps\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\nWorked: (optional) ", "LineArt; Crash after press play in a scene with LineArt modifier\nOperating system: Linux-5.4.0-105-generic-x86_64-with-glibc2.27 64 Bits\nGraphics card: GeForce GT 630/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.144\n\nBroken: version: 3.2.0 Alpha\n\nNo idea what crashes blender. Just press play and wait some seconds.\n\nI would love to help solving this issue, so when someone could remind me where the crashreport usually lands in Linux, i could share that as well.\n[Narrator.blend](Narrator.blend)\n\n", "EEVEE crash while rendering animation, cycles works.\nOperating system: Win10\nGraphics card: GTX1070MAX-Q\nCPU : i7-6700HQ\nRAM : 32GB DDR4\n\nBroken: 2.90\nWorked: -\n\nBlender crashes w/o any errors when I started to rendering animation in Eevee. \nIt happens on 2 laptops and it always happen in 154 or 155 frame while rendering.\nIn attachment you can download the project which gets this error. \nWhen I use cycles rendering it works perfect.\n\n[#80740.blend](T80740.blend)\n\n- Open file\n- Render frames 154 and 155\n", "Crash with mantaflow\nOperating system: Windows-10-10.0.18363-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.41\n\nBroken: version: 3.0.0 Alpha\n\nBaking simulation causes crash\n\n[splash.blend](splash.blend)\n\nOpen file and bake liquid\n", "Blender 2.90.1 crashes after rendering the first few frames of animation.\n**System Information** \nOperating system: windows 10 64 bit\nGraphics card: Nvidia GeForce GTX 1650\n\nBroken: (2.90.1 3e85bb34d0d7; master)\nWorked(didn't): (only tried on 2.8.3 and did not work at all)\n\nWhen I try to render the animation, after about 50 or so frames(varies randomly), blender crashes with no alerts or anything that tells me what the error is, it simply closes.\nI've rendered another project, and that did indeed render, so I'm left confused why this short animation would cause a crash.\n\nEdit: I disabled motion blur, and it rendered fine. However, I would really like to know why blender won't render if motion blur is enabled. The renderer is Eevee and while my laptop isn't a super computer, it should be able to handle it. Thank you all in advance!\n\n- Open attached file\n- render the animation\n[cube-loop-tut-V1.0.blend](cube-loop-tut-V1.0.blend)", "Blender crash on combining textures (intel)\nOperating system: Windows 10\nGraphics card: Intel HD Graphics 4400\n\nBroken: 2.93.2\nWorked:\n\nWhen I tried to combine 2 textures like this blender is crashing.\n ![Screenshot (88).png](Screenshot__88_.png) \n\n[Test.blend](Test.blend)\n[Test.blend1](Test.blend1)\n[system-info.txt](system-info.txt)\n[Test.crash.txt](Test.crash.txt)\n[2021-11-12 09-11-32.mp4](2021-11-12_09-11-32.mp4)\n", "Batch Rendering Crashes if EEVEE set in scene\nOperating system: Windows 10\nGraphics card: Any or None\n\n2,83, 2,90, 2.92\n\nEEVEE is set as renderer in the scene file.\nThe scene is send to the render farm. \nOpenGL is not available as render farm is running as background service OR blades machines do not have any GPU at all.\nBlender in Commandline Crashes.\n\n(Side Note: Cycles works fine as CUDA is available within background service)\n\n\n**Expected Behavior**\nReport an error \"EEVEE requires OpenGL. Unable to find/initialize openGL32.dll\"\n\nTo reproduce the issue, you either need some helper service that starts Blender in commandline mode (I can provide one) OR you can use any machine that does not have a GPU installed.\nCreate a new scene with EEVEE as renderer.\nTry to commandline-render the scene.\n\nCommandline that we used:\n\"C:\\renderer_exe\\blender\\win_x64\\Blender_2.90\\blender.exe\" -b \"\\\\isilonai\\woodspeople\\Boar (With fur).blend\" -o \"\\\\isilonai\\woodspeople\\Boar (With fur)\\Brawler####\" -F PNG -x 1 -s 10 -e 10 -j 1 -t 24 -a -y\n\n\nCommandline output:\nR 6| >\"C:\\RR_localdata\\renderer_exe\\blender\\win_x64\\Blender_2.92\\blender.exe\" -b \"C:\\RR_localdata\\cachedscenes\\Home_3D\\Blender\\cube.blend\" -o \"C:\\RR_localdata\\renderout\\A\\3D\\Blender\\render\\myOut####\" -F PNG -x 1 -s 2 -e 3 -j 1 -t 24 -a -y \nR 7| Blender 2.92.0 Alpha (hash 719bea0d6d06 built 2021-01-12 23:10:47)\nR 8| Read blend: C:\\RR_localdata\\cachedscenes\\Home_3D\\Blender\\cube.blend\nR 9| Writing: C:\\RR_localdata\\temp\\A\\cube.crash.txt\nR 10| StdErr: Warning! Using result of ChoosePixelFormat.\nR 11| StdErr: Warning! Using result of ChoosePixelFormat.\nR 12| StdErr: Warning! Using result of ChoosePixelFormat.\nR 13| StdErr: Warning! Using result of ChoosePixelFormat.\nR 14| StdErr: Warning! Using result of ChoosePixelFormat.\nR 15| StdErr: Warning! Using result of ChoosePixelFormat.\nR 16| StdErr: Warning! Using result of ChoosePixelFormat.\nR 17| StdErr: Warning! Using result of ChoosePixelFormat.\nR 18| StdErr: Warning! Using result of ChoosePixelFormat.\nR 19| StdErr: Warning! Using result of ChoosePixelFormat.\nR 20| StdErr: Warning! Using result of ChoosePixelFormat.\nR 21| StdErr: Warning! Using result of ChoosePixelFormat.\nR 22| StdErr: Warning! Using result of ChoosePixelFormat.\nR 23| StdErr: Warning! Using result of ChoosePixelFormat.\nR 24| StdErr: Win32 Error# (127): The specified procedure could not be found.\nR 25| StdErr: Error : EXCEPTION_ACCESS_VIOLATION\nR 26| StdErr: Address : 0x00007FFF8DBA1C81\nR 27| StdErr: Module : VCRUNTIME140.dll\nR 28| StdErr: Thread : 00001c94\n[Boar.crash.txt](Boar.crash.txt)\n\n\n", "Crash 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.", "Error de progama\nno me aparece el modo vèrtice\n\n", "Cycles Render with Intel UHD GPU Crashes\nOperating system: macOS Ventura 13.0.1\nGraphics card: Intel UHD Graphics 630 (built-in), AMD Radeon RX 6800 (eGPU)\n\nBroken: 3.4.0 (downloaded from the Blender website)\nWorked: the last 3.3.1\n\nIt is impossible to render in Cycles with the Intel GPU enabled: Blender crashes\n\nOn a Mac Mini 2018 (Intel) with 6-core i7 CPU and 32GB of RAM, with Stage Manager enabled, open Blender, load a file, then in the Preferences, enable only the Intel GPU (uncheck the eGPU), and start rendering. Note: unless it is the first attempt (that involves the loading of the kernels), unchecking the eGPU may not even be necessary.\nWhen the preliminary steps are finished (such as the BVH building, importance map, and so on), Blender will crash before the rendering proper starts (before anything appears in the render result output).\nThe subsequent error dump will look as follows: \n![image.png](image.png)\nThe full dump is below:\n\n```lines\n-------------------------------------\nTranslated Report (Full Report Below)\n-------------------------------------\n\nProcess: Blender [4086]\nPath: /Applications/Blender.app/Contents/MacOS/Blender\nIdentifier: org.blenderfoundation.blender\nVersion: 3.4.0 (3.4.0 2022-12-07)\nCode Type: X86-64 (Native)\nParent Process: launchd [1]\nUser ID: 501\n\nDate/Time: 2022-12-09 13:00:26.8303 +1000\nOS Version: macOS 13.0.1 (22A400)\nReport Version: 12\nBridge OS Version: 7.0 (20P420)\nAnonymous UUID: DA7E5727-A75F-6765-C417-804DFCD4552C\n\n\nTime Awake Since Boot: 5000 seconds\n\nSystem Integrity Protection: enabled\n\nCrashed Thread: 35\n\nException Type: EXC_CRASH (SIGABRT)\nException Codes: 0x0000000000000000, 0x0000000000000000\n\nID Vend/Dev\n8488 73bf1002\nSeconds Ago ID Type\n 5000.0 8488 Attach\n\n\nThread 0:: Dispatch queue: com.apple.main-thread\n0 libsystem_kernel.dylib \t 0x7ff8140160ce __semwait_signal + 10\n1 libsystem_c.dylib \t 0x7ff813f2ab4a nanosleep + 196\n2 libsystem_c.dylib \t 0x7ff813f2aa80 usleep + 53\n3 Blender \t 0x1069dd928 WM_main + 24\n4 Blender \t 0x106262b8e main + 878\n5 dyld \t 0x7ff813d21310 start + 2432\n\nThread 1:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 2:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 3:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 4:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 5:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 6:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 7:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 8:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 9:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 10:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 11:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 12:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 13:: caulk.messenger.shared:17\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 caulk \t 0x7ff81d7598f8 caulk::mach::semaphore::wait_or_error() + 16\n2 caulk \t 0x7ff81d73f664 caulk::concurrent::details::worker_thread::run() + 36\n3 caulk \t 0x7ff81d73f328 void* caulk::thread_proxy<std::__1::tuple<caulk::thread::attributes, void (caulk::concurrent::details::worker_thread::*)(), std::__1::tuple<caulk::concurrent::details::worker_thread*> > >(void*) + 41\n4 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n5 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 14:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 15:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 16:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 17:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 18:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 19:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 20:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 21:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 22:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 23:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 24:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 25:: com.apple.audio.IOThread.client\n0 libsystem_kernel.dylib \t 0x7ff8140136a2 mach_msg2_trap + 10\n1 libsystem_kernel.dylib \t 0x7ff81402167d mach_msg2_internal + 82\n2 libsystem_kernel.dylib \t 0x7ff81401a71a mach_msg_overwrite + 723\n3 libsystem_kernel.dylib \t 0x7ff814013989 mach_msg + 19\n4 CoreAudio \t 0x7ff81635f8a5 HALB_MachPort::SendSimpleMessageWithSimpleReply(unsigned int, unsigned int, int, int&, bool, unsigned int) + 111\n5 CoreAudio \t 0x7ff8162384c1 HALC_ProxyIOContext::IOWorkLoop() + 3783\n6 CoreAudio \t 0x7ff816237029 invocation function for block in HALC_ProxyIOContext::HALC_ProxyIOContext(unsigned int, unsigned int) + 63\n7 CoreAudio \t 0x7ff8163be630 HALB_IOThread::Entry(void*) + 72\n8 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n9 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 26:\n0 libsystem_kernel.dylib \t 0x7ff8140161fe __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t 0x7ff8140527e1 _pthread_cond_wait + 1243\n2 libopenblas64_.0.dylib \t 0x136d5a49f blas_thread_server + 207\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 27:\n0 libsystem_kernel.dylib \t 0x7ff8140161fe __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t 0x7ff8140527e1 _pthread_cond_wait + 1243\n2 libopenblas64_.0.dylib \t 0x136d5a49f blas_thread_server + 207\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 28:\n0 libsystem_kernel.dylib \t 0x7ff8140161fe __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t 0x7ff8140527e1 _pthread_cond_wait + 1243\n2 libopenblas64_.0.dylib \t 0x136d5a49f blas_thread_server + 207\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 29:\n0 libsystem_kernel.dylib \t 0x7ff8140161fe __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t 0x7ff8140527e1 _pthread_cond_wait + 1243\n2 libopenblas64_.0.dylib \t 0x136d5a49f blas_thread_server + 207\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 30:\n0 libsystem_kernel.dylib \t 0x7ff8140161fe __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t 0x7ff8140527e1 _pthread_cond_wait + 1243\n2 libopenblas64_.0.dylib \t 0x136d5a49f blas_thread_server + 207\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 31:: com.apple.NSEventThread\n0 libsystem_kernel.dylib \t 0x7ff8140136a2 mach_msg2_trap + 10\n1 libsystem_kernel.dylib \t 0x7ff81402167d mach_msg2_internal + 82\n2 libsystem_kernel.dylib \t 0x7ff81401a71a mach_msg_overwrite + 723\n3 libsystem_kernel.dylib \t 0x7ff814013989 mach_msg + 19\n4 CoreFoundation \t 0x7ff81412cd0e __CFRunLoopServiceMachPort + 145\n5 CoreFoundation \t 0x7ff81412b77a __CFRunLoopRun + 1360\n6 CoreFoundation \t 0x7ff81412abb0 CFRunLoopRunSpecific + 560\n7 AppKit \t 0x7ff8173ad696 _NSEventThread + 132\n8 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n9 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 32:\n0 libsystem_kernel.dylib \t 0x7ff8140161fe __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t 0x7ff8140527e1 _pthread_cond_wait + 1243\n2 libc++.1.dylib \t 0x7ff813faec32 std::__1::condition_variable::wait(std::__1::unique_lock<std::__1::mutex>&) + 18\n3 Blender \t 0x108d23ba5 ccl::Session::wait() + 101\n4 Blender \t 0x1081da316 ccl::BlenderSession::render(BL::Depsgraph&) + 3526\n5 Blender \t 0x1081d10e0 ccl::render_func(_object*, _object*) + 176\n6 Blender \t 0x112141552 cfunction_call + 130\n7 Blender \t 0x1120fa1b5 _PyObject_MakeTpCall + 373\n8 Blender \t 0x1121efcce call_function + 974\n9 Blender \t 0x1121eca4a _PyEval_EvalFrameDefault + 30570\n10 Blender \t 0x1121e51b1 _PyEval_Vector + 145\n11 Blender \t 0x1121efaaf call_function + 431\n12 Blender \t 0x1121eca4a _PyEval_EvalFrameDefault + 30570\n13 Blender \t 0x1121e51b1 _PyEval_Vector + 145\n14 Blender \t 0x106f00225 bpy_class_call + 1029\n15 Blender \t 0x106e433d1 engine_render + 113\n16 Blender \t 0x1079cb58c engine_render_view_layer(Render*, RenderEngine*, ViewLayer*, bool, bool) + 572\n17 Blender \t 0x1079cb0ca RE_engine_render + 954\n18 Blender \t 0x1079d097e do_render_full_pipeline(Render*) + 334\n19 Blender \t 0x1079d0566 RE_RenderFrame + 406\n20 Blender \t 0x108178e8f render_startjob(void*, short*, short*, float*) + 127\n21 Blender \t 0x1069f92f8 do_job_thread + 40\n22 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n23 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 33:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 34:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 35 Crashed:\n0 libsystem_kernel.dylib \t 0x7ff81401a30e __pthread_kill + 10\n1 libsystem_pthread.dylib \t 0x7ff814051f7b pthread_kill + 263\n2 libsystem_c.dylib \t 0x7ff813f9bd3f __abort + 139\n3 libsystem_c.dylib \t 0x7ff813f9bcb4 abort + 138\n4 libsystem_c.dylib \t 0x7ff813f9afbe __assert_rtn + 314\n5 Metal \t 0x7ff81d6acf32 MTLReportFailure.cold.1 + 43\n6 Metal \t 0x7ff81d687df9 MTLReportFailure + 529\n7 Metal \t 0x7ff81d5913ba -[_MTLCommandBuffer addCompletedHandler:] + 87\n8 Blender \t 0x10827ac38 ccl::MetalDeviceQueue::enqueue(ccl::DeviceKernel, int, ccl::DeviceKernelArguments const&) + 3352\n9 Blender \t 0x108dc338b ccl::ShaderEval::eval_gpu(ccl::Device*, ccl::ShaderEvalType, ccl::device_vector<ccl::KernelShaderEvalInput>&, ccl::device_vector<float>&, long long) + 267\n10 Blender \t 0x108dc2d48 std::__1::__function::__func<ccl::ShaderEval::eval(ccl::ShaderEvalType, int, int, std::__1::function<int (ccl::device_vector<ccl::KernelShaderEvalInput>&)> const&, std::__1::function<void (ccl::device_vector<float>&)> const&)::$_0, std::__1::allocator<ccl::ShaderEval::eval(ccl::ShaderEvalType, int, int, std::__1::function<int (ccl::device_vector<ccl::KernelShaderEvalInput>&)> const&, std::__1::function<void (ccl::device_vector<float>&)> const&)::$_0>, void (ccl::Device*)>::operator()(ccl::Device*&&) + 680\n11 Blender \t 0x10823c8af ccl::Device::foreach_device(std::__1::function<void (ccl::Device*)> const&) + 31\n12 Blender \t 0x108246740 ccl::MultiDevice::foreach_device(std::__1::function<void (ccl::Device*)> const&) + 64\n13 Blender \t 0x108dc296a ccl::ShaderEval::eval(ccl::ShaderEvalType, int, int, std::__1::function<int (ccl::device_vector<ccl::KernelShaderEvalInput>&)> const&, std::__1::function<void (ccl::device_vector<float>&)> const&) + 154\n14 Blender \t 0x108c2a79f ccl::GeometryManager::displace(ccl::Device*, ccl::Scene*, ccl::Mesh*, ccl::Progress&) + 511\n15 Blender \t 0x108bb4769 ccl::GeometryManager::device_update(ccl::Device*, ccl::DeviceScene*, ccl::Scene*, ccl::Progress&) + 3305\n16 Blender \t 0x108c51111 ccl::Scene::device_update(ccl::Device*, ccl::Progress&) + 1745\n17 Blender \t 0x108c52d73 ccl::Scene::update(ccl::Progress&) + 163\n18 Blender \t 0x108d246e3 ccl::Session::run_update_for_next_iteration() + 1395\n19 Blender \t 0x108d23c74 ccl::Session::run_main_render_loop() + 100\n20 Blender \t 0x108d24c13 ccl::Session::thread_render() + 259\n21 Blender \t 0x108d228c8 ccl::Session::thread_run() + 168\n22 Blender \t 0x10db3e413 ccl::thread::run(void*) + 19\n23 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n24 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 36:\n0 libsystem_pthread.dylib \t 0x7ff81404dc58 start_wqthread + 0\n\nThread 37:\n0 libsystem_pthread.dylib \t 0x7ff81404dc58 start_wqthread + 0\n\nThread 38:\n0 libsystem_pthread.dylib \t 0x7ff81404dc58 start_wqthread + 0\n\nThread 39:\n0 libsystem_kernel.dylib \t 0x7ff8140161fe __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t 0x7ff8140527e1 _pthread_cond_wait + 1243\n2 libc++.1.dylib \t 0x7ff813faec32 std::__1::condition_variable::wait(std::__1::unique_lock<std::__1::mutex>&) + 18\n3 Blender \t 0x108271985 ccl::ShaderCache::compile_thread_func(int) + 165\n4 Blender \t 0x108274dfd void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, ccl::ShaderCache::load_kernel(ccl::DeviceKernel, ccl::MetalDevice*, ccl::MetalPipelineType)::$_1> >(void*) + 45\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 40:\n0 libsystem_kernel.dylib \t 0x7ff8140161fe __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t 0x7ff8140527e1 _pthread_cond_wait + 1243\n2 libc++.1.dylib \t 0x7ff813faec32 std::__1::condition_variable::wait(std::__1::unique_lock<std::__1::mutex>&) + 18\n3 Blender \t 0x108271985 ccl::ShaderCache::compile_thread_func(int) + 165\n4 Blender \t 0x108274dfd void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, ccl::ShaderCache::load_kernel(ccl::DeviceKernel, ccl::MetalDevice*, ccl::MetalPipelineType)::$_1> >(void*) + 45\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 41:\n0 libsystem_kernel.dylib \t 0x7ff8140161fe __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t 0x7ff8140527e1 _pthread_cond_wait + 1243\n2 libc++.1.dylib \t 0x7ff813faec32 std::__1::condition_variable::wait(std::__1::unique_lock<std::__1::mutex>&) + 18\n3 Blender \t 0x108271985 ccl::ShaderCache::compile_thread_func(int) + 165\n4 Blender \t 0x108274dfd void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, ccl::ShaderCache::load_kernel(ccl::DeviceKernel, ccl::MetalDevice*, ccl::MetalPipelineType)::$_1> >(void*) + 45\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 42:\n0 libsystem_kernel.dylib \t 0x7ff8140161fe __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t 0x7ff8140527e1 _pthread_cond_wait + 1243\n2 libc++.1.dylib \t 0x7ff813faec32 std::__1::condition_variable::wait(std::__1::unique_lock<std::__1::mutex>&) + 18\n3 Blender \t 0x108271985 ccl::ShaderCache::compile_thread_func(int) + 165\n4 Blender \t 0x108274dfd void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, ccl::ShaderCache::load_kernel(ccl::DeviceKernel, ccl::MetalDevice*, ccl::MetalPipelineType)::$_1> >(void*) + 45\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 43:\n0 libsystem_pthread.dylib \t 0x7ff81404dc58 start_wqthread + 0\n\n\nThread 35 crashed with X86 Thread State (64-bit):\n```\nrax: 0x0000000000000000 rbx: 0x000070001368d000 rcx: 0x000070001368a7c8 rdx: 0x0000000000000000\nrdi: 0x000000000002c707 rsi: 0x0000000000000006 rbp: 0x000070001368a7f0 rsp: 0x000070001368a7c8\n r8: 0x0000000000000000 r9: 0x0000000000989680 r10: 0x000070001368d000 r11: 0x0000000000000246\nr12: 0x000000000002c707 r13: 0x000000012feea028 r14: 0x0000000000000006 r15: 0x0000000000000016\nrip: 0x00007ff81401a30e rfl: 0x0000000000000246 cr2: 0x000000012feea000\n\n```\nLogical CPU: 0\nError Code: 0x02000148 \nTrap Number: 133\n\n\nBinary Images:\n 0x7ff814012000 - 0x7ff81404bff7 libsystem_kernel.dylib (*) <0c2fd2c9-777c-3355-b70f-7b1b6e9d1b0b> /usr/lib/system/libsystem_kernel.dylib\n 0x7ff813f1a000 - 0x7ff813fa2fff libsystem_c.dylib (*) <5efaf10b-2ec1-32ed-b077-80125e552c8d> /usr/lib/system/libsystem_c.dylib\n 0x1060c2000 - 0x116badfff org.blenderfoundation.blender (3.4.0) <de78ac19-6469-3e44-ab08-627697965862> /Applications/Blender.app/Contents/MacOS/Blender\n 0x7ff813d1b000 - 0x7ff813daf54f dyld (*) <28fd2071-57f3-3873-87bf-e4f674a82de6> /usr/lib/dyld\n 0x7ff813ed0000 - 0x7ff813f16ff3 libdispatch.dylib (*) <817339a1-d03e-3e54-9c47-acacf69f6193> /usr/lib/system/libdispatch.dylib\n 0x7ff81404c000 - 0x7ff814057ff7 libsystem_pthread.dylib (*) <13b5e252-77d1-31e1-888d-1c5f4426ea87> /usr/lib/system/libsystem_pthread.dylib\n 0x7ff81d73d000 - 0x7ff81d762fff com.apple.audio.caulk (1.0) <43ed8c13-59df-3c8d-b4d2-aee44e4939b9> /System/Library/PrivateFrameworks/caulk.framework/Versions/A/caulk\n 0x7ff816060000 - 0x7ff81675affd com.apple.audio.CoreAudio (5.0) <e9f27094-01cb-337a-8530-0cab0e2cc96d> /System/Library/Frameworks/CoreAudio.framework/Versions/A/CoreAudio\n 0x136a29000 - 0x13a6b4fff libopenblas64_.0.dylib (*) <10431d8f-5e3b-3bbc-abd5-81f6a73a5269> /Applications/Blender.app/Contents/Resources/3.4/python/lib/python3.10/site-packages/numpy/.dylibs/libopenblas64_.0.dylib\n 0x7ff8140ae000 - 0x7ff814546fff com.apple.CoreFoundation (6.9) <dbc459f3-81bb-398a-8f74-3f7392392bb7> /System/Library/Frameworks/CoreFoundation.framework/Versions/A/CoreFoundation\n 0x7ff81720f000 - 0x7ff818213ff6 com.apple.AppKit (6.9) <817d572e-eb8c-3999-b7a0-68e1c4b47266> /System/Library/Frameworks/AppKit.framework/Versions/C/AppKit\n 0x7ff813fa3000 - 0x7ff813ffbff3 libc++.1.dylib (*) <06015868-b157-3745-889b-69e23c5034fd> /usr/lib/libc++.1.dylib\n 0x7ff81d570000 - 0x7ff81d73cffb com.apple.Metal (306.2.4) <4ac8bfa1-153f-3c2d-8f98-6831b7c643f8> /System/Library/Frameworks/Metal.framework/Versions/A/Metal\n\nExternal Modification Summary:\n```\nCalls made by other processes targeting this process:\n task_for_pid: 0\n thread_create: 0\n thread_set_state: 0\nCalls made by this process:\n task_for_pid: 0\n thread_create: 0\n thread_set_state: 0\nCalls made by all processes on this machine:\n task_for_pid: 0\n thread_create: 0\n thread_set_state: 0\n```\n\nVM Region Summary:\nReadOnly portion of Libraries: Total=1.2G resident=0K(0%) swapped_out_or_unallocated=1.2G(100%)\nWritable regions: Total=47.1G written=0K(0%) resident=0K(0%) swapped_out=0K(0%) unallocated=47.1G(100%)\n\n```\n VIRTUAL REGION \n```\nREGION TYPE SIZE COUNT (non-coalesced) \n**=======**\nAccelerate framework 256K 2 \nActivity Tracing 256K 1 \nCG backing stores 960K 4 \nCG image 228K 14 \nColorSync 228K 25 \nCoreAnimation 64K 14 \nCoreGraphics 12K 2 \nCoreImage 4K 1 \nCoreUI image data 636K 9 \nFoundation 16K 1 \nIOAccelerator 12.8G 547 \nIOKit 148K 10 \nIOSurface 58.3M 8 \nKernel Alloc Once 8K 1 \nMALLOC 32.1G 1445 \nMALLOC guard page 48K 9 \nMALLOC_LARGE (reserved) 383.9M 11 reserved VM address space (unallocated)\nMALLOC_MEDIUM (reserved) 496.0M 10 reserved VM address space (unallocated)\nMALLOC_NANO (reserved) 384.0M 1 reserved VM address space (unallocated)\nOpenGL GLSL 256K 3 \nSTACK GUARD 176K 44 \nStack 69.8M 44 \nVM_ALLOCATE 158.7M 96 \nVM_ALLOCATE (reserved) 224.0M 3 reserved VM address space (unallocated)\n__CTF 756 1 \n__DATA 59.9M 642 \n__DATA_CONST 51.3M 373 \n__DATA_DIRTY 1753K 211 \n__FONT_DATA 2352 1 \n__GLSLBUILTINS 5174K 1 \n__LINKEDIT 274.5M 70 \n__OBJC_RO 65.1M 1 \n__OBJC_RW 1982K 2 \n__TEXT 989.1M 651 \ndyld private memory 512K 3 \nmapped file 298.9M 95 \nshared memory 447.1M 580 \n**=======**\nTOTAL 48.8G 4936 \nTOTAL, minus reserved VM space 47.4G 4936 \n\n\n\n-----------\nFull Report\n-----------\n\n{\"app_name\":\"Blender\",\"timestamp\":\"2022-12-09 13:00:27.00 +1000\",\"app_version\":\"3.4.0\",\"slice_uuid\":\"de78ac19-6469-3e44-ab08-627697965862\",\"build_version\":\"3.4.0 2022-12-07\",\"platform\":1,\"bundleID\":\"org.blenderfoundation.blender\",\"share_with_app_devs\":0,\"is_first_party\":0,\"bug_type\":\"309\",\"os_version\":\"macOS 13.0.1 (22A400)\",\"roots_installed\":0,\"name\":\"Blender\",\"incident_id\":\"C005C7B8-C72E-4093-B4F1-FAE90C2561DF\"}\n{\n```\n\"uptime\" : 5000,\n\"procRole\" : \"Foreground\",\n\"version\" : 2,\n\"userID\" : 501,\n\"deployVersion\" : 210,\n\"modelCode\" : \"Macmini8,1\",\n\"coalitionID\" : 1400,\n\"osVersion\" : {\n \"train\" : \"macOS 13.0.1\",\n \"build\" : \"22A400\",\n \"releaseType\" : \"User\"\n},\n\"captureTime\" : \"2022-12-09 13:00:26.8303 +1000\",\n\"incident\" : \"C005C7B8-C72E-4093-B4F1-FAE90C2561DF\",\n\"pid\" : 4086,\n\"cpuType\" : \"X86-64\",\n\"roots_installed\" : 0,\n\"bug_type\" : \"309\",\n\"procLaunch\" : \"2022-12-09 12:58:58.0017 +1000\",\n\"procStartAbsTime\" : 4965752889748,\n\"procExitAbsTime\" : 5054490072306,\n\"procName\" : \"Blender\",\n\"procPath\" : \"\\/Applications\\/Blender.app\\/Contents\\/MacOS\\/Blender\",\n\"bundleInfo\" : {\"CFBundleShortVersionString\":\"3.4.0\",\"CFBundleVersion\":\"3.4.0 2022-12-07\",\"CFBundleIdentifier\":\"org.blenderfoundation.blender\"},\n\"storeInfo\" : {\"deviceIdentifierForVendor\":\"94D4C7AA-42A4-5C3F-8C08-A3A0F4499D46\",\"thirdParty\":true},\n\"parentProc\" : \"launchd\",\n\"parentPid\" : 1,\n\"coalitionName\" : \"org.blenderfoundation.blender\",\n\"crashReporterKey\" : \"DA7E5727-A75F-6765-C417-804DFCD4552C\",\n\"bridgeVersion\" : {\"build\":\"20P420\",\"train\":\"7.0\"},\n\"sip\" : \"enabled\",\n\"externalGPUInfo\" : \"ID Vend\\/Dev\\n8488 73bf1002\\nSeconds Ago ID Type\\n 5000.0 8488 Attach\\n\",\n\"exception\" : {\"codes\":\"0x0000000000000000, 0x0000000000000000\",\"rawCodes\":[0,0],\"type\":\"EXC_CRASH\",\"signal\":\"SIGABRT\"},\n\"extMods\" : {\"caller\":{\"thread_create\":0,\"thread_set_state\":0,\"task_for_pid\":0},\"system\":{\"thread_create\":0,\"thread_set_state\":0,\"task_for_pid\":0},\"targeted\":{\"thread_create\":0,\"thread_set_state\":0,\"task_for_pid\":0},\"warnings\":0},\n\"faultingThread\" : 35,\n\"threads\" : [{\"id\":64792,\"queue\":\"com.apple.main-thread\",\"frames\":[{\"imageOffset\":16590,\"symbol\":\"__semwait_signal\",\"symbolLocation\":10,\"imageIndex\":0},{\"imageOffset\":68426,\"symbol\":\"nanosleep\",\"symbolLocation\":196,\"imageIndex\":1},{\"imageOffset\":68224,\"symbol\":\"usleep\",\"symbolLocation\":53,\"imageIndex\":1},{\"imageOffset\":9550120,\"symbol\":\"WM_main\",\"symbolLocation\":24,\"imageIndex\":2},{\"imageOffset\":1706894,\"symbol\":\"main\",\"symbolLocation\":878,\"imageIndex\":2},{\"imageOffset\":25360,\"symbol\":\"start\",\"symbolLocation\":2432,\"imageIndex\":3}]},{\"id\":64803,\"frames\":[{\"imageOffset\":5662,\"symbol\":\"semaphore_wait_trap\",\"symbolLocation\":10,\"imageIndex\":0},{\"imageOffset\":12027,\"symbol\":\"_dispatch_sema4_wait\",\"symbolLocation\":16,\"imageIndex\":4},{\"imageOffset\":13271,\"symbol\":\"_dispatch_semaphore_wait_slow\",\"symbolLocation\":98,\"imageIndex\":4},{\"imageOffset\":201241042,\"symbol\":\"IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run()\",\"symbolLocation\":50,\"imageIndex\":2},{\"imageOffset\":201235662,\"symbol\":\"void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*)\",\"symbolLocation\":62,\"imageIndex\":2},{\"imageOffset\":25177,\"symbol\":\"_pthread_start\",\"symbolLocation\":125,\"imageIndex\":5},{\"imageOffset\":7291,\"symbol\":\"thread_start\",\"symbolLocation\":15,\"imageIndex\":5}]},{\"id\":64804,\"frames\":[{\"imageOffset\":5662,\"symbol\":\"semaphore_wait_trap\",\"symbolLocation\":10,\"imageIndex\":0},{\"imageOffset\":12027,\"symbol\":\"_dispatch_sema4_wait\",\"symbolLocation\":16,\"imageIndex\":4},{\"imageOffset\":13271,\"symbol\":\"_dispatch_semaphore_wait_slow\",\"symbolLocation\":98,\"imageIndex\":4},{\"imageOffset\":201241042,\"symbol\":\"IlmThread_3_1::(anonymous 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Controller, Thunderbolt@73,0,0\nPCI Card: AMD Radeon RX 6800, gpu-controller, Thunderbolt@12,0,0\nPCI Card: pci1002,ab28, Audio Device, Thunderbolt@12,0,1\nPCI Card: pci1002,73a6, USB eXtensible Host Controller, Thunderbolt@12,0,2\nPCI Card: pci1002,73a4, Unknown, Thunderbolt@12,0,3\nUSB Device: USB31Bus\nUSB Device: USB31Bus\nUSB Device: USB3.1 Hub\nUSB Device: USB3.1 Hub\nUSB Device: USB2.0 Hub\nUSB Device: Microsoft® LifeCam HD-3000\nUSB Device: USB2.0 Hub\nUSB Device: Matias RGB Backlit Wired Keyboard\nUSB Device: USB2.1 Hub\nUSB Device: USB Storage\nUSB Device: Dell MS116 USB Optical Mouse\nUSB Device: T2Bus\nUSB Device: Headset\nUSB Device: Apple #2 Controller\nThunderbolt Bus: Mac mini, Apple Inc., 47.5\nThunderbolt Device: Node Titan, AKiTiO, 1, 50.1\nThunderbolt Device: Portable SSD X5, SAMSUNG ELECTRONICS CO., LTD, 3, 35.1\nThunderbolt Bus: Mac mini, Apple Inc., 47.5\n```\n\nCrashing Thread:\n```\nThread 35 Crashed:\n0 libsystem_kernel.dylib \t 0x7ff81401a30e __pthread_kill + 10\n1 libsystem_pthread.dylib \t 0x7ff814051f7b pthread_kill + 263\n2 libsystem_c.dylib \t 0x7ff813f9bd3f __abort + 139\n3 libsystem_c.dylib \t 0x7ff813f9bcb4 abort + 138\n4 libsystem_c.dylib \t 0x7ff813f9afbe __assert_rtn + 314\n5 Metal \t 0x7ff81d6acf32 MTLReportFailure.cold.1 + 43\n6 Metal \t 0x7ff81d687df9 MTLReportFailure + 529\n7 Metal \t 0x7ff81d5913ba -[_MTLCommandBuffer addCompletedHandler:] + 87\n8 Blender \t 0x10827ac38 ccl::MetalDeviceQueue::enqueue(ccl::DeviceKernel, int, ccl::DeviceKernelArguments const&) + 3352\n9 Blender \t 0x108dc338b ccl::ShaderEval::eval_gpu(ccl::Device*, ccl::ShaderEvalType, ccl::device_vector<ccl::KernelShaderEvalInput>&, ccl::device_vector<float>&, long long) + 267\n10 Blender \t 0x108dc2d48 std::__1::__function::__func<ccl::ShaderEval::eval(ccl::ShaderEvalType, int, int, std::__1::function<int (ccl::device_vector<ccl::KernelShaderEvalInput>&)> const&, std::__1::function<void (ccl::device_vector<float>&)> const&)::$_0, std::__1::allocator<ccl::ShaderEval::eval(ccl::ShaderEvalType, int, int, std::__1::function<int (ccl::device_vector<ccl::KernelShaderEvalInput>&)> const&, std::__1::function<void (ccl::device_vector<float>&)> const&)::$_0>, void (ccl::Device*)>::operator()(ccl::Device*&&) + 680\n11 Blender \t 0x10823c8af ccl::Device::foreach_device(std::__1::function<void (ccl::Device*)> const&) + 31\n12 Blender \t 0x108246740 ccl::MultiDevice::foreach_device(std::__1::function<void (ccl::Device*)> const&) + 64\n13 Blender \t 0x108dc296a ccl::ShaderEval::eval(ccl::ShaderEvalType, int, int, std::__1::function<int (ccl::device_vector<ccl::KernelShaderEvalInput>&)> const&, std::__1::function<void (ccl::device_vector<float>&)> const&) + 154\n14 Blender \t 0x108c2a79f ccl::GeometryManager::displace(ccl::Device*, ccl::Scene*, ccl::Mesh*, ccl::Progress&) + 511\n15 Blender \t 0x108bb4769 ccl::GeometryManager::device_update(ccl::Device*, ccl::DeviceScene*, ccl::Scene*, ccl::Progress&) + 3305\n16 Blender \t 0x108c51111 ccl::Scene::device_update(ccl::Device*, ccl::Progress&) + 1745\n17 Blender \t 0x108c52d73 ccl::Scene::update(ccl::Progress&) + 163\n18 Blender \t 0x108d246e3 ccl::Session::run_update_for_next_iteration() + 1395\n19 Blender \t 0x108d23c74 ccl::Session::run_main_render_loop() + 100\n20 Blender \t 0x108d24c13 ccl::Session::thread_render() + 259\n21 Blender \t 0x108d228c8 ccl::Session::thread_run() + 168\n22 Blender \t 0x10db3e413 ccl::thread::run(void*) + 19\n23 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n24 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n```", "crash when rendering with optics\nOperating system: windows\nGraphics card: 3060\n\n**Error**\n\n```\n# Blender 3.4.1, Commit date: 2022-12-19 17:00, Hash 55485cb379f7\n\n# backtrace\nException Record:\n\nExceptionCode : EXCEPTION_ACCESS_VIOLATION\nException Address : 0x00007FF7B98A5710\nException Module : blender.exe\nException Flags : 0x00000000\nException Parameters : 0x2\n\tParameters[0] : 0x0000000000000001\n\tParameters[1] : 0x0000000000000000\n\n\nStack trace:\nblender.exe :0x00007FF7B98A56F0 blender::default_construct_n<blender::SimpleMapSlot<std::pair<int,int>,blender::meshintersect::ITT_\nblender.exe :0x00007FF7B98B6730 blender::Array<blender::SimpleMapSlot<std::pair<int,int>,blender::meshintersect::ITT_value>,1,blend\nblender.exe :0x00007FF7B98B5770 blender::Map<std::pair<int,int>,blender::meshintersect::ITT_value,0,blender::PythonProbingStrategy<\nblender.exe :0x00007FF7B98B7570 blender::meshintersect::trimesh_nary_intersect\nblender.exe :0x00007FF7B98BE4D0 blender::meshintersect::boolean_trimesh\nblender.exe :0x00007FF7B98BE240 blender::meshintersect::boolean_mesh\nblender.exe :0x00007FF7B94D43D0 blender::meshintersect::direct_mesh_boolean\nblender.exe :0x00007FF7B3ACF380 exact_boolean_mesh\nblender.exe :0x00007FF7B3ACE760 modifyMesh\nblender.exe :0x00007FF7B37C78F0 modifier_modify_mesh_and_geometry_set\nblender.exe :0x00007FF7B37C6190 mesh_calc_modifiers\nblender.exe :0x00007FF7B37C5F80 mesh_build_data\nblender.exe :0x00007FF7B37C8560 makeDerivedMesh\nblender.exe :0x00007FF7B3759B30 BKE_object_handle_data_update\nblender.exe :0x00007FF7B3759990 BKE_object_eval_uber_data\nblender.exe :0x00007FF7B39AA920 blender::deg::`anonymous namespace'::evaluate_node\nblender.exe :0x00007FF7B39AA6C0 blender::deg::`anonymous namespace'::deg_task_run_func\nblender.exe :0x00007FF7B92A2780 tbb::internal::function_task<Task>::execute\ntbb.dll :0x00007FFA475AF220 tbb::recursive_mutex::scoped_lock::internal_try_acquire\ntbb.dll :0x00007FFA475AF220 tbb::recursive_mutex::scoped_lock::internal_try_acquire\ntbb.dll :0x00007FFA475A4FD0 tbb::interface7::internal::isolate_within_arena\ntbb.dll :0x00007FFA475AA120 tbb::task_scheduler_init::terminate\ntbb.dll :0x00007FFA475AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFA475AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFA60E41B20 configthreadlocale\nKERNEL32.DLL :0x00007FFA61A27600 BaseThreadInitThunk\nntdll.dll :0x00007FFA63722680 RtlUserThreadStart\n\n\nThreads:\nThread : 00004b34\nntdll.dll :0x00007FFA6376D6D0 NtDelayExecution\nblender.exe :0x00007FF7B9267160 BLI_thread_is_main\n```\n\nuse a lot of boolean modifiers(4-6) and high subdivision modifier level(3) and set it to display the changes only on the render and use optix\n\n", "Crash 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)" ]
[ "blender not sported\nStarting blender with GPU debugging and glitch workaround options, log files\nwill be created in your temp folder, windows explorer will open after you\nclose blender to help you find them.\n\nIf you report a bug on https://developer.blender.org you can attach these files\nby dragging them into the text area of your bug report, please include both\nblender_debug_output.txt and blender_system_info.txt in your report.\n\nPress any key to continue . . .\n\nStarting blender and waiting for it to exit...." ]
Unable to select Empties and Bones, if not in world origin Operating system: Darwin-18.2.0-x86_64-i386-64bit 64 Bits Graphics card: AMD Radeon R9 M395X OpenGL Engine ATI Technologies Inc. 4.1 ATI-2.4.10 Broken: version: 2.80 (sub 72) When Empties or Bones are not at the world origin, they cannot be selected by clicking on them Open this blend file: [empty_select.blend](empty_select.blend) Clicking on all of the empties will fail, except the middle one which is in the world origin. Strangely, keep clicking on this empty and the others will get selected. The selection masking seems to consider them all to be placed at the origin. The same issue applies to bones in Edit and Pose modes.
[ "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", "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", "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)", "Bone Selection with \"select box \" Inconsistent\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2070 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: version: 2.91.0 Alpha\nWorked: never before has this ever worked correctly.\n\nWhen box selecting multiple bones in edit mode and they occlude each other making impossible to select all of the ones you need only allowing you to switch to other selection modes like circle select or lasso select.\n\nOpen a character with multiple bones mounted onto each other.\ngo into edit mode\ntry to select a large group of bones via box select\nresult: some get selected some not, no matter how many times or different angles you try.\n\nnote: Lasso picks up all of them afaict\nnote: this also seems to work better in posemode\n[#80296.blend](T80296.blend)\n\nHere is a gif depicting the issue.\n\n![inconsisten bone selection.gif](inconsisten_bone_selection.gif)\n\n\n", "Laucnh error since version 3.4\nOperating system: High Sierra 10.13.6\nGraphics card: ATI 6970M 2 GB RAM\n\nBroken: (example: 3.4 and 3.4.1 2022-12-20, master)\nWorked: (Blender 3.3.1)\n\nWhen I launch blender a get this error that I have found others on the web reporting also on similar setups:\nError opening window.\nFailed to create metal device for offscreen GHOST Context.\n![Screen Shot 2022-12-26 at 10.30.46 PM.png](Screen_Shot_2022-12-26_at_10.30.46_PM.png) \n\nPrevious versions worked a charm and I really hope 3.3.1 wont be the last version for my humble setup.\n\nThanks and as always appreciate your amazing work!", "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)", "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)", "Animation: Circle & Lasso select does not work correctly on bones with custom shapes\nOperating system: Windows 11\nGraphics card: NVIDIA RTX 3060 Ti\n\nBroken: 3.3.1\nWorked: Unknown\n\n\nUsing circle or lasso select to select bones with custom shapes does not work correctly. It seems to pick against the actual bone shape instead of the custom bone shape. It's interesting to note that box select seems to work fine here.\n\n[circleselectcustombones.mp4](circleselectcustombones.mp4)", "IK constraints that are disabled or have influence set to zero, result in jerky movement of the bones until the IK constraint or target are deleted.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.96\n\nBroken: version: 3.2.2 to 3.4 alpha\nWorked: not sure.\n\nPlease note there are no dependancy issues as all constraints are turned off. I've also updated the blend file so that there are no dependency issues even when the constraints are turned on.\n[boney bug.blend](boney_bug.blend)\n[blender_debug_output.txt](blender_debug_output.txt)\n\n[2022-08-23 20-55-41.mp4](2022-08-23_20-55-41.mp4)\n\n", "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", "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)", "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)", "Gesture selection does not deselect on nothing if collection is hidden\nOperating system: Linux-6.4.8-gentoo-x86_64-AMD_Ryzen_Threadripper_1950X_16-Core_Processor-with-glibc2.37 64 Bits, X11 UI\nGraphics card: AMD Radeon RX 7900 XT (gfx1100, LLVM 15.0.7, DRM 3.52, 6.4.8-gentoo) AMD 4.6 (Core Profile) Mesa 23.3.0-devel (git-57b0db63e1)\n\nBroken: version: 4.0.0 Alpha\nWorked:\n\nThis is an inconsistency in the selection behavior.\nIf you select on nothing, it will deselect all objects in the viewport and the outliner. This is the case for click selection and selection tools/operators.\n\nBut if selected objects are hidden, they are not affected by this with selection tools (gesture selections such as box & lasso). Selected objects and collections stay selected in the outliner.\nThe expected behavior is that gesture selection and single click selection have the same effect on hidden objects and collections.\n\n1. Create two collections each with an object in it\n2. Select a collection and its object in the outlliner\n3. Select on empty space (Notice how the object and collection are deselected)\n4. Repeat 1 & 2\n5. Do a lasso/box selection on empty space (Notice how the outliner selection isn't cleared)\n\n", "soft body issue\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\n\n\nBroken: version: 2.80 (sub 72)\nWorked: (optional)\n\n\nWith some soft body basic setting sometine the object go crazy and disappear, with almost same setting sometime it work fine. \n\nMake a Suzane and a subsurf by 3 applied, make a plane for the floor and make it collision.\nMake Suzane softbody and uncheck the goal button. Make pull and push a hight value (9.5 for exemple) and a hight Bending value (like 9). Bake it and see what append, if it work just tweak a little bit the setting and sometime the scene go crazy (Suzane disappear at frame 2 or 3).\nIf I reduce the poly count (suzane with subsurf at 2) it append less but sometime the same thing append.\n\n\n", "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" ]
[ "Armature and bone selection is broken on macOS\nOperating system: macOS 10.14.5\nGraphics card: Radeon Pro 580X (2019 iMac 27\")\n\nBroken: 2.80.72, d21b346f1c82\nWorked: 2.79 \n\nIt is not possible\n\n**Broken behavior**\n - It is not possible to select an armature in Object mode by clicking anywhere on it. It is only possible to select the armature by clicking the root bone.\n - It is not possible to select an individual bone in an armature by clicking on it while in Edit or Pose mode. Only the root bone can be selected.\n\nThis happens for armatures appended from a Blender 2.79 file and for newly created armatures.\n\n**Workaround**\nI found two workarounds:\n\n- The \"root\" bone can be selected by mouse-click while in Edit or Pose mode. If clicked multiple times, the selection will cycle through each bone. However, not all bones are always selected this way, and there seems to be no fixed order to the cycle.\n- Expanding the outliner to show the bones allows for click-selecting an individual bone.\n\nBoth workarounds only work for armatures with few bones, they will not work for large/complex armatures.\n\n**Example with failed selection behavior**\nThe atached file contains two armatures, one appended from a 2.79 file, one newly created. Both have the broken selection behavior.\n\n[2.80-BoneSelectionBug.blend](2.80-BoneSelectionBug.blend)\n\n" ]
Beveling 2D planes doesn't round corners. Archlinux GTX 460 Broken: 2.72b Worked: 2.69 Beveling a plane with Ctrl B and the scroll wheel to get multiple segments used to work like this in 2.69: ![examp300.png](examp300.png) Now it does this: ![examp299.png](examp299.png) 1. Open [bevel_plane_bug.blend](bevel_plane_bug.blend) 2. Press Ctrl B and scroll up to get more bevel segments
[ "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)", "Absolute Grid Snapping Corner Cases\n# Absolute Grid Snapping Corner Cases\n\nSince 48ef0501b7 ([D910](D910)) Blender supports absolute grid snapping. While this works pretty well in basic cases, it still \"fails\" for some others. \"Failing\" as in - behaving not so nice UX wise. We'd like to get some user feedback on how people would expect this to behave.\n\n## Corner Cases:\n* **Rotating/Scaling:** In both cases we can't really snap to grid as a grid is only a locational characteristic. Current implementation falls back to the incremental calculation.\n* **Multiple Objects:** Editing multiple objects, the center of all objects is used for snapping. Maybe people would expect all objects to be snapped individually instead. This would influence the spacing between objects but if the user wants to keep this, he can still choose incremental snapping\n* **Non-Grid Aligned Transformation Orientations:** (e.g. Transformation Orientation set to \"View\") - If we force snapping to absolute grid we get same issue as with multiple objects: Spacing between objects may change during transformation", "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", "Cycles: principled BSDF thin surface support\n[D2354: Thin surface approximation for Cycles Disney BSDF](D2354)\n\nRebase and benchmark performance impact.", "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 amount less than 1 mm and profile at 1 doesn't give expected result\nBroken: version: **2.91.0** Alpha, **2.79**\n\nWhen the bevel amount is smaller than 1mm., the bevel profile shape at 1 doesn't give the expected result.\nThe 'Depth' width type starts having the issue from 0.65 mm and below. All other width types suffer from 0.9 mm and below.\n![Bevel profile bug.png](Bevel_profile_bug.png)\n\n[Bevel Profile Problem.blend](Bevel_Profile_Problem.blend)\nTry changing the bevel amount and the width type in the above file.", "Knife tool fails on a non-planar n-gon\nBroken: 2.74 up to and including 2.92 master\nWorked: 2.73 (yes, I bisected that far back ;) )\n\n\nKnife tool fails to cut between verts in n-gons of certain configuration.\n\n\nLoad the attached .blend and try to make a knife cut between the two selected verts (i.e. try to create an edge connecting them).\n\n[knife_fail.blend](knife_fail.blend)\n\n(If you want to test in 2.73 yourself, copy the object from a running instance of 2.9x into 2.73 using ctrl+c/ctrl+v, then replace the mesh in another existing mesh object).", "Intersect Knife produce wrong results when the faces are coplanar\nOperating system: windows 10\nGraphics card: 1070X2\n\nBroken: 2.83.5\nWorked: 2.79\n\n\nso all the points are on the plane, and I'd make a grid of faces. So i use the knife (self intersect) tool, which i used to use in 2.79, and it produces results that are not correct\n\n![image.png](image.png)\n![image.png](image.png)\n\nFile :\n[untitled.blend](untitled.blend)", "Split Draw curve tool in two distinct tools [properties of one mode dont make sense for other mode]\nOperating system: Win10 x64\nGraphics card: GTX 1080Ti\n\nBroken: 2.82 - 2.90\n\nDraw Curve F9 \"Error\" slider doesn't do anything if curve is set to Poly\nIn fact, none of the provided settings work\n![image.png](image.png)\n\nMake a new curve\nEdit mode\nUse toolbar draw curve (Toolbar - 9)\nSwitch it's type to Poly in N - Tool - Active tool\nDraw any curve\nF9 to adjust the Error slider - no effect\nOther settings also have no effect\nSwitch mode to Bezier and the slider works", "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", "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.", "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", "bevel (Miter Outer) + mirror modifier gives inconsistent result.\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\n\nMirror + Bevel modifier sometimes give some inconsistent result when using the \"Miter Outer\" options.\n\nOpen the file to see the error.\nThank you\n\n![bevel.PNG](bevel.PNG)\n[bevel.blend](bevel.blend)\n\n\n\n\n\n", "Normals generated by Curve to Points node aren't always perpendicular to the curve\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\nFor curves with sharp corners, like poly splines or bezier splines with vector handles, the normals are not perpendicular to the straight curve segments, but bend around corners. This makes it impossible to properly align instances to the curve.\n\n![instance_rotate.jpg](instance_rotate.jpg)\n\n\n\n - Create curve with sharp corners\n - Add Geometry nodes modifier and use Curve to Points node to generate points\n - Use either Normal or Rotation output to drive the rotation of instances, like in the example\n\n\n", "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" ]
[ "bevel bug\nblender-2.70-8f1a6e2-win64-vc12\n\n![without_bevel.png](without_bevel.png)\n\n![with_bevel.png](with_bevel.png)\n\n[bevel_bug.zip](bevel_bug.zip)" ]
New undo in 2.83 causes armature to disappear from viewport and seemingly makes it permanently invisible Operating system: Windows 10. 64 bits Graphics card: Nvidia Geforce 1080, Nvidia Geforce 1070 Broken: blender-2.83-ce76e17584ee-windows64 Worked: N/A I came across a weird bug. It's the second time in a row when I rig a character and create an armature and then move it around or rotate in edit mode and use UNDO several times and all of a sudden my armature disappears from the viewport. I can enter the edit mode, I can select it, but it's not there, It's not being rendered. It seems like the new undo sometimes just wipes some armature data. Sorry there are no exact steps to reproduce this bug as of yet. Just create a rig (also might use rigify as I did use it) and extensively move and rotate created bones around and use new UNDO. Here's a corrupted blend file. [Bugreport.blend](Bugreport.blend) Thank you for looking into it. BTW, New UNDO IS AWESOME!
[ "Crash: Custom Panel UI Toggle while Undoing\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.66\n\nBroken: version: 2.83 (sub 4)\nBroken: 2.82\nBroken: 2.81\n\n\nRead Access Violation when toggling custom UI button and repeatedly undoing. Crash unlikely to happen first time but will happen eventually. In the video, I toggle a few times, then hold Undo while toggling. (Video shows exact steps)\n\nSometimes it can take a bit of time before the crash happens. It might happen faster if you reload the file then repeat the toggling process.\n\n\nOpen attached .blend File\nRun Script\nGo to 3DView -> N -> Panel \"Crash\"\nToggle the button a few times\nHold Undo while continuing to toggle the button. \nCrash occurs eventually.\n\n\n[crash_simpler_vid.mp4](crash_simpler_vid.mp4)\n\n[crash_simpler1.blend](crash_simpler1.blend)\n\nBelow is a pic of where the exception is thrown (Blender version for source pic attached)\n![image.png](image.png)\n![enable_relative_parent_access_violation_callstack.png](enable_relative_parent_access_violation_callstack.png)\n![enable_relative_parent_access_violation.png](enable_relative_parent_access_violation.png)\n\nThank you for your time and hard work.\n\n\n\n\n", "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", "Live unwrap interaction changes unwrapping and ignores pinned vertices\nBroken: 2.79 - 2.83 (sub 10), commit date: 2020-03-19 13:43, hash: `42012493a8`\nWorked: Never\n\nGrabbing and moving one of the pinned vertices seems to kind of reset the unwrap, even ignoring the pinned vertices.\nShort video demonstration:\neesv3\n\n- Unwrapped parts of an object.\n- Pinned some vertices in UV editor\n- enabled live unwrapping.\n\nor\n\n- Open this file: [LiveUnwrapPinFail.blend](LiveUnwrapPinFail.blend)\n- Go to edit mode\n- Move pinned vertices.\n\n\nIn some cases it also just doesn't do anything at all:\nignig\nHere is a file showing this other problem:\n[LiveUnwrapCube.blend](LiveUnwrapCube.blend)", "updates to the Purge operator in the Outliner\nThe Purge unused IDs operator has been updated recently (2718ea80d2), it can now recursively delete all unused IDs, including indirectly unused ones, and also only affect linked or local data.\n\nThis is fully exposed in the `File -> Clean Up` menu, but the Outliner `Orphaned` view still only have one button with default (old) behavior.\n\nOptions are:\n- Keep things as they are.\n- Keep a single button, but change its behavior to `recursive purge`.\n- Change it to a menu with same options as in `File` cleanup menu.\n- Others?\n\n", "Crash on deleting driver\nOperating system: Linux neo 5.10.68-1-MANJARO #1 SMP PREEMPT Wed Sep 22 12:29:47 UTC 2021 x86_64 GNU/Linux\nGraphics card: nvidia GTX 970\n\nBroken: (\n```\n3.0.0-alpha+master.a3027fb09416-linux.x86_64\n```\n)\nWorked: (?)\n\nI duplicated a Text strip via <shift><D>. I don't know where that driver on Location X came from. The original didn't have one. I then wanted to delete that driver. After deleting it and moving the current frame blender crashed.\n\n- Load attached file\n- Delete driver of 'Location X'\n- Press Cursor keys Left/Right a few times till crash.\n[crash.blend](crash.blend)", "Support Undo for tweaking Gizmos\nSupport Undo for tweak gizmos, such as the Spin gizmo. Currently, the user may have performed many adjustments using adjustment gizmos, but if the user performs one undo, everything is lost.\n", "Bone's Custom Properties are invisible in the Bone Properties Editor if bone in hidden layer\nOperating system: Linux 64-bit\nGraphics card: GTX 1080 ti\n\n3.0.0\n\nWhen a bone is selected in the Outliner, but is not on a visible bone layer, its Bone Properties are accessible, but it will not appear to have any Custom Properties.\n\n[BoneBug.blend](BoneBug.blend)\n\n - Open attached file. \n - Select \"Bone B\" in the Outliner.\n - View the properties of Bone B in the Properties Editor. The Custom Properties panel is empty!\n - Go to Armature Properties and enable the hidden layer.\n # Bone B's Custom Property has magically re-emerged.\n\nThis is very misleading!\n", "One of four edited hair systems won't simulate unless edit is deleted\nOperating system: Win10\nGraphics card: GTC 1060\n\nBroken: **2.92.0 master 2021-02-24 16:25 02948a2cab44** and **2.93.0, master 2021-06-02 11:21 84da05a8b806**\nWorked: Didn't find a working version\n\n4 particle systems, one (\"Back\") won't sim unless the edit is deleted. It stays in place and stretches towards the animated head cap.\n\n**Attempted things to fix it:**\nDelete all bakes and resim - failed\nChecked the weight painting - doesn't seem to be the source of the issue\nAppend into new files and resim - failed\nDisabled dynamics - now everything moves with the haircap, but obviously no sim\nRemoved hair edit - now it works but I loose the edit\n\nOpen the file and press space to run the sim and animation. I would not know how to make a sim from scratch which won't work though so I'm sending the file.[hair_bug.blend](hair_bug.blend)", "Some bone animations break upon performing unrelated actions\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.79\n\nBroken: version: 3.2.0\nWorked: Unsure\n\nI have noticed that sometimes, doing random actions will break existing working animations in a blender project, but only for some bones. I'm not even sure what random actions will cause this - I've always had to resort to just loading from the last saved version. However, I do have a way to reproduce this issue almost 100% of the time really easily:\n\n*Open this blender file:\n*Select the armature (It's called \"Armature\")\n*Open the action \"Reload\" in the action editor\n*Play the animation, see that it is working\n*Now, turn on or off the fake user save toggle button (the shield icon)\n*Play the animation again, notice how the wrists no longer move, but everything else still moves.\n\n[template.blend](template.blend)\n\nThis can also be prevented by:\n- open file\n- select the armature (It's called \"Armature\")\n- go to posemode\n- select all bones\n- go back to objectmode \n- continue with the steps above (\"*Open the action \"Reload\" in the action editor\")\n- bug does not occur\n\nNote this does not have to be the the fake user save toggle button (the shield icon), e.g. toggling Manual Frame Range in the Action Editor triggers this, too\n\nworkaround (until this is fixed for good):\n\n- go to posemode\n- select all bones\n- change any setting that triggers re-evaluation of the action (this might be clicking the fake user save toggle button (the shield icon) again, or toggling Manual Frame Range in the Action Editor, or changing a keyframe or curve visibility in the Graph Editor\n- Action is working again\n", "Stroke overlay when erasing\nOperating system: Win 10\nGraphics card: NVIDIA GeForce GTX 1070 Ti\n\nBroken: (example: 2.80, 66684bdff30f, master, 2019-07-05)\n\n\nThe new alpha overlap stops working, when you erase somethin of that stroke.\n\n \nOpen a new project create a blank stroke object draw something try to erase it", "The tools panel suddenly disappears in engraving mode.\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Quadro K620/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 425.31\n\n\n\nBroken: version: 2.93.0\n\n\n\n\nIn the engraving mode, use the blank key to call the tools panel may suddenly disappear.\n\nMy native language text↓↓↓↓\n\n在雕刻模式,使用空白鍵呼叫 tools 面板會有突然消失的可能。\n\n\n\n\n\n1. Set KeyMap>Spacebar Action>Tools\n2. Select any object and enter sculpt mode.\n3. Press the blank key to call the tools panel. At this time, the panel will suddenly disappear. (Error generation)\n4. Move the mouse arbitrarily\n5. Press the space button again to call the tools panel. At this time, the panel will suddenly disappear. (Error occurs again)\n\nOther additional tests:\n\n1. The panel disappears (when an error occurs), do not move the mouse, press the blank key again, and it will appear normally\n\n2. When it appears normally, as long as you move the mouse and press the blank key, an error will occur, but there is one exception, which is simply moving the mouse horizontally so that the panel appears in the second position, the selected brush and slide The overlapping position of the mouse is exactly the same as the last time, the error will not occur (image)![WEFDFKDC.png](WEFDFKDC.png)\n\n3. In the object mode, everything is normal, I think it should be operated like the object mode.\n\nMy native language text↓↓↓↓\n\n1.設定 KeyMap >Spacebar Action>Tools\n2.選擇任意物體,進入sculpt模式。\n3.按空白鍵呼叫tools面板。這時候面板會突然消失。(錯誤產生)\n4.任意移動滑鼠\n5.再次按空白鍵呼叫tools面板。這時候面板會突然消失。(再次錯誤產生)\n\n其他額外測試 :\n\n1.面板消失(錯誤產生時),滑鼠不要動,再按一次空白鍵,就可以正常出現\n\n2.當正常出現後,只要有移動滑鼠,再按空白鍵就會發生錯誤,但有一個時候例外,就是單純水平移動滑鼠,讓第二個位置出現面板時,選取的筆刷與滑鼠重疊的位置和上一次一模一樣,錯誤就不會發生 (圖片)\n\n3.在物體模式,一切正常,我認為應該操作起來要像物體模式這樣。\n\n\n\n", "Rigify crash in edit mode\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Radeon RX550/550 Series ATI Technologies Inc. 4.5.0 Core Profile Context 23.3.2.230315\n\nBroken: version: 3.5.0\n\nWhen I orbit the view in edit mode, the program crashes after a few seconds. Especially around the hands and face.\nIn version 3.1.2 it does not happen to me, it does happen in 3.3.0 and 3.5.\nTried to clean and reinstall, update drivers, save file in 3.1.2 and open in new versions, but the bug persists.\n\nSorry for bothering you, I hope you have a good day.-\n\n\ncreate human metarig, go to edit mode, orbit the view. Orbiting around hands seems to crash faster.\n\n", "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", "Crash when trying to delete particle system or undo CTRL+Z\nBroken: version: 2.82 (sub 7)\nWorked: 2.79\n\nAfter updating from 2.79 to 2.8 this file file crashes when I try to delete the Plane. When I go to Edit mode, trying to rotate, grab or do anything it crashes. Plane has a particle system on it. When i try to delete it crashes too. Basically if i touch the Plane in any way it will crash and there is no way to get rid off it. Cannot delete the particle system either. Also, when i try to undo the last step CTRL it also makes it crash.\n\n- Open the attached file\n- Try to delete the plane or its particle system \nCrash.\n\n[T74786_2-83.blend](T74786_2-83.blend)\n\n\n\n", "Sculpt mode: annotation and unhide conflicts with Multiresolution modifier\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\n**Broken: version:**\n2.93.0 Alpha.\n3.0.0 Alpha\n\nUse of annotation tool unhides the hidden face\n\n**Steps to Reproduce the error**\n- Open .blend file\n- Hide the faces with Box Hide tool\n- Erase the word \"Erase\" with annotation tool (hidden part will appear)\n- Repeat step 2.\n- Draw a line with annotation tool. (Hidden part will reappear)\n\nTest File:\n[#87821.blend](T87821.blend)\n[Blender [C__Users_Pratik_Downloads_T87821.blend] 2021-07-12 09-55-06.mp4](Blender__C__Users_Pratik_Downloads_T87821.blend__2021-07-12_09-55-06.mp4)\n" ]
[ "Armature layers not indicating the existence of bones\nBroken: version: 2.83 (sub 15)\nWorked: version: 2.79\n\nWhen adding bones the indication of the layers it is included (that circle) in is not updated.\n\n- In the initial scene delete all objects\n- Add an object of type \"Armature\"\nNote that although there are bones, the Armature layers do not indicate this.\n\n" ]
Different gamma/colors in Blender 2.90 / 2.82. Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.19 Broken: version: 2.90 (sub 0) (and 2.83, hash: `54736d505866`, alpha commit date: 2020-04-15) Worked: version: 2.82.7 (commit date: 2020-03-12) ![B9U6Kl4oG5.png](B9U6Kl4oG5.png) Every setting is the same, but different gamma/colors appear in blender. I switched from GPU Vega64 (gamma/color was good) to RTX 2070SU (Windows had clean install) and problem appear. I'm not sure, change your GPU to RTX 2070SU and see is that happening to you. :)
[ "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)", "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)", "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.", "Cycles, inconsistent power units between mesh light and rectangle area light\nOperating system: Windows 10 x64\n\nBroken: version: 2.82 (sub 6), branch: master, commit date: 2019-12-17 23:52, hash: e0cd5b980fc5, type: Release\n\nAs seen in #53517 comment :\n\n> Lamps are in Watts, [...]. Mesh lights are in Watts/m^2 [...]\n\n\nRendering the following two emissive items should give the same lighting :\n\n* rectangle area light, 1m x 1m, power 1W\n* plane mesh, 1m x 1m, Emission shader, strength = 1.0\n\nThis is not the case, area light power must be multiplied by 4 to get the same result.\n\n\nWith the attached blend file, [test-emissive-vs-arealight-1m².blend](test-emissive-vs-arealight-1m².blend)\n\n* enable 'Rendered' viewport shading\n* the 'Emissive plane' brings more light to the 'Ground' that the 'Area light'\n* change the 'Area light' power to 4W\n", "Render glitches on cycles when 'Motion Blur' and 'Use Limit Surface' are turned on. \nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89\n\nBroken: version: 2.92.0\nAlso broken in: 2.93.0 Alpha, branch: master, commit date: 2021-03-20 21:00, hash: 9ca67c47a152, type: Release\nbuild date: 2021-03-20, 23:00:48\nWorked: unknown. This file was created within 2.92\n\nWhen rendering this file I get (for me) random glitches in the render, when Motion Blur is active in Cycles.\nIn the attached file you can see this in for example frames 13,46,77 and 153 (amongst others) for the figure on the left and in frames 57,65 and 82 for the figure on the right.\nTurning off motion blur makes the glitches go away. It happens - for me - both with CPU only and with GPU renders.\n\nThe only objects - as far as I can tell - that produce these glitches are the two 'jasjes' with the material called 'overhemd'. (changing 'overhemd' to a different color also changes the glitches to that same color) Apart from the very obvious triangular glitches, you can also see some sort of wrinkly render errors near the ties on the shirt that only appear when the glitch is visible.\n\nFrame (13) with a glitch: ![Renderglitch_frame13.jpg](Renderglitch_frame13.jpg)\nFrame (14) without a glitch: ![Noglitch_frame14.jpg](Noglitch_frame14.jpg)\n\nThe objects started out as duplicates of each other.\n\n- Open attached file\n- Render frame 153 (or any of these: 13, 46, 77)\n\nI'm sorry the file is as large as it is, but I haven't had this happen in other renders/files yet, so I couldn't reproduce with another file.\nPlease let me know if you prefer to get Dropbox links instead of an actual upload.\n\n[Statler_en_Waldorf_animatie_013.blend](Statler_en_Waldorf_animatie_013.blend)", "Quad view viewport background color is not respected\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.77\n\nBroken: version: 2.93.0\n\nQuad view viewport background color is not respected\n\n- inspired this task by post and instructions:\nXL1v/ Viewport - Black and White template/style (not only black)\n\nThere is limitation, where user trying change view by NUMs to get FRONT, REAR, SIDE individually per square - by this we doing 2 quads to reach TOP, DOWN view for objects.. but alwyas user is limited to switch other views by NUMs or gizmo. I think that this blockade is stupid.\nfFdbbc/ Quad view needs improvement\n \n\n[#89337.blend](T89337.blend)\n\n1) Open file\nBackground color in ortho view is gray, even though viewport background is not.\nWhen `use_box_clip` property is disabled, background color is correct.\n", "Unable to accurately sample colors in Vertex Paint mode\nOperating system: Linux-5.10.11-arch1-1-x86_64-with-arch 64 Bits\nGraphics card: GeForce GTX 660M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.39\n\nBroken: version: 2.92.0\nBroken version: 2.83.1\nWorked: 2.79b\n\nSampling colors in Vertex Paint mode is unreliable even in flat shading or when utilizing an emission shader and standard color management (although this reports the correct color some of the time) in both Cycles and Eevee.\n\n1. With the default cube selected, enter Vertex Paint mode.\n2. Switch the viewport shading to Solid, the lighting to Flat, and the color to Vertex.\n3. Change the brush color to #000003.\n4. Go to the Paint menu and select Set Vertex Colors (or press Shift+K)\n5. Sample the color on the cube by either using the eyedropper from a color picker, or pressing S with the mouse hovering over the cube (doesn't matter if Sample Merged is checked or not)\n6. Check the brush color and see that it has changed to some other color (#010103 on my machine)\n", "Non-themeable property in nonlinear animation\nOperating system: Windows 10\nGraphics card: 1080ti\n\nBroken: 2.93\nWorked: ???\n\nThere is a property that is always blue in all of the shipped Blender themes, and which cannot be changed. I don't know the name, since I don't think it appears in the UI...\n\n![bild.png](bild.png)", "Color picker value not working as expected\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 465.89\n\nBroken: version: 2.93.0 Alpha, 2.92 doesn't work either.\nWorked: 2.91 official release\n\nWhen I enter 0, 0 , 0. 5 in the HSV-values expecting a 50% grey ,but the grey I get is way too bright. It's more like 70% grey. The value slider also indicate this brighter value and not half way the black and white gradient as you'd expect it.\nThe saturation value exhibits the same kind of problem a 0, 0.5, 0.5 HSV-value is not as saturated as one would expect.\n\nfirst noticed this in the 2.92 official release and and checked, as advised, the latest version (the above mentioned 2.93 alpha) to see if it was resolved. The last time the color picker worked as expected was in 2.91.\n\nMakes inputing specific colors values pretty much a nightmare.\n\nopen blender, change color pretty much anywhere you can change color. \n\nattached screenshots:\n\n![picker.png](picker.png)\n\n![picker2.png](picker2.png)\n\n\nThanks, have a nice day. (Pablo made me say it! 'cause apparently humans are checking XD)\n", "Baking diffuse color takes a lot of time in version 3.0\nOperating system: Windows 10 64bits\nGraphics card: NVIDIA GeForce RTX 2060\n\nBroken: 3.0, 3.0.1, 3.1\nWorked: 2.93.8\n\nIt takes longer time to complete bake diffuse color in version 3.0 compared to 2.93\n\n![Capture.JPG](Capture.JPG)\n\n[Bake 2.93.blend](Bake_2.93.blend)\n\n[Slow_Bake 3.0.blend](Slow_Bake_3.0.blend)\n", "Switching image color space doesn't work on grayscale images in Cycles\nOperating system: Windows 10\nGraphics card: Nvidia GTX 1060\n\nBroken: 3.0 release, 3.1 daily build (e6ca0b33e920)\n\nSwitching image's color space doesn't work on grayscale images in Cycles. Eevee and image editor displays image correctly, RGB images are also displayed correctly.\n(Tested on current 3.0 release build and today's 3.1 daily build, haven't checked older blender versions)\n\n[Test.zip](Test.zip)\n1) Open the attached file, go into rendered view\n2) Compare rendered image to the one opened in the image editor\n3) Switch to Eevee, image now displays as it should\n4a) Interesting thing, if you pack the image into the blend file using External data>Pack resources and switch to solid view and back to rendered, image updates and displays correctly", "UI Themes: Grid color affecting axis color\n2.81a, 2.82 Beta.\n\n**Description**\nIn 3D View, the grid color overlays the XYZ axis colors, so it's impossible to set the colors I want to the XYZ axis. \nThis even happens if the grid color is set to transparent.\n\n[0020-1556.mp4](0020-1556.mp4)\n\n- Go to preferences -> Themes -> User Interface -> Axis & Gizmo Colors\n- Change X and Y axis color to black RGB(0, 0, 0)\n- Go to preferences -> Themes -> 3d View\n- change Grid color/alpha.\n\nX and Y axis color will be affected", "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", "Move and share Eevee / Cycles render settings\nThe following settings should be unified for the 2.80 release:\n* - [x] Light intensity and color when not using nodes ([D4588](D4588))\n* - [x] Color management settings on image texture node and image datablock\n* - [x] Depth of field\n* - [x] Film transparency [D4874](D4874)\n\nFor later:\n* Material without nodes\n* Motion blur", "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 !" ]
[ "Image Editor shows washed out colors\nOperating system: Linux-5.3.18-050318-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.64.00\n\nBroken: version: 2.90 (sub 0)\nWorked: blender-2.83-ad317a5ffdcf-linux64\n\nI noticed that my renderings all of a sudden were overly bright / washed out. Just like the display color management gets applied twice.\nIt looks like some bug crept in between above two versions of Blender. Both are from the build bot.\n\n- Open Blender\n- Press F11 to open an Image Editor\n- In the Image Editor use \"New Image\" to create e.g. a color grid:\n![image.png](image.png)\n- The colors are much too bright.\n\nSame steps in a pre-2.90 version of Blender shows correct colors.\n\n" ]