query
stringlengths
129
102k
neg
sequence
pos
sequence
Video in Material Prev/Render Mode Memory Crash Operating system: Windows-10-10.0.19042-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 3060 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.09 Broken: version: 3.0.0 Worked: 2.93 When I put a video/or image seq on a plane in Blender 3.0 and scrub the timeline my memory goes up rapidly when in Render/Mat Preview and then crashes once it gets to 4gb(or whatever number I set my Memory Cache Limit to). I tested with the latest stable version and the current Alpha. - Open attached blend file - Go to preferences>System>Video Sequencer and make sure your Memory Cache Limit is 4096 or lower(whatever this number is is when Blender will crash) - Go back to the viewport - Switch into Material Preview or Rendered View - Scrub the timeline and watch memory go up until whatever number you set for the Cache Limit - Blender crashes [videoOnPlane_MemoryCrash.blend](videoOnPlane_MemoryCrash.blend) Thank you! - Morris
[ "Blender freezes after scrubbing timeline or changing keyframe value\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.98\n\nBroken: version: 3.5.0\n\n\nAfter playing the timeline, or moving the play head, the system seems to pause for about ten seconds and won't register selections in the viewport, data boxes, or selecting a keyframe in the graph editor. If you did try to click some things and move them, suddenly they will register as selected and all the mouse movements you made get piled on all at once.\n\n\n- On \"Sc6\" or \"Sc2-5\", scrub the timeline then try to select anything, especially key frames in the graph editor\n\n", "Crash when modifing materials after using BMesh in Depsgraph-Pre event\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.49\n\n\nBroken: version: 3.0.0\nBroken: version: 3.0.1 Release Candidate\nBroken: version: 3.1.0 Alpha\n\nI wrote a script with a function that copies a mesh via BMesh to another object and then changes it's materials. When I want to export the scene as an alembic, Blender crashes when the function gets called via the Depsgraph_Pre event. Depsgraph_Post and Frame_changed_Pre & Post all work fine.\n\n\n- Open the attached Depsgraph_Pre_Crash.blend file in Blender\n- Run the script\n- (Optional) Scroll on the timeline between frames 1 & 2 to check that the script works\n- Set the active frame on the timeline to 1\n- Export as alembic with default settings\n- Blender crashes\n[Depsgraph_Pre_Crash.blend](Depsgraph_Pre_Crash.blend)\n\n[Depsgraph_Pre_Crash.crash.txt](Depsgraph_Pre_Crash.crash.txt)\n\nHere is the callback registered in `depsgraph_update_pre`:\n```lines=10,lang=python\ndef updateFrame(scene): \n```\n emptyObject = bpy.data.objects[\"EmptyObj\"]\n firstOBJ = bpy.data.objects[\"Frame1\"]\n secondOBJ = bpy.data.objects[\"Frame2\"]\n```\n\n```\n if(scene.frame_current == 1):\n bmNew = bmesh.new()\n bmNew.from_mesh(firstOBJ.data) \n bmNew.to_mesh(emptyObject.data)\n bmNew.free()\n```\n\n #Doing anything with the materials crashes blender on alembic export\n```\n emptyObject.data.materials.clear()\n```\n\n```\n if(scene.frame_current == 2):\n bmNew = bmesh.new()\n bmNew.from_mesh(secondOBJ.data) \n bmNew.to_mesh(emptyObject.data)\n bmNew.free()\n \n emptyObject.data.materials.clear()\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", "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", "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", "Crash without warning when opening material properties panel.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: AMD Radeon RX 540 Series, ATI Technologies Inc., OpenGL, 4.5.0 Core Profile Context 22.20.16.03.220829\n\nBroken: version: 3.4.1, branch: blender-v3.4-release, commit date: 2022-12-19 17:00, hash: 55485cb379f7\nBroken: version: 3.5.1, branch: blender-v3.5-release, commit date: 2023-04-24 18:11, hash: e1ccd9d4a1d3\nWorked: no newer version works.\n\nWe get a hard crash without warning when opening the material properties panel in the \"Layout\" workspace right after startup (i.e. with a clean \"General\" new file). Opening the material properties panel in other workspaces causes the same crash.\n\nI suspect that this is an EEVEE problem since opening other properties panels (which do not have the material preview) works fine and opening the material properties panel after having selected the Cycles engine in the \"Render properties\" panel also works fine. Somehow, it feels like being a hardware problem, but I cannot explain why. Interestingly, the device for rendering in the [Preferences][System] is set to \"\"None\" and no GPU's are available in the Cuda, OptiX, HIP, and oneAPI sections.\n\nWhen switching the viewport in the \"Layout\" workspace to \"Viewport Shading\" (i.e. rendered by EEVEE), Blender crashes. When Cycles is selected as rendering engine, then \"Viewport Shading\" works fine.\n\nThe crash happens on my colleague's computer in India to which I have no direct access. Updating graphics drivers is not easily possible due to company constraints. My colleague now uses the Cycles rendering engine by default. Some current file of her was saved with the default EEVEE setting, so she cannot load the file without crashing Blender; I have now modified the file on my computer by switching it to Cycles rendering which bypasses that problem for now.\n\n\n[Based on the default startup]:\n- Open Blender.\n- Select \"General\" new file\n- Open the \"Material properties\" panel in the \"Layout\" workspace.\n- Blender crashes.\n\n[Based on the default startup]:\n- Open Blender.\n- Select \"General\" new file\n- Select \"Viewport Shading\" in the \"Layout\" workspace.\n- Blender Crashes.\n\n[Based on the default startup]:\n- Open Blender.\n- Load a previously stored blend file with EEVEE set as the renderer (and I suspect showing the \"Materials properties panel\" or the viewport in \"Viewport Shading\" mode).\n- Blender Crashes.\n\n", "Blender 3.2 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", "Memory leak: Play animation for world material with lot of muted node groups\nOperating system: Linux-5.15.0-48-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce GT 1030/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.65.01\n\nBroken: version: 3.4\nBroken: version: 3.3\nBroken: version: 2.93\nBroken: version: 2.83\nBroken: version: 2.80\n\nThis sample file does not open on version 2.93 and below (have to save uncompressed to be able to open it in 2.93 nd below)\n\n```\nBlender quit\nError: Not freed memory blocks: 18736245, total unfreed memory 5428.092384 MB\n```\n**Steps to reproduce**\nOpen file\nClick play animation.\nWait.\n[memory leak.blend](memory_leak.blend)\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). ", "Hard crash while resizing packed multichannel EXR\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA TITAN X (Pascal)/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.3.1\nWorked: unknown\n\nTrying to resize this particular image crashes blender instantly. There's 2 unusual things about the image, not sure if they're relevant\n\n\n - it's a packed multichannel EXR\n - it has some very large values (it's an SDF, so some values are like 9999) \n\n\n\n # Load the file\n[image_resize_crash_004.blend](image_resize_crash_004.blend)\n - Resize the image\n - Crash!\n```\n\n```\nSee video:\n\n[Blender image resize crash 2022-12-08 15-41-15.mp4](Blender_image_resize_crash_2022-12-08_15-41-15.mp4)\n\n\n", "Cycles crashes on viewport rendering in CUDA driver\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.3.0\nWorked: 3.2\n\nThe crash happens while navigating the viewport in shading mode, using Cycles.\n\nThis crash reappeared in the latest 3.3 release. It happened in older releases, then it got stable, but now it's back again.\nApparently, it has to do with Cuda.\nIt's not happening in one particular scene only, but rather randomly regardless of the complexity of the scene.\n\n[Cave-CloseUp-v006.crash.txt](Cave-CloseUp-v006.crash.txt)\n\n[Cave-CloseUp-v005.crash.txt](Cave-CloseUp-v005.crash.txt)\n\n[blender.crash.txt](blender.crash.txt)", "Memory spike after setting domain resolution\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.11\n\nBroken: version: 2.93.1\n\nI'm not sure if this is a bug or something that needs to happen but when you change the resolution of your domain it throttles the memory and goes back to normal.\nHere is the video:\n[2021-07-01 20-04-07.mp4](2021-07-01_20-04-07.mp4)\n\nAdd a fluid modifier to a cube and change the domain resolution. I also set the cache type to resumable and modular.\nThe blend file of my scene:\n[RAM_spike.blend](RAM_spike.blend)\n\n", "Asset Browser: Material preview with black background when Cycles is disabled\nBroken: version: 3.0.0, 3.4.0\nWorked: Never\n\nWhen a scene was saved with Cycles but I disable the Cycles add-on the material previews get a black background.\n\n* Disable Cycles add-on.\n* Click on any (e.g., the Yellow) material asset and update its preview.\n[black_preview.blend](black_preview.blend)\n", "Combine crash\nOperating system: win 10\nGraphics card: 3090\n\nBlender Version 3.5.1 \n\nWhen using ctrl+j to combine components, blender will crash.\n\n", "Cloth-Sim eats RAM like nothing (on selection change)\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.96\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\nA simple cloth-sim with a blanket of less than 2.000 vertices.\nThe RAM-consumption goes up from ~1GB to 25GB and beyond.\n\n\n- Open [cloth.blend](cloth.blend)\n- Play animation\n- While animation is playing, keep selecting different objects.\n- Watch the memory usage increase with every click in Blender's status bar.\n\nDeleting cache of cloth-sim doesn´t remove the problem.\n" ]
[ "Blender crashes when using image sequences for displacement after playing 250 frames\nOperating system: Windows 10\nGraphics card: RTX3090\nRAM: 64GB\nCPU: Intel i7-11700K\n\nBroken: 3.0.0\n\nAnimating an object with a displacement modifier that uses an image sequence for the displacement texture crashes Blender after playing about 250 frames.\nSee crash log below.\n\n1. Create a UV sphere\n2. Add a Displacement modifier\n3. Set an image sequence (larger than 255 frames) as the displacement texture. Set to cyclic and auto refresh. Set the Frames count to anything larger than 255.\n4. Set the Timeline to about 500 frames\n5. Play the Timeline from frame 1 (also crashes if playing from another position)\n6. Blender crashes after playing around 250 frames\n\n\n# Blender 3.0.0, Commit date: 2021-12-02 18:35, Hash f1cca3055776\n\n# backtrace\nException Record:\n\nExceptionCode : EXCEPTION_ACCESS_VIOLATION\nException Address : 0x00007FF7DFE94560\nException Module : blender.exe\nException Flags : 0x00000000\nException Parameters : 0x2\n\tParameters- [x] : 0x0000000000000000\n\tParameters- [x] : 0x0000000000000010\n\n\nStack trace:\nblender.exe :0x00007FF7DFE94560 MEM_CacheLimiter_unmanage\nblender.exe :0x00007FF7DF2C9BD0 moviecache_valfree\nblender.exe :0x00007FF7E415A750 ghash_remove_ex\nblender.exe :0x00007FF7E4159950 BLI_ghash_remove\nblender.exe :0x00007FF7DF2C98A0 check_unused_keys\nblender.exe :0x00007FF7DF2C9940 do_moviecache_put\nblender.exe :0x00007FF7DEDBAD80 imagecache_put\nblender.exe :0x00007FF7DEDB9DA0 image_load_sequence_file\nblender.exe :0x00007FF7DEDB85E0 image_acquire_ibuf\nblender.exe :0x00007FF7DEDB4950 BKE_image_pool_acquire_ibuf\nblender.exe :0x00007FF7DF312530 displaceModifier_do\nblender.exe :0x00007FF7DF3123C0 deformVerts\nblender.exe :0x00007FF7DF0AFF20 mesh_calc_modifiers\nblender.exe :0x00007FF7DF0AFC20 mesh_build_data\nblender.exe :0x00007FF7DF0B2270 makeDerivedMesh\nblender.exe :0x00007FF7DF060280 BKE_object_handle_data_update\nblender.exe :0x00007FF7DF060010 BKE_object_eval_uber_data\nblender.exe :0x00007FF7DF2256E0 blender::deg::`anonymous namespace'::evaluate_node\nblender.exe :0x00007FF7DF225690 blender::deg::`anonymous namespace'::deg_task_run_func\nblender.exe :0x00007FF7E418A1B0 tbb::internal::function_task<Task>::execute\ntbb.dll :0x00007FFCB0CAF690 tbb::recursive_mutex::scoped_lock::internal_try_acquire\ntbb.dll :0x00007FFCB0CAF690 tbb::recursive_mutex::scoped_lock::internal_try_acquire\nblender.exe :0x00007FF7DF370420 tbb::internal::task_group_base::wait\nblender.exe :0x00007FF7DF225210 blender::deg::deg_evaluate_on_refresh\nblender.exe :0x00007FF7DEF3A5C0 BKE_scene_graph_update_for_newframe\nblender.exe :0x00007FF7DF6D9FD0 screen_animation_step_invoke\nblender.exe :0x00007FF7DF137EE0 wm_operator_invoke\nblender.exe :0x00007FF7DF135AF0 wm_handler_operator_call\nblender.exe :0x00007FF7DF1372F0 wm_handlers_do_keymap_with_keymap_handler\nblender.exe :0x00007FF7DF136AC0 wm_handlers_do_intern\nblender.exe :0x00007FF7DF136110 wm_handlers_do\nblender.exe :0x00007FF7DF1331D0 wm_event_do_handlers\nblender.exe :0x00007FF7DF11D330 WM_main\nblender.exe :0x00007FF7DED9F190 main\nblender.exe :0x00007FF7E42B7208 __scrt_common_main_seh\nKERNEL32.DLL :0x00007FFCB8307020 BaseThreadInitThunk\nntdll.dll :0x00007FFCB93A2630 RtlUserThreadStart", "Crash when exceeding memory_cache_limit in the viewport\nOperating system: Linux-5.4.0-89-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: GeForce GT 740M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.91.03\n\nBroken: version: 3.0.0 Beta\nWorked: 2.93.4\n\nBlender crashes when exceeding the `memory_cache_limit` value by having an image sequence drawn in the viewport, as an example as a background image or used as texture in a material.\n\nBlender.crash for the builbot build of 3.0\n[blender.crash.txt](blender.crash.txt)\n\n~~I noticed that in my debug build the crash doesn't happen.~~\nOk, my debug build was simply outdated. \nThis is caused by b1bf8848895b, I haven't debugged farther but in this case it seems like `item->c_handle` is NULL in `moviecache_valfree()`\n\n* open the default scene\n* change memory limit in the user preferences to some low value\n* drag and drop a movie file in the 3d viewport\n* fill the cache by changing the current frame\n" ]
viewport shading in material preview mode Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: Intel(R) HD Graphics 4000 Intel 4.0.0 - Build 10.18.10.5129 Broken: version: 2.83.2 Worked: 2.82 the hdri in material preview mode doesn't appear, instead shows a black background go to the shading workspace and the problem is already there Based on the default startup
[ "render lagging behind tiles\nOperating system: win10\nGraphics card:rts 2070 super\n\n2.81\nwhen rendering, the picture doesnt appear for a while after the render tile already finished rendering that region, not sure if its a bug. didn't see anything like this online. here is a video\n\n\n[bug (2).blend](bug__2_.blend)\n\n- Open file and render\n\n[gnVknluHJZ.mp4](gnVknluHJZ.mp4)", "Crushed Velvet Eevee render problems in Cycles\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.75\n\nBroken: version: \n- 2.93.0 Alpha\n- 2.82 (sub 7)\nWorked: ?\n\n\nThe *Crushed Velvet* material from the *Material Library* does not render properly with Cycles when setting the device to *GPU*.\n\n- Load the simplified material attached below\n- Set the render device to *CPU* and render. The output should be all black\n# Set the render device to *GPU* and render.. Depending whether you have only GPU(s) activated in the preferences or also CPU(s) you should see one of the following. When only GPU(s) are enabled you should get a proper render. When CPU(s) are also enabled you should get dark render tiles that are rendered on the CPUs.\n\n[VelvetTestSimplified2.blend](VelvetTestSimplified2.blend)\n\n---\n\nOriginal description:\nI'm attaching the .blend file I used to test this issue. I'm not even sure this is a bug or simply me not being overly familiar with materials yet, but it feels like a bug. An dit may be a Blender bug and nothing to do with this add-on. Obviously, this material renders fine in Eevee, but it also renders fine in Cycles when using CPU to render, but has major artifacts when using GPU to render. I've attached a render to show what I'm getting in case you don't experience it.![Velvet.png](Velvet.png)\n\nThe steps I took to get here are, \n\nBasically, I have a default scene I use to do my modeling or as a start point. It's very basic. I was experiencing this issue in another project I was working on and noticed it went away when I changed the material on one object. \n\n- I loaded up my basic start file\n- selected the sphere\n- Scrolled down to the Material Library VX panel in the Material Properties tab\n- Loaded the Sample Library\n- Chose the Crushed Velvet Eevee material and clicked Apply to Selected\n\nThat's it. I had initially thought it was simply a problem rendering in Cycles but for my first render, I forgot to switch from CPU to GPU and noticed it rendered fine. So I did a few more tests and it renders fine with CPU every time, but not with GPU.\n\n[VelvertTest.blend](VelvertTest.blend)\n\n", "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)", "Instanced objects get their viewport display color ignored (by design)\nBroken: 022ad416702d\nWorked: 022ad416702d~\n\nInstanced objects get their viewport display color ignored.\n\nThis is by design, as you can see in 022ad41670:\n```\nDRW: use object color from instancer\n\nOtherwise it's impossible to set the color of instanced library objects.\nFollows convention of instancer controlling draw options.\n```\n\n[viewport-display.blend](viewport-display.blend)\n\n**My issues with the design**\nThe original commit seems like a workaround for the fact that the override system is not implemented yet.\nI find this too arbitrary and I would favour the flexibility of having a per-object granular viewport display object color instead (i.e., revert the mentioned commit).", "Theme: Inconsistent solid color for the background in the 3D viewport\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.75\n\nBroken: version: 2.90 (sub 0)\nWorked: 2.79b\n\nThe color of the 3D viewport background set to theme seems to not match with the color set in the theme setting.\n\nCheck the examples below with the color #36393F\n\n2.79b: color is exactly like in the theme setting.\n![2.79.png](2.79.png)\n\n2.80 to 2.82: color looks good but seems grainy.\n![2.82.png](2.82.png)\n\n2.83 to 2.90: color is slightly changed, when sampled not the expected theme color.\n![2.90.png](2.90.png)\n\n- Open blender\n- In the initial layout change the Outliner editor to Preferences\n- Go to background color option\n- Use the colorpicker to get a sample of the background color\nThe color shouldn't change, but it does", "Asset Browser preview generation not updating untill hovering over Preview menu\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 3.3.1\n\nWhen trying to generate an asset preview using `Render Active Object` the preview **won't display** until hovering over the `Preview` menu.\n\nOpen `Blender` -> Open `Asset Browser` -> Mark any **object** as asset -> Open `Asset Details` -> In the `Preview` Menu you will find `Render Active Object Button`\n\n[2022-12-08 21-59-59.mp4](2022-12-08_21-59-59.mp4)", "Artefacts when enabling shadows in solid shading viewport mode\nOperating system: macOS-12.0.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Max Apple 4.1 Metal - 76.1\n\nBroken: version: 3.0.0\nWorked: unknown\n\nEnabling shadows in solid shading mode results in flickering blocky artefacts\n\nDefaults scene, delete everything\nAdd a plane, scale up 20 times\nSwitch to solid shading and enable shadows\nMove around the viewport\n\n![Schermafbeelding 2021-12-06 om 12.24.21.png](Schermafbeelding_2021-12-06_om_12.24.21.png)\n\n[Schermopname 2021-12-06 om 12.24.41.mov](Schermopname_2021-12-06_om_12.24.41.mov)", "Workbench: Shadow Bug\nOperating system: MacOS Catalina\nGraphics card: Intel Iris Pro 1536 MB\n\nBroken: 2.83\n\nWhen trying to add a shadow, all screen \"cracks\" into different-shadow pieces\n\n\n\nViewport Shading> \"checkbox\" Shadow ", "\"Material preview\" shows always eevee mat branch / never cycles\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 432.00\n\nBroken: version: 2.82 (sub 6)\nWorked: never, I think\n\n\"Material Preview\" shows always the material output assigned to eevee, but I want the cycles branch. Changing renderengine or the active material output node doesn't change anything.\n\nOpen the blendfile and try to preview the material with \"cycles\" image - without going to rendered viewport. The material preview seems to always use the node tree going to the Eevee material output node, even when the render enging is set to Cycles.\n[specific_material_output.blend](specific_material_output.blend)\n\n\n", "Workbench: Reference image with 'always back' setting does not display\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: Radeon RX 570 Series ATI Technologies Inc. 4.5.0 Core Profile Context 22.11.2.221130\n\nBroken: version: 3.5.0 Alpha\nWorked: 2.92\n\nIn Workbench render preview, reference image with always back setting does not display. It only flickers when the viewport is refreshed. This does not happen in solid mode.\n\nThis also does not happen with Workbench Next.\n\n[WorkbenchRefImage.mp4](attachment)\n\n[WorkbenchRefImage.blend](attachment)\n\n- Set the renderer to Workbench\n- Add an empty object with a image\n- Set its depth mode to Back\n- See it in render preview\n\n", "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.", "Object/Collection Previews: Which Render Settings to Use?\nWhen rendering an object without full materials (as we do for object previews, for performance & compatibility reasons), there are two basic object colors we can use: The material and the material's viewport one.", "Viewport 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.", "Missing overlays in the viewport when viewing through transparent shader\nOperating system: Ubuntu 20.04\nGraphics card: Geforce MX230\n\nBroken: 3.6.1\n\nwhen viewing an LGT-shadow_caster.004 object, all overlays disappear from a certain side of it\n![Screenshot_20230731_024703.png](attachment)\n\nSee LGT-shadow_caster.004 in blender 3.6 splash screen\n\n", "Viewport 3d is not updated with VSE driver\nBroken: 2.82 (unknown which revision, custom build without buildinfo)\nWorked: (unknown)\n\n[system-info.txt](system-info.txt)\n\nViewport is not updated for a material that is driven by a VSE driver.\n\n[ejemplo.zip](ejemplo.zip)\n\nChanging the VSE strip opacity doesn't update the viewport.\n\n**More info from user**\n\nI am creating an addon to transform eevee into a VSE. I encountered several problems, and one is that by changing the values ​​\"chanel\", \"opacity\" or moving the strip (it should disappear). the changes are not visible until the 3d view is moved. Just there it is updated. This makes it uncomfortable to work with the addon. The only change that works well is when changing the resolution X of the render, when playing the video or scrolling through the timeline, everything looks correctly.\nEverything is being controlled by drivers." ]
[ "hdri problems\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 4000 Intel 4.0.0 - Build 10.18.10.5129\n\nBroken: version: 2.83.2\n\nHdri \n\n\n" ]
hdri problems Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: Intel(R) HD Graphics 4000 Intel 4.0.0 - Build 10.18.10.5129 Broken: version: 2.83.2 Hdri
[ "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)", "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", "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", "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", "Denoising + negative lamps = black and white artifacts\nOS X Sierra 10.12.6,\nNVIDIA GeForce GT 750M 2048 MB\nIntel Iris Pro 1536 MB\n\nBroken: 2.79\n\nSimple scene with negative lights gives bad artefacts with denoising enabled.\n\nJust render the attached .blend file.\n\nAttachments are:\n* Denoised image with artefacts\n* Non-denoised image without artefacts\n* .blend file\n\n![denoise-blackness.png](denoise-blackness.png) ![no-denoise-blackness.png](no-denoise-blackness.png) [denoising.blend](denoising.blend)", "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)", "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", "Show error messages in the info editor\nFollowup task to #83237", "World with HDR renders different in EEVEE from 2.82 and 2.83\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.82\n\nBroken: version: 2.83 (sub 17), branch: blender-v2.83-release, hash: `1d2b89304a`\nWorked: 2.82\n\nIn the viewport or render the result I get is different from 2.82 and 2.83. If I remove the HDR image from the world nodetree, the issue seems to disappear.\n\nNote: Because of another bug (#73131?) you need to save and re-open the file to be sure the results are still different.\n\nThis is a simplified version of the Mr Elephant EEVEE demo:\n\n[simplified.blend](simplified.blend)\n\n\n**2.82:**\n![image.png](image.png)\n\n\n**2.83:**\n![image.png](image.png)\n\n**diff:**\n![image.png](image.png)", "No error prompted when Cuda fails during GPU bake\nOperating system: Linux Debian 10 (buster) - kernel 4.19.0-19-amd64\nGraphics card: GeForce GTX 1060 Mobile\n\nBroken: 3.1.0\nWorked: -\n\nWhen you try to bake, having GPU set as compute device, and CUDA has an error, no error is shown.\nYou only notice the error when you try to render and get \"*Failed to create CUDA context (unknown error)*\"\n\nIt is useful to show an error, in the same way that, for example, \"Circular dependency for image...\" is shown during the bake.\n\nNote that this report is not about the error itself. It is about Blender not reporting any errors during baking, which causes user confusion.\n\nThank you,\nRiccardo", "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)", "Error de progama\nno me aparece el modo vèrtice\n\n", "Unusable display with AMD driver errors.\nOperating system: Ubuntu 22.04.2 LTS/Kernel version 5.15.0.75/FOSS amdgpu driver(default)\nGraphics card:MSI Radeon RX580 8GB\n\nBroken: 3.5.1, 3.1.0\nWorked: 3.1.0(Did not experience this until recently)\n\nWhen editing UV GPU gets reset after errors, the compositor does not recover. Garbled image on the screen with displays unusable. Log data attached.\n\nThis happens when pressing .(dot) on the keypad, selecting or moving a UV.\n\n", " EXCEPTION_ACCESS_VIOLATION when entering Edit Mode\nOperating system: Windows 10 1903 (18362.239)\nGraphics card: Intel HD Graphics 4000\n\n***Broken:***\nBlender 2.80 (sub 75) / 2019-07-29 09:44 AM Windows / Stable\nBlender 2.81 (sub 1), branch: master, commit date: 2019-08-13 11:31, hash: 6f9cbbc8ec4f\n***Worked:***\nBlender 2.79 (copied mesh over through copybuffer.blend)\n\n\nWhen entering edit mode of a specific object Blender crashes with EXCEPTION_ACCESS_VIOLATION. Logs and example .blend provided.\n\nThe issue shouldn't be in my GPU, since the same issue persists even with Software Rendering.\n\n1. Open up example file\n[window_broken.blend](window_broken.blend)\n\n2. Select `window_panes` and enter Edit Mode\n3. Get EXCEPTION_ACCESS_VIOLATION\n\n**Logs (2.80 `blender_factory_startup`)**\n[blender_system_info.txt](blender_system_info.txt)\n[blender_debug_output.txt](blender_debug_output.txt)\n\n**Logs (2.81 `blender_factory_startup`)**\n[blender_system_info.txt](blender_system_info.txt)\n\n[blender_debug_output.txt](blender_debug_output.txt)", "Blender crash 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" ]
[ "viewport shading in material preview mode\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 4000 Intel 4.0.0 - Build 10.18.10.5129\n\nBroken: version: 2.83.2\nWorked: 2.82\n\nthe hdri in material preview mode doesn't appear, instead shows a black background\ngo to the shading workspace and the problem is already there\nBased on the default startup\n\n" ]
Modifiers not working for curves Operating system: Window 10 Graphics card: GTX 1060 Date: 2018-12-11 11:44 Hash: d415b5c7b85 Branch: blender2.8 **Description** Modifers for curves doesn't work. Nothing happens in the viewport, but I can still add modifer to the stack.
[ "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)", "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", "Attribute node (Type: View Layer) doesn't update in real time in Cycles\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.09\n\nBroken: version: 3.4.0\nWorked:\n\nWhen using an Attribute node (type: View Layer) to get the position or angle of an object, the Attribute is not immediately updated in Cycles if Viewport Shading is Rendered.\nBut It works correctly in EEVEE and Material Preview.\n\n - Open attached file\n - Set Viewport Shading to Rendered\n # Move Empty and Rotate Sun\n\n[AttributeNodeBug.blend](AttributeNodeBug.blend)\n[221212_022211.mp4](221212_022211.mp4)\n\n", "With enabled Modifier On Cage option crashes on entering Edit Mode if in Render Viewport Shading\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.30\n\nBroken: version: 3.3.0\n\nIn Eevee, in Render Viewport Shading, an object having a Geometry Nodes modifier with enabled On Cage Modifier Result, that affects a UV Attribute which is used in Shader, crashes upon entering Edit Mode.\n\n - Set Viewport Shading Mode to Render\n - Enter Edit Mode ->Crash\n[displace-preview.blend](displace-preview.blend)", "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?", "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", "Converting hair don't work\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.3.0\nWorked: -\n\nUsing any of the conversion options in {nav Obejct > Convert}:\n1. Converting the new hair curves systems to any other type don't work, \n2. Converting the new hair curves systems to `Curves` removes the `Surface Deform` modifier\n\n- add a mesh and add the `Empty Hair` curves\n- go to sculpt mode for the hair system\n- add some hair and optionally start to sculpt the the hair with the Comb brush\n- go to object mode\n- press {key F3} or go to {nav Obejct > Convert} and try convert the hair to any other type.\nNoting will hapen unless you convert it to `Curves`, but the `Surface Deform` modifier will disapper.\n\n[Test Hair2.blend](Test_Hair2.blend)\n\nthis files has the old and new hair system for teating, and the old has a tool the new don't have, vutting the size of the hair. I don't know if that is a missing tool or by design, but I real hope that can be added later.\n\nkeep up the grate work :-)", "(Shrinkwrap) Modifiers and constraints targeting a mesh wont update during that meshes sculpting session (unless an additional mirror modifier is in play)\n2.8x - 3.0 (may exist in older versions)\n\nAppearently I cannot modify the shape of the target mesh in sculpt mode since the shrinkwrap on the main mesh does not update unless I click somewhere else and not use the sculpt tools. It does update in edit mode tho.\nI remember someone saying its supposed to happen in order to keep performance running smooth or something like that, but I hardly believe it.\n\nThe only way to be able to update shrinkwrap is to add a mirror modifier to the target mesh and then you can now use sculpt mode with no issues. I've done this a few times now and I barely noticed any performance impact.\n\n1) Add a mesh, any mesh\n2) Give it a shrinkwrap modifier\n3) Add another mesh that will be used as the target\n4) Go to sculpt mode and shape up the target mesh\n\nNo update on shrinkwrap unless I click something else around the UI\n\nTo fix this:\nif the model has one mesh and I wanna edit it symmetrically, I cut it in half and add a mirror modifier to it\nShrinkwrap now updates all the time when I sculpt the target mesh without needing to click somewhere\n\nFrom there on I can do whatever I want with the target mesh in sculpt mode", "Rip edge-move for curves\nCurrently with meshes you can press Alt+D to add a vertex at one side of the verts edges and drag it *(based on the mouse cursor location)*.\n\nThis same behavior could be added to curves.\n\n- the basic behavior with single vertices selected is simple\n- with multiple segments are selected this becomes more involved (see how this works for meshes).", "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", "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", "Allow changing the active modifier on linked objects\nUnzip the files from [active-modifier-linked.zip](active-modifier-linked.zip)\n\nOpen `linked.blend` and try to change the active modifer. You can't because it is linked.\n\nIn order to allow users to inspect their nodetrees (and eventually see the evaluated result of the modifier) I suggest we treat this as UI data and allow users to change that even for linked objects.\n\nWe do something similar already for the modifier \"Realtime - Display in viewport\" option.\n", "Dynamic paint sub-steps don't work when the brush position is set in geometry nodes\n\nI believe this **may** be the same issue as T40597\n\nIn order to have a brush follow a potentially very large collection of curves in sequence, I'm using geometry nodes to set the position, which avoids the pain of having to join the curve paths or painstakingly tweak the offsets and influence keyframes for each and every one.\n\nThis works, but with sub-steps enabled it seems that the nodes are still only being updated once/frame. Or, if they are being updated, then the `seconds` input from the `Scene Time` node is being derived from the `frames` value which is clamped to an integer.\n\n\n[text_path_test.blend](text_path_test.blend)\n", "Data Transfer modifier works only for Byte Color & Face Corner color attributes\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.2.0\n\nIf a target color attribute Domain is *Vertex* or it's Data Type is *Color*, the data are not transferred.\n\n[data-transfer-color-attr-bug.blend](data-transfer-color-attr-bug.blend)\nYou can see in the attached .blend that the Data Transfer modifier is set correctly, but the Col attribute isn't updated.\nAfter doing Convert Attribute -> Domain: *Face Corner*, Data Type: *Byte Color*, it starts to work correctly.\n\n\n", "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)" ]
[ "Modified curves/surfaces/fonts do not show their evaluated mesh, only the displist.\nBroken: 2.8 master\n\nSome modifiers (especially generative ones) produce an evaluated mesh, no more displist, for all curve-like objects. Drawing should hence first try to display `ob->runtime.mesh_eval`, before `ob->runtime.curve_cache`, I think…\n\nJust open that file and behold to full, untouched sphere surface, while having a Build modifier at about 20%… Check also the object stats (bottom right corner), just fixed those to display actual expected data.\n\n[wrong_modified_curve_drawing.blend](wrong_modified_curve_drawing.blend)\n\n@fclem assigning to you, drawing code is a bit out of my area. ;)\n", "Can't see array modifier effect on curve\n[system-info.txt](system-info.txt)\n\n[Palestra.blend](Palestra.blend)\n\nI have an array modifier assigned to a curve resulting from the conversion of an edge, but I can't see the effect of the modifier until the curve is converted to a mesh again.", "Build modifier doesn't work on Curves\nOperating system: Windows 10\nGraphics card: GeForce 1080\n\nBroken:\nBlender 2.8\n2018-12-07 04:54\nHash: 606223f6a61\n\nWorked: (optional)\n2.79b\n\n\nIn 2.79b, you could apply the Build modifier to curves and the curve would draw itself onto the screen. This doesn't happen in 2.8. The Build modifier does work with polygons and it also works with Grease Pencil objects. But it no longer works with curves.\n\nThe attached scene was created in 2.79b. It works fine there. It does not work in 2.8.\n\n[sketch build.blend](sketch_build.blend)\n\nSteps to reproduce:\n\nCreate a grease pencil drawing in 2.79b. Convert the GP to a Bezier curve. Select the curve in the outliner. Go to the Modifiers tab and add a Build modifier. Scrub the timeline and you'll see the sketch draw itself on the screen. Save the file. Open it in 2.8. It will no longer draw itself on the screen." ]
Spider full of bugs: 1-rotate/scale not functional System Information Operating system: Linux Mint 19 Graphics card: GT 630 2.80 (sub 39), branch: blender2.7, commit date: 2018-12-25 16:36, hash: 60b930af3e73 ![spiderbug.png](spiderbug.png) [Spider3.blend](Spider3.blend) [system-info.txt](system-info.txt) I can't rotate the bones in pose mode except for using the value sliders in the bone tab. Neither widgets nor keyboard shortcuts ("r", "s") work. Even the deault plane suffers from this behaviour. I searched for 2 days for the reason, but without result.
[ "Auto perspective sometimes fails\n**System Information** \nOperating system: Windows 10\nGraphics card: 3070\n\nBroken: 3.2.0 and 3.2.1\nWorked: 3.1\n\nAuto perspective setting doesn't work in this case: if you are in camera view or any side view and then you are switching to another side view you have this smooth transition animation between views. If during this animation you press middle mouse button (rotation) to go from side view it doesn't change to perspective. Moreover it \"shifts\" viewport like it was aligned to a bad quad. \n\n1. Turn on auto perspective.\n2. Go to top view.\n3. Change top view to any other side view.\n4. During smooth transition between view press middle mouse button and rotate the viewport.\n5. Now viewport is shifted and stays in orthographic instead perspective.![1.gif.gif](1.gif.gif)", "Mirror Paste for pose bones also copies custom properties\nBroken: 2.80, 02581a7ef819\n\nI'm making a rig where I store some custom properties in my face bones which I make use of with a script.\n\nWhen using Ctrl+C to copy a pose, then Ctrl+Shift+V to Mirror-Paste, the values of the custom properties of the copied pose bone(s) get pasted into the opposite bone **if** said opposite bone had custom properties with the same name.\n\n[mirror_paste_pastes_custom_props.blend](mirror_paste_pastes_custom_props.blend)\n- Download attached blend\n- Note that left_bone has a property called \"prop\" and its value is the string \"left bone's info\"\n- Note that right_bone has a property called \"prop\" and its value is the string \"right bone's info\"\n- press Ctrl+C then Ctrl+Shift+V\n- right_bone['prop'] now reads \"left bone's info\".\n\nOne might argue that this is an intended feature, but then the operator should be called \"Copy Pose and Properties\" not \"Copy Pose\"! :P (Realistically, \"Copy Properties\" could be added into the Copy Attributes addon.)\n\n**Workarounds**\nThe bone-specific custom properties can be stored in the edit_bones but this is problematic since edit_bones can only be accessed when the skeleton is in edit mode.\nAlternatively, the custom properties names can be pre/suffixed with the bone's name, which is ofc pretty redundant, but it prevents the bug since the property names will no longer match.", "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)", "Shape Key animations do not render if user is in edit mode when beginning the render.\nOperating system: Windows 10 Home 64 Bit\nGraphics card: Intel (R) HD Graphics 610\n\nBroken: 2.80, ee0d8426ab6d, 2019-05-03\n\nIf the user is in edit mode when they start the render, shape keys will not have any effect.\n\n1. Create an object.\n2. Add the 'Basis' shape key.\n3. Create another shape key, and edit it.\n4. Keyframe the value of the shape key at different frames.\n5. If the user is in edit mode when the render starts, the shape keys will not have any effect. Otherwise, it will work fine.[blend.blend](blend.blend)\n\n[no-edit.mkv](no-edit.mkv)\n\n[edit.mkv](edit.mkv)", "Greasepencil 3.0: Unable to switch to drawmode from sculptmode\nOperating system: Linux-5.15.0-73-generic-x86_64-with-glibc2.35 64 Bits, X11 UI\nGraphics card: GeForce GT 630/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.157\n\nBroken: version: 4.0.0 Alpha\n\nEnable GP 3.0\nOpen 2D session\nSwitch from the initial draw mode to sculpt mode via header button.\nTry to switch back to draw mode.\nAn error message appears:\n\n", "Camera to View and zoom do not work with orthographic cameras\nIf you switch to ortographic camera (point 1), and try to zoom in with the camera viewport active, the camera behaves as \"view lock>camera to view\" unchecked.\nThe correct behavior is that you can get near the object without changing the camera \"unlock view > camera view\" (point 3). Even though it's checked, it's not working as intended (check point 2 in the picture)\n![ortographic camera.png](ortographic_camera.png)\n\n- Open attached .blend file\n- Try zoom in, dolly in...\n[ortho_bug.blend](ortho_bug.blend)\n\n", "Subtype for input value nodes\n![image](attachment)\nThe user may be at a loss when entering a rotation radians value into some built-in node, copies it into the input value node, and now these are degrees.\nThe explicit way of specifying the sub type must be an option for all value input nodes that it can have.\nThe type list option should be available in the N-Panel so as not to clutter up the node space.\n\n", "Regression from 3.3: Invalid button mapping on SpaceMouse Enterprise (256f:c633)\nButton mapping on this device is now completely scrambled. For example pressing \"Shift\" deletes selected object, \"Lock rotation\" is interpreted as play/pause, \"Button 6\" rotates camera 90deg CCW and \"1\" brings up the menu. Other buttons do not seem to register.\n\n\nBus 003 Device 013: ID 256f:c633 3Dconnexion SpaceMouse Enterprise\n\nTested on macOS Ventura and Ubuntu 22.04\n\nIn blender 3.3.2 on Linux and macOS, some buttons function correctly:\n - Shift\n - Ctrl\n - Alt\n - Rotate\n - Top\n - Front\n - Right\n\n Basically all other keys in 3.3.2 bring up the on-screen menu.\n\n\nTested versions: 3.4, 3.5 and 3.6.\n\nOperating system: macOS-14.0-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Pro 1.2\n\nBroken: version: 3.6.0\nWorked: 3.3.2\n", "Bone Heat weighting: failed (due to none of the vertices in an island being visible to any bones)\n**Win 10 64. gtx 970**\n\n**Blender 2.75a Hash c27589e**\n\n**Bone Heat weighting: failed to find solution for one or more bones**\n\nI attach the blend file and two prints..\n\nAlso the same broblems apper when i try to \"assign automatic from bones\" by individual bones in Weight Paint. Like one by one. Please see print2.\n\n![print2.jpg](print2.jpg)\n\n![print.jpg](print.jpg)\n\n[cat.blend](cat.blend)\n", "Spin gizmo doesn't work when viewed exactly side-on\nOperating system: win 10 64 bits\nGraphics card: GTX 970\n\nBroken: 2.80 beta\n(example: 2.79b release)\n(example: 2.80, edbf15d3c044, blender2.8, 2018-11-28, as found on the splash screen)\nWorked: (optional)\n\nWhen I try to use Spin nothing appears on the screen, only the descriptor of it with the amount of steps that I must give and the angle. There is no way to use the mouse to do the rotation, you must know the angle field. When you fill in the angle field, p. ex. 90 °, the selected object rotates according to the number of steps indicated, but the rotated object images are not together, but separated.\n\na) select the cube;\nb) go to edit mode\nc) selects spin (shift 6 does not work) using space key\nd) from the user's perspective the spin works, the handle appears and it is possible to do the rotation\ne) In the orthographic perspective, the spin does not work, the handle does not appear and you can only rotate the object by changing the angle in the tool descriptor\nf) f) the resulting form is not as expected, instead of all sections (according to the number of steps) join in a graceful curve, we have a series (in this case) of overlapping cubes, forming steps instead of a curve{[F6712665](spin.blend)}", "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)", "Bone rotation results in different roll (editmode vs. posemode + apply as restpose vs. setting tail position). \nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65\n\nBroken: version: 3.0.1\nWorked: unknown, possibly never.\n\nBone rotation in editmode using the transform system introduces roll.\n\n[#95560.blend](T95560.blend)\n- Open .blend\n- a single bone in editmode (with its tail at 0/1/1\n- set its tail to 1/0/1 in the sidebar (bone roll remains at zero)\n- undo\n- rotate on global Z axis -90 degrees (head/tail are now exactly like above example)\n- bone roll is now at 26 degrees\n- undo\n- enter posemode\n- rotate on global Z axis -90 degrees\n- `Pose` > `Apply` > `Apply Pose As Rest Pose`\n- check in editmode again (head/tail are now exactly like above example): bone roll is now at -45 degrees\n\nSo this might be expected behavior (not sure it is very predictable, there is some bone roll correction going on?), but\n- it is undocumented\n- if this is the desired behavior, shouldnt above methods result in the same bone roll?\n\n\n**Original Report**\n\nRotating a bone around the 3d cursor in edit mode, using Global Z axis, introduces roll into the bone (IFF the head and tail of the bone are not perfectly in line). This behaviour is unintuitive and does not occur if the head and tail of the bone are perfectly in line with the Z axis. See Armature 1 in attached image. Performing the same action in pose mode has different behaviour, in line with expectations.\n\nOpen the attached blend file. Select one of the two example bones (Armature 4 will produce the error, Armature 5 will not. Enter edit mode, select the bone body in edit mode. Hit R -> Z -> 90 (rotate it around the Z axis 90 degrees). Observe the roll of the bone. \nFor comparison, perform the same steps in pose mode.\n\n![bone rotation error.png](bone_rotation_error.png)\n\n\n[Bone rotation confusion example.blend](Bone_rotation_confusion_example.blend)\n\n", "Mesh flickers in edit mode if shapekey added\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 517.48\n\nBroken: version: 3.0.0 and later\nWorked: 2.93\n\nThat mesh I put in .blend file is from my old project (started in 2.79). For some reason normals on that mesh go crazy if I try to edit it in Face selection mode. I found that this particular mesh can't have shapekeys and auto smooth enabled at the same time.\n\n1. Add Basis shapekey to the mesh\n2. Enter Edit Mode\n3. Select Face Selection Mode\n4. Move any face\n\n[bugFlicker.blend](bugFlicker.blend)\n[bandicam 2022-12-03 01-21-18-089.mp4](bandicam_2022-12-03_01-21-18-089.mp4)", "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", "Small Custom Bone Shapes have some Wireframes Artifact.\nWindows 10 64 Bits.\nGraphics card GeForce GTX 1080 Ti \n\nBroken: version: 2.82.6, hash: a854840e76ae\nWorked: (optional)\n\nSmall custom bone shape has wireframe glitching, the Scale is based on real world but if you resize it in/out u can see it happen.\n\n{[F8257584](Shape.gif) size = full}\n\n\n\n[Bug.blend](Bug.blend)\n" ]
[ "Mesh is exaggerating armature movements\nSystem Information\nOperating system: Linux Mint 19\nGraphics card: GT 630\n\n2.80 (sub 39), branch: blender2.7, commit date: 2018-12-25 16:36, hash: 60b930af3e73\n\n![Spider3.png](Spider3.png)\n![Spider4.png](Spider4.png)\n[Spider3.blend](Spider3.blend)\n[system-info.txt](system-info.txt)\n\nI hesitated two days now to report it since usually i'm just embarrassingly stupid and there is no bug at all, but i feel helpless. Grab the Root-IK (big arrow) in pose mode and lift it up. Note how the mesh is moving much faster than the bone, resulting in deformations." ]
Eevee Texture Dimensions Different from Cycles Operating system: macOS Mojave 10.14.4 Graphics card: NVIDIA GeForce GT 750M 2 GB Broken: blender-2.80.0-git20190410.009dbc2bc9fb-x86_64 Worked: - Eevee and Cycles draw the wall texture in different sizes. I expected them to be the same. 1. Load the attached file. 2. Select Eevee as a renderer and render it. Save the result. 3. Select Cycles as a renderer and render it. Save the result. 4. Compare the renders. Notice how the back wall texture is more zoomed in in Eevee, and more zoomed out in Cycles I expected Cycles and Eevee to scale the texture the same. [eevee-cycles-texture-scale.blend](eevee-cycles-texture-scale.blend) ![result-eevee.jpg](result-eevee.jpg) ![result-cycles.jpg](result-cycles.jpg)
[ "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", "Eevee renders full frame and cut it instead region rendering\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.20\n\nBroken: version: 2.82 (sub 6)\n\n\nI tested with same settings and I have the same time for whole frame and region.\n![27602721.png](27602721.png)\n![27591921.png](27591921.png)\n\nIt makes problem, when I want to render small part zoomed. Now the workaround — is making new camera with smaller angle and render from it.\nIf it is limitation, may be render should create temporary camera that cuts region.\n\nRender same scene with Eevee through {key F12} and it`s region and compare render time.", "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", "World with HDR renders different in EEVEE from 2.82 and 2.83\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.82\n\nBroken: version: 2.83 (sub 17), branch: blender-v2.83-release, hash: `1d2b89304a`\nWorked: 2.82\n\nIn the viewport or render the result I get is different from 2.82 and 2.83. If I remove the HDR image from the world nodetree, the issue seems to disappear.\n\nNote: Because of another bug (#73131?) you need to save and re-open the file to be sure the results are still different.\n\nThis is a simplified version of the Mr Elephant EEVEE demo:\n\n[simplified.blend](simplified.blend)\n\n\n**2.82:**\n![image.png](image.png)\n\n\n**2.83:**\n![image.png](image.png)\n\n**diff:**\n![image.png](image.png)", "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.", "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", "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)", "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 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.", "Pixels and resolution not for multilayer EXR and Render Result\nCentOS - GTX 1070\n\n2.79\n\nPixels and resolution are not available with multilayer EXR or Render Result images.\n\nimport bpy\ndata = bpy.data\nimage = data.images['Render result or multilayer EXR']\nprint(image.pixels) # length is 0\nprint(image.resolution) # return always Vector((0.0, 0.0))\n\nIt is working with regular EXR file.\n", "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", "World Cavity Not Scale-Agnostic\nOperating system: Linux\nGraphics card: Intel\n\nBroken: 2.92, 2.7, 2.8\nWorked: Never, I think.\n\n\nBlender's viewport AO behaves differently depending on scene scale, to the effect of significantly limiting its usability at larger or smaller scales than 1BU.\n\nA scene that has been scaled up does not have the same AO patterns as the original scale, even if you also increase the \"Distance\" and/or \"Valley\" factors proportionally.\n\nThe noise behaviour is also significantly degraded at larger scales.\n\nDefault scene scale and world cavity settings:\n\n![image.png](image.png)\n\nScene scaled up 100X, cavity still defaults:\n\n![image.png](image.png)\n\nScene scaled up 100X, cavity distance also increased 100X:\n\n![image.png](image.png)\n\nScene scaled up 100X, cavity distance and strength also increased 100X. Notice the noise:\n\n![image.png](image.png)\n\nThis might seem like a feature request for a new AO algorithm, but I think it crosses over into being a bug report because the current behaviour means that the usefulness of world cavity rendering is significantly degraded for any feature sizes that are much larger or much smaller than 1BU. I.E. It's not that a totally new algorithm is necessarily required; the issue is that the current system is effectively broken outside a very narrow range of settings. Outside that range of settings, its best performance is either too weak or too noisy to be useful.\n\n\nSet up two geometrically similar scenes at different scales, then try to find world cavity settings that produce equivalent results for them. Set \"Lighting\" to \"Flat\" to make it easier to see.\n\nOr: Set up a scene where the average feature size is much larger than 1BU, and then try to find useful world cavity settings for it.\n\nOr: Open the below file that has two differently sized Suzannes in two viewports, and play around with world cavity settings.\n\n[WorldCavityFailure.blend](WorldCavityFailure.blend)", "When updating render percentage, the Box Mask node in compositor is also affected\nI ran into a confusing issue the other day that made me log bug #50113, thinking there was an issue related to masks and render size, but it turns out the issue is in the viewer node not updating correctly when adjusting render size.\n\nIn the attached fine, when I change the render percentage and update a value in the compositor, the result in the viewer changes so the mask is not consistent.\n\nIf I re-render the scene, the mask would appear relative.\n\nUnfortunately, since the viewer updates and displays the incorrect information, this can be confusing to the user and cause them (me) to freak out and try and adjust things that don't need to be adjusted. For example, I ended up changing my mask values over and over again, never achieving the correct result. \n\n - Open: [maskIssue.blend](maskIssue.blend)\n - Render an image\n - adjust the render resolution percentage to 100% (so far it's ok)\n - click on the `width` property of the `Box Mask` node and drag to a lower value\n\nNotice that the mask changes in the preview. Render again, and the mask looks correct.\nRendering resolution should not influence the result of the composite.\n\n", "Geometry Node in World Shaderworkspace does not output the same coordinates in Eevee like in Cycles.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.27\n\nBroken: version: 3.0.0 Alpha\nWorked: None same in 2.83\n\nGeometry Node works differently for Cycles and Eevee in the World Shader Tab, The Coordinates are distorted with Eevee. Im not sure if this is as expected.\n\n1 Goto Shading Workspace\n2 Enable Viewport Shading and enable World Background\n3 Add Geometry Node.\n4 Connect either Position, Normal, True Normal or Incoming to Background Shader.\n5 Switch between Eevee and Cycles to see the difference.\n\nOn the other hand, the Normal output of the Texture Coordinate Node is exactly the same in both render engines.[Geometry Shader in World Bug.blend](Geometry_Shader_in_World_Bug.blend)", "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" ]
[ "Eevee don't respect active UVmap\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 416.16\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nIf you have an object with more than one UV map, Eevee will use the UV map that you have selected in the mesh properties, despite which one is the active one. This happen on viewport and render too.\n\n![wrong uv map.JPG](wrong_uv_map.JPG)\n![uv map.JPG](uv_map.JPG)\n\nJust check the diferent uv maps while rendering.\n\n[Bug_UVmap.blend](Bug_UVmap.blend)\n\n" ]
Solidify on SVG causes spiky geometry Operating system: Windows 10 Graphics card: 1080ti Broken: 2.90.1 Worked: - Adding a solidify modifier to an SVG import causes a geometry spike to protrude where it shouldn't. 1. Download the following SVG: File:Epyx_Logo.svg 2. Import it into Blender 3. Add a solidify modifier to the capital E and add some distance to it. Result: An extremely long triangle will protrude from crossbar in the letter. Expected: All other letters solidify normally, and this one should too.
[ "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", "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)", "Projected falloff in sculpt mode displaces vertices in wrong direction\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.75\n\nBroken: version: 2.82 (sub 7)\nWorked: (optional)\n\nThe stroke is incorrectly applied for some vertices when using projected falloff\n\n[bug.blend](bug.blend)\n\nUse a projected falloff and make a stroke using a line stroke type or a curve type\n![1.png](1.png)\n![2.png](2.png)\n\n", "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.", "Particle systems cannot read curve modifiers and geometry nodes ..\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.61\n\nBroken: version: 3.5.1\n\nCan particle systems not use curves with modifiers added, or can particle systems only support fixed curves? This seems to lose a lot of creativity\n\n", "Follow Path & BezierCircle working unexpectedly with Lattice Modifier\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.29\n\nBroken: version: 3.0.0\n\nI have an object attached to a Bezier Circle with a Follow Path Constraint. The Bezier Circle is being deformed by a Lattice Deformer. If the Lattice Modifier's 'Align on Spline' button is disabled, the Bezier Circle deforms properly, however the Follow Path Constraint doesn't work. If 'Align on Spline' is enabled, the Follow Path Constraint works, but the Bezier Circle is deforming incorrectly.\n![Lattice.gif](Lattice.gif)\n\n1. Enable the Bezier Circle's Lattice Modifier's 'Align on Spline' button.\n[Lattice_Demo.blend](Lattice_Demo.blend)\n", "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", "Geometry Nodes: Add option to Set Spline Cyclic node to keep shape\n### Problem\n\nAt the moment setting a closed spline to not cyclic, creates a hole between the first and last control point.\n\n### What needs to change\n\n- Add a boolean field input to the node, called `Keep Shape`. \n- The field gets evaluated on the spline domain, just like the other inputs to the node.\n- If the original spline was cyclic, an extra control point is added at the position of the first control point where the field is `true`.", "Menus open on upward mouse movement\nOperating system: Linux (Debian bullseye)\nGraphics card: Nvidia GTX 1070\n\nBroken: current master 2.90.0 (fc672ce8e24e)\nWorked: Never\n\nWhen there are a lot of modifiers in the stack which make the evaluation slow there is a weird effect with the dropdown menu. It somehow glides when dragging to the next modifier.\n\n![2020-06-07_22-38-07.gif](2020-06-07_22-38-07.gif)\n\nTo the default cube, add array modifiers until your memory usage is at roughly 300MiB. Then drag over the drop down arrows like shown in the gif.", "Bevel Improvements\nBlender users have many desires for improvements to the Bevel tool and Modifier. This task is for exploring priorities for implementing those, as well as designs for doing so.\n\n**Some current TODOs and feature requests**\n\n* generalize to handle several manifold sheets touching at a point (see #34678).\n* improve clamping code (see #38871).\n* more options, e.g., spline spec for profile shape (see #40722) and vertex blends with setbacks.\n* treat more cases like \"pipe\" to avoid bulges (see #40258)\n* option to have bevel not create n-gons (see bf-funboard thread)\n* sometimes leaves degenerate geometry (#48174)\n* tapered bevel influence by vertex weight - see bevel-modifier-influenced-by-vertex-weight. Also #62739 where method isn't suggested -- could also let user set different widths at the two ends of a bevel.\n* merging of vertices that coincide after beveling (#61214)\n* better way of specifying vertices in modifier, and even better, a way of specifying edges (#62649) (edge group?)\n* bevel-after-booleans\n* option to make vertex group out of all vertices created in bevel\n* method to have bevel modifier affect curve objects\n* have angle limit method available in tool (as is already in modifier)\n* have clamp be local rather than global (or in addition to global?)\n* \"support loop\" option - extra loop of edges flat on adjacent faces\n* use bevel-like code to add new option to extrude (edge, vertex) that keeps geometry manifold (billrey idea in GSoC 2018 thread)\n* vertex mesh that has the effect of booleaning the edge profiles to have the effect of real-world material removal\n* profile superellipse arc should not use quarter-ellipse arc always, but rather rather the segment that hits adjacent faces tangentwise\n* beveling a face as an option in addition to beveling edges and vertices (starts to look like inset)\n* width method like Percent but where absolute distance along adjacent edges is equal to spec instead of percentage\n* option to round the terminal edge triangle\n* special case segments=2, profile=1 case to avoid diagonal edges on cube corners when smaller and large widths mixed\n\n\nFollowing comments will have some initial explorations of the problems and designs for solving each of these.\n\n", "Solidify Node\nWe will drop support for Simple mode since the difference is hard to tell and performance-wise better to optimize the Complex mode than maintaining both.\n\nFill and Only options are a bit confusing in the modifier since fill refers to the fill of the rim and has to be checked on to make Rim Only work.\nInstead, I suggest making Fill refer to the part that is not the rim and Rim refer to the rim and make them independent from each other and both true by default.\n\nThe modifier has options for a vertex group as a factor for the thickness and two vertex groups to store the fill and rim geometry.\nvertex groups will be replaced by two attribute string fields for the factor and to tag the rim geometry\n\n![solidify.png](solidify.png)", "Solidify cause wrong vertex selection in edit mode\nLinux-4.19.0-12-amd64-x86_64-with-debian-10.6 64 Bits\nMesa DRI Intel(R) UHD Graphics 630 (Coffeelake 3x8 GT2) Intel Open Source Technology Center 4.5 (Core Profile) Mesa 18.3.6\n\nWindows 10-10.0.19041 SP0 64Bit\nGeForce 9600 GT PCIe SSE2 Nvidia Corporation\nRadeon RX550/550 Series ATI Technologies Inc. 4.5.14736 Core Profile Context 20.8.3 27.20.12027.1001\n\nBroken: version: 2.80 (sub 75)\nBroken: version: 2.83.2\nBroken: version: 2.90.1\nBroken: version: 2.91.0 Beta\nWorked: unknown\n\nIn 3d viewport, vertex selection, solid mode, X-Ray off, you cannot predict what you are selecting when using solidify:\nBlender is ignoring the X-Ray (\"Allow selecting through the items\") and is selecting, randomly, occluded items.\nHaving a very narrow clipping does not mitigate the issue.\n\nExplanation video [SelectLight.mp4](SelectLight.mp4)\n\n[#82182.blend](T82182.blend)\n\n- Open file\n- Click inside blue circle\nOccluded vertex will be selected\n", "Bevel Bug\nblender-2.80-07765499abee-win64 \n\n**cylinder :**\non the cylinder with a lot of segments, bevel doesn't merge in one point. Create nice see n-gon(normal we must see the only verts in one point)\n![Bevel_Bug.gif](Bevel_Bug.gif)\n\n**Cube :**\nThe middle loop has deformed when we bevel sharp corner for small mesh. On the large mesh, we cant see this deform .\n![Screenshot_2.jpg](Screenshot_2.jpg)\n\n[Cylinder_Bevel_Bug.blend](Cylinder_Bevel_Bug.blend)\n\n[Cube_Bevel_Symmetry_Bug.blend](Cube_Bevel_Symmetry_Bug.blend)\n ", "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```", "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" ]
[ "Solidify modifier display glitches when use a curve (curve/ngon filling)\nOperating system: Windows 10 Home, Ver 1803, Build 17134.885\nGraphics card: NVIDIA Geforce GT 640\n\nBroken: version: 2.80 (sub 75), branch: master, commit date: 2019-07-29 14:47, hash: f6cb5f54494e, type: \nbuild date: 2019-07-29, 09:44 AM\nBroken: version: 2.79 (same behaviour)\n\nThere are 2 paths in a svg-file. One path (id=\"T\") is not converted correctly.\nContent of SVG-file, saved as UTF-8:\n\n\n```{F7647009}\n<?xml version=\"1.0\" encoding=\"utf-8\"?>\n<!DOCTYPE svg PUBLIC \"-*W3C*DTD SVG 1.1*EN\" \"http:*www.w3.org/Graphics/SVG/1.1/DTD/svg11.dtd\">\n<svg version=\"1.1\" id=\"plaine_1\" xmlns=\"http:*www.w3.org/2000/svg\" xmlns:xlink=\"http:*www.w3.org/1999/xlink\" x=\"0px\" y=\"0px\"\n\t width=\"824.884px\" height=\"765.354px\" viewBox=\"37.708 42.52 824.884 765.354\"\n\t enable-background=\"new 37.708 42.52 824.884 765.354\" xml:space=\"preserve\">\n\n<path id=\"T\" fill=\"#5CC72B\" d=\"M212.345,756.142H99.336l98.296,-455.103H45.162l18.562-85.147H480.92l-17.806,85.147H310.643L212.345,756.142z\"/>\n<path id=\"S\" fill=\"#5CC72B\" d=\"M777.954,726.777c-40.271,26.305-93.727,37.59-150.749,37.59c-51.855,0-105.257-12.385-154.02-30.184\n\tl27.862-92.107c41.8,19.354,85.903,37.15,132.343,37.15c51.873,0,102.956-26.313,102.956-84.363\n\tc0-97.523-184.217-82.037-184.217-226c0-113.783,97.522-163.317,201.232-163.317c8.154,0,16.364,0.264,24.591,0.667\n\tc28.494,1.397,57.129,5.31,84.639,12.972l-24.416,86.643c-18.915-6.785-39.499-11.742-60.223-13.905\n\tc-7.438-0.773-14.871-1.239-22.271-1.239c-38.69,0-90.545,15.478-90.545,61.918c0,49.904,61.014,69.32,112.815,105.424\n\tc38.195,26.613,71.384,62.279,71.384,126C849.338,652.66,821.319,698.441,777.954,726.777z\"/>\n</svg>\n\n```\n\nFile - Import - SVG-File\neither zoom in or scale to a reasonable size\nSelect the \"S\" - Add Modifier SOLIDIFY - Everything OK\nSelect the \"T\" - Add Modifier SOLIDIFY - \"T\" corrupted\n\nFunny thing, which makes me believe it's a bug:\nI added modifier ARRAY on the \"T\".\nWhen I have the modifiers in the order SOLIDIFY - ARRAY, then the second \"T\" is also corrupted.\nWhen I have the modifiers in the order ARRAY - SOLIDIFY, then the second \"T\" is OK.\n", "Curve \"solidify\" modifier glitch\nOperating system: Windows 7\nGraphics card: GT750M\n\nBroken: 2.80, 2019-02-28\nWorked:\n\nWhen applying a \"Solidify\" modifier to a bezier curve shape (or imported SVG), it creates random height vector points, creating strange triangles. This can be fixed by simply selecting the errored vector point then selecting one of the transform value (in my case it was Y) in the panel and either pushing enter (keeping the same value) or unselecting the vector point.\n\n\nAttached blend file with imported SVG.\n\n" ]
Boolean modifier breaks colour/uv attribute in shader Operating system: Windows 10 Graphics card: RTX 2080 Broken: 2.80 beta (2019-01-12, 2826c2be545e) Applying a boolean modifier to an object causes the colour attribute to become black when the object is in object mode. When the object is in edit mode, the colour is shown appropriately. Load the default start-up file. Set the display mode to workbench. Copy the default cube and move it so it partially overlaps the first cube. Add a boolean modifier to the first cube with the second cube as boolean object. Add a vertex colour to the first cube. Set the colour to be red on the whole cube. Add a material to the first cube that takes the colour attribute and passes it to an emission shader. Note that in edit mode the cube displays red as expected. However, in object mode the cube displays black instead of red. Note that disabling the boolean modifier will cause the cube to be displayed red as well. [boolean disables colour attribute.blend](boolean_disables_colour_attribute.blend)
[ "Color management look contrasts apply the wrong gamma when the display device is set to None\nOperating system: window 11\nGraphics card: RTX 2060s\n\nBroken: 3.1 stable, 3.0 stable\n\nWhen the display device is set to None, applying a look contrast results in what looks like a double gamma correction. This doesn't happen when the Display device is set to XYZ.\n \n1. set the display device to None\n2. set the look contrast to any other setting than None or Medium", "compositor blur node set to fast gaussian produces black output when fed a colour output from an EXR image.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.99\n\nBroken: version: 4.0.0 Alpha\nWorked: (4.0 alpha from a few weeks ago not sure of version as deleted now)\n\nCompositor blur node set to fast gaussian produces black output when fed a colour output from an EXR image.\n\n1. Open a new blend file.\n2. Go to the compositor.\n3. Drag in the image file attached below.\n4. Connect the resulting image node's 0_Image output to a viewer node and turn on the backdrop.\n5. Image will be shown.\n6. Now place a blur node between the image node and the viewer node.\n7. Set the x and y values of the blur node to 1 and the size to 1.\n8. Image will blur.\n9. Now change the blur mode to fast gaussian.\n10. Image will go completely black.\n\n[test-image](https://projects.blender.orgattachment)", "Color Management / Use curves : Setting clipping option to Min = Max causes CRGB curves to go blank.\nWindows 10, GTX 1660\n\nBroken: Blender 2.82 release.\nBroken: Blender 2.83 daily update\n\nThis will recreate the black CRGB Curve display to go blank.\n\n1. In the Properties Panel, Select Color Management.\n2. Enable 'Use Curves'\n3. Select the 'Clipping Options'\n4. Set 'Max Y' to 0.00\n5. Now select anywhere in the CRGB curve display. It goes blank.\n", "Viewport Shading 'Attribute' Option Broken for Instanced Geometry\nOperating system: Windows 10\nGraphics card: Nvidia GTX 2080\n\nBroken: 3.5\nWorked: 3.4, 3.4.1\n\nWhen instancing a mesh to another meshes vertices, the Solid Viewport Color Option 'Attribute' is no longer displaying the vertex color data.\n\nCreate A Sphere, and using \"Vertex Paint Mode\" Paint a color onto the sphere.\nUsing geometry nodes set up the following, Group Input (Geometry) -> Mesh to points - > Instance on points -> Realize Instances -> Output (Geometry)\nSet a simple sphere as the object to be instanced.\nSet Shading mode to 'Solid'.\nToggle 'Attribute'\n\n", "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)._", "Sphere is does not showing color in solid mode from material\nOperating system: Windows 11\nGraphics card:\n\n3.5\n\nWe have created a plugin to add multiple spheres, the plugin is attached below.\nafter adding active material to all spheres when we are adding color the sphere is at the 4096th location is does not show color\nPFA:\n![image](attachment)\n\nThe black sphere is also having color in its material but it is not showing as the sphere is at the 4096th location\nPFA for material data\n![image](attachment)\n\nAlso, the color is also visible in another mode currently it is solid panel mode. for our internal uses, we are using the solid mode \nCan we have any workaround for this fix or please fix this bug? What I presume is while displaying material in the solid mode we are not managed properly in our code as this bug continues for every sphere count of multiples of 4096(2 power 12).\n\n", "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", "Shader editor material name on title bar doesn't follow pinned material\nBlender 3.5.1\n\nAs you can see on the screenshot it's displaying material \"Material\" when current node tree is for another material (you can distinguish it by the different base color).\n\nWay to reproduce:\n\n- open attached blend file\n- run the following code in python console\n\n```python\nshader_editor = bpy.data.screens['Shading'].areas[3].spaces.active\nshader_editor.pin = True\nshader_editor.node_tree = bpy.data.materials['Second_material'].node_tree\n```\n\n![image](attachment)\n", "'Reset to Default Value' sets any property on a node to 0\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.75\n\nBroken: version: 2.82 (sub 7)\nWorked: Never\n\nIn shader editor gamma default is 1 when I do the hover over setting and press backspace to reset the default it goes to 0.0\nSame with hue/saturation/value.. and probably more.\nThe one with hue is pretty annoying as it has specific default settings .\nSame deal with groups - I set the defaults, it doesn't default .. goes to 0\n\n- in any node editor hover over any setting and press backspace to reset to default value.\nIt defaults to 0 instead of 1 or whatever it's default was in shader editor..\n\n", "Asset Browser: Material preview with black background when Cycles is disabled\nBroken: version: 3.0.0, 3.4.0\nWorked: Never\n\nWhen a scene was saved with Cycles but I disable the Cycles add-on the material previews get a black background.\n\n* Disable Cycles add-on.\n* Click on any (e.g., the Yellow) material asset and update its preview.\n[black_preview.blend](black_preview.blend)\n", "Rendered object in displayed as a transparent png\nOperating system: Windows-10-10.0.19043\nGraphics card: Radeon AMD Radeon HD 8500M (4.5.14831 Core Profile Context 21.5.2 27.20.20903.8001)\n\nWorked: (3.2.0)\n\nidk if it is even a bug but when i render my object, it shows the object as a transparent png. how do i fix it?\n![incorrect blender result.png](incorrect_blender_result.png)\n[donut.blend](donut.blend)", "Two Shader to RGB nodes fed from the same BSDF : one produces black result\nOperating system: OSX 10.15.7 / Windows 10\nGraphics card: Geforce GT650M / Geforce 2060\n\n3.6.0\n\nThis should be a white cube:\n\n![Screenshot 2023-07-19 at 14.18.38.png](attachment)\n\nOpen the blender file...\n\nHere a additional screenshot, see that If I use two Principled BSDF's instead of one (with the same settings...), then the problem is 'fixed'.\n\n![Screenshot 2023-07-19 at 14.20.28.png](attachment)\n\n", "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", "Intersect Boolean does not work properly when mesh has a degenerate face\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: Radeon (TM) RX 480 Graphics ATI Technologies Inc. 4.5.14760 Core Profile Context 20.45.37.01 27.20.14537.1001\n\nBroken: version: 2.91 - 3.0.0\nWorked: n/a\n\nThe `Intersect Boolean` Exact mode does not work correctly when the mesh has at least one degenerate face.\nIn this case, it was tested on a mesh with a triangle whose vertices are collinear\n\n- Open attached file - (The edited mesh has a degenerate triangle)\n- Go to `Face` -> `Intersect (Boolean)` - (The operation will not work because of that triangle)\n\n- Undo the operation\n- Move the triangle vertex a little so that the face is no longer degenerate.\n- Reselect that loose geometry ({key L})\n- Redo Boolean operation (now it works)\n[intersect_w_degenerated_tri.blend](intersect_w_degenerated_tri.blend)\n\n", "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" ]
[ "the Boolean modifier disables the vertex group of the mesh\nOperating system:\nGraphics card:\n\nBroken: Blender-2.80.0-git.54ffc4e19dc4-windows64\n\nWorked: Blender 2.79\n\nThe boolean modifier disables vertex groups for whatever modifiers is under it on that mesh.\n\n[halp.blend](halp.blend)\n![bool on top.png](bool_on_top.png)\n![bool on bot.png](bool_on_bot.png)\n\nI used the boolean modifier and smooth modifier for this example.\nthe mid section is where the vertex group is\nThe first picture is with the boolean modifier on top. The whole thing is smoothed when only the mid section is supposed to be smoothed.\nThe second picture is with the smooth modifier on top. Only the mid section is smoothed\n \n\n\nI added a cylinder and edited the cylinder to make it look like this in the picture. \nI added the middle vertices of the cylinder to a vertex group named \"group\" and attached a smooth modifier with the \"group\" as the vertext group.\nI added a cube\ni added a boolean modifier to the cylinder with the cube as the object and set it to difference\n\napologies for bad english" ]
Inset faces tool do not remember previously entered values (e.g thickness) Windows 7x64, GTX 1070 Broken: (2.79a and nightly) Worked: (2.79) Inset faces tool do not remember previously entered values (e.g thickness). So new inset will be with default value (thickness 0.01) 1 Create cube 2 Inset face with "i", press F6 and enter desired value 3 Create new inset - previously entered values will be default
[ "Set normals from faces should respect sharp edges\nMac OS Sierra\nRadeon Pro 580\n\nBroken: 2.78.5 66383ea206 \n\nSet normals from face effects faces across edges set to sharp. It would make more sense and be more useful if it would respect those edges IMHO.\n\nCreate a cube\nBevel edges across one axis with one segment and mark the caps to sharp in the edge menu\nTurn on auto smooth and set the angle to 180.\nSelect the smooth large faces and \"Set normals to face\" to move the smoothness to the bevel.\n\nThe caps should confinue to be flat since all there edges are marked as sharp.\n\n![normals1.png](normals1.png)\n\nI really like this functionallity and I only want it to improve :-D\n\n\n ", "Dimensions reported by Add Primitive Tools do not match actual dimensions.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Quadro P4000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 388.16\n\nBroken: version: 3.0.0 Alpha\nWorked: Never Known to Work\n\nNo matter what physical size the primitive is when created, the redo panel reports that it is 1m or 2m for any dimension. In the example attached ![Capture.PNG](Capture.PNG) the radius and depth are reported as 39.4\" (1m) and 61.7\" (2m) respectively. While the actual dimensions reported in the N-Panel are 0.221\" x 0.255\" x 0.127\".\n\nCuboids (Cube) are especially erroneous because they can have a different actual value for width, length, and height, but the single dimension \"Size\" is reported as 2m in the redo panel.\n\nIn the base startup file, create a primitive using the tool in the tool panel. Open the redo panel and observe the dimensions reported and compare them to the dimensions reported in the Item Panel.", "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.", "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", "How to handle edit-mode face/edge select-modes without any face/edges.\nBased on this report #41562,\n\n----\n\nSimple example of the problem:\n\n- Add a Circle\n- Enter EditMode\n- Select Face Mode\n- Select All (AKey)\n- Grab *(Nothing happens)*\n\n----\n\nIf you have a mesh without faces in edit-mode and use face-select for example,\nQuite a lot of tools don't work usefully.\n*(same for edge select-mode on a mesh containing only vertices, but for purpose of discussion - just talking about faces for now).*\n\nLists of tools which fail when edges/vertices are selected but no faces exist.\n\n- Transform Grab/Rotate/Scale does nothing.\n- Extrude does nothing.\n- Inconsistent de-select-all verts and edges (AKey) - *(but border/circle/mouse select dont work).*\n- *...Likely others exist, off hand these are the ones I can find...*\n\nThere are some possible solutions.\n\n- Automatically switch out of face mode *(when entering edit-mode - doesn't solve problem completely since you can remove all faces while editing)*\n- Make tools support this configuration *(need to check how to support for each tool).*\n# Make tools report a warning when its not supported (or add support when it makes sense), *otherwise - assume users know what they're doing and not attempt to second-guess their actions.*\n\nFor this design issue, Id like to come to some agreement on a good way to handle this case.\n\n----\n\nSome things to consider regarding automatic select-mode switching:\n\n- Users may temporarily remove all faces, so changing select-modes automatic for the users could disrupt their workflow.\n- Switching modes automatically could break scripts (and generally give unpredictable behavior).\n- Checking if the mesh has faces isn't really reliable since you may have hidden faces which is like having no faces from the users POV.", "Draw Face Sets smoothing and Relax Face Sets don't respect locked axes\nOperating system: Windows-10-10.0.22621-SP0 64 Bits (Actually Windows 11, but I'll leave the auto-generated specs here as well).\nGraphics card: NVIDIA GeForce RTX 3090 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.61\n\nBroken: version: 4.0.0 Alpha\nWorked: Assumably never.\n\nThe Tool ➔ Symmetry ➔ Lock X/Y/Z options don't work when:\n● you use Shift in the Draw Face Sets brush to smooth Face Set borders;\n● you use Mesh Filter ➔ Relax Face Sets.\n\nThis is a handicap when you want to smooth borders and don't want the Face Set border vertices to move in a locked axis direction.\n\n1. Start Blender.\n2. Subdivide the default cube by pressing Control + 4.\n3. Press Control + A ➔ Visual Geometry To Mesh.\n4. Go to the Sculpting workspace, and activate the Draw Face Sets tool.\n5. Draw a Face Set area.\n6. Lock an axis in Tool ➔ Symmetry ➔ Lock X/Y/Z.\n7. Smooth the Face Set's border with Shift. The locked axis isn't respected.\n8. Press Undo.\n8. Activate Mesh Filter ➔ Relax Face Sets, then click and drag across the mesh. The locked axis is again not respected.\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", "In Face-select Mode, Hiding unselected doesn't hide loose edges\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 400 Intel 4.4.0 - Build 20.19.15.5070\n\nBroken: version: 2.83 (sub 0)\nWorked: (optional)\n\nI don't really know if it is a bug or a limitation but Loose edges are not hidden when hiding unselected in face select mode.\n\nOpen the attached blend file and hit Shift+H with the selected face. It doesn't hide the loose edges.\n[Bug test.blend](Bug_test.blend)", "Bug: Extrude faces along normals + \"Individual origins\" pivot point\nOperating system: Windows 10 64-bit\nGraphics card: NVIDIA Geforce GTX 960M\n\nBroken: 2.80 957b4547aeeb 2019-01-28 22:11\nWorked: Set the piviot point option to anything else, such as bounding box center, 3D cursor, etc.\n\nWith pivot point set to **individual origins**, the tool **Extrude faces along normals** don't work properly. It just acts like the **extrude** tool.\n\nVery simple. open the startup file with a cube, set the pivot point to **individual origins** and use **extrude faces along normals**(Alt+E) inside the edit mode.", "3D Cursor don´t take into actcount the face orenration with keyboard shortcut ( Shift + RClick)\nversion: 2.80 (sub 51), branch: blender2.7, commit date: 2019-03-25 00:55, hash: 07f6be87a97e, type: Release\nbuild date: 24/03/2019, 18:03\nplatform: Windows\n\n3D Cursor don´t take into account the Geometry orentation (topbar options ) with keyboard shortcut\n\n- Open blender and select 3D cursor tool\n- Set \"Geometry\" in the topbar 3D Cursor options\n- Use Shift + RClick to set your 3D cursor on top of default cube\n\nResult:\n\n3D Cursor don´t take into actcount the face orenration \n", "Set Material Node does not reuse existing empty slot\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.41\n\nBroken: version: 3.1.0 Alpha\n\n\nIf I set material with Set material node, it will not appear after remesh modifier.\nNo matter if i set material to initial instance or to final geometry after Realize node.\nHere the file for tests and demo\n[remesh after GN.blend](remesh_after_GN.blend)\n\n![37712719.png](37712719.png)\n\n[2021-11-29_01-09-32.mp4](2021-11-29_01-09-32.mp4)\n\n[2021-11-29_01-13-43.mp4](2021-11-29_01-13-43.mp4)\n\n", "Subdivided surface preserves mesh UVs and vertex colors when not needed\nThis code causes UVs and vertex colors to always be preserved through the modifier stack.\n\n```\n /* this wasn't in 2.63 and is disabled for 2.64 because it gives problems with\n * weight paint mode when there are modifiers applied, needs further investigation,\n * see replies to r50969, Campbell */\n#if 0\n CustomData_set_only_copy(&dm->loopData, mask->lmask);\n CustomData_set_only_copy(&dm->polyData, mask->pmask);\n#endif\n```\n\nFor simple solid shading these are not needed, and `ED_view3d_datamask` should take care of requesting them when needed, taking up memory and CPU time.\n\nHowever, there is currently an issue where switching shading modes does not reevaluate the dependency graph to add these data layers, so just re-enabling this code is not enough to fix this. See also #63595 (Generated texture coordinates missing when switching from solid to rendered mode).", "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)", "Changing dimension on multiple objects no-longer works\nOperating system: Windows\n**working version:**\n2.79b\n**Last known *working* version:**\nblender-2.80.0 Beta (dec 2018)\nHash: e4dbfe0a98c1\nBransh blender2.7\n2.80.39\n**Earliest known *broken* version**\nblender-2.80.0 Beta (april 2019)\nHash: 480a09a92f7f\nBransh blender2.7\n2.80.60→2.83.2→2.90.0 Alpha\nManipulating the values in ‘`3d view`→`n-panel`→`dimensions:`' with ‘alt-key’ held down and dragging the mouse cursor will no-longer affect all the selected objects, only the parent.\n(feature still present for '`Location`', '`Rotation`', '`Scale`'.)\n\n1. Duplicate the default cube and move it so both cubes are visible.\n2. select both cubes and go to ‘`3d view`→`n-panel`→`Dimensions:`'\n3. With both cubes selected, hold down the alt-key and start manipulate the value by dragging your cursor in one of the three fields for 'Dimensions'\n\n**PS.** feature did not have the same affect as just scaling the objects, (see animated gif bellow)\n![blender_dim_bug.gif](blender_dim_bug.gif)\n[dimbug.blend](dimbug.blend)\n", "New Dyntopo Functionality\nThese are the features planned after the new Dyntopo optimisations and features in #82121 are done. The idea is to fully support Dyntopo in all features that were introduced in the last 5 versions of Blender, while introducing some new features that only make sense with Dyntopo.\n\n- Make geometry undo steps compatible with Dyntopo for\n - Voxel/Quadriflow\n - Trimming tools\n - Delete Face Set\n - Mask Slice\n\n- Make mask extract work with dyntopo.\n- Add an option to skip dyntopo topology updates per brush\n- Detail Flood Fill by Face Set.\n- Make Trimming tools flood fill the new face set with dyntopo detail size.\n- Investigate a new algorithm for smooth that has consistent strength between different mesh densities.\n- Option to enable Dyntopo in Draw Sharp, Grab and Smooth (if possible, these brushes needs original coordinates).\n- Option for the cloth, pose and boundary brushes to update the topology of the deformed area after the action is finished.\n- Unify the detail size of dyntopo and voxel to make them generate detail at similar resolutions.\n- Make project gesture tools update the topology after the action, making them automatically collapse the highly deformed edges.\n- Face Set extrude tool (can be mode option of Face Set edit, but I would rather have a separate operator).\n- Mask by detail size tool.\n- Init Face Sets by detail size.\n- Detail flood fill to average detail size.\n- Face Set split option for the Face Set line gesture tool.\n- Geometry Eraser brush (investigate if it is possible to make it erase from the center of the mesh, not only from the silhouette boundaries).\n- Insert geometry brush.\n- Edit Dyntopo detail size operator \n- Make Dyntopo generate geometry based on Sculpt Vertex Colors instead of edge length (areas with more color detail will have more geometry)\n- Dyntopo simplify by Sculpt Vertex Colors\n \n" ]
[ "bevel operator regression\nwin 7 pro 64\n\nBroken: (2.79.3 7e4c23e)\nWorked: (2.79.1 34fe3f9)\n\nbevel operator does not save the bevel settings. if you have e.g. two meshes and make some bevel on some edges in the first one, then go to the second and try to do the exact same bevel it starts from zero. it is even more problematic when the bevel have some weird value e.g. 0,1267 and you do not remember it when trying bevel on other mesh. it is pretty annoying and slowing down to remember and setting the value every time on every new mesh.\n \n1. add cube, duplicate it\n2. make some bevel on some edge in first one\n3. go to the second cube and try to recreate the same bevel on some edge\n4. you cannot( unless you noted it)\n" ]
blender 2.8 crashes when zooming out in "Animation -> Graph Editor" window. Operating system: Windows-10-10.0.18362 64 Bits Graphics card: GeForce GTX 960/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 399.24 Broken: version: 2.80 (sub 75) Worked: (optional) Blender crashes when zooming out to far in the "Animation -> Graph Editor" window. Probably an uncaught integer overflow Not a major error but still annoying No crash log was written into the temp directory. I don't know if it is already fixed in later versions of blender... first: Go to "Animation -> Graph Editor" then: zoom out of the window as far as possible. then: *crash* .gif screen capture of the crash: p06ntg
[ "Blender 2.92.0 crashes when baking steam simulation\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92\nCPU: Intel Core i7-8700K\nMemory: 32 GB\n\nBroken: version: 2.92.0\nWorked: I have not tried any other version than 2.92.0 (sorry)\n\nI tried to make a simple steam simulation following the steps described here: watch?v=_K0XsHht6pg. It crashed while baking, and tried to simplify the setup with a minimal set of objects, and it still crashes after baking about 30-50% of the 300 frames.\n\nFollow the steps as described in the video watch?v=_K0XsHht6pg\n\nAttached is .blend file that I tried to make as simple as possible: [steam.blend](steam.blend)\n\n - Open the attached file\n - Press \"Bake Data\" for Physics Properties for the cube\n - Blender crashes after 30%-50% of baking\n\nI have not tried a newer experimental release or an older release.\n\nI was able to reproduce the issue with the default 32 Resolution Divisions (which is way faster to reproduce than the 160 in the included file). I then tried experimenting which exact setting caused the crash. I got it to crash with Adaptive Domain disabled, and Gas Heat 1.5 and Dissolve Time 30, but now I'm not able to reproduce anymore with any setting (at least with 32 Resolution Divisions).\n\nAfter some more experimenting, it seems it randomly crashes and sometimes works. It is definitely reproducible with 32 Resolution Divisions. I kept all settings as I had before, which had worked successfully, but then changed the Time Scale to 0.8, and then it crashed again when baking. However, it had previously crashed at least once with the exact same settings with which I had also successfully baked (and the Time Scale at the default 1.0), so it is not the Time Scale that is causing the issue.", "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", "AMD - Blender Crashes When I Start Render - Cycles GPU Compute\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: AMD Radeon RX 6800 XT ATI Technologies Inc. 4.5.0 Core Profile Context 23.7.1.230626\n\nBroken: version: 3.6.1\n\n[Whenever I start Rendering, It crashes when using cycles on GPU compute. Doesn't happen on CPU option.]\n\n[On render engine, select cycles. Then set it to GPU Compute. Then click on render on top left corner. Then select render image.]\n\n", "Render can not be cancelled and crashes\n\n\n\n\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: AMD Radeon R9 200 Series ATI Technologies Inc. 4.5.13570 Core Profile Context 19.7.2 26.20.13001.16003\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\n\nHello,\n\nI wanted to export some scene using the Eevee render. When I render a frame, the image processing statut is still at 0%. Thus, when I try to cancel it, Blender hangs / crashes.\n\nI launched it using the GPU debug tool\n\nI'm assuming it comes from the hardware.\n\n\nThanks in advance.\n\n\n\n[eevee_logs.txt](eevee_logs.txt)\n\n\n[blender2.8.blend](blender2.8.blend)\n\n\n\n\n\n- Open the file\n- Render image {key F12}\n- Progress will hang at 0% for too long time\n- Cancel rendering\n\nRender job is not cancelled immediately / Blender crashes with low VRAM\n\n", "Crash when 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", "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", "Wrong context override crashes Blender\nOperating system: Linux-5.19.0-41-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce RTX 4080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 525.105.17\n\nBroken: version: 3.5.0\n\nI have a crash on executing simple Python script. Script contents wrong context override\n\nHere is the code that crashes Blender:\n```Py\nimport bpy\nfrom bpy import context\n\narea = [area for area in bpy.context.screen.areas if area.type == \"VIEW_3D\"][0]\n\nwith context.temp_override(area=area):\n bpy.ops.view3d.render_border('INVOKE_DEFAULT', wait_for_input=True)\n```\nThere is a mistake, region is not overridden, that's required by render border. But instead of showing an error, Blender crashes.\n\n", "Crash while baking the Line Art modifier\nOperating system: Windows 11\nGraphics card: RTX 2070\n\nBroken: 7c2dc5183d03\n\n\n\nI get regular crashes when baking Line Art modifier in relatively complicated geometries. \n\nI can't provide my project file. I am hoping that the crash log will give insight into this bug.\n\n", "Blender 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)", "Eevee crashes when rendering some of the Blender Studio rigs\nOperating system: Windows 10 Home\nGraphics card: Intel(R) HD Graphics 4600\n\nAlso tested on Debian 11 on both GNOME and MATE. It didn't make much of a difference, the GNOME session crashes and takes me back to the login manager meanwhile on MATE the program gets killed after it freezes for too long. I'd say that this is just a difference in the behaviour of the two desktop environments, but I can't say for sure.\n\nAlso asked a friend of mine to test it on their MacBook Pro, they claim to have seen the same results as I have. Just keep in mind that they're busy and I don't have access to their hardware.\n\nTried opening it on multiple versions:\n3.0.1 (stable), 3.5.1 (stable) and 4.0.0 (alpha) with [66d20c8723e6](66d20c8723e6) being the latest commit.\n\n(Windows/Linux/Mac)\nWhen opening it from the list of recent files I see the Blender project being displayed on the screen, but apparently for only one frame then freezes. I can see the prompt that asks for script execution to be enabled, the model itself, the pose library, etc. It just freezes afterwards.\nSame thing happens for when opening it via File -> Open, but I only see the default cube project before the crash.\nGot it from .\n\n1. Run Blender\n2. Open `ellie_animation.blend`\n\nSomething else worth noting is that apparently a group of people on the Blender Artists forums are experiencing the same issue: 1342795\n\n`blender-stdout.txt` and `blender-stderr.txt` were generated like so:\n`C:\\Users\\Mustafa\\blender-4.0.0-alpha+main.66d20c8723e6-windows.amd64-release>blender --factory-startup --debug-all > blender-stdout.txt 2> blender-stderr.txt`\nI've even provided a file (`gdb-blender.txt`) containing the output of interactively debugging blender with the GNU Debuger, in case you'll need it.\nAll debug logs and related files were created on Windows.\n\nThanks in advance! It'd take a miracle to get such a huge open source project going and you're doing a great job, I appreciate your hard work on Blender.\n", "Blender Crash by doing 2d animations\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 500 Intel 4.5.0 - Build 31.0.101.2111\n\nBroken: version: 3.6.0\n\nWhenever I draw with a line, circle, arc, curve, interpolate, and box tool, my drawings disappear and reappear and then it suddenly crash.\n- 2D animation Draw Mode\n[\nPlease describe the exact steps needed to reproduce the issue]\n\n", "Blender crashes when merging mesh.vertices with a python script\nOperating system: Pop_OS 20.04\nGraphics card: Intel 4th Generation Core Proc \n\n\nBroken: 2.82a\n\n\nLink to stackoverflow question:\n\nblender-crashes-when-merging-mesh-vertices-with-a-python-script\n\nI have reuploaded the question here because I think It could be an error with blender code rather than mine. The steps to reproduce the crash would be creating an icosphere mesh, setting the max_distance variable to 0.3 and just moving nodes nearby to other ones and clicking run_script then. At some point it will close and save an ico.crash.txt. I have attached mine.\n\n[ico.crash.txt](ico.crash.txt)\n\n[#88022.blend](T88022.blend)\n\n[#88022.webm](T88022.webm)", "blender 4.0 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 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", "Smoke and Fire simulation bug\nOperating system: Mac osx 10.15.6\nGraphics card: AMD Radeon Pro 5500M 8 GB\nIntel UHD Graphics 630 1536 MB\n\nBroken: 2.90.0 (202-08-31)\n\n\nBlender crashes while trying to bake a fire + smoke simulation in 128 resolution divisions... Sometimes it works. Mostly it doesn't.\n\nAttaching the file.\n\n[Blender Bug copy.rtf](Blender_Bug_copy.rtf)\n\n[fire.blend](fire.blend)" ]
[ "Edge loops crashing blender (exeeding IMM_BUFFER_SIZE)\n\nOperating system: Windows 10\nGraphics card: AMD R9 270\n\n\nBroken: 2.80\nWorked: (optional)\n\n\nAdding edge loops to cylinder completely crashes after a certain point\n\nBased on the default startup or an attached .blend file (as simple as possible).\nDelete the underappreciated default cube\nadd cylinder\nset subdivisions to 500 in the little f9 menu\nadd edge loops with Ctrl+R and scroll up to increase number until blender just dies.\nlook at your beautiful desktop\n\n\n\n\nCould not test with the absolutely latest blender because isp is having troubles but some nice people on reddit say they can reproduce it\n\n\nAttached video shows me demonstrating.[2019-08-20 22-07-03.mp4](2019-08-20_22-07-03.mp4)\n\nReddit Thread that started this all: nice/" ]
Blender 2.8 - Editing objects with modifiers enabled for edit mode crashes blender Operating system: Ubuntu 17.10 Graphics card: GTX 1080 Broken:70d38a996eb507dd9e35c265153934191ccba855 Editing objects with Subsurf enabled crashes blender 1. Open default scene. 2. click on default cube 3. press ctrl 2 (blender 2.7x keymap) 4. press tab
[ "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", "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", "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.", "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", "Blender crashes when I try to subdivide my model\nOperating system: Windows 11 Pro 64-bit, 12th Gen Intel(R) Core(TM) i9-12900KF (24 CPUs), ~3.2GHz\nGraphics card: NIVIDIA GeForce RTX 3070 Ti\n\nBroken: 3.6, latest version\n\n\n\n- Open Blender, Open File\n- Go to Preferences, Turns off GPU Subdivision\n- Change to CUDA and tick Graphics Card Box\n- Goes to Modifier, Click Subdivision Surface, Processing, Crashes\n\nTo give a bit more context, my current model only has 160000 vertices which I think is quite little? But still it cannot subdivide and crashes whenever I click the subdivide option in modifiers.\n\n", "Modifier are still evaluated even when not required.\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.13\n\nBroken: version: 3.0.0\nWorked: never\n\nModifiers are evaluated, even when blank, for example a lattice modifier without any lattice, would still make depth graph calculation or something like that, that make each action (select, move, rotate, etc.) verry slower.\n\nCreate/ import a large object (60M poly mesh for example).\nAdd lattice modifier, let all option blank. \nDisable viewport visibility of this modifier.\nTry to move/rotate/scale the object in the viewport, the performance is really low.\n\nIn order to transform your mesh, you need to remove all modifiers, and add then back once transform is convenient.\n", "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", "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", "Hair from 2.79 messed up in 2.8 (modifiers prior to PSys and partially broken without 'Use Modifer Stack')\nOperating system:\nGraphics card:\n\nBroken: blender-2.80.0-git.dd3f5186260e-windows64\nWorked: 2.79b release\n\nHair particles made in blender 2.79 get messed up, when opend in 2.8. The hairs are pulled in direction of objects origin:\n![hairbug.png](hairbug.png)\n\n[hairbug.blend](hairbug.blend)\n\nopen attached file in 2.80 (and in 2.79, to compare)\n\n---\nIt is maybe is related to T59587 .. i am not sure.", "Crash on sculpt mask brush when Multiresolution modifier is copied from another object\nOperating system: Windows 11\nGraphics card: GTX 1060\n\nBroken: 3.3.0 / 3.2.0 / 2.93.10\nWorked: (First time trying multires hasn't worked on any of the versions I've tested on)\n\n\nCrash on sculpt mask brush when Multiresolution modifier is copied from another object.\n\n\nReplicate problem 1:\n\n - Add a Cube (#1)\n - Add Multiresolution modifier to Cube (#1)\n - Subdivide 4 times\n - Add a Cube (#2)\n - Copy Cube (#1)'s modifier onto Cube (#2) through the use of Link/Transfer Data > Copy Modifier\n - Select Cube (#2) and enter sculpt mode\n - Select Mask Brush\n - Use Mask Brush (Should crash blender)", "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.", "Random crashes with NVidia + GPU Subdivision (sometimes when activating X-Ray or Wireframe overlay)\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\n| Graphics card: | Driver : | User:\n| --- | --- | ---\n| NVIDIA GeForce RTX 3090/PCIe/SSE2 | 4.5.0 NVIDIA 516.94 | @GabrielMoro\n| NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 | 4.5.0 NVIDIA 512.15 | @STYXtheMUTT\n| NVIDIA GeForce RTX 3070 Ti/PCIe/SSE2 | 4.5.0 NVIDIA 516.94 | @Jojolix\n|NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2|NVIDIA 516.59|@MassimilianoPuliero\n|NVIDIA GeForce RTX 3090|NVIDIA 516.94|@The5\n\nBroken: version: 3.2.2\n\nOn some seemingly random occasions, Blender crashes with the following stack:\n```lines=10\nStack trace:\nblender.exe :0x00007FF77C1458B0 BKE_subdiv_free\nblender.exe :0x00007FF77C147880 BKE_subsurf_modifier_subdiv_descriptor_ensure\nblender.exe :0x00007FF77BFFC3D0 <lambda_c000e58b9a8caf72c54e0e02a46effdb>::operator()\ntbb.dll :0x00007FFDBAF64FD0 tbb::interface7::internal::isolate_within_arena\nblender.exe :0x00007FF77BFFC6F0 BKE_mesh_wrapper_ensure_subdivision\nblender.exe :0x00007FF77CB38FA0 raycast_obj_fn\nblender.exe :0x00007FF77CB375E0 iter_snap_objects\nblender.exe :0x00007FF77CB3E530 transform_snap_context_project_view3d_mixed_impl\nblender.exe :0x00007FF77CB3F0E0 ED_transform_snap_object_project_view3d\nblender.exe :0x00007FF77CB5E7C0 applyFaceProject\nblender.exe :0x00007FF77CB5EE00 applySnappingIndividual\nblender.exe :0x00007FF77CB72F70 recalcData_objects\nblender.exe :0x00007FF77CB81010 applyTranslation\nblender.exe :0x00007FF77CB46BE0 transformApply\nblender.exe :0x00007FF77CB41920 transform_modal\nblender.exe :0x00007FF77C229D30 wm_macro_modal\nblender.exe :0x00007FF77C20F9E0 wm_handler_operator_call\nblender.exe :0x00007FF77C210BD0 wm_handlers_do_intern\nblender.exe :0x00007FF77C210000 wm_handlers_do\nblender.exe :0x00007FF77C216590 wm_event_do_handlers\nblender.exe :0x00007FF77C1FC380 WM_main\nblender.exe :0x00007FF77B2F12A0 main\nblender.exe :0x00007FF7814128B0 __scrt_common_main_seh\nKERNEL32.DLL :0x00007FFDC7B67020 BaseThreadInitThunk\nntdll.dll :0x00007FFDC85A2680 RtlUserThreadStart\n```\n```lines=10\nStack trace:\nblender.exe :0x00007FF7A50C5B10 BKE_subdiv_update_from_mesh\nblender.exe :0x00007FF7A50C7880 BKE_subsurf_modifier_subdiv_descriptor_ensure\nblender.exe :0x00007FF7A52A1110 draw_subdiv_create_requested_buffers\nblender.exe :0x00007FF7A52A2080 DRW_create_subdivision\nblender.exe :0x00007FF7A52D1870 DRW_mesh_batch_cache_create_requested\nblender.exe :0x00007FF7A52C6000 drw_batch_cache_generate_requested\nblender.exe :0x00007FF7A529F1A0 drw_engines_cache_populate\nblender.exe :0x00007FF7A529B8C0 DRW_draw_render_loop_ex\nblender.exe :0x00007FF7A529C9B0 DRW_draw_view\nblender.exe :0x00007FF7A5D3FA00 view3d_main_region_draw\nblender.exe :0x00007FF7A5551070 ED_region_do_draw\nblender.exe :0x00007FF7A51A3700 wm_draw_window_offscreen\nblender.exe :0x00007FF7A51A3560 wm_draw_window\nblender.exe :0x00007FF7A51A2FB0 wm_draw_update\nblender.exe :0x00007FF7A517C380 WM_main\nblender.exe :0x00007FF7A42712A0 main\nblender.exe :0x00007FF7AA3928B0 __scrt_common_main_seh\nKERNEL32.DLL :0x00007FFD1C4A54D0 BaseThreadInitThunk\nntdll.dll :0x00007FFD1D524830 RtlUserThreadStart\n```\n\nOccasions observed:\n- try to snap objects on faces (the object that shall be snapped to is usually a complex mesh with modifiers like subdivisions, mirror, solidify, bevel and booleans)\n- toggle the shading mode between shaded and wireframe or between X-Ray and Wireframe Overlay.\n[intro.crash.txt](intro.crash.txt)\n\n\n- open attached file\n- disable and enable X-Ray multiple times\nIt happens specially when working fast.\n\n[BLENDER_Youre_Alive_v67.blend](BLENDER_Youre_Alive_v67.blend)\n\n", "crash when 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", "Displace modifier with Image Texture causes scene slowdown\nOperating system: Linux-5.4.0-54-generic-x86_64-with-debian-buster-sid 64 Bits\n\nBroken: version: 2.90.0\nWorked: 2.83\n\nCaused by 23919d2275\n\nMesh object with a Displacement modifier using IMAGE TEXTURE can grind scene to a halt by forcing modifier stack to reevaluate on smallest changes to scene (such as adding objects, removing etc). \n\nInterestingly with built in textures (Cloud, Voronoi) it's very fast and functions as should.\n\n\n- Add subD modifier. Relatively high level (with respect to detail)\n- Any image texture (e.g rocks, wood, cloth)\n- As bonus can add Decimate modifier to confirm slowdown and force reevaluation of scene.\n- Try add new objects, erase etc, everything will freeze until that particular objects modifier stack is reevaluated.\n\n![displace_slowdown.gif](displace_slowdown.gif)\n\n[displace_image_slowdown.blend](displace_image_slowdown.blend)\n\nThank You!\n", "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" ]
[ "Subdivision not displaying correctly in edit mode\nOperating system: Linux Mint 19\nGraphics card: nVidia GTX 970\n\n\nBroken: Subdivision modifier not displaying in edit mode while using any other shading method save for material. While in solid, random, and texture, the object is displayed as the actual cage mesh/non-subdivided\n\nBlender 2.8 Hash: 26d5a3625ed\n\n\nError as above. Additional info is that in order to get the proper display the adjust edit cage has to be toggled on then off again, but as stated above, this only works while using material shade mode.\n\nSimple cube can be used." ]
Regression: Crash When Appending Items and Editing Expressions Operating system: Windows-10-10.0.19043-SP0 64 Bits Graphics card: GeForce 9600 GT/PCIe/SSE2 NVIDIA Corporation 3.3.0 Broken: version: 3.1.2, 3.2 d3b1cce4000b Worked: 3.0.1, 52be06301257 The attached .blend file is a stripped down and decimated version of a face rig, and curiously the more it's stripped down, the harder it is to get it to crash (hence the file is not as reduced or as clean as I'd like). The issue has been traced to drivers in the Math nodes, which are located inside the Wrinkles node group in the "Head" material. Several users have reported these crashes; one was able to fix it by enabling GPU Subdivision, and another was able to provide a screenshot (seeing as they're getting an error message instead of a crash):![Driver Error.jpg](Driver_Error.jpg) The crashes and error messages are not present in 2.79 up to 3.0.1. Additionally, the original file frequently crashes when moving the face controls, one of which is still present in the demo file (but doesn't seem to cause crashes on its own). 1. Load the file 2. Append something (e.g. an object, camera or lamp) 3. Crash Alternatively: 1. Select one of the drivers at the bottom of the list in the Drivers Editor, e.g. "Default Value (Math.014 : Value)" 2. In the Drivers properties in the N panel, click on the expression in the Path field and hit enter. 3. Crash [Driver Crash.blend](Driver_Crash.blend)
[ "Blender crashes after GPU spike (Specially when we have a character with Rigify)\nOperating system: Windows 10\nGraphics card: RTX 2070 Super\n\nBroken: 3.4.1\nWorked: 3.3\n\nEvery time I'm working in Blender, after 2 minutes if I start to move around on a rig made based on Rigify, or work on geometry nodes, Blender Crashes. It happens even faster if I'm working in eeve.\n\n- Open a blender file\n- Import a character using rigfy with Linked Library\n- Library override\n- Turn Eeve on\n- Start working\n- Eventually, blender will crash.\n\nI noticed that if I don't import a character with rigfy, it doesn't have the GPU spike\n[Christmas.crash.txt](Christmas.crash.txt)\n[KalyAndAkrasiel 3.5.crash.txt](KalyAndAkrasiel_3.5.crash.txt)", "Mesh Attributes Python API Is Buggy\nOperating system: Windows 11\nGraphics card: NVIDIA RTX 3070\n\nBroken: 2.93 & 3.3\nWorked: \n\nAccessing geometry attributes via python causes internal errors and mismatched pointers.\n\n\n```\n- Blender 3.3.0 bug\n- 1) Open new file w/ default cube\n- 2) Paste this script into the scripting tab\n- 3) Make sure the cube is selected and run this script\n\nimport bpy\n\nme = bpy.context.active_object.data\n\nfva = me.attributes.new('float_vector_attribute', 'FLOAT_VECTOR', 'CORNER')\n\nprint(f'fva : {fva}.data_type = {fva.data_type}')\n\nfca = me.attributes.new('float_color_attribute', 'FLOAT_COLOR', 'CORNER')\n\nprint(f'fva (again): {fva}.data_type = {fva.data_type}') # output will be wrong\nprint(f'fca : {fca}.data_type = {fca.data_type}')\n\nme.calc_normals_split() # causes next line to crash\n\nfva.data[0].vector = (1, 2, 3) # only crashes the first time the script is run\n\n```", "Geometry Nodes related memory leak and exception access violation\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.98\n\nBroken: version: 3.5.1\nWorked: \n\nBlender freezes, memory usage spikes and eventually you get exception access violation crash.\n\nOpen attached file and enable Layer 3. Blender will freeze, memory usage will spike and eventually lead to exception access violation crash. Crash log is generated.\n\n[gnodes bug1.blend](attachment)\n\nTo stop crashing disconnect Twig Object from Object Info node. I think this started happening after I deleted the \"fir_twig\" object, but there was still a hidden reference in the Object info. However, I was not able to replicate this in a new file and the crash stops happening if I delete / modify some of the node groups, even in unrelated ways. I am pushing Blender to the limits and this is a heavily reduced file.\n\n", "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", "Random crashes with NVidia + GPU Subdivision (sometimes when activating X-Ray or Wireframe overlay)\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\n| Graphics card: | Driver : | User:\n| --- | --- | ---\n| NVIDIA GeForce RTX 3090/PCIe/SSE2 | 4.5.0 NVIDIA 516.94 | @GabrielMoro\n| NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 | 4.5.0 NVIDIA 512.15 | @STYXtheMUTT\n| NVIDIA GeForce RTX 3070 Ti/PCIe/SSE2 | 4.5.0 NVIDIA 516.94 | @Jojolix\n|NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2|NVIDIA 516.59|@MassimilianoPuliero\n|NVIDIA GeForce RTX 3090|NVIDIA 516.94|@The5\n\nBroken: version: 3.2.2\n\nOn some seemingly random occasions, Blender crashes with the following stack:\n```lines=10\nStack trace:\nblender.exe :0x00007FF77C1458B0 BKE_subdiv_free\nblender.exe :0x00007FF77C147880 BKE_subsurf_modifier_subdiv_descriptor_ensure\nblender.exe :0x00007FF77BFFC3D0 <lambda_c000e58b9a8caf72c54e0e02a46effdb>::operator()\ntbb.dll :0x00007FFDBAF64FD0 tbb::interface7::internal::isolate_within_arena\nblender.exe :0x00007FF77BFFC6F0 BKE_mesh_wrapper_ensure_subdivision\nblender.exe :0x00007FF77CB38FA0 raycast_obj_fn\nblender.exe :0x00007FF77CB375E0 iter_snap_objects\nblender.exe :0x00007FF77CB3E530 transform_snap_context_project_view3d_mixed_impl\nblender.exe :0x00007FF77CB3F0E0 ED_transform_snap_object_project_view3d\nblender.exe :0x00007FF77CB5E7C0 applyFaceProject\nblender.exe :0x00007FF77CB5EE00 applySnappingIndividual\nblender.exe :0x00007FF77CB72F70 recalcData_objects\nblender.exe :0x00007FF77CB81010 applyTranslation\nblender.exe :0x00007FF77CB46BE0 transformApply\nblender.exe :0x00007FF77CB41920 transform_modal\nblender.exe :0x00007FF77C229D30 wm_macro_modal\nblender.exe :0x00007FF77C20F9E0 wm_handler_operator_call\nblender.exe :0x00007FF77C210BD0 wm_handlers_do_intern\nblender.exe :0x00007FF77C210000 wm_handlers_do\nblender.exe :0x00007FF77C216590 wm_event_do_handlers\nblender.exe :0x00007FF77C1FC380 WM_main\nblender.exe :0x00007FF77B2F12A0 main\nblender.exe :0x00007FF7814128B0 __scrt_common_main_seh\nKERNEL32.DLL :0x00007FFDC7B67020 BaseThreadInitThunk\nntdll.dll :0x00007FFDC85A2680 RtlUserThreadStart\n```\n```lines=10\nStack trace:\nblender.exe :0x00007FF7A50C5B10 BKE_subdiv_update_from_mesh\nblender.exe :0x00007FF7A50C7880 BKE_subsurf_modifier_subdiv_descriptor_ensure\nblender.exe :0x00007FF7A52A1110 draw_subdiv_create_requested_buffers\nblender.exe :0x00007FF7A52A2080 DRW_create_subdivision\nblender.exe :0x00007FF7A52D1870 DRW_mesh_batch_cache_create_requested\nblender.exe :0x00007FF7A52C6000 drw_batch_cache_generate_requested\nblender.exe :0x00007FF7A529F1A0 drw_engines_cache_populate\nblender.exe :0x00007FF7A529B8C0 DRW_draw_render_loop_ex\nblender.exe :0x00007FF7A529C9B0 DRW_draw_view\nblender.exe :0x00007FF7A5D3FA00 view3d_main_region_draw\nblender.exe :0x00007FF7A5551070 ED_region_do_draw\nblender.exe :0x00007FF7A51A3700 wm_draw_window_offscreen\nblender.exe :0x00007FF7A51A3560 wm_draw_window\nblender.exe :0x00007FF7A51A2FB0 wm_draw_update\nblender.exe :0x00007FF7A517C380 WM_main\nblender.exe :0x00007FF7A42712A0 main\nblender.exe :0x00007FF7AA3928B0 __scrt_common_main_seh\nKERNEL32.DLL :0x00007FFD1C4A54D0 BaseThreadInitThunk\nntdll.dll :0x00007FFD1D524830 RtlUserThreadStart\n```\n\nOccasions observed:\n- try to snap objects on faces (the object that shall be snapped to is usually a complex mesh with modifiers like subdivisions, mirror, solidify, bevel and booleans)\n- toggle the shading mode between shaded and wireframe or between X-Ray and Wireframe Overlay.\n[intro.crash.txt](intro.crash.txt)\n\n\n- open attached file\n- disable and enable X-Ray multiple times\nIt happens specially when working fast.\n\n[BLENDER_Youre_Alive_v67.blend](BLENDER_Youre_Alive_v67.blend)\n\n", "Crash (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 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", "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", "MeshDeformModifier Crashing\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.49\n\nBroken: version: 3.6.0 Alpha\nWorked: -\n\nAfter binding, with the Dynamic attribute driver value set to 1 in driver editor, it crashed.\n\n1. Add a driver to use_dynamic_bind.\n2. Click Bind\n3. Set the driver value to 1\n\n\n![image](attachment)\n\n", "Blender crashes right after loading up a blend file or when creasing a specific mesh on a slightly older version of said blend file\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.77\nCPU: Ryzen 7 3700X\nRAM: 16GB, roughly 7GB available when loading\n\nBroken: version: 3.2.0\n\nFollowing a sculpting course i'm currently trying to crease the claws of a model in the attched blend file.\nBlender keeps crashing without further notice when doing so. I managed to save in the specific state that causes the crash, but can also reproduce it by creasing the front-left hoof/claw-thing in the older state\n\nLoad up file, change to sculpt mode without hiding linked duplicates (feet/hooves)\n[dog!.blend](dog_.blend)\n\nOld:\nLoad up attached blend file -> Crash immediately after apparently successfully loading the scene\n[dog!.blend](dog_.blend)\nLoad up attached blend1 file, crease said claw region with Dyntopo active -> Crash soon after doing so\n[dog!.blend1](dog_.blend1)", "Blender 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.", "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)", "Regression Tests: Run-Time Check Failure #3 - The variable 'ls' is being used without being initialized.\nOperating system: Windows 10 21H2 Build 19044.1645\nGraphics card: Nvidia GT 610\nRenderer: GeForce GT 610/PCIe/SSE2\nVersion: 4.5.0 NVIDIA 391.35\n\nBroken: (example: 3.20 Alpha, 180163c4e448, private branch without changes, 2022-04-14)\n\nBuilding RUN_TESTS in Visual Studio will fail on certain tests.\n\n\nTo check for yourself run the following commad from a cli in your build directory:\n\n```\nctest -R cycles_light_cpu -C debug --debug\n```\n\nA part of the tests will pass, but some will fail. An error window will appear, saying: \"Run-Time Check Failure #3 - The variable 'ls' is being used without being initialized.\"\n\nTo manually check out this failure, take a look at the debug output and check which .blend file is loaded and if the test fails.\n\nI choose following file to load into blender.\n```\n\\lib\\tests\\render\\light\\spot_light.blend\n```\nNext hit F12 to render this test file. \n\n**Location in source**\nThe bug is located in shade_volume.h Line 947. ls.P is passed as a parameter there\n\n**Setup**\nAll testing was done in the DEBUG-x64 target in VS.\nBug still exists in 7484f274dcdc\n", "Blender development todo list -- Render\nNOTE: this is a direct dump of Render (without cherrypicking the valid items)\n\n### Render & UI\n\n- [ ] While rendering, manipulating images (like reload, resizing generated) can still crash Blender. Better image \"owner\" locking is required for 2.5 (#28477)\n- [ ] While rendering, several UI changes can cause crashes (#24758)\n- [ ] Rendering can't really use normal scene data if ui is interactive without causing all kinds of trouble, for examples and related issues see the item above this one.. and the reports (#26535)\n- [ ] Renaming scene leads to missing rendered result in image editor and compositor (see (#30222))\n- [ ] Rendering with File Output nodes could produce unwanted output images, see (#38605)\n- [ ] Shaded draw mode (using render code for vertex colors) is most certainly not coming back\n- [ ] Color Management can be communicated better, like when sampling colors in Image Window it confuses (could indicate such). Color Management also wasn't added backward compatible, disabling it gives dark results.\n- [ ] Compositor \"file out\" node doesn't work for FSA, and as color management troubles too.\n- [ ] FSA render uses temp files with names preventing other Blender instances to render too. (#28314)\n- [ ] Texture nodes have been implemented by recursively (backwards) calling parent nodes, this gives issues for viewers, previews and threads in general.We will try to keep it stable, but the functionality for this is going to replaced with a better shader system in 2.6. (compositor and material nodes call nodes forward, sorted on dependency. Each node is only called once this way).\n- [ ] Render display in Image window, for a window previously showing UV editor, doesn't restore correctly. (#26828). Code for this is too much spread around and fuzzy, needs full revision.\n- [ ] Object transform is not possible during rendering #37019\n- [ ] Don't render and warn when a driver or pre-render script can't be executed, a texture is missing, physics are not baked. Needed e.g. when renderfarms have scripts blocked.\n\n### Node Textures\n- [ ] Grouping texture nodes affects on data range #45696\n\n### Baking\n- [ ] add option to smooth vertex colors as a post process after baking #35066.\n- [ ] Baking to a low-res textures might miss pixels which lies on the UV island boundary #37681\n- [ ] Vertex baking might cause AO artifacts #44178\n- [ ] Support dupligroups #43553\n- [ ] Modifier produces non deterministic effects #42015\n- [ ] Update Blender side baking to support different topologies needed for adaptive subdivision #49405", "Crash when 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." ]
[ "Regression: Crash when accessing animated 'object.data' property in a driver of a Mesh\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 511.65\n[blender_system_info.txt](blender_system_info.txt)\n\nBroken: version: 3.1.0\nWorked: version: 3.1.0 Alpha\n\nApparently, this is caused by 56407432a6\n\nDrivers accessing properties of other Meshes may crash.\nThis was noticed when performing F12 render or spacebar animation on certain models\nAs far as I can tell, more than half of the models I have checked do not allow most operations (I suspect my models are biased).\nNo problem in 3.0. All daily builds are unconfirmed, but 3.1.0 Alpha, branch: master, commit date: 2022-01-23 19:27 was the latest I checked that works.\n\nCrash Log:\n[qulle-3.1test.crash.txt](qulle-3.1test.crash.txt)\n\n- Open the blend file attached or\n - Create 2 objects each one with shapekeys (Object A and Object B)\n - Add keyframes to the value of a shapekey of Object A\n - In the value of the shapekey of Object B add a driver accessing the shapekey of Object A - (`data.shape_keys.key_blocks[\"Key 1\"].value`)\n- Space bar to animation start - crash\n\nSimplified file:\n[drivers_crash-simplied_only_one_shapekey.blend](drivers_crash-simplied_only_one_shapekey.blend)\n\n---\nOriginal file:\n[qulle-3.1test.blend](qulle-3.1test.blend)" ]
Crash in Edit Mode when CTRL clicking with X-Ray enabled Operating system: Ubuntu 19.10 Graphics card: GeForce GTX 460 Broken: 2.80, 3b163483c478 **Short description** Blender crashes when you hold CTRL and left click in the viewport in edit mode, while X-ray view is enabled. **Steps to reproduce the error** 1. Switch to Edit Mode with default cube selected 2. Enable X-Ray 3. Hold CTRL key and Left Click anywhere in the viewport Thank you
[ "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", "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 ", "Crash when selecting object on Mac\nOperating system: macOS-12.5.1-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5700 XT OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.8.101\n\nBroken: version: 3.3.0\n\nSystem crash trying to open einar_hair.blend file\n\nDownload einar_hair.blend fle from ?asset=6072\nSelect any object.\n\nBlender will crash. Also hair is not visible. It's possible, that OS will crash as well. ", "Regression: Crash with boolean modifier\nOperating system: Fedora Linux 36 (Workstation Edition)\nGraphics card: Nvidia Geforce RTX 3080\n\nBroken: 3.2.1, 3.3 alpha\nWorked: 3.1\n\nCrash with boolean modifier\n\n- Open .blend file\n- In boolean modifier tab -> select `dot cutter` for boolean operation\n[yin_yang-v1.blend](yin_yang-v1.blend)\noriginal file: [F13292564](yin_yang.blend)", "Problems due to leftover Nvidia drivers\nOperating system: Windows 11 Home\nGraphics card: Intel Arc a770 16gb Limited Edition (latest drivers)\n\nBroken: (Blender 3.3, 3.5 and 4.0) Trying to work out if it is just my GPU that is the issues\n\n\nBlender 3.5.1 will not allow me to access editor preferences, and won't allow me to render in Cycles. CPU or GPU. Eevee works.\n\nBlender 3.3 allows me to access editor preferences, but still won't allow me to render in Cycles. CPU or GPU. Eevee works.\n\nBlender 4.0 allows for editor preferences, same issue with Cycles. Eevee works fine.\n\nBy not allowing me to access editor preferences or Cycles I mean it crashes.\n\nI have tried to converse with Intel engineers with a video of the crashes but they seem incompetent with knowing how to enable GPU rendering in their own tests.\n\n", "Toggle to Edit Mode call error when the Blender use linked a object data from another file\nOperating system: Linux 5.10.2\nGraphics card: Intel Haswel (4-th Gen ) HD Graphics 4600\n\nBroken: 2.92\n\n\nToggle to Edit Mode call error when the Blender use linked a object data from another file\n\n\n1) Create any object in a scene and save this file \n2) Create a new blend file and link the object from previous saved a file with `File` → `Link..` and then select this object.\n3) Then convert linked object to local object with `Object` → `Relations` → `Make Local...` → `Selected Objects`\n4) Select the object and press Tab that go to Edit Mode. \n5) Error - Unable to execute 'Toggle Editmode', error changing modes\n\nor download both files and then open linked.blend:\n\n[source.blend](source.blend)\n[linked.blend](linked.blend)\n\n![Screenshot_20201224_154148.png](Screenshot_20201224_154148.png)", "Blender 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.", "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", "Missing call to BMesh.update_edit_mesh causes crash in edit-mode\nRunning the following script in the default startup file crashes.\n\nUn-commenting the last line resolves the crash.\n\nThe issues is caused by triangulated loops referenced from `BMEditMesh.looptris` being freed.\n\nReporting this issue for reference, since it's a simpler test case compared to #70711, which has the same root cause.\n\n```\nimport bpy, bmesh\nbpy.ops.mesh.primitive_cube_add()\nob = bpy.context.active_object \nbpy.ops.object.mode_set(mode='EDIT')\nme = ob.data\nbm = bmesh.from_edit_mesh(me) \nbmesh.ops.subdivide_edges(bm,edges=bm.edges,use_grid_fill=True,cuts=1)\n# bmesh.update_edit_mesh(me, True)\n```", "Blender 2.91 crashes when enabling Archipack addon\nOperating system: Linux-5.8.0-23-generic-x86_64-with-debian-bullseye-sid 64 Bits\nUbuntu 20.10 Groovy Gorilla (development branch)\nGraphics card: Mesa Intel(R) UHD Graphics 620 (KBL GT2) Intel 4.6 (Core Profile) Mesa 20.2.0\n\nBroken: version: 2.91.0 Alpha\n\nBlender crashes after enabling Archipack addon. Terminal says 'Aborted (core dumped).' Also, Blender doesn't record a crash.txt (that I can find). \n\nStart Blender>Edit>Preferences>Addons>Enable Archipack addon.\n\n[CoreDump.mp4](CoreDump.mp4)\n", "GPencil: Selecting textured brushes will crash Blender\nOperating system: Linux-5.8.0-7642-generic-x86_64-with-glibc2.32 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.39\n\nBroken: version: 2.93.0 Alpha\nWorked: 2.92.0\n\nWhen appending the textured brushes from the [Blender Cloud](5ccfe64353b85e279cf72acd) into a file, Blender will crash when trying to preview the brushes in the tool settings.\n\n\n - Open Blender 2.93 and select the \"2D Animation\" template.\n - Go to *File*>*Append* and browse to the `pepeland_GP_brush_pack_V1.blend` file. Go into the *Brush* folder and append the brushes `GBrush_001` through `GBrush_010`.\n # Click the brush icon in the tool settings. Blender crashes.\n\n\n\n", "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.", "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)", "Clicking \"Particle Edit\" mode causes Blender to crash\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: Quadro RTX 3000 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.89\n\nBroken: version: 3.5.0\nWorked: I dunno\n\nCan't enter into the Particle Edit mode.\n\nThis issue is probably related to: 106927#issue-96303\n\nIn the sample file, in the Curves Sculpt mode, after converting my Curves (name of the layer: \"my_test_4\") to a particle system, then select the newly converted particle system and enter into the Particle Edit mode, and Blender crashes.\n![Curves to Particle = Crash.jpg](attachment)\n\n\nA sample file is attached. Thank you!\n\n", "Blender 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" ]
[ "Crash when ctrl-selecting vertices\nOperating system: Linux-4.15.0-66201911071317-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GT 630/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.116\n\nBroken: version: 2.82 (sub 5)\nWorked: (optional)\n\nSelecting shortest path causes crash\n\nIn the given file, have the vertex in the pink circle selected, then ctrl-LMB the one in the blue circle. It should crash there.\nI tried to isolate the bug, but it seems to have a more complex recepy than just \"open blender and hit ctrl-LMB\".\nAlso, when i don't try to select the shortest path, but select it one by one with shift-LMB, everything is fine.\n\n[ctrl_bug.blend](ctrl_bug.blend)\n\n", "Control (Ctrl) left clicking in edit mode crashes blender with a segfault \nOperating system: Linux-4.15.0-70-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.50\n\nBroken: version: 2.82 (sub 6)\nWorked: version: 2.81 (sub 16)\n\nControl (Ctrl) left clicking in edit mode crashes blender with a segfault \n\n - Tab into edit mode on the default cube.\n - Control left click without moving the mouse.\n\n" ]
Outliner filter: child objects are not shown when filtering for selected/active object Operating system: Kubuntu 20.04 Graphics card: nvidia TU106 GeForce RTX 2060 SUPER Broken: 2.82a - 2.91.0 I like to have a second outliner that filters for the selected object to quickly access contents. But when filtering for selected/active objects via the dropdown, the object children disappear even though the checkbox beneath is on. IOW, when filtering for selected/active there is no consideration whether an object is a child of such a selected/active object in which case the "object children" toggle should apply. In the example I am using an empty for the array offset object to control the replication. I could just click on the object I want to contort and select the empty in the outliner without zooming in and searching for it in the viewport. The second outliner acts like a focus or organization zoom. There are other examples where this is useful. For example instantiation on mesh faces/vertices. Given how the checkboxes are grayed out when checking on/off "Objects", I assume there is some implicit dependency in regard to the checkboxes beneath. Which is fine. I just wonder if there is a clear distinction between flat, global on/off and the nesting structure in the outliner. But in any case, "object contents" and "object children" sound to me like in extension to the object filter drop down. And that would be a very valuable navigation tool indeed. Maybe this is related to it #65263 ![outliner-with-and-without-filter-active.png](outliner-with-and-without-filter-active.png) [select-filter-hides-child-objects.blend](select-filter-hides-child-objects.blend)
[ "NaN in object matrix of instanced objects\nRyzen 7 3800x\n31.9 GB Ram\nOperating system: Windows 10\nGraphics card: Nvidia 2060 6GB Ram\n\nI tested the same scene out on my other box and the problem happened. Both machines are running RTX 2060s. One is a Intel box and the other AMD.\n\n**Blender Version** 2.81 and 2.82a\nWorked: Nothing has worked\n\n**Error**\nYouTube link to render glitches: e1ScHjBANLk\n\nWhenever I start a render, around frame 58 the sun shadows just disappear.\nIf I close the scene and open it back up and render the frame where the shadows disappear, it will render fine. But after about 50 or so frames the shadows disappear again. \nIt works fine in viewport. \n\n**note**\nI deleted the volume light box with just a 1000 floating sprite boxes for the dust inside the garage. After that, the issue went away all together. I then added the volume box back and the problem happened again. It must have something to do with volume lighting. The grass outside is over 12k clones using a particle hair so it has something to do with volume lighting and particles inside a object. \n\n**Files**\n[Blender_Bug.zip](Blender_Bug.zip)\nIt was 12 GB, removed extra elements and brought it down to this.\nAround frame 60 if you render the animation 1-300 the shadow will disappear. Escape the render… The viewport will continue to display the shadow. But after the shadow disappears during the render, and without closing and reopening Blender, whenever you render that frame, the shadow “sun light” is absent. \n\n![test-test_0059.jpg](test-test_0059.jpg)\n![test-test_0060.jpg](test-test_0060.jpg)\n\n", " Verts/Faces instantiation recursion: child items reappear if they are collection instances\nOperating system: kubuntu\nGraphics card: nvidia\n\nBroken: 2.82a - 2.90.1\nWorked: I don't think it did in the 2.8 series\n\n\nThe lower plane is the face-instancer of a blue sphere, and a collection instance that consists only of the peg (the one to the right). When the plane gets instantiated, the sphere is hidden (as expected) but the collection instance of the peg appears.\n\n![rendered.png](rendered.png)\n\n![viewport.png](viewport.png)\n\n[instantiating-a-collection-vs-object.blend](instantiating-a-collection-vs-object.blend)", "Deformation checkbox should be visible but isn't\nI discovered this in 2.76, I upgraded to the official 2.78c release and it's still there.\n\nFor Rigid bodies of Shape `Mesh` there is a `deform` option that is only visible for Source of type `Deform`.\nHowever, this option can affect other Source types.\n\n\n**Steps to reproduce**\n - Open blender\n - Make the starting cube a rigid body\n - Check the \"animated\" box (so it doesn't fall away).\n - Set the shape to `\"Mesh\"` inside \"Rigid body collisions\"\n\nnote that a `\"deforming\"` checkbox has appeared just below.\nThat checkbox disappear with `\"Final\"` and `\"Deform\"`, but still has an impact on the simulation.\n\n---\n\n**Edit: Developer note:**\n\n> In #51233#457199, @sreich wrote:\n> This is intentional behaviour. \"Final\" includes generative modifiers which don't just deform the mesh but generate a new one.\n> Now we could do shenanigans like rebuilding the collision shapes every frame, but that would be extremely slow and unstable.\n> \n> As for convex hulls, they don't support deformations so everything is fine there too. Again, we could rebuild the shapes during simulation, but as already said, it's a bad idea.\n> \n> Making the checkbox greyed out is possible, but I'm not sure if it's a good idea, maybe a question for the UI team?", "Outline Selected is invisible in front of image empty in X-Ray mode\nOperating system: Linux-5.3.0-53-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.82\n\nBroken: version: 2.83 (sub 17)\nWorked: 2.82a\n\nThe \"Outline Selected\" overlay is invisible in X-Ray mode where a selected mesh object is in front of an image empty,\nmaking the overlay useless in that area.\n\nLatest builds of Blender 2.83 and 2.90 are affected.\n\nIn the 3D Viewport:\n - Import an image as an empty (e.g. drag-and-drop in a jpg file)\n - Place a mesh object infront of the image and select it (e.g. the default cube)\n - Activate X-Ray mode (e.g. using Alt+Z)\n\nSee attached .blend file as example:\n[outline-selected-invisible.blend](outline-selected-invisible.blend)\n\n", "Instanced objects get their viewport display color ignored (by design)\nBroken: 022ad416702d\nWorked: 022ad416702d~\n\nInstanced objects get their viewport display color ignored.\n\nThis is by design, as you can see in 022ad41670:\n```\nDRW: use object color from instancer\n\nOtherwise it's impossible to set the color of instanced library objects.\nFollows convention of instancer controlling draw options.\n```\n\n[viewport-display.blend](viewport-display.blend)\n\n**My issues with the design**\nThe original commit seems like a workaround for the fact that the override system is not implemented yet.\nI find this too arbitrary and I would favour the flexibility of having a per-object granular viewport display object color instead (i.e., revert the mentioned commit).", "Cycles Bake Selected to Active with transparency gives undesirable results\nSystem Information:\nOperating system: Windows-8.1-6.3.9600 64 Bits\nGraphics card: GeForce GT 635M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.35\nBroken: version: 2.81 (sub 16)\n\n\nBug or unintended behavior:\nBaking using \"Selected to Active\" does not take into account transparency \n\nHow to reproduce:\nCreate two objects with materials and textures assigned to each;\n```\n One texture to be baked to\n One texture with an alpha channel (optionally a normal map)\n```\n\nIn the shader editor, modify the material of the object with a transparency channel\n```\n Join the transparent textures' alpha into the alpha of the shader that is being used\n (optionally join the color of a normal map)\n```\n\nIn render properties, enable Selected to Active and use an appropriate ray distance\n```\n Finally bake.\n```\n\nResult:\nWhen baking combined or most channels, the transparent areas will assume the color as if it were completely opaque,\nWhen baking normals with transparency, the transparent areas will mix with the normal of the geometry that is being baked to the active selection.\nBoth outcomes are unfavorable when working with transparent cards/ribbons.\n\n[bugreport.blend](bugreport.blend)\n\nI packed the textures edited the project to make the issues that I am having more clear.\n\n{[F8286028](image.png), size=full}\nThere are now 3 overlapping objects with transparency.\nAfter baking normals or color, none of the colors or normals behind the transparent objects appear because the object appears to draw over top without transparency.\nThis example also shows that with full normal transparency, the normal will then be the geometry normal of the object rather than a flat normal or anything that is below the object.", "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)", "creating a new collection in linked scene (same blend file) causes objects placed in it to dissapear from the outliner in the first scene.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.99\n\nBroken: version: 4.0.0 Alpha\nWorked: unknown\n\nCreating a new collection in linked scene (same blend file) causes objects placed in it to disappear from the outliner in the first scene.\n\n1. Open default blender scene.\n2. Click the new scene button and choose linked copy.\n3. In the new scene, create a new collection and drag the cube into it.\n4. Go back to the first scene.\n5. The cube is gone and the new conllection not listed in the outliner.\n\n", "Outliner toggle animatability\nOperating system:\tWindows 7\nGPU:\t\t\tRadeon Vega 64, Divider version: 19.12.2\nCPU:\t\t\tIntel Core i7-5960X\n\n**Blender Version(s)**\n*(listed are versions tested)*\n\nWorking:\t\t\t`blender-2.79b-f4dc9f9d68b-windows64` (official release)\nBroken: \t\t\tBlender 2.80-2.82 (official releases)\t\t\n\n\nThe animatability of objects, collection (layers) etc... are not available as they were in 2.7X \n\n| 2.7X UI (friendly) | Data | 2.8X UI (friendly) | Data |\n| -- | -- | -- | -- |\n| Exclude Render Layers from having any influence | `bpy.context.scene.render.layers[\"RenderLayer\"].layers_exclude- [x]` | Exclude from View | `bpy.context.scene.exclude` |\n| Restrict Viewport Selection | `bpy.data.objects[\"In Collection 02\"].hide_select = False` | Disable Selection | `bpy.data.collections.hide_select` |\n| ZMask Scene Layer for solid faces | `bpy.context.scene.render.layers[\"RenderLayer\"].layers_zmask[10] = False` | Holdout | `bpy.context.scene.holdout` |\n| ? (new property) | ? (new property) | Indirect Only | `bpy.context.scene.indirect_only` |\nThese properties will be printed on the info editor.\n\nTo show what I mean, I've created a .blend in 2.79b with all the things listed above.\n\n[2.79_Demo.blend](2.79_Demo.blend)\n\nOpen the .blend file in 2.79b and ues the functionality:\n\n - Restricted Viewport Selection in curtin frames\n\n - Masking until frame 4\n\n - Layer excluded completely until frame 9\n\nNone of this works in the listed broken versions... and there is seemingly no mention in the release notes of this being designed not to function anymore.\n\n___\nI'm not sure, nor can I think, of a reason why you can't animate these and other properties collection wide.\nExample: **All** these toggle are not animatable:\n![Outliner_2.83_Only_Collection_Collection.png](Outliner_2.83_Only_Collection_Collection.png)\nI don't know that would constitute a bug as there's nothing to compare the functionality to. *I'm sure it just hasn't been added (yet).*", "Modifiers don't work on particle instances of a hidden object\nOperating system: Linux Mint 20.3 Cinnamon kernel 5.13.0-35\nGraphics card: 3400G\n\nBroken: 2.83\nWorking: apparently never\n\nRelated to #96367 (Crash when trying to snap to instances on an object)\nTo replicate bug, the instantiated Object (the one with a `Modifier`) has to meet the following conditions:\n* Must have a modifier (obviously)\n* Must be instantiated through a particle system. (instantiated through Geom Nodes is OK and through Dupli Verts/Faces hides the `Object` as well)\n* Must be hidden inside a collection with the `Excluded from View Layer` option enabled\n\nAnd the instantiating Object (the one with `Particle System`) has to meet the following conditions:\n* Must be referenced by a `Camera` in the \"`Focus on Object`\" field\n* In the outliner, the `Camera` object must be placed in a `Collection` before the instantiating Object\n\n|![Camera collection top.png](Camera_collection_top.png)|![Linked object collection top.png](Linked_object_collection_top.png)|\n| -- | -- |\n|Camera placed before |Camera placed after\n\n # Open the attached file\nUnhide collection or switch `Camera` and `Plane with particle system` collections order (via Drag and Drop) get around the problem.\n[Camera 'Focus on Object' - particle system issue.blend](Camera__Focus_on_Object__-_particle_system_issue.blend)", "Selection to Active doesn't work when the selected object is a child of the active object\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA RTX A6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.25\n\nBroken: version: 3.3.0 Beta\n\n\nSelection to Active operator doesn't work when the selected object is a child of the active object.\n\n\n1. Add 2 cube.\n2. Parent one of the cubes to the other.\n3. Select both cubes such that the parent is active. \n4. Use the Selection to Active operator.\n5. The operator has no effect.\n\n", "Sculpting/Painting on invisible objects\nOperating system: Linux-6.5.2-gentoo-x86_64-AMD_Ryzen_Threadripper_1950X_16-Core_Processor-with-glibc2.37 64 Bits, X11 UI\nGraphics card: AMD Radeon RX 7900 XT (gfx1100, LLVM 16.0.6, DRM 3.54, 6.5.2-gentoo) AMD 4.6 (Core Profile) Mesa 23.3.0-devel (git-b492f73f87)\n\nBroken: version: 4.0.0 Alpha\nWorked: ---\n\nThis is an inconsistency that I noticed when toggling between collections of objects while working on an asset. It's most likely not a regression.\n\nIn edit mode it's impossible to operate on the selection if the object is currently hidden. This is very helpful to prevent mistakes and as feedback that you might be editing the wrong object atm.\n\nWhile in sculpt mode or any of the painting modes this is not the case. If the object is currently hidden while in sculpt or weight paint mode, it is possible to use the brushes on the geometry.\n\nIdeally any operation should be prevented if the object is hidden.\n\n1. Enter edit mode.\n2. Select everything.\n3. Hide the object or collection in the outliner.\n4. Try to move or otherwise edit the selected geometry.\n5. Show the object again (No edits should have happened).\n6. Enter sculpt mode and hid the object/collection again.\n7. Use a brush on the hidden object.\n8. Show the object/collection (See the edits that have been done).\n\n", "Disabled Selectability: it is still possible to enter other modes (The new Switch Objects operator, py API, ...) - should this be prevented?\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: version: 2.91.0 Alpha\n\nAfter trying the new Switch Objects operator in Sculpt Mode and Edit Mode, I noticed that the operator completely ignores if an object has Disable Selection active or not in the Outliner.\n[Desktop 2020.09.19 - 22.58.16.01.mp4](Desktop_2020.09.19_-_22.58.16.01.mp4)\n\n1. Have two separate objects in your scene. Go into Sculpt Mode or Edit Mode with one object.\n2. Use Disable Selection in the Outliner on the object you are not selecting in Sculpt Mode/Edit Mode.\n3. Click on the object that uses Disable Selection. You will be able to select it regardless.", "Retopology: Active Object Geometry gets Occluded by Semi-Transparent Reference Object in Edit Mode\nOperating system: Linux Ubuntu 16.04\nGraphics card: Nvidia GeForce MX130\n\nBroken: 2.83.0\nWorked: 2.82.a\n\nActive mesh is occluded by high poly or another reference mesh in Edit mode. This is: I want to edit mesh A. I need mesh B to get a reference. So I make B to have a semi-transparent material for Viewport view. I select A and go to Edit mode to edit it. However, its edges and vertexes are occluded by B. We can see a comparison of 2.83.0 (first image) with 2.82a (second image): version: 2.83.0 does not show active object geometry so that we can not edit it. On the other hand 2.82a does show required geometry.\n\n![bug-2.83.0.png](bug-2.83.0.png) ![bug-2.82a.png](bug-2.82a.png)\n\n1. Open Blender 2.83.0\n2. Create a Sphere mesh in the world origin so that it fits inside the default cube.\n3. Assign a semi-transparent viewport display material to the Cube so that we can see the Sphere inside. Change color also to have a better view.\n4. Select Sphere and go to Edit mode.\n5. Press A to select all vertexes.\n6. We can see that Edges and Vertexes are occluded by the Cube so that we can not edit the Sphere properly.\n\n\n[bug-report.blend](bug-report.blend)\n", "Hair Strand or Strip only shows in Eevee for the viewport \nOperating system: Darwin-18.7.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 560X OpenGL Engine ATI Technologies Inc. 4.1 ATI-2.11.20\n\nBroken: version: 2.81 (sub 14)\nWorked: (optional)\n\nHair Strand or Strip toggles only shows in Eevee for the viewport. If you only use Cycles you won't even know you have the option to display hair particles by thickness. \nIf you toggle it with Eevee enabled the settings port to Cycles though." ]
[ "expand functionality in the outliner doesnt work when using the outliners search functionality\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 Alpha\n\n\n if I search for something in the blend data, then it’s because I need to look inside it. At the moment, once I’ve searched and have my result listed, I can’t look inside (expand) the result.\n\nSay for example I have a material called very_simple, and I want to check what links it holds. I have hundreds of materials, so I use the search box to bring up just that material by typing ‘very_simple’ into the search box (I’m in the outliners blend data mode of course). When I press enter on the keyboard the outliner changes to show only the material named ‘very_simple’. It is collapsed (not expanded). So I need to expand it in order to see the nodetree.links section. There’s a little arrow to the left of the material name, the arrow is supposed to expand the material to allow the user to see its contents (in this case a list of nodes It has in its node tree, links, material settings, custom properties etc). The problem is if you click the arrow it doesn’t work. This is problematic because you can’t see what’s inside the search result, so the only thing the search functionality is useful for is confirming if something exists in the blend data.\n\nIn outliner switch Display Mode to Blender File\nType in the name of a material\nIn the results try and expand one them by clicking on the triangle to the left of the result." ]
Library Override not available for Linked Copy scene. Operating system: Windows-10-10.0.22000-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.79 Broken: version: 3.1.0 Worked: Don't know if it ever worked There doesn't appear to be a way to override settings of linked copy scenes. 1. Create two animation actions on a primitive object, like the cube. For instance one action is a translation and the other action is rotation. 1a. Set keys on object. 1b. Go to dopesheet editor and the action editor context. 1c. Create new action 1d. Animate second action 2. Go to new scene options (usually top right) and create a linked copy. 3. Attempt to set one scene to use a different action than the other, and switch scenes to see if you can get one to play a different action than the other (as far as I can tell there isn't a way). 4. Attempt to add a library override to the object (the option will be greyed and inaccessible) I think the only way to do this is to create a separate file and link in the files from the original file. If that type of linking is the same as linked copies created from the scene option, I'd expect to have the library override option. If it's not the same thing, then the name needs to be changed. But please don't do that. Please make library override accessible from within the file, so that scenes can share assets from within the same file more easily.
[ "Rigid Body Physics forces no longer restricted to specific layers/collections\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Intel(R) Iris(R) Plus Graphics Intel 4.5.0 - Build 26.20.100.7641\n\nBroken: version: 2.93.0 Alpha\n\nPrior to Blender version 2.8, forces would only affect rigid body objects within the same layers. With later versions the scene is managed via Collections but despite forces being able to be placed in any number of collections, all forces seem to affect rigid bodies in all collections.\n\nNote that saving a file with mulitple forces in different layers in Blender version 2.79b and loading into 2.93 Alpha does seem to retain the layer structure by creating an additional collection for the objects in different layers but the forces no longer work the same.\n\nAdd Rigid Body Physics to the default cube and duplicate it to a second cube. Move the second cube into a different collection. Switch off Scene Gravity. Create two forces that would affect the two cubes in different ways (eg, place one above one cube and the other below the other cube) and move the forces to the respective collection relating to its associated cube. This should result in each force affecting only one of the cubes (since they are in different collections). However, running the simulation results in both cubes being affected by both forces - rather than just the force in its own collection. \n\n", "Operator Redo panel changes the workspace's pinned Scene\nOperating system: Windows-10-10.0.19044-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\nIn a file with multiple workspaces, each with a different Scene pinned, using the Operator Redo panel executes the operator in the other Scene, ignoring the pinned status. I suspect this has to do with how switching workspaces relates to the undo history.\n\n- Open a file with at least 2 workspaces\n- Create a new scene (so that the file has two scenes \"Scene\" and \"Scene.001\").\n- Switch to other workspace\n- Change the scene to the first one (\"Scene\")\n- Pin this scene\n- Switch back to the first workspace (the scene should return to \"Scene.001\")\n- Add a sphere.\n- Change any parameter in the Operator Redo panel.\n\nThe active workspace will have switched to the other scene, which now holds the new sphere.", "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", "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", "Simplify duplication options in user preferences.\nCurrently we have one duplicate option for each and every object data type (in user preferences, 'Editing' section, 'Duplicate Data' panel).\n\nTopic of this task is whether we should keep things like that, or if we should rather simplify options by defining 'categories' instead.\n\nCategories could be:\n* Geometry *(meshes, curves, surfaces, fonts, mballs, lattices, armatures, gpencil)*\n* Physics *(hair, pointcloud, volume, particles)*\n* Lights *(lamp, lightprobe)*\n* Actions *(actions)*\n* Shading *(materials)*\n* Camera *(cameras)*\n* Speaker *(speakers)*\n\nThis could also include better handling of 'new' things, e.g. duplicating (deep copy) of geometry nodes when 'Geometry' is enabled, duplicating (deep copy) of shading nodes when 'shading' is enabled, and so on.\n\nNOTE: this was triggered by #90638 (Inconsistent object data behavior when link-duplicating collections.) and its fix 65dbeb1d81, which required adding three new options there to fully cover all current object types...", "'Transformation' constraint property between two objects does not work if the \"Target\" object is being evaluated in \"Local\" space\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Radeon (TM) RX 480 Graphics ATI Technologies Inc. 4.5.14760 Core Profile Context 20.45.37.01 27.20.14537.1000\n\nBroken: version: 2.93.0 Alpha\nWorked: 2.79\n\nWhen adding the \"Transformation\" constraint property between two objects, If the \"Target\" object is being evaluated in the \"Local\" space, only the location -> rotation combination will have any results.\nAlso, in this case, for the rotation-> rotation combination to have any effect, it is necessary to add a parent object to the \"Target\".\n[Rec 0004.mp4](Rec_0004.mp4)\n[Rec 0003.mp4](Rec_0003.mp4)\n\n- Open attached file\n- With the object named \"Cube.001\" selected, Change the constraint \"Map From\" to rotation\n- Select the object named \"Cube\" (i is the Target)\n- Rotate the object\nNothing happens. The object must have a parent.\n[Transformation_constraint_bug_simplified_file.blend](Transformation_constraint_bug_simplified_file.blend)\n\n", "Dynamic Overrides\nWIP\n\n------------------\n\nThis task will be used as general design, and umbrella task for the Dynamic Overrides project.\n\n## General Idea\n\nDynamic Overrides (or dynoverrides for short) aim at providing a simple and efficient way to override property values of any data-block, linked or local.\n\nWhile generally based on the same idea as Library Overrides (aka liboverrides), dynoverrides are a fairly different approach. In a nutshell, they will be simpler to maintain and manage, but way less powerful and not suitable for complex things like a whole character animation.\n\nHere is a list of the key differences:\n\n| Library Overrides | Dynamic Overrides |\n| ----------------- | ----------------- |\n| Work only on linked data | Work on any data, linked or local |\n| Allows modifying ID relationships | No ID relationships changes |\n| Allows adding complex entities like Modifiers or Constraints | Can only modify simple ‘value’ properties |\n| Are handled on file save/load | Are handled as part of evaluation |\n| Are stored in the ID they affect | Are stored in a different ID |\n| Directly linkable | Linkable only if the ID owning them is linked |\n\nUse cases include:\n* Tweaking some shaders or lamp settings in the lighting stage of a production file.\n* Tweaking the position of a few props in the shot at the animation stage of a production file. *(Note that this would imply a way to export dynoverrides through ID linking too.)*\n* Dealing with giant hierarchies of IDs (see e.g. #96092 ).\n\nConceptually, dynoverrides are also quite similar to animation data, the main difference being that they are stored in a different, not directly related data-block than the one they affect.\n\nOne big change/challenge implied by this project is that linked data become (partially) editable. This will require a lot of changes all around the Editor codebase (to properties drawing code, operators etc.). Support for that will need to be added gradually, so a restrictive list of overridable properties is most likely needed (similar to what is done with liboverridable properties already).\n\n## UI/UX\n\nThe main, basic interaction would happen at properties level, similar to how animation of a property is handled:\n\n- Define a property as dynoverridden (*and where - active scene or active viewlayer).\n- From there on, any editing of the property affects the dynoverride value, and not the actual RNA/DNA value.\n- From there on, creation of an animation would animate the value of the dynoverride.\n\n*Later some similar feature to the `I` shortcut (inserting groups of animation fcurves) could exists for similar properties for dynoverrides.*\n\nA list of dynoverrides (grouped by IDs) is shown in Scene and ViewLayer properties, with additional bulk-editing features. If a dynoverride defined at scene level is superseded by a same one defined in the active ViewLayer, it should be visible (grayed out in the Scene list?).\n\nThere could also be an overview of dynoverrides in the Outliner?\n\nSome questions:\n* Re-use 'teal blue' color of liboverridden properties, or have yet another color for dynoverridden properties?\n* Need a dedicated icon (probably reusing part of the liboverride one for consistency?).\n\n## Technical Design\n> NOTE: Using existing animation system here also needs to be investigated; dynoverrides could simply be animation (fcurves) defined at scene and/or view layers level.\n\n### Data Model\n\nDynamic Overrides can be stored in Scene data-blocks, at two levels:\n\n* A global level, applying the dynoverrides to all view layers in the scene.\n* A per-view layer level, replacing the global one when defined.\n\nEach of these contain a list of dynoverrides, together with some runtime data (mappings) to search efficiently whether a property is dynoverridden or not.\n\nA Dynamic Override contains a pointer to the data-block it affects, an RNA path leading to the affected property in that data-block, and the value of the override.\n\nPotential animation of these dynoverride values: could be stored either as part of the Scene animation data (*simplest solution, not sure about the draw-backs yet*), or into their own animation data at the scene and view layer levels? Latest could make it easier to somehow 'export'/link dynoverrides into other files?\n\n### Evaluation\n\nDynamic Overrides will be evaluated as part of the depsgraph evaluation, after the handling of animation. This implies that they:\n\n* Can be animated, but…\n* Will supersede any animations or drivers defined on the properties they affect.\n\n*How exactly this fits in current and planned design for the Depsgraph still needs to be evaluated.*\n\n## Ideas for Later\n\n### Linking of Dynamic Overrides\n\nFinding out how critical it is to be able to link or export/import those dynoverrides, and how this could be done, needs to be further investigated. This would probably not be part of the initial deliverables though.\n\nAn idea could be e.g. to 'compile' the current set (from current scene and view layer) of dynamic overrides applying to a given ID, and store it with that ID. Then on linking that ID, code could re-use that 'compiled overrides' data and apply it into the active scene, with a specific status flag indicating that they are 'from linked data' (and therefore not editable, not deletable, and not saved in blend file, but rather re-created from linked data)?\n\n### Overrides From User PoV\n\nFind out how much Library Overrides and Dynamic Overrides could be presented as a single override interface to the user, at least at a high level of usability.\n\n### Dynamic Overrides as Variants\n\nOne of the ideas from original design back from 2.80 area was that it would be possible to define different overrides for different users of a same ID, and that the depsgraph would detect this and generate different evaluated IDs then.\n\nE.g. two different objects using the same material could define their own dynoverrides of the material color, and evaluated objects would get different evaluated materials IDs assigned then.", "\"Open Custom Preview Scene\" operator for asset previews\n(Better name ideas welcome.)\n\n**Motivation**\nWhile generally quite useful, the automatic preview isn't always working too well. That's why there is the option to load a custom preview image from a file. But that tends to be cumbersome too: You typically have to open a new Blender file, import the asset, set up the scene (camera, lighting, render settings, etc), render, save the render result to disk and back in the original file, load the rendered image into the asset preview.\n\n**Idea**\nIt would be nice to have a button, say *Open Custom Preview Scene* that opens a new Blender instance with a scene set up for object preview rendering (e.g. the preview.blend, or a specific collection from it). After saving and closing it the original Blender instance could render the preview using it.\nThis is similar to the *Edit Asset* button Sybren implemented recently, which also opens a new Blender instance and reloads the asset library after closing it.\n\n**Possible Issues**\n\nYou may want to set up different scenes for different assets, but you don't want the scene to get lost every time you close the instance. So maybe the .blend(s) with the edited preview setup should be stored somehow (they are small).\nWe could store it in `/tmp/` by default and let users choose a different location in {nav Preferences > File Paths}. For each custom preview scene we store a .blend with a name like `[source_file_name]__[object_name].blend`. \nIf the file or object name changes now, that mapping will be broken. But there could be ways to restore that (in worst case, manually updating the preview file name).\n\n\nNote that I think this should be done in a script, possibly even in an add-on.\n\nPlus, I'd suggest showing a warning when you save something in the temp directory, indicating that the data might get lost.", "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", "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)", "Graph Editor: Link Visible and Selected states\nWorking with many curves in the GE currently requires animators to often toggle the visibility of curves and then select the newly visible curves.\nLinking 'visible' and 'selected' would make it faster to use the GE. However, having those two always linked would remove the feature of having certain curves visible \"in the background\", i.e. visible but unselected. We do not want to lose this feature.\n\n**Proposal**: Add a user preference to link 'visible' and 'selected'. When this mode is enabled:\n- The visibility icon can be removed from the graph editor UI.\n- Selection state determines visibility.\n\nWe think a user preference is best for this, as we suspect it's a personal preference and not so much something you want to manage per GE editor.\n", "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", "LibOverrides - Refactor how diffing of RNA collections is handled, and extend diffing possibilities.\n**Status:** \n\nMilestone 1 has been implemented in Blender 3.0.\n\nIt implies forward compatibility breakage (i.e. files saved in Blender 3.0 won't open in a fully correct state regarding inserted local override modifiers/constraints, in older versions). Some fix will be added to Blender 2.93 LTS to at least prevent crashes.\n\nMilestone 2 is not yet scheduled.\n\n---\n\n**Description**\n**Big picture:** \n\nThe insertion of new items in existing RNA collections of override data-blocks (e.g. object constraints or modifiers) was 'hacked' in in early stage of the project and unfortunately never properly reworked before it got into production.\n\nIt currently has a weird implementation and design flows that make it close to impossible to extend in practice (to support e.g. re-ordering, deletions, etc.)\n\n**Goals**:\n* Make current code match expected design of data model used to store overrides.\n* Support more complex operations over collection items (re-ordering, deletion?).\n\n**List Operations Design:**\nUltimately this would include `Insertion`, possibly `re-ordering` of existing (from linked data) items. Supporting `deletion` operation remains an open topic, as it has fairly complicated implications, and is not strictly needed since items can usually be muted/de-activated anyway.\n\n*Implementation comments are in italic below.*\n\n* Current Design:\n**Order of operations defined in the override property is crucial, since if you insert a new item `A`, and then another item `B` after `A`, you will need to use `A` as anchor for `B` insertion.** Insertion:\n***Insertion operations are applied in a separate, second pass after all other override operations have been applied.**** *This is a mistake, insertion and ordering should be applied **before** any other override operation, such that order of items in destination data fully matches the one it had when operations were generated by diffing code). This is especially important for index-based operations or index-only lists.*\n***If items in the collection can be referenced by unique names (e.g. modifiers, constraints), new items can be inserted anywhere, using any other existing item as anchor (insertion before/after that anchor item).*** If items in the collection can only be referenced by index (NLA tracks), new items can only be inserted after existing ones (i.e. after items coming from the linked reference datablock).\n***If name reference is defined, it takes precedence over index reference.*** If no valid reference is found, insertion point is assumed to be first (for insert after) or last (for insert before) position in the list.\n*** ***Current implementation main flaw:** it uses a single reference information, `subitem_local_name`/`subitem_local_index`. This is used to find the anchor item after which the new one (matching current override operation) is inserted, **in local override data**. The one to be inserted is then always considered to be the next item in the list of the local (source, stored-in-blend) override data. This makes `insert after` operation the only possible one currently.*\n*** *Items inserted in local override data have a specific flag, different for each type (e.g. `eModifierFlag_OverrideLibrary_Local` for modifiers, `CONSTRAINT_OVERRIDE_LIBRARY_LOCAL` for constraints, etc.).*\n**Re-ordering:*** Not supported.\n\n* Target Design:\n**Insertion:*** Fix current main issue by adding a third set of subitem data, called e.g. `subitem_storage_name`/`subitem_storage_index`, to be used by insertion operations to find the source item from the local override data used as storage, when re-applying overrides over linked localized data.\n**** *Versioning code could then simply detect that an insert operation has a define `subitem_local_xxx` info, but no `subitem_storage_xxx` one, and re-generate that one from the next item in the list of the local stored override data.*\n***The rest of the current design for insertions should then be fine.** Re-ordering:\n***This should only be supported for lists that can reference items by their names (Index-based ones would be too prone to produce invalid data if linked reference data changes).**Engineer plan:**\n* Research the best way to `do_version` to use existing data model in the expected way for current, already implemented code/supported feature. This might imply a breaking of forward compatibility.\n* Research more advanced algorithms able to detect deletion or re-ordering of existing items.\n\n**Work plan**\n\n- [x] **Milestone 1 - Refactor Existing Code/Feature** 33c5e7bcd5, ec71054a9b\n - [x] Change existing diffing code to generate expected override info (relatively easy).\n - [x] Versioning for old .blend files (backward compatibility, relatively easy).\n - [x] ~~Try to find a way to ensure forward compatibility (not sure this is possible without unreasonable changes to the override data structures).~~ *Not practical to implement.*\n - [x] Backport simple fix to 2.93 (and possibly 2.83) to avoid crashes on opening new 3.0 files. 95c82513ca 1d8d6c2f62\n\n- [ ] **Milestone 2 - Advanced Diffing**\n - [ ] Implement a diffing algorithm that would support re-ordering and deletion of existing items.\n\n**Branch**: ...\n\n---\n\n**Relevant links**:\n* ...", "VSE Linked external scene with audio with input Sequencer only works if the scene is NOT also linked with input Camera\nOperating system: Linux-4.9.0-9-amd64-x86_64-with-debian-9.9 64 Bits\nGraphics card: Mesa DRI Intel(R) HD Graphics 520 (Skylake GT2) Intel Open Source Technology Center 4.5 (Core Profile) Mesa 13.0.6\n\nBroken: version: 2.81 (sub 3)\nWorked: Haven't yet tried other versions.\n\nVSE: Linking external scene with audio with input Sequencer only works if the scene is NOT also linked with input Camera.\n\n1. Create file A with Scene-A and add audio to it on the VSE.\n2. Create file B\n3. From the VSE in file B, link the Scene-A from file A. Set it's input to \"Sequencer\". On file B, playing the strip will correctly play the sound from Scene-A.\n3. Duplicate (or re-instance) Scene-A on the VSE sequencer. If the Input is still \"Sequencer\", both clips will play the audio, as expected.\n4. Switch one of the Scene-A instances to use the Camera as input. \n\nExpected behaviour: \n\nWe should be able to both see the Camera strip and hear the Sequence strip for Scene-A\n\nActual behaviour:\n\nFor all the strips of Scene-A that are set to Input \"Sequencer\", the audio will stop playing.\n\nNote: I've determined that it is not that the audio crashes: other clips with sound on the sequencer keep playing normally.\n\nNote: If I delete the strip with Input Camera and leave only the input Sequencer strips, the problem will not go away, unless I save the file like this and \"revert\" to it.\n\nI cannot find a suitable work-around. In the video that I'm producing I need to edit local sound effects on the shot sequence, and incorporate it on the larger edit.\nI cannot, therefore, both see and hear my sequence on the host sequencer.\n\n\nIf a workaround is possible (that is not reconstruct and re-import the sounds on the original scene) I'd be a happy man :-)\nThanks!\n\n\n", "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" ]
[ "Make Single User doesn't work correctly between Linked Scenes\nOperating system: Linux-4.19.51_1-x86_64-with-glibc2.9 64 Bits\nGraphics card: TITAN X (Pascal)/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.14\n\n\nBroken: version: 2.80 (sub 74)\nWorked: 2.79b\n\n\nWhen using two or more scenes in the same file, the Make Single User command produces unwanted results.\nAfter copying the current scene as a linked scene, hitting Make Single User hides the original object and replaces it with the new one in both scenes.\nThe mesh data is still linked between the two in both scenes as expected, but the original object is no longer linked to the original scene.\nAdditionally, moving the new object out of the default collection causes it to disappear from the original scene's outliner entirely.\n\n- Create new Scene by using the linked copy command\n- Select Cube and hit Make Single User (\"Object\" tested in this case, others might be bugged too)\n- Move Cube.001 to a new position in Scene.001\n- Go back to original Scene, Cube has been replaced by new scene's Cube.001 and has been moved\n- Additionally, move Cube.001 out of Collection in Scene.001\n- Cube.001 disappears in original Scene\n\n" ]
Knife tool using old keybinding description Operating system: Windows-10-10.0.18362 64 Bits Graphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 388.73 Broken: version: 2.82 (sub 1) The Knife tool stilll uses the old keybinding description in the bottom line. * Start Blender * Go to edit mode * Press k to start the knive tool * Check the bottom line Result: ![image.png](image.png) Expected (as seen i.e. in the scale tool): ![image.png](image.png)
[ "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).", "Sculpt mode: Pose/Cloth gizmos/cursors remain visible when switching to other tools \nOperating system: Win 10\n\nBroken: blender-2.92.0-165b4f85ec23-windows64\nWorked: 2.90\n\nThe gizmos/cursors of tools like Pose and Cloth remain visible when switching to other tools that shouldn't have cursor... which wasn't the case in 2.90...\n\n[2020-10-24_21-16-50.mp4](2020-10-24_21-16-50.mp4)", "Sculpt Mode Simplify Tool\n * - [ ] {icon circle color=red} This tool should be renamed to 'Detail' because it can both add or remove detail. 'Simplify' is not a good name here\n * - [ ] {icon circle color=red} This tool only works when Dyntopo is enabled. Hide this tool when Dyntopo is disabled, otherwise we are displaying a tool that simply doesn't work.\n * - [ ] {icon circle color=yellow} The main tool setting for this tool is the Detail Size property in the Dyntopo popover. However, this is not easy to know, and cumbersome to change. We should add this property to the main tool settings in the top bar and Tool Settings Properties for this tool. ", "Grease Pencil: draw pixels don't scale to pixels.\nCurrently grease pencil uses pixels in a very confusing way, since it doesn't actually relate to pixels.\n\nEither:\n\n- The size of a brush should use the current zoom level and use pixels as we do for all other draw tools.\n- We should use blender units for grease pencil brushes.", "Grease Pencil Draw Tool Settings displayed in the wrong context\nversion: 2.80 (sub 74), branch: master, commit date: 2019-07-05 21:52, hash: a0f3...\nbuild date: 2019-07-06, 01:03:01\n\n![screen.png](screen.png)\n\n**To reproduce:**\n\n - Create a Grease Pencil Object\n - Enter Draw Mode\n - Display tool settings, either in the header or the properties window\n - In the toolbar, click on the Erase or Fill tool\n - Now click on one of the Add tools (Line, Arc, Curve, etc.)\n - Look at your tool settings\n\nNote that when you switch from the Erase or Fill tool to an Add tool, the settings do not change to the correct ones! Instead, the settings or the Erase or Fill tools remain. You have to select the draw tool before selecting an add tool in order to refresh the settings. \n\nThis bug appears for the tool settings in both the properties window and the header.", "Tool System Todo\n//This task is a TODO for Campbell Barton (other devs welcome!), during the code-quest, and afterwards,\nThese tasks are needed for the tool system to be generally useful and pleasant to use.//\n\n* General Tool System Improvements\n * Keymap\n * - [x] Add ability for active tools to be activated via a hotkey. cee39da318 698dbd6500 3b1b625ead\n * - [x] Way of accessing the toolbar, when toolbar is not the dominant way of accessing tools - eg spacebar+G for the Grab tool. ddebf1ea3b d3c89f50a0\n * - [x] The active tool is stored per mode edf6676a77\n * - [x] There must be a default tool for every mode ed83075402\n * - [x] Tool Settings are separated from last used settings 96a7ed8a15\n * - [x] Each tool can have its own cursor 17852b079c & b6a2dbbec2\n * - [x] Move scene Orientation setting to Top Bar, aligned to the right, next to mode settings 90b2e4ce28\n\n * - [x] Support for easily accessible number buttons. #55039\n * - [ ] Change design to match #55039\n\n```\n NOTE: Now we have have HUD interfaces (new redo panel), we can use this in more places.\n```\n\n```\n This could be added as part of manipulators API (see camera frame manipulator in T54661).\n```\n\n* Other related things\n * - [x] Move ‘Auto-Merge’ to Mesh Options in top bar 1422c0650c\n * - [x] Move Snapping & Snapping Options into one popover.\n * - [x] Move Proportional Edit & Proportional Edit Options into one popover.\n * - [x] Move Show/Hide Manipulator into Overlays. 90b2e4ce28\n * - [x] Remove internal/unneeded options from the operator redo panels. #54858\n * - [x] Update the design of the viewport navigation manipulator to follow design doc. #54723\n * - [x] Rotate tool widget should display snapping tick marks when holding Ctrl. See design task: #54661\n * - [ ] Make the delta of movement clearer when using manipulators. See design task: #54661\n * - [x] Add option to show/hide tool manipulators (mapped to Ctrl-Tild)\n * - [x] Add option to show/hide viewport navigation widgets\n\n* Toolbar\n * - [x] Display shortcut key when toolbar is expanded. 06a786f12d\n * - [x] Make paint modes work with the toolbar (display shortcuts & make the active brush same as active tool)\n * - [x] Display ‘insta-tips’ while hovering over icon-only toolbar. Just shows the name of the tool.\n * - [x] Display proper tooltips that explains what each tool does, along with a keyboard shortcut to switch to that tool.\n\n* Implement Spin Widget\n * - [x] Make it use scene Orientation in top bar (#54661)\n * - [x] Implement drag-to-spin circular motion\n * - [x] Implement floating ‘redo’ panel to set the spin steps \n\n* Add Settings to Box Select, Circle Select & Lasso Select:\n * - [x] Add, Remove, Difference e88e80a6a0\n * - [x] Add, Remove should be added for Circle Select\n * - [x] Select Through if possible (respect X-ray option in Object Mode)\n\n* Bevel tool\n * - [x] Add tool tweak settings in 3D View #55039\n * - [x] Add Tool Settings options for Segments and Verts Only d31932b6d7\n\n* 3D Cursor tool\n * - [x] Make it use the scene Orientation tool setting (Changes how the 3D Cursor orients itself when clicking) 3c8e4e4180\n * - [x] Option to ‘Ignore scene Orientation’: Does not copy orientation when placed.\n * - [x] Add Snapping setting, so that it can snap to verts, edges, faces etc.\n * - [x] The raycasting fails very often, and wrong orientation is often set. Glitchy behaviour.\n\n* Make Loop Cut tool work well\n * - [x] Make the preselect highlighting feature work as a manipulator, so that it doesn’t require an extra step 79ecfc99fd\n * - [ ] Add Tool Settings option to initialise the loop cut at the mouse location, not the center, enabled by default\n * - [x] Make it so you can simply click and drag to set the cut - don’t require an extra click. cf038bcb15\n * - [x] Add tool tweak UI for setting the steps #55039 f6778ea63a\n * - [ ] Make multicut be properly proportionally offset when the cut is not in the middle\n\n* Make Improvements to Extrude tool\n * - [x] Change display: Use plus icon for making new extrusions, arrow for adjusting c3b061278e\n * - [x] When set to Local or Global, use XYZ manipulator, but with a plus on each arrow. c3b061278e\n * - [x] Make it properly update when switching orientations 0cfe9f95df\n * - [x] For Normal orientation, Z would be hidden, since it is redundant. dc4f94783d\n * - [x] Should use regular scene Orientation control dc4f94783d\n * - [x] Extrude tool always has a Normal orientation arrow dc4f94783d\n * - [x] Make entire Extrude widget slightly smaller\n * - [x] Add 'Show All Axes' option to Tool Settings which toggles display of the X Y and Z handles (off by default)\n * - [ ] Add 'Click Anywhere' option, same as for the Transform tools, to define whether dragging anywhere in the 3D View executes an Extrude operation\n\n* Sculpt Mode\n * - [x] Remove 3D Cursor tool 5203ebbaad\n * - [x] Combine Options, Appearance & Overlays panels inside the Options panel f047224458\n\n```\n Note: For now move Appearance into overlay panel, since \"Options\" is a different panel for every mode, where as \"Appearance/Overlay\" are the same panel for all modes.\n```\n\n * - [x] Fill/Deepen has no plus/minus icons 4e41a44400\n\n* Hair Particle Mode\n * - [x] Make hair mode use toolbar \n * - [x] Put tool settings in the tool settings\n\n* Add primitive tool: MOVED to #57210\n\n* - [ ] Add Bend tool to toolbar\n * Uses orientation plane setting\n * Option to Clamp\n * Create a bend manipulator (See design task: #54661)\n\n* - [x] Add Extrude Along Normals tool to toolbar (It exists in 2.7)\n```\n We should probably add this as an option to the Extrude Region tool\n```\n\n* - [ ] Add new Polygon Draw tool\n * Uses orientation plane setting\n * Option to fill\n\n * Clicking creates verts\n * Once you have 3, the last two are selected (last one active).\n * Clicking further, adds a vertex on the edge after the selected edge.\n\n * If the user doesn't have two adjacent verts selected...\n\n * If nothing is selected, create a new polygon.\n * If something is selected - add more points to the NGon - at the closest selected vertex to the cursor.\n\n *This way, we can move the odd Poly Build nested behind this one.*\n\n* - [ ] Curved Extrude tool (bonus)\n * An example of the kinds of tools which is now possible in 2.8\n * It has two handles on each end of the extrusion, and a Move/Rotate manipulator for moving the extrusion. See: #54661\n\n* - [x] Vertex Paint mode (long term TODO, see #54902)\n\n* - [ ] Unify the transform operator settings for compensating for custom data layers. This is sometimes called 'Correct UV's', 'Interpolate'. We will call it 'Slip Face Data' and enable it by default for all the tools\n\n* - [ ] Always Expose both X, Y and Z rotation values, even if it is a view aligned rotation\n\n *Note: this isn't just a UI change, the operator internals will have to be handled differently for this to work ~ @ideasman42* \n\n* Status Bar (Refer to design task #54861)\n * - [x] Add Status Bar\n * - [x] Display a context sensitive active keymap for the active tool for the current editor.\n * - [x] Add mouse button glyphs and rounded corners around keyboard buttons (#54861) aed82dafff\n * - [x] Includes the old stats\n * - [ ] Improve stats by using icons for verts, faces, edges etc\n * - [x] Includes Jobs & Notifications\n * - [x] Add option in Window menu to disable Status Bar\n\n* Tool Settings Editor (long term todo) \n * - [x] Refer to design task: #55043\n * - [x] The same settings should always be accessible both in Top Bar and Tool Settings tab, in case users have top bar collapsed. This is often not the case currently.\n * - [x] Implemented as a tab in Properties,\n * - [ ] We could also include a Tool Adjust panel here, which is basically just the Redo panel.\n\n *Comment: Support for redoing in a different area was possible but error prone and doesn't work well so it has been removed, redo panel needs to be in the area the operator runs in. This is because the original area can be modified or joined after an operator executes ~ ideasman42*", "Sculpt mode. Switching back to tool with brushes from tool without brushes rolls to next brush.\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken 2.83.*, 2.91,\nBroken: version: 2.92.0 Alpha\n\nSculpt mode\nCreate 2 grab brushes 1 and 2, that can be switched with G\nSelect Grab 1\nSwitch to mesh filter.\nPress G.\nNow you switched to Grab2 instead Grab1, that was selected before.\nExpected: return to same brush, that was selected before.\n\nIssue appears with:\nLine project, [Box] mask, Box hide, [Box] faceset, [Box] trim, Mesh/Cloth/Color filters, Mask by color, Edit faceset, all transform tools, annotation.\nAffects all tools, who can have few brushes.\nTested with factory startup too.\n\n[2020-12-10_03-13-39.mp4](2020-12-10_03-13-39.mp4)\n[grabroll.blend](grabroll.blend)", "Splash Screen: \"Updated Preferences\" Infobox\nFor Blender 4.0 there will be various default keymap updates (#105298) that users should be aware of when loading their 3.6 preferences.\nThis task will become necessary once those patches are merged.\n\nThe idea is to add a popup to make users aware and point them towards resources to inform themselves. This will avoid frustration and many invalid bug reports.\n\n### Mockups\n\nThe addition of an info icon to the operator button that loads the previous preferences (As an indication that this will open a popup with more info).\n\n![splash_info.png](attachment)\n\nA possible layout for the main popup.\nThis info might be very important for some users, so the popup can only be closed with an explicit button press.\n\nThis also includes a an operator button \"Read more...\" that links to the relevant release notes page without closing the popup itself. An added border would make this more recognisable as a button.\n\n![splash_info.png](attachment)\n\nThis popup could then be used for future releases and other important changes (only if absolutely needed).\n\n", "Inconsistent tool selection and tool settings for different layouts\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: 2.93.0 Alpha\nBroken 2,83,9\n\nAs title said. Inside one layout all viewports have same settings and tool selection.\nExpected: global tool selection for SAME mode and editor. Different tool selection for different editors: 2D paint and 3d paint uses same brush inside one layout (and it is pain because zoom is different)\n\n[2021-02-09_04-19-36.mp4](2021-02-09_04-19-36.mp4)\n", "Toolbar hotkeys can change unintentionally\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: version: 2.91.0\n\n**Description**\nToolbar hotkeys can change unintentionally. This happens when you select tool that is not last in hotkey list and it uses character instead of number as hotkey.\n\n- New General template\n- Switch to UV editing workspace\n- Observe shortcuts for Grab - 7, Relax - 8 and Pinch tools - 9\n- Activate Annotate tool\n- Observe shortcuts for Grab - 8, Relax - 9 and Pinch tools - 0\n- Activate Select Box tool\n- Observe shortcuts for Grab - 7, Relax - 8 and Pinch tools - 9\n", "Keymap - Different shortcuts & keymaps are mistakenly merged \nOperating system: Windows 10\nGraphics card: Nvidia GTX 1070\n\nBroken: Blender 3.0\n\nWhen swapping the Select Edgering and Pick Shortest path operators around in my custom keymap, the two functions were mistakenly merged by Blender, despite being two different operators and despite having different inputs associated. \n[Keymap items disappear.mp4](Keymap_items_disappear.mp4)\n\nAs you can see at the end, there no longer was any keymap with Pick Shortest path within the Mesh category. \nTo further help trouble shooting, these were all the keymap items that had Shift+LMB associated within the Mesh category.\n![afbeelding.png](afbeelding.png)\n\n**Steps to reproduce**\n1. Go to Edit > Preferences > keymap editor\n2. Load my keymap: [SW_WindowV2_done_a.py](SW_WindowV2_done_a.py) > For some reason it doesn't occur in Blender when factory reset, the only difference with my version is that I added a shortcut to Edit > Preferences > Ctrl + K, changed some navigation settings and loaded my custom theme before saving preferences, so it is very very close to being factory reset.\n2. Go to > 3D view > Mesh > Mesh (Global)\n3. Locate the Edge Ring select and Pick Shortest path entries\n4. Copy the operator names to the clipboard\n5. Replace the \"mesh.shortest_path_pick\" operators with \"mesh.edgering_select\"\n6. Replace the \"mesh.edgering_select\" operators with \"mesh.shortest_path_pick\"\n7. Set the options like the image below:\n![afbeelding.png](afbeelding.png)\n8. Notice that when the buttons are configured to be the same (shift + LMB), click and double click are merged across two different operators. \n\nSee: [Keymap items disappear - Steps to reproduce.mp4](Keymap_items_disappear_-_Steps_to_reproduce.mp4)\n\nE: This bug also occurs when I remove the old \"mesh.shortest_path_pick\" operators and edit the top two items under 3D view > Mesh > Mesh (Global) to become \"mesh.shortest_path_pick\" with Shift + LMB click and Ctrl+Shift + LMB Click.\n\nAlso, it does not occur if I remove the old operators and add new items to the keymap with these operators.\n[2022-01-17 15-28-30.mp4](2022-01-17_15-28-30.mp4)\n", "Clicking on Driven decorator should open the Edit Driver popup\nIt would be nice if single-click on the driver icon would open the edit driver popover and double-clicking open driver editor. \n\nIn the keyframe icons by double clicking you could open in floating window the curve editor would be good, or ctrl + left click.\n\n![image.png](image.png)\n\n![image.png](image.png)", "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", "Cut brush - curve sculpting\nSee #96259.\n\nThis initial implementation doesn't need yet to have the Knife overlay control (similar to mesh edit knife).", "Inset operator modal handling misses option to toggle \"Offset Even\" via shortcut\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56\n\nBroken: version: 3.4.1\n\nNoticed problems when using Inset Faces tool in Edit Mode. If I'm using the select tool and I press **I** to activate the tool Inset Faces tool its menu doesn't display anywhere so I can't choose Even for example. If I click on the tool icon then it works, even if I then use **I** to activate the tool. This makes it so I can't use shortcut keys anymore. I suspect this is happening with other tools as well. Another thing worth noting is that the status bar says the Call Menu is triggered by the right mouse button but it actually just closes the tool.\n\n![Screenshot (340).png](Screenshot__340_.png)\n\n![Screenshot (341).png](Screenshot__341_.png)\n\n\nGo into edit mode with the default cube. Select a face. Hit I to activate the inset faces tool. Notice that the options for the tool aren't available.\n\n" ]
[ "Knife tool show wrong shortcut key with industry key map.\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.36\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nKnife tool show wrong shortcut key with industry key map.\n![image.png](image.png)\n\nand in different places where show shortcuts don't adapt to industry key map\n\nIt`s show press Z but noting happening, but pressing X it`s works. \n\n\n\n" ]
Bad driver behaviour on small distances. If I use a driver with a small bone moving distance (eg: 2cm or 0.02bu), using its Transform Channel, the curve makes a strange draw. I think it is because of an optimization or something else. This affects the use of the driver. Open the file, look at the curve. Move the bone and look at the object. I make a character who has a bone in its eyelid and I want to move that bone only 2cm (more or less, like a real eyelid). The eyelid is opening and closing strangely.
[ "'constant' f-curve not working happily with sampled motion blur Blender 2.79b\nAttempting to use 'offset animation' of the armature object to combine separate mocap clips in the NLA in v2.79b: the results appear to imply that the 'constant' curve interpolation results in the object animating between positions, not moving 'instantly' as the curve in the graph would imply.\nScene created in v2.79b 2018-03-22 14:10 build\n\nBasically I noticed a couple of frames of 'bullet time' blur happening in rendered footage, it happens when the armature root moves and/or rotates between positions to align the armature pose from the end of one NLA action to the next, using 'constant' interpolation in the curve editor for the keys. Basically rendering this animation option unusable if one is using motion blur for the render.\n\nI tried moving the key frames to fractional frame positions (frame xx.5), on the assumption that using 'centered on frame' motion blur should miss the object move - it did not, still 2 frames with 'bullet time' blur on the character. The render time for the 1st bad frame only going from 30 odd seconds to over 13 minutes! The second bad frame rendered almost as quickly as the good frames interestingly.\nTried 'starting on frame' and 'ending on frame' for the motion blur (with whole number key frames for the animation again) - still got the issue in differing frames but basically the same, except that the blurry character jumped positions and back again which didn't happen using 'centered on frame' motion blur.\n\nHappens on all my computers.\nAll machines are Windows 10, 2 x Pro and 1 x Home.\nBox 1: HP Z800, 2 6 core Xeon, 80Gb RAM, 2 x gtx 1070\nBox 2: Dell R510, 2 x 6 core Xeon, 32Gb RAM, 2 x GTX 970 (external on mining risers)\nBox 3: Gigabyte Aero15, 1 x 6 core i&, 16Gb RAM, 1 x gtx 1060 6Gb (win 10 Home)\n\nIf this is a feature, not a fault, then fair enough (although it makes life harder!).\n\n\nCheers\nMark\n", "Curve draw tool: taper setting can lead to wrong handles / random tilt behavior\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.3.0\nWorked: never\n\nCurve draw tool: taper setting can lead to wrong handles / random tilt behavior.\n\n[#103879.blend](T103879.blend)\n- open .blend\n- draw quick roundish strokes (all should be good at this point)\n- change Taper Start to something non-zero (I set it to 0.05)\n- draw quick roundish strokes again\n- notice \"wrong\" handles\n\nIf I draw a curve like this\n{[F14175937](image.png) size=full}\n\nthen looking at to neighbors (and their handles)\n{[F14175942](image.png) size=full}\n{[F14175944](image.png) size=full}\n\nMakes me think that while the placement of the points are OK, their computed handles are wrong.\n\nTesting more, it seems this is caused by the `Taper Start` being non-zero:\n[#103879.webm](T103879.webm)\n\n**Original report**\n\nCurve Tilt seems to be broken when using tilt. It could be the configuration of the Tool that's being used and the object settings.\nThese may be changes that were added/ done to 3.2 to 3.4.1. Honestly, I have no idea, that's why i am here.\n\n- What I expected to happen? *Draw with the draw tool and the stroke face the viewport so I can see the thickness of the strokes*\n- What happens instead? *Stroke draws randomly miss-aligned to the view randomly giving the appearance of not drawing the stroke*\n- Why's that bad? *Because the user is forced to correct Blenders miscalculation.* \n\nThe objective is to have the 3D curve face front view without any tilt of the points when drawing using the \"Draw Tool\" in edit mode\". Zup method works best for this in the object settings in 3.2.\n\n1. Create is 3D curve \n**Curve Settings:**\n![image.png](image.png)\n\n2. Edit curve delete point.\n\n3. Front view.\n\n4. Select the drawing tool.\n**Drawing Tool Settings:**\n![image.png](image.png)\n\n5. Draw freely in any direction \n6. 3.2 should be no twisting happening with the tilt of the curve. 3.3 twist method is happening twisting is an issue on every setting when using the draw tool. The twisting happens when using the drawing capability. sometimes giving the impression the stroke is not drawing at all\n\nThings to pay attention to working between the tool and the object.\n1. Pen pressure setting on and off.\n2. The twist method seems more consistent in 3.2 working with the current tool settings. Changing this setting of corrected tilt issues that was thought previously to be 3.2 of the Twist (Curve Tilt) method of the object.\n3. in the Tool settings.\n4. The scale of the stroke when drawing.\n5. When there is a floating window the stroke misbehaves in really extreme ways.\n6. Having the stroke in a poly setting mode help the stroke behavior become more consistent\n7. Setting the stroke to bezier can be really unpredictable\n\nFinally, I am going to share this file around with a few communities to see if someone knows why this problem keeps coming up\n\n**Blend File:**\n[Curve Title Broken.blend](Curve_Title_Broken.blend)\n\n**Demo:****Audio is available** in this file. At around **2 minutes 40 seconds**, you can see the random tilt happen. It looks like i draw a stroke and nothing happens. I then rotate the camera and switch mode to **Z Up to show that it doesn't fix the twist**. This behavior seems to happen from any view. Top, bottom, left, right it doesn't matter.\n[Tilt Issue.m4v](Tilt_Issue.m4v)\n\n", "Mirror threshold too high, values less than 0.00002 are snapped to center\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX TITAN X/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.60\n\nBroken: version: 2.83.3\nWorked: 2.79b\n\nBlender 2.8x has a bug that forces it to snap to the YZ plane with a value less than 0.00002.\nThe above is occurring with the snap off.\nThe bug occurs even if the vertex's X coordinate is moved to more than 0.00002.\nDuplicating the object does not eliminate the bug.\n\n3D Viewport / Edit Mode.\nCreate an object with the following vertices:\n```\nObject-1 = {\n Vertex-A x = 0.00002, y = 0.00005, z = 0.0\n Vertex-a x = -0.00002, y = 0.00005, z = 0.0\n Vertex-B x = 0.000019, y = -0.00005, z = 0.0\n Vertex-b x = -0.000019, y = -0.00005, z = 0.0\n}\n```\n3D Viewport / Edit Mode / Tool / Options / Mirror X [enable].\n3D Viewport / Edit Mode / Snap [disable].\nSelect Vertex-A and Vertex-B.\nMove Vertex-A and Vertex-B.\nBlender 2.8x has a bug that forces it to snap to the YZ plane with a value less than 0.00002.\n\n3D Viewport / Object Mode.\nDuplicate the Object-1 to obtain the Object-2.\n3D Viewport / Edit Mode.\nMirror the vertices of object 2 as if they were object 1. This causes the same problem.\n\nEnlarge the Object-2 sideways.\nMirror the vertices of Object-2. The same problem still occurs. The problem occurs even if the Vertex-B x-coordinate is greater than 0.00002 after magnification.\n\n\n[X-Mirror_bug.blend](X-Mirror_bug.blend)\nThe objects in the X-Mirror_bug.blend file are very small, so zoom in on the view to the maximum size.\n\n\nThis is a 2.79b file with the X-Mirror working correctly:\n[X-Mirror_2.79b.blend](X-Mirror_2.79b.blend)\n\n\nThe difference in x-mirror behavior between 2.8x and 2.79b is shown in the following video:\n[Blender 2.8x BUG_X-Mirror.mp4](Blender_2.8x_BUG_X-Mirror.mp4)\n\n[Blender 2.79b X-Mirror.mp4](Blender_2.79b_X-Mirror.mp4)\n\n\nIf it is unintentionally aligned to the YZ plane like 2.8x, it will not be possible to edit it (if this behavior is a specification, it will be useful if you can implement it as a function separate from the mirror, align it to the YZ plane, and set a threshold to align).\n\n**When importing model data from the outside and editing a mirror, all vertices with an X coordinate of less than 0.00002 are already implicitly aligned to the YZ plane, so editing with an X mirror is no longer possible at all. Hence, until this bug is fixed, edits involving X mirrors should use 2.79b.**\n", "Support all attributes in the non-point cloud attribute list\nSee #87827.\n\n* position\n* UVMaps\n* Vertex groups\n(...)\n\nTechnical design discussion: #88460", "Constrain axis always draws on top [covers mesh in unfavorable ways]\nThe mesh outline is not visible when extruding or moving along the axes. The axes overlap the faces of the mesh themselves, and because of this, it is not convenient to precisely position the extruded faces.\nIt exists on all versions of the 2.8x blender.\n![изображение.png](изображение.png)\nTo repeat the problem, you can select an edge in the editing mode and simply drag along the y axis. In this case, the contour will not be visible by how much it is moved from its actual position.\n![изображение.png](изображение.png)\n\n![изображение.png](изображение.png)\nWith the same action in 2.79, I see black the contours of the mesh as far as it changes when moving.\nBring it back as it was in 2.79", "Display issue in model corner when loop cutting\nBroken: 2.79, 2.81\nWorked: -\n\nWhen creating and edge loop around de outside faces it creates in one of the cornes an extrange artifact\n\nCreate an edge loop across the outside faces of the model.\n\nBlender file:\n[loop cut.blend](loop_cut.blend)\n\nArtifact:\n![Screenshot 2019-01-16 at 23.36.39.png](Screenshot_2019-01-16_at_23.36.39.png)\n", "AlembicObjectPath has a fixed-size char[]\nAlembicObjectPath (see `DNA_cachefile_types.h`) has a fixed-size char- [ ] buffer. \n\n> In 3128600a8a#142412, @LazyDodo wrote:\n> if the object path can be arbitrarily large it's gonna be a matter of time before someone comes with a file with 4097 byte object path, why not just allocate the ram you need? \n\n\nI think that's a good idea, and that's what this task is for.\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", "Principled BSDF Anisotropy black faces\nWin10, 1080Ti\n\nBroken: 2.79\n\nIt seems that using anisotropy produces black odd artifacts under certain mesh circumstances. I don't think this happens often as it seems the actual mesh caused it, possibly by being a little bit too symmetrical? \n\nI suppose often it goes unnoticed so I thought it might be good for someone to investigate upon if there isn't some inconsistency.\n\nRotating the object by the tiniest bit helps (probably helps by something being non 0 ^__^).\n\nMoving random vertices randomly produces different results that are often completely correct or at least 50% correct. Good to try that in Rendered mode.\n\nScreenshot: ![Anisotropy_Bug.JPG](Anisotropy_Bug.JPG)\n\nBlend: [Anisotropy_Bug.blend](Anisotropy_Bug.blend)", "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", "Path Guiding: Cycles in viewport produce inconsistent results\nOperating system: Windows 11\nGraphics card: Geforce 1660S\n\nBroken: 3.5\n\nJust moving the camera around the viewport gives inconsistent cycles renders. I am not sure if it's directly related to path guiding as the issue is only visible in the mirror caustics.\n\n![Screenshot_12.png](attachment)\n![Screenshot_13.png](attachment)\n\n", "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", "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", "Intermittent: Shift + MMB unresponsive or very sluggish\nOperating system: MacOS Ventura 13.4.1\nGraphics card: M1\n\nBroken: 3.5.1, Hash: e1ccd9d4a1d3, Branch: blender-v3.5-release\n\nShift+MMB to pan view in perspective mode becomes either completely unresponsive to keyboard input or extremely sluggish compared to the mouse pointer speed for the rest of the application. Agnostic to mouse pointer speed setting for the OS. \n\nAny model in perspective view. Attempt to pan view via SHIFT+MMB.\n\n", "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)" ]
[ "Wrong evaluation of Action Constraint\nhash: 2aff243\n\n[action_bug.blend](action_bug.blend)\n\nI've uploaded a sample blend file.\n\nThe action constraint evaluated in the scale transform is giving wrong results.\n\nAs you will see in the blend file, bone_3 has and action constraint that is triggered with bone_2 Y scale in local space.\n\nIf you rotate or scale Bone_2, you'll notice that the action is triggered randomly. Even if you rotate or scale Bone_1, which is the parent of Bone_2, action will be strangely triggered. Location transforms does not seem to trigger the constraint. " ]
Performance degradation in the shader & geometry node editor for larger scenes between 3.1 & 3.2 See: [WCSLS1ye25.mp4](WCSLS1ye25.mp4) ```┌──────────────────────────────────────────────────────────────────────────────┐ │Blender & System Information: │ │ * Blender Version: │ │ - 3, 2, 0 │ │ * Blender Last Commit Date: │ │ - 2022-06-08 │ │ * Blender Build Hash: │ │ - e05e1e369187 │ │ * Blender Branch: │ │ - master │ │ * Blender Executable Location: │ │ - F:\Olliver\Olliver\programs\Blender\blender-3.2.0-windows-x64\blender.exe│ │ * Python Version: │ │ - 3.10.2 (main, Jan 27 2022, 08:34:43) [MSC v.1928 64 bit (AMD64)] │ │ * Platform this Blender instance was built for: │ │ - Windows │ │ * Windows Platform Information: │ │ - Caption=Microsoft Windows 11 Pro │ │ - OSArchitecture=64-bit │ │ - Version=10.0.22000 │ │ * Hardware Information: │ │ - GPU: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 │ │ - GPU Driver Version: NVIDIA Corporation 4.5.0 NVIDIA 511.79 │ │ - CPU MaxClockSpeed=3187 │ │ - CPU Name=12th Gen Intel(R) Core(TM) i9-12900K │ │ - CPU NumberOfCores=16 │ │ - Total System RAM: 34.088476672 GB │ │ │ │This info text was generated by the Fast PBR Viewport Render addon! │ └──────────────────────────────────────────────────────────────────────────────┘``` Demo file (sorry about the filesize, but the issue is not apparent in lighter scenes, all the content in this file is made by me in my freetime so I have full rights of uploading all of it): [levelMockup.zip](levelMockup.zip)
[ "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.", "Artifacts around shadow catcher object\nOperating system: Win 10 PRO 19041.1348\nGraphics card: GTX 1080\n\nBroken: Official 3.0\nWorked: 2.9 lts\n\n{[F12718649](image.png),size = full}\n[头图制作B.blend](头图制作B.blend)\n\nLine is faintly visible at Y=472px height.\n\nThis doesn't happen when Denoise node Prefilter is set to Accurate, but when opening older files, Fast option is used by default.\n", "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.", "Cycles takes very long to cancel a render\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.07\n\nBroken: version: 3.2.0\nWorked: 2.93\n\nEver since Cycles was upgraded to Cycles X whenever I render a scene with a high Max sample count and cancel the render mid-render it always takes very long (up to a few minutes) until the render actually stops.\nThe time it takes to until the render stops seems to be proportional to both scene complexity and Max sample count.\nAt the start of rendering the samples first go up at small increments and later go up at greater increments. The greater the increments between sample count updates the longer it takes to stop the render.\nChecking Task manager shows that after hitting `cancel render` it does keep using the GPU, therefore keep rendering, until it finally stops.\nDuring the time between hitting `cancel render` and Cycles actually stopping the render the entirety of Blender becomes completely unresponsive.\n\nThis is only a problem when actually rendering the scene. Viewport render doesn't seem have this issue.\n\nTest file:\n[untitled.blend](untitled.blend)\n\nHit render and wait a little until the rate samples go up slows down. The hit `cancel render`.\n\nThank you and have a great day!", "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", "Regression: Massive drops in Animation playback (fps) in the viewport\n```\nOperating system: Linux-5.13.0-0.rc6.45.fc35.x86_64-x86_64-with-fedora-36-Rawhide 64 Bits\nGraphics card: NVIDIA GeForce GTX 970M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 495.44\n```\n| version | VSYNC | fps solid | fps material | fps rendered |\n| -- | -- | -- | -- | -- |\n| 2.92 | off | 230 | 80 | 61 |\n| 2.93.9 (regression caused by 7f7e683099) | off | 230 | 76 | 55 |\n| 2.93.9 (regression caused by 64d96f68d6) | off | 230 | 69 | 46 |\n| 2.93.9 (regression caused by 267a9e14f5) | off | 230 | 57 | 41 |\n| 3.0.1 (regression caused by 03013d19d1)| off | 200 | 57 | 41 |\n| 3.1.2 (regression caused by d09b1d2759) | off | 110 | 57 | 41 |\n| 3.2beta (regression caused by 80859a6cb2) | off | 107 | 54 | 37 |\n\n```\nWin 10\nGTX 1070 - Studio Driver 462.59\n```\n| version | VSYNC | fps solid | fps material | fps rendered |\n| -- | -- | -- | -- | -- |\n| 2.92 | off | 223 | 143 | 85 |\n| 3.0 and Cycles-X | off | 79 | 66 | 50 |\n\n\nMassive drops in Animation playback\n\n\nI have this test scene here from the forum (unfortunately I forgot the direct link).\n[fps-performance.blend](fps-performance.blend)", "Cycles GPU CUDA rendering high number of points seems broken in LTS (main is fine, request for backport)\nOperating system: Linux-5.15.0-58-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.86.01\n\nBroken: version: 3.3.3\nWorked: latest 3.5 alpha\n\nRendering point \"clouds\" with Cycles - CUDA seems to make some chunks of points disapear randomly\nThis looks like this has been fixed in 3.5, but i didn't find when. Can this be fix in LTS ?\n\nDelete the default cube and add a plane\nAdd a Geonode Modifier on that plane\nDistribute Points on Faces > Density : 250'000\nSet Point Radius > 0.0025 (for convenience)\n![bugreportGEONODE.png](bugreportGEONODE.png) \nSwitch to Cycles, GPU\nSwitch the render device to CUDA\n\nResults with :\n\n| ![bugreportCPU.png](bugreportCPU.png) CPU | ![bugreportCUDA.png](bugreportCUDA.png) CUDA | ![bugreportOPTIX.png](bugreportOPTIX.png) OPTIX\n| -- | -- | -- |\n\n\n\nBug is visible in both viewport shading and Render.\n\n", "Very strong aliasing in 3.2\nOperating system: Ubuntu 20.04\nGraphics card: Geforce MX230\n\nBroken: 3.2\nWorked: 3.0\n\nin 3.2, there is a very strong aliasing in edit mode. In 3.0 it is not so strong\n3.2:\n![Screenshot_20220707_174217.png](Screenshot_20220707_174217.png)\n\n3.0:\n![Screenshot_20220707_175701.png](Screenshot_20220707_175701.png)\n\nboth versions have the same settings. There are 16 samples everywhere and smoothing in edit mode\n[jupiter.fbx](jupiter.fbx)", "Blender 3.2 crash when extracting mesh draw cache\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.96\n\nBroken: version: 3.2.0\nWorked: 3.1\n\nBlender 3.2 constantly crash on heavy load.\n\nI have loaded my scene that has a lot of particles. tried to playback the timeline. after maximum 3 frames, Blender just closes without any error messages.\n[HourglassBuildUp-JUNE30.blend](HourglassBuildUp-JUNE30.blend)\n\n", "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)", "Segmentation Fault Crashing Blender when Rendering\nOperating system: Linux-5.19.0-46-generic-x86_64-with-glibc2.35 64 Bits, X11 UI\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.54.03\n\nBroken: version: 3.6.1\n\nDuring rendering, Blender will often crash with segmentation fault \"Memoryblock MORE THAN 1 MEMORYBLOCK CORRUPT: error in header\" message.\n\nNeed guidance to help provide a blend file to reproduce the issue.\n\nThe issue occurs 100% of the time with an old version of a large blend file on certain frames. I have attached the debug and crash reports. \n\nMy workaround was to turn on subframes and render subframes either slightly earlier or later than the main frame. For example, if the frame I wanted to render was 187, I would render frame 187.1 or 187.2 until blender would render the frame.\n\nI believe the problem relates to a model I had commissioned, but I cannot recreate the issue in other blend files with that model.\n\nGPU memory usage is about 7.6/8 Gb, so there is headroom, and there is plenty of RAM. It does not matter if it is rendered on GPU/CPU, GPU only or CPU only it will always crash.\n\nI have tested on 2 other Windows computers with the same results, so it is not Ubuntu related.\n\nOther frames render perfectly.\n\nThere is no issue with viewport render mode. Often I get \"out of memory\", but that is only because Blender does not dump some things from memory before viewport rendering an updated scene. It's bound to be a known issue and easy to work around.\n\nI have prepared the file to upload here, but it's 1.9 Gb zipped. Before I send it there maybe some advice about troubleshooting my end someone might know and can help me with. I have spent 3 solid weeks trying to troubleshoot this and the only reliable way I know of reproducing the issue is with the full file.\n\nN.B. The update to 3.6.1 saw me return to this with an updated and improved version of the file. Background rendering will SOMETIMES render problem frames. I have included debug files for this as well.\n\nIs there any advice I can get as to how to narrow down this problem?\n\n", "Instancing Geometry on Imported Alembic Particles produces extremely long render times when motion blur is enabled.\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.98\n\nBroken: version: 3.5.1 Release Candidate, commit date: 2023-04-03 16:00, hash: `ef7e83c7ff15`\n\nInstancing geometry on Imported animated Alembic Particles using geometry nodes produces extremely long render times when motion blur is enabled. Turning off motion blur or realizing instances reduces the render time back to its normal average length. \n\n\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", "compositor performance issue when larger empty area surrounding the image\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.99\n\nBroken: version: 4.0.0 Alpha\nWorked: much faster in 2.93\n\ncompositor performance is severely degraded if there is a larger empty area surrounding the pixels. Also becomes more and more sluggish the longer it plays back, despite it only updating a single image block. Task manager doesn't show any increase in memory usage as it becomes slower.\n\n<video src=\"attachment\" controls></video>\n\nGet an image sequence to playback in the compositor's backdrop, either with a image sequence node, or by updating a single image via python and calling render.render to force the playhead to wait for the compositor to finish calculating. Try playing back with the compositor contracted and expanded. See video for demonstration.\n\nIssue affects the tiled, full frame, and gpu compositor modes. Also happens when experimental compositor is disabled completely in the preferences.\n\nExample video attached.\n\n", "Scene statistics not updating depending on geometry node behaviour\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.98\n\nBroken: version: 3.6.0\nWorked: Never.\n\nIt seems that the scene statistics (both in the viewport and in the status bar) are not updating to reflect the number of vertices after a deleting operation through geometry nodes.\nHowever it does update if I move to another frame in the timeline.\nIt may be a design choice to limit the computation needed but I thought useful to report\n\nIn the attached blender file go to the modifiers tab and change the LOD value in the geometry nodes setup, you'll see no change in the scene statistics despite the mesh displayed has a different amount of objects. If you move to any other frame it will update accordingly\n\n" ]
[ "Node Editor gets unusably slow in scenes of average production complexity\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.59\n\nBroken: version: 3.1.2\nWorked: Probably never\n\nThe node editor, as well as other parts of Blender get unusably slow when the scene complexity reaches level of average production scenes from about 5-10 years ago (About 30 million triangles on average). This even includes the operations, which should not require re-evaluation of the entire complex scene dependencies, such as moving unconnected nodes in the shader editor.\n\n[SlowScene_Base.blend](SlowScene_Base.blend)\n1. Open the attached .blend file:\n2. Select all the objects in the scene and convert them to meshes using Object->Apply->Visual Geometry to Mesh (this step was necessary to keep the repro file size small)\n3. Attempt regular material editing operations in shader editor, such as adding nodes, moving nodes around, editing properties of nodes, such as color ramp sliders, and so on\nResult: The constant UI blocking freezes make it impossible to work with the node editor when scene complexity exceeds trivial level.\nExpected: The performance of the node editor remains acceptable in the scenes of production complexity.\n\nNote: Feel free to duplicate the objects in the viewport to increase the severity of the lags and freezes.\n\n---\n\nBit of research: this is because of UNDO.\n\nIf you turn OFF `Global Undo` in the Preferences (or set `Undo Steps` to zero) everything is back to being snappy fast.\nNot sure if this can be smarter, but this does make sense in a way because Global Undo keeps a copy of the whole file in memory?" ]
Warning 1909 could not create Shortcut Blender.Ink. OS Name Microsoft Windows 10 Pro Version 10.0.19044 Build 19044 Other OS Description Not Available OS Manufacturer Microsoft Corporation System Name BONGWAY System Manufacturer ASUS System Model System Product Name System Type x64-based PC System SKU SKU Processor AMD Ryzen 5 3600X 6-Core Processor, 3801 Mhz, 6 Core(s), 12 Logical Processor(s) BIOS Version/Date American Megatrends Inc. 2407, 13/07/2021 SMBIOS Version 3.3 Embedded Controller Version 255.255 BIOS Mode UEFI BaseBoard Manufacturer ASUSTeK COMPUTER INC. BaseBoard Product PRIME A520M-A BaseBoard Version Rev X.0x Platform Role Desktop Secure Boot State Off PCR7 Configuration Elevation Required to View Windows Directory C:\WINDOWS System Directory C:\WINDOWS\system32 Boot Device \Device\HarddiskVolume2 Locale United Kingdom Hardware Abstraction Layer Version = "10.0.19041.1806" Username BONGWAY\Ronald Time Zone GMT Summer Time Installed Physical Memory (RAM) 32.0 GB Total Physical Memory 31.9 GB Available Physical Memory 24.1 GB Total Virtual Memory 36.7 GB Available Virtual Memory 26.3 GB Page File Space 4.75 GB Page File C:\pagefile.sys Kernel DMA Protection Off Virtualisation-based security Not enabled Device Encryption Support Elevation Required to View Hyper-V - VM Monitor Mode Extensions Yes Hyper-V - Second Level Address Translation Extensions Yes Hyper-V - Virtualisation Enabled in Firmware No Hyper-V - Data Execution Protection Yes Operating system: OS Name Microsoft Windows 10 Pro Graphics card: Name NVIDIA GeForce GTX 1060 3GB Blender 3.2.1 Warning 1909 could not create Shortcut Blender.Ink. Verify that the destination folder exists and that you can access it ![Blender setup Warning 1909.jpg](Blender_setup_Warning_1909.jpg) Blender opens ok but I am unable to use the Pose Library. Al the Poses listed are greyed out and I am unable to use then see image. ![Pose Lib grey.jpg](Pose_Lib_grey.jpg)
[ "Greasepencil 3.0: Unable to switch to drawmode from sculptmode\nOperating system: Linux-5.15.0-73-generic-x86_64-with-glibc2.35 64 Bits, X11 UI\nGraphics card: GeForce GT 630/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.157\n\nBroken: version: 4.0.0 Alpha\n\nEnable GP 3.0\nOpen 2D session\nSwitch from the initial draw mode to sculpt mode via header button.\nTry to switch back to draw mode.\nAn error message appears:\n\n", "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", "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", "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)", "UI: Excessive cut-off while searching in keymap preferences\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: AMD Radeon HD 7800 Series ATI Technologies Inc. 4.5.14831 Core Profile Context 21.5.2 27.20.20903.8001\n\nBroken: version: 3.1.0 Alpha\nBroken: version: 2.50alpha1 (searchbox for input first appeared)\nWorked: never\n\nWhen searching in keymap text name of a category will be cut too much.\nIt does not happen with add-ons or properties editor search.\n\n1. Open Keymap in preferences.\n2. Resize window. Notice that category name will be cut off only when it really doesn't have any spare space.\n3. Start searching for anything, for example `grease pencil`.\n4. Resize window. Now category name will be cut off way too easily, having spare space several times largen than it's full text.\n[Excessive cutoff2022-01-19 12-55-36.mp4](Excessive_cutoff2022-01-19_12-55-36.mp4)", "Online Manual doesn't work for Panel Pin property\nSystem Information\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBlender Version\nBroken: version: 3.3.1, branch: master, commit date: 2022-10-04 18:35, hash: blender/blender@b292cfe5a9\nWorked: Was not working since 2.93 LTS, haven't tested lower ones, but I am pretty sure it is not working there as well\n\nShort description of error\nBlender Online Manual operator is not working for Panel Pin property, though it works for any other pinning property.\n2022-11-23 22-16-34.mp4\n\nExact steps for others to reproduce the error\n\n Open Sidebar (in any editor with Sidebar, shortcut {key N})\n Hover over panel header and press RMB -> You will see Pin property,\n press RMB in the Pin property to see it's context menu\n then press Online Manual or just press F1 key.\n\nNote that in the property editor the Online Manual works.\n\n\n------\n\nThis issue has been transferred from 102727\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", "Bug with autosave in edit mode\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.93\n\nBroken: version: 3.3.0\n\nBlender creates autosave when in edit mode but doesn't save the file as in edit mode\n\n- Set `Auto save` timer to 1 minute\n- Open attached file\n- Switch to edit mode\n- Make changes until auto-save file will generate\n- Open another blender instance and open auto-saved file (you'll find default cube in there)\n[try-auto-save.blend](try-auto-save.blend)", "Horizontal mouse wheel support for MS-Windows\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.20\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\nLogitech MX Master 3 horizontal scrollwheel button works in mac os x, but not in windows 10 although both have the same settings in Preferences in Blender and Logitech Options App.\n\n\nSTEPS TO REPRODUCE ISSUE:\n\n1. Rez object, select it and orbit around it in Mac OS High Sierra and Blender 2.81 using MX Master 3.\n2. Do the same, but in Windows 10.\n\nBased on the default startup:\nA. Performance in Mac OS is the expected: when using the horizontal scrollwheel button (thumb button mouse) orbits. Works in a similar way than when Orbit with the Magic Mouse.\n\nB. In Windows 10 the thumb button doesn't work, even when the settings are the same in both computers for Blender and the mouse. \n\nWhy this happens and how can I get to make the thumb button to work in Blender for Windows?\n\n\n\n\n", "Sculpting: Vector Displacement option not enabled on appended brushes\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.41\n\nBroken: version: 3.5.0\n\n\nWhen sculpting with imported brushes in 3.5 when applying an anchored brush (settings the same as in 3.3.5 LTS), the result looks lifted up from the surface.\n\n**Caused by** disabled \"Vector Displacement\" option when brushes from 3.3 were appended into 3.5, likely a versioning issue.\n\nThe option is added with #104481.\n\n![图片](attachment)\n\n\nSteps used in both releases:\n- Add Cube\n- Add Multisres modifier\n- Subdivide times 6\n- Apply modifier\n- Ctrl-A, origing to Geometry\n- Append brushes\n- Go to sculptmode\n- Choose a brush\n- Apply brush on object\n\nUsing 3.3.5 The brush is nicely put on the object, in 3.5 (with the same settings) you get a pimple. Lowering strength doesn't do the trick in 3.5.\n\n", "Python Error when disk volume name contains Non-Standard characters\nOperating system:Windows11 22621.2134\nGraphics card:NVIDIA GTX 1050Ti\n\nBroken: all\nWorked: none\n\nWhen you use some special unicode for file names.\nIt will log error if you open the blender file manager.\n\nMaybe we should have some way to ignore the special unicode?\nSomebody likes use emoji as file name likes me...\n\n![image](attachment)\n```\n File \"G:\\blender\\36\\3.6\\scripts\\startup\\bl_ui\\space_filebrowser.py\", line 220, in draw_item\n row.label(text=direntry.name, icon_value=icon)\nTypeError: UILayout.label(): error with keyword argument \"text\" - Function.text error assigning string, UnicodeEncodeError('utf-8' codec can't encode character '\\ud83d' in position 0: surrogates not allowed)\nTraceback (most recent call last):\n File \"G:\\blender\\36\\3.6\\scripts\\startup\\bl_ui\\space_filebrowser.py\", line 220, in draw_item\n row.label(text=direntry.name, icon_value=icon)\nTypeError: UILayout.label(): error with keyword argument \"text\" - Function.text error assigning string, UnicodeEncodeError('utf-8' codec can't encode character '\\ud83d' in position 0: surrogates not allowed)\nTraceback (most recent call last):\n File \"G:\\blender\\36\\3.6\\scripts\\startup\\bl_ui\\space_filebrowser.py\", line 220, in draw_item\n row.label(text=direntry.name, icon_value=icon)\nTypeError: UILayout.label(): error with keyword argument \"text\" - Function.text error assigning string, UnicodeEncodeError('utf-8' codec can't encode character '\\ud83d' in position 0: surrogates not allowed)\n```\n\nWindows explore:\n![image](attachment)\n\n- ...\n\n", "Missing Letter V and Black Screen\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: AMD Radeon(TM) Graphics ATI Technologies Inc. 4.5.0 Core Profile Context 23.7.1.230626\n\nBroken: version: 3.6.0\n\nWhenever I open Blender, the viewport is black and the letter v is not displayed in any of the menus. Here is a link to a screenshot: VZui9.png \n\nIt simply appears like this on startup.\n\n", "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 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```", "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" ]
[ "Warning 1909 in different computers while installing\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\n\nBroken: version: 3.2.0\nWorked: version: 3.1.0\n\n3.2 I downloaded from RWTH Aachen mirror.\n\nWarning 1909. \n\nIt happend Twice Today once in Windos 10 AMD Prozessor, and Now in Windows 11 Intel Processor\n\nIt gives the error you can see on the attached File. \n\n![2022-06-09 13_58_21-blender Setup.png](2022-06-09_13_58_21-blender_Setup.png)\n\n- Download the MSI installer of Blender 3.2 from download/\n- Try to install\n\n" ]
EXR file rendered without Z pass comes out black Broken: 2.8 and 2.79 Even though the image data is there and Z pass is not necessary, the resulting image is completely black. The file imports correctly in Photoshop through Exr-IO but not into Blender. Steps to reproduce: In Passes disable Z pass: ![Screen Shot 04-15-19 at 09.51 PM.JPG](Screen_Shot_04-15-19_at_09.51_PM.JPG) ![Screen Shot 04-15-19 at 09.51 PM 001.JPG](Screen_Shot_04-15-19_at_09.51_PM_001.JPG) Then render image, Save as OpenEXR Open this file back into Image Editor in Blender.
[ "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.", "Images loaded from palletized TGA files lack alpha channels\nOperating system: Windows 11 Home\nGraphics card: Intel ARC A750 8GB\n\nBroken: 3.6.1 and 4.0.0 2ed108cb84cf\nWorked: None tested\n\nWhen a palletized TGA file is loaded as an image, any transparent pixels come through as opaque black.\nThis does not occur for unpalletized TGA files; they come through transparent as expected.\n\nAn example of the same file in both palletized and unpalletized formats is attached. The files look identical in Aseprite.\n\n- UV Editing\n- Image -> Open...\n- Select palletized TGA file\n- Note that the area surrounding the vegetation at the bottom of the image is black: ![palletized.png](attachment)\n- Image -> Open...\n- Select unpalletized TGA file.\n- Note that the area surrounding the vegetation at the bottom of the image is transparent: ![unpalletized.png](attachment)\n\nThis can additionally be confirmed by looking at the histogram, with the unpalletized file having a small spike at 0% for alpha while the palletized file is flat until 100%.\n\n", "Cannot render GeoNodes instanced collection without having original collection also rendered\nA collection is created and two planes shaped as diamonds are added. A separate plane is created and geometry nodes is used as a modifier instancing multiple copies of the diamond collection. When rendering only the geometry node instances are to be rendered but the original collection also renders. If the camera icon in the outliner is changed to black for the original collection or the diamonds then the whole scene is rendered black. The geonode plane with a white (on) camera icon should render all items generated by that modifier and the original diamonds with the camera black (off) should not be rendering.\n[B30beta renders too much.blend](B30beta_renders_too_much.blend)\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68\n\nBroken: version: 3.0.0 Beta\n\n\n\n", "Multilayer EXR UDIMs display incorrectly\nBroken: since introduction of UDIM in 2.82\n\nThis issue was encountered when investigating #100452 (USD Alab v2 import errors)\n\nThe attached zip archive contains two blend files, which are identical except that they reference EXR and PNG UDIMs, respectively. `alab_chair_exr_udim.blend`, referencing the EXRs, displays incorrectly in the viewport (first image). `alab_chair_png_udim.blend`, referencing PNGs, displays correctly (second image).\n\n![image.png](image.png)\n![image.png](image.png)\n\n[blender_exr_udim_bug.zip](blender_exr_udim_bug.zip)\n\nWhen the EXRs have multiple layers, even just 1, the problem occurs:\n| ok | not ok - uses a single layer called 'rgb' |\n| -- | -- |\n| ![ok.png](ok.png) | ![not-ok.png](not-ok.png) |\n\n----\nMultilayer EXRs have a custom loading sequence and storage location inside the `Image->rr (RenderResult)` field.\n\nThat code is quite intertwined with the RenderLayer/RenderPass system. It's unclear why this was chosen for multi-layer images. Maybe because it was the system that knew how to select layers/passes already? In any case, it is not UDIM aware and I'm not sure if the RenderLayer/RenderPass system should be aware of them.\n\nSince I don't have a full understanding of the history here a proper fix seems non trivial at first inspection.\n", "Bug - Refraction BSDF in Eevee interferes with Render properties > Film > Transparency - it blocks the transparency so to speak.\nBest demonstrated with a video (please note that the refraction bsdf is transparent, so objects can se seen through, so can the world background - when the world is not transparent that is) :\n\n[DE3VFV8aIO.mp4](DE3VFV8aIO.mp4)\n\n![image.png](image.png)", "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.", "Display RGB channels shows alpha premultiplied color with 8-bit images\nOperating system: Linux-5.8.18-1-MANJARO-x86_64-with-arch-Manjaro-Linux 64 Bits\nGraphics card: GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.100\n\nBroken: version: 2.91.0\nWorked: blender-2.90.1\n\nDisplay RGB channels shows alpha premultiplied color with 8-bit images. See sampled color in image editor. It should be all white\n![untitled.png](untitled.png)\n\nSorry for using sequencer to demonstrate this, it was quickest method to render data I need.\n\n[#83342.blend](T83342.blend)\n- Open file\n- Render\n# Sample color in black area in image editor\nRGB channels have value of 1, pixels are black however.\n", "shadow catcher data missing from diffuse passes when transparency is disabled, and shadow catcher object is masking environment when transparency is enabled (can't recombine moving scene envronment)\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.98\n\nBroken: version: 3.5.1 Release Candidate\n\nshadow catcher data missing from diffuse passes when transparency is disabled, and shadow catcher object is masking environment when transparency is enabled (can't recombine moving scene envronment). This makes it impossible to rebuild the image unless the shadow catcher pass is used, which is not suitable when using vector motion blur.\n\nOpen below blend file (choose to load ui)\ngo to scene 'no transparency'\nin the compositor press f12 to render a frame\ncompare the combined image and the rebuilt image\n\ngo to the second scene 'transparency'\nin the compositor hit f12 to render again\nthis time the environment is masked out by the shadow catcher, making it impossible to use the rendered environment (which is necessary if the camera is animated)\n\nrequired behaviour - \n\nshadows appear in diffuse passes when transparency is disabled, so the rebuilt image matches the viewport.\n\nshadow catcher object doesn't mask out the environment pass when transparency is enabled (so the environment can be added back to the image when the camera is moving (backplate cant be used here))\n\n\n\nThe only possible solution currently is to always render with transparency enabled, and then render your scene a second time with only the environment visible, which causes issues when rendering via scripts.\n\n", "Volumetric object not taking into account by cycles depth/mist pass\nOperating system: Linux-4.15.0-52-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 410.104\n\n\nBroken: version: 2.80 (sub 75)\n\n\nNo matter what \"Alpha Threshold\" is set to, cycles depth pass does not include volumes.\n\n**Expected behavior**\nIn the same way that Alpha Threshold is compared with the alpha transparency of each object, it (or another parameter like Density Threshold) should be compared with the density of each volume in the scene (for the purposes of inclusion in depth passes)\n\n[depth-pass.blend](depth-pass.blend)\nRendering this file yields a (normalized) depth pass that is missing the cube with the volume shader (but it does include the cube with the 0 alpha principled BSDF)\n![image.png](image.png)\n\n", "Generated images with disabled alpha can have alpha but are saved with no alpha, losing user's work\n## Simplified Report\n\n- Create a new image with Alpha disabled.\n- Set the generated color to fully transparent.\n- Set up this image for 3D texture painting on a simple plane and paint some opaque strokes.\n- Execute the Same All Images operator in the textures slots panel.\n- The image is saved as RGB and alpha is lost, losing some of the user's work without warning.\n\nThis can be even less clear, because some operators like the Lightmap Pack operator can create images with no alpha implicitly, and the user doesn't know this until the alpha data is lost.\n\n## Original Report\n\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 3.3.1\n\nwhen you create a new image texture through the Lightmap Pack feature and paint on it can display as RGBA but the alpha channel gets discarded on save and reopening the file. Images created through other means (like the image shader node or the image panel) do save with alpha channel.\n\n1. go into edit mode on the default cube.\n2. UV > Lightmap pack. choose new image.\n3. in the image panel, select the image, go to the Image tab on the right, set Source to Generated and Color to Transparent.\n4. make a material using the texture. Set the alpha mode to hashed/clip/blend doesn't matter.\n5. apply it to the cube.\n6. draw something on it in texture paint mode.\n7. under Texture Slots click 'save all images'.\n8. close blender and reopen the file.\n9. the texture lost it's alpha.\n\nThe reason seems to be that lightmap pack generates an RGB file, but it can still appear as RGBA throughout blender until you hit refresh in the image panel or re-open the file. Ideally for my own workflow the lightmap pack feature would allow for creating RGBA files (perhaps an alpha checkbox if it's important for other workflows to not have an alpha channel)\n\nattached file: white cube was made through image shader node, blue cube through image panel generate option, green cube through lightmap pack.\n\n[bug.blend](bug.blend)", "Some effects [bloom, smoke, fire, ..] still don't save in PNG with transparent background (occlusion vs. emission)\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Radeon RX 570 Series ATI Technologies Inc. 4.5.13587 Core Profile Context 20.4.2 26.20.15029.27017\n\nBroken: version: 2.91.0 Alpha\n\nwatch?v=mQqV77PaOVs&t=84s\nHere this function of preserving BLOOM effect was released, and now it work both on View mode and render mode. BUT! When you will try save PNG after rendering - you will have same result as in past, without blooming effect saved on alpha channel.\nHere is example: ![1601108715146.png](1601108715146.png)\n\n1 - open file [BLOOM BUG.blend](BLOOM_BUG.blend)\n2 - press F12 [render]\n3 - save result in PNG\n4 - open result in any paint software and put under result layer any colour\n\n", "Holdout Fill not working as expected with Grease Pencil\nOperating system: Win 10\nGraphics card: Nvidia GTX 1060\n\nBroken: 2.93\nWorked: unknown\n\nI would expect holdout fills to render as 100% transparent. In Blender's image viewer, they don't - their opacity seems to change based on how bright they are, so white is 100% opaque, but grey is semi-transparent.\n\nSaving the same image to a PNG file, the holdouts are fully transparent, but with aliased artefacts around the edge of the surrounding black strokes, in the colour of the holdout fill. If there is another grease pencil object positioned behind the holdout fill, instead of vanishing, its strokes are tinted the colour of the holdout fill.\n\n![holdout.png](holdout.png)\n(The artefacts are more noticeable against a dark or checkered background.)\n\nTry rendering the simple drawing in the attached .blend, exporting a PNG and examining it in an image editor. [holdouttest.blend](holdouttest.blend)", "Crash after undo \"Mask slice to new object\"\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92\n\nBroken: version: 2.92.0\nWorked: This problem happens to me with 2.92, the pc that I use now I formatted it, unfortunately before I used version 2.82\n\nMy problem is that when I use the option \"mask slice to new object\" and then I use ctrl + Z the blender closes !! I formatted the PC a few weeks ago, unfortunately I didn't use version 2.92 before. What I realized is that when I use the \"mask slice to new object\" option and then go to edit mode, I can use control + Z without any problem, that is, it does not close.]\n\nThis happens to me in any file:\n\n1. Sculpture mode.\n2.Use the \"mask\" or \"box mask\" brushes\n3. I paint the mask.\n4.I go to the \"MASK\" menu.\n5. I click on \"mask slice to new object\".\n6. Press CTRL + Z.\n7. Blender closes.\n", "Calling operator from handler that saves bmesh freezes blender forever\nBlender version: 3.5.1\n\nI setup some shader to run on top of blender viewport and connected it’s update to `SpaceView3D.draw_handler_add`. The idea was that shader will only work in EDIT mode and if user exists it then it will automatically trigger some operator.\nLine that freezes Blender is `bm.to_mesh(context.object.data)` although it doens’t freeze right away.\n\nWhat I’ve found that if I call operator that edits mesh from bmesh then it freezes Blender entirely.\nCurrently as a workaround I moved operator’s code to some function and call it instead of because `bm.to_mesh(context.object.data)` doesn’t seem to freeze Blender when it’s called from handler without operator.\n\n\nEasy way to reproduce (create default scene, make sure cube is selected, run the script):\n\n```python\nimport bpy\nfrom bpy.types import SpaceView3D\nimport bmesh\n\nclass TestHandler:\n installed = None\n\n @classmethod\n def install(cls, context):\n handler = cls()\n cls.installed = SpaceView3D.draw_handler_add(\n handler, (context, ), \"WINDOW\", \"POST_VIEW\"\n )\n\n @classmethod\n def uninstall(cls):\n try:\n SpaceView3D.draw_handler_remove(cls.installed, \"WINDOW\")\n except ValueError:\n pass\n cls.installed = None\n\n def __call__(self, context):\n obj = context.object\n if obj.mode != \"EDIT\":\n TestHandler.uninstall()\n bpy.ops.test.test()\n print('HANDLER CALL FINISHED') # never printed\n return\n \n print('HANDLER FINISHED')\n\nclass TestOperator(bpy.types.Operator):\n bl_idname = \"test.test\"\n bl_label = \"test\"\n\n def execute(self, context):\n print('TEST OPERATOR CALLED')\n bm = bmesh.new()\n\n # WITHOUT THIS LINE IT DOESN'T FREEZE\n bm.to_mesh(context.object.data)\n\n # still printed\n print('TEST OPERATOR FINISHED')\n return {\"FINISHED\"}\n \nclass TestSetupOperator(bpy.types.Operator):\n bl_idname = \"test.test_setup\"\n bl_label = \"test\"\n\n def execute(self, context):\n print('TEST SETUP OPERATOR CALLED')\n TestHandler.install(context)\n return {\"FINISHED\"}\n\n\nbpy.utils.register_class(TestOperator)\nbpy.utils.register_class(TestSetupOperator)\nbpy.ops.object.mode_set(mode=\"EDIT\")\nbpy.ops.test.test_setup()\n# freezes on the next step\nbpy.ops.object.mode_set(mode=\"OBJECT\")\n```\n\n", "Shadow catcher causes artifacts in PNG exports with denoising\nOperating system: Manjaro Linux\nGraphics card: AMD Radeon 535\n\nBroken: 3.1.0\n\n\nIn Cycles, rendering a scene with transparent world background and shadow being projected into a shadow catcher causes a ring of pixels with very little opacity to be created around the render's edges when exporting it as a PNG. These artifacts go away when re-rendering the scene with the shadow catcher turned back into a normal plane.\n\nI'm aware of #93865 (Artifacts around shadow catcher object) but created this one because it wasn't clear to me if this was the same issue, as that one seems to be considered a property of the 'Fast' denoiser. These artifacts were recorded on the 'Accurate' one.\n\n- In Cycles, make the world background transparent\n- Move the default cube slightly up and add a plane, scale it up a bit. \n- Point the camera so that your render captures the cube projecting a shadow into the plane, but still has the transparent world background showing around the edges\n- Turn the plane into a shadow catcher and render the scene with denoising on. Export it as a PNG; color depth and compression don't affect this issue.\n- Save the render and open it in Krita (other image editing applications may have the following feature too)\n- On the Select menu, use Select Opaque to highlight all pixels with some opacity. You will notice pixels very close to the image border all around the edges. These are normally invisible, being of very low alpha, but if you stack many renders produced like this they will be revealed as being grayscale.\n- Now, change nothing else, but turn the shadow catcher into a normal plane. Render the scene again, save it with the same settings. The ring of noise around the image edges will have disappeared.\n\nScreenshot of Krita showing the opaque pixels on a normal render:\n\n![demo_opaque.jpg](demo_opaque.jpg)\n\nOpaque pixels on the same scene rendered with the plane made into a shadow catcher and denoising set to Accurate. Note the barely visible artifacts selected around the plane and image edge. These can be observed no matter what shape the render output takes.\n\n![demo_shadowcatcher.jpg](demo_shadowcatcher.jpg)\n\nAnd now the same scene, denoising turned off. No ring around the edges.\n\n![demo_shadowcatchernodenoise.jpg](demo_shadowcatchernodenoise.jpg)\n\nBlender file used for the renders above: [democatcherbug.blend](democatcherbug.blend)" ]
[ "Mono-channel EXR files are unreadable\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.75\n\nBroken:\n- 2.83.0\n- 2.90.0 Alpha\n\n\nSimilar to this report: #40547\nBlender can't correctly read EXR files containing only one channel. Files are displayed totally black, even using separate RGB/XYZ nodes or isolating the correct channel in the Image Editor.\n\nIn my case: I use displacements maps from Quixel Megascans. Their particularity is that, displacement being only a BW data, they store all the data in the R channel. But the catch is: there are no G or B channels at all. For anyone who uses Quixel's assets, it's quite a big deal since every displacement map is either mono-channel EXR, or BW JPEG which isn't ideal for displacement.\n\nHere's a .blend for you to test, it contains two free EXR textures from Quixel Megascans; displacement and normal map; as well as two custom-made EXR files (using Nuke).\n\n[EXR_Mono_Channel_Test.blend](EXR_Mono_Channel_Test.blend)\n\nIf you open the file and just try to play around with the separate RGB in the shader editor or with the channels display in the image editor, you'll see the result is always black using the red only textures, while the full RGB channels ones work correctly.\n\n![image.png](image.png)\n\nIf you unpack the maps and open them inside another software, may it be a picture viewer or editor, it will display a red and black picture because the BW data is stored in the red channel and most of these softwares will usually recreate any missing RGB channels as black.", "OpenEXR file with only R channel fails to read\nOperating system: Linux Mint 19.1\nGraphics card: GTX 1080ti / latest drivers\n\nBroken: Current nightlies and own builds of 2.79 and 2.80\nWorked: Official 2.79b and older nightlies (can't tell exactly when the problem started to occur, maybe 2 weeks?!)\n\nIf I render a simple multilayer EXR without a Z channel and load the resulting image file in e.g. Blender's image editor it looks black with an alpha although during rendering it looked OK.\nRendering with a Z channel gives the correct result.\n\n- Open this scene: [Blacklayers_v01.blend](Blacklayers_v01.blend)\n- Press CTRL+F12 to render (it's a simple Suzanne with a point light)\n- Load the EXR e.g. into the compositor or Blender image editor -> It turns black\n- Load the image in an external image editor -> all is fine\n\nIt looks like Blender can't properly read its own layers any more." ]
Blender VSE Operating system: Windows-10-10.0.18362 64 Bits Graphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.41 Broken: version: 2.80 (sub 75) Worked: (optional) [Video is in sync up until it is rendered out] I just added a video and did simple cuts and about 2 transformation effects Default setup besides output to: ffmpeg MP4 for video and AAC for audio Wait.. why does blender version say "broken"??
[ "Blender 2.80.* Video Editor: Timeline breaks upon time-remapping.\nOperating system: Linux Mint 19.1 Tessa 64-bit\nGraphics card: Radeon 7570M 1Gb\n\nBroken: 2.79\nWorked: -\n\nChanging the \"Time Remapping\" setting to\n**25 Old**\n**100 New**\nCauses issues with the timeline in the Video Editor window. It shows items as they were, without visually scaling the timeline, however the timeline itself looks unchanged. The seek bubble moves separately from the seek bar as well.\n\nWhen clicking where you'd expect frame 25 to be, it actually moves the cursor to the wrong location. See attached screenshot and .blend files below.\n\n\nOpen a video in the video editor, set the time remapping, observe the broken timeline.\n\n![Screenshot from 2019-07-15 14-05-08.png](Screenshot_from_2019-07-15_14-05-08.png)\n[issue.blend](issue.blend)", "VSE: Variable framerate videos cause proxies to mismatch\nOperating system: Linux-5.15.11-76051511-generic-x86_64-with-glibc2.34 64 Bits\nGraphics card: Quadro RTX 6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.86\n\nBroken: version: 3.1.0 Alpha\nWorked: unknown (never?)\n\nWith video files that have a variable framerate generated proxies end up not matching the real video in timing. This is a big flaw, as proxies are used by default and the rendered sequence will end up looking different than what is edited with the preview.\n[variable_framerate_proxy_mismatch-2022-01-20_19.31.26.mp4](variable_framerate_proxy_mismatch-2022-01-20_19.31.26.mp4)\nIn this example I am using a screen recording that was recorded with frame skipping and choppy input framerate.\n\nExample files attached:\n[variable_framerate_proxies.zip](variable_framerate_proxies.zip)\n\n\n", "Blender Wont run.\nOperating system: Windows\nGraphics card: AMD Radeon HD 8570\n\nBroken: 2.92\nWorked: Nothing has worked. But blender worked before I did this. \n\nWhen I open blender it closes immediately.\nAnd I get this ![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 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)", "Video Sequence Editor cache not updating for scene strips\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 398.11\n\n\nBroken: version: 2.80 (sub 74)\nWorked: 2.79\n\n\nNot sure if I'm doing something wrong here, but the Video Sequence Editor is not updating scene strips when changes are made to the scene (like object/camera manipulation).\nWhatever is cached before the change stays in memory. The only way to force the update I've found so far is to change the \"Preview Shading\".\n\nThe expected behavior is that any visual change made to the scene in the scene strip would be updated real-time without changing the Preview Shading every time.\n\nThis isn't the case in 2.79. For the most part, I found scene strips updating when I made changes to the scene. If it won't update for some reason, I'd toggle something that won't affect my scene (like \"Show Grease Pencil\" when I have no GP elements).\nWhile even this wasn't ideal, at least I wasn't forced to change the strip visually to force the update, and it didn't need to be done every time.\n\nIf this isn't a bug but it's a settings issue, maybe the defaults need to be changed to make it work as expected.\n\n1. Add a scene strip to the VSE.\n2. Playback the timeline in VSE.\n3. Do something to change the scene. (e.g. Add a new Cube, move the camera, etc.)\n4. Scrub the timeline in VSE, and you should find that wherever there is cache, the scene doesn't update.\n\n[T66891_VSE_cache_scene.blend](T66891_VSE_cache_scene.blend)", "blender3.4 alpha new eevee a rendering on the flashback\nOperating system:windows10 21h1\nGraphics card: amd 6800xt (22.7.1 driver opengl doubled the performance of a version)\n\nBroken: blender-3.4.0-alpha+master.ca172677b1a7-windows.amd64-release\nWorked: There is no version that can be tested\n\n\nScene any scene including cube, whether window rendering or f12, directly exit the software.", "VSE: Frame Overlay incorrectly applies Transform to reference frame, ignores keyframes\nOperating system: Ubuntu 20.04.2\nGraphics card: AMD® Verde\n\nBroken: 2.93.3\nWorked: don't know\n\nWhile Frame Overlay is active and set to \"Reference\" or \"Rectange\", the video sequencer applies transformations to the reference frame even when that frame has a different transformation keyframed. The expected behaviour is that the reference frame looks exactly as it does when that particular frame is active.\n\n - Open attached file [vseoverlaytransform.blend](vseoverlaytransform.blend)\n - Note that Frame Overlay is active and Overlay Type set to \"Reference\"\n - Alter the Rotation parametre of the text strip\n - Note that the displayed frame transforms as you change the value\n - Disable Frame Overlay and jump to the first frame\n - Note that the transformation parametre has a keyframe at 0 deg, but the displayed text is still rotated\n - Press Ctrl-R (Refresh All) and note that the text jumps back into its unrotated state\n\n", "Request for Telugu Translation of Blender \nI want to translate blender into my native language. Telugu. Can anybody help in this regard. I can translate the words but somebody has to tell me what to translate and how it works. Kindly somebody guide me or tell the developers.. ", "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)", "VSE: Splitting Speed effect strip break movie continuity\nOperating system: Linux-5.11.0-41-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.86\n\nBroken: version: 3.1.0 Alpha\nWorked: this seems to be broken for years\n\nWhen splitting a strip that has a Speed effect applied, there's a break in continuity of the video: last frame before the split does not match the first frame after the split. As a user, I expect that a split operation keeps continuity.\n\n1. Add a movie/image sequence strip\n2. Apply a Speed Effect sequence over it, then set Speed Control to Multiply and set it to 10 (any value should work, but higher ones should make the problem easier to spot)\n3. Move the playhead to the middle of the strip and hit K to split it\n4. Check that there's a break in continuity at the split\n", "Operator: Play Rendered Animation no frame_preview_start for images\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 770/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.41\n\nBroken: version: 2.83 (sub 11)\n\nTopbar >> Render >> View Animation \n`bpy.ops.render.play_rendered_anim()`\n\nWhen using the View Animation operator it runs as intended with videos, however if you're using images as your render output, and using a preview range,\nthe operator will output from the Render Frame Start, rather than the Preview Frame Start. \n\nSo, unless your preview range included the first scene frame, the player will fail to start. \n\n\n**Steps to Reproduce**\nStep 1:\nEnable Preview Range in the timeline (click clock next to the Start/End numbers)\nChange the Start Frame (this is currently the Preview Start, not the Render/Scene Start)\n\n```\n Step 2: Option 1:\n in python window (or text editor) run:\n print(bpy.context.scene.render.frame_path(preview=False)) # Outputs Render Range\n print(bpy.context.scene.render.frame_path(preview=True)) # Outputs Preview Range\n```\n\n```\n Step 2: Option 2:\n Render the animation (3D Viewport Header >> View >> Viewport Render Animation)\n Topbar >> Render >> View Animation \n```\n\n\nRepeat Step 2, twice. \nOnce with your Render Output format set to any video format (AVI / FFMpeg)\nOnce with your Render Output format set to any image format (PNG / BMP / JPEG / etc)\n\n\n**Details**\n`\\2.83\\scripts\\startup\\bl_operators\\screen_play_rendered_anim.py` `line #117`\n`file = rd.frame_path(frame=scene.frame_start, preview=scene.use_preview_range)`\n\nThe function `bpy.context.scene.render.frame_path()` isn't doing anything with the `preview` variable, when the output is an image, so it just always return `scene.frame_start`\n\n`\\blender\\makesrna\\intern\\rna_scene_api.c` >> ` void RNA_api_scene_render` >> `static void rna_SceneRender_get_frame_path`\n\nThis function does one check for movies and different one for images. \nif it's image, it doesn't use the `preview` bool variable, and just use the scene's frame\n\n", "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", "VSE: Crash using Retime-Tool on extended Movie-Clip\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.79\n\nBroken: version: 4.0.0 Alpha\nWorked: N/A\n\nBlender crashes when trying to use the Retime-Tool on a Movie-Clip where the start was extended.\n\nIn the VSE\n\n1. Import a Movie-Clip (.mkv encoded with NVENC, H.264 from OBS in my case).\n2. Extend the left edge of the clip so it begins before the actual content begins (the first frame is looped up to the point the actual video starts).\n3. With the Retime-Tool selected move the right edge of the clip to change the playback-speed of the whole (extended) clip.\n4. Blender crashes\n\nVideo and blender.crash.txt are attached.\n\nWhen the clip is retimed first and then extended before its actual start (do step 3 before step 2) Blender doesn't crash and the result looks as expected.", "Subdivision modifier artifacts in Blender 2.80\nOperating system: Windows 10\nGraphics card: 1080ti\n\nBroken: \n2.80 downloaded on the 3rd of Feb, 2019 as found on the download beta section\nWorked: (optional)\n\n\nSome artifacts around the out circle in the blend file, this is not present in Blender 2.79\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\nload attached file, doesn't matter if it is Cycles or Blender the artifact is present.\n\n[ukelele.blend](ukelele.blend)", "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" ]
[ "Blender VSE 2.8 speed control doesn't match render\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.66\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\nEverything is fine, the video plays at half speed in areas that I want it to\nBut when I render it, it either cuts from one frame to the next, skipping everything in between\nOr it just jumps ahead to a frame and freezes until it matches when it's supposed to be played\n\nI cut the movie clip so that I have a middle piece that I want to play slower (3 pieces in total)\nMoved the right piece further to the right, to make room for the middle piece I was going to extend\nMade a speed control effect for said middle piece\nExtended middle piece so that it transitions to right piece smoothly\nTried with \"Stretch to input strip length\" Check and value at .5\nTried with \"Stretch to input strip length\" UnCheck\nTried with \"Use as speed\" checked\nTried with \"Speed factor\" at 1 and the modifying properties being \"Multiply Speed\" at .5 (so that the video would play at 1 x 0.5 (='s half-speed or .5))\n(just to get this straight \"Speed factor\" option lets you choose the speed you want the frames to played, but then \"Multiply speed\" lets you change it even further.\nIs this for those that don't know 5x20 so they can just put 5 for Speed factor and 20 for Multiply speed, instead of just 100 in Speed factor??)\nTried with \"Multiply Speed\" at 0 and the modifying properties being \"Speed Factor\" (so .5 again)\n\nI can't stress the fact that everything plays perfectly in the Video Sequencer, the strips that I want are playing at half speed\nBut when rendered it just freezes, jumps 2 the end of the strips, or spazzes out instead of just playing slower like in the VSE\n\n[Part 3.11_000218149-219749.mp4](Part_3.11_000218149-219749.mp4)" ]
Accidentally changes to orthigraphic view in 1/10 time Operating system: Windows-10-10.0.22000-SP0 64 Bits Graphics card: NVIDIA GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 517.48 Broken: version: 3.3.1
[ "Changing Resolution Preset doesn't allow to Undo\nBroken: 3.6.0\n\nChanging Resolution Preset and then trying to undo doesn't work, like if the action is not registered.\n![Screenshot from 2023-07-19 22-31-16.png](attachment)\n\n- Open Blender\n- Click on the Format panel on the right icon to change preset\n- Select a preset\n- Undo\n\n", "Serious problems with visibility when linking a character\nOperating system: Ubuntu 20.04\nGraphics card: Geforce MX230\n\nBroken: 3.3\n\n\nwhen linking a collection containing a character model, rig, etc., oddities occur with the visibility of the armature: when the overlays are turned off/ on, the armature is not displayed until some event occurs (this bug applies to the file where the model is located). undo ignores hiding bones (scene with linked and override character) for clarity, two animation files will be attached. in both, sometimes both of these bugs occur, while it is absolutely unpredictable\n[2022-09-16 02-20-35.mp4](2022-09-16_02-20-35.mp4)\n\n[broken_7.zip](broken_7.zip)\n\nfile with character in broken_7/stalker/\nfiles with animation in broken_7/3d_projects/tests/animation/\n", "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", "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)", "Collection usability\n- [ ] Viewport UI\n- [ ] Shortcuts to toggle visibility?\n[ ] . . .\n\nNeed a clear design on what to do.", "Sculpt brush Reverts to Default When Undoing\nOperating system: Windows-10-10.0.25336-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.41\n\nBroken: version: 3.6.0 Alpha\nWorked: 2.79\n\n**Description of error**\n\nWhen using a non-default brush such as clay strips, then undoing, the brush switches to the default one (draw brush). Now this is frustrating to the user because you need constantly switch back to your brush after every ctrl + z. Stupid bug that interrupts the workflow.\n\nNow this bug is not limited to sculpt mode, it happens in vertex painting, weight painting, texture painting and hair sculpt mode.\n\nHowever this bug doesn't happen to most users because for it to happen you need to have two main windows.\n\n* Add a new main window (`Window > New Main Window`) and switch the workspace (say \"shading\")\n* In primary main window: switch to sculpt mode\n* Choose clay strips\n* Press ctrl + z\n* Observe the brush is draw brush and not clay strips 😵‍💫\n\nNote: I think this has to do something with workspace since switching them can fix this bug but also crash blender\n\n[video](https://projects.blender.orgattachment)", "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", "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", "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", "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.", "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)", "Indices order is inconsistent with duplicate operation\nOperating system: win10\nGraphics card: 1050ti\n\nBroken: 3.2.0\n\nIndices on copied geometry (in edit mode) are sometimes reversed (verts) or misplaced (edges). Not sure when it happens exactly, but it can happen, if you duplicate and delete new geo couple times.\n\n\n\n\n - Enable *indices* overlay to see results\n - Create clockwise mesh loop (for example draw it in *Edit mode* from single vert via *ctrl + mouse click*)\n - Select mesh and press *shift + D* and *Enter*\n - Check verts indices order, it should match initial clockwise direction\n # Delete copied geometry and repeat steps 3 & 4 -> indices should be reversed. (Interesting thing that if you change *Mode* option in operation's menu from 1 to 0 it preserves original order)\n\nOr in attached file perform steps from 3 to 5\n\n[indices_order.blend](indices_order.blend)\n\n", "Clearing library overrides from the object menu differs from the outliner\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: Quadro RTX 3000 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.67\n\nBroken: version: 3.6.1 Release Candidate\n\nPlease see the attached movie. Using the \"wrong\" menu will cause the material properties panel to become unresponsive (beginning of movie) with overrides still in place until you use the outliner (end of the movie).\n\n1. Link some objects from a file\n2. Override them down to the materials\n3. Swap out some materials\n4. Use the clear library override from the object menu\n\nResult:\n\nThe material overrides aren't cleared, but you also can't access the properties panel anymore.\n\nExpected:\n\nThe material overrides should be cleared.\n\nWorkaround:\n\nUse the outliner instead.\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.", "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" ]
[ "Auto perspective sometimes fails\n**System Information** \nOperating system: Windows 10\nGraphics card: 3070\n\nBroken: 3.2.0 and 3.2.1\nWorked: 3.1\n\nAuto perspective setting doesn't work in this case: if you are in camera view or any side view and then you are switching to another side view you have this smooth transition animation between views. If during this animation you press middle mouse button (rotation) to go from side view it doesn't change to perspective. Moreover it \"shifts\" viewport like it was aligned to a bad quad. \n\n1. Turn on auto perspective.\n2. Go to top view.\n3. Change top view to any other side view.\n4. During smooth transition between view press middle mouse button and rotate the viewport.\n5. Now viewport is shifted and stays in orthographic instead perspective.![1.gif.gif](1.gif.gif)" ]
Triple click needed to add edge ring to an existing selection Operating system: Windows 10 64bit, AMD Rzyen 5 2600X, 16Gb RAM Graphics card: NVidia GTX1060 Broken: Blender 2.8 (552b2287db86) Instead of shift + ctrl + double click you need shift + ctrl + triple click to add an edge ring to an existing selection. See attached blend.[edgering.blend](edgering.blend)
[ "Update Tweak Tool behaviour on Right Click Select\nThis has been a long running known issue for the Active Tools when using right click select.\n\n## Issue\nOn RCS, the Tweak Tool in the toolbar is placing the 3D Cursor instead of tweaking elements.\nThis duplicates the behaviour of the Cursor Tool (right next to it in the toolbar).\n\nThe reason for this seemed to be that right click & drag is already using the tweak action.\nIf the Tweak Tool would tweak with left & right click then there is no way of setting the 3D cursor anymore.\n\nBut the Tweak Tool doesn't require the 3D cursor. And this workaround is breaking the tweak tools purpose.\n\n## Solution\n\nThe Tweak Tool needs to tweak with left click & drag.\nThis can be it's own keymap item in the preferences under the Tweak Tool.\nRight click & drag can still use the default tweak action in the preferences.\n\nThe benefits are:\n- The Tweak Tool can be used without a drag threshold with left click & drag, if the option \"Alt Cursor Access\" enabled in the preferences\n- There is a functional distinction between the Tweak Tool and the Cursor Tool.", "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", "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", "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", "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)", "Mesh: Subdivide op flushes selection too eagerly\nBroken: 2.92 master\nWorked: N/A\n\n\nThe Subdivide operator selects geometry that it shouldn't. Consider this example:\n\n![image.png](image.png)\n\nIt looks as if the op flushes selection a bit too much. Note that the 'Expected' selection is valid selection in edge mode, as the edge rings around the rims are **not** selected. Those edges should neither participate in the op, nor be selected as the result of it, if vertex selection mode is not enabled.\n\nA better example:\n\n![image.png](image.png)\n\n...here in face mode, a lone edge is getting selected by the op.\n\n\n1. On the default cube, in face mode select top and bottom faces, inset and bridge them.\n2. In edge mode select vertical edge rings.\n3. Subdivide.\n\nAlternatively, load this simplified example file:\n\n[subdivide_selection_issue.blend](subdivide_selection_issue.blend)\n\n...and Subdivide. Resulting selection of the middle face is unwarranted.", "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", "Multi mesh edit mode select assert\nOperating system: Windows 10\nGraphics card: RTX 2070\n\nBroken: 3.6 alpha, main branch as of writing.\nWorked: Not sure, any release build I suppose.\n\nWhen editing multiple meshes while xray is enabled, using pick select can call assert:\n```\nBLI_assert failed: C:\\GitHub\\Blender\\blender\\source\\blender\\blenkernel\\intern\\object.cc:1756, BKE_object_eval_assign_data(), at 'object_eval->runtime.data_eval == nullptr'\n```\n\nMake sure you're using a debug build.\n1. Add one cube, or two if you don't have one yet.\n2. Select both cubes and enter edit mode.\n3. Enable x-ray.\n4. Click on a vertex on one object, then on the background, then on a vertex on the other object, then on the background again.\n5. Repeat this a few times and it should raise an assert.\n", "Blender 2.7x keymap: Add reroute shortcut (shift right mouse) doesn't work\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.72\n\nBroken: version: 2.92.0\nWorked: 2.91\n\nCaused by 58e554a55c\n\nShortcut for add reroute doesn't work in node editor.\n\nTry add reroute between two connected nodes using shortcut (shift + RMB during cross line).\n\n", "Panorama selection support in viewport\nMouse selection needs to be abstracted so we can remap mouse position to 3d world direction/position. We may be able to do it as a hack, but since we may change mouse selection API in the future - #68989 - we may find an elegant solution in the end.", "Edge quality of uv export\nWindows 10\nGtx 1060\n\nBlender 2.8 - February 28 ( d7d180bd3d8d )\n\ndifference looks huge between blender 2.79 and blender 2.8\n\nPlease note: check image in full view.\n\n![bug report.png](bug_report.png)\n\n\n\nthanks.", "Cut brush - curve sculpting\nSee #96259.\n\nThis initial implementation doesn't need yet to have the Knife overlay control (similar to mesh edit knife).", "VR input integration and mapping\nThe following lists a number of higher level related questions that have to be figured out.\n\n**How to implement support for operators, tools and gizmos for VR interaction?**\nCurrently, operators, tools and gizmos assume a 2D based interaction. Adding a third dimension is not trivial and we need to think about how to do this best. Possible solutions:\n* Add an `invoke_3d()` and/or `modal_3d()` callback to operators. Downside is that C-defined operators need this callback to be implemented in C too, it can’t just be implemented in Python.\n* Add wrapper operators (possibly in Python) which only call the wrapped operators to apply the operation. May not work well with modal operators and Python wrappers are limited by the Python API capabilities.\n\n**How will picking with controllers work?**\nWhen users point into the VR-space with a controller, we need to figure out what it is pointed at.\nNote: We can probably fake some picking feedback while no operations are invoked, i.e. we can draw a little dot on surfaces the controller points at with help of the depth buffer of the current frame.\n\n**How should the abstract VR actions (like “Teleport”) be implemented in our event system?**\nThere’s a good chance we’ll offload VR rendering onto a separate thread with its own main-loop. Should we query and handle actions there, separate from the usual event system?\nAlso, some information we’d want to update for every frame, e.g. the controller position and rotation. So this is not event driven like the rest of Blender. How can this information be dispatched to modal operators (e.g. so that the transform tool keeps updating the object position as the controller moves).\n\n**How to implement 2D elements for 3D?**\nFor VR GUIs, we’d want to display quite a few 2D elements in the VR space. For example pie menus, popups and all kinds of regular widgets (checkboxes, number buttons, etc.). Of course, they’d have to be interactive, too.\nIt may also be useful to allow displaying any editor of Blender as floating plane in the 3D environment and allowing interaction with controllers.\nNote that this should never be the prominanting way to interact with the Blender UI in VR. It’s just something that can be implemented without too much trouble while being useful to workaround limitations of the VR UI, without having to take off the HMD. The exception, not the rule.", "bmesh.ops.subdivide_edges doesn't report all inner edges in 'geom_inner'\nBroken: 2.91, 2.92 master\nWorked: never?\n\n\nI'm not sure if it's a bug or if there's some underlying reason for this behavior. The [BMesh subdivide edges op ](bmesh.ops.html#bmesh.ops.subdivide_edges) returns three lists of geometry, one of which is 'geom_inner'. It appears that this list doesn't always contain all new 'inner' edges. This depends on the topology being passed to the op. Example image, created from the attached blend file:\n\n![image.png](image.png)\n\nOn the left is the original selection of edges being passed in to the op, and on the right - selection of edges from the resulting 'geom_inner' list. As you can see, some of the edges aren't selected (i.e. they were not present in the list). We can work around this by iterating all **vertices** from 'geom_inner' list, and taking all edges linked to them that are not also part of the 'geom_split' list returned by the op, but it feels like this information should just be provided in the 'geom_inner' list.\n\nLoad the attached file and run the script.\n\n[subdivide_geom_inner_issue.blend](subdivide_geom_inner_issue.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)" ]
[ "Loop deselect doesn't work in 3 button emulation mode\nOperating system: Windows 7\nGraphics card: irrelevant\n\nBroken: 2.80, 9a8b6d51c12, 2018-12-11 01:35, Branch: blender2.8\n\nWith three button emulation and left click select on in user preferences, no methods for deselecting edge loops work.\n", "Edge loop select/deselect in UV mode won't work with left click select and 3 button emulation on\nOperating system: Windows 7\nGraphics card: Unimportant\n\nBroken: 2.80 beta, 2018-12-19 22:13, c4ee77cde8b0\n\nThis is similar to my bug report on edge loop selection in 3d edit mode. If you go into UV editing, you can't edge loop select. Basically, if you have both left click select and 3 button emulation on, there's basic interface actions that don't work. Which has been true for me since I started using Blender (2.4x days). As long as right click select was the offical mode, I didn't think of it as a bug and never reported it. But now that left click select is official, and so very many people don't have any middle mouse button (I do, but I find it hurts my wrist to use it for more than a few minutes), I figure I should say something. As much as this is a particular issue, I hope that you guys just do your general UI test tasks with the combination of left click select and 3 button emulation mode on. \n\n\n - Make a mesh\n - UV map it\n - Go into the UV map editor\n - Set your preferences to 3 button emulation mode and left click select.\n # Try to select (or deselect) an edge loop. Alt + click and Shift + Alt + click don't work.\n\n", "Impossible to deselect loop edge selection with emilate 3 button mouse actived\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.70\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\nImpossible to deselect loopedge selection with emilate 3 button mouse actived\n\nSelect 3 edge with doubleclick ,try to use shift or double click on an edge loop to deselect an edge loop: don't work \n\nIf I'll remove emulate 3 button mouse in input it work.\n\n```\n \n" ]
Regression: Missing light on macOS in recent versions Operating system: macOS-12.3.1-x86_64-i386-64bit 64 Bits Graphics card: Intel(R) Iris(TM) Plus Graphics 655 Intel Inc. 4.1 INTEL-18.5.8 Broken: version: 3.2.0 Alpha Regression introduced by: 80859a6cb2 The scene looks darker than in 3.1: |3.1|master| | -- | -- | |![Screenshot 2022-04-26 at 10.36.47.png](Screenshot_2022-04-26_at_10.36.47.png)|![Screenshot 2022-04-26 at 10.38.18.png](Screenshot_2022-04-26_at_10.38.18.png)| Open thew attached file and immediately feel the difference [scene.blend](scene.blend)
[ "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", "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", "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", "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", "Particle hair (chilrden) not showing up on viewport - Blender 3.1\nOperating system: macOS-12.3.1-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5700 XT OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.8.15\n\nBroken: version: 3.1.2\nWorked: 3.0.1\n\nHey guys, Not sure if I am doing something wrong but on 3.1 + 3.1.2. hair particles are not showing up after a certain number on the \"display amounts\" - For the attached project for example if I go beyond 16 on the display amounts, all the hair disappears. The same happens if I increase the Stand steps on the Viewport Display panel\n\nmay that be a bug ? I am not sure, it looks like one because in 3.0 the problem does not appear. \n\n\nIncrease the number of the Children Display amount.\n\nthanks a lot! \n\n\n[hair-particles-issue-Mac-AMD-3-1.blend](hair-particles-issue-Mac-AMD-3-1.blend)", "The light and smoke is not rendering in 3.4\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 517.40\n\nBroken: version: 3.4.0 Alpha\nWorked: 3.3 with motion blur off.\n\nThe light and smoke is not rendering in 3.4\n\n![untitled.png](untitled.png)\n![Screen Shot 10-07-22 at 01.37 PM.PNG](Screen_Shot_10-07-22_at_01.37_PM.PNG)\n\n**Steps to reproduce**\n[other other.blend](other_other.blend)\n\n- Open file\n- Bake smoke domain\n# Render image\n\n\n\n\n\n\n", "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", "Viewport and final render differs in lighting/materials\nOperating system: Windows-10-10.0.18363-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.40\n\nBroken: version: 3.6.0\n\nSimple scene, only one sun light and HDRI lighting. Shows different result in viewport render and final render.\n\nJust compare viewport and final render and see the difference in specular highlight of the sun on the main (green) material.\nAlso, I don't know if this is important, I use Agx color transform in Blender, not Filmic or Standard.\n\n", "Unable to see cursor point properly when R/S/G keys are used\nOperating system: macOS-12.5-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.8.101\n\nBroken: version: 3.2.0\n\nAccessibility issue: Unable to see cursor point properly when R or S or G keys are used\nPlease fix copy code from 3D Viewer when push the R or S or G appear color there then paste code into Timeline to become color can see without full black.\n\n- Cursor point can not be seen properly when R/S/G keys are used in timeline (in particular theme as shown in video)\n\n![image.png](image.png)\n![image.png](image.png)\nSee youtube Fh6OYqW2AfU\n", "4.0A producing specular reflections of area lights on diffuse surfaces, 3.6.1 doesn't behave this way.\nOperating system: macOS-13.4.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Pro 1.2\n\nBroken: version: 3.6.1 & 4.0 Alpha\n\nArea lights in 4.0 Alpha producing specular reflections on diffuse only (specular = 0) surfaces in 4.0.\n\nI tried to report this discrepancy to the developer forum but can't seem to post it there, so I figured maybe whoever monitors this could help. \n\nIn 3.6.1, if a material has no specular component, area lights only produce diffuse illumination. But in the 4.0 alpha (build downloaded 8/14), the area light produces a specular reflection. I don't know if this is a new intentional development thing, or if it's somehow related to the light linking feature.\n\n", "GPU: GPU accellerated depth testing for gizmos\n0cb5eae9d0 tried to implemtne GPU accellerated depth testing for gizmos. It resulted in some platform specific issues:\n#97771 (Regression: light gizmos not working (Windows + NVidia)) #97124 (Regression: Area lights. Size manipulators lost (WIN+NVidia)) #96435 (Regression: very long input delay when dragging some gizmos handles in macOS)\nWe decided to revert the change for Blender 3.2 and created a todo to keep track of the wish to have GPU accellerated depth testing for gizmos.\n", "AutoDepth ignores texture transparency\nOperating system: Win 10 64-bit\nGraphics card: 980 Ti\n\nBroken: 2.93.4 LTS, 3.0 alpha (including current latest build)\nWorked: 2.79\n\nWhen navigating using mouse with auto-depth enabled, the full-transparent parts of textures should be ignored when picking the depth.\nThis worked correctly in 2.79, but 2.93 and the latest 3.0 alpha seem to ignore this.\n\n\nEnable Auto-Depth, create an object, assign it a material with some full-transparent texture, then try to zoom / pan using mouse with the cursor on it.\n[autodepth-transparent-issue.blend](autodepth-transparent-issue.blend)", "Very strong aliasing in 3.2\nOperating system: Ubuntu 20.04\nGraphics card: Geforce MX230\n\nBroken: 3.2\nWorked: 3.0\n\nin 3.2, there is a very strong aliasing in edit mode. In 3.0 it is not so strong\n3.2:\n![Screenshot_20220707_174217.png](Screenshot_20220707_174217.png)\n\n3.0:\n![Screenshot_20220707_175701.png](Screenshot_20220707_175701.png)\n\nboth versions have the same settings. There are 16 samples everywhere and smoothing in edit mode\n[jupiter.fbx](jupiter.fbx)", "EEVEE AOV of full transparency is bad compared to Cycles\nOperating system: win10\nGraphics card: 1050ti\n\nBroken: 3.4\n\nAOV of full transparent shader is barely noticeable. Cycles works fine.\n![aov_compare.jpg](aov_compare.jpg)\n\n[eevee_aov_transparent.blend](eevee_aov_transparent.blend)\nFor default scene:\n\n - Set fully transparent shader (alpha clip or hashed) and add AOV layer for it\n - Render EEVEE -> AOV layer is bad\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 !" ]
[ "Regression: EEVEE: Default Cube is black on Intel\n\n```\nOperating system: macOS-12.3.1-x86_64-i386-64bit 64 Bits\nGraphics card: Intel(R) UHD Graphics 617 Intel Inc. 4.1 INTEL-18.5.8\n```\n\n```\nOperating system: Ubuntu 18.04\nGraphics card: Intel Corporation UHD Graphics 620 (rev 07)\n```\n\nBroken: version: 3.3.0 Alpha\nWorked: version: 3.1.2, branch: master, commit date: 2022-03-31 17:40, hash: cc66d1020c3b, type: release\nbuild date: 2022-03-31, 23:46:36\nRegression introduced by: 80859a6cb2\n\nDefault Cube is black on Mac(intel) in Blender 3.2 (material preview and render mode)\nFlipping the normals will result in a normal display. \nPrecisely, it's not just default cube, but also all objects\nThe problem does not occur in 3.1.\nAlso, it does not seem to reproduce on Windows/Geforce 2080Ti. \n\n- Open the attached blend file on MacBook Air (Intel UHD)\n- Select EEVEE\n- Switch to material preview or render mode\nDefault Cube is black \n[system-info.txt](system-info.txt). \n[3.2 normal flip render test.blend](3.2_normal_flip_render_test.blend)\n![スクリーンショット 2022-05-15 9.17.03.png](スクリーンショット_2022-05-15_9.17.03.png)\n" ]
Geometry nodes crush blender 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: 2.92.0 Alpha This sequence crushes Blender. Just unmute node. File attached. ![61814425.png](61814425.png) [blender_debug_output.txt](blender_debug_output.txt) [blender_system_info.txt](blender_system_info.txt) [GNcrush.blend](GNcrush.blend) [2020-12-24_14-22-54.mp4](2020-12-24_14-22-54.mp4)
[ "Curves sculpting collision with surface.\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", "Object collision for particle nodes\nHere is the current status of the node particle collisions:\n\nIt currently handles:\n\n| Static objects| Moving objects | Objects with mesh deformations |\n| -- | -- | -- |\n| [recording_static.mp4](recording_static.mp4) |[recording_moving_plane.mp4](recording_moving_plane.mp4)|[recording_moving_wave.mp4](https://archive.blender.org/developer/F8571963/recording_moving_wave.mp4)|\n\n\nWhat is left to do is:\n- - [x] Add a recovery method for when particles are pushed or somehow gets inside colliders (when particles are less than their radius away from a collider). This will also allow particles to have a dynamic radius. (Haven't tried with dynamic radius yet, but it should work in theory)\n- - [x] Change how face normals are calculated. Now it simply uses the face normal. But this is an issue when the particles collides on the edges or verts of the triangles. This leads discontinuities in the collison mesh as the transition area between the faces is not smooth.\n- - [x] Make colliders be able to push particles along even if the dampening or friction is so high that the particle will not have any velocity.\n- - [ ] We will probably have to track acceleration in addition to velocity to get high quality simulation (like in the old particle system). Now I think some weirdness can be attributed to us lacking acceleration tracking. \n- - [ ] Look over and port older properties from the old particle system (friction, stickyness, and so on). Flocking (Boids) and other behaviors will be handled in other nodes (not inside this collision node).\n- - [ ] Hook up variables to the particle nodes themselves. Currently most things are hard coded.\n\n", "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", "Console traceback when using custom socket types on node groups\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.47\n\nBroken: version: 2.93.0\nWorked: 2.92\n\nWhen creating custom node groups with inputs other than NodeSocketShader (and probably others), the console sends a traceback error warning to report this as bug.\n```\nCode marked as unreachable has been executed. Please report this as a bug.\nError found at C:\\Users\\blender\\git\\blender-v293\\blender.git\\source\\blender\\blenkernel\\intern\\node.cc:441 in write_node_socket_default_value.\n```\n\nStartup blender with this file and run the script in the text editor. The file is entirely gutted of data blocks besides the script. The console should now be spammed with the above error whenever the scene updates\n[create_vector_node_group.blend](create_vector_node_group.blend)\n", "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", "Geometry Nodes fouling up motion blur\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA RTX A5000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.86\n\nBroken: version: 3.1.0\nWorked: N/A\n\nGeometry Nodes applied to a spline which affect its shape over time do not blur when Motion Blur is enabled.\n\nLoad attached simple file. Render frame zero. There is no blur at all. Render frame 1, *everything* is blurred, despite only part of the spline is in motion. It would appear the entire spline is blurred according to how the base object is moving, not how the spline is deformed as a result of the applied Geometry Nodes.\n\nNote that same file loaded into 3.3.1 causes Blender to crash (GPU rendering only - it's a stack corruption bug in the nVidia driver, but 3.1 doesn't cause a problem). I previously reported that crash but it was rejected due to possibly being related to the Photographer add-on, which I have uninstalled. It still crashes.[Motion Blur Bug.blend](Motion_Blur_Bug.blend)", "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).", "Index of Nearest geometry node outputs negative index values (-1).\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.79\n\nBroken:\nversion: 3.6.1\nversion: 3.6.0\nversion: 4.0.0 Alpha\n\nWorked: unknown.\n\nIndex of Nearest node outputs negative index values when its Group ID input is connected to the index output of another Index of Nearest node.\n\n![Screenshot with an example](LcnkMVn.png)\n\nIn a new Blender file, add a GN modifier to the default cube (almost any mesh works), add an Index of nearest node and connect its index output to the Group ID input of another Index of nearest node. Preview the output index of the second node using the viewer. In the spreadsheet editor, one or more -1 values will appear in the Viewer column.\n\nThe attached file has the described setup. Notice the bug happens with basically any mesh, and the amount and location of negative indices is random / unexpected.\n\nThis might be intended and useful behaviour, it's probable an index of -1 indicates no index has been found, but this doesn't seem to be documented in the manual.", "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)", "mathnode socket doesn't restore when voronoi signal is turned to \nOperating system: Linux-4.15.0-66201911071317-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GT 630/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.116\n\nBroken: version: 2.82 (sub 6)\nWorked: (optional)\n\nthe mathnode after a voronoi tex node ejects the noodle when you switch voronoi to \"n-sphere radius\" and keeps hiding any values.\n\nopen blender\ncreate a material for an object of your choice\nadd voronoi and mathnode as shown in the picture\nswitch voronoi from f1 to n-sphere radius\nnotice that the mathnode disconnenćts, which is fine, butit should re-open the slot then, right?\n\n![Bildschirmfoto zu 2020-01-18 10-08-45.png](Bildschirmfoto_zu_2020-01-18_10-08-45.png)\n\n", "Blender-3.1 (git) boolean in Geomenty Nodes issue\nOperating system:\nGraphics card:\n\nBroken: All\n\nBulean issue like T91889\nbut now in GN\n[2021-11-25_22-29-42.mp4](2021-11-25_22-29-42.mp4)\nTest Scene\n[parktronic1-Blender-3.blend](parktronic1-Blender-3.blend)", "Crash Guide during render complete 2 December 9, 2022\nOperating system: macOS-13.1-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.9.51\n\nBroken: version: 3.4.0\n\nCrash Guide during render 2\n\nSame crash guide during render before and today.\nSee youtube: ZeCA2p5wISY\n\nHistory previous.\nT100691\n\n![image.png](image.png)\n![image.png](image.png)\n\n[Blender-2022-12-09-161546.ips](Blender-2022-12-09-161546.ips)\n\n[Horizontal Video.zip](Horizontal_Video.zip)", "Blender 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)", "Outliner Floating window Drag & Drop to Geometry Nodes editor not working\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.23\n\nBroken: version: 3.6.0\nWorked: I don't know if it ever worked\n\nDragging and dropping objects from the outliner to the geometry node editor is not working\n\nFloat outliner to be its own window\ndrag and drop an object from the node editor to the geometry nodes\ndoesn't work.\n\n" ]
[ "Geometry Nodes: Crash using Poisson Disk Point Distribution on mesh with no faces\nOperating system: Linux-5.9.14-arch1-1-x86_64-with-arch-Arch-Linux 64 Bits\nGraphics card: GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 455.45.01\n\nBroken: version: 2.92.0 Alpha\nWorked: Never\n\nOn a mesh with no faces, attempting to use the Poisson Disk method on the Point Distribute node causes blender to crash.\n\n1. Open the given file.\n2. Set the Point Distribute node's method from Random to Poisson Disk.\n3. Blender crashes.\n\n[poisson-distribute-crash.blend](poisson-distribute-crash.blend)\n\nFull, noisy, GDB backtrace below:\n```\n- 0 0x000000000c2a77e6 in BLI_bvhtree_get_bounding_box (tree=0x0, r_bb_min=0x7fffd45b49b0, r_bb_max=0x7fffd45b49bc) at {SOURCE_DIR}/blender/source/blender/blenlib/intern/BLI_kdopbvh.c:1084\n- 1 0x000000000409aa48 in blender::nodes::poisson_scatter_points_from_mesh (mesh=0x7fffd2210008, density=1, minimum_distance=0.100000001, density_factors=..., r_ids=..., seed=0) at {SOURCE_DIR}/blender/source/blender/nodes/geometry/nodes/node_geo_point_distribute.cc:214\n- 2 0x000000000409b2ca in blender::nodes::geo_node_point_distribute_exec (params=...) at {SOURCE_DIR}/blender/source/blender/nodes/geometry/nodes/node_geo_point_distribute.cc:295\n- 3 0x0000000003de00e8 in GeometryNodesEvaluator::execute_node (this=0x7fffd45b5b90, node=..., params=...) at {SOURCE_DIR}/blender/source/blender/modifiers/intern/MOD_nodes.cc:307\n- 4 0x0000000003ddff0b in GeometryNodesEvaluator::compute_output_and_forward (this=0x7fffd45b5b90, socket_to_compute=...) at {SOURCE_DIR}/blender/source/blender/modifiers/intern/MOD_nodes.cc:290\n- 5 0x0000000003ddfb6e in GeometryNodesEvaluator::get_input_value (this=0x7fffd45b5b90, socket_to_compute=...) at {SOURCE_DIR}/blender/source/blender/modifiers/intern/MOD_nodes.cc:260\n- 6 0x0000000003ddf860 in GeometryNodesEvaluator::execute (this=0x7fffd45b5b90) at {SOURCE_DIR}/blender/source/blender/modifiers/intern/MOD_nodes.cc:226\n- 7 0x0000000003ddd1b2 in compute_geometry (tree=..., group_input_sockets=..., socket_to_compute=..., input_geometry_set=..., nmd=0x7fffd1e09008, ctx=0x7fffd45b6870) at {SOURCE_DIR}/blender/source/blender/modifiers/intern/MOD_nodes.cc:857\n- 8 0x0000000003ddd9a3 in modifyGeometry (md=0x7fffd1e09008, ctx=0x7fffd45b6870, geometry_set=...) at {SOURCE_DIR}/blender/source/blender/modifiers/intern/MOD_nodes.cc:964\n- 9 0x0000000003dddbea in modifyGeometrySet (md=0x7fffd1e09008, ctx=0x7fffd45b6870, geometry_set=0x7fffd45b69d0) at {SOURCE_DIR}/blender/source/blender/modifiers/intern/MOD_nodes.cc:984\n- 10 0x000000000389c849 in modifier_modify_mesh_and_geometry_set (md=0x7fffd1e09008, mectx=..., ob=0x7ffff4f53408, input_mesh=0x7fffd2210008, geometry_set=...) at {SOURCE_DIR}/blender/source/blender/blenkernel/intern/DerivedMesh.cc:916\n- 11 0x000000000389d7c1 in mesh_calc_modifiers (depsgraph=0x7ffff016db08, scene=0x7ffff5578c08, ob=0x7ffff4f53408, useDeform=1, need_mapping=false, dataMask=0x7fffd45b6eb0, index=-1, use_cache=true, allow_shared_mesh=true, r_deform=0x7fffd45b6e28, r_final=0x7fffd45b6e20, r_geometry_set=0x7fffd45b6e30) at {SOURCE_DIR}/blender/source/blender/blenkernel/intern/DerivedMesh.cc:1254\n- 12 0x000000000389fdc7 in mesh_build_data (depsgraph=0x7ffff016db08, scene=0x7ffff5578c08, ob=0x7ffff4f53408, dataMask=0x7fffd45b6eb0, need_mapping=false) at {SOURCE_DIR}/blender/source/blender/blenkernel/intern/DerivedMesh.cc:1872\n- 13 0x00000000038a039f in makeDerivedMesh (depsgraph=0x7ffff016db08, scene=0x7ffff5578c08, ob=0x7ffff4f53408, em=0x0, dataMask=0x7fffd45b6f40) at {SOURCE_DIR}/blender/source/blender/blenkernel/intern/DerivedMesh.cc:2020\n- 14 0x00000000034d641e in BKE_object_handle_data_update (depsgraph=0x7ffff016db08, scene=0x7ffff5578c08, ob=0x7ffff4f53408) at {SOURCE_DIR}/blender/source/blender/blenkernel/intern/object_update.c:193\n- 15 0x00000000034d6dbc in BKE_object_eval_uber_data (depsgraph=0x7ffff016db08, scene=0x7ffff5578c08, ob=0x7ffff4f53408) at {SOURCE_DIR}/blender/source/blender/blenkernel/intern/object_update.c:385\n- 16 0x000000000af702bd in std::__invoke_impl<void, void (*&)(Depsgraph*, Scene*, Object*), Depsgraph*, Scene*&, Object*&> (__f=@0x7ffff4ecb520: 0x34d6d32 <BKE_object_eval_uber_data>) at /usr/include/c++/10.2.0/bits/invoke.h:60\n- 17 0x000000000af6e94a in std::__invoke<void (*&)(Depsgraph*, Scene*, Object*), Depsgraph*, Scene*&, Object*&> (__fn=@0x7ffff4ecb520: 0x34d6d32 <BKE_object_eval_uber_data>) at /usr/include/c++/10.2.0/bits/invoke.h:95\n- 18 0x000000000af6c96b in std::_Bind<void (*(std::_Placeholder<1>, Scene*, Object*))(Depsgraph*, Scene*, Object*)>::__call<void, Depsgraph*&&, 0ul, 1ul, 2ul>(std::tuple<Depsgraph*&&>&&, std::_Index_tuple<0ul, 1ul, 2ul>) ( this=0x7ffff4ecb520, __args=...) at /usr/include/c++/10.2.0/functional:416\n- 19 0x000000000af6a508 in std::_Bind<void (*(std::_Placeholder<1>, Scene*, Object*))(Depsgraph*, Scene*, Object*)>::operator()<Depsgraph*, void>(Depsgraph*&&) (this=0x7ffff4ecb520) at /usr/include/c++/10.2.0/functional:499\n- 20 0x000000000af6765f in std::__invoke_impl<void, std::_Bind<void (*(std::_Placeholder<1>, Scene*, Object*))(Depsgraph*, Scene*, Object*)>&, Depsgraph*>(std::__invoke_other, std::_Bind<void (*(std::_Placeholder<1>, Scene*, Object*))(Depsgraph*, Scene*, Object*)>&, Depsgraph*&&) (__f=...) at /usr/include/c++/10.2.0/bits/invoke.h:60\n- 21 0x000000000af63e37 in std::__invoke_r<void, std::_Bind<void (*(std::_Placeholder<1>, Scene*, Object*))(Depsgraph*, Scene*, Object*)>&, Depsgraph*>(std::_Bind<void (*(std::_Placeholder<1>, Scene*, Object*))(Depsgraph*, Scene*, Object*)>&, Depsgraph*&&) (__fn=...) at /usr/include/c++/10.2.0/bits/invoke.h:110\n- 22 0x000000000af60f63 in std::_Function_handler<void (Depsgraph*), std::_Bind<void (*(std::_Placeholder<1>, Scene*, Object*))(Depsgraph*, Scene*, Object*)> >::_M_invoke(std::_Any_data const&, Depsgraph*&&) (__functor=...,__args#0=@0x7fffd45b7160: 0x7ffff016db08) at /usr/include/c++/10.2.0/bits/std_function.h:291\n- 23 0x000000000af3b333 in std::function<void (Depsgraph*)>::operator()(Depsgraph*) const (this=0x7fffefb2d2c8, __args#0=0x7ffff016db08) at /usr/include/c++/10.2.0/bits/std_function.h:622\n- 24 0x000000000af3a599 in blender::deg::(anonymous namespace)::evaluate_node (state=0x7fffffffdb30, operation_node=0x7fffefb2d208) at {SOURCE_DIR}/blender/source/blender/depsgraph/intern/eval/deg_eval.cc:113\n- 25 0x000000000af3a5df in blender::deg::(anonymous namespace)::deg_task_run_func (pool=0x7fffc1cee608, taskdata=0x7fffefb2d208) at {SOURCE_DIR}/blender/source/blender/depsgraph/intern/eval/deg_eval.cc:124\n- 26 0x000000000c3cd762 in Task::operator()() const::{lambda()#1}::operator()() const (__closure=0x7fffd45b72f0) at {SOURCE_DIR}/blender/source/blender/blenlib/intern/task_pool.cc:118\n- 27 0x000000000c3cdb8e in tbb::interface7::internal::delegated_function<Task::operator()() const::{lambda()#1} const, void>::operator()() const (this=0x7fffd45b7280) at {SOURCE_DIR}/lib/linux_centos7_x86_64/tbb/include/tbb/task_arena.h:93\n- 28 0x000000000399f3d5 in tbb::interface7::internal::isolate_within_arena(tbb::interface7::internal::delegate_base&, long) ()\n- 29 0x000000000c3cd93f in tbb::interface7::internal::isolate_impl<void, Task::operator()() const::{lambda()#1} const>(Task::operator()() const::{lambda()#1} const&) (f=...) at {SOURCE_DIR}/lib/linux_centos7_x86_64/tbb/include/tbb/task_arena.h:160\n- 30 0x000000000c3cd859 in tbb::interface7::this_task_arena::isolate<Task::operator()() const::{lambda()#1}>(Task::operator()() const::{lambda()#1} const&) (f=...) at {SOURCE_DIR}/lib/linux_centos7_x86_64/tbb/include/tbb/task_arena.h:395\n- 31 0x000000000c3cd795 in Task::operator() (this=0x7fffd22053c8) at {SOURCE_DIR}/blender/source/blender/blenlib/intern/task_pool.cc:118\n- 32 0x000000000c3cdb6a in tbb::internal::function_task<Task>::execute (this=0x7fffd22053c0) at {SOURCE_DIR}/lib/linux_centos7_x86_64/tbb/include/tbb/task.h:1048\n- 33 0x00000000039acad5 in tbb::internal::custom_scheduler<tbb::internal::IntelSchedulerTraits>::process_bypass_loop(tbb::internal::context_guard_helper<false>&, tbb::task*, long) ()\n- 34 0x00000000039acd8b in tbb::internal::custom_scheduler<tbb::internal::IntelSchedulerTraits>::local_wait_for_all(tbb::task&, tbb::task*) ()\n- 35 0x000000000399f0e7 in tbb::internal::arena::process(tbb::internal::generic_scheduler&) ()\n- 36 0x00000000039a6850 in tbb::internal::market::process(rml::job&) ()\n- 37 0x00000000039a885c in tbb::internal::rml::private_worker::run() ()\n- 38 0x00000000039a8a59 in tbb::internal::rml::private_worker::thread_routine(void*) ()\n- 39 0x00007ffff7f783e9 in start_thread () from /usr/lib/libpthread.so.0\n#40 0x00007ffff7b61293 in clone () from /usr/lib/libc.so.6\n```" ]
Boolean modifier recalculates even with mesh selection Operating system: Windows-7-6.1.7601-SP1 64 Bits Graphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87 Broken: version: 2.90.0 Alpha To reproduce: Joine hipoly and lowpoly meshes with boolean modifier, select and deselect. Disable modifier, select and deselect. Delete modifier. Compare time of outline appearance timeout in all three cases. [2020-07-21_21-27-24.mp4](2020-07-21_21-27-24.mp4)
[ "Vertex paint: polygon selection in X-ray mode do not select back faces\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.20\n\nBroken: version: 2.82 (sub 6)\n\n\n\nI suppose it is a bug, because , box selection + x-ray have differend behavior in edit mode.\nPlease check. Bug or flaw?\n[2020-01-23_08-12-52.mp4](2020-01-23_08-12-52.mp4)\n[vertex paint polygon selection.blend](vertex_paint_polygon_selection.blend)", "Geometry Nodes: Mesh Boolean destroys attributes\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.99\n\nBroken: version: 3.6.2\n\nUsing Mesh Boolean with Geometry Nodes destroys attributes from input meshes. This drastically reduces usability and node network clarity as user is required to surround the Mesh Boolean node with 4 more nodes for every single attribute they want to survive the boolean operation:\n![image](attachment)\n\n1. Open the attached file: [BoolDeleteAttributeBug.zip](attachment)\n2. Hold Ctrl+Shift and left click the Geometry output sockets of Group Input and Object Info nodes. Notice the attribute being present.\n3. Hold Ctrl+Shift and left click the Mesh output socket of Mesh Boolean node. Notice the attribute destroyed.\nResult: The attributes are destroyed by Mesh Boolean node.\nExpected: The attributes on the parts of the topology unaffected by Mesh Boolean operation remain preserved.\n\n", "Asymmetric boolean union\nOperating system: Windows 10 Pro 10.0.19041 N/A Build 19041\nGraphics card: Intel HD Graphics 520\n\nBroken: 2.93.1 (22 June)\n\nIncorrect output of boolean operations on meshes.\n\nThis bug report is going to expose many more flaws in my understanding of Blender than in Blender itself! But as per Howard_Trickey's comment, 2 Sep 2020 on 160, I'm adding this data point to aid debugging, and if I can get any advice, so much the better.\n\n[AsymmetricUnion.blend](AsymmetricUnion.blend)\nThe attached file contains two mesh objects. If you select \"Verticals\" and then add a modifier to \"union\" it with \"Horizontals,\" then the result is calculated correctly. However, if you do this in reverse—select \"Horizontals\" and union it with \"Verticals\"—then the result is missing some pieces.\n\nIn this case, of course, the obvious fix is to just do it the first way! However, this minimal example is part of a scripted sequence with lots of Boolean operations, and if I can find out why this (the second method) is failing, there might be some hope of getting the script as a whole producing the right output.\n\nI've tried I think every permutation of fast/exact, self and hole tolerant.\n\nAfter looking through some of 160, I've also tried joining the two objects into one, and then calculating the self intersection under edit mode rather than via a modifier, and that DOES work correctly. Are the modifier booleans still the old code, before Howard's marathon revamp of the boolean calculations? In that case I may be fine just using the edit mode functionality, if it's all exposed in the Python API. I can't see how to find the intersection or difference of two meshes via edit mode though; there are buttons for the three boolean operations, but I don't see how to specify the second operand.\n\nThanks!", "Booleans causing shadow artifacts in solid render mode\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.14830 Core Profile Context 21.4.1 27.20.21002.112\n\nBroken: version: 3.0.0 Alpha\nWorked: Unknown\n\nI built up a random shape using a bunch of booleans via the box cutter addon.\nThis seems to have introduced artifacts when the shape is viewed from certain angles.\n\nThe artifacts remain when applying all the modifiers. I also tried to reset various edge data like bevel weight and crease without any effect.\nAdding a triangulate modifier however cleans it up, so maybe something about the automatic triangulation is off.\n\nI compared the output with the stable release: It also shows artifacts but they look slightly different, at least with my current configuration.\n\nv.2.93.1\n![shadow-streaks-2.93.1.png](shadow-streaks-2.93.1.png)\n\nv.3.0.0 (see version info above)\n![shadow-streaks-3.0.0.png](shadow-streaks-3.0.0.png)\n\nIn motion from another angle, showing convergence on a point and something that looks like an [even/odd fill rule](Even%E2%80%93odd_rule) of a shape being used to draw the shadow:\n[streaks.mp4](streaks.mp4)\n\n\nI cannot offer concrete steps; my default file also has certain settings already applied.\nHere is the file that may help show the issue: [shadow-streaks.blend](shadow-streaks.blend)\n", "Bevel modifier - Clamp Overlap broken\nWindows 10\n\nBroken: 2.79.0-git.43a6cf1-windows64\nWorked: 2.79 RC2\n\n![bevel_modifier_clamp_overlap_bug.png](bevel_modifier_clamp_overlap_bug.png)\n\nSee attached blend file.[clamp.blend](clamp.blend)", "Mirror Modifier On Cage Selection Papercut \nBroken: 2.93.4\nWorked: Maybe never.\n\nWhen in edit mode, using the \"On Cage\" option for the mirror modifier results in some unintuitive behavior when selecting vertices created by the bisect feature. The vertices created by the by the bisection are mapped to the original mesh data in a way that appears to be based on blenders internal representation of the mesh and not based on something observable to the user.\nThe behavior when selecting should feel consistent to the user. To fix this, I suggest that the vertices created by the bisection should always map to the vertices on the original mesh that are on the removed side of the bisection plane. This way users would be able to tweak the centerline of the mirrored mesh in while using \"On Cage.\" As it is currently implemented, there are vertices that affect the mesh that cannot be accessed through normal click selection unless \"On Cage\" is off.\n\n**Example**\n![SelectionExample.png](SelectionExample.png)\n\nSelect the +X or -X face of the default cube and scale it by 0.5.\nAdd the mirror modifier and select bisect for the X axis so that the object is mirrored and bisected about the X axis.\nTurn on \"On cage\" for the mirror modifier then enter edit mode for the object.\nWhen selecting the vertices on plane X=0, you should notice that two of the vertices correspond to visible mirrored vertices and two correspond to vertices removed by the modifier. \n\nSimple scene showing the behavior. \n[MirrorSelectOnCagePapercut.blend](MirrorSelectOnCagePapercut.blend)\n", "Generic way for modifiers to check user-edited flags\nThe simulation modifiers need to take care of invalidating cache when user edits are performed on the modifier itself, or its dependencies.\n\nFor the point cache (rigid body simulation, for example) this is done as a dedicated dependency graph node, which is hooked to the rest of the graph via a relation which has `RELATION_FLAG_FLUSH_USER_EDIT_ONLY` flag. The benefit of such approach is that a generic callback function can be used (without capturing any internal state of the graph). The downside is the more complex routing of relations.\n\nThe simulation nodes took a bit different approach: the nodes modifier has a special lambda callback which checks the node and dependency graph state:\n```Cpp\nmodifier_node->evaluate = [](...) {\n if (modifier_node->flag & DEPSOP_FLAG_USER_MODIFIED) {\n ...\n }\n}\n```\n\nSuch approach allows to access the modification state without extra nodes and relations, but it is not very generic: ideally the modifier-specific logic will be left to the modifier's \"apply\" callback.\n\nFortunately, there is a simple modification to the current nodes modifier callback we can do!\n\nGeneral idea: have a generic modifier node callback (for all node types) which will copy the user-modified flag from the modifier dependency graph node to the modifier data. The modifier's \"apply\" callback then can make decision based on this flag.\n\nPseudo-code of this proposal goes as following:\n```Cpp\nmodifier_node->evaluate = [modifier_index = ...](::Depsgraph * /*depsgraph*/, ...) {\n ModifierData *md_eval = object_eval->modifiers[modifier_index];\n if (modifier_node->flag & DEPSOP_FLAG_USER_MODIFIED) {\n md_eval-> flag |= MODIFIER_USER_MODIFIED;\n } else {\n md_eval-> flag &= ~MODIFIER_USER_MODIFIED;\n }\n}\n```\n\nUse the modifier index since it can be captured at the graph construction time, and will stay available even if the original objects are destroyed (the long-term goal is to allow the depsgraph be fully independent from the original scene after its Copy-On-Write was run). It is a bit annoying to do an index-based lookup in the list, but it is unlikely to show up in a profiler.\n\nThe geometry node modifier can immediately use this new flag. In a longer term the rigid body will do the same or be migrated to the new simulation framework :)\n\n", "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.", "Outliner selection not working correctly after undoing object deletion\nOperating system: Linux-5.17.15-1-MANJARO-x86_64-with-glibc2.35 64 Bits\nGraphics card: AMD VERDE (LLVM 13.0.1, DRM 2.50, 5.17.15-1-MANJARO) AMD 4.5 (Core Profile) Mesa 22.1.2\n\nBroken: 2.91.2, 3.2.0, version: 3.3.0 Alpha\nWorked: prior to b077de086e\n\nAn object that is linked in another collection can usually be removed from just that collection by using unlink, while using delete removes it from both collections. But if you delete the object and undo, unlink does delete the object in both collections. \nRenaming the cube or creating a new object \"breaks\" the cubes apart so they can be selected/unlinked individually again.\n\nIn the default scene,\n- create a new collection\n- in the outliner, ctrl-drag the default cube object to that collection to link it\n- delete the cube\n- undo\n- in the outliner, it is now impossible to select the cube in the new collection separately and using unlink will delete both cubes", "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)", "Alembic mesh cache viewport performance affected even when disabled for viewport\nOperating system: manjaro-kde-21.0.3-210428-linux510 switched to linux512 kernel\nGraphics card: rx6800\n\nBroken: 2.93\n\n\nViewport animation playback performance is affected even when alembic modifier is disabled for viewport and no visible changes are visible.\n\n[blend and abc.zip](blend_and_abc.zip)\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\nAdd mesh sequence cache modifier with alembic file, select an object from abc, hit play in viewport, watch fps go down, disable modifier, watch fps go up, remove modifier or change selection to none, watch fps go up even more. ", "Multires modifier data (CD_MDISPS) can remain on a (once shared) mesh, bloats filesize, adding a new multires modifer will already have its levels then\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 960/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.09\n\nBroken: version: 2.93.0 Beta\n\nWhen adding multires and press subdivide, a single press adds 3 levels at once and gives the result in the picture\n![bug.png](bug.png)\nThe left part is obtained after applying the mirror modifier\n\nAdd multiresolution and press subdivide [bug.blend](bug.blend)\nIf the modifier is removed and re-added, the bug disappears\n\nFound a way to reproduce this:\n\n- - [x] add Multires to the Default Cube object, subdivide twice\n- - [x] add a Monkey\n- - [x] change the mesh of the Monkey to the Cube mesh under `Object Data Properties`\n- - [x] (you can delete the default cube object now if you like)\n- - [x] add Multires modifier to the Monkey object\n - > it already has 2 multires levels (without subdividing even once), if you now subdivide, it will jump right to level 3\n - > saving the file at step - [x] will bloat the filesize (even though there is no multires modifier anymore :/)\n\nnote: this behavior does not occur if one removes the Multires modifier from the Default Cube object prior to deletion in step 4\n\nSo opposed to any other modifier (afaict), Multires seems to store info in mesh that is kept around.\nIt does get removed from the mesh when the modifier gets removed, but it does not get removed from the (possibly shared) mesh when the object gets deleted.\n\nUpon further inspection, these are stored in a `CD_MDISPS` custom data layer on the mesh.\nNow when `ob->data` is changed (step - [x]), or when a new modifer is added, the levels of the modifer will be made matching (see `BKE_mesh_assign_object` & `BKE_modifiers_test_object` & `multiresModifier_set_levels_from_disps`)\nThis can also be observed when for example a second multires modifier is added on top of an existing mutires modifier (levels will also be made matching).\n\nNow I assume that in the end this has its reasons (and it might very well turn out to not be a bug), but will leave up to module devs to decide.\n(I think it would be reasonable to remove CD_MDISPS initially when adding a **new** multires modifier?)", "Interpolated hair curves clipping into meshes with subdivision modifiers unapplied\nOperating system: Windows 10\nGraphics card: RTX 2080 Super Max-Q\n\nBroken: 3.51\nWorked: N/A\n\nInterpolated hair curves clip into meshes with unapplied subdivision modifiers. Will stop clipping once subdivision is applied.\n\n1. Create a mesh (i.e. suzanne) and add a subdivision modifier with any amount of subdivision. \n2. Add 'fur' hair curves and do a basic groom\n3. Notice (hopefully) that there a bald spots. No amount of extra guide curves will remove these bald spots\n4. Applying the subdivision modifier should remove these bald spots.\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).", "PyAPI: Unregistering DATA_PT_modifiers causes wrong panels (such as contraints) to appear in modifier UI\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89\n\nBroken: version: 3.1.0 Alpha\nWorked: 2.83\n\nUnregistering DATA_PT_modifiers causes wrong panels to appear in the modifier UI. \n\nProblem 1: Constraints appear in the modifier UI.\nProblem 2: Grease pencil modifiers appear on other object types. To be more specific, only the main panels appear, not subpanels. \n\nThese problems didn't occur with the old modifier stack. I use this in my Modifier List addon.\n\nRelated: T77541\n\n1. Open the attached file\n2. Run the simple script to unregister DATA_PT_modifiers\n3. Select the grease pencil object\n4. Select the mesh object\n5. Grease pencil modifiers should appear on the mesh\n6. Add some constraints to the mesh\n7. Switch to modifiers tab\n8. The modifiers should appear there (however, now the grease pencil modifiers should no longer be there)\n\n[unregister DATA_PT_modifiers grease pencil bug.blend](unregister_DATA_PT_modifiers_grease_pencil_bug.blend)" ]
[ "Disabled modifiers still seem to be calculated causing massive slow downs in the viewport activity.\nOperating system:\nGraphics card:\n\nBroken: 8f439bdc2de1\n\n\n\n\n![blender_DxmpdHnItO.jpg](blender_DxmpdHnItO.jpg)\n\n\nAdd a torus\n\nAdd a subd modifier and use 7 viewport levels\n\nApply the subd mod (your object should now have around 10mil polygons)\n\nAdd a lattice mod\n\nTry moving the object, it will be very sluggish\n\nDisable the lattice modifier then move the object again. It seems like disabling the modifier had no affect\n\nDelete the lattice mod and try moving it again.", "Geometry nodes impacting performance even when GN modifier fully disabled\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.93.0 Beta\n\n\nEven when disabled, geometry nodes are being fully evaluated, leading to performance problems.\n\n\n [GNdisabled.blend](GNdisabled.blend)\n\nAttached file has a heavily subdivided cube with a geometry node modifier that references the camera, and a camera that is locked to the 3D viewport. The GN modifier is disabled. Move the view/camera and notice the lag. Delete the modifier, and the lag disappears.\n\nThis can be improved by applying the subdivision (the GN modifier is triggering the subdivision modifier to reevaluate every frame), but not eliminated-- the GN modifier isn't just triggering update of earlier modifiers, but is being evaluated every frame even when fully disabled.\n\nNote that performance is okay when the entire object (or its collection) is disabled in viewports.\n\n", "Switched off mirror modifier still recalculates, if targeted to empty.\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 2.90.0 Beta\nWorked: 2.79b\n\nEven if you apply Subsurf, switched Mirror will be calculated on every move of initial mesh.\nYou can test it with this file (if lags are not so noticable — increase subdiv level)\n[MadMirror.blend](MadMirror.blend)\n\n2.79 have small but noticable slowdown in this case. 2.9 have heavy lags.\n\nIs it the same problem? #73199 (Editing an object that is referenced in a disabled modifier (of another object) forces the other modifiers on the same stack to update)\nIt is very annoying, and become more dramatic, because mirror duplicate geometry instead instancing it.\n\nCreate empty.\nCreate suzanna head and make two modifiers on it:\n1. subdivision surface (6+, just to make mesh heavy enough)\n2. Miror with empty as target\nDisable Mirror modifier, move monkey, get lags.", "dynamic paint still calculating when completely disabled, bringing Blender to it's knees.\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 Alpha\n\ndynamic paint still calculating when completely disabled\n\nopen below file and follow these steps (carefully!)\n\n\n\n - press play and note down the fps\n - select the sphere and go to the physics tab\n - remove the dynamic paint by pressing the X in the 'enable physics for' section (not by disabling in viewport/render)\n - go to the modifier tab and enable the subidivision modifier at the bottom of the stack.\n - press play again, and note the fps (approx 2/3 the speed)\n - undo to the point just before you removed the dynamic paint\n - make sure for all objects that all modifiers are disabled in both viewport and renderer using the icons in the modifier stacks\n - the subdivision modifer is now disabled, so press play to confirm it's still at the original fps\n - press stop\n - turn on the subdivision modifier\n # press play.\n\n\n\nEven though all dynamic paint is turned off, something is still being calculated in relation to dynamic paint. On my system, even with all dynamic paint modifiers disabled, viewport is around 20 seconds per frame and blender is completely unresponsive.\n\n[dynamic paint slow performance when disabled bug.blend](dynamic_paint_slow_performance_when_disabled_bug.blend)\n\n\n", "Lattice modifier is being evaluated even though it is disabled on all influenced objects\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.20\n\nBroken: version: 2.82 (sub 7)\nWorked: (optional)\n\nLattice modifier is being evaluated even though it is disabled on all influenced objects\n\n[report_lattice_eval.blend](report_lattice_eval.blend)\nTry to move selected lattice points\nMoving is slow, my understanding is that modifier is being evaluated even though it is disabled on the plane object\n", "disabled bool modifier impacts performance\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 446.14\n\nBroken: version: 2.83.0\nWorked: unknown\n\na disabled bool modifier has substantial impact on performance in combination with large meshes:\nbad performance:\n![image.png](image.png)\ngood performance:\n![image.png](image.png)\n\n[boolBug.blend](boolBug.blend)\n- in the attached file, moving/editing objects is choppy (~1fps)\n- when the bool modifier on Suzanne is deleted, or the bool modifier object reference is removed (modifier becomes red), everything is fluent again\n- > even though the bool modifier is disabled (both in render and viewport), its existence has a significant impact on performance\n\n", "Disabled/Hidden Boolean Modifier still gets calculated\nOperating system: Windows-10-10.0.22624-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.25\n\nBroken: version: 3.4.0 Beta\n\nWhen disabling/hiding the boolean modifier, it still gets calculated which results in bad viewport performace. The only way to increase Performance when moving the objects is to remove the modifier completely.\n\n\n1) Subtract one (high poly) Object from another.\n2) Disable/Hide Boolean Modifier\n3) Performance is still as if it wasn't hidden\n\n", "Disabled Boolean Modifier still tasks system\nOperating system: Debian Stable\nGraphics card: nvidia gtx970\n\nBroken: 2.90.0 daily, from June 22 (51bf04) and July 17, 2020 (0a40c6).\nWorked: Unsure\n\nWorking with a target of high-vertex-count boolean operations is very slow *even when modifier visibility (and render) is disabled*.\n\nAttached .blend file.\n\n1. Edit cube.001 and move a vert.\n2. (You can make sure visibility is disabled in \"cube\"'s boolean.)\n2. It should be slow... with the many subsurfs I have in there.\n3. Delete modifier entirely from \"cube\".\n4. Editing cube.001 (even going into edit mode) will be properly-fast again.\n\n[boolean-deps.blend](boolean-deps.blend)", "Editing an object that is referenced in a disabled modifier (of another object) forces the other modifiers on the same stack to update\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\nWhen there are two Boolean modifiers, and the second one is disabled, editing its shape still recalculates the Boolean operation if the first one is enabled.\nEven when both modifiers are disabled, editing their shapes is slower than editing the same shape that is not targeted by a Boolean modifier.\n\nAs an example:\n\n[2020-01-17_18-02-50.mp4](2020-01-17_18-02-50.mp4)\n\n\n- Open [#73199-testboolean.blend](T73199-testboolean.blend) (or add two cubes, make a dense mesh, add Boolean modifiers to the dense mesh each targeting a cube).\n- Switch off a single Boolean modifier.\n- Edit the mesh that is targeted by that Boolean modifier. This is slow.\n- Switch off the other Boolean modifier.\n- Edit the same mesh as above. This is now much faster.\n- Add a third cube and edit it. This is still faster than in the previous step.\n\n" ]
Musgrave Texture gives different results when rendered and when baked using Cycles Render Windows 7 64-bit, NVIDIA GTX 650 Ti Broken: Blender 2.72 95182d1 I have noticed a problem when baking my procedural wood material which included Musgrave Texture node. This node gives very different results when rendered and when baked. The difference gets worse as the Scale increases and Dimension input goes to zero. Finally I had to replace the Musgrave Texture by simple Noise Texture which gives much more consistent results, but this pattern doesn't offer such options as Musgrave Texture. ![Musgrave_Render_vs_Bake.png](Musgrave_Render_vs_Bake.png) This file [Musgrave_Bake_Test.blend](Musgrave_Bake_Test.blend) contains a simple plane and material with Musgrave Texture which gives very different results when rendered and when baked.
[ "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", "Remove DerivedMesh: Multi-res Baking\nCurrently multi-res baking uses DerivedMesh because of it's access to internals of the evaluated ccgdm derived mesh.\n\nSee: `MultiresBakerJobData` use of `DerivedMesh`.", "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", "Custom Normals Render Artifact in Cycles \nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.99\n\nBroken: version: 3.0.1\nWorked: Unknown\n\nWhen rendering a cube with custom normals in cycles the render result in cycles has artifacts. This is an issue for us because we also use cycles to bake Ambient Occlusion data to the vertex colors. Those artifacts are than also visible in the vertex colors. The same artifact occurs in previous versions of blender aswell (LTS Blender 2.93.7)\n\n\nBased on startup file:\n\n- Shade the default cube smooth\n- Apply Normals Auto Smooth\n- Add a single bevel using a bevel modifyer and apply it\n- Add a Weighted normal modifyer with weight 100 to the cube and appy it aswell\n# Render in cycles and behold render artifacts near the beveled edges\n\n[custom-normals-cycles.blend](custom-normals-cycles.blend)\n\n\n", "EEVEE baking\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)", "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", "Inconsistent color space baking to float and byte images\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: AMD Radeon(TM) Vega 8 Graphics ATI Technologies Inc. 4.5.14742 Core Profile Context 21.8.2 27.20.22025.1006\n\nBroken: version: 2.93.6\nWorked: ---\n\nIn blender we can create an image with 32 bit resolution (See image):\n![sample3.jpg](sample3.jpg)\n\nThe new 32bit image can be used for baking in order to obtain a normal map.\nThis map works perfectly until saved in PNG (16bit or 8bit).\nInterestingly you can bake directly on a 16bit image and the resulting image works even if it is saved in 8bit.\n\nHere is a file where I put different pixel resolution combinations on textures saved in PNG:\n[TesteNormal.blend](TesteNormal.blend)\n![sample2.jpg](sample2.jpg)\n![sample.jpg](sample.jpg)\n\n1 - Bake a normal map image with 32 bit option enabled. (see the pic \"sample3.jpg\")\n```\n A simple cube can be used, no need to add any detail.\n```\n2 - Save the image as PNG in 8 bit or 16 bit.\n3 - Create a material and connect the saved baked normal map image to the normal map node. \n```\n Change color space option to \"non-color\" \n```\n4 - Observe the object becomes dark in rendered mode in Eevee or Cycles. \n\n[Teste_Normal_Textures.blend](Teste_Normal_Textures.blend)\n", "Rendering with F12 does not consider the different resolutions in each scene\nOperating system: macOS-10.13.6-x86_64-i386-64bit 64 Bits\nGraphics card: ATI Radeon HD 5750 OpenGL Engine ATI Technologies Inc. 4.1 ATI-1.68.25\n\nBroken: version: 3.4.0 Alpha\nWorked: I don't know, but even it never worked, it doesn't mean it is correct :)\n\nRender (F12) does not respect **Render Layer** node dimension\n\nI have two scenes with different dimension\n- Scene 1080 px - for rendering scene\n- Scene 2160 px - for compositing scene 1080 px\n\nScene 1080 rendered by pressing render icon at **Render Layer** node result correct with expected mix in compositor of Scene 2160 ...\n\n![Screen Shot 2022-10-22 at 10.57.33.png](Screen_Shot_2022-10-22_at_10.57.33.png)\n\n... but rendering by pressing **F12** in Scene 2160 renders Scene 1080 also in 2160 px (so compositor fails in result).\n\n![Screen Shot 2022-10-22 at 11.11.20.png](Screen_Shot_2022-10-22_at_11.11.20.png)\n\nFor more info or sample file see 2214\n\nI hope it is would be something small to fix. \nThank you for your time.\n\n- Open attached file\n- Compare rendering with F12 (which should render the two scenes at different sizes) with rendering using the render button on node\n[bse275864_OneScene.blend](bse275864_OneScene.blend)", "Cycles Render: Volume (Before Baked Simulation Starts) still trying to be rendered\nOperating system:windows 11\nGraphics card:nvidia geforce rtx 2060\n\nBroken: 3.4.1\n\nThe cycles render tries to use the volume cache to render if the frame is less than the start of the simulation. See video example.\n\n1. Default cube: Add Quick Smoke.\n2. Cache settings:\n a. Type: All.\n3. Start frame: 50, end: 100.\n4. Bake.\n5. Start render on 30~ frames.\nExpected: Simulation chunks will appear in different parts of the domain.", "EEVEE/Cycles discrepancy in how image texture node's alpha is managed.\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: 3.2.0 Alpha\nWorked: ?\n\nWorkbench and EEVEE perform an unpremultipy calculation when premultiplied alpha mode is selected and the image texture node's alpha socket has a connection.\nWorkbench and EEVEE ignore the image alpha when straight alpha mode is selected and the image texture node's alpha socket has a connection.\nSee: [node_shader_tex_image cc](node_shader_tex_image.cc$125-153)\n\nIn Cycles, there is no apparent difference between the straight and premultiplied alpha modes and the alpha socket's connection status does not change how the alpha is managed.\nSee:\n[shader_nodes cpp](shader_nodes.cpp$200-250)\n[image cpp](image.cpp$471-566)\n[image_oiio cpp](image_oiio.cpp$154-204)\n\nExample:\n![Alpha Mode Discrepancy.png](Alpha_Mode_Discrepancy.png)\nExample 2:\n![Alpha Mode Discrepancy2.png](Alpha_Mode_Discrepancy2.png)\n\n**Test File**\n[Alpha_Image_Test_3.1.0.blend](Alpha_Image_Test_3.1.0.blend)\n", "Can't bake to external textures (Python)\nHello, when trying to bake an object to an external texture, Blender seems to ignore the \"save_mode\" and bakes the texture to an internal buffer. I've tried two ways:\n\n```\nimport bpy\n\n# Bake selected objects\nfor obj in filter(lambda x: x.type == 'MESH', bpy.data.objects):\n\t\n\tprint('Selected: ' + obj.name)\n\t\n\t# Select current object\n\tbpy.ops.object.select_all(action='DESELECT')\n\tobj.select = True\n\tbpy.context.scene.objects.active = obj\n\t\n\t# Bake\n\tbpy.ops.object.bake(type='COMBINED', save_mode='EXTERNAL', filepath='E:\\\\baked.png', use_automatic_name=True, width=512, height=512)\n\t\n\t- Other version, doesn't work either\n\t- bpy.ops.object.bake(filepath=\"//baked.png\", save_mode='EXTERNAL')\n```\n\nAnd also setting the parameters in a different way:\n```\nbpy.context.scene.render.bake.filepath = 'E:\\\\baked.png'\nbpy.context.scene.render.bake.save_mode = 'EXTERNAL'\nbpy.context.scene.render.bake.use_split_materials = False\n```\n\nAlways, the execution of the previous code returns the following and does not create an image file:\n```\nSelected: Cube\nInfo: Baking map saved to internal image, save it externally or pack it\nSelected: Floor\nInfo: Baking map saved to internal image, save it externally or pack it\n```\n\nTried with different paths and parameters for the bake funcion, also creating image nodes and selecting / deselecting them in the node editor for the material.\n\nAlso, I found someone who had the same problem as me, and found no solution:\n676562\n\n\nFind attached a blend file: [Bake.blend](Bake.blend)\nIt's a simple cycles scene with a cube and a floor, Cycles renderer. It bakes correctly to textures (internal buffer).\n\n - Open the blend file or create your own scene\n - Run the code written above\n - Blender won't create a bake file, in the console you'll see \"Baking map saved to internal image, save it externally or pack it\"\n\n\nWindows 10, nVidia Quadro K5100M\n\nBroken: 2.79b f4dc9f9d68b, 2.77a abf6f08\n\nThank you", "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`", "UDIM tiled images with generated contents dont render in Cycles\nOperating system: Windows 10 pro 64 bit, AMD Ryzen 5 3400 G with radeon vega graphics, 16 gb ram\nGraphics card: nvidia GTX 1650 super\n\nBroken: 2.91.0, 0f45cab862b8, master, 2020-11-25 \n\n\n\nworking on the new udim mode I was proving my uvs with a uv grid and when i went to try to get a render i note that when you change to cycles in the render engine the texture is lost and dont appears in the render but in eevee it works fine. the error only happen when you try to use cycles.\n\n*Open the file\n*Go to render preview mode\n*Change to cycles in the render engine section", "World with HDR renders different in EEVEE from 2.82 and 2.83\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.82\n\nBroken: version: 2.83 (sub 17), branch: blender-v2.83-release, hash: `1d2b89304a`\nWorked: 2.82\n\nIn the viewport or render the result I get is different from 2.82 and 2.83. If I remove the HDR image from the world nodetree, the issue seems to disappear.\n\nNote: Because of another bug (#73131?) you need to save and re-open the file to be sure the results are still different.\n\nThis is a simplified version of the Mr Elephant EEVEE demo:\n\n[simplified.blend](simplified.blend)\n\n\n**2.82:**\n![image.png](image.png)\n\n\n**2.83:**\n![image.png](image.png)\n\n**diff:**\n![image.png](image.png)" ]
[ "Using OSL nodes result noisy incorrectly baked maps. \nMany of OSL nodes need sufficient amount of samples to yield proper results in render. Blender bakes them only at one sample so they look noisy. Using sample value in render panel don't do anything in bake of color passes so results from render preview and bake may vary drastically.\nI used François Gastaldo's OSL AO node but this problem will be present in significant part of OSL shaders, especially those useful in baking.\n\n**AO**\nFirst- Color output of OSL AO node used as diffuse color. Results from render preview on 200 samples. Look good.\nSecond- Baked diffuse_color pass. Texture preview. Noise.\n![1_AO_render.png](1_AO_render.png) ![1_AO_bake.png](1_AO_bake.png)\n\n**Mix Factor**\nFirst- Color output of OSL AO node used as mixing factor. Render preview, 200 samples. Look Ok.\nSecond- Baked diffuse_color pass. Texture preview. Noise resulting incorrect color mixing.\n![2_MIX_render.png](2_MIX_render.png) ![2_MIX_bake.png](2_MIX_bake.png)\n\nEnable render preview too see what artist may want. Then bake diffuse-color map too see what blender will bake.\n\n**Blend File**\nThere is a link to pasteAll: 29275\nMy test blend file is to big for phabricator size limit but it need some megabytes for hi-poly object. This node works best on that type of geometry. OSL script is included in blendfile." ]
Mix Shaders with three principled shaders Operating system: macOS-11.5.1-x86_64-i386-64bit 64 Bits Graphics card: Intel(R) Iris(TM) Graphics 6100 Intel Inc. 4.1 INTEL-16.5.2 Broken: version: 2.93.2 Both Eevee and cycles create magenta material when three principled shaders complete with color, roughness and normal are combined with mix shaders. Make three principled shaders. Give each image textures for color, roughness, normal. It doesn't happen what images are used, even if they are all the same. (The ones used here are from CC0.) Combine in any way with two mix shaders. This happens both when the nodes are generated by node wrangler add-on and by hand manually. see pic of node layout below: ![nodes.png](nodes.png) blender file with packed textures below: [threeShaders.blend](threeShaders.blend) good luck & thank you
[ "Eevee: Procedural material very slow\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.85\n\nBroken: version: 2.83.3 / 2.90.0 Beta\nWorked: -\n\nFor some reason in eevee my procedural asphalt material works pretty slow.\nI don't see any problems with Cycle and the same scene works as fine on a Radeon RX 480, so it seens to be a bug.\n\n- Open attached file\n- go to material view \n- move around the plane (it's getting worse if you get closer)\n\n[Eevee_RTX_material_bug.blend](Eevee_RTX_material_bug.blend)\n", "Image Texture shader node with Box projection outputs extreme values when mesh has unusual normals\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 3.0.0\nWorked: can't test in other versions, since they can't open .blend files saved with Blender 3.0\n\nIf you open the attached file, you will see a mesh that's black everywhere except for some *very* bright pixels (the Bloom effect makes this glitch very pronounced).\nThe material is just an Image Texture node connected to BSDF's color, using Box projection and a completely black texture. Theoretically, it should only output interpolations between the colors of the source texture, but that's definitely not the case here.\nOn its own, the mesh doesn't exhibit the glitch, but some modifiers (such as Displace or Wave) make it manifest for certain combinations of parameters. I suspect that the mesh has some unusual normals or face orientations that the modifiers amplify into even weirder normals, which in turn cause trouble in Image Texture's Box projection.\n[shiny glitch blender3.blend](shiny_glitch_blender3.blend)\n\nOpen the attached file, wait for shaders to compile.", "Multiscatter GGX is bugged\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.13\n\nBroken: version: 2.93.5\n\nOn a glossy Multiscatter GGX material, highlight on reflection seem to look dark and kinda like a donut at around 0.02 roughness.\nIt also seems to change depending on focal length and only happens when using the environment to light the scene\n> | rough 0.03 | rough 0.02 |\n> |---|---|\n> | ![r03.png](r03.png) | ![r02.png](r02.png) |\n\n\n- Add an HDRI to the scene\n- On an object (preferably flat) set a Glossy BRDF material with Multiscatter GGX\nThe HDRi used in the image is this one: autoshop_01\n[multiscatter_bug.blend](multiscatter_bug.blend)\n\n", "Eevee render display error in orthographic camera mode: Mesh material color changes during scaling \nOperating system: Win7 Home Premium 64-bit, SP1\nGraphics card: Nvidia GeForce GTX 750\n\nBroken: 2.80, c9df453ce70b, blender2.8, 2018-12-21\n2.80, d96596de294e blender2.80, 2018-12-31\n\nWorkspace: Layout\nObject mode\nDisplay rendered view: Eevee (other rendered views with Cycles, etc. do not have this problem)\nCamera orthographic view (!! in perspective or panoramic view, problem is not there)\nCamera type: orthographic\nLight: Sun shining perpendicular onto objects\n\nThree cube mesh objects with individual materials\n- Principled BSDF\n- Base Color (either Red, Green or Blue)\n\nThe *scaling** of one or more objects changes the color appearance in the camera view *and* in rendering.\n\n**scaling*can happen either:\n- pressing 's' key and move mouse\n- changing scale values in transform tab\n\n - > I thought there seemed to be an dependency on scale values. For example, scaling to 1.0 would always be a lighter tone than in a different scaling factor. But simply pressing 's' to scale and escaping can change the color tone of the mesh as well.\n\nThe direction of the sunlight makes of course a difference when viewing the objects, but after changing sunlight angles there is still the color changes during scaling.\n\nBlend file attached.\n\n\n - Select Display render preview \n - Simply choose one or more cubes \n # scale these slowly and the color will change from a fade color to a strong color infrequently\n\nIt seems the problem is the camera orthographic mode!?\n\n[Scale-Color-error.blend](Scale-Color-error.blend)\n![Blender_Eevee_scaling_problem.png](Blender_Eevee_scaling_problem.png)", "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", "Cycles: sRGB texture compression happens after interpolation \nBroken: 2.81\n\nCycles does sRGB->linear texture conversion after texture interpolation instead of before. This leads to incorrect results.\n\nExample scene is attached. Two squares with a fine checkerboard texture, one with linear interpolation, the other with closest interpolation.\n\nExpected result: Both textures should render to an identical shade of gray. When switching the texture color space to \"linear\" instead of \"sRGB\", the result should not change as the texture contains only pure black and white pixels.\nActual result: The textures show different shades of gray. Switching the color space changes the result.\n[checkerboard.blend](checkerboard.blend)\n![expected.jpg](expected.jpg)\n![actual.jpg](actual.jpg)", "Color Atributes: Inverted Smooth filter gives diferent artifacts in diferent Color Attributes\nOperating system: Linux-5.4.0-107-generic-x86_64-with-glibc2.27 64 Bits\nGraphics card: GeForce GTX 670MX/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.144\n\nBroken: version: 3.2.0 Alpha\n\n\nInvert of the smooth color filter gives different results in different color Attributes, Some are good and some are realy bad.\n\n1 Create the for different color attributes for color paint in sculpt mode.\n2 Paint color with the paint brush.\n3 activate the smooth color filter from right to left a few times.\n\nHere it is a video showing the for results. As it can be seen independent of the domain, the color ones give worst result than the bytes colors. I have only use pure Red, Green, and Blue that are the colors that gives the less errors, but even so you can see that the results in color are changing.\n\nTest File:\n[#97340.blend](T97340.blend)\n[vokoscreen-2022-04-15_02-08-18.mp4](vokoscreen-2022-04-15_02-08-18.mp4)", "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.", "Two materials: volumetric being in second slot causes error in EEVEE\nOperating system: Windows 10 64 bit\nGraphics card: Intel HD Graphics\n\nBroken: 2.90.1\nWorked: IDK, but I've been using blender since 2.79 and have not encountered this problem when I have done this kind of thing.\n\nWhen I have a mesh object that has both solid and Volume Scatter materials on it (in different slots), in EEVEE, the volumetric material only works if it is not in the second slot. If it is in the second slot (top down), it causes the black \"shader missing\" to be applied. Moving the volume slot up to the top with the solid material in the slot at the bottom causes normal operation.\n\nGo into edit mode on the default cube.\nDuplicate the mesh, but leave it at 0 0 0. Scale the duplicate up a little.\nCreate a second material slot, and assign the duplicate larger cube to it. Leave edit mode.\nCreate a \"Volume Scatter\" material for the second slot. The outer cube will turn black.\nMove volumetric material up in list of materials. The outer cube will change to the proper fuzzy grey.\n\n[#83538.blend](T83538.blend)\n", "Discrepancy between CPU and GPU rendering/material behaviour\nOperating system: macOS 13\nGraphics card: AMD W6800X Duo MPX module\n\nBroken: 3.3.1 (latest full release)\n\nI bought some assets which render with weird artefacts with the GPU, but work fine with CPU.\n\nThe assets are made by Bproduction (Florian Benedetto) on Blender Market. They are trees and vegetation models, which can be used individually or with Scatter 5.3. Simply put: they render properly with the CPU (Mac Pro, 24-core Intel), but render with horrible artefacts using the dual GPU. This doesn't happen with any other assets or materials I have.\n\nThe images below show the issue. I believe it's something to do with the material setup, but in any case it should render properly under both systems. Maybe it's an issue with macOS drivers?\n\n![Screenshot 2022-11-08 at 11.49.30 am.png](Screenshot_2022-11-08_at_11.49.30_am.png)\n\n![Screenshot 2022-11-08 at 11.48.41 am.png](Screenshot_2022-11-08_at_11.48.41_am.png)", "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", "Shadows stop working properly when changing render pass in viewport.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: Intel(R) UHD Graphics 620 Intel 4.5.0 - Build 30.0.101.1404\n\nBroken: version: 3.5.1\n\nWhen doing a certain shading setup and changing render pass, the shadows break.\n\n- Create a new project, keeping the render engine to eevee\n- Make a new material and apply on default cube\n- Connect any image texture into the color input of principled bsdf\n- Connect any image texture into the normal input of principled bsdf while setting its color space to non-color\n- Switch viewport shading to rendered\n- Switch render pass to shadow and then back to combined\n- The lights will now not produce any light unless their shadow setting is turned off\n\nAny other nodes added before or in-between the image texture node do not seem to affect the result.\nThe shadows will stay like this until blender is closed and reopened again.\n\n", "Hue correct node does not match other hsv nodes\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 ATI Technologies Inc. 4.5.0 Core Profile Context 23.4.3.230420\n\nBroken: version: 3.6.0 Alpha\n\nunmodified hue correct node giving diff results than hsv node. The color should not be modified by this node if no settings have been changed and both node should have the same output util modified. \n\nwill reference this post 107583\n\nplugin the viewer to the hue correct and hsv node and the colors will be diff. there is no modification on these nodes\n\n\n", "When changing the node type in material, sockets of different node types are reused\nOperating system: MacOS\nGraphics card: Apple M1\n\nBroken: main\nWorked: don't know\n\nShader nodes that have the same input sockets can have different default values.\nBut if you switch between shader nodes in the material interface, then the default values will first of all be copied from pre-existing socket of a node of a different type. Because of this, default values may not be used and may look strange.\n\nIn the default scene, assign Glass BSDF material to the default cube, and check the \"Roughness\" field. Now assign another material without \"Roughness\", such as Hair BSDF, then assign Glass BSDF material again and check the \"Roughness\" field.\n\n", "Unify Image Texture node in geometry and shader nodes\nGeometry nodes added a new Image Texture node where the image datablock is a socket.\n\nWe should unify these two nodes. There are some design decision to make regarding how to deal with image users and the frame offset socket, see discussion in {[D12827](D12827).}. " ]
[ "Multiple nodes cause pink display in Eevee - Mac OS (similar to T61641)\nOperating system: Darwin-17.7.0-x86_64-i386-64bit 64 Bits\nGraphics card: NVIDIA GeForce GTX 980 Ti OpenGL Engine NVIDIA Corporation 4.1 NVIDIA-10.33.0 387.10.10.10.40.140\n\nBroken: version: 2.91.2\nWorked: Same problem showing in 2.83.12\n\nWhen multiple node are attached to a texture a point is reached where the texture display turns pink (as if there was a missing texture). Switching off a node returns the display to normal. \nAs an example, an object with 3 textures applied and nodes to control mixing. Once the third texture is attached I get the pink screen. Unhooking a channel in any of the three textures (ie. normals, displacement, etc.) allows the correct display (less that channel). Display is normal in Cycles.\nI'm seeing many Mac users with the same problem in a discussion panel on CGBoost\n\nDefault start file. Three textures applied with two Mix Shader nodes. In Eevee display is pink. disconnect any one channel from any texture and texture displays.\nExample file uploaded. [node example.blend](node_example.blend)\n" ]
Sculpt mode won't save changes after adding new vertices and faces on edit mode Operating system: Windows 10 Graphics card: Nvidia GeForce GTX 860M 3.2.2 Based on the default startup or an attached .blend file (as simple as possibl{[F13477920](d6.blend)}e). 1. Added "Multiresolution" modifier on object. 2. Sculpted on object. 3. Went back to Edit Mode and added a loop of vertices. 4. Went back to sculpting mode and everything looks crumpled and weird on areas I added vertices. 5. Smoothed it out, but when I save, I goes back to the weird, crumpled object.
[ "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", "No visible mesh on Viewport Screenshot in sculpt mode with Multires\nOperating system: Linux-6.2.11-gentoo-x86_64-AMD_Ryzen_Threadripper_1950X_16-Core_Processor-with-glibc2.36 64 Bits, X11 UI\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 530.41.03\n\nBroken: version: 3.6.0 Alpha\n\nWhat the title says.\n\n- Add a cube\n- Enter sculpt mode\n- Add a multiresolution modifier and subdivide\n- Use the operator: Header -> View -> \"Viewport Render Image\"\n\n", "Multires: Editing base mesh creates random results on higher subdiv levels\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67\n\nBroken: version: 2.90.1\n\nI applied a multiresolution modifier on this mesh, and it adds geometry that I didn't sculpt on the mesh (bumps, cracks...). It isn't always symmetric, as it happened even after I made more progress in my project. Deleting a face of the mesh and recreating it is enough to generate more of that random geometry. I don't know how to reproduce the problem. Removing and reapplying the multiresolution modifier works, but all the other sculpting is lost.\n[multiresolution.rar](multiresolution.rar)\n[multires_problem.blend](multires_problem.blend)\n", "Box Trim has no effect (operates on undeformed geometry)\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 770/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.97\n\nBroken: version: 2.91.0\n\nI have recorded [a video here ](watch?v=YEyFAvftycs)\nAs one can see, the Box Trim sculpting has no effect in this case.\n\n[stack3.blend](stack3.blend)\nPlease proceed as show in the video.", "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", "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)", "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", "Remeshing object with subdivision modifier hangs Blender\nOperating system: macOS 10.14.6\nGraphics card:\n\nBroken: All versions of Blender but tested on Version 2.93.0 (2.93.0 2021-02-25) & Version 2.92.0 (2.92.0 2021-02-25)\nWorked: ?\n\nRemeshing object with subdivision modifier hangs Blender\n1 Add a subdivision modifier to the default cube, set it to 2 or more.\n2 Jump into Sculpt mode and remesh with default voxel settings, it should work fine.\n3 Undo the last remesh and now change the voxel size to 0.002 m and remesh again, it hangs.\n\n\nDo step 1 again, this time apply subdivision modifier and then try to remesh with voxel size of 0.002 m, it should work\n\n![blenremesh2.jpg](blenremesh2.jpg)\n\n![blenremesh.jpg](blenremesh.jpg)", "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", "Geometry Attributes panel in Edit Mode (design pending)\nThis task is going to adding a unified panel for editing attributes of the selected element by value in edit mode. It makes users able to pass arbitrary per-element data to geometry nodes, opening up more possibilities for procedural modeling.\n\nAll data types (int, color etc.) should be supported. \nDomain supports should match selection modes in edit mode (eg. no face corner support for meshes). \n\n## Basic\nAttributes on the active element is listed in the side panel. \nItems are grouped by domain.\n![image.png](image.png)\n\n## Multiple Selection\nfor float types (float, vector, 2d vector): \n* Show a mean value computed from all selected elements. \n* Button offsets values of all selected elements.\nfor other types: \n* If an active element with a matching domain exists, show the value of it.\n* Button only affects the value of the active element.\nFill operators are provided for batch editing. It fills current button value into all selected elements.\n![image.png](image.png)\n", "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)", "Sculpting laggy and weak from some directions.\nOperating system: Windows 10\nGraphics card: Nvidia GTX 970\n\nBroken: 3.6.1\nWorked:Never(2.80+)\n\nWhen i try to sculpt from from below, using radius unit: scene, sculptings get laggy and the stroke is weak.\n\nI'm trying to sculpt stones for a wall in place.\nThe sculpting works fine if i first move the stone i'm working on to the scene origin. This adds a lot of work as i want to for example put bevels on all objects first, then go on with cracks and other features!\n\nTo reproduce:\nOpen file, sculpt from top and bottom\n\nFile is default sculpt template with sphere moved up by 5 and using scene radius.\n\n", "Trembling when selected cube in edit mode\nOperating system: MacOS Sierra - Versione 10.12.6\nGraphics card: NVIDIA GeForce GTX 680MX 2048 MB\n\nBroken: 2.83.0 (2020-06-03), 2.90 (2020-06-12)\nWorked: 2.82a\n\nA strange flicker happens when I select the faces of the cube.\n\nI select the cube.\nI change the visualization in Edit Mode.\nI set select mode to Face.\nI select the faces of the cube but they do not remain selected instead, a strange flicker of the object occurs. Here a video example:\n\n[blender_283_bug.mp4](blender_283_bug.mp4)", "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", "Applying mirror modifier doesn't work with mesh-deform data\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.38\n\nBroken: version: 2.91.0 Beta\n\napply the mirror modifier while is used with the multiresolution produces artifacts.\n\nopen the attached file and apply the mirror modifier.\n\nThank you\n\n\n![mir_mult.PNG](mir_mult.PNG)\n[multires_err.blend](multires_err.blend)\n\n" ]
[ "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" ]
Inaccurate Lasso Selection in Perspective View, more Accurate in Orthographic 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: 2.93.0 In perspective view Lasso selects faces which is behind view [Lasso_accuracity.mp4](Lasso_accuracity.mp4)
[ "VSE Regression: Changing dimensions are cropping instead of scaling\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 2.93.0 Alpha\n\n\nImport a video and change ex. resolution. \nThe video will be cropped instead of scaled. It used to do that, so it's a regression.\n\nThis basically means that if you import you footage and edit it, and then realize the the project resolution is wrong or if you need to render in a different resolution, you''re in trouble. \n\n{[F9869337](dimentions.gif),size=full}\n\n", "PBVH Pixels should check on center uv coordinate.\nCurrently it checks on bottom left corner, but the painting is half a pixel shifted. By adding an offset of half a pixel this should reduce some artifacts.", "Mesh Analysis broken by Hidden Wireframe\nOperating system: Linux\nGraphics card: Intel\n\nBroken: 2.93\n\n\nThe Mesh Analysis overlay seems to draw only back faces when the Hidden Wireframe overlay is also enabled:\n\n![image.png](image.png)\n\nThe vertical red streak is Suzanne's right ear, which should probably be occluded. The back faces of the right eyebrow are also rendered green, but the front faces of the left one aren't.\n\n\nTurn on both the \"Mesh Analysis\" and \"Hidden Wireframe\" overlays in Edit Mode.", "UV Editor face select mode fails to select ngons reliably\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.98\n\nBroken: version: 3.4.1\nWorked: never? (2.83 fails too)\n\nUV Editor face selection mode fails to select ngons reliably, because it uses face dot based selection, which can not be turned off. I was told to report scenarios where face dot based selection fails to work as bugs, so I am doing so here.\n\n1. Open the attached file\n2. Select the mesh object, enter the edit mode, and in the UV editor, switch selection mode to face\n3. Attempt to select some of the larger ngon UV face\nResult: The selection of larger ngon UV faces fails in many cases\nExpected The UV faces under the mouse cursor are selected when clicked on\n\n[UVSelectBug.blend](UVSelectBug.blend)\n[2023-02-06 12-20-58.mp4](2023-02-06_12-20-58.mp4)", "Anisotropic BSDF\nThe trick would be to randomize the shading normal in the direction of largest roughness value.\n\nThe difficult part is to not over \"blur\" because the isotropic GGX lobe is already \"blurring\" the reflection in the anisotropic direction.\n\nA cheap way would be to use a roughness to angle conversion to measure the correct \"blurring\" amount (angle) and convert it back to roughness. This would\n\nAnother even cheapest way would be to just subtract linear isotropic roughness from anisotropic roughness.\n\nNote: I refer to anisotropic roughness as max(roughness_u, roughness_v) and isotropic roughness as min(roughness_u, roughness_v).\n\nEstimate : 1 week", "Glitches on Video Sequence timeline\nOperating system: Linux 5.9.11\nGraphics card: Intel Haswell\n\n[system-info.txt](system-info.txt)\n\nBroken: 2.92\n\nShowing glitches on video sequence timeline when area of Video Sequencer resizing\n\nSteps shown on video\n\n[2020-12-02_15-19-26.mov](2020-12-02_15-19-26.mov)", " 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.", "Tasks after BI removal\n* Code cleanup\n * Preview render code could be simplified, not used old preview.blend** Customdata mask handling still assumes old draw types\n * Move camera matrix code out of Render and into Freestyle, the only user\n * ~~Remove BLENDER_RENDER compat engine, find better system~~\n * Simplify GLSL shader coordinates, originally designed for camera space shading\n\n* Bigger tasks\n * #54696 (Blender Internal displacement baking move to Cycles)\n * [x] #54697 (Vertex color baking for Cycles)\n * #54656 (Cycles/Eevee texture nodes for modifiers, painting and more)", "Wrong reflection in Reflection Plane when Ambient Occlusion is also turned on\nIntel Core 2 Quad, 8 Gb RAM, NVidia GeForce GTX 960 2GB\nWindows 7 x64\n\nBroken: 2.8, 2.9\nWorked: n\\a\n\nReflection Plane object produces wrong reflections when Reflection Plane is nearly perpendicular to camera and Ambient Occlusion is turned on.\n\n1. Open provided Blender file, switch to Rendered view and observe how Reflection Plane reflects the opposite wall as almost black.\n2. Disable Ambient Occlusion and reflection will become normal.\n3. I have also noticed that if you change Ambient Occlusion value to something like 40 mm, reflection will be turned into a gradient.\n4. Moving Reflection Plane away from the wall does absolutely nothing, if you switch to the second camera that faces Reflection Plane straight on, back wall will look normal but side walls will become dark.\n[WrongReflection.blend](WrongReflection.blend)\n![WrongReflection1.jpg](WrongReflection1.jpg)\n![WrongReflection2.JPG](WrongReflection2.JPG)", "EEVEE-Next: Improve refraction denoising\nAs of now, the refraction rays reuse the same denoising pipeline as reflection rays. However this overblurs the results for low roughness.\n\nThis is because refraction lobe is dependent on IOR and roughness. So we need a way to compute the effective roughness of the glass based on its IOR and roughness.\n\nOne way to do that would be to fit a cone to the refracted lobe and try to match the reflective GGX roughness associated with a cone of the same angle.\n\n", "Inaccuracy in 'Info' editor\nThis bug is difficult to describe specifically, since I have no idea of *all* of the affected properties. All I noticed is that *some* are reported inaccurately (i.e. the reported rna path does not exist or does not point to the changed property).\n\nA few I found are on the View Layer tab in the Properties editor:\n`bpy.context.scene.view_layers- [x].cycles.denoising_store_passes` is reported as `bpy.context.scene.denoising_store_passes`\n`bpy.context.scene.view_layers- [x].cycles.pass_debug_render_time` is reported as `bpy.context.scene.pass_debug_render_time`\n`bpy.context.scene.view_layers- [x].cycles.use_pass_volume_direct` is reported as `bpy.context.scene.use_pass_volume_direct`\n`bpy.context.scene.view_layers- [x].cycles.use_pass_volume_indirect` is reported as `bpy.context.scene.use_pass_volume_indirect`\nPlus all of the Cryptomatte and Denoising properties.\n\nI have no idea how the Info editor receives this information, but it looks as if the message is partially hard-coded and not up to date?", "Cycles: principled BSDF thin surface support\n[D2354: Thin surface approximation for Cycles Disney BSDF](D2354)\n\nRebase and benchmark performance impact.", "Box select fails to select bones at certain zoom levels\nOperating system: Linux-5.19.0-43-generic-x86_64-with-glibc2.36 64 Bits, X11 UI\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 530.41.03\n\nBroken: version: 4.0.0 Alpha\nAlso 3.5 and 3.6\n\nBox select fails when zoomed out\n\n\n- Open [Select.blend](attachment)\n- Box select some of the bones in the provided file.\n- It doesn't work for me unless you zoom in first\n- If you display the bone as \"Wire\" or \"BBone\" then everything is selecting correctly, otherwise not.\n\nIt fails in both pose and edit modes, perspective or orthographic.\n\n", "Intermittent: Shift + MMB unresponsive or very sluggish\nOperating system: MacOS Ventura 13.4.1\nGraphics card: M1\n\nBroken: 3.5.1, Hash: e1ccd9d4a1d3, Branch: blender-v3.5-release\n\nShift+MMB to pan view in perspective mode becomes either completely unresponsive to keyboard input or extremely sluggish compared to the mouse pointer speed for the rest of the application. Agnostic to mouse pointer speed setting for the OS. \n\nAny model in perspective view. Attempt to pan view via SHIFT+MMB.\n\n", "BLENDER DISPLAYS INCORRECT NUMBER OF VERTICES, TRIANGLES AND FACES IN VIEWPORT\nOperating system: Windows 11 Pro 10.0.22621 Build 22621\nGraphics card: NVIDIA RTX 2070 SUPER\n\nBroken: 3.5.1\nWorked: Do not recall, however, I first posted this issue in the Blender 3D Artists FB Page on Sept. 8, 2022.\n\nIn the 3D VIEWPORT, with STATISTICS turned on, Blender 3.5.1 (and many previous versions) randomly show the incorrect number of VERTICES, FACES and TRIANGLES ( most often it is something like 10 or 20 BILLION). This SAME error occurs OVER and OVER during my repeated \"daily\" blender usage. I estimate that I have seen it now at least 30 times since I first reported it. I CANNOT SAY WHICH ACTION TRIGGERS IT. Many others have acknowledged that they have seen the same thing. It is very annoying because I OFTEN have large scenes and TRULY need to know how large my scene is, but often cannot. SOMETIMES restarting blender helps, but then it happens again within the newly opened session.\n\nIT IS POSSIBLE that this only happens with fairly large scenes, but since my scenes are usually very large, I cannot say for sure.\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\nThe blender files where I KNOW it has definitely happened are too large, detailed and proprietary. Sorry, I cannot provide. If I happen to see it in smaller, unimportant blender file, I shall add it to this bug.\n\n" ]
[ "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", "Select box and select lasso randomly include backfacing geometry\nOperating system: Windows-8-6.2.9200-SP0 64 Bits\nGraphics card: GeForce GTX 650/PCIe/SSE2 NVIDIA Corporation 4.3.0\n\nBroken: version: 2.83.9\nWorked: I came to 2.83.9 straight from 2.78 where it worked\n\nSelect box and lasso randomly include backfacing faces or occluded edges. The number of mis-selected faces randomly varies. If mis-selection of edge occurs, there is always just one (AFAICT). A less frequent but most probably related problem is that sometimes both tools don't detect a face that has its normal almost parallel to view but is still clearly visible.\n\n1. In default startup file, select the box and go to face or edge edit mode\n2. box select / lasso the whole cube (but the selection does not have to encompass the whole object for the problem to manifest)\n3. rotate view and check the back of the cube\n4. repeat steps 2 and 3 until the problem occurs\n", "Lasso may select occluded geometry\nOperating system: Windows-10-10.0.10240-SP0 64 Bits\nGraphics card: GeForce GTX TITAN X/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 417.01\n\nBroken: version: 2.82 (sub 6)\nWorked: (optional)\n\nLasso tool seems to change what is included within the selection at various times. Most of the time it only selects visible geometry. Other times it will select occuluded geometry, even though the X-Ray setting remains deselected. \n\n[SelectionBehavior 2020-02-07.mp4](SelectionBehavior_2020-02-07.mp4)\n1. Launch Blender (latest beta)\n2. Select lasso selection tool. \n3. Select and subdivide user-facing face with face select active. (<< may not be a necessary step)\n4. Continually attempt to select the visible geomtery as shown in the attached video until a different behavior occurs.\n\nSometimes all hidden faces within the lasso are selected and other times only one. Most of the time only the visible faces are selected as expected.\nWhatever is driving the different outcomes is confusing from a new user-standpoint, in case this isn't a bug.\n\nKind regards,\nRobert\n\n(Sorry for the rather large video example)" ]
Regression: On full scene copy, linked models unparented from proxies 64bit Linux Mint 16 Linux Kernel 3.11.0 nVidia GTX 650 Ti, driver 319.32 Broken: 2.70 Release Candidate 1 Worked: 2.69.0 r60991 When you import a model into a scene from File->Link, you then "Proxy" the model to an armature so that you can control it. However, if you create a full copy of the current scene, then all proxied models get unparented from their proxies. Simply re-parenting does not work, as they get offset. The workaround is to go into pose mode with the proxy, select all bones, CTRL-C to copy the pose, go into Object mode and delete the proxy, then select the linked model and create a new proxy, and then in pose mode press CTRL-V to paste in the old pose. Needless to say, this is unnecessarily tedious. 1) Import a model (as a group, I'm assuming) via File->Link 2) Create a proxy for the model from its associated armature 3) At the Scene selector at the top of the window, press the + button and select "Full Copy" 4) The armature has been disassociated from its proxy.
[ "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", "Splitting the \"Object Info\" node, access to object original geometry\nFor various use cases (like implementing the \"Deform Curves on Surface\" node as a group),\nwe need access to the original geometry of an object. One proposal was to break apart the\n\"Object Info\" node into separate nodes with more clear purposes:\n\n{[F13561065](image.png) size=full}\n\n{[F13561067](image.png) size=full}\n\nThe general \"Info\" nodes are generally not scalable, and their purpose is vague\nenough that they aren't as intuitive to use. This design means there are separate\nnodes for different use cases. \n\nThe \"Object Transform\" node could have a matrix output in the future.", "Mesh tool to 'unsplit' while preserving custom normals\nSome exporter generate split geometry to preserve 'sharp edges' (like Blender used to do not so long ago). However, now that we support custom normals, it would be nice to have e.g. an object-mode 'unsplit' modifier to remove doubles while preserving custom normals.\n\nSee #47540 for a usecase.", "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", "Visual geometry to Mesh does not duplicate a linked object\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.96\n\nBroken: version: 3.2.0 Alpha\n\nWhen applied to a linked object, Visual geometry to Mesh does it on the shared mesh.\n\nApply the subdiv modifier to the original cube. Link copy it. Use Visual geometry to Mesh on the linked object. Now select the original object and go into edit mode. You should see that the the subdiv modifier has been applied.\n\nThere is also a side issue to this. If you put a Decimate modifier (something visible like planar 20 degrees) on the original object, selected the linked one and go into edit mode, you'll see that in the viewport the modifiers on the original object don't show their effect.", "Fix Animation Channel Selection Sync\nThere are several issues with the selection synchronisation mechanism between pose bones (and shader nodes) and animation channels (in the dope sheet etc.). This task aims to provide an improved implementation of this sync to address these reports:\n\n* #48145 (All bone drivers selected when reselecting bone)\n* studio/blender-studio#58718 (Clicking on Dope Sheet deselects all bones)\n* #62463 (Skeleton rig with keyframes prevents selection of Shader Nodetree channels in Dope Sheet and Graph Editor)\n* #71615 (Select key in dopesheet deselect bone in the viewport)\n* #73215 (Blender autokeying deselects objects channels but not Armatures.)\n\n@Hjalti mentioned that it's probably better to synchronise less, that is, have the selections more separate. I'll talk with him, @PabloFournier, and @Mets in the Blender studio to come up with an initial proposal, which can then be fine-tuned here.\n\nFor me the trigger to start working on this was #62463 (Skeleton rig with keyframes prevents selection of Shader Nodetree channels in Dope Sheet and Graph Editor); in that situation it's really impossible to select certain channels.", "LibOverride - Update - Fix handling of temp ID\nLiboverride 'update' process (the part applying overrides again over a copy of the linked data, `BKE_lib_override_library_main_update` & co) needs some specific control over its usage of `BKE_id_copy_ex` to create the temp copy of the linked ID: It needs to prevent any potential modification of any other ID in Main.\n\nThis happens e.g. with regular copy of Collections, since the `parents` lists of their children need to be updated with a new pointer to the new copy. There may be a few other similar cases, this needs to be investigated.\n\nThis default behavior prevents from safely using `BKE_id_free_ex` on that same temp ID later on, even if the temp ID is not explicitly linked to any other ID.\n\nWhether this change requires a new specific tag, or could be part of one of the 'no main' cases, remains to be investigated as well. \n\n--------------------\n\n## Original Report\n\n\nOperating system: Linux-5.15.0-10056-tuxedo-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 525.60.11\n\nBroken: version: 3.5.0 Alpha, branch: master, commit date: Unknown, hash: f06a1368\nWorked: -\n\nBlender crashes when appending a collection (twice) from a file where this collection has been linked and overridden.\n\n\n*Note: Using a debug build with ASAN makes this reliable to reproduce.*\n\n 1. Open file `fileB.blend`.\n 2. Go to `File`>`Append`. Browse into `fileA.blend`>`Collections`. Untick the `Localize All` option. Choose `Asset`.\n 3. Blender crashes.\n\n[report_crash_link.zip](report_crash_link.zip)\n\n**ASAN report**\n```\n=================================================================\n==84954==ERROR: AddressSanitizer: heap-use-after-free on address 0x613000267ef2 at pc 0x000002b6fe58 bp 0x7ffc27cb7e40 sp 0x7ffc27cb7e30\nREAD of size 2 at 0x613000267ef2 thread T0\n - 0 0x2b6fe57 in collection_foreach_id /.../blender/source/blender/blenkernel/intern/collection.c:164\n - 1 0xd2a149 in library_foreach_ID_link /.../blender/source/blender/blenkernel/intern/lib_query.c:334\n - 2 0xd2a317 in BKE_library_foreach_ID_link /.../blender/source/blender/blenkernel/intern/lib_query.c:353\n - 3 0xcce9b3 in BKE_lib_id_clear_library_data /.../blender/source/blender/blenkernel/intern/lib_id.c:224\n - 4 0xcd1d22 in BKE_lib_id_make_local_generic /.../blender/source/blender/blenkernel/intern/lib_id.c:501\n - 5 0xcd2cef in BKE_lib_id_make_local /.../blender/source/blender/blenkernel/intern/lib_id.c:561\n - 6 0xbe3fa23 in BKE_blendfile_append /.../blender/source/blender/blenkernel/intern/blendfile_link_append.c:1111\n - 7 0x3a49cf1 in wm_link_append_exec /.../blender/source/blender/windowmanager/intern/wm_files_link.c:356\n - 8 0x39fe3ed in wm_handler_fileselect_do /.../blender/source/blender/windowmanager/intern/wm_event_system.cc:2724\n - 9 0x39ffd56 in wm_handler_fileselect_call /.../blender/source/blender/windowmanager/intern/wm_event_system.cc:2821\n - 10 0x3a04962 in wm_handlers_do_intern /.../blender/source/blender/windowmanager/intern/wm_event_system.cc:3315\n - 11 0x3a04e0b in wm_handlers_do /.../blender/source/blender/windowmanager/intern/wm_event_system.cc:3369\n - 12 0x3a0e0ed in wm_event_do_handlers /.../blender/source/blender/windowmanager/intern/wm_event_system.cc:3963\n - 13 0x39c81bd in WM_main /.../blender/source/blender/windowmanager/intern/wm.c:640\n - 14 0x801b57 in main /.../blender/source/creator/creator.c:585\n - 15 0x7fdac84b0d8f in __libc_start_call_main ../sysdeps/nptl/libc_start_call_main.h:58\n - 16 0x7fdac84b0e3f in __libc_start_main_impl ../csu/libc-start.c:392\n - 17 0x800e34 in _start (/.../build_linux_debug/bin/blender+0x800e34)\n\n0x613000267ef2 is located 114 bytes inside of 344-byte region [0x613000267e80,0x613000267fd8)\nfreed by thread T0 here:\n - 0 0x7fdac8bf0517 in __interceptor_free ../../../../src/libsanitizer/asan/asan_malloc_linux.cpp:127\n - 1 0x1dd70304 in MEM_lockfree_freeN /.../blender/intern/guardedalloc/intern/mallocn_lockfree_impl.c:117\n - 2 0xce415b in BKE_id_free_ex /.../blender/source/blender/blenkernel/intern/lib_id_delete.c:168\n - 3 0xd254b5 in BKE_lib_override_library_update /.../blender/source/blender/blenkernel/intern/lib_override.cc:3793\n - 4 0xd26297 in BKE_lib_override_library_main_update /.../blender/source/blender/blenkernel/intern/lib_override.cc:3840\n - 5 0x3b96f2b in library_link_end /.../blender/source/blender/blenloader/intern/readfile.cc:4526\n - 6 0x3b972ab in BLO_library_link_end /.../blender/source/blender/blenloader/intern/readfile.cc:4545\n - 7 0xbe42109 in BKE_blendfile_link /.../blender/source/blender/blenkernel/intern/blendfile_link_append.c:1283\n - 8 0x3a49c39 in wm_link_append_exec /.../blender/source/blender/windowmanager/intern/wm_files_link.c:346\n - 9 0x39fe3ed in wm_handler_fileselect_do /.../blender/source/blender/windowmanager/intern/wm_event_system.cc:2724\n - 10 0x39ffd56 in wm_handler_fileselect_call /.../blender/source/blender/windowmanager/intern/wm_event_system.cc:2821\n - 11 0x3a04962 in wm_handlers_do_intern /.../blender/source/blender/windowmanager/intern/wm_event_system.cc:3315\n - 12 0x3a04e0b in wm_handlers_do /.../blender/source/blender/windowmanager/intern/wm_event_system.cc:3369\n - 13 0x3a0e0ed in wm_event_do_handlers /.../blender/source/blender/windowmanager/intern/wm_event_system.cc:3963\n - 14 0x39c81bd in WM_main /.../blender/source/blender/windowmanager/intern/wm.c:640\n - 15 0x801b57 in main /.../blender/source/creator/creator.c:585\n #16 0x7fdac84b0d8f in __libc_start_call_main ../sysdeps/nptl/libc_start_call_main.h:58\n\npreviously allocated by thread T0 here:\n - 0 0x7fdac8bf0a37 in __interceptor_calloc ../../../../src/libsanitizer/asan/asan_malloc_linux.cpp:154\n - 1 0x1dd70a49 in MEM_lockfree_callocN /.../blender/intern/guardedalloc/intern/mallocn_lockfree_impl.c:223\n - 2 0xcd81aa in BKE_libblock_alloc_notest /.../blender/source/blender/blenkernel/intern/lib_id.c:1101\n - 3 0xcd8341 in BKE_libblock_alloc /.../blender/source/blender/blenkernel/intern/lib_id.c:1113\n - 4 0xcd9ac6 in BKE_libblock_copy_ex /.../blender/source/blender/blenkernel/intern/lib_id.c:1274\n - 5 0xcd388a in BKE_id_copy_ex /.../blender/source/blender/blenkernel/intern/lib_id.c:637\n - 6 0xd241f3 in BKE_lib_override_library_update /.../blender/source/blender/blenkernel/intern/lib_override.cc:3725\n - 7 0xd26297 in BKE_lib_override_library_main_update /.../blender/source/blender/blenkernel/intern/lib_override.cc:3840\n - 8 0x3b96f2b in library_link_end /.../blender/source/blender/blenloader/intern/readfile.cc:4526\n - 9 0x3b972ab in BLO_library_link_end /.../blender/source/blender/blenloader/intern/readfile.cc:4545\n - 10 0xbe42109 in BKE_blendfile_link /.../blender/source/blender/blenkernel/intern/blendfile_link_append.c:1283\n - 11 0x3a49c39 in wm_link_append_exec /.../blender/source/blender/windowmanager/intern/wm_files_link.c:346\n - 12 0x39fe3ed in wm_handler_fileselect_do /.../blender/source/blender/windowmanager/intern/wm_event_system.cc:2724\n - 13 0x39ffd56 in wm_handler_fileselect_call /.../blender/source/blender/windowmanager/intern/wm_event_system.cc:2821\n - 14 0x3a04962 in wm_handlers_do_intern /.../blender/source/blender/windowmanager/intern/wm_event_system.cc:3315\n - 15 0x3a04e0b in wm_handlers_do /.../blender/source/blender/windowmanager/intern/wm_event_system.cc:3369\n - 16 0x3a0e0ed in wm_event_do_handlers /.../blender/source/blender/windowmanager/intern/wm_event_system.cc:3963\n - 17 0x39c81bd in WM_main /.../blender/source/blender/windowmanager/intern/wm.c:640\n - 18 0x801b57 in main /.../blender/source/creator/creator.c:585\n - 19 0x7fdac84b0d8f in __libc_start_call_main ../sysdeps/nptl/libc_start_call_main.h:58\n\nSUMMARY: AddressSanitizer: heap-use-after-free /.../blender/source/blender/blenkernel/intern/collection.c:164 in collection_foreach_id\nShadow bytes around the buggy address:\n 0x0c2680044f80: 00 00 00 00 00 00 00 00 00 00 00 fa fa fa fa fa\n 0x0c2680044f90: fa fa fa fa fa fa fa fa 00 00 00 00 00 00 00 00\n 0x0c2680044fa0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00\n 0x0c2680044fb0: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00\n 0x0c2680044fc0: 00 00 00 fa fa fa fa fa fa fa fa fa fa fa fa fa\n=>0x0c2680044fd0: fd fd fd fd fd fd fd fd fd fd fd fd fd fd[fd]fd\n 0x0c2680044fe0: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c2680044ff0: fd fd fd fd fd fd fd fd fd fd fd fa fa fa fa fa\n 0x0c2680045000: fa fa fa fa fa fa fa fa fd fd fd fd fd fd fd fd\n 0x0c2680045010: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c2680045020: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\nShadow byte legend (one shadow byte represents 8 application bytes):\n Addressable: 00\n Partially addressable: 01 02 03 04 05 06 07 \n Heap left redzone: fa\n Freed heap region: fd\n Stack left redzone: f1\n Stack mid redzone: f2\n Stack right redzone: f3\n Stack after return: f5\n Stack use after scope: f8\n Global redzone: f9\n Global init order: f6\n Poisoned by user: f7\n Container overflow: fc\n Array cookie: ac\n Intra object redzone: bb\n ASan internal: fe\n Left alloca redzone: ca\n Right alloca redzone: cb\n Shadow gap: cc\n==84954==ABORTING\n```\n", "Blender shuts down when playing a Rigid Body animation in a linked scene \nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: AMD Radeon R7 200 Series ATI Technologies Inc. 4.5.13492 Core Profile Context 22.19.677.257\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nBlender shuts down when playin the animation of a rigid body object in a linked scene\n\nLoad Factory Settings\nAdd the cube as Rigid Body\nCreate a new scene, Linked Copy\nPlay the animation in any of the two scenes\nWhen switching to the other scene, Blender shuts down\n\n", "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", "Add support for 'editable but not saved' properties for liboverrides\n**Status:** WIP\n\n---\n\n**Team**\n**Commissioner:** @SimonThommes \n**Project leader:** @mont29 \n\n**Description**\n**Big picture:** A few properties of linked data are still editable by the user (though not saved on disk), using the `PROP_LIB_EXCEPTION` RNA flag. A similar behavior could be useful for overrides too.\n\n**Use cases**:\n* Deal with temporary not-really-working material overrides cases (it is currently possible to override the active material, however if assigned to obdata and said obdata is not overridden, this will break materials assignments.).\n* On a larger perspective, allow finer control over some properties when using override.\n\n**Design:**\n* `?` *Mental model, end user usability, paradigms, mockups.*\n\n**Engineer plan:**\n* `?` *Abstract code samples - linked here, UML, API guidelines, library changes.*\n\n**Work plan**\n\n**{icon check-circle color=green} Milestone 1 - optional name**\n*Optional description of milestone.*\nTime estimate: `?`\n\n*All existent tasks edited out (removed) since the milestone is fully done.*\n\n**Milestone 2 - optional name**\n*Optional description of milestone.*\nTime estimate: `?`\n\n* - [x]*Task or feature.*\n* - [ ]*Task or feature.*\n* . . .\n\n**Branch**: `-` *Existing patches or branches.*\n\n---\n\n**Relevant links**:\n* `-`", "Regression: Changes in curve normal behavior\nBroken: 3.0\nWorked: 2.92\n\nInstead of a simple arrow, the scene is something very remotely in the neighbourhood of that shape plus random extruded edges. \n\nOpen example file.\n\n", "When making a full copy of a Scene Lightlinking keeps the old objects in the lightlinking Collection in the new scene\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.79\n\nBroken: version: 4.0.0 Alpha\n\nWhen I make a new Scene (in the same File) and I have used Light Linking, The objects Linked to Light the new Scene are the ones from the original scene and not the duplicated by blender. It would be awesome that blender would Create the new Scene. I know this is still experimenta but I just want to point it out.\n\n\n\n1 create a file\n2 make a Light Plane and Cube\n3 Create a Light Link collection for the Light, drag and drop the Cube and Plane.\n4 Make a full copy of the scene\n5 in the new scene There is the Lightlinking collectio with the same cube and plane as the original scene.\n\n", "Regression: VSE: Copy-Paste of strips from one scene to another offsets the data\nOperating system: Linux-6.3.2-gentoo-x86_64-AMD_Ryzen_Threadripper_1950X_16-Core_Processor-with-glibc2.36 64 Bits, X11 UI\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 530.41.03\n\nBroken: version: 4.0.0 Alpha\nBroken: 3.3.0\nWorked: 3.2.2\n\nCaused by 302b04a5a3fc0e767ac784424f78ce2edf5d2844\n\nLike the title says. \n\n1. Add another scene.\n2. Add any video with audio to the sequencer.\n3. Add some cuts. delete some cut strips and remove the gaps between them.\n4. Select and copy-paste the strips into the other scenes sequencer.\n\n", "Library Overrides of the Same Linked Armature Cannot be Posed Simultaneously\nOperating system: Windows\nGraphics card: RTX 3070\n\nBroken: 3.3.1\nWorked: NA\n\n**Short Description**\nWhen linking a rig and making it into a library override twice in one scene, the rigs function properly as separate rigs but both linked from the same file. However, if you try to go into pose mode for both at the same time and pose the rigs, you cannot pose them separately. This is a pretty specific issue but if you had two identical rigs and wanted to animate them interacting in some way, it would become extremely bothersome.\n\n**Steps to Reproduce**\n- Open `example.blend`\n- Select both armatures\n- Switch to pose mode\n- Select any bone of any armature (this will also select same bone of another armature)\n[bug.zip](bug.zip)\n", "Armature layers can be put into an invalid state via the Python API\nThis is the Blender-side issue corresponding to [this addon report](104535).\n\nBroken: at least 3.6, and also latest main.\nWorked: unknown.\n\n\nUsing the Python API it seems to be possible to put armature layers into an invalid state. For example, here you can see that the layer buttons indicate that the bones are supposedly on a hidden layer, and yet they are visible:\n\n![weird_armature_layers.png](attachment)\n\nAdditionally, they *behave* as if they are on the currently visible layer. E.g. hiding and showing that layer hides/reveals those bones.\n\n\nCurrent reproduction steps involve Rigify and an external Rigify feature set:\n\n1. Enable the Rigify add-on.\n2. Install the Rigify feature set [\"Experimental Rigs\" by Alexander Gavrilov](angavrilov-rigs).\n3. Create an empty armature (by e.g. adding a single-bone armature and then deleting that bone).\n4. In edit mode on that armature, go to the Rigify samples and add the sample for `body_ik.leg`\n\n\n**Expected result:** armature layers are in a valid state.\n**Actual result:** armature layers are in the afore-described weird and seemingly invalid state.\n\n" ]
[ "Link-duplicating proxy loses proxy\nThis was reproduced on both windows 7 and ubuntu linux\n\nBroken: 2.70 RC1\nWorked: 2.69\n\nWhen you link-duplicate a proxy to a linked library object, the duplicated object no longer is a proxy\n\nLink an object from another .blend file.\nCreate a proxy out of it.\nLink-duplicate the proxy\nThe duplicated object was correctly a proxy in blender 2.69, but in blender 2.70 RC1 it seems to be a duplicate that is no longer actually a proxy, only a multi-user mesh.\n" ]
Display bug in Sculpt Mode w/ Multires Operating system: Windows-10-10.0.17763 64 Bits Graphics card: GeForce GTX 760/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 416.94 Broken: version: 2.80 (sub 68) Worked: (optional) Please watch the attached video for a demonstration of the bug. [28_SCULPT_DISP_BUG.mp4](28_SCULPT_DISP_BUG.mp4)
[ "Viewport display of multiple Dupli-Collections when different draw-types are used : wireframe might disappear (only selected are garuanteed to draw)\nOperating system: Windows 10 / Ubuntu 20.04\nGraphics card: GTX 1080 / RTX 3080\n\nBroken: 2d9d08677e a2d59b2dac \nBroken: all versions >= 2.8\nWorked: 2.79\n\nViewport display of Dupli-Collections is inconsistant.\nDigging deeper into it, it looks to be when there are different draw types on the same dupli-collection\n\n1. Open attached blend file\n2. select the empties in the middle of the screen which do not look like they have anything attached\n3. notice how they randomly appear / disappear upon selection.\n4. note that one of instancer is set to `Textured` draw type, the other to `Wire`, if all are set to `Wire` the issue is gone\n\nThis has happened in quite a few of our production scenes.[bug.blend](bug.blend)\n\nNOTE: Might boil down to be the same as #101822 (Collection instance set to Display As Wire doesn't show in Solid mode when not selected) or #86732 (Instanced wire objects are hidden in solid mode instead wire appearance)\n\n", "Bug when opening a file in sculpt mode, making N strokes, and undoing N times\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.90.1\nI know it says branch: master (modified), but the changes are just some print statements in build_files/utils/make_utils.py; nothing involving the actual Blender source code.\n\nAfter opening a blend file in sculpt mode, making one stroke and pressing undo causes an error. The same happens after N strokes and N undos(back to the original file state).\n\nThe following is a video showing what happens: [[ nRUn6EFqNlA ]], and I've also attached [sketch0.blend](sketch0.blend)\n\nsince I'm not able to reproduce it on a simple file. Note in the video that in addition to the obvious visual glitch, the \"dyntopo\" check mark in the top right gets cleared.\n\n1. Open the given file (it is saved in sculpt mode, with dyntopo and symmetry turned on).\n2. Make any stroke anywhere, and then press Ctrl-Z to undo.\n3. The same will happen if you make N strokes and undo N times.\n\n", "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", "Vertex paint + x-ray + polygon selection mode = weird shading\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.20\n\nBroken: version: 2.82 (sub 6)\n\n\nFor me it looks like this\n![27724815.png](27724815.png)\n![27730116.png](27730116.png)\n\n[vertex paint x-ray strange shading.blend](vertex_paint_x-ray_strange_shading.blend)", "Wrong number of datablocks indicated in the outliner\nOperating system: Linux 64\nGraphics card: GTX 1080\n\n2.93.5 & 3.0\n\nIn certain areas of the Outliner, icons show a little number indicating the total number of each datablock type contained in a collection, scene, etc. But the method for calculating this number is broken! If the same object shows up in multiple places, such as when it is linked in multiple collections, it will add to the total more than once. It's not hard to reveal the error- even the default file has this problem in the Blender File display mode:\n![screen.png](screen.png)\nIt looks as though our default file has 4 mesh objects, 4 lights, and 4 cameras, but it doesn't. Those things just appear 4 times in different places.\n\n - Open the Outliner and go to Blender File display mode\n - Un-expand the Current File line to see the incorrect total\n # Link an object into multiple collections in one collection to see the same issue in the View Layer display mode\n\n\n", "Keymap: custom key modifiers work inconsistently\nOperating system: Arch Linux, no DE, i3wm\nGraphics card: GTX 960\n\nBroken: 2.80\nWorked: 2.79\n\nI'm left-handed on the tablet, so I bind my sculpt hotkeys to the numberpad. Binding NumpadEnter+LMB to sculpt inverted (same as holding Ctrl) no longer works in 2.80. However, binding NumpadEnter+MMB to pan the view does work. Not sure where the conflict is. This setup did work in Blender 2.79.\n\nLoad factory settings\nImport .py keymap provided (or bind manually; sculpt.brush_stroke and view3d.move)\nEnter sculpt mode\nAttempt to sculpt inverted by holding NumpadEnter+LMB\n\n[system-info.txt](system-info.txt)\n[custom_modifier_bug.py](custom_modifier_bug.py)\n\nSimilar bugs from ages ago:\nT44349\nT34822", "Object.display_type \"Solid\" behaves the same as \"Textured\"\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: Radeon RX 580 Series ATI Technologies Inc. 4.5.13570 Core Profile Context 19.8.1 26.20.13001.29010\n\nBroken: version: 2.81 (sub 12)\nWorked: 2.79b\n\nIn a viewport set to \"Textured\" mode (either on Cycles or Eevee), setting Object.display_type = \"SOLID\" still shows a textured object.\nOn Blender 2.79 this property was called \"Maximum Draw Type\" and was behaving as expected.\n\n1.-Set the viewport to Textured mode.\n2.-Select a textured object and set its property \"Display As\" to Solid.\nIt will stil be shown as Textured so theres no difference between the two modes (Solid, Textured)\n\nBlender 2.81\n![screenshot_20190920_233932.jpg](screenshot_20190920_233932.jpg)\n\nBlender 2.79b\n![screenshot_20190920_234046.jpg](screenshot_20190920_234046.jpg)\n\nExample blend.\nThe viewport is set to \"Textured\", the monkey set to \"Solid\" but is shown as Textured.\n[solid_object_display_type.blend](solid_object_display_type.blend)\n", "Frame counter while rendering does not respect blender's DPI setting\n4K screen, Windows 10, GEFORCE 960M\n\nBroken: bac1279\n\nThe cursor frame counter that displays while rendering is minuscule on a 4K screen, regardless of the DPI setting in Blender", "Armature Object's \"Display As\" does nothing\nOperating system: Linux-5.3.0-26-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 435.21\n\nBroken: version: 2.82 (sub 6)\nWorked: version: 2.79 release.\n\nWhen I add an armature and change the Viewport Display Mode, nothing happens.\n\n\nOpen the blender;\nDelete the default objects;\nAdd an Armature, single bone;\nIn the Properties Panel, Object Properties, Viewport Display:\nChange 'Display As' to anything, it doesn't work.\n\n![image.png](image.png)\n\n", "Glitches on Video Sequence timeline\nOperating system: Linux 5.9.11\nGraphics card: Intel Haswell\n\n[system-info.txt](system-info.txt)\n\nBroken: 2.92\n\nShowing glitches on video sequence timeline when area of Video Sequencer resizing\n\nSteps shown on video\n\n[2020-12-02_15-19-26.mov](2020-12-02_15-19-26.mov)", "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", "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", "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", "dual monitor will sometimes cause blender to freeze\nOperating system:win10\nGraphics card:2080s\n\nBroken: 3.4.1\nWorked: \n\ni have two monitors (4k and 2k) scrolling timeline or doing anything on one monitor and displaying cycles render viewport on the other monitor will sometimes cause blender to freeze forever\n\nit is not specific to this scene it will freeze on all kinds of scenes, might be related to the muti-monitor bug i have been reporting T96248\nhere is a screenshot of what it looks like when freezing ![dwm_dn4qjvpnKf.png](dwm_dn4qjvpnKf.png)\n\nmake some animation\nhave 2 monitors and use cycles rendered view on one monitor and scrolling timeline on the other monitor", "Invert Masking behaviour for Sculpt/Paint Mode\nThis is a design related to the implementation of Paint Mode.\nIt outlines the possibility to invert the behavior & visualization of masks.\n**Current** = Masked vertices cannot be edited\n**Proposed** = Masks & Selections are the same -> They can be edited.\n\n# Current Issues\n\nThere are a few different issues that exist the with current way of how masks work.\n\n### An Inverted Workflow\n\nA typical workflow issue when using masks is that users mask a section of their mesh and then invert the mask.\nIn a lot of cases the areas you mask are the ones you DO want to edit.\nMasking is very much designed with this workflow in mind. But this leads to using `Invert` on the mask potentially hundreds of times per day.\n\n### Syncing Selections across Modes\n\nFor the implementation of Paint Mode it will be very beneficial to start syncing selections between various modes. \nSo if a selection is made in Edit Mode it will also appear as masked in Sculpt/Paint Mode (This would likely be a direct conversion every time you switch modes)\nThis will be less confusing and disconnected if both the selection in Edit Mode and the mask in Sculpt/Paint Mode are areas you CAN affect.\n\n### Masks vs Selections\n\nA current plan for the implementation of Paint Mode and the new Curves object type is to use \"Selections\". \nThe use case for sculpt mode masks and selections is essentially the same: \n**You define a temporary area that should be affected by your operations.**\n\nThe issue is that \"Masks\" also refer to the concept of for example creating an attribute (like a vertex group or color attribute)\n or a grayscale image texture and using it as a factor for shader/geometry nodes. The use case here is quite different:\n**You save an area for repeated use in materials and procedural networks.**\nFor example layering textures.\n\nReplacing the current concept of sculpt mode masks with selections would avoid confusion and make the use case of selections and masks very clear.\n\n# Proposal\n\n### Selection instead of Masking\n\nWe need to test the following behavior:\n- Rename \"Mask\" to \"Selection\" or \"Selection Mask\"\n- Unselected areas are darkened with an overlay\n- Selected areas are affected by brushes & other operations\n\nThere are use cases that are important to keep in mind with this change:\n- When entering sculpt mode, everything should already be selected.\n- Previous workflows (Mask brush) to create a deselected area and should still be accessible.\n\nOther areas of Blender will still refer to \"Masks\" like a Texture Mask in the brush settings, mask nodes, grease pencil layer masks and motion tracking masks.\n\n### Offer a preference to use the old behavior\n\nThere should be an option in the preferences to invert the selection behavior globally in sculpt/paint mode and get the old behavior back.\nTo what extend the inverted behavior would be done needs to be tested." ]
[ "Normals don't update while sculpting under these conditions\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 417.71\n\nBroken: version: 2.80 (sub 55)\nWorked: (optional)\n\nNormals don't visually update under these conditions while sculpting: \n- Object has to use multires. A highly subdivided mesh with no multires looks fine\n- Mesh has to be smooth shaded. Flat shaded meshes look fine\n- Overlays have to be turned off. Not sure why overlays would affect it but it does\n\nNot having constant feedback of the shading of the normals is bad for understanding the shapes. Once you leave Sculpt mode, the new normals will appear correctly\n\n\nUsing this blendfile, enter sculpt mode and sculpt with the default brush. Go out to object mode or turn on Overlays to see the correct result\n[bug16.blend](bug16.blend)\n\n[bugvid.mp4](bugvid.mp4)\n\n\n\n\n", "Brush sculpt on object with multires, does not compute in particular cases.\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 960M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.39\n\n\nBroken: version: 2.80 (sub 60)\nWorked: (optional)\n\n\nBrush sculpt on the object with multires, does not compute in particular cases.\n![Screenshot_5.png](Screenshot_5.png)\n\nThe bug only happens with this particular object, it will act normal if I tried to recreate this bug with a new scene. But when I try to create a clean shape like spheres in the same scene as the buggy object, they will act the same.\n\nnow there is two way to force the brush to compute;\n- going to edit mode and back to sculpt mode\n- after using \"save as\" not \"save\" but \"save as\"\n\nthis is the file that started the bug.\n[multires_bug.blend](multires_bug.blend)", "multiresolution modifier don't update the shader in smooth shading mode\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 416.94\n\nBroken: version: 2.80 (sub 60)\n\n\nin multiresolution sculpt mode the shader doesn't update if the mesh is in \"smooth shade\" mode.\nIn shade flat mode I noticed no problem.\n\n\n- create an mesh object\n- turn smooth shade on \n- add a multiresolution modfier\n- sculpt\nYou will notice that the mesh is properly deformed, but the shader does not get an update until you go in edit mode or turn off/on the visibility of the modfier.\n\nPlease check the video to see what happen on my machine.\n\nthankyou\n\n[shading.avi](shading.avi)\n", "strange sculpting bug with multires , only updates when ovelay tab is turned on\nwin 10\nintel i5 \namd radeon \nblender 2.8 \nhash 490a385c8124\n\nA verry strange bug occured during sculpting and the multires modifier , the sculpting does not update when the overlays tab is turned on{[F6775193](strange_bird.blend)}\n[strange bird.blend](strange_bird.blend)\nI can only provide the blend file ", "multires + sculpt does not update when object is set to smooth shading and viewport overlay is turned off\n win 10\nintel i5 \namd radeon \nblender 2.8 \nhash 490a385c8124\n\nWhen object is set to smooth shading ( and accompanying multires ) and viewport overlay is turned off , the sculpting is not updated \n\n- create cube\n- subdivide a couple of times \n- insert multires + subdivide a couple of times \n- go into sculpt mode \n- Sculpting is updated even when viewport overlay is turned off \n- Now go back into object mode and turn on SMOOTH shading for the object \n- When going back into sculpt mode and the vieport overlay is turned off , the sculpting not updated \n\n\n", "Multires sculpting not visible when object is smooth shaded\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 780/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 417.35\n\n\nBroken: version: 2.80 (sub 64)\nWorked: version: 2.80 (sub 60)\n\n\nWhen sculpting on multires modified object the drawings are not visible. Only when exiting sculpt-mode, changing the geometry data or switching to flat shaded will the new sculpting strokes become apparent. Something seems wrong with updating normals in the viewport.\n\n[Steps shown in this video (less than a minute) ](4Igi7U95H10)\n\nCreate a uv-sphere (or any other object), add the multires modifier, add some subdevisions, e.g. 5 or 6 subdevisions.\nSet the shade to smooth and try to draw on the sphere.\n\n\n\n", "Multires: normals not updating when using smooth shading\nOperating system: Linux\nGraphics card: Nvidia GeForce GTX 1050 Ti\n\nBroken:\nMarch 06, 14:18:14 - 3fc7d51ed3d3Beta\n\nWorked:\n\n\nSmooth Shading in sculpting mode does not update correctly when you deactivate Overlays.\n\n\n 1. Open Blender.\n 2. Right click on cube shade smooth.\n 3. Change to sculpt Mode.\n 4. Use Mutires modifier.\n 5. Deactivate Overlays.\n 6. Try to sculpt\n\n[You can watch the behavior here. ](LAcCimLGIUs)\n\n", "strange sculpting bug with multires , only updates when ovelay tab is turned off \nwin 10\nintel i5 \namd radeon \nblender 2.8 \nhash 490a385c8124\n\nA verry strange bug occured during sculpting and the multires modifier , the sculpting does not update when the overlays tab is turned of \n[strange bird.blend](strange_bird.blend)\nI can only provide the blend file ", "Multiresolution not working\n{[F7010961](male_basemesh1.obj)}Operating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 980M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.39\n\n\nBroken: version: 2.80 (sub 60)\nWorked: (optional)\n\n\nThe multiresolution does not update correctly\n\n[I sculpt on the model with multiresolution on. And my strokes are not visible until i press subdivide. Can't upload blend file because it crashes if i have multiresolution on, so there must be a bug.\nBut uploaded the .obj i sculpted on. I removed the body because i only needed the left arm.\n\n", "Sculpt Mode doesn't show the actual draw on the model\nOperating system: Windows 10 64bit\nGraphics card: NVIDIA GeForce GTX 1060\n\nBroken: 2.80.60, 558017d6a644, master, 2019-05-08\nWorked: 2.80.51\n\nWhen you draw a line in sculpt mode you're unable to see the actual effect if you don't click for each draw the \"optimal display\" box for the **multiresolution** modifier.\n\nThis is what you have without the \"**Optimal Display**\":\n[Here you can see the dark line... ](r33BgmX)\n\nThis is what you have if you turn **ON** the \"Optimal Display\":\n[Here the line is visible.. ](JKryrS4)\n\nAnd now the problem, even if you keep **ON** the \"Optimal Display\" trigger, the next line you'll draw will be **again** a dark light line!!!\n[Here you can see the line again dark... ](QDrZYdH)\n\nNow if I turn the \"Optimal Display\" **OFF** I can finally see the line updated.. And for the next line that I draw I will have to do this switch again!!! Every time!\n\nJust follow the step I showed above.\n\nI hope this will help the community.\nEDIT: this is my .blend file, try to use the sculpt draw tool on the hair after you use the multiresolution tool:\n[Lego.blend](Lego.blend)\n\nKind Regards,\nErnesto" ]
crash on attempt to open a specific file Operating system: Windows-10-10.0.17134 64 Bits Graphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 416.94 Broken: version: 2.80 (sub 60) Worked: git.bfef3bce1a93 Blender crash when I try to open a specific file. open the attached file thank you. [crash.blend](crash.blend)
[ "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", "Sculpt crash in certain scenario (PBVH vert number does not match)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.76\n\nBroken: version: 2.93.6\n\nCrash upon altering the model in any way.\n\n1. Open file\n2. Use a tool/brush to alter the model.\n3. Instant Crash\n\nI have updated GPU drivers and the latest Blender version as of today, still crashes.\n\nCould not find any duplicate bugs of crashes when interacting with models, only crash on startup and others. \n\nI expect my GPU is just too trash.\n\n[blender_debug_output.txt](blender_debug_output.txt)\n\n[blender_system_info.txt](blender_system_info.txt)\n\n[Goblin.crash.txt](Goblin.crash.txt)\n\n[Goblin.blend](Goblin.blend)\n", "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", "Evee crashes when rendering \nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89\n\nBroken: version: 2.93.3\n\nRendering this file with evee causes a crash. Cycles is able to render the file.\nThe mesh was originally created in blender 2.6x with blender internal textures down loaded from blend swap 6618\nI was updating the textures for 2.9.3. \n\nRender the image.[crash.txt](crash.txt)\n\n[debug.blend](debug.blend)\n\n", "Re-saving 16bit PNG image with straight alpha multiple times corrupts the image\nOperating system: Windows 10\nGraphics card: AMD\n\nBroken: 3.2.1\nWorked: ?\n\n\nRe-saving 16bit PNG image with straight alpha multiple times corrupts the image.\nAs far as I can tell it's broken only for 16/32bit images and works for 8bit\n\n[Texture.zip](Texture.zip)\n1) Open the file, paint something half-transparent (optionally)\n2) Press \"Save image\"\n3) Press \"Reload image\"\n4) Image should look different than before saving", "Segfault in CustomData_blend_read\nOperating system: Debian Linux, Stable\nGraphics card: GTX970\n\nBroken: 3.6.0 Alpha, branch: main (modified), commit date: 2023-04-05 18:55, hash: 92c9c1d4003e, type: Release\nWorked: Unsure. Old blend I loaded and worked on for a while. Errors on open now.\n\nSegfault on load.\n\n1. Load blend, or open blender and load blend\n\n(No idea what the gvfs error is.)\n```\nFailed to open dir (No such file or directory): /run/user/6001/gvfs/\n[New Thread 0x7fffe3ae9700 (LWP 2310937)]\n...\n[New Thread 0x7fffdb9fe700 (LWP 2310945)]\nRead blend: \"/tmp/segfault.blend\"\n\nThread 1 \"blender\" received signal SIGSEGV, Segmentation fault.\n0x0000000001009af9 in CustomData_blend_read (reader=0x7fffffffd498, data=0x7fffd9c471f0, \n count=5002)\n at /opt/src/blender-git/blender/source/blender/blenkernel/intern/customdata.cc:5194\n5194 if (layer->flag & CD_FLAG_EXTERNAL) {\n(gdb) l\n5189\n5190 int i = 0;\n5191 while (i < data->totlayer) {\n5192 CustomDataLayer *layer = &data->layers[i];\n5193\n5194 if (layer->flag & CD_FLAG_EXTERNAL) {\n5195 layer->flag &= ~CD_FLAG_IN_MEMORY;\n5196 }\n5197\n5198 layer->flag &= ~CD_FLAG_NOFREE;\n(gdb)\n```\n\n", "File Browser: Blender freezes for half a minute when opening File Browser\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 537.13\n\nBroken: 3.5, 3.6, 4.0\n\nIn Blender when I access a file that has a shortcut to my private cloud storage, which contains an IP address (\\192.168..*), Blender freezes.\nThe cloud storage is not running most of the time, so it could be that Blender is trying to read the folder but fails, because the storage doesn't respond (because it's turned off).\nGeneric Windows File Explorer does the same thing when I open the folder (but doesn't freeze ofc, just trying to load it until timeout).\n\n<video src=\"attachment\" controls></video>\n\nYou will need a shortcut-file that points to some address on the network that takes a long time to load.\nOne way I found to create a shortcut like this is by:\n- On a local network, access a file from a computer on the network and create a shortcut to that file\n- Shut down the network or the computer being accessed.\n\nNow that we have this shortcut-file, in Blender, just do this:\n- Open File Browser in any way (loading file, or texture, or click on File > Import > Wavefront (.obj).)\n- Go to the directory with the shortcut-file\n\nAfter some time, the files may finally appear and the delay disappears when accessed again.\nTo replicate the delay again, close and reopen Blender.\n\n", "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 if boolean + very very big scale\nOperating system: Ubuntu 20.04\nGraphics card: Geforce MX230\n\nBroken: 3.2.1, 3.2\n\n[2022-07-21 19-15-24.mp4](2022-07-21_19-15-24.mp4)\n\n1. add boolean modifier\n2. scale any object on very very big value", "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", "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!", "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", "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 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)", "Opening of a new/recent file interrupted with saving current file\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.92.0\n\n1. create new file, make changes\n2. try to open recent file\n3. agree to save current file with new name\nfile saved but new one not opened.\n\n[2021-04-24_07-58-40.mp4](2021-04-24_07-58-40.mp4)\n\n" ]
[ "Blender Crash: Adding a modifier to curves crash Blender\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.39\n\n\nBroken: version: 2.80 (sub 60)\nWorked: (optional)\n\n\nAdding any modifier on Curve object will make blender crash\n\nAny modifiers on any curves. \nOn any files, even new blank files\n\n- Open Blender\n- Add a curve object \n- Add a modifier to the curve\n- Blender crash\n" ]
crashes when dragging jpeg from desktop into 3d view window. [system-info.txt](system-info.txt) 2.8 crashes when dragging jpeg from desktop into 3d view window.
[ "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", "Viewport Render crashes on macOS 12.3\nOperating system: macOS-12.3-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Apple 4.1 Metal - 76.3\n\nBroken: version: 3.1.0 Beta\n\n\nUpdated MacOS to 12.3 (Beta) and going to Viewport Render will cause a full Mac freeze then crash. A hard reboot is the only resolution.\n\nNot sure if this is caused from the latest version of MacOS (12.3 Beta) or if it's the latest version of Blender (3.1Beta). \nI haven't tried with the latest Blender 3.1 Beta build with Monterey 12.2 Beta as this would require me to wipe the computer and reload all apps and files in the OS downgrade process.\n\nOpen default scene and toggle the Viewport Render button.\n\n", "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", "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", "PyAPI: Crash when trying to draw a PointerProperty in the UI.\nOperating system: Linux-5.8.0-7642-generic-x86_64-with-glibc2.32 64 Bits\nGraphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.56\n\nBroken: version: 3.1.0 Alpha\n\nMy addon registers a PropertyGroup with a PointerProperty within, which wants to point at Objects.\nThis PropertyGroup is added to bpy.types.PoseBone.\nSometimes, when trying to draw this PointerProperty, Blender crashes.\n\nThe stack trace seems to be an infinite loop between these two asserts:\n```\nBLI_assert failed: source/blender/blenkernel/intern/idprop.c:741, IDP_GetPropertyFromGroup(), at 'prop->type == IDP_GROUP'\nBLI_assert failed: source/blender/blenkernel/intern/idprop.c:687, IDP_AddToGroup(), at 'group->type == IDP_GROUP'\n```\nand with some other stuff in between.\n\n- Zip of a .blend file and the addon (stripped down to just a few lines of code):\n[property_draw_crash.zip](property_draw_crash.zip)\n- Note that although the addon was originally about bone gizmos, all the widget drawing related code is completely gone. It's now just a PropertyGroup, a PointerProperty, and a Panel, and nothing else.\n- Install the addon.\n- Open the Blend file. The Properties Editor should already be set to the Bone tab, with the Viewport Display panel opened, which is where the addon will attempt to draw the property.\n- Enable the addon. It should crash with the above stack trace.\n\n[props_draw_crash-2021-11-12_13.14.46.mp4](props_draw_crash-2021-11-12_13.14.46.mp4)", "Crush while baking a cloth simulation\nOperating system: macOS-13.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Pro 1.2\n\nBroken: version: 3.6.2\n\nI was performing the baking of a cloth simulation. During the initial and subsequent baking attempts, everything worked fine. However, when I tried to re-bake the simulation after moving the cursor in the timeline, the program crashes. I tries to bake that cloth in previous versions. It didn't work as well\n\nTo trigger the crash, you simply need to move the cursor in the timeline and then initiate the baking process.\n\nUnfortunately, i cannot add the file (size is 200mb and i can't make it smaller ), so than i added the crash txt file and a link to the file on google drive\nview?usp=sharing\nThank you!\n\n", "Segfault when encountering exception with props dialog open.\nOperating system: Linux\nGraphics card: Intel\n\n\nBroken: 2.92, 2.93.0\n\n\nWhen an `Exception` is raised in the `.invoke()` method of an operator while a props dialog is open, Blender does a segfault:\n\n`Unhandled exception thrown: read access violation. op->type was nullptr.`\n```\n>\tblender.exe!ui_layout_operator_properties_only_booleans(const bContext * C, wmWindowManager * wm, wmOperator * op, int layout_flags) Line 2517\tC\n\n \tblender.exe!uiTemplateOperatorPropertyButs(const bContext * C, uiLayout * layout, wmOperator * op, eButLabelAlign label_align, short flag) Line 2560\tC\n \tblender.exe!wm_block_dialog_create(bContext * C, ARegion * region, void * userData) Line 1391\tC\n \tblender.exe!ui_popup_block_refresh(bContext * C, uiPopupBlockHandle * handle, ARegion * butregion, uiBut * but) Line 586\tC\n \tblender.exe!ui_block_region_refresh(const bContext * C, ARegion * region) Line 399\tC\n \tblender.exe!wm_draw_window_offscreen(bContext * C, wmWindow * win, bool stereo) Line 754\tC\n \tblender.exe!wm_draw_window(bContext * C, wmWindow * win) Line 867\tC\n \tblender.exe!wm_draw_update(bContext * C) Line 1066\tC\n \tblender.exe!WM_main(bContext * C) Line 654\tC\n \tblender.exe!main(int argc, const unsigned char * * UNUSED_argv_c) Line 523\tC\n```\n\n\n[#88929.blend](T88929.blend)\n\n- Open file\n- Run script", "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", "Cycles crashes on viewport rendering in CUDA driver\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.3.0\nWorked: 3.2\n\nThe crash happens while navigating the viewport in shading mode, using Cycles.\n\nThis crash reappeared in the latest 3.3 release. It happened in older releases, then it got stable, but now it's back again.\nApparently, it has to do with Cuda.\nIt's not happening in one particular scene only, but rather randomly regardless of the complexity of the scene.\n\n[Cave-CloseUp-v006.crash.txt](Cave-CloseUp-v006.crash.txt)\n\n[Cave-CloseUp-v005.crash.txt](Cave-CloseUp-v005.crash.txt)\n\n[blender.crash.txt](blender.crash.txt)", "Evee crashes when rendering \nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89\n\nBroken: version: 2.93.3\n\nRendering this file with evee causes a crash. Cycles is able to render the file.\nThe mesh was originally created in blender 2.6x with blender internal textures down loaded from blend swap 6618\nI was updating the textures for 2.9.3. \n\nRender the image.[crash.txt](crash.txt)\n\n[debug.blend](debug.blend)\n\n", "Crash when 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", "Blender is crashing instantly to the desktop randomly (solid viewport)\n\nOS: Windows 10 Pro 64bit (Version 21H2, OS Build 19044.2006)\nGPU: Nvidia GeForce RTX 2070 (Driver: Version 517.48 (released 27th September 2022))\nCPU: AMD Ryzen 7 2700\nRAM: 64GB\n\n\nBroken: version: 3.3 (and versions for the last couple of years)\nWorked: none since 2020 approx.\n\n\nBlender crashes seemingly randomly when performing modelling actions such as moving vertices, clicking sliders or buttons, switching to wireframe view, or moving the viewport camera in any way. There may be other actions that cause crashes. Crashes cause Blender to instantly close to desktop, leaving no crash dumps. Crashes occurring over multiple versions since 2020, multiple reinstallations of the OS, and clean reinstallations of graphics driver.\n\nUsing blender_debug_gpu.cmd, I was able to retrieve a log from a crash that has some differences to a normal log:\n\n\"*INFO (gpu.debug): Notification : Buffer usage warning: Analysis of buffer object 82 (bound to GL_SHADER_STORAGE_BUFFER (1)) usage indicates that the GPU is the primary producer and consumer of data for this buffer object. The usage hint supplied with this buffer object, GL_STATIC_DRAW, is inconsistent with this usage pattern. Try using GL_STREAM_COPY_ARB, GL_STATIC_COPY_ARB, or GL_DYNAMIC_COPY_ARB instead.*\"\n\nCurrently, have no way to reproduce the crashes at will, they just seem to happen during my normal work. Load tests using OCCT do not cause crashes.\n\n**Debug log from crash**:\n[blender_debug_output2.txt](blender_debug_output2.txt)\n\n**Normal debug log**:\n[blender_debug_output_normal.txt](blender_debug_output_normal.txt)", "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", "Remove and re-add the rigid body world causes Blender to crash.\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 517.48\n\nBroken: version: 3.3.1\nWorked: I dont know.\n\nWhen the physical world is removed and added again, playback will cause the program to crash.\n\n\n1. Download the 2.blend and open it.\n2. Play 5 frame.\n3. Click the Remove Rigid Body World button.\n4. Click the Add Rigid Body World button.\n5. Click the rigid body world setting Collection. Then select RigidBodyWorld .\n6. Click the rigid body world setting Constraints. Then select RigidBodyConstraints .\n7. Move to 1 frame.\n8. Play 5 frame. Blender will crash immediately.\n\n[2.blend](2.blend)", "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" ]
[ "Some image empties crash blender2.8\nUbuntu 17.10\nGTX 1080\n\nBroken: 2c347ebbba9\n\n\nSome image empties crash blender2.8\n\nThis is the crash output from blender2.8 with --debug enabled:\n\n```\n Version 279 sub 6 date 2018-10-01 06:35 hash 786870e26f8\nColor management: scene view \"Filmic\" not found, setting default \"Default\".\nfind_node_operation: Failed for (COPY_ON_WRITE, '')\nadd_relation(Eval Order) - Could not find op_from (OperationKey(type: COPY_ON_WRITE, component name: '', operation code: COPY_ON_WRITE))\nadd_relation(Eval Order) - Failed, but op_to (OperationKey(type: COPY_ON_WRITE, component name: '', operation code: COPY_ON_WRITE)) was ok\nWriting: /home/user/blenderTemp/xxxx.txt\nSegmentation fault (core dumped)\n\n```\nand this is the output from the crashlog:\n\n```\nbuild_linux/bin/blender(BLI_system_backtrace+0x33) [0x555556a070e3]\nbuild_linux/bin/blender(+0xab2090) [0x555556006090]\n/lib/x86_64-linux-gnu/libc.so.6(+0x37140) [0x7ffff03e2140]\nbuild_linux/bin/blender(_ZN3DEG24DepsgraphRelationBuilder29build_copy_on_write_relationsEPNS_10IDDepsNodeE+0x29c) [0x555556a1dfcc]\nbuild_linux/bin/blender(_ZN3DEG24DepsgraphRelationBuilder29build_copy_on_write_relationsEv+0x2f) [0x555556a1e00f]\nbuild_linux/bin/blender(DEG_graph_build_from_view_layer+0xb5) [0x555556a12345]\nbuild_linux/bin/blender(BKE_scene_graph_update_tagged+0x48) [0x5555567c9bb8]\nbuild_linux/bin/blender(wm_event_do_depsgraph+0xd0) [0x55555600a390]\nbuild_linux/bin/blender(+0xabea64) [0x555556012a64]\nbuild_linux/bin/blender(WM_file_read+0x1c1) [0x555556012de1]\nbuild_linux/bin/blender(+0xac0474) [0x555556014474]\nbuild_linux/bin/blender(+0xab71d6) [0x55555600b1d6]\nbuild_linux/bin/blender(WM_operator_name_call_ptr+0x1a) [0x55555600bbba]\nbuild_linux/bin/blender(+0xc69b4b) [0x5555561bdb4b]\nbuild_linux/bin/blender(+0xc7a206) [0x5555561ce206]\nbuild_linux/bin/blender(+0xaba0ab) [0x55555600e0ab]\nbuild_linux/bin/blender(+0xabab6c) [0x55555600eb6c]\nbuild_linux/bin/blender(wm_event_do_handlers+0x229) [0x55555600f119]\nbuild_linux/bin/blender(WM_main+0x20) [0x555556006b60]\nbuild_linux/bin/blender(main+0x333) [0x555555fed7c3]\n/lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xf1) [0x7ffff03cc1c1]\nbuild_linux/bin/blender(_start+0x2a) [0x5555560027aa]\n```\n\n\nThis file will open in blender2.7 but not blender2.8. It only has a image empty with the image being a normal image that i painted over to remove any identifiable information.\n[crash.blend](crash.blend)", "Blender 2.8 Crashes when I click on undo and redo while working with image or image empty\nWindows 10 Pro 64Bit\nIntel(R) Core(TM) i3-4005U CPU @ 1.70GHz, Intel® HD Graphics 4400 (Integrated)\n8 GB RAM\nGeforce nvidia 820m 2GB (Discrete GPU)\n[system-info.txt](system-info.txt)\n\nBroken: Blender 2.80.31 2c347ebbba9\nWorked: (optional)\n\nBlender Crashes When I click on undo and redo while working with image or image empty.\n\n1. Opened Blender\n2. Added an Image from Add Menu, Add > Image or Add > Empty > Image\n3. Scaled the Image\n4. Then I clicked \"Ctrl + Z = undo, Ctrl + Shift + Z = redo\"\n5. Blender crashed\nHere is the blend file.\n[Burger.blend](Burger.blend)\n\nBased on a (as simple as possible) attached .blend file with minimum amount of steps\n", "Blender crashs by loading more than one Empty-Image\n\n```\n CPU: Intel @6600\n RAM: 8000 MB\n GFX: nVidia Geforce GT 610, 2000MB\n OS: Windows 7, 64bit, allways Updatet\n Drivers: ???\n Blender: 2.8 2018-11-19 0:58\n```\n\nInstead of setting up blueprints in the conventional way, I tried to load a front and side view as an image empty. One empty works (no matter which view), but a second empty view crashes Blender immediately, without any message.\n\nOpen Blender. Delete Quad. Go to Front-View in Orthographic Mode. The press SHIFT-A and add an Image (as Empty). All is fine.\nNow go to Side View (Right), press Shift-A and load an second Image as the Sideview. Click to Add Image, select Image and when you hit Load Image as Empty Blender crashs.\n\nBased on a (as simple as possible) attached .blend file with minimum amount of steps\n", "MULTIPLE IMAGE PLACING - \nWINDOWS 10, 64Bit, intel + AMD Radeon 4Gb\n\nblender-2.80.0-git.d5c751012b3-windows64 & Mac\nWorked: (optional)\n\n**BLENDER CRASH OPENING PREVIOUS BLENDER FILE WITH REFERENCE IMAGES AND ALSO WHEN TRY TO IMPORT REFERENCE IMAGE**\n\n**JUST TRY TO PLACE IMAGE FROM ADD MENU ON ANY ORTHOGRAPHIC VIEW. FIRST TIME IT WORKS SECOND TIME BLENDER CRASH. SAME THING HAPPENS ON MY iMac ALSO. BUT IN THE OLDER VERSION 2.8 ON 16TH (blender-2.80.0-git.c94f806dc73-windows64) IT WORKS WITHOUT ANY ISSUE**\n\n.\nTNX :)" ]
Creating a new scene doesn't use the default Colour Management settings Windows 10, GTX 1070 Broken: Blender 2.8 Alpha 2 74737091c00 Worked: Blender 2.79 Creating a new scene doesn't use the default Colour Management settings. In the latest build, it changes from sRGB to DCI-[P3](P3.txt). You'll notice even the 3D viewport background colour changing slightly. ![image.png](image.png) ![image.png](image.png) 1) Open up a new Blender scene 2) Create a new Scene ( New ) Notice the 3D viewport background slightly changing, as well as the changed settings in Colour Management.
[ "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.", "Eye-dropper missing in texture paint mode.\nOperating system: Windows-10-10.0.22593-SP0 64 Bits\nGraphics card: AMD Radeon(TM) Vega 8 Graphics ATI Technologies Inc. 4.5.14800 Core Profile Context 22.5.2 30.0.21017.1000\n\nBroken: version: 3.3.0 Alpha\nThe same with version 3.2\n\neye-dropper is not appearing on the color selection whell when doing texture paint, both on the 3d view, or 2d texture painting.\n\nOpen blender, select the cube, go to texture paint mode, right click, left click on the color square on the top left corner, then you'll see the eye-dropper is missing. \nOpen blender, switch to texture paint workspace (or switch the tab to texture paint), create a new texture, right click, click on the color square on the top left corner, then you'll see the eye-dropper is missing. \n\n", "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)", "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", "Particle Viewport display options don't reset properly when changing particle type\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56\n\nBroken: version: 3.4.0\n\n\nViewport Display panel options don't reset properly when changing the particle type from Emitter to Hair and back to Emitter again.\n\n1. New default scene.\n2. Add particle system to cube.\n3. Go to the Viewport Display panel for the particle system and notice options.\n4. Change the particle system type from Emitter to Hair.\n5. Options under Viewport Display panel change accordingly.\n6. Change the particle system type back from Hair to Emitter.\nOptions under Viewport Display panel are those for Hair and not Emitter.\n\n![image](attachment)\n\n", "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", "EXR output color options do not work\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.2.0 Alpha\n\nWhen choosing OpenEXR or OpenEXR Multilayer output format we have options for BW | RGB | RGBA\n\n![image.png](image.png)\n\nHowever EXR files are always written as RGBA no matter what, meaning there is not way to save a 3 channel RGB image without alpha or a single channel BW grayscale image.\n\nAnother related issue is the inconsistency in output options.\n\nAs mentioned above the render output does show BW | RGB | RGBA options:\n![image.png](image.png)\n\nBut saving an image from the image editor only shows RGB | RGBA options\n![image.png](image.png)\n\nThe same is true for the options available in the compositor File Output node\n\n![image.png](image.png)\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!", "Adjust Last Operation: Other changes outside that panel are reverted back automatically\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 2.90.0 Alpha\n\nHere the demo and file\n[2020-06-23_20-30-11.mp4](2020-06-23_20-30-11.mp4)\n[Scene state reset.blend](Scene_state_reset.blend)\n\n1. Add some objects, add last one\n2. Change visibility for other objects via outliner\n3. Change property in adjustment popup\n4. Scene settings resetted to previous", "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) ", "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.", "Video Sequence Editor cache not updating for scene strips\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 398.11\n\n\nBroken: version: 2.80 (sub 74)\nWorked: 2.79\n\n\nNot sure if I'm doing something wrong here, but the Video Sequence Editor is not updating scene strips when changes are made to the scene (like object/camera manipulation).\nWhatever is cached before the change stays in memory. The only way to force the update I've found so far is to change the \"Preview Shading\".\n\nThe expected behavior is that any visual change made to the scene in the scene strip would be updated real-time without changing the Preview Shading every time.\n\nThis isn't the case in 2.79. For the most part, I found scene strips updating when I made changes to the scene. If it won't update for some reason, I'd toggle something that won't affect my scene (like \"Show Grease Pencil\" when I have no GP elements).\nWhile even this wasn't ideal, at least I wasn't forced to change the strip visually to force the update, and it didn't need to be done every time.\n\nIf this isn't a bug but it's a settings issue, maybe the defaults need to be changed to make it work as expected.\n\n1. Add a scene strip to the VSE.\n2. Playback the timeline in VSE.\n3. Do something to change the scene. (e.g. Add a new Cube, move the camera, etc.)\n4. Scrub the timeline in VSE, and you should find that wherever there is cache, the scene doesn't update.\n\n[T66891_VSE_cache_scene.blend](T66891_VSE_cache_scene.blend)", "Import dae file problem. The materials color are always white.\nOperating system: Windows 10\nGraphics card: MD Radeon R7 Graphics\n\n2.82 sub 7\n\nWhen I imported objetcs from dae files, all materials are white.\n\n\n1. I select the file > Import > Collada\n2. Select the dae file\n3. All materials color are white\n\nWhen I import the same dae file in unity it works fine.\n\nRegards\nDaniel", "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", "addon preferences changed by code (not by user in UI) are not saved\nOperating system: Ubuntu\nGraphics card: RTX\n\nBroken: master\nWorked: ?\n\naddon preferences changed by code (not by user in UI) are not saved at Blender close.\n\n- Open Blender. Load Factory Settings, close Blender. \n- Open Blender\n- In console, change an addon preferences. For example, change device of Cycles : bpy.context.preferences.addons['cycles'].preferences['compute_device_type'] = 1 (this change to CUDA)\n- Close Blender. No log saying preferences are saved.\n- Open Blender again, check that device is still None. pref save is KO\n- Change preferences to \"CUDA\" by clicking with your mouse\n- Close Blender\n- See that a log saying preferences are saved\n- Open again, you can see that preferences are set to CUDA, pref save was OK" ]
[ "OpenColorIO Crash with 2nd Scene\nOperating system and graphics card\nmacOS 10.14.1 \nRadeon Pro 560 4096 MB &\nIntel HD Graphics 630 1536 MB\n\nBroken: \n2.80 Alpha 2\n2018-11-28 22:41 (Built locally) no local changes by deleting build then make update, followed by make\nHash: 8850875866a\nBranch: blender2.8\n\nCrash when switching shading to Rendered or adding Material in second scene\n\nOpen 2.8 immediately press the 'Add New Scene By Type' button and choose to make a new scene.\n\nScene.001 will open, it is immediately darker than the original scene.\n\n2 Repo's:\n1. Click on the 'Rendered' Sphere top right of the 3D view\n2. Create a Text object, then add a Material to it\n\nCrash with the following output in the terminal\n\nOpenColorIO Error: DisplayTransform error. Cannot find display colorspace, ''.\n./RunBlender.sh: line 3: 73790 Abort trap: 6 ./build_darwin/bin/blender.app/Contents/MacOS/blender\n\n\n", "OpenColorIO Error when adding Material to Object in New Scene\nOS: Arch Linux, \nGraphics Card: GTX 1060\n\n2.79b\n\nThis message repeats in the console repeatedly after adding a material to an object in a new scene:\n\n```\n OpenColorIO Error: DisplayTransform error. Cannot find display colorspace, ''.\n```\n\n1. Open a new instance of blender\n2. Create a new scene\n3. (Click the \"+\" button at the right of the Scene selector at the top of the 3D View\n4. Inside \"Scene.001\" in the 3D view, add a cube and give that cube a material.\n5. Observe the console showing the repeated error message:\n\n```\n OpenColorIO Error: DisplayTransform error. Cannot find display colorspace, ''.\n" ]
Materials and Material Preview Going Pink Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: Intel(R) UHD Graphics 620 Intel 4.5.0 - Build 23.20.16.4973 Broken: version: 2.83.4 Worked: blender 2.83a When using the materials section of blender, I try to create and apply new materials to my 3d models but the minute I change a parameter the backround of the material preview goes pink. After closing out of and reopening blender, my materials are all pink! I can not get them to reload even though the textures are still there. It doesn't happen the same way every time, but it happens often enough to be annoying. 1. Open a new file. 2. Select the default cube and click on the materials tab. 3. Open the material preview window. 4. Change the base color of the cube. 5. The cube is now pink. 6. Select the material from the list in the materials and and hit the minus button to delete it. 7. The material preview is now pink. Another method by which I have generated a similar error: 1. Open a new file. 2. Change the base color of the default cube. 3. Close and reopen blender. 4. Material preview background is now pink.
[ "Materials don't support more than 8 Attributes\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68\n\nBroken: version: 2.93.2\n\nMaterials in Blender currently seem to not support more than 8 Attributes in the final material output node. Not quite sure where the problem lies but i stumbled upon it today wanting to expose 12 Node Group sliders in the Custom Property tab.\n\n![ScreenCap.png](ScreenCap.png)\n\nHere is a .Blend file i set up to demonstrate the issue. There is 12 circles which colors are controlled by the custom properties on the object. Only last 8 attributes are registered while the newly added ones past 8 are returned with a value of zero. When previewed individually they do give a correct value however once connected into a chain of nodes it appears they are limited to 8 inputs. Example uses Color output however i did test it on the Fac output and it gave the same results. File was set up on the Factory Settings\n\n[Shader Attributes Limitation.blend](Shader_Attributes_Limitation.blend)\n\n\n\n\n\n", "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", "Color Picker in texture mode sampling incorrect values (sample merged OFF, sampling from another object)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.31\n\nBroken: version: 2.92.0\nWorked: ?\n\nThe color picker in \"Texture Painting\" mode seems to only sample the correct color when the look is set to **None**under the **ColorManagement->Look->\"None\"** and if the Viewport **Shading->RenderPass** is set to **DiffuseColor**.\nOtherwise, the color values are simply wrong, they are either too bright or too dark.\n*In the provided scene the issue is quite clear, but in more complex scenes with more complex lighting and post-processing the sampling becomes **completely** broken giving values that aren't even close to what is shown on screen.*\n\n**Expected Behaviour**\nThe way I would expect the color picker to work is that it either samples the color as **I** as a user see it on my viewport.\nOr that it samples the source texture at the pixel I am sampling without any extra lighting applied to it. *( This should be easily toggleable behavior but that is more of a feature request )*[ColorPicker_WrongSampling.blend](ColorPicker_WrongSampling.blend)\nRight now it seems to do neither.\n\n\n - Open attached .blend file.\n - Select the black cube and enter Texture Paint Mode.\n # Sample the color from the other cube *( I recommend sampling the green since the meshes are close to each other making it easy to see the color difference )*.\n\n\n", "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", "Add-On: Material Utilities - Icon Id error\nOperating system: Linux-6.3.5-arch1-1-x86_64-with-glibc2.37 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 530.41.03\n\nBroken: version: 3.5.1\nWorked: never?\n\nIn certain situations the Material Utils menu will not list a newly created material.\n\n\n1. New scene.\n2. Assign material (with Material Utils menu) *not* having materials properties panel open.\n3. In shading editor, object : Drag and drop texture, hook up to color.\n4. Material Utils fails to list newly created material.\n5. Error message in console:\n```\nTraceback (most recent call last):\n File \"/usr/share/blender/3.5/scripts/addons/materials_utils/menus.py\", line 58, in draw\n icon_value = material.preview.icon_id)\n ^^^^^^^^^^^^^^^^^^^^^^^^\nAttributeError: 'NoneType' object has no attribute 'icon_id'\nTraceback (most recent call last):\n File \"/usr/share/blender/3.5/scripts/addons/materials_utils/menus.py\", line 58, in draw\n icon_value = material.preview.icon_id)\n ^^^^^^^^^^^^^^^^^^^^^^^^\nAttributeError: 'NoneType' object has no attribute 'icon_id'\n```\n\nNote: Changing the line to:\n`icon_value = layout.icon(material))`\nfixes the issue for me. fwiw.", "Allow user to change the shading parameters of the asset preview generation scene\nUsers should be able to have some control over the render settings of generated asset preview icons.\n\nPersonally, I want to be able to turn off the specular lighting because it makes my assets look ugly in the previews (note the big shiny surfaces on these bushes).\n\n![image.png](image.png)", "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", "Eevee: Image Texture Node: Switching the source from \"Generated\" to \"Single Image\" and back to \"Generated\" leaves the shader result as pink color\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.38\n\nBroken: version: 2.91.0 Alpha\nWorked: Unknown\n\nSwitching the source of an Image Texture shader node from \"Generated\" to \"Single Image\" and back to \"Generated\" leaves the shader result as pink color in Eevee. If it is working correctly, it should display once more the original texture as seen initially with the \"Generated\" setting. The problem is present only when Eevee is used as renderer. With Cycles, the texture is switched correctly to undefined (pink color) when switching to \"Single Image\" and back to the original one if changed back to \"Generated\".\n\n\nLoad the attached .blend file, change the image source on the material texture node to \"Single Image\" and then back to \"Generated\" while Eevee is used as renderer. \n\nFor comparison: Change to Rendered Viewport and Cycles as renderer. Repeat the changing of the image source to observe the correct behavior.\n\n[generated-image.blend](generated-image.blend)\n\n\n\n", "Fill material act weird when two layers masks each other and one of them has Fill Holdout material \nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.39\n\nBroken: version: 3.1.0\nfill material act weird when two layers masks each other and one of them use holdout material and inverting mask.\nalso that happen when we use stroke material as holdout or both stroke and material holdout\n see video \n[0001-1466.mp4](0001-1466.mp4)\n", "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", "USD Export don´t export Vertex Colors ( Color Attributes )\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.40\n\nBroken: version: 3.2.0\nWorked: Not known\n\nUSD Exporter don´t export Vertex Colors ( Color Attributes )\n\nJust paint some VC on the default cube with Vextex Paint Mode, then try to export the cube. \nExporter don´t have the \"Color Attributes\" checkbox ( Importer has it )\nYou can then try to reimport the USD file and check that your VC aren´t there.[CUBE.blend](CUBE.blend)\n![imagen.png](imagen.png)\n\n", "Alpha channel of Textures can't be deactivated in UV Editor\nOperating system: Windows10\nGraphics card:Geforce GTX 970M\n\nBroken: 2.91.0\nWorked: 2.83.0\n\nWhen you load an Image/Texture with an alpha channel in the UV editor, you can't turn the alpha channel off anymore, the image will stay black.\nIt worked in older Versions from 2.80 up to 2.83, there you only have to click on **Color** in **Display Channel** options.\n\nOnly areas that aren't black in the Alphachannel will be visible, in my examples I work with textures that need an all black Alpha channel.\n\njust load any Texture with Alpha channel in UV editor viewport\n\n\n\nHere an Screenshot from Blender 2.83.0 where it worked\n![44.jpg](44.jpg)\n\n\n\nand here an screenshot of Blender 2.91.0, the same Texture is used, I also tried different settings under Image, but nothing works\n![14.JPG](14.JPG)\n\n", "Blender development todo list -- Render\nNOTE: this is a direct dump of Render (without cherrypicking the valid items)\n\n### Render & UI\n\n- [ ] While rendering, manipulating images (like reload, resizing generated) can still crash Blender. Better image \"owner\" locking is required for 2.5 (#28477)\n- [ ] While rendering, several UI changes can cause crashes (#24758)\n- [ ] Rendering can't really use normal scene data if ui is interactive without causing all kinds of trouble, for examples and related issues see the item above this one.. and the reports (#26535)\n- [ ] Renaming scene leads to missing rendered result in image editor and compositor (see (#30222))\n- [ ] Rendering with File Output nodes could produce unwanted output images, see (#38605)\n- [ ] Shaded draw mode (using render code for vertex colors) is most certainly not coming back\n- [ ] Color Management can be communicated better, like when sampling colors in Image Window it confuses (could indicate such). Color Management also wasn't added backward compatible, disabling it gives dark results.\n- [ ] Compositor \"file out\" node doesn't work for FSA, and as color management troubles too.\n- [ ] FSA render uses temp files with names preventing other Blender instances to render too. (#28314)\n- [ ] Texture nodes have been implemented by recursively (backwards) calling parent nodes, this gives issues for viewers, previews and threads in general.We will try to keep it stable, but the functionality for this is going to replaced with a better shader system in 2.6. (compositor and material nodes call nodes forward, sorted on dependency. Each node is only called once this way).\n- [ ] Render display in Image window, for a window previously showing UV editor, doesn't restore correctly. (#26828). Code for this is too much spread around and fuzzy, needs full revision.\n- [ ] Object transform is not possible during rendering #37019\n- [ ] Don't render and warn when a driver or pre-render script can't be executed, a texture is missing, physics are not baked. Needed e.g. when renderfarms have scripts blocked.\n\n### Node Textures\n- [ ] Grouping texture nodes affects on data range #45696\n\n### Baking\n- [ ] add option to smooth vertex colors as a post process after baking #35066.\n- [ ] Baking to a low-res textures might miss pixels which lies on the UV island boundary #37681\n- [ ] Vertex baking might cause AO artifacts #44178\n- [ ] Support dupligroups #43553\n- [ ] Modifier produces non deterministic effects #42015\n- [ ] Update Blender side baking to support different topologies needed for adaptive subdivision #49405", "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.", "Particle system baking messes particle dietime (that in turn messes up particle textures)\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.5.0\n\nIf texture with color ramp is used for animating particle size through lifetime, in ~10 last frames of simulation all particles PERMANENTLY getting smaller until totally disappear lol, and it occurs only if using BAKE.\nthis is not animation, this is 100% bug, looks like particle size animation is applied to WHOLE particle system respectively/relatively to all scene timeline, and is overriding every single particle age at the end of timeline.\n\nFile uploaded.\nParticle systems in blender are SOOOO broken, the way how it works is so facepalmable, particularly \"bake\" and \"textures\".\nlooks like in my case they met lol\n" ]
[ "Magenta (Pink) color in Eevee\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Intel(R) UHD Graphics 630 Intel 4.5.0 - Build 27.20.100.8587\n\nBroken: version: 2.83.5\n\nThe color of a scene with Eeeve is Magenta\n\nOnly need to open the preview of the default cube material and the cube's color become magenta. Sometimes the change appear during the object moving. The RGB values are right (0.8, 0.8, 0.8) and the Cycles render work fine. ![Magentarender3.jpg](Magentarender3.jpg) Then Eevee render not only the objetcs but the background in Magenta.\n\n" ]
Shift A (add new object) inactive on any viewoport after creation of a floating panel Operating system: macOS-12.3.1-x86_64-i386-64bit 64 Bits Graphics card: AMD Radeon RX 580 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.8.15 Broken: version: 3.1.2 Worked: none that I know When you create a floating panel anf move it to the second display the shift A shortuct to add a new object doesn't work anymore on the main window (but works on the new floating panel). If you save, close and ropen blender and the blend file then shift A works again. Open blender, create a new floating panel (shift click on a top left corner of a panel), then move the panel on a different display, shift A works on the newly created panel but no more on the main window (it seems that no keyboard entry works on the main window). Save the file an reopen blender then the file saved and everything works fine. JM
[ "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 View Navigation in Camera View Causes Viewport View to Focus on World Origin\nOperating system: Windows-10 64 Bits\nGraphics card: GeForce GTX 1070 NVIDIA 442.19\n\nBroken: version: 2.83 (sub 6)\nWorked: Never (2.79+)\n\nUsing view navigation (Shift+\") in camera view (Numpad 0) causes to lose the previous viewport view (Numpad 0 again) and it focuses world origin. \n\n1- Launch default Blender.\n2- Change your view to anywhere (For example zoom in to a vertex of the cube).\n3- Go in camera view (Numpad 0), use view navigation (Shift+\") and right click to cancel it (you can change view with left click as well, it doesn't matter).\n4- Go in viewport view (hit Numpad 0 again), notice that your previous view changed (it now focuses world origin)\n\nBelow gif demonstrates the issue:\n![focus_view_issue.gif](focus_view_issue.gif)\nView navigation that I used:\n![view_navigation.jpg](view_navigation.jpg)\n\n", "Blender development todo list -- Tools (migrated from wiki)\nNOTE: this is a direct dump of Tools (without cherrypicking the valid items)\n\n\n# Scene\n\n**New scene - Full Copy**\nSeveral things are still not copied or reassigned when using this tool:\n- [ ] Particles - Not even the particle systems themselves, not to mention re-assigning 'objects' pointers to copied IDs too, see #40891.\n- [ ] Textures when they are only used by e.g. modifiers (i.e. not by a material, world or lamp).\n- [ ] Textures used by modifiers are not re-assigned to new copies when possible either (only objects are handled).\n\n# Library System\n- [x] Hard (or even impossible) to relocate libraries that have been moved (#44958). Addressed in id-remap branch, hopefully merged in 2.78.\n- [ ] 'Find Missing Files' does not work with .blend lib files (impossible with current master, easy to do once id-remap is merged, see #47774).\n\n# Transform\n- [ ] API and draw code for manipulator needs to be redone still. For this reason no manipulator drawing happens during transform.\n- [ ] Manipulator click behavior (left-click-release a manipulator axis to enable a transform on that axis -> perform transform and wait for another left-click to confirm. Expected behavior from 2.4x)\n- [ ] Operator parameters in toolbar don't have to be drawn all always, needs cleanup.\n- [x] Transform redo fails when you change mode during transform (use R S G keys).\n- [x] Mirror of rotated objects doesn't always work correct #37928\n- [ ] Numeric input for rotational transform resolves to modulo 360. Should it? #40167 - ''possible fix included''.\n- [ ] Transform along the axis does incorrect axis projection in certain circumstances #40893\n- [ ] Scaling from zero is not possible with 'S' shortcut (#44551).\n- [ ] Transform redo fails when mouse move is required (#50419).\n- [ ] Apply Scale: Option not to scale all object properties (curve radius, empty scale, text scale... etc). \"Scale Properties\" toggle.\n- [ ] Cursor input to calculate rotation can accumulate a small amount of error (impacts bend and rotate) #53590\n- [ ] Armature edit-mode transform proportional editing doesn't work (#53992).\n\n**Transform Snap**\n- [x] Snapping to vertex slide (Taking into account multiple selections)(#48927).\n- [x] Snapping to face local axis doesn't snap the vertex to the face surface (#38438).\n- [ ] Snapping to self doesn't work with proportional edit-mode (#44793).\n- [ ] Snapping doesn't work for Boolean modifier (#35023).\n- [x] Snapping in object mode rotates object around their origin, instead of rotating them around their snapped point (#42362).\n- [ ] Snapping doesn't behave as expected when having several parented objects (#41199).\n- [ ] Snapping between multiple objects can give some working-as-intended, but in practice quite undesirable behavior (using bounding box) (#47171).\n- [ ] Snapping falls back to using a grid, however this isn't clearly communicated<br>(advanced snapping on faces, vertices, etc. only works on move/rot/scale, see #42798).\n- [ ] Snap to cursor and snap to grid could be made to work more consistently: See (#34441)\n- [ ] snap_project individual element on surface of other objects - watch?v=XrEPpHGoKlk&feature=youtu.be&t=1m10s;\n- [ ] Snap does not work for NURB surfaces (#78434);\n\n# DupliObject\n- [ ] There is no good way to control the rotation of objects in DupliFaces option (rotation is computed from face normal (which is good) and first three vertices of the polygon (which is weak, epic fail with e.g. Mirror modifier). See #37365.\n- [ ] Duplifaces don't work well with the mirror modifier, see #37820.\n\n# Curves\n- [ ] Capping front / back -ends of beveled curve doesn't work, see #26136\n- [ ] Constructive modifier kills generated UV mapping on bevelled curves, see #27411\n- [ ] Surfaces Make Segment rotates U/V even when it's not actually needed, see #31480\n- [ ] Couldn't cycle through vertices with the same location using mouse selection, see #36760\n- [ ] Curve tessellation might work not as it's expected to, see #37386, #40171\n- [ ] Curve deform doesn't work if curve is zero-scaled #38907\n- [ ] Nurbs clamp order by total number of points, this should be clamped at runtime #40378\n- [ ] Handling of non-smooth control points with (Bézier/poly) curves in general, and their rotation in particular, could be improved when generating BevelList & Path, see #44393.\n- [ ] In some cases Bevel should prefer \"clip\" behavior over trying to keep constant shape across the path #50720.\n\n# Text objects\n\n- [ ] Font formatting interface should be improved (#49599)\n- [ ] Default Bfont doesn't support russian characters (or any other non-european charset) in text object, while UI does show Russian characters (#53744)\n\n# Metas\n\n- [ ] Some shapes (Cube) for eg. draw far outside the tessellation bounds making them hard to select. see #47455\n\n# Meshes\n\n**Mesh Editing**\n- [ ] Knife & loopcut\n - [ ] Knife/loop cut need to work properly with operator properties/redo\n - [ ] Restore Quad Corner Cut Methods (Innervert, Fan and Path) for Subdivisions and Knifecut\n - [ ] Knife cuts side-on, intersecting the entire face, could be detected and ignored #43816\n- [ ] Mirror edit mesh operator (Ctrl M) fails to flip normals leaving an incorrectly mirrored mesh (turns normals inside)\n- [ ] Add option to disable n-gons usage for tools (might be useful for some usages) (see #31268)\n- [ ] 'Checker deselect' could be modified to work in some cases where it currently fails, (see #34544)\n- [ ] Merge meshes: add option to join UVs (and other CD layers!) by names rather than index (see #36749).\n- [ ] toolbar mesh Extrude operator inconsistency (see #36977).\n- [ ] Shape keys: Enhance memory usage (not storing vcos for unchanged vertices? See blender/blender-addons#39287).\n\n- [ ] Bevel\n - [ ] Better handling of profile=1, profile=0.25, and implement profile=0 cases (see #39132 and #38458 and #40278).\n - [ ] Generalize to handle several manifold sheets touching at a point (see #34678).\n - [ ] Improve clamping code (see #38871).\n - [ ] More options, e.g., spline spec for profile shape (see #40722) and vertex blends with setbacks.\n - [ ] Treat more cases like \"pipe\" to avoid bulges (see #40258)\n - [ ] Option to have bevel not create n-gons (see bf-funboard thread)\n - [ ] Sometimes leaves degenerated geometry (#48174)\n\n- [ ] DataTransfer/Geometry Matching\n - [ ] Add 'matching' algorithms based on 'similar shape' rather than simple items proximity/raycasting (see #46762 for a usecase) - WARNING: most likely advanced, mathy project!\n - [ ] A review of islands handling could also be useful, current code is rather complex and not so efficient.\n\n- [ ] Discussion\n - [ ] Extrude behaviour on cancel, see (#23492).\n\n**Text Editing (3D)**\n- [ ] When converting beveled text into a mesh - there are many doubles.\n- [ ] Text object requires better integration with the system clipboard, #38556, #46330\n- [ ] Support font kerning (#47725).\n\n**UV Unwrapping**\n- [ ] Settings for pack margin in different operators behaves inconsistently, see detailed description: 039547.html\n- [ ] Remove doubles has an option to Merge with unselected verts, This would be very handy for welding also.\n- [ ] Detect convex mesh without seams on unwrap and print warning.\n- [ ] Unwrapping fails on a particular strange topology (#31145)\n- [ ] Unwrapping for concave polygons is badly supported #41810\n- [ ] Face/edge selection in UV Editor does not work same as in 3DView (#52276).\n\n; Not ported from 2.4x\n- [ ] Click Project from face\n- [ ] Consolidate into one image\n- [ ] Billboard render on active\n- [ ] Unwrapping could run out of stack size for tricky geometry #42524\n\n**Vertex Paint**\n\n- [ ] Undo in vertex (and weight paint) behave differently to sculpt/project-paint modes regarding undo steps #52993\n\n### Sculpt & Paint\n\n**Sculpting**\n- [ ] Check documentation and fix hotkeys which could be useful for artists (or remove redundant hotkeys and update documentation), see #26017\n- [ ] Grab + symmetry can make things shoot off more quickly than they should (strength of movement is being double counted), see #25370\n- [ ] Not all drawing modes supports PBVH drawing, see #32454, #38608, #38609\n- [ ] Not all shading modes are supported for dyntopo, see #34010\n- [ ] Hidden faces are treated as hidden by sculpt tools but when PBVH drawing isn't used, the hidden faces display (and cant be edited), see #33078\n- [ ] Multires modifiers: makes mesh invisible after leaving sculpting mode, see #36591\n- [ ] Multires sculpt: artifacts grabbing between different levels #40465\n- [ ] Dyntopo does not support restoration when aborting a stroke, see #46456.\n\n**Painting (3D)**\n- [ ] Solve projection paint issue when one vertex in a face in behind the view in perspective mode<br>index.php?func=detail&aid=26393&group_id=9&atid=498\n- [ ] Continue to unify paint modes\n - [ ] Consistent brush texture mapping across paint modes (sculpt/tex paint/proj paint).\n - [ ] Consistent brush options, eg. 'Rake' or 'Anchored' in texture paint.\n- [ ] Make paint of displacement texture apply real time on model (optional). (#24657)\n- [ ] Allow view center to work for selected/active face in WPaint mode.\n- [ ] Viewport navigation for painting modes can be improved #48113\n- [ ] Users can perform strokes which apply to a huge number of pixels (by accident) - this could be handled gracefully #52351\n\n**Painting (2D)**\n- [ ] Clone image painting should support the same translation/rotation/scale tools as stencil texture mapping.\n- [ ] Stepped lines in image editor painting, blending should use float coordinates and interpolate (#52610)\n\n\n**Grease Pencil**\n- [ ] Default attach point of GP data is confusing ((#21969))\n- [ ] GP ignores color management ((#50149))\n\n### Materials\n- [ ] Improve handling of linking of materials to Object/Data. Right assigning a material-less data to object the materials from object are gone too (blender/blender-addons#23805, #52484).\n- [ ] Fix EnvMap update, it can depends on many different things in the scene (#41900).\n\n### Modifiers\n- [ ] Make (at least some) generative modifiers to handle custom normals (like e.g. mirror one, see #44058).\n\n**Array Modifier**\n- [ ] Has been re-written to use bmesh, making 2.63 slower then 2.62, There are areas where speed could be improved, for full info see #30695\n- [ ] Textures from cap objects are completely ignored and no way to override them, see #33578\n\n**Boolean Modifier**\n- [ ] Boolean modifier does not preserve vertices/edges data, see #32203, #33548\n- [ ] Issues with degenerated faces, see #30447\n\n**Decimate Modifier**\n- [ ] Limit decimation along seams (UV vertex color, etc), see #32203\n\n**Explode Modifier**\n\n- [ ] Does not preserve UV maps when using Cut Edges option (#46514)\n\n**Multires Modifier**\n- [ ] Only solid draw mode uses optimized drawing\n- [ ] \"Applying Base\" gives spikes on lover levels sometimes, see #35560, #37997\n\n**Bevel Modifier**\n- [ ] Does not preserve edge custom data, see #35314.\n\n**Simple Deform Modifier**\n- [ ] The bend/taper/twist options use fixed axis, add XYZ options would be nice. #33712\n\n**Skin Modifier**\n- [ ] Skin modifier very slow in some cases, see #40770\n\n**Solidify Modifier**\n- [ ] Curves tesselation creates zero area faces which solidify doesn't handle well #52170\n\n**Remesh Modifier**\n- [ ] Mesh data at extreme distance from origin (2**24), crashes #47209<br>''Note, this is a real corner case - yet its a bug because it shouldn't crash.''\n\n### Physics\n- [ ] Allow using multiple baked caches on a single object (having different frame ranges), see #41896.\n- [ ] Bullet: High memory usage for objects that don't have scale applied (#35799)\n\n**Baking**\n\n- [ ] Generic issue: baking ignores making pointcaches when modifier preview has been disabled. Doesn't need fix - but let's keep track of this for future work.\n- [ ] Point caches do not work well with time remapping (example #35968)\n\n**Cloth**\n- [ ] Proper handling of rendered subframes without baked pointcache, for more info see (#21948)\n- [ ] Proper handling of different vertices placed at the same position with \"Soft Body Self Collision\" option turned on (see (#26956)).\n- [ ] Cloths doesn't allow preview during bake (see (#30490)).\n- [ ] Dupli-group cloth in NLA fails (#29838)\n- [ ] 'Emit from: verts' not working as expected when deforming #36237\n- [ ] Collision of hairs doesn't works properly #39219\n- [ ] Memory optimizations are possible for cloth #42577\n- [ ] Cloth pre-roll feature is totally weird and needs reconsideration #40103\n\n**Collisions**\n- [ ] Collision modifier updates it's data structure even if there are no physics that need it (can be slow), a check should be added to make sure the data is actually needed, see (#26965).\n- [ ] Force fields and collision objects are not included in DupliObjects. This is mostly a design decision (duplis being a purely visual feature), but would be nice to support at least in groups. #35264 #36300\n\n**Hair**\n- [ ] Better handling of collisions & force fields for dynamic hair\n- [ ] Wave kink direction is totally uncontrollable, probably there needs to be a way to define hair tangent direction in particle edit mode.\n- [ ] Adding hair in particle mode only uses the deformed mesh, see (#25689).\n\n**Particles**\n- [ ] Particle emission between frames is only accurate for object level emitter/parent animation, for parenting or constraints an interpolation method needs to be implemented, but before this can be done pointcache code has to get some changes too. See (#36516) for more details.\n*; Parent animation is now supported {{GitCommit|c24a23f. Similar issue still persists for non-animated parents (e.g. rigid bodies) though #39923\n- [ ] Reactor particles\n- [ ] Conversion from some old files could be better\n- [ ] Vector blur + particles being born/dying doesn't work properly, see (#23320).\n- [ ] Metaballs don't work with particles when the particle view setting isn't \"render\", see (#25794) for more info.\n- [ ] \"Constructive modifiers before particles\" is still an open issue, but some way to handle this gracefully would be really nice, see (#25838) for more info.\n- [ ] Density of particles can't be animated with animated textures, see (#28212).\n- [ ] Instanced objects do not show in particle edit mode, see (#28431).\n- [ ] Issue with ghosting particles if you don't bake first. (#28116)\n- [ ] Linked groups: Force fields and guides only work if you use \"Effector Group\" feature, set to its own group.\n- [ ] Particle Hair dynamics: stops working after using \"Add tool\". (#30557)\n- [ ] Instanced objects don't draw in Particle Edit Mode. (#31913)\n- [ ] Child particles Interpolated mode only works well for Hair, for other particles it doesn't take particle lifetime into account. (#33390)\n- [ ] Particle emission doesn't support NGons.\n- [ ] Particle Object duplication doesn't work with Mirror modifier (#34705)\n- [ ] Particle systems fail to duplicate for smoke simulation (#34705)\n- [ ] Random distribution of particles fails in specific setups (#35598)\n- [ ] Default point cache step of 10 frames fails in some cases, see #38563\n- [ ] Particles tangent rotation control by vertex group missing, see #35103\n- [ ] Texture doesn't affect grid particles #40404\n- [ ] The particle system needs to be set to 'Newtonian Physics' for texture to influence the size, and with global gravity turned off #28263\n- [ ] Multiple issues with particles rotation #32340, #44088\n- [ ] Particles hidden in viewport reappear during rendering #40463\n- [ ] Particle initial speed is not properly inherited from the parent #41305\n- [ ] Point density textures can not be used to control particles #44901\n- [ ] Particle duplication in general is rather poorly implemented (no relink of used datablocks, no duplication of psettings ID when duplicating objects, …) #45843.\n- [ ] Grid distribution only supports From Dupli Generated, but not UV. Potentially could use nearest face. #48928\n- [ ] Particles aren't spawned correctly, they are sometimes generated at the same location as other particles, or at the object's origin. See #50135 for one scenario.\n- [ ] Particle editmode could have its 'own' [X-mirror] option (and not reuse editmode option). See #53872\n\n**Rigid Body**\n- [ ] Velocities are not cached, which prevents a proper state update when cache has time gaps #50230.\n\n### Image & Video\n\n**Compositing**\n- [ ] DOF Defocus node: fStop close to 128 fails to give good results, stay away from that value! (#24534)\n- [ ] DOF node gives no realistic results as users expect, documentation needs upgrade for it.\n- [ ] Defocus node is very slow when large blur radius is needed, could be optimized somehow (mipmap, summed area table?) (#29481)\n- [ ] Defocus node does not work nicely without a camera controlling the blur radius. This makes external compositing workflows with defocus difficult. At the heart of this is a design conflict, because defocus is not a true postprocessing effect #36745\n- [ ] Fast Gauss (Gabor filter, Young/VanVliet) has bad results for edge cases. Needs image processing guru (#25543)\n- [ ] Check on DPX and ASC_CDL and (#27377)\n- [ ] Map UV makes mapped images blurry, see #31868\n- [ ] Some nodes does not preserve alpha channel replacing it with fully opaque, see #32580\n- [ ] With new compositor, on loading files a compositor doesn't start (for existing buffers), so viewers remain empty as well. #35417\n- [ ] Ghost Glare is of limited use, needs clarification and probably a more sophisticated generic lens flare alternative #30389 #36488\n- [ ] Some node inputs require a single constant value and don't work with image-based per-pixel values (#36585). This leads to confusion when nodes apparently don't work, because nothing prevents linking such variable values into constant inputs. Compositor nodes should keep track of constant values and limited inputs on the node level (also in node groups!).\n- [ ] Compositor gives unexpected results with specific curve mapping due to precision loss, see #36621\n- [ ] \"Full Sample\" merging does not work with the File Output node, sample merging happens only for render result outside compositor. Real-time editing might also be improved to deal with samples better (#36811, #39143)\n- [ ] Accumulation method in the Lens Distortion node causes artifacts on noisy input #37462\n- [ ] Compositor does not support render slots #43260\n- [ ] Scaling down produces artifacts due to lack of ellipse filtering of sampler #51070\n\n**Image formats**\n- [ ] Upgrade our DPX code to read newer or different versions, copy the ImageMagick code? (#24716)\n- [ ] No support yet to output images in user chosen color space. (#37650)", "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)", "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", "Subpanels flicker when expanding panel that has moved\nOperating system: Windows-10-10.0.20161-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 2.90.0 Alpha\nWorked: Persistent issue throughout 2.8x.\n\nCertain combinations of minimizing and maximizing the physics properties panels (described below) will cause the element to flash near the bottom of the screen for a frame.\n\n1. With any object selected, enable two (or more) physics properties for the object.\n2. Minimize the *final* panel, and then the first.\n3. Maximize the final panel.\n\n**Observations**\nThe differences previously mentioned are simply due to a lack of subpanels or panel length.\nA second jump appears to sometimes happen when maximizing the final panel after changing the panel type, though I cannot reproduce this reliably.\n\nIf the formatting of this video is as terrible as it seems, please let me know how to fix it. \n[ezgif.com-crop.mp4](ezgif.com-crop.mp4)\n\n", "Brush cursor (sculpt, vertexpaint, weightpaint) stuck/doesn't draw under transparent part of N-panel\nBroken: 2.80 to 3.1 (and currently 3.2.0 alpha 4fa3eadce99a) (technically 2.79 as well, but back then region ovelap was drawn a bit diferently).\nWorked: Never\n\nTools brushes don't draw over the transparent property panel, even though Region Overlap is on.\n\n* Ctrl + N → Sculpting\n* N (to open the Properties region).\n* Move the mouse to the right, beyond the alignment line of the properties editor panels.\n\n![image.png](image.png)\n\nThe brush drawing doesn't follow the mouse cursor. The tool itself works though, and the brush is even drawn if you click in that part.\n\n---\n\nVideo from the original report: [F8795403](2020-08-20_05-04-02.mp4)", "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", "Inactive Rigid Bodies still get affected by Force Fields\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.40\n\nBroken: version: 3.3.0 Alpha\nWorked: None\n\nForce Fields still affect inactive ('Dynamic' off, 'Animated' on) Rigid Bodies, making them move after becoming active, even if the Force Field's strength is at 0 then.\n\nI discovered this issue when animating a Chess match where the fractured pieces get pushed away by a Force Field after getting taken down, and the next fractured pieces explode when becoming active, due to the previous Force Field (each piece has it's own Force Field).\n\n1. Download attachment\n2. Press play\n\n[Force bug on inactive Rigid bodies.blend](Force_bug_on_inactive_Rigid_bodies.blend)", "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", "Many Grease Pencil operations cannot be performed without an \"Active Layer\", though it shouldn't be needed\nOperating system: Linux 64-bit\nGraphics card: GTX 1080 ti\n\n2.93.5 and also 3.1 alpha (Nov 19th build)\n\nWhen working in a scene with more than one GP object, it's easy to go into edit mode for one GP object while having selected the layer of another in the dope sheet. Selecting a GP stroke may automatically select a layer for a different GP object. When the active GP object in edit mode has no active layer, a lot of operations are disabled, and it makes no sense as to why they should need an active layer at all.\n[GP_bug.blend](GP_bug.blend)\n - Open the attached file, which is in Edit Mode for the Suzanne GP object on the left\n - With no active layer belonging to Suzanne selected in the Dope Sheet, not a single operator in the \"Stroke\" menu can be performed. Selected strokes can be transformed and extruded, but they cannot be assigned materials or subdivided. This is odd because none of these operators seem like they should need any particular layer to be selected\n # Deselect all layers in the Dope Sheet and select a stroke. A layer is automatically selected, but it belongs to Suzanne.001, which is also baffling.\n\n", "Moving a keyframed object starts moving from wrong location when linked scene open in separate window\nOperating system: linux\nGraphics card: nvidia\n\nBroken: 3.2\nWorked: didn't check\n\n- Create a keyframed object that moves, i.e. frame 1 (object.x=0) and frame 30 (object.x=10)\n- Create a linked copy scene (Scene.001) and open a new main window set to that scene, and set timeline to frame 1.\n- In original window in original scene, scrub timeline to anywhere after frame 1.\n- Press \"g\" to move object in original window. Notice the object jumps to where it is in the other main window (Scene.001) instead of starting to move from where it is visually in the current window and scene.\n\nExpected:\n- Moving respects the current window/scene.\n\nRelated issues:\n- The keyframe color indicators stay orange (instead of turning yellow) when scrubbing to the frame with the keyframe and the location values don't update.\n\nTest file (first 3 steps included)\n[#99597.blend](T99597.blend)", "Follow Active Quads affects on non-selected islands, when selected several objects\nOperating system: Ubuntu 20.04\nGraphics card: Geforce MX230\n\nBroken: 3.4\n\nWhen using Follow Active Quads, it is expected that it affects only the island(s) whose faces are highlighted. However, this works when one object is being edited, when editing several objects, the operator affects random islands of other objects\n\n[2023-01-18 05-07-25.mp4](2023-01-18_05-07-25.mp4)\n[untitled.blend](untitled.blend)\n1. execute Follow Active Quads first with one selected cylinder, and then several. The cylinders can be taken from the file above in order to shorten the time", "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", "Doubleclick not working in UI_Lists in popovers (e.g., grease pencil /annotations layers renaming)\nBlender 2.81, 2.82, ...\nWorked: ?\n\nUnable to rename grease pencil layer when tooltip says: 'Active layer index, Double click to rename.'\n\n\n- Go to either '2D Full Canvas' or ' 2D Animation', \n- Add a blank Grease Pencil, \n- Change mode to Draw\n- Drag the header bar to left to review 'Layer:'\n- Click the down arrow to show the layer's panel\n- Press + there to add a new layer\n- Select either old or new layer and while leaving mouse pointer hover over it, you should see a tooltip 'Active layer index, Double click to rename.' Try to double click on it and 'NOTHING HAPPENS'. \n- In 2D Animation layout you can access the 'Properties' panel on the left and rename there, in 2D Full canvas, you'll have to split window, creating a new one, change it to Properties before you can do the 'RENAME'.\n\nScreenshot for ' 2D Full canvas' layout, rename is IMPOSSIBLE:\n![Screenshot from 2019-06-30 22-19-40.png](Screenshot_from_2019-06-30_22-19-40.png)\n\nScreenshot for '2D Animation' layout, rename is IMPOSSIBLE:\n![Screenshot from 2019-06-30 22-41-07.png](Screenshot_from_2019-06-30_22-41-07.png)\n\nScreenshot for the same control in Properties panel, where RENAME is possible:\n![Screenshot from 2019-06-30 22-41-42.png](Screenshot_from_2019-06-30_22-41-42.png)" ]
[ "Keyboard shortcuts not working in multi window setup\nOperating system: macOS-12.3.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Max Apple 4.1 Metal - 76.3\n\nBroken: version: 3.1.2\n\nBlender shortcut keys do not work after shit drag window duplication\nwhat does not work:\n keyboard shortcuts do not work in the source window where the new window was created from after new window is created.\n if the new window is closed the shortcuts work again in the source window\n\nwhat works:\n creating a new window from window menu results into shortcuts working in both windows\n\n1. shift drag a new window from blender 3d viewport window\n2. move new window out of the way\n3. drag cursor on the old/first window 3d viewport \n4. press shift+a\n5. context menu will not appear\n\n" ]
UI constantly flickering and lagging Operating system: Arch Linux 5.15.10-arch1-1 Graphics card: Intel Corporation CoffeeLake-S GT2 _and_ Intel Corporation Iris Plus Graphics G7 Broken: 3.0.0 Worked: 2.93.7 The blender UI continues to flicker as I use the interface. If I start to draw in Grease Pencil any colors will flash black. Also any navigation/rotation results in black flickering. The interface seems to lag here and there. This is happening on both my laptop and desktop computers. I tried using Blender 2.93.5 and 2.93.7 and both still give the same results.
[ "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'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", "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", "Grease Pencil Tint / Also Vertex Paint on Grease Pencil Objects very slow with Cintiq Pro 24\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.4.1\n\nWhen i use Grease Pencil Tint with the a Cintiq 24 Pro it's very very slow. I have to wait after each stroke to continue. Drawing with the mouse is no problem.\nSame with vertex paint on a grease pencil object.\n\nWindows Ink and Wintab made no difference\n\nJust tinting with the cintiq stylus in the attached scene on the current layer.\n\n", "Regression: Passepartout Flickers when using Solid Viewport Shading and Background > Viewport\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.24\n\nBroken: version: 2.93, 3.5\nWorked: 2.83\n\nThe Passepartout flickers with every Viewport interaction when using Solid Viewport Shading and the Background set to Viewport\n\n1. Create a 2D Animation workspace\n2. Zoom out to see the Passepartout\n3. Switch to Solid Viewport Shading and set the Background to Viewport\n\nIn this screencast, the Passepartout flickers with every Viewport interaction when using Solid Viewport Shading and the Background set to Viewport. In the video, it stops flickers when switching to World, however it is doing now. It does stop when using Material Preview Shading.\n\n[Passepartout.mp4](Passepartout.mp4)\n", "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", "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)", "UI Accessibility: The color of grid emphasis lines is not light/dark enough to see easily. A color setting for accessibility would fix this.\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.96\n\nBroken: version: 3.3.0 Alpha\n\n\nSometimes the colors of grid lines and the grid emphasis lines are very similar. Especially when zooming in or rotating. Grid color can be controlled in the settings area but not grid emphasis color.\n\n\nJust open a file and zoom so the grid fills the screen. When you are close it is almost impossible to see the difference between grid line and emphasis line.\n\n![Screen Shot 07-05-22 at 04.23 AM.PNG](Screen_Shot_07-05-22_at_04.23_AM.PNG)\n\n![Screen Shot 07-05-22 at 04.26 AM.PNG](Screen_Shot_07-05-22_at_04.26_AM.PNG)\n\n", "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)", "Unusable display with AMD driver errors.\nOperating system: Ubuntu 22.04.2 LTS/Kernel version 5.15.0.75/FOSS amdgpu driver(default)\nGraphics card:MSI Radeon RX580 8GB\n\nBroken: 3.5.1, 3.1.0\nWorked: 3.1.0(Did not experience this until recently)\n\nWhen editing UV GPU gets reset after errors, the compositor does not recover. Garbled image on the screen with displays unusable. Log data attached.\n\nThis happens when pressing .(dot) on the keypad, selecting or moving a UV.\n\n", "Intel GPU: switching between applications when in full screen mode causes glitches or screen flickering\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 530 Intel 4.5.0 - Build 30.0.101.1340\n\nBroken: version: 3.1.2\n\nWhen in Fullscreen, switching to other program and then returning to blender, glitch(black screen or something else) occurs suddenly and disappears.\nThis is not critical bug, but it would be good if it is fixed.\n\n\n- Open default blender file\n- {nav Window > Toggle Window full screen}\n- Switch to another application and again back to Blender", "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", "Rendering animation freezes with particle system\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.91.2\nWorked: 2.83LTS (not sure, this is said in most of the comments)\n\nI am trying to render out an animation based on the CGBoost Blender Launchpad Tutorial. Every time I try to render, it will render around 50-400 frames and then it will just stop rendering new frames. My CPU usage goes straight up to 100% when that happens and my GPU usage drops down to 0%. The Blender UI is still responsive, it is just that the render seems to get stuck on a frame. If I cancel the render, then Blender becomes totally unresponsive and I have to force quit via the Task Manager.\n\nIssue happens in both EEVEE and Cycles\n\n**Workarounds (picked up from comments)**\n- Render animation from command line\n- Check lock interface: {nav Render > Lock interface}\n\n1. Open attached Blend file \n2. Press Ctrl-F12 to render out animation.\n3. Wait for render to freeze on a frame. This can happen within the first few frames or after 400-500 frames. It seems random.\n4. Examine CPU and GPU usage.\n\n[Blender Launchpad.blend](Blender_Launchpad.blend)\n[ING BG.blend](ING_BG.blend) (File provided by @Megaseppl: #85267#1122053)", "Sculpting laggy and weak from some directions.\nOperating system: Windows 10\nGraphics card: Nvidia GTX 970\n\nBroken: 3.6.1\nWorked:Never(2.80+)\n\nWhen i try to sculpt from from below, using radius unit: scene, sculptings get laggy and the stroke is weak.\n\nI'm trying to sculpt stones for a wall in place.\nThe sculpting works fine if i first move the stone i'm working on to the scene origin. This adds a lot of work as i want to for example put bevels on all objects first, then go on with cracks and other features!\n\nTo reproduce:\nOpen file, sculpt from top and bottom\n\nFile is default sculpt template with sphere moved up by 5 and using scene radius.\n\n", "pixelated Artifacts displayed in 3D view port on the wire frame with 'Outline Selected' On or 'smooth wires overlay' turn on.\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: AMD Radeon(TM) Graphics ATI Technologies Inc. 4.5.0 Core Profile Context 22.20.42.01.221031\n\nBroken: version: 3.5.1\n\nPixelated Artifacts are displayed on the selected object's wire frame in the 3D view port, in object mode when viewed through the camera with 'Outline Selected' turned On. The grid floor also has pixelated artifacts on it's wire frame in both edit and object mode when viewed through the camera and 'smooth wires' overlay is turned on in preferences -> view port -> quality. When you rotate the view and it brakes from the camera view the artifacts disappear.\n\nIn 3D view turn on 'Outline Selected' On and or in preferences -> View port -> quality turn on 'smooth wires' overlay.\nBased on the attached .blend file (as simple as possible)\n\n" ]
[ "Viewport artifacts, slowdown, and crashing on Arch Linux w/ Intel graphics after driver update\nOperating system: Linux-5.15.8-arch1-1-x86_64-with-glibc2.33 64 Bits\nGraphics card: Mesa Intel(R) HD Graphics 620 (KBL GT2) Intel 4.6 (Core Profile) Mesa 21.3.1\n\nBroken: version: 3.0.0\nWorked: 3.0.0\n\nThis version of blender was working on my system until a few days ago. I think a mesa driver update may have broken it, but other software still works fine, so it seems like a it's possibly a Blender issue.\n\nViewport overlays flicker and don't update consistently, sometimes disappearing or hanging until a new input is received.\n\nObjects show a black \"ghost\" artifact when moving in the view, and sometimes other artifacts when switching view modes.\n\nViewport performance is greatly degraded, especially in render or material preview modes, and there is high input latency.\n\nAfter a while (roughly 20-30 minutes?) Blender crashes with just an \"Abort (Core Dumped)\" message on the console. Memory and CPU usage seems normal. These crashes may be unrelated, as they would also happen before, but not as frequently.\n\nChanging viewport and system preferences in Blender improves performance slightly but has no effect otherwise.\n\nI tested versions 2.83.18, 2.93.7, 3.0.0, 3.1.0-alpha+master.644eb68524b9 with default settings and they all exhibit the problem. 3.0.0 is from the Arch repo, the rest were downloaded from blender.org.\n\nI tried troubleshooting some different kernel parameters for the i915 graphics module from the Arch wiki, but nothing made a difference, and the problem persists with the default driver config.\n\nHere's a screen recording of the problem:\n[Screencast from 12-17-2021 02:04:34 PM.webm](Screencast_from_12-17-2021_02_04_34_PM.webm)\n\nLaunch Blender with factory settings and try to use the viewport.", "Flickering in Blender UI (Graphics driver issue)\nOperating system: Arch Linux \nGraphics card: Intel UHD Graphics 620\nDriver info: \n```\n OpenGL: renderer: Mesa Intel UHD Graphics 620 (KBL GT2)\n v: 4.6 Mesa 21.3.3\n```\n\nBroken: all tested versions (3.0 stable, 2.93, daily builds)\nWorked: (none)\n\nI've got an issue where the Blender GUI keeps flickering. The whole 3D viewport sometimes blacks out, and generally, movements like panning the 3D view come with a whole second of lag. This is almost definitely a GPU driver issue because I was able to run the exact same versions of Blender without the slightest graphical hitch when using PopOS off a test USB. I have also been using Blender on my Arch installation without any problems. Some random update seems to have broken things.\n\nThis is relevant to the Blender bug tracker because I have not been able to find such a glitch on any other application I use (Minecraft, GIMP, Kdenlive, etc)\n\nShort video of the issue: [Issue GIF](q9aacsv) (Issue becomes much worse when more geometry is in view)\n\nAn observation that is perhaps relevant is that the problem becomes less intense (and at a point, disappears) when I reduce the window size of the application.\n\nSimply starting up Blender using the most recent updates on Arch with the above mentioned GPU, as shown in the GIF attached above featuring the default cube, results in this problem.\n\n**Excuse me, if bug reports for problems caused by drivers isn't accepted**", "Bug in viewport, Blender 3.0\nOperating system: Linux-5.10.89-1-MANJARO-x86_64-with-glibc2.33 64 Bits\nGraphics card: Mesa Intel(R) UHD Graphics 620 (KBL GT2) Intel 4.6 (Core Profile) Mesa 21.3.2\n\nBroken: version: 3.0.0\n\nAfter my fully system upgrade, Blender viewport become a trash!\n1. My movement is too slow\n2. Objects have bugs\n3. Display in all views(solid, wireframe, viewport, render, ...) and also modeling and sculpting and ..., Is a trash.\n[2022-01-08 09-17-26.mp4](2022-01-08_09-17-26.mp4)\n(*Sorry for lag in video, I'm sure it's from my recorder.)\n\nAlso, when I disable anti-aliasing, It's only work faster.\n\n.blend file is default file.", "Gizmos and overlays disappears when I hover on them or I move the view.\nOperating system: Linux-5.15.12-arch1-1-x86_64-with-glibc2.33 64 Bits\nGraphics card: Mesa Intel(R) Xe Graphics (TGL GT2) Intel 4.6 (Core Profile) Mesa 21.3.3\n\nBroken: version: 3.0.0\n\nWhen I move my view via Shift+MiddleClick or zoom in, the screen goes black and turns normal. Also when I hover on gizmo buttons like the zoom button they just disappear but sometimes they don't. I have a video of it happening in watch?v=TsohYTVVTWk.\nI first tought it was because I was using a window manager not a desktop environment. But one of my friends uses Base Arch with gnome desktop environment(I use ArcoLinux with dwm window manager) and it happens on it too. So I think it is about Arch Linux because I tried blender on debian and redhat based distros and this never happend to me.\n\nI know it happens on Arch Linux and ArcoLinux so if you use one of them it just happens when you use blender. ", "Viewport is flickering\nOperating system: Linux-5.15.7-arch1-1-x86_64-with-glibc2.33 64 Bits\nGraphics card: Mesa Intel(R) Xe Graphics (TGL GT2) Intel 4.6 (Core Profile) Mesa 21.3.1\n\nBroken: version: 3.0.0\nWorked: 2.93.6\n\nViewport is flickering during zooming, rotating or scaling the viewport.\n\n1. Find a laptop with the same graphics card.\n1. Just open Blender with default settings and default \"cube\" scene.\n1. Zoom, rotate or scale the viewport.\n\nThe only mention of a bug I found is here - . I've copied the video from this post, because I have the same bug (but on the different Blender version).\n\n[redditsave.com_viewport_is_flickering_i_have_no_idea_what_i-l1eqj0y9ybn71.mp4](redditsave.com_viewport_is_flickering_i_have_no_idea_what_i-l1eqj0y9ybn71.mp4)" ]
Crash when attempting to save stereoscopic render Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30 Broken: version: - 2.92.0 Alpha - 2.92.0 Alpha Worked: - 2.92.0 Alpha Attempting to save a stereoscopic render results in a crash. - Open Blender. - Enable *Output Properties > Stereoscopy* (leave settings at default). - Render an image. - Attempt to save the image. The assert `BLI_assert(ctx_win != win);` in `wm_handler_fileselect_do` is triggered: ```lines _BLI_assert_abort() Line 51 C wm_handler_fileselect_do(bContext * C, ListBase * handlers, wmEventHandler_Op * handler, int val) Line 2262 C wm_handler_fileselect_call(bContext * C, ListBase * handlers, wmEventHandler_Op * handler, const wmEvent * event) Line 2410 C wm_handlers_do_intern(bContext * C, wmEvent * event, ListBase * handlers) Line 2818 C wm_handlers_do(bContext * C, wmEvent * event, ListBase * handlers) Line 2870 C wm_event_do_handlers(bContext * C) Line 3293 C WM_main(bContext * C) Line 638 C main(int argc, const unsigned char * * UNUSED_argv_c) Line 526 C ```
[ "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", "Generated images with disabled alpha can have alpha but are saved with no alpha, losing user's work\n## Simplified Report\n\n- Create a new image with Alpha disabled.\n- Set the generated color to fully transparent.\n- Set up this image for 3D texture painting on a simple plane and paint some opaque strokes.\n- Execute the Same All Images operator in the textures slots panel.\n- The image is saved as RGB and alpha is lost, losing some of the user's work without warning.\n\nThis can be even less clear, because some operators like the Lightmap Pack operator can create images with no alpha implicitly, and the user doesn't know this until the alpha data is lost.\n\n## Original Report\n\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 3.3.1\n\nwhen you create a new image texture through the Lightmap Pack feature and paint on it can display as RGBA but the alpha channel gets discarded on save and reopening the file. Images created through other means (like the image shader node or the image panel) do save with alpha channel.\n\n1. go into edit mode on the default cube.\n2. UV > Lightmap pack. choose new image.\n3. in the image panel, select the image, go to the Image tab on the right, set Source to Generated and Color to Transparent.\n4. make a material using the texture. Set the alpha mode to hashed/clip/blend doesn't matter.\n5. apply it to the cube.\n6. draw something on it in texture paint mode.\n7. under Texture Slots click 'save all images'.\n8. close blender and reopen the file.\n9. the texture lost it's alpha.\n\nThe reason seems to be that lightmap pack generates an RGB file, but it can still appear as RGBA throughout blender until you hit refresh in the image panel or re-open the file. Ideally for my own workflow the lightmap pack feature would allow for creating RGBA files (perhaps an alpha checkbox if it's important for other workflows to not have an alpha channel)\n\nattached file: white cube was made through image shader node, blue cube through image panel generate option, green cube through lightmap pack.\n\n[bug.blend](bug.blend)", "Render can not be cancelled and crashes\n\n\n\n\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: AMD Radeon R9 200 Series ATI Technologies Inc. 4.5.13570 Core Profile Context 19.7.2 26.20.13001.16003\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\n\nHello,\n\nI wanted to export some scene using the Eevee render. When I render a frame, the image processing statut is still at 0%. Thus, when I try to cancel it, Blender hangs / crashes.\n\nI launched it using the GPU debug tool\n\nI'm assuming it comes from the hardware.\n\n\nThanks in advance.\n\n\n\n[eevee_logs.txt](eevee_logs.txt)\n\n\n[blender2.8.blend](blender2.8.blend)\n\n\n\n\n\n- Open the file\n- Render image {key F12}\n- Progress will hang at 0% for too long time\n- Cancel rendering\n\nRender job is not cancelled immediately / Blender crashes with low VRAM\n\n", "Blender 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", "Blender randomly crash without reason in 'glDrawElementsInstancedBaseVertex' (in 'OVERLAY_wireframe_draw' or 'workbench_draw_sample')\n|Operating system:|macOS-10.14.6-x86_64-i386-64bit 64 Bits|@MaciejSobolewski\n| -- | -- | -- |\n||macOS Big Sur 11.1 2.4 GHz 8-Core Intel Core i9 64 GB 2667 MHz DDR4|@RonMartin\n||Darwin-18.7.0-x86_64-i386-64bit 64 Bits|@aayerbe\n||Darwin-20.3.0-x86_64-i386-64bit 64 Bits|@Chyiik\n||Mac OS X 10.14.6 (18G7016)|@sahrul\n||macOS 11.2.3 (20D91)|@fahr\n||macOS-10.14.6-x86_64-i386-64bit 64 Bits|@didi404\n---\n|Graphics card:|AMD Radeon Pro 460 OpenGL Engine ATI Technologies Inc. 4.1 ATI-2.11.23|@MaciejSobolewski\n| -- | -- | -- |\n||Intel UHD Graphics 630 1536 MB|@RonMartin\n||Intel Iris Pro OpenGL Engine Intel Inc. 4.1 INTEL-12.10.25|@aayerbe\n||AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.2.15|@Chyiik\n||Intel Iris Plus Graphics 640|@sahrul\n||AMD FirePro [D700](D700)|@fahr\n||AMD Radeon Pro 570X|@didi404\n\nBroken: 2.91, 2.92, 2.93.0 Alpha, commit date: 2021-04-01 21:49\nWorked: 2.81, 2.90\n\nBlender crashes randomly on Mac OS\nIt can crash randomly after startup even if we do nothing like this example.\n\nIt has also been reported that it happens often when try to save the file after several minutes of work (#86565).\n\nCrash Log 1:\n```lines=25\nProcess: Blender [6485]\nPath: /Applications/Blender 2.93/Blender.app/Contents/MacOS/Blender\nIdentifier: Blender\nVersion: 2.93.0 (2.93.0 2021-04-01)\nCode Type: X86-64 (Native)\nParent Process: ??? [1]\nResponsible: Blender [6485]\nUser ID: 501\n\nDate/Time: 2021-04-03 13:43:19.501 +0200\nOS Version: Mac OS X 10.14.6 (18G8022)\nReport Version: 12\nBridge OS Version: 3.0 (14Y906)\nAnonymous UUID: 5527B0F5-C330-CDA4-B73E-9CB133041D4E\n\nSleep/Wake UUID: DBADD923-7C0B-4D5E-AEFC-935ECD0B12BA\n\nTime Awake Since Boot: 850000 seconds\nTime Since Wake: 1600 seconds\n\nSystem Integrity Protection: enabled\n\nCrashed Thread: 0 Dispatch queue: com.apple.main-thread\n\nException Type: EXC_BAD_ACCESS (SIGSEGV)\nException Codes: KERN_INVALID_ADDRESS at 0x0000000000000e2c\nException Note: EXC_CORPSE_NOTIFY\n\nTermination Signal: Segmentation fault: 11\nTermination Reason: Namespace SIGNAL, Code 0xb\nTerminating Process: exc handler [6485]\n\nVM Regions Near 0xe2c:\n--> \n __TEXT 000000010cad1000-0000000118885000 [189.7M] r-x/r-x SM=COW /Applications/Blender 2.93/Blender.app/Contents/MacOS/Blender\n\nThread 0 Crashed:: Dispatch queue: com.apple.main-thread\n0 GLEngine \t0x00007fff3cfe28b5 gleRunVertexSubmitImmediate + 6085\n1 GLEngine \t0x00007fff3cf4c29c glDrawElementsInstancedBaseVertex_GL3Exec + 681\n2 libGL.dylib \t0x00007fff3c2fcd02 glDrawElementsInstancedBaseVertex + 45\n3 org.blenderfoundation.blender \t0x000000010d27bf05 draw_call_single_do + 469\n4 org.blenderfoundation.blender \t0x000000010d27b68c drw_draw_pass_ex + 1692\n5 org.blenderfoundation.blender \t0x000000010d27afdf DRW_draw_pass + 31\n6 org.blenderfoundation.blender \t0x000000010d2d2819 OVERLAY_wireframe_draw + 41\n7 org.blenderfoundation.blender \t0x000000010d2c2499 OVERLAY_draw_scene + 393\n8 org.blenderfoundation.blender \t0x000000010d2724fa drw_engines_draw_scene + 186\n9 org.blenderfoundation.blender \t0x000000010d274643 drw_draw_depth_loop_impl + 1299\n10 org.blenderfoundation.blender \t0x000000010db9670f ED_view3d_depth_override + 239\n11 org.blenderfoundation.blender \t0x000000010dbbe460 ED_view3d_autodist + 48\n12 org.blenderfoundation.blender \t0x000000010db9dc9a ED_view3d_cursor3d_position + 234\n13 org.blenderfoundation.blender \t0x000000010db9dd80 ED_view3d_cursor3d_position_rotation + 144\n14 org.blenderfoundation.blender \t0x000000010db9e417 ED_view3d_cursor3d_update + 279\n15 org.blenderfoundation.blender \t0x000000010db9e7f1 view3d_cursor3d_invoke + 145\n16 org.blenderfoundation.blender \t0x000000010d152629 wm_operator_invoke + 521\n17 org.blenderfoundation.blender \t0x000000010d153bd8 wm_handler_operator_call + 648\n18 org.blenderfoundation.blender \t0x000000010d1531c4 wm_handlers_do_intern + 1588\n19 org.blenderfoundation.blender \t0x000000010d14ec16 wm_handlers_do + 774\n20 org.blenderfoundation.blender \t0x000000010d14e2de wm_event_do_handlers + 2862\n21 org.blenderfoundation.blender \t0x000000010d146b80 WM_main + 32\n22 org.blenderfoundation.blender \t0x000000010cc3691b main + 907\n23 libdyld.dylib \t0x00007fff5f1f93d5 start + 1\n\n(...)\n\nThread 0 crashed with X86 Thread State (64-bit):\n rax: 0x0000000000000e2c rbx: 0x0000000000000011 rcx: 0x00007fff3cfe28b5 rdx: 0x00007fff3cfe3ec8\n rdi: 0x0000000000000004 rsi: 0x0000000000c00000 rbp: 0x00007ffee312d230 rsp: 0x00007ffee312d090\n r8: 0x0000000000000211 r9: 0x00006000055d9f50 r10: 0x000000000000108c r11: 0x0000000000000001\n r12: 0x0000000000000000 r13: 0x0000000000000000 r14: 0x0000000000000000 r15: 0x0000108c00049800\n rip: 0x00007fff3cfe28b5 rfl: 0x0000000000010213 cr2: 0x0000000000000e2c\n \nLogical CPU: 4\nError Code: 0x00000004\nTrap Number: 14\n\n\nBinary Images:\n 0x10cad1000 - 0x118884fdf +org.blenderfoundation.blender (2.93.0 - 2.93.0 2021-04-01) <76DA024A-23A9-360A-9B4D-17E1FFF3C70F> /Applications/Blender 2.93/Blender.app/Contents/MacOS/Blender\n 0x11f240000 - 0x11f2acffb +libomp.dylib (0) <535E76BC-1650-3651-9C62-97A995647107> /Applications/Blender 2.93/Blender.app/Contents/Resources/lib/libomp.dylib\n 0x11f81a000 - 0x11f9affff com.apple.audio.units.Components (1.14 - 1.14) <D7C7C00C-202E-3F6B-A395-129A1A69A233> /System/Library/Components/CoreAudio.component/Contents/MacOS/CoreAudio\n 0x121431000 - 0x121435ffb com.apple.audio.AppleHDAHALPlugIn (282.54 - 282.54) <207D25F0-B094-3569-AA6D-09B4EDD72861> /System/Library/Extensions/AppleHDA.kext/Contents/PlugIns/AppleHDAHALPlugIn.bundle/Contents/MacOS/AppleHDAHALPlugIn\n 0x123231000 - 0x123234ff7 +_opcode.cpython-39-darwin.so (0) <B301C79A-62B7-387B-8FF2-1AA125557218> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/_opcode.cpython-39-darwin.so\n 0x123241000 - 0x12325eff3 +libRprSupport64.dylib (0) <E10A8DBC-2DAE-3C5D-A670-E95122180BDF> /Users/USER/Library/Application Support/Blender/*/libRprSupport64.dylib\n 0x123a67000 - 0x123a6affb +_lsprof.cpython-39-darwin.so (0) <390A27D2-FE66-3D62-9D0D-EC24BDD4185E> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/_lsprof.cpython-39-darwin.so\n 0x123c6f000 - 0x123c72047 libobjc-trampolines.dylib (756.2) <5795A048-3940-3801-90CE-33D1B1AF81F4> /usr/lib/libobjc-trampolines.dylib\n 0x124d05000 - 0x124dceff7 com.apple.AMDRadeonX4000GLDriver (2.11.23 - 2.1.1) <C9BBA305-1222-3D05-A096-DF3485CAA6D1> /System/Library/Extensions/AMDRadeonX4000GLDriver.bundle/Contents/MacOS/AMDRadeonX4000GLDriver\n 0x12a338000 - 0x12a4eaffb +libRadeonProRender64.dylib (0) <7857C60D-5962-34B2-9946-AA62FB25A0FC> /Users/USER/Library/Application Support/Blender/*/libRadeonProRender64.dylib\n 0x12b156000 - 0x12b159fff +_heapq.cpython-39-darwin.so (0) <39FBF3FE-B287-3DE1-9C22-E65F7DE3FBD6> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/_heapq.cpython-39-darwin.so\n 0x12b32f000 - 0x12b33aff3 +math.cpython-39-darwin.so (0) <B182812A-68AA-35BD-A8E8-D26E6BDB8C3F> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/math.cpython-39-darwin.so\n 0x12b4cf000 - 0x12b53970f dyld (655.1.1) <EA5BF483-08FB-31C9-B31E-C0D0FD94FE89> /usr/lib/dyld\n 0x12c854000 - 0x12cb0b80f +_ssl.cpython-39-darwin.so (0) <9E0B733D-CC78-37AF-9E27-8D058929365F> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/_ssl.cpython-39-darwin.so\n 0x12cbdc000 - 0x12cbebff7 +_socket.cpython-39-darwin.so (0) <B1F1427E-EC5E-35BF-8595-3AB7F81B8BFA> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/_socket.cpython-39-darwin.so\n 0x12cc3c000 - 0x12cc43fff +select.cpython-39-darwin.so (0) <9F931F33-6B72-314B-9365-C443F0E411CE> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/select.cpython-39-darwin.so\n 0x12cc50000 - 0x12cc57fff +array.cpython-39-darwin.so (0) <C6EAB41B-E104-3EF6-923E-5279F64BB2AE> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/array.cpython-39-darwin.so\n 0x12cc68000 - 0x12cc6fff7 +_struct.cpython-39-darwin.so (0) <80252227-C14A-3C4F-974E-3F540EDA92B5> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/_struct.cpython-39-darwin.so\n 0x12cc80000 - 0x12cc87ff7 +binascii.cpython-39-darwin.so (0) <804000F0-C103-3525-88BB-176B163AC5A4> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/binascii.cpython-39-darwin.so\n 0x12cd14000 - 0x12cd17fff +_bisect.cpython-39-darwin.so (0) <C55FDD46-701F-3112-80AC-1514BA077D76> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/_bisect.cpython-39-darwin.so\n 0x12cd24000 - 0x12cd27ff3 +_random.cpython-39-darwin.so (0) <17F6835A-5316-353E-89E2-28FA2C7310B6> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/_random.cpython-39-darwin.so\n 0x12cd34000 - 0x12cd3bff3 +_sha512.cpython-39-darwin.so (0) <FE9A114B-3EB9-331D-9CB2-3F71DA53B2FB> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/_sha512.cpython-39-darwin.so\n 0x12cd88000 - 0x12cd97ff7 +_datetime.cpython-39-darwin.so (0) <DD77ED03-5D10-32E9-A860-DEBFE5951394> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/_datetime.cpython-39-darwin.so\n 0x12ce6c000 - 0x12d08b0f7 +_hashlib.cpython-39-darwin.so (0) <4EADD130-4A3F-3A9C-BFD5-5226CC3B80BC> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/_hashlib.cpython-39-darwin.so\n 0x12d12c000 - 0x12d133ff3 +_blake2.cpython-39-darwin.so (0) <47823C31-458F-31C3-939B-3E51CAFB21E9> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/_blake2.cpython-39-darwin.so\n 0x12d140000 - 0x12d143fff +_queue.cpython-39-darwin.so (0) <B6BD974A-932F-3126-8B07-332D5C1005B1> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/_queue.cpython-39-darwin.so\n 0x12d150000 - 0x12d167ff3 +zlib.cpython-39-darwin.so (0) <1357BDA0-EBFF-328F-8CF8-2BAAF0777C3E> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/zlib.cpython-39-darwin.so\n 0x12d2d6000 - 0x12d2edff3 +_bz2.cpython-39-darwin.so (0) <F5BE8D18-E1D6-3C23-B906-AB09DBF0FFBF> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/_bz2.cpython-39-darwin.so\n 0x12d2fa000 - 0x12d329ff3 +_lzma.cpython-39-darwin.so (0) <6D9DCFA1-0480-302F-8AD2-8B32FD3377EE> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/_lzma.cpython-39-darwin.so\n 0x12d33a000 - 0x12d33dff7 +grp.cpython-39-darwin.so (0) <DCF6B520-1F6E-3ADF-B061-CE405DC2CB4B> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/grp.cpython-39-darwin.so\n 0x12d3d9000 - 0x12d3e0fff +_json.cpython-39-darwin.so (0) <ACB3C18C-E080-3C95-8420-DAE93E2D5E99> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/_json.cpython-39-darwin.so\n 0x12d43f000 - 0x12d442ffb +_scproxy.cpython-39-darwin.so (0) <50CE8674-D618-32A2-9E79-A89350AE9BA9> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/_scproxy.cpython-39-darwin.so\n 0x12d48f000 - 0x12d59aff7 +unicodedata.cpython-39-darwin.so (0) <B1C10C25-AADB-3554-8EA4-2D8EDBA913C9> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/unicodedata.cpython-39-darwin.so\n 0x12d6cd000 - 0x12d710ff7 +_decimal.cpython-39-darwin.so (0) <DB2C2DBC-0CAC-396C-9DC6-F473D0ED9DD6> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/_decimal.cpython-39-darwin.so\n 0x12d731000 - 0x12d734ffb +_statistics.cpython-39-darwin.so (0) <1FC5B98C-DFF6-34A6-B0BB-817D49440624> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/_statistics.cpython-39-darwin.so\n 0x12d881000 - 0x12d884ff3 +_posixsubprocess.cpython-39-darwin.so (0) <A047F4C3-E223-3AAB-9298-1E5E46906ADD> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/_posixsubprocess.cpython-39-darwin.so\n 0x12db66000 - 0x12dedbfe7 +_multiarray_umath.cpython-39-darwin.so (0) <495E23F2-DD86-34BE-85F2-D8B8FA1CFDFE> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/site-packages/numpy/core/_multiarray_umath.cpython-39-darwin.so\n 0x12e003000 - 0x131baab4f +libopenblas.0.dylib (0) <03CB01A7-1E7B-3A87-B36F-CD619D546D98> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/site-packages/numpy/.dylibs/libopenblas.0.dylib\n 0x131e47000 - 0x131f5eff7 +libgfortran.3.dylib (0) <9ABE5EDE-AD43-391A-9E54-866711FAC32A> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/site-packages/numpy/.dylibs/libgfortran.3.dylib\n 0x131fcd000 - 0x132003fff +libquadmath.0.dylib (0) <7FFA409F-FB04-3B64-BE9A-3E3A494C975E> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/site-packages/numpy/.dylibs/libquadmath.0.dylib\n 0x132017000 - 0x13202cff7 +libgcc_s.1.dylib (0) <7C6D7CB7-82DB-3290-8181-07646FEA1F80> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/site-packages/numpy/.dylibs/libgcc_s.1.dylib\n 0x14a03c000 - 0x14a053ffb +_pickle.cpython-39-darwin.so (0) <3559C80E-CFDA-3F33-B6ED-B469333FB0C9> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/_pickle.cpython-39-darwin.so\n 0x14a0b2000 - 0x14a0bfff7 +_multiarray_tests.cpython-39-darwin.so (0) <AE0DCAB5-64AB-3F7D-B12A-60B9B9E919FF> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/site-packages/numpy/core/_multiarray_tests.cpython-39-darwin.so\n 0x14a116000 - 0x14a131f4f +_ctypes.cpython-39-darwin.so (0) <61595129-0907-3B76-BAD5-E83E12232E92> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/_ctypes.cpython-39-darwin.so\n 0x14a1ce000 - 0x14a1cfffb +lapack_lite.cpython-39-darwin.so (0) <ED8E8882-7728-3AFC-B16E-AD65D26C95CC> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/site-packages/numpy/linalg/lapack_lite.cpython-39-darwin.so\n 0x14a1d7000 - 0x14a1f0ffb +_umath_linalg.cpython-39-darwin.so (0) <C031BBC1-676E-3561-971A-817DB290B4CC> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/site-packages/numpy/linalg/_umath_linalg.cpython-39-darwin.so\n 0x14a2c4000 - 0x14a2d5fff +_pocketfft_internal.cpython-39-darwin.so (0) <F874775F-892F-3E6D-AB44-13585A46F440> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/site-packages/numpy/fft/_pocketfft_internal.cpython-39-darwin.so\n 0x14a31e000 - 0x14a38ffff +mtrand.cpython-39-darwin.so (0) <26C3326C-CD5C-3EB6-ADC1-1501DEFF4824> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/site-packages/numpy/random/mtrand.cpython-39-darwin.so\n 0x14a3ea000 - 0x14a408ffb +bit_generator.cpython-39-darwin.so (0) <0AA58188-F7BE-3259-B73D-F73A44D18892> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/site-packages/numpy/random/bit_generator.cpython-39-darwin.so\n 0x14a429000 - 0x14a45eff3 +_common.cpython-39-darwin.so (0) <A5274DC2-1EDF-3596-810F-949AFC3280AF> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/site-packages/numpy/random/_common.cpython-39-darwin.so\n 0x14a47b000 - 0x14a4d1ffb +_bounded_integers.cpython-39-darwin.so (0) <C5EA861D-2A70-3753-B812-574045E67644> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/site-packages/numpy/random/_bounded_integers.cpython-39-darwin.so\n 0x14a4f8000 - 0x14a506ffb +_mt19937.cpython-39-darwin.so (0) <317BAC67-09BA-3FCD-951A-1F8665EB2AB2> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/site-packages/numpy/random/_mt19937.cpython-39-darwin.so\n 0x14a517000 - 0x14a523ff3 +_philox.cpython-39-darwin.so (0) <E0D66351-2EA3-3CAC-92B8-9BDD75A35465> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/site-packages/numpy/random/_philox.cpython-39-darwin.so\n 0x14a533000 - 0x14a53dff7 +_pcg64.cpython-39-darwin.so (0) <97A10DFD-6916-3251-84B1-FCCF8D908E08> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/site-packages/numpy/random/_pcg64.cpython-39-darwin.so\n 0x14a54c000 - 0x14a553fff +_sfc64.cpython-39-darwin.so (0) <4A390EEB-7105-3235-85B2-4C8D98B3587C> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/site-packages/numpy/random/_sfc64.cpython-39-darwin.so\n 0x14a560000 - 0x14a5e6ffb +_generator.cpython-39-darwin.so (0) <D25A4A84-E711-357E-9925-2B76BD03BAB0> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/site-packages/numpy/random/_generator.cpython-39-darwin.so\n 0x152b16000 - 0x152b9aff7 +core.so (0) <90E3783C-EA48-3E8D-98E7-E2465548F8C7> /Users/USER/*/core.so\n 0x152e28000 - 0x152e2fff7 +_csv.cpython-39-darwin.so (0) <A88064E5-CC97-3CD9-9422-3148889BB740> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/_csv.cpython-39-darwin.so\n 0x7fff27936000 - 0x7fff27c8ffff com.apple.RawCamera.bundle (8.15.0 - 1031.4.4) <AB6E8A8F-0BFE-37EE-A135-44ABA4FCB559> /System/Library/CoreServices/RawCamera.bundle/Contents/MacOS/RawCamera\n 0x7fff27c92000 - 0x7fff27d9efff com.apple.AMDMTLBronzeDriver (2.11.23 - 2.1.1) <69902D3A-0267-3D14-9820-D65016305FCC> /System/Library/Extensions/AMDMTLBronzeDriver.bundle/Contents/MacOS/AMDMTLBronzeDriver\n 0x7fff27d9f000 - 0x7fff28744ff3 ATIRadeonX4000SCLib.dylib (2.11.23) <CC649A6F-573C-30F6-AC1B-8F0850D85B87> /System/Library/Extensions/AMDRadeonX4000GLDriver.bundle/Contents/MacOS/ATIRadeonX4000SCLib.dylib\n 0x7fff2caac000 - 0x7fff2d880ff7 com.apple.driver.AppleIntelSKLGraphicsGLDriver (12.10.25 - 12.1.0) <9AE3588C-F533-3A5D-9E4B-602ACEA5493C> /System/Library/Extensions/AppleIntelSKLGraphicsGLDriver.bundle/Contents/MacOS/AppleIntelSKLGraphicsGLDriver\n 0x7fff2d881000 - 0x7fff2dbb2ff7 com.apple.driver.AppleIntelSKLGraphicsMTLDriver (12.10.25 - 12.1.0) <8889F99C-A463-3299-8DE8-ED06FF6A6735> /System/Library/Extensions/AppleIntelSKLGraphicsMTLDriver.bundle/Contents/MacOS/AppleIntelSKLGraphicsMTLDriver\n 0x7fff2f5b8000 - 0x7fff2f5b8fff com.apple.Accelerate (1.11 - Accelerate 1.11) <762942CB-CFC9-3A0C-9645-A56523A06426> /System/Library/Frameworks/Accelerate.framework/Versions/A/Accelerate\n 0x7fff2f5b9000 - 0x7fff2f5cfff7 libCGInterfaces.dylib (506.22) <1B6C92D9-F4B8-37BA-9635-94C4A56098CE> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vImage.framework/Versions/A/Libraries/libCGInterfaces.dylib\n 0x7fff2f5d0000 - 0x7fff2fc69fef com.apple.vImage (8.1 - ???) <53FA3611-894E-3158-A654-FBD2F70998FE> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vImage.framework/Versions/A/vImage\n 0x7fff2fc6a000 - 0x7fff2fee3ff3 libBLAS.dylib (1243.200.4) <417CA0FC-B6CB-3FB3-ACBC-8914E3F62D20> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libBLAS.dylib\n 0x7fff2fee4000 - 0x7fff2ff56ffb libBNNS.dylib (38.250.1) <538D12A2-9B9D-3E22-9896-F90F6E69C06E> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libBNNS.dylib\n 0x7fff2ff57000 - 0x7fff30300ff3 libLAPACK.dylib (1243.200.4) <92175DF4-863A-3780-909A-A3E5C410F2E9> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libLAPACK.dylib\n 0x7fff30301000 - 0x7fff30316feb libLinearAlgebra.dylib (1243.200.4) <CB671EE6-DEA1-391C-9B2B-AA09A46B4D7A> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libLinearAlgebra.dylib\n 0x7fff30317000 - 0x7fff3031cff3 libQuadrature.dylib (3.200.2) <1BAE7E22-2862-379F-B334-A3756067730F> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libQuadrature.dylib\n 0x7fff3031d000 - 0x7fff30399ff3 libSparse.dylib (79.200.5) <E78B33D3-672A-3C53-B512-D3DDB2E9AC8D> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libSparse.dylib\n 0x7fff3039a000 - 0x7fff303adfe3 libSparseBLAS.dylib (1243.200.4) <E9243341-DB77-37C1-97C5-3DFA00DD70FA> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libSparseBLAS.dylib\n 0x7fff303ae000 - 0x7fff30595ff7 libvDSP.dylib (671.250.4) <7B110627-A9C1-3FB7-A077-0C7741BA25D8> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libvDSP.dylib\n 0x7fff30596000 - 0x7fff30649ff7 libvMisc.dylib (671.250.4) <D5BA4812-BFFC-3CD0-B382-905CD8555DA6> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libvMisc.dylib\n 0x7fff3064a000 - 0x7fff3064afff com.apple.Accelerate.vecLib (3.11 - vecLib 3.11) <74288115-EF61-30B6-843F-0593B31D4929> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/vecLib\n 0x7fff307ec000 - 0x7fff315a1ffb com.apple.AppKit (6.9 - 1671.60.109) <F3BB6BCD-F2DF-36E7-8F20-FEC419671841> /System/Library/Frameworks/AppKit.framework/Versions/C/AppKit\n 0x7fff315f3000 - 0x7fff315f3fff com.apple.ApplicationServices (50.1 - 50.1) <7BDB78C7-9021-3B29-823A-1FFDB9F79602> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/ApplicationServices\n 0x7fff315f4000 - 0x7fff3165ffff com.apple.ApplicationServices.ATS (377 - 453.11.2.2) <A258DA73-114B-3102-A056-4AAAD3CEB9DD> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ATS.framework/Versions/A/ATS\n 0x7fff316f8000 - 0x7fff3180fff7 libFontParser.dylib (228.6.2.10) <B0B7AF1F-2342-3A95-A7E6-629FC032D4B1> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ATS.framework/Versions/A/Resources/libFontParser.dylib\n 0x7fff31810000 - 0x7fff31852fff libFontRegistry.dylib (228.12.2.4) <6DDE44EC-FF6B-3893-9209-45E0955ABDD5> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ATS.framework/Versions/A/Resources/libFontRegistry.dylib\n 0x7fff318ac000 - 0x7fff318defff libTrueTypeScaler.dylib (228.6.2.10) <5FE48A9A-8329-3B0D-9A99-DEAC708F8334> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ATS.framework/Versions/A/Resources/libTrueTypeScaler.dylib\n 0x7fff31943000 - 0x7fff31947ff3 com.apple.ColorSyncLegacy (4.13.0 - 1) <E8E9342C-47EB-359D-A373-554AC19B174A> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ColorSyncLegacy.framework/Versions/A/ColorSyncLegacy\n 0x7fff319e2000 - 0x7fff31a34ff7 com.apple.HIServices (1.22 - 628) <2BE461FF-80B9-30D3-A574-AED5724B1C1B> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/HIServices.framework/Versions/A/HIServices\n 0x7fff31a35000 - 0x7fff31a44fff com.apple.LangAnalysis (1.7.0 - 1.7.0) <F5617A2A-FEA6-3832-B5BA-C2111B98786F> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/LangAnalysis.framework/Versions/A/LangAnalysis\n 0x7fff31a45000 - 0x7fff31a8eff7 com.apple.print.framework.PrintCore (14.7 - 503.8) <E1D0FCBC-155E-372E-A90F-4A20B94FC114> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/PrintCore.framework/Versions/A/PrintCore\n 0x7fff31a8f000 - 0x7fff31ac8ff7 com.apple.QD (3.12 - 407.2) <28C7D39F-59C9-3314-BECC-67045487229C> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/QD.framework/Versions/A/QD\n 0x7fff31ac9000 - 0x7fff31ad5fff com.apple.speech.synthesis.framework (8.1.3 - 8.1.3) <5E7B9BD4-122B-3012-A044-3259C97E7509> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/SpeechSynthesis.framework/Versions/A/SpeechSynthesis\n 0x7fff31ad6000 - 0x7fff31d4dfff com.apple.audio.toolbox.AudioToolbox (1.14 - 1.14) <32487CB2-246B-3B80-8F60-D65DFC367DDC> /System/Library/Frameworks/AudioToolbox.framework/Versions/A/AudioToolbox\n 0x7fff31d4f000 - 0x7fff31d4ffff com.apple.audio.units.AudioUnit (1.14 - 1.14) <B489CFDA-DEF3-38F5-A815-23EC30B8DA03> /System/Library/Frameworks/AudioUnit.framework/Versions/A/AudioUnit\n 0x7fff320a8000 - 0x7fff3244afff com.apple.CFNetwork (978.5 - 978.5) <06BB192E-0302-3AE9-B229-A9B15AD4CBF4> /System/Library/Frameworks/CFNetwork.framework/Versions/A/CFNetwork\n 0x7fff3245f000 - 0x7fff3245ffff com.apple.Carbon (158 - 158) <B955D7C0-ACA6-33EB-9527-1598288532A6> /System/Library/Frameworks/Carbon.framework/Versions/A/Carbon\n 0x7fff32460000 - 0x7fff32463ffb com.apple.CommonPanels (1.2.6 - 98) <1CD6D56D-8EC7-3528-8CBC-FC69533519B5> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/CommonPanels.framework/Versions/A/CommonPanels\n 0x7fff32464000 - 0x7fff3275bfff com.apple.HIToolbox (2.1.1 - 918.7) <88D7F19C-8C9D-384B-BAB5-8205CA282F2C> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/HIToolbox.framework/Versions/A/HIToolbox\n 0x7fff3275c000 - 0x7fff3275fff3 com.apple.help (1.3.8 - 66) <A08517EB-8958-36C9-AEE0-1A8FEEACBE3F> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/Help.framework/Versions/A/Help\n 0x7fff32760000 - 0x7fff32765ff7 com.apple.ImageCapture (9.0 - 1534.2) <DB063E87-ED8F-3E4E-A7E2-A6B45FA73EF7> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/ImageCapture.framework/Versions/A/ImageCapture\n 0x7fff32766000 - 0x7fff327fbff3 com.apple.ink.framework (10.9 - 225) <7C7E9483-2E91-3DD3-B1E0-C238F42CA0DD> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/Ink.framework/Versions/A/Ink\n 0x7fff327fc000 - 0x7fff32814ff7 com.apple.openscripting (1.7 - 179.1) <9B8C1ECC-5864-3E21-9149-863E884EA25C> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/OpenScripting.framework/Versions/A/OpenScripting\n 0x7fff32834000 - 0x7fff32835ff7 com.apple.print.framework.Print (14.2 - 267.4) <A7A9D2A0-D4E0-35EF-A0F7-50521F707C33> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/Print.framework/Versions/A/Print\n 0x7fff32836000 - 0x7fff32838ff7 com.apple.securityhi (9.0 - 55006) <05717F77-7A7B-37E6-AB3E-03F063E9095B> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/SecurityHI.framework/Versions/A/SecurityHI\n 0x7fff32839000 - 0x7fff3283fff7 com.apple.speech.recognition.framework (6.0.3 - 6.0.3) <3CC050FB-EBCB-3087-8EA5-F378C8F99217> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/SpeechRecognition.framework/Versions/A/SpeechRecognition\n 0x7fff32961000 - 0x7fff32961fff com.apple.Cocoa (6.11 - 23) <987A526D-6FD8-345E-9265-4D8067B337D1> /System/Library/Frameworks/Cocoa.framework/Versions/A/Cocoa\n 0x7fff3296f000 - 0x7fff32abeff7 com.apple.ColorSync (4.13.0 - 3345.6) <356BA478-76DE-3087-86BE-5E884276AB83> /System/Library/Frameworks/ColorSync.framework/Versions/A/ColorSync\n 0x7fff32c4a000 - 0x7fff32cd0fff com.apple.audio.CoreAudio (4.3.0 - 4.3.0) <E6E4A58D-9BAE-30B1-856E-E1332B98E9ED> /System/Library/Frameworks/CoreAudio.framework/Versions/A/CoreAudio\n 0x7fff32d34000 - 0x7fff32d5effb com.apple.CoreBluetooth (1.0 - 1) <4F2DDEF0-1F92-384B-8CDA-4958725D0A8E> /System/Library/Frameworks/CoreBluetooth.framework/Versions/A/CoreBluetooth\n 0x7fff32d5f000 - 0x7fff330e4fef com.apple.CoreData (120 - 866.6) <132CB39B-8D58-30FA-B8AD-49BFFF34B293> /System/Library/Frameworks/CoreData.framework/Versions/A/CoreData\n 0x7fff330e5000 - 0x7fff331d5ff7 com.apple.CoreDisplay (101.3 - 110.18) <6DD41271-E145-3E99-9D49-7CC8AC1C65B6> /System/Library/Frameworks/CoreDisplay.framework/Versions/A/CoreDisplay\n 0x7fff331d6000 - 0x7fff3361bfff com.apple.CoreFoundation (6.9 - 1575.401) <4D6EA727-F7B9-398A-9B0B-4A30802E49BD> /System/Library/Frameworks/CoreFoundation.framework/Versions/A/CoreFoundation\n 0x7fff3361d000 - 0x7fff33cadfe7 com.apple.CoreGraphics (2.0 - 1265.11) <71E7056D-6AA5-324A-A5B8-9CD35772D87B> /System/Library/Frameworks/CoreGraphics.framework/Versions/A/CoreGraphics\n 0x7fff33caf000 - 0x7fff33fcffff com.apple.CoreImage (14.4.0 - 750.0.140) <11026E39-D2FF-3CF6-8ACE-7BA293F9853E> /System/Library/Frameworks/CoreImage.framework/Versions/A/CoreImage\n 0x7fff342cc000 - 0x7fff343d0fff com.apple.CoreMedia (1.0 - 2290.14) <2C7A5348-7F19-3E28-97E4-6065A64B1DC9> /System/Library/Frameworks/CoreMedia.framework/Versions/A/CoreMedia\n 0x7fff3442d000 - 0x7fff3442dfff com.apple.CoreServices (946 - 946) <8423F2AB-74CB-3BBD-A66E-ED93DE2363C2> /System/Library/Frameworks/CoreServices.framework/Versions/A/CoreServices\n 0x7fff3442e000 - 0x7fff344aaff7 com.apple.AE (773 - 773) <55AE7C9E-27C3-30E9-A047-3B92A6FD53B4> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/AE.framework/Versions/A/AE\n 0x7fff344ab000 - 0x7fff34782fff com.apple.CoreServices.CarbonCore (1178.33 - 1178.33) <CB87F0C7-2CD6-3983-8E32-B6A2EC925352> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/CarbonCore.framework/Versions/A/CarbonCore\n 0x7fff34783000 - 0x7fff347cbff7 com.apple.DictionaryServices (1.2 - 284.16.4) <746EB200-DC51-30AE-9CBC-608A7B4CC8DA> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/DictionaryServices.framework/Versions/A/DictionaryServices\n 0x7fff347cc000 - 0x7fff347d4ffb com.apple.CoreServices.FSEvents (1239.200.13 - 1239.200.13) <5913F08D-4AA2-3200-B998-012E6A19A66D> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/FSEvents.framework/Versions/A/FSEvents\n 0x7fff347d5000 - 0x7fff34986ff7 com.apple.LaunchServices (946 - 946) <A0C91634-9410-38E8-BC11-7A5A369E6BA5> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/LaunchServices.framework/Versions/A/LaunchServices\n 0x7fff34987000 - 0x7fff34a25ff7 com.apple.Metadata (10.7.0 - 1191.58) <89DA10B4-5695-3FD9-A920-C34C33957868> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/Metadata.framework/Versions/A/Metadata\n 0x7fff34a26000 - 0x7fff34a70ff7 com.apple.CoreServices.OSServices (946 - 946) <20C4EEF8-D5AC-39A0-9B4A-78F88E3EFBCC> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/OSServices.framework/Versions/A/OSServices\n 0x7fff34a71000 - 0x7fff34ad8ff7 com.apple.SearchKit (1.4.0 - 1.4.0) <DA08AA6F-A6F1-36C0-87F4-E26294E51A3A> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/SearchKit.framework/Versions/A/SearchKit\n 0x7fff34ad9000 - 0x7fff34afaff3 com.apple.coreservices.SharedFileList (71.28 - 71.28) <487A8464-729E-305A-B5D1-E3FE8EB9CFC5> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/SharedFileList.framework/Versions/A/SharedFileList\n 0x7fff34e05000 - 0x7fff34f67ff7 com.apple.CoreText (352.0 - 584.26.3.6) <47B18B6F-C53C-357A-8EBA-A2CD340018E6> /System/Library/Frameworks/CoreText.framework/Versions/A/CoreText\n 0x7fff34f68000 - 0x7fff34fa8ff3 com.apple.CoreVideo (1.8 - 281.4) <10CF8E52-07E3-382B-8091-2CEEEFFA69B4> /System/Library/Frameworks/CoreVideo.framework/Versions/A/CoreVideo\n 0x7fff34fa9000 - 0x7fff35038fff com.apple.framework.CoreWLAN (13.0 - 1375.2) <A476486C-B863-3941-BAE6-A78BDFED4A3B> /System/Library/Frameworks/CoreWLAN.framework/Versions/A/CoreWLAN\n 0x7fff3528f000 - 0x7fff35294ffb com.apple.DiskArbitration (2.7 - 2.7) <A31C207C-8255-3E93-9DD7-D80C4B179050> /System/Library/Frameworks/DiskArbitration.framework/Versions/A/DiskArbitration\n 0x7fff35458000 - 0x7fff3545aff3 com.apple.ForceFeedback (1.0.6 - 1.0.6) <205B0C3E-4E8D-3347-A993-469F06ABBFF9> /System/Library/Frameworks/ForceFeedback.framework/Versions/A/ForceFeedback\n 0x7fff3545b000 - 0x7fff35808ffb com.apple.Foundation (6.9 - 1575.401) <546CCD67-0069-369A-8E6A-37FB5DD64AA1> /System/Library/Frameworks/Foundation.framework/Versions/C/Foundation\n 0x7fff35877000 - 0x7fff358a6ffb com.apple.GSS (4.0 - 2.0) <E2B90D08-3857-3155-9FCC-07D778988EC9> /System/Library/Frameworks/GSS.framework/Versions/A/GSS\n 0x7fff359a6000 - 0x7fff35ab0fff com.apple.Bluetooth (6.0.14 - 6.0.14d12) <0904E4FC-DE05-3B78-BD49-832A5AC2967D> /System/Library/Frameworks/IOBluetooth.framework/Versions/A/IOBluetooth\n 0x7fff35b13000 - 0x7fff35ba2fff com.apple.framework.IOKit (2.0.2 - 1483.260.5) <6D560570-9AEB-3046-96B7-12AC1D145C3D> /System/Library/Frameworks/IOKit.framework/Versions/A/IOKit\n 0x7fff35ba4000 - 0x7fff35bb3ffb com.apple.IOSurface (255.6.1 - 255.6.1) <85F85EBB-EA59-3A8B-B3EB-7C20F3CC77AE> /System/Library/Frameworks/IOSurface.framework/Versions/A/IOSurface\n 0x7fff35c07000 - 0x7fff35d94fe7 com.apple.ImageIO.framework (3.3.0 - 1850.2.11) <5F5F7C36-2A20-3CFE-ACAC-53633B0F2F0A> /System/Library/Frameworks/ImageIO.framework/Versions/A/ImageIO\n 0x7fff35d95000 - 0x7fff35d99ffb libGIF.dylib (1850.2.12) <060E927C-DFA7-33A7-98E3-F9699D734A8E> /System/Library/Frameworks/ImageIO.framework/Versions/A/Resources/libGIF.dylib\n 0x7fff35d9a000 - 0x7fff35e76ff7 libJP2.dylib (1850.2.12) <CEC4FF68-7522-3430-B03D-37648FEB450E> /System/Library/Frameworks/ImageIO.framework/Versions/A/Resources/libJP2.dylib\n 0x7fff35e77000 - 0x7fff35e9cfeb libJPEG.dylib (1850.2.12) <F7A6A6EC-24B6-3C45-813F-B2FFA3980B49> /System/Library/Frameworks/ImageIO.framework/Versions/A/Resources/libJPEG.dylib\n 0x7fff36172000 - 0x7fff36198feb libPng.dylib (1850.2.12) <B816B90B-2454-31D8-AD34-1489B6350C70> /System/Library/Frameworks/ImageIO.framework/Versions/A/Resources/libPng.dylib\n 0x7fff36199000 - 0x7fff3619bffb libRadiance.dylib (1850.2.12) <1A67ED5D-00BC-301D-8515-CEDFFE994F2B> /System/Library/Frameworks/ImageIO.framework/Versions/A/Resources/libRadiance.dylib\n 0x7fff3619c000 - 0x7fff361e9ff3 libTIFF.dylib (1850.2.12) <3FB9D8DC-1D7B-324C-ADE6-DDC794FD2B43> /System/Library/Frameworks/ImageIO.framework/Versions/A/Resources/libTIFF.dylib\n 0x7fff3735c000 - 0x7fff37375fff com.apple.Kerberos (3.0 - 1) <DB1E0679-37E1-3B93-9789-32F63D660C3B> /System/Library/Frameworks/Kerberos.framework/Versions/A/Kerberos\n 0x7fff3762f000 - 0x7fff37639fff com.apple.MediaAccessibility (1.0 - 114.4) <76C449C5-DB45-3D7F-BFAD-3DACEF15DA21> /System/Library/Frameworks/MediaAccessibility.framework/Versions/A/MediaAccessibility\n 0x7fff376e9000 - 0x7fff37d8ffff com.apple.MediaToolbox (1.0 - 2290.14) <927F9E24-32DB-33F9-9866-4DD8092A51F4> /System/Library/Frameworks/MediaToolbox.framework/Versions/A/MediaToolbox\n 0x7fff37d91000 - 0x7fff37e39ff7 com.apple.Metal (162.2 - 162.2) <B65C71BF-D40E-3BB3-940C-117DDD203551> /System/Library/Frameworks/Metal.framework/Versions/A/Metal\n 0x7fff37e55000 - 0x7fff37e74ff7 com.apple.MetalPerformanceShaders.MPSCore (1.0 - 1) <44CE8362-E972-3697-AD6F-15BC863BAEB8> /System/Library/Frameworks/MetalPerformanceShaders.framework/Frameworks/MPSCore.framework/Versions/A/MPSCore\n 0x7fff37e75000 - 0x7fff37ef1fe7 com.apple.MetalPerformanceShaders.MPSImage (1.0 - 1) <EE8440DA-66DF-3923-ABBC-E0543211C069> /System/Library/Frameworks/MetalPerformanceShaders.framework/Frameworks/MPSImage.framework/Versions/A/MPSImage\n 0x7fff37ef2000 - 0x7fff37f19fff com.apple.MetalPerformanceShaders.MPSMatrix (1.0 - 1) <E64450DF-2B96-331E-B7F4-666E00571C70> /System/Library/Frameworks/MetalPerformanceShaders.framework/Frameworks/MPSMatrix.framework/Versions/A/MPSMatrix\n 0x7fff37f1a000 - 0x7fff38045ff7 com.apple.MetalPerformanceShaders.MPSNeuralNetwork (1.0 - 1) <F2CF26B6-73F1-3644-8FE9-CDB9B2C4501F> /System/Library/Frameworks/MetalPerformanceShaders.framework/Frameworks/MPSNeuralNetwork.framework/Versions/A/MPSNeuralNetwork\n 0x7fff38046000 - 0x7fff38060fff com.apple.MetalPerformanceShaders.MPSRayIntersector (1.0 - 1) <B33A35C3-0393-366B-ACFB-F4BB6A5F7B4A> /System/Library/Frameworks/MetalPerformanceShaders.framework/Frameworks/MPSRayIntersector.framework/Versions/A/MPSRayIntersector\n 0x7fff38061000 - 0x7fff38062ff7 com.apple.MetalPerformanceShaders.MetalPerformanceShaders (1.0 - 1) <69F14BCF-C5C5-3BF8-9C31-8F87D2D6130A> /System/Library/Frameworks/MetalPerformanceShaders.framework/Versions/A/MetalPerformanceShaders\n 0x7fff38e66000 - 0x7fff38e72ff7 com.apple.NetFS (6.0 - 4.0) <1C8237D6-731D-3E32-8BD5-B92A33D08A30> /System/Library/Frameworks/NetFS.framework/Versions/A/NetFS\n 0x7fff391d5000 - 0x7fff391f8ff7 com.apple.audio.OpenAL (1.8 - 1.8) <2EE5236C-775B-36B1-97A8-DEE5FB80F5B5> /System/Library/Frameworks/OpenAL.framework/Versions/A/OpenAL\n 0x7fff3b907000 - 0x7fff3b90ffe3 libcldcpuengine.dylib (2.11) <AAE49359-EB53-3FD4-ADBF-C60498BD0B34> /System/Library/Frameworks/OpenCL.framework/Versions/A/Libraries/libcldcpuengine.dylib\n 0x7fff3b910000 - 0x7fff3b967ff7 com.apple.opencl (2.15.3 - 2.15.3) <2F6B796C-901C-33AF-8B12-F3522DA05218> /System/Library/Frameworks/OpenCL.framework/Versions/A/OpenCL\n 0x7fff3b968000 - 0x7fff3b983ff7 com.apple.CFOpenDirectory (10.14 - 207.200.4) <F03D84EB-49B2-3A00-9127-B9A269824026> /System/Library/Frameworks/OpenDirectory.framework/Versions/A/Frameworks/CFOpenDirectory.framework/Versions/A/CFOpenDirectory\n 0x7fff3b984000 - 0x7fff3b98fffb com.apple.OpenDirectory (10.14 - 207.200.4) <A8020CEE-5B78-3581-A735-EA2833683F31> /System/Library/Frameworks/OpenDirectory.framework/Versions/A/OpenDirectory\n 0x7fff3c2df000 - 0x7fff3c2e1fff libCVMSPluginSupport.dylib (17.7.3) <700B3323-3404-3848-91D2-99EFC7E2634A> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libCVMSPluginSupport.dylib\n 0x7fff3c2e2000 - 0x7fff3c2e7ff3 libCoreFSCache.dylib (166.5) <5BC99EE7-7FFD-3F30-9AEE-EEDC25067AC4> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libCoreFSCache.dylib\n 0x7fff3c2e8000 - 0x7fff3c2ecfff libCoreVMClient.dylib (166.5) <B8FA5858-8185-3992-AD3B-A81AF08C3CDD> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libCoreVMClient.dylib\n 0x7fff3c2ed000 - 0x7fff3c2f5ff7 libGFXShared.dylib (17.7.3) <26BA051E-1113-3022-A46A-1F69E7CFA787> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGFXShared.dylib\n 0x7fff3c2f6000 - 0x7fff3c301fff libGL.dylib (17.7.3) <16C56C55-327F-395F-810C-C360F7DE9063> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGL.dylib\n 0x7fff3c302000 - 0x7fff3c33cfef libGLImage.dylib (17.7.3) <F68F1268-5AD1-3D2E-A255-0BD442A24F4D> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLImage.dylib\n 0x7fff3c33d000 - 0x7fff3c4afff7 libGLProgrammability.dylib (17.7.3) <92DDEDA1-5E95-36A9-9D2E-A725541B2F93> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLProgrammability.dylib\n 0x7fff3c4b0000 - 0x7fff3c4eefff libGLU.dylib (17.7.3) <D83871DF-B7DD-3DFD-8D5C-0BA359AC1BF2> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLU.dylib\n 0x7fff3ce8b000 - 0x7fff3ce9affb com.apple.opengl (17.7.3 - 17.7.3) <62E4CB29-51CA-387E-90BF-F58213D56D62> /System/Library/Frameworks/OpenGL.framework/Versions/A/OpenGL\n 0x7fff3ce9b000 - 0x7fff3d032ff7 GLEngine (17.7.3) <8C9F33DD-7C81-3D45-80F7-A7D6A877993A> /System/Library/Frameworks/OpenGL.framework/Versions/A/Resources/GLEngine.bundle/GLEngine\n 0x7fff3d033000 - 0x7fff3d05cff3 GLRendererFloat (17.7.3) <2B5F700E-9E9B-3543-BC35-949279CB24FF> /System/Library/Frameworks/OpenGL.framework/Versions/A/Resources/GLRendererFloat.bundle/GLRendererFloat\n 0x7fff3dca4000 - 0x7fff3defbff7 com.apple.QuartzCore (1.11 - 701.14) <B37B1291-4977-34D2-B3F0-509FB3DB5090> /System/Library/Frameworks/QuartzCore.framework/Versions/A/QuartzCore\n 0x7fff3e733000 - 0x7fff3ea33ff7 com.apple.security (7.0 - 58286.270.10) <990FF42E-0726-318F-94ED-A8FDF7F41402> /System/Library/Frameworks/Security.framework/Versions/A/Security\n 0x7fff3ea34000 - 0x7fff3eac0fff com.apple.securityfoundation (6.0 - 55185.260.1) <964F1F81-D8F1-3952-8137-EF21CDD3A7A6> /System/Library/Frameworks/SecurityFoundation.framework/Versions/A/SecurityFoundation\n 0x7fff3eaf2000 - 0x7fff3eaf6fff com.apple.xpc.ServiceManagement (1.0 - 1) <5055F807-1DD4-3F97-A2A6-4537F51A5736> /System/Library/Frameworks/ServiceManagement.framework/Versions/A/ServiceManagement\n 0x7fff3ee8f000 - 0x7fff3eefcfff com.apple.SystemConfiguration (1.17 - 1.17) <30C8327F-3EFF-3520-9C50-016F8B6B954F> /System/Library/Frameworks/SystemConfiguration.framework/Versions/A/SystemConfiguration\n 0x7fff3f15b000 - 0x7fff3f4bcfff com.apple.VideoToolbox (1.0 - 2290.14) <30C690CF-8935-39E8-B343-ADB009C84FC5> /System/Library/Frameworks/VideoToolbox.framework/Versions/A/VideoToolbox\n 0x7fff42138000 - 0x7fff421ddfff com.apple.APFS (1.0 - 1) <06284DE8-5883-39F8-B04D-0D5EA74D12ED> /System/Library/PrivateFrameworks/APFS.framework/Versions/A/APFS\n 0x7fff42bf2000 - 0x7fff42bf3ff7 com.apple.AggregateDictionary (1.0 - 1) <A6AF8AC4-1F25-37C4-9157-A02E9C200926> /System/Library/PrivateFrameworks/AggregateDictionary.framework/Versions/A/AggregateDictionary\n 0x7fff431f6000 - 0x7fff43222ff7 com.apple.framework.Apple80211 (13.0 - 1380.2) <E4D12303-8B12-303C-91E2-3B40F60832BA> /System/Library/PrivateFrameworks/Apple80211.framework/Versions/A/Apple80211\n 0x7fff4334a000 - 0x7fff43359fc7 com.apple.AppleFSCompression (96.200.3 - 1.0) <3CF60CE8-976E-3CB8-959D-DD0948C1C2DE> /System/Library/PrivateFrameworks/AppleFSCompression.framework/Versions/A/AppleFSCompression\n 0x7fff43455000 - 0x7fff43460fff com.apple.AppleIDAuthSupport (1.0 - 1) <2E9D1398-DBE6-328B-ADDA-20FA5FAD7405> /System/Library/PrivateFrameworks/AppleIDAuthSupport.framework/Versions/A/AppleIDAuthSupport\n 0x7fff434a1000 - 0x7fff434eaff3 com.apple.AppleJPEG (1.0 - 1) <4C1F426B-7D77-3980-9633-7DBD8C666B9A> /System/Library/PrivateFrameworks/AppleJPEG.framework/Versions/A/AppleJPEG\n 0x7fff4373e000 - 0x7fff43760fff com.apple.applesauce (1.0 - ???) <F49107C7-3C51-3024-8EF1-C57643BE4F3B> /System/Library/PrivateFrameworks/AppleSauce.framework/Versions/A/AppleSauce\n 0x7fff43824000 - 0x7fff43874ff7 com.apple.AppleVAFramework (5.1.4 - 5.1.4) <FB127E63-853B-3F00-BE2A-12B4BF6FED33> /System/Library/PrivateFrameworks/AppleVA.framework/Versions/A/AppleVA\n 0x7fff438bf000 - 0x7fff438d3ffb com.apple.AssertionServices (1.0 - 1) <456E507A-4561-3628-9FBE-173ACE7429D8> /System/Library/PrivateFrameworks/AssertionServices.framework/Versions/A/AssertionServices\n 0x7fff43ca2000 - 0x7fff43d8eff7 com.apple.AuthKit (1.0 - 1) <2765ABE9-54F2-3E45-8A93-1261E251B90D> /System/Library/PrivateFrameworks/AuthKit.framework/Versions/A/AuthKit\n 0x7fff43f50000 - 0x7fff43f58fff com.apple.coreservices.BackgroundTaskManagement (1.0 - 57.1) <2A396FC0-7B79-3088-9A82-FB93C1181A57> /System/Library/PrivateFrameworks/BackgroundTaskManagement.framework/Versions/A/BackgroundTaskManagement\n 0x7fff43f59000 - 0x7fff43feefff com.apple.backup.framework (1.10.7 - ???) <5243C2BC-0159-3DBB-9FAB-22EA01E58052> /System/Library/PrivateFrameworks/Backup.framework/Versions/A/Backup\n 0x7fff43fef000 - 0x7fff4405cff3 com.apple.BaseBoard (360.28 - 360.28) <68FA8044-F3CD-3BC6-9DAB-27DACF52BFC0> /System/Library/PrivateFrameworks/BaseBoard.framework/Versions/A/BaseBoard\n 0x7fff44ebc000 - 0x7fff44f0bff7 com.apple.ChunkingLibrary (201 - 201) <DFE16C42-24E6-386F-AC50-0058F61980A2> /System/Library/PrivateFrameworks/ChunkingLibrary.framework/Versions/A/ChunkingLibrary\n 0x7fff45cc9000 - 0x7fff45cd2ffb com.apple.CommonAuth (4.0 - 2.0) <93335CB6-ABEB-3EC7-A040-8A667F40D5F3> /System/Library/PrivateFrameworks/CommonAuth.framework/Versions/A/CommonAuth\n 0x7fff4616b000 - 0x7fff4654efef com.apple.CoreAUC (274.0.0 - 274.0.0) <C71F1581-E73B-3DA0-958B-E912C3FB3F23> /System/Library/PrivateFrameworks/CoreAUC.framework/Versions/A/CoreAUC\n 0x7fff4654f000 - 0x7fff4657dff7 com.apple.CoreAVCHD (6.0.0 - 6000.4.1) <A04A99B8-DAC5-36FC-BAC7-7431600C1F89> /System/Library/PrivateFrameworks/CoreAVCHD.framework/Versions/A/CoreAVCHD\n 0x7fff469ab000 - 0x7fff469bcff7 com.apple.CoreEmoji (1.0 - 69.19.9) <228457B3-E191-356E-9A5B-3C0438D05FBA> /System/Library/PrivateFrameworks/CoreEmoji.framework/Versions/A/CoreEmoji\n 0x7fff46f66000 - 0x7fff46fccff7 com.apple.CoreNLP (1.0 - 130.15.22) <27877820-17D0-3B02-8557-4014E876CCC7> /System/Library/PrivateFrameworks/CoreNLP.framework/Versions/A/CoreNLP\n 0x7fff47279000 - 0x7fff47281ff7 com.apple.CorePhoneNumbers (1.0 - 1) <11F97C7E-C183-305F-8E6C-9B374F50E26B> /System/Library/PrivateFrameworks/CorePhoneNumbers.framework/Versions/A/CorePhoneNumbers\n 0x7fff473fd000 - 0x7fff4742eff3 com.apple.CoreServicesInternal (358 - 358) <DD6EF60D-048F-3186-83DA-EB191EDF48AE> /System/Library/PrivateFrameworks/CoreServicesInternal.framework/Versions/A/CoreServicesInternal\n 0x7fff477f5000 - 0x7fff47879fff com.apple.CoreSymbolication (10.2 - 64490.25.1) <28B2FF2D-3FDE-3A20-B343-341E5BD4E22F> /System/Library/PrivateFrameworks/CoreSymbolication.framework/Versions/A/CoreSymbolication\n 0x7fff47909000 - 0x7fff47a34ff7 com.apple.coreui (2.1 - 499.10) <A80F4B09-F940-346F-A9DF-4EFADD9220A8> /System/Library/PrivateFrameworks/CoreUI.framework/Versions/A/CoreUI\n 0x7fff47a35000 - 0x7fff47bd5fff com.apple.CoreUtils (5.9 - 590.16) <BF9A990D-24C0-3633-A753-F19F4DFCA663> /System/Library/PrivateFrameworks/CoreUtils.framework/Versions/A/CoreUtils\n 0x7fff47c29000 - 0x7fff47c8cff7 com.apple.framework.CoreWiFi (13.0 - 1375.2) <7E9CC352-BB06-3C97-A51F-6A35F09EBA16> /System/Library/PrivateFrameworks/CoreWiFi.framework/Versions/A/CoreWiFi\n 0x7fff47c8d000 - 0x7fff47c9eff3 com.apple.CrashReporterSupport (10.13 - 938.29) <8A66F5D5-87D1-31C9-BEAE-86E0735F4E92> /System/Library/PrivateFrameworks/CrashReporterSupport.framework/Versions/A/CrashReporterSupport\n 0x7fff47d2e000 - 0x7fff47d3dfff com.apple.framework.DFRFoundation (1.0 - 211.1) <E3F02F2A-2059-39CC-85DA-969676EB88EB> /System/Library/PrivateFrameworks/DFRFoundation.framework/Versions/A/DFRFoundation\n 0x7fff47d3e000 - 0x7fff47d42ff7 com.apple.DSExternalDisplay (3.1 - 380) <787B9748-B120-3453-B8FE-61D9E363A9E0> /System/Library/PrivateFrameworks/DSExternalDisplay.framework/Versions/A/DSExternalDisplay\n 0x7fff47dc3000 - 0x7fff47e38ffb com.apple.datadetectorscore (7.0 - 590.27) <06FB1A07-7AE6-3ADD-8E7E-41955FAB38E8> /System/Library/PrivateFrameworks/DataDetectorsCore.framework/Versions/A/DataDetectorsCore\n 0x7fff47e84000 - 0x7fff47ec1ff7 com.apple.DebugSymbols (190 - 190) <6F4FAACA-E06B-38AD-A0C2-14EA5408A231> /System/Library/PrivateFrameworks/DebugSymbols.framework/Versions/A/DebugSymbols\n 0x7fff47ec2000 - 0x7fff47ffdff7 com.apple.desktopservices (1.13.6 - ???) <7536F3F3-90F1-3D1C-9249-91B809FE5328> /System/Library/PrivateFrameworks/DesktopServicesPriv.framework/Versions/A/DesktopServicesPriv\n 0x7fff48f44000 - 0x7fff4935ffff com.apple.vision.FaceCore (3.3.4 - 3.3.4) <A576E2DA-BF6F-3B18-8FEB-324E5C5FA9BD> /System/Library/PrivateFrameworks/FaceCore.framework/Versions/A/FaceCore\n 0x7fff4cc13000 - 0x7fff4cc14fff libmetal_timestamp.dylib (902.3.2) <05389463-AF2E-33E2-A14F-1416E4A30835> /System/Library/PrivateFrameworks/GPUCompiler.framework/Versions/3902/Libraries/libmetal_timestamp.dylib\n 0x7fff4e2a8000 - 0x7fff4e2b3ff7 libGPUSupportMercury.dylib (17.7.3) <121E8765-3C03-32AB-903E-6B1DD9A4FD4A> /System/Library/PrivateFrameworks/GPUSupport.framework/Versions/A/Libraries/libGPUSupportMercury.dylib\n 0x7fff4e2b4000 - 0x7fff4e2b9fff com.apple.GPUWrangler (3.50.16 - 3.50.16) <1156CF8C-729B-3173-B3CC-00BB17156BCC> /System/Library/PrivateFrameworks/GPUWrangler.framework/Versions/A/GPUWrangler\n 0x7fff4e647000 - 0x7fff4e66bff3 com.apple.GenerationalStorage (2.0 - 285.101) <84C2E52C-F2C6-3FF8-87E5-3C88A40D3881> /System/Library/PrivateFrameworks/GenerationalStorage.framework/Versions/A/GenerationalStorage\n 0x7fff4f0c5000 - 0x7fff4f0d4fff com.apple.GraphVisualizer (1.0 - 5) <48D020B7-5938-3FAE-B468-E291AEE2C06F> /System/Library/PrivateFrameworks/GraphVisualizer.framework/Versions/A/GraphVisualizer\n 0x7fff4f23a000 - 0x7fff4f2aeffb com.apple.Heimdal (4.0 - 2.0) <D97FCF19-EAD6-3E2F-BE88-F817E45CAE96> /System/Library/PrivateFrameworks/Heimdal.framework/Versions/A/Heimdal\n 0x7fff505af000 - 0x7fff505b8fff com.apple.IOAccelMemoryInfo (1.0 - 1) <32F6778F-3EB5-36A3-8AF8-55B37A44AC0C> /System/Library/PrivateFrameworks/IOAccelMemoryInfo.framework/Versions/A/IOAccelMemoryInfo\n 0x7fff505b9000 - 0x7fff505c0ffb com.apple.IOAccelerator (404.15 - 404.15) <06D2C96E-1CF5-3199-A234-9033934D78BF> /System/Library/PrivateFrameworks/IOAccelerator.framework/Versions/A/IOAccelerator\n 0x7fff505c4000 - 0x7fff505dcfff com.apple.IOPresentment (1.0 - 42.6) <D2BA3A78-21C6-37B8-9F8F-9EC0F30F953F> /System/Library/PrivateFrameworks/IOPresentment.framework/Versions/A/IOPresentment\n 0x7fff50984000 - 0x7fff509b1ff7 com.apple.IconServices (379 - 379) <7BAD562D-4FA3-3E11-863C-1EEBE2406D2C> /System/Library/PrivateFrameworks/IconServices.framework/Versions/A/IconServices\n 0x7fff50c44000 - 0x7fff50c56ff3 com.apple.security.KeychainCircle.KeychainCircle (1.0 - 1) <D5DDE47A-E922-3166-BD7F-E7C3DF360DD9> /System/Library/PrivateFrameworks/KeychainCircle.framework/Versions/A/KeychainCircle\n 0x7fff50c71000 - 0x7fff50d4cff7 com.apple.LanguageModeling (1.0 - 159.15.15) <3DE3CE61-542B-37B7-883E-4B9717CAC65F> /System/Library/PrivateFrameworks/LanguageModeling.framework/Versions/A/LanguageModeling\n 0x7fff50d4d000 - 0x7fff50d89ff7 com.apple.Lexicon-framework (1.0 - 33.15.10) <4B5E843E-2809-3E70-9560-9254E2656419> /System/Library/PrivateFrameworks/Lexicon.framework/Versions/A/Lexicon\n 0x7fff50d90000 - 0x7fff50d95fff com.apple.LinguisticData (1.0 - 238.25) <F529B961-098C-3E4C-A3E9-9DA9BFA1B3F0> /System/Library/PrivateFrameworks/LinguisticData.framework/Versions/A/LinguisticData\n 0x7fff515b4000 - 0x7fff515b7fff com.apple.Mangrove (1.0 - 25) <537A5B2E-4C30-3CFD-8BDC-79F9A04AC327> /System/Library/PrivateFrameworks/Mangrove.framework/Versions/A/Mangrove\n 0x7fff51a8b000 - 0x7fff51ab3ff7 com.apple.spotlight.metadata.utilities (1.0 - 1191.58) <23E8580B-19C0-3E4F-A9FE-368DA80EAA6F> /System/Library/PrivateFrameworks/MetadataUtilities.framework/Versions/A/MetadataUtilities\n 0x7fff51ab4000 - 0x7fff51b41ff7 com.apple.gpusw.MetalTools (1.0 - 1) <9B542958-6363-3041-A265-EC7AC7BD7A43> /System/Library/PrivateFrameworks/MetalTools.framework/Versions/A/MetalTools\n 0x7fff51b58000 - 0x7fff51b71ffb com.apple.MobileAssets (1.0 - 437.250.3) <8BE5B3A0-8F3A-3FAE-9AFF-32836300183C> /System/Library/PrivateFrameworks/MobileAsset.framework/Versions/A/MobileAsset\n 0x7fff51d3d000 - 0x7fff51d58ffb com.apple.MobileKeyBag (2.0 - 1.0) <39337CBB-1D39-3DDC-A998-591194C76523> /System/Library/PrivateFrameworks/MobileKeyBag.framework/Versions/A/MobileKeyBag\n 0x7fff51de1000 - 0x7fff51e0bffb com.apple.MultitouchSupport.framework (2450.1 - 2450.1) <42A23EC9-64A7-31C7-BF33-DF4412ED8A3F> /System/Library/PrivateFrameworks/MultitouchSupport.framework/Versions/A/MultitouchSupport\n 0x7fff52047000 - 0x7fff52051fff com.apple.NetAuth (6.2 - 6.2) <0D01BBE5-0269-310D-B148-D19DAE143DEB> /System/Library/PrivateFrameworks/NetAuth.framework/Versions/A/NetAuth\n 0x7fff528b3000 - 0x7fff52904ff3 com.apple.OTSVG (1.0 - ???) <CB2F1DBE-0313-30CB-A95F-2FE75E0A089E> /System/Library/PrivateFrameworks/OTSVG.framework/Versions/A/OTSVG\n 0x7fff53a9d000 - 0x7fff53aacff7 com.apple.PerformanceAnalysis (1.218.2 - 218.2) <65F3DB3E-6D4E-33A0-B510-EF768D323DAB> /System/Library/PrivateFrameworks/PerformanceAnalysis.framework/Versions/A/PerformanceAnalysis\n 0x7fff5593e000 - 0x7fff5595cff7 com.apple.ProtocolBuffer (1 - 263.2) <907D6C95-D050-31DE-99CA-16A5135BC6F9> /System/Library/PrivateFrameworks/ProtocolBuffer.framework/Versions/A/ProtocolBuffer\n 0x7fff55af4000 - 0x7fff55b44fff com.apple.ROCKit (27.6 - 27.6) <756C2253-E8B1-3C48-9945-DE8D6AD24DE2> /System/Library/PrivateFrameworks/ROCKit.framework/Versions/A/ROCKit\n 0x7fff55ca2000 - 0x7fff55cc4fff com.apple.RemoteViewServices (2.0 - 128) <8FB0E4EB-DCBB-32E6-94C6-AA9BA9EE4CAC> /System/Library/PrivateFrameworks/RemoteViewServices.framework/Versions/A/RemoteViewServices\n 0x7fff574ce000 - 0x7fff575ecfff com.apple.Sharing (1288.62.5 - 1288.62.5) <BB647030-839A-3271-B205-D4325346DD3B> /System/Library/PrivateFrameworks/Sharing.framework/Versions/A/Sharing\n 0x7fff58401000 - 0x7fff586b0fff com.apple.SkyLight (1.600.0 - 340.55) <1F737945-E242-3F03-A7D6-1A5955AB1298> /System/Library/PrivateFrameworks/SkyLight.framework/Versions/A/SkyLight\n 0x7fff58e54000 - 0x7fff58e60fff com.apple.SpeechRecognitionCore (5.0.21 - 5.0.21) <7A6A67DB-C813-328E-AAFB-D267A5B50B3D> /System/Library/PrivateFrameworks/SpeechRecognitionCore.framework/Versions/A/SpeechRecognitionCore\n 0x7fff594ff000 - 0x7fff5953bff3 com.apple.StreamingZip (1.0 - 1) <046FAD5C-E0C5-3013-B1FE-24C018A0DDCF> /System/Library/PrivateFrameworks/StreamingZip.framework/Versions/A/StreamingZip\n 0x7fff595b1000 - 0x7fff5963cfc7 com.apple.Symbolication (10.2 - 64490.38.1) <9FDCC98D-5B32-35AD-A9BF-94DF2B78507F> /System/Library/PrivateFrameworks/Symbolication.framework/Versions/A/Symbolication\n 0x7fff59b22000 - 0x7fff59b2effb com.apple.TCC (1.0 - 1) <E3691073-7284-35E4-94F3-16587A7F380F> /System/Library/PrivateFrameworks/TCC.framework/Versions/A/TCC\n 0x7fff59d94000 - 0x7fff59e5cff3 com.apple.TextureIO (3.8.4 - 3.8.1) <7CEAC05A-D283-3D5A-B1E3-C849285FA0BF> /System/Library/PrivateFrameworks/TextureIO.framework/Versions/A/TextureIO\n 0x7fff59f12000 - 0x7fff59f13fff com.apple.TrustEvaluationAgent (2.0 - 31.200.1) <15DF9C73-54E4-3C41-BCF4-378338C55FB4> /System/Library/PrivateFrameworks/TrustEvaluationAgent.framework/Versions/A/TrustEvaluationAgent\n 0x7fff59f19000 - 0x7fff5a0d1ffb com.apple.UIFoundation (1.0 - 551.5) <A0FDC3A4-45C6-3C87-B77F-7DC394374C08> /System/Library/PrivateFrameworks/UIFoundation.framework/Versions/A/UIFoundation\n 0x7fff5ad4d000 - 0x7fff5ae26fff com.apple.ViewBridge (406 - 406) <3CC6AE31-2CD7-30CA-982C-47EF242EFA30> /System/Library/PrivateFrameworks/ViewBridge.framework/Versions/A/ViewBridge\n 0x7fff5b5fe000 - 0x7fff5b601fff com.apple.dt.XCTTargetBootstrap (1.0 - 14490.66) <7AE3457F-AF40-3508-93FB-1D9E31EB1C9D> /System/Library/PrivateFrameworks/XCTTargetBootstrap.framework/Versions/A/XCTTargetBootstrap\n 0x7fff5ba02000 - 0x7fff5ba04ffb com.apple.loginsupport (1.0 - 1) <3F8D6334-BCD6-36C1-BA20-CC8503A84375> /System/Library/PrivateFrameworks/login.framework/Versions/A/Frameworks/loginsupport.framework/Versions/A/loginsupport\n 0x7fff5ba05000 - 0x7fff5ba1afff com.apple.login (3.0 - 3.0) <E168F05D-A5DF-3848-8686-DF5015EA4BA4> /System/Library/PrivateFrameworks/login.framework/Versions/A/login\n 0x7fff5bcce000 - 0x7fff5bd02fff libCRFSuite.dylib (41.15.4) <406DAC06-0C77-3F90-878B-4D38F11F0256> /usr/lib/libCRFSuite.dylib\n 0x7fff5bd05000 - 0x7fff5bd0fff7 libChineseTokenizer.dylib (28.15.3) <9B7F6109-3A5D-3641-9A7E-31D2239D73EE> /usr/lib/libChineseTokenizer.dylib\n 0x7fff5bd9d000 - 0x7fff5bd9effb libDiagnosticMessagesClient.dylib (107) <A14D0819-0970-34CD-8680-80E4D7FE8C2C> /usr/lib/libDiagnosticMessagesClient.dylib\n 0x7fff5bdd5000 - 0x7fff5c02cff3 libFosl_dynamic.dylib (18.3.4) <1B5DD4E2-8AE0-315E-829E-D5BFCD264EA8> /usr/lib/libFosl_dynamic.dylib\n 0x7fff5c07d000 - 0x7fff5c09cfff libMobileGestalt.dylib (645.270.1) <99A06C8A-97D6-383D-862C-F453BABB48A4> /usr/lib/libMobileGestalt.dylib\n 0x7fff5c09d000 - 0x7fff5c09dfff libOpenScriptingUtil.dylib (179.1) <4D603146-EDA5-3A74-9FF8-4F75D8BB9BC6> /usr/lib/libOpenScriptingUtil.dylib\n 0x7fff5c1dd000 - 0x7fff5c1deffb libSystem.B.dylib (1252.250.1) <C7A55258-8EB2-3202-82B5-AA56E53EE2DA> /usr/lib/libSystem.B.dylib\n 0x7fff5c25a000 - 0x7fff5c25bfff libThaiTokenizer.dylib (2.15.1) <ADB37DC3-7D9B-3E73-A72A-BCC3433C937A> /usr/lib/libThaiTokenizer.dylib\n 0x7fff5c26d000 - 0x7fff5c283ffb libapple_nghttp2.dylib (1.24.1) <6F04250A-6686-3FDC-9A8D-290C64B06502> /usr/lib/libapple_nghttp2.dylib\n 0x7fff5c284000 - 0x7fff5c2adffb libarchive.2.dylib (54.250.1) <47289946-8504-3966-9127-6CE39993DC2C> /usr/lib/libarchive.2.dylib\n 0x7fff5c2ae000 - 0x7fff5c32dfff libate.dylib (1.13.8) <92B44EDB-369D-3EE8-AEC5-61F8B9313DBF> /usr/lib/libate.dylib\n 0x7fff5c331000 - 0x7fff5c331ff3 libauto.dylib (187) <3E3780E1-96F3-3A22-91C5-92F9A5805518> /usr/lib/libauto.dylib\n 0x7fff5c403000 - 0x7fff5c413ffb libbsm.0.dylib (39.200.18) <CF381E0B-025B-364F-A83D-2527E03F1AA3> /usr/lib/libbsm.0.dylib\n 0x7fff5c414000 - 0x7fff5c421fff libbz2.1.0.dylib (38.200.3) <272953A1-8D36-329B-BDDB-E887B347710F> /usr/lib/libbz2.1.0.dylib\n 0x7fff5c422000 - 0x7fff5c475ff7 libc++.1.dylib (400.9.4) <9A60A190-6C34-339F-BB3D-AACE942009A4> /usr/lib/libc++.1.dylib\n 0x7fff5c476000 - 0x7fff5c48bff7 libc++abi.dylib (400.17) <38C09CED-9090-3719-90F3-04A2749F5428> /usr/lib/libc++abi.dylib\n 0x7fff5c48c000 - 0x7fff5c48cff3 libcharset.1.dylib (51.200.6) <2A27E064-314C-359C-93FC-8A9B06206174> /usr/lib/libcharset.1.dylib\n 0x7fff5c48d000 - 0x7fff5c49dffb libcmph.dylib (6.15.1) <9C52B2FE-179F-32AC-B87E-2AFC49ABF817> /usr/lib/libcmph.dylib\n 0x7fff5c49e000 - 0x7fff5c4b6ffb libcompression.dylib (52.250.2) <7F4BB18C-1FB4-3825-8D8B-6E6B168774C6> /usr/lib/libcompression.dylib\n 0x7fff5c72b000 - 0x7fff5c741fff libcoretls.dylib (155.220.1) <4C64BE3E-41E3-3020-8BB7-07E90C0C861C> /usr/lib/libcoretls.dylib\n 0x7fff5c742000 - 0x7fff5c743ff3 libcoretls_cfhelpers.dylib (155.220.1) <0959B3E9-6643-3589-8BB3-21D52CDF0EF1> /usr/lib/libcoretls_cfhelpers.dylib\n 0x7fff5c8e1000 - 0x7fff5c9d9ff7 libcrypto.35.dylib (22.260.1) <91C3D71A-4D1D-331D-89CC-67863DF10574> /usr/lib/libcrypto.35.dylib\n 0x7fff5cbef000 - 0x7fff5cc45ff3 libcups.2.dylib (462.16) <E82021D0-36AD-3FB7-AE47-A03A6947C7D0> /usr/lib/libcups.2.dylib\n 0x7fff5cd79000 - 0x7fff5cd79fff libenergytrace.dylib (17.200.1) <80BB567A-FD18-3497-BF97-353F57D98CDD> /usr/lib/libenergytrace.dylib\n 0x7fff5cdab000 - 0x7fff5cdb0ff7 libgermantok.dylib (17.15.2) <E5F0F794-FF27-3D64-AE52-C78C6A84DD67> /usr/lib/libgermantok.dylib\n 0x7fff5cdb1000 - 0x7fff5cdb6ff7 libheimdal-asn1.dylib (520.270.1) <73F60D6F-76F8-35EF-9C86-9A81225EE4BE> /usr/lib/libheimdal-asn1.dylib\n 0x7fff5cde1000 - 0x7fff5ced1fff libiconv.2.dylib (51.200.6) <2047C9B7-3F74-3A95-810D-2ED8F0475A99> /usr/lib/libiconv.2.dylib\n 0x7fff5ced2000 - 0x7fff5d133ffb libicucore.A.dylib (62141.0.1) <A0D63918-76E9-3C1B-B255-46F4C1DA7FE8> /usr/lib/libicucore.A.dylib\n 0x7fff5d180000 - 0x7fff5d181fff liblangid.dylib (128.15.1) <22D05C4F-769B-3075-ABCF-44A0EBACE028> /usr/lib/liblangid.dylib\n 0x7fff5d182000 - 0x7fff5d19aff3 liblzma.5.dylib (10.200.3) <E1F4FD60-1CE4-37B9-AD95-29D348AF1AC0> /usr/lib/liblzma.5.dylib\n 0x7fff5d1b2000 - 0x7fff5d256ff7 libmecab.1.0.0.dylib (779.24.1) <A8D0379B-85FA-3B3D-89ED-5CF2C3826AB2> /usr/lib/libmecab.1.0.0.dylib\n 0x7fff5d257000 - 0x7fff5d45bfff libmecabra.dylib (779.24.1) <D71F71E0-30E2-3DB3-B636-7DE13D51FB4B> /usr/lib/libmecabra.dylib\n 0x7fff5d633000 - 0x7fff5d984ff7 libnetwork.dylib (1229.250.15) <72C7E9E3-B2BE-3300-BE1B-64606222022C> /usr/lib/libnetwork.dylib\n 0x7fff5da16000 - 0x7fff5e19bfdf libobjc.A.dylib (756.2) <7C312627-43CB-3234-9324-4DEA92D59F50> /usr/lib/libobjc.A.dylib\n 0x7fff5e1ad000 - 0x7fff5e1b1ffb libpam.2.dylib (22.200.1) <586CF87F-349C-393D-AEEB-FB75F94A5EB7> /usr/lib/libpam.2.dylib\n 0x7fff5e1b4000 - 0x7fff5e1e9fff libpcap.A.dylib (79.250.3) <97B8CE1B-3EF6-3443-95EF-5659733139C9> /usr/lib/libpcap.A.dylib\n 0x7fff5e302000 - 0x7fff5e31affb libresolv.9.dylib (65.200.3) <1FB0982D-84D9-36E0-B3D8-C808891EFF50> /usr/lib/libresolv.9.dylib\n 0x7fff5e36b000 - 0x7fff5e36cff7 libspindump.dylib (267.3) <A584E403-8C95-3841-9C16-E22664A5A63F> /usr/lib/libspindump.dylib\n 0x7fff5e36d000 - 0x7fff5e54afff libsqlite3.dylib (274.26) <6404BA3B-BCA4-301F-B2FE-8776105A2AA3> /usr/lib/libsqlite3.dylib\n 0x7fff5e763000 - 0x7fff5e766ff7 libutil.dylib (51.200.4) <CE9B18C9-66ED-32D4-9D29-01F8FCB467B0> /usr/lib/libutil.dylib\n 0x7fff5e767000 - 0x7fff5e774fff libxar.1.dylib (417.1) <39CCF46B-C81A-34B1-92A1-58C4E5DA846E> /usr/lib/libxar.1.dylib\n 0x7fff5e779000 - 0x7fff5e85cfff libxml2.2.dylib (32.19) <E07AB10E-E2E6-33F2-8550-C24A0EB8FEAC> /usr/lib/libxml2.2.dylib\n 0x7fff5e85d000 - 0x7fff5e885ff3 libxslt.1.dylib (16.7.1) <4A5CB7D5-50F8-36BF-8A80-D526C57EB5D9> /usr/lib/libxslt.1.dylib\n 0x7fff5e886000 - 0x7fff5e898ff7 libz.1.dylib (70.200.4) <B048FC1F-058F-3A08-A1FE-81D5308CB3E6> /usr/lib/libz.1.dylib\n 0x7fff5f07c000 - 0x7fff5f080ff3 libcache.dylib (81) <1987D1E1-DB11-3291-B12A-EBD55848E02D> /usr/lib/system/libcache.dylib\n 0x7fff5f081000 - 0x7fff5f08bff3 libcommonCrypto.dylib (60118.250.2) <1765BB6E-6784-3653-B16B-CB839721DC9A> /usr/lib/system/libcommonCrypto.dylib\n 0x7fff5f08c000 - 0x7fff5f093ff7 libcompiler_rt.dylib (63.4) <5212BA7B-B7EA-37B4-AF6E-AC4F507EDFB8> /usr/lib/system/libcompiler_rt.dylib\n 0x7fff5f094000 - 0x7fff5f09dff7 libcopyfile.dylib (146.250.1) <98CD00CD-9B91-3B5C-A9DB-842638050FA8> /usr/lib/system/libcopyfile.dylib\n 0x7fff5f09e000 - 0x7fff5f122fc3 libcorecrypto.dylib (602.260.2) <01464D24-570C-3B83-9D18-467769E0FCDD> /usr/lib/system/libcorecrypto.dylib\n 0x7fff5f1a9000 - 0x7fff5f1e2ff7 libdispatch.dylib (1008.270.1) <97273678-E94C-3C8C-89F6-2E2020F4B43B> /usr/lib/system/libdispatch.dylib\n 0x7fff5f1e3000 - 0x7fff5f20fff7 libdyld.dylib (655.1.1) <002418CC-AD11-3D10-865B-015591D24E6C> /usr/lib/system/libdyld.dylib\n 0x7fff5f210000 - 0x7fff5f210ffb libkeymgr.dylib (30) <0D0F9CA2-8D5A-3273-8723-59987B5827F2> /usr/lib/system/libkeymgr.dylib\n 0x7fff5f211000 - 0x7fff5f21dff3 libkxld.dylib (4903.278.56) <A3FF22FA-4AD4-3FF3-9891-B34482DC8572> /usr/lib/system/libkxld.dylib\n 0x7fff5f21e000 - 0x7fff5f21eff7 liblaunch.dylib (1336.261.6) <1F0EEC6F-4D08-38E6-ACF9-6E44D328931F> /usr/lib/system/liblaunch.dylib\n 0x7fff5f21f000 - 0x7fff5f224fff libmacho.dylib (927.0.3) <A377D608-77AB-3F6E-90F0-B4F251A5C12F> /usr/lib/system/libmacho.dylib\n 0x7fff5f225000 - 0x7fff5f227ff7 libquarantine.dylib (86.270.1) <3F36A3D6-9606-3D90-B520-809BAEF981C3> /usr/lib/system/libquarantine.dylib\n 0x7fff5f228000 - 0x7fff5f229ff7 libremovefile.dylib (45.200.2) <9FBEB2FF-EEBE-31BC-BCFC-C71F8D0E99B6> /usr/lib/system/libremovefile.dylib\n 0x7fff5f22a000 - 0x7fff5f241ff3 libsystem_asl.dylib (356.200.4) <A62A7249-38B8-33FA-9875-F1852590796C> /usr/lib/system/libsystem_asl.dylib\n 0x7fff5f242000 - 0x7fff5f242ff7 libsystem_blocks.dylib (73) <A453E8EE-860D-3CED-B5DC-BE54E9DB4348> /usr/lib/system/libsystem_blocks.dylib\n 0x7fff5f243000 - 0x7fff5f2cafff libsystem_c.dylib (1272.250.1) <7EDACF78-2FA3-35B8-B051-D70475A35117> /usr/lib/system/libsystem_c.dylib\n 0x7fff5f2cb000 - 0x7fff5f2ceffb libsystem_configuration.dylib (963.270.3) <2B4A836D-68A4-33E6-8D48-CD4486B03387> /usr/lib/system/libsystem_configuration.dylib\n 0x7fff5f2cf000 - 0x7fff5f2d2ff7 libsystem_coreservices.dylib (66) <719F75A4-74C5-3BA6-A09E-0C5A3E5889D7> /usr/lib/system/libsystem_coreservices.dylib\n 0x7fff5f2d3000 - 0x7fff5f2d9fff libsystem_darwin.dylib (1272.250.1) <EC9B39A5-9592-3577-8997-7DC721D20D8C> /usr/lib/system/libsystem_darwin.dylib\n 0x7fff5f2da000 - 0x7fff5f2e0ffb libsystem_dnssd.dylib (878.270.3) <D5352ABD-0311-3327-8E64-93F29EB19BF1> /usr/lib/system/libsystem_dnssd.dylib\n 0x7fff5f2e1000 - 0x7fff5f32cffb libsystem_info.dylib (517.200.9) <D09D5AE0-2FDC-3A6D-93EC-729F931B1457> /usr/lib/system/libsystem_info.dylib\n 0x7fff5f32d000 - 0x7fff5f355ff7 libsystem_kernel.dylib (4903.278.56) <5B0F1BF0-E2F4-3753-87B6-6F91C594F59E> /usr/lib/system/libsystem_kernel.dylib\n 0x7fff5f356000 - 0x7fff5f3a1ff7 libsystem_m.dylib (3158.200.7) <F19B6DB7-014F-3820-831F-389CCDA06EF6> /usr/lib/system/libsystem_m.dylib\n 0x7fff5f3a2000 - 0x7fff5f3ccfff libsystem_malloc.dylib (166.270.1) <011F3AD0-8E6A-3A89-AE64-6E5F6840F30A> /usr/lib/system/libsystem_malloc.dylib\n 0x7fff5f3cd000 - 0x7fff5f3d7ff7 libsystem_networkextension.dylib (767.250.2) <FF06F13A-AEFE-3A27-A073-910EF78AEA36> /usr/lib/system/libsystem_networkextension.dylib\n 0x7fff5f3d8000 - 0x7fff5f3dffff libsystem_notify.dylib (172.200.21) <145B5CFC-CF73-33CE-BD3D-E8DDE268FFDE> /usr/lib/system/libsystem_notify.dylib\n 0x7fff5f3e0000 - 0x7fff5f3e9fef libsystem_platform.dylib (177.270.1) <9D1FE5E4-EB7D-3B3F-A8D1-A96D9CF1348C> /usr/lib/system/libsystem_platform.dylib\n 0x7fff5f3ea000 - 0x7fff5f3f4ff7 libsystem_pthread.dylib (330.250.2) <2D5C08FF-484F-3D59-9132-CE1DCB3F76D7> /usr/lib/system/libsystem_pthread.dylib\n 0x7fff5f3f5000 - 0x7fff5f3f8ff7 libsystem_sandbox.dylib (851.270.5) <20D11F30-783F-3A56-9BD2-6CF38C049332> /usr/lib/system/libsystem_sandbox.dylib\n 0x7fff5f3f9000 - 0x7fff5f3fbff3 libsystem_secinit.dylib (30.260.2) <EF1EA47B-7B22-35E8-BD9B-F7003DCB96AE> /usr/lib/system/libsystem_secinit.dylib\n 0x7fff5f3fc000 - 0x7fff5f403ff3 libsystem_symptoms.dylib (820.267.2) <0DA60956-0403-3456-9D6A-11F2DB9E3819> /usr/lib/system/libsystem_symptoms.dylib\n 0x7fff5f404000 - 0x7fff5f419ff7 libsystem_trace.dylib (906.260.3) <5B6FAE61-EF5C-381F-B71B-9B6F6428FEE2> /usr/lib/system/libsystem_trace.dylib\n 0x7fff5f41b000 - 0x7fff5f420ffb libunwind.dylib (35.4) <24A97A67-F017-3CFC-B0D0-6BD0224B1336> /usr/lib/system/libunwind.dylib\n 0x7fff5f421000 - 0x7fff5f450fff libxpc.dylib (1336.261.6) <522FA3AF-D3B1-3283-8EF4-8B17CB237B65> /usr/lib/system/libxpc.dylib\n\nExternal Modification Summary:\n Calls made by other processes targeting this process:\n task_for_pid: 1047\n thread_create: 0\n thread_set_state: 0\n Calls made by this process:\n task_for_pid: 0\n thread_create: 0\n thread_set_state: 0\n Calls made by all processes on this machine:\n task_for_pid: 76643460\n thread_create: 0\n thread_set_state: 0\n\nVM Region Summary:\nReadOnly portion of Libraries: Total=750.3M resident=0K(0%) swapped_out_or_unallocated=750.3M(100%)\nWritable regions: Total=1.9G written=0K(0%) resident=0K(0%) swapped_out=0K(0%) unallocated=1.9G(100%)\n \n VIRTUAL REGION \nREGION TYPE SIZE COUNT (non-coalesced) \n=========== ======= ======= \nAccelerate framework 512K 3 \nActivity Tracing 256K 1 \nCG backing stores 1320K 2 \nCG image 380K 11 \nCoreAnimation 328K 10 \nCoreGraphics 8K 1 \nCoreImage 32K 4 \nCoreUI image data 704K 8 \nCoreUI image file 540K 5 \nFoundation 4K 1 \nImage IO 256K 1 \nKernel Alloc Once 8K 1 \nMALLOC 868.0M 567 \nMALLOC guard page 32K 7 \nMALLOC_LARGE (reserved) 128K 1 reserved VM address space (unallocated)\nMALLOC_NANO (reserved) 384.0M 1 reserved VM address space (unallocated)\nMemory Tag 242 12K 1 \nMemory Tag 249 192K 2 \nOpenGL GLSL 256K 3 \nSTACK GUARD 92K 23 \nStack 36.7M 23 \nVM_ALLOCATE 524.9M 572 \nVM_ALLOCATE (reserved) 128.0M 2 reserved VM address space (unallocated)\n__DATA 120.0M 333 \n__DATA_CONST 20K 1 \n__FONT_DATA 4K 1 \n__GLSLBUILTINS 5176K 1 \n__LINKEDIT 283.5M 85 \n__TEXT 467.0M 320 \n__UNICODE 564K 1 \nmapped file 79.5M 26 \nshared memory 4276K 12 \n=========== ======= ======= \nTOTAL 2.8G 2030 \nTOTAL, minus reserved VM space 2.3G 2030 \n\nModel: MacBookPro13,3, BootROM 429.80.1.0.0, 4 processors, Intel Core i7, 2,9 GHz, 16 GB, SMC 2.38f7\nGraphics: kHW_AMDRadeonPro460Item, AMD Radeon Pro 460, spdisplays_pcie_device, 4 GB\nGraphics: kHW_IntelHDGraphics530Item, Intel HD Graphics 530, spdisplays_builtin\nMemory Module: BANK 0/DIMM0, 8 GB, LPDDR3, 2133 MHz, 0x802C, 0x4D5435324C31473332443450472D30393320\nMemory Module: BANK 1/DIMM0, 8 GB, LPDDR3, 2133 MHz, 0x802C, 0x4D5435324C31473332443450472D30393320\nAirPort: spairport_wireless_card_type_airport_extreme (0x14E4, 0x15A), Broadcom BCM43xx 1.0 (7.77.61.3 AirPortDriverBrcmNIC-1305.11)\nBluetooth: Version 6.0.14d12, 3 services, 27 devices, 1 incoming serial ports\nNetwork Service: Wi-Fi, AirPort, en0\nUSB Device: USB 3.0 Bus\nUSB Device: Wacom Wireless Receiver\nUSB Device: iBridge\nThunderbolt Bus: MacBook Pro, Apple Inc., 41.1\nThunderbolt Bus: MacBook Pro, Apple Inc., 41.1\n```\n\nCrash Log 2:\n```lines=25\nProcess: Blender [4923]\nPath: /Applications/Blender.app/Contents/MacOS/Blender\nIdentifier: org.blenderfoundation.blender\nVersion: 2.92.0 (2.92.0 2021-02-25)\nCode Type: X86-64 (Native)\nParent Process: ??? [1]\nResponsible: Blender [4923]\nUser ID: 501\n\nDate/Time: 2021-03-14 13:37:52.807 +0100\nOS Version: macOS 11.2.3 (20D91)\nReport Version: 12\nBridge OS Version: 5.2 (18P4347)\nAnonymous UUID: B5FE06B1-F2A1-95FF-0593-1738C46F37D4\n\nSleep/Wake UUID: CBAA4D96-6C0A-4683-B5C6-D788FF799225\n\nTime Awake Since Boot: 65000 seconds\nTime Since Wake: 5700 seconds\n\nSystem Integrity Protection: enabled\n\nCrashed Thread: 0 Dispatch queue: com.apple.main-thread\n\nException Type: EXC_BAD_ACCESS (SIGSEGV)\nException Codes: KERN_INVALID_ADDRESS at 0x0000000000000024\nException Note: EXC_CORPSE_NOTIFY\n\nTermination Signal: Segmentation fault: 11\nTermination Reason: Namespace SIGNAL, Code 0xb\nTerminating Process: exc handler [4923]\n\nVM Regions Near 0x24:\n--> \n __TEXT 10016f000-10ab5b000 [169.9M] r-x/r-x SM=COW /Applications/Blender.app/Contents/MacOS/Blender\n\nThread 0 Crashed:: Dispatch queue: com.apple.main-thread\n0 GLEngine \t0x00007fff6cc64690 gleRunVertexSubmitImmediate + 5632\n1 GLEngine \t0x00007fff6cbeb197 glDrawElementsInstancedBaseVertex_GL3Exec + 807\n2 libGL.dylib \t0x00007fff6cb323cf glDrawElementsInstancedBaseVertex + 45\n3 org.blenderfoundation.blender \t0x0000000100808ec5 draw_call_single_do + 469\n4 org.blenderfoundation.blender \t0x000000010080864c drw_draw_pass_ex + 1692\n5 org.blenderfoundation.blender \t0x0000000100807f9f DRW_draw_pass + 31\n6 org.blenderfoundation.blender \t0x0000000100832048 workbench_draw_sample + 344\n7 org.blenderfoundation.blender \t0x000000010083229c workbench_draw_scene + 76\n8 org.blenderfoundation.blender \t0x00000001007ff33a drw_engines_draw_scene + 186\n9 org.blenderfoundation.blender \t0x00000001007fde5d DRW_draw_render_loop_ex + 1565\n10 org.blenderfoundation.blender \t0x00000001007ff5db DRW_draw_render_loop_offscreen + 155\n11 org.blenderfoundation.blender \t0x000000010111d058 ED_view3d_draw_offscreen + 808\n12 org.blenderfoundation.blender \t0x000000010111d834 ED_view3d_draw_offscreen_imbuf + 692\n13 org.blenderfoundation.blender \t0x000000010111db64 ED_view3d_draw_offscreen_imbuf_simple + 628\n14 org.blenderfoundation.blender \t0x00000001006e6876 wm_save_as_mainfile_exec + 1974\n15 org.blenderfoundation.blender \t0x00000001006e6cb1 wm_save_mainfile_invoke + 289\n16 org.blenderfoundation.blender \t0x00000001006e0bd9 wm_operator_invoke + 521\n17 org.blenderfoundation.blender \t0x00000001006e216c wm_handler_operator_call + 636\n18 org.blenderfoundation.blender \t0x00000001006e1836 wm_handlers_do_intern + 1782\n19 org.blenderfoundation.blender \t0x00000001006dcdbf wm_handlers_do + 31\n20 org.blenderfoundation.blender \t0x00000001006dca1d wm_event_do_handlers + 3373\n21 org.blenderfoundation.blender \t0x00000001006d5360 WM_main + 32\n22 org.blenderfoundation.blender \t0x00000001002b3b8b main + 907\n23 libdyld.dylib \t0x00007fff203ca621 start + 1\n\nThread 1:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 2:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 3:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 4:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 5:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 6:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 7:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 8:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 9:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 10:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 11:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 12:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 13:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 14:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 15:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 16:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 17:: AMCP Logging Spool\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 com.apple.audio.caulk \t0x00007fff284ad92a caulk::mach::semaphore::wait_or_error() + 16\n2 com.apple.audio.caulk \t0x00007fff2849a6e6 caulk::semaphore::timed_wait(double) + 110\n3 com.apple.audio.caulk \t0x00007fff2849a634 caulk::concurrent::details::worker_thread::run() + 30\n4 com.apple.audio.caulk \t0x00007fff2849a3c0 void* caulk::thread_proxy<std::__1::tuple<caulk::thread::attributes, void (caulk::concurrent::details::worker_thread::*)(), std::__1::tuple<caulk::concurrent::details::worker_thread*> > >(void*) + 45\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 18:: com.apple.audio.IOThread.client\n0 libsystem_kernel.dylib \t0x00007fff2037ae7e mach_msg_trap + 10\n1 libsystem_kernel.dylib \t0x00007fff2037b1f0 mach_msg + 60\n2 com.apple.audio.CoreAudio \t0x00007fff21e9edd5 HALB_MachPort::SendSimpleMessageWithSimpleReply(unsigned int, unsigned int, int, int&, bool, unsigned int) + 111\n3 com.apple.audio.CoreAudio \t0x00007fff21d3a467 invocation function for block in HALC_ProxyIOContext::HALC_ProxyIOContext(unsigned int, unsigned int) + 3435\n4 com.apple.audio.CoreAudio \t0x00007fff21eddf2a HALB_IOThread::Entry(void*) + 72\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 19:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 20:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 21:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 22:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 23:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 24:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 25:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 26:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 27:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 28:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 29:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 30:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 31:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 32:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 33:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 34:: com.apple.NSEventThread\n0 libsystem_kernel.dylib \t0x00007fff2037ae7e mach_msg_trap + 10\n1 libsystem_kernel.dylib \t0x00007fff2037b1f0 mach_msg + 60\n2 com.apple.CoreFoundation \t0x00007fff204a7bf7 __CFRunLoopServiceMachPort + 316\n3 com.apple.CoreFoundation \t0x00007fff204a62ca __CFRunLoopRun + 1315\n4 com.apple.CoreFoundation \t0x00007fff204a56ce CFRunLoopRunSpecific + 563\n5 com.apple.AppKit \t0x00007fff22e4b7c6 _NSEventThread + 124\n6 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n7 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 35:: Dispatch queue: com.apple.opengl.cvmDoWork\n0 libsystem_kernel.dylib \t0x00007fff2037ae7e mach_msg_trap + 10\n1 libsystem_kernel.dylib \t0x00007fff2037b1f0 mach_msg + 60\n2 libdispatch.dylib \t0x00007fff2021a776 _dispatch_mach_send_and_wait_for_reply + 518\n3 libdispatch.dylib \t0x00007fff2021ab6e dispatch_mach_send_with_result_and_wait_for_reply + 50\n4 libxpc.dylib \t0x00007fff200f11ac xpc_connection_send_message_with_reply_sync + 238\n5 libCoreVMClient.dylib \t0x00007fff6c90670a cvms_element_build_and_get_internal + 229\n6 libCoreVMClient.dylib \t0x00007fff6c90660e cvms_element_build_from_source + 169\n7 libCVMSPluginSupport.dylib \t0x00007fff6c91bf14 cvm_deferred_build_modular(void*) + 422\n8 libdispatch.dylib \t0x00007fff202047c7 _dispatch_client_callout + 8\n9 libdispatch.dylib \t0x00007fff2020a5fe _dispatch_lane_serial_drain + 606\n10 libdispatch.dylib \t0x00007fff2020b0cb _dispatch_lane_invoke + 375\n11 libdispatch.dylib \t0x00007fff20214c5d _dispatch_workloop_worker_thread + 819\n12 libsystem_pthread.dylib \t0x00007fff203ac499 _pthread_wqthread + 314\n13 libsystem_pthread.dylib \t0x00007fff203ab467 start_wqthread + 15\n\nThread 36:\n0 libsystem_pthread.dylib \t0x00007fff203ab458 start_wqthread + 0\n\nThread 37:\n0 libsystem_pthread.dylib \t0x00007fff203ab458 start_wqthread + 0\n\nThread 38:\n0 libsystem_pthread.dylib \t0x00007fff203ab458 start_wqthread + 0\n\nThread 39:\n0 libsystem_pthread.dylib \t0x00007fff203ab458 start_wqthread + 0\n\nThread 40:\n0 libsystem_pthread.dylib \t0x00007fff203ab458 start_wqthread + 0\n\nThread 0 crashed with X86 Thread State (64-bit):\n rax: 0x0000000000000024 rbx: 0x00000c3300041000 rcx: 0x00007fff6cc64690 rdx: 0x00007fff6cc65ae8\n rdi: 0x0000000000000006 rsi: 0x0000000000000000 rbp: 0x00007ffeefa8dce0 rsp: 0x00007ffeefa8db50\n r8: 0x0000000000000001 r9: 0x0000600003844bf0 r10: 0x0000000000000001 r11: 0x0000000186600082\n r12: 0x0000000000000000 r13: 0x0000000000000003 r14: 0x0000000000000000 r15: 0x00000c3300041000\n rip: 0x00007fff6cc64690 rfl: 0x0000000000010217 cr2: 0x0000000000000024\n \nLogical CPU: 0\nError Code: 0x00000004 (no mapping for user data read)\nTrap Number: 14\n\nThread 0 instruction stream:\n ff 48 8b 8d 28 ff ff ff-48 8b 44 01 08 e9 b6 f7 .H..(...H.D.....\n ff ff 85 d2 0f 84 84 00-00 00 49 89 fd be 00 00 ..........I.....\n 80 38 66 2e 0f 1f 84 00-00 00 00 00 0f 1f 40 00 .8f...........@.\n 89 d7 8d 14 3f 81 c6 00-00 80 ff f7 c7 00 02 00 ....?...........\n 00 74 ed 81 e2 fe 03 00-00 4c 89 ef 4c 8b ad 08 .t.......L..L...\n ff ff ff eb 4d c1 e6 0d-81 c6 00 00 00 38 eb 42 ....M........8.B\n [8b]08 89 8d 30 ff ff ff-8b 48 04 89 8d 34 ff ff ....0....H...4..\t<==\n ff e9 bc f9 ff ff 8b 08-89 8d 30 ff ff ff 8b 48 ..........0....H\n 04 89 8d 34 ff ff ff 8b-48 08 89 8d 38 ff ff ff ...4....H...8...\n 8b 40 0c 89 85 3c ff ff-ff e9 42 05 00 00 31 f6 .@...<....B...1.\n 31 d2 c1 e2 0d 09 f2 09-ca 89 95 30 ff ff ff 41 1..........0...A\n 83 fd 02 0f 82 e0 03 00-00 0f b7 70 02 89 f1 c1 ...........p....\n \nThread 0 last branch register state not available.\n\n\nBinary Images:\n 0x10016f000 - 0x10ab5afff +org.blenderfoundation.blender (2.92.0 - 2.92.0 2021-02-25) <F92572D3-A6D1-3A9C-9F23-72D19FC8242A> /Applications/Blender.app/Contents/MacOS/Blender\n 0x11191c000 - 0x111988fff +libomp.dylib (0) <535E76BC-1650-3651-9C62-97A995647107> /Applications/Blender.app/Contents/Resources/lib/libomp.dylib\n 0x1186b5000 - 0x118818fff com.apple.audio.units.Components (1.14 - 1.14) <8C3B07AD-A96B-383A-94DC-902CCE4CD511> /System/Library/Components/CoreAudio.component/Contents/MacOS/CoreAudio\n 0x11886d000 - 0x11887cfff libobjc-trampolines.dylib (818.2) <29187EF9-2BD6-3ABF-8088-DE708721B612> /usr/lib/libobjc-trampolines.dylib\n 0x118c6b000 - 0x118d06fff dyld (832.7.3) <0D4EA85F-7E30-338B-9215-314A5A5539B6> /usr/lib/dyld\n 0x118d83000 - 0x119332fff com.apple.audio.AudioDSPComponents (1.0 - 1) <1A7FCA3F-190C-32F0-A48D-1524A11B0910> /System/Library/Components/AudioDSP.component/Contents/MacOS/AudioDSP\n 0x119963000 - 0x119ce2fff com.apple.AMDRadeonX6000MTLDriver (4.2.15 - 4.0.2) <56DBFC8D-9ABB-34AE-873F-CAF3E6A184D5> /System/Library/Extensions/AMDRadeonX6000MTLDriver.bundle/Contents/MacOS/AMDRadeonX6000MTLDriver\n 0x11a0ab000 - 0x11a1fefff com.apple.AMDRadeonX6000GLDriver (4.2.15 - 4.0.2) <6A663F3B-05F2-35F1-9832-C0E3645C7E08> /System/Library/Extensions/AMDRadeonX6000GLDriver.bundle/Contents/MacOS/AMDRadeonX6000GLDriver\n 0x127eb0000 - 0x127eb1fff +_heapq.cpython-37m-darwin.so (0) <20086BF0-0130-3463-B824-F98C6D51BE39> /Applications/Blender.app/Contents/Resources/2.92/python/lib/python3.7/lib-dynload/_heapq.cpython-37m-darwin.so\n 0x1280ba000 - 0x1280bffff +math.cpython-37m-darwin.so (0) <F76ADA60-2AAA-34A7-BB31-26405F501673> /Applications/Blender.app/Contents/Resources/2.92/python/lib/python3.7/lib-dynload/math.cpython-37m-darwin.so\n 0x128fe4000 - 0x128fe7fff com.apple.CloudDocsFileProvider (1.0 - 726.1) <AB47EF12-834C-3720-BEE5-22E11638BFB7> /System/Library/Frameworks/FileProvider.framework/OverrideBundles/CloudDocsFileProvider.bundle/Contents/MacOS/CloudDocsFileProvider\n 0x128ff8000 - 0x128ffbfff com.apple.FileProviderOverride (326.3 - 326.3) <54B6F621-7F46-3223-A227-C0757EB3F900> /System/Library/Frameworks/FileProvider.framework/OverrideBundles/FileProviderOverride.bundle/Contents/MacOS/FileProviderOverride\n 0x12900c000 - 0x129027fff com.apple.findersync.fileprovideroverride.FinderSyncCollaborationFileProviderOverride (1.0 - 1350.2.10) <EDD7E1EC-AB15-3496-9A57-237C9D3A2CEB> /System/Library/Frameworks/FileProvider.framework/OverrideBundles/FinderSyncCollaborationFileProviderOverride.bundle/Contents/MacOS/FinderSyncCollaborationFileProviderOverride\n 0x7fff200e4000 - 0x7fff200e5fff libsystem_blocks.dylib (78) <E644CAA0-65B7-36E4-8041-520F3301F3DB> /usr/lib/system/libsystem_blocks.dylib\n 0x7fff200e6000 - 0x7fff2011bfff libxpc.dylib (2038.80.3) <70F26262-01AA-3CEC-9FAD-2701D24096F0> /usr/lib/system/libxpc.dylib\n 0x7fff2011c000 - 0x7fff20133fff libsystem_trace.dylib (1277.80.2) <87FEF600-48D9-31C9-B8FC-D5249B2AE95D> /usr/lib/system/libsystem_trace.dylib\n 0x7fff20134000 - 0x7fff201d3fff libcorecrypto.dylib (1000.80.5) <1EB11CFB-ABD7-36DD-97C7-C112A6601416> /usr/lib/system/libcorecrypto.dylib\n 0x7fff201d4000 - 0x7fff20200fff libsystem_malloc.dylib (317.40.8) <A498D1EF-E43D-310C-84E8-9C0AADA0C475> /usr/lib/system/libsystem_malloc.dylib\n 0x7fff20201000 - 0x7fff20245fff libdispatch.dylib (1271.40.12) <AD988EEA-1A2F-3404-9A6E-390FC2504223> /usr/lib/system/libdispatch.dylib\n 0x7fff20246000 - 0x7fff2027efff libobjc.A.dylib (818.2) <EB6B543F-D42C-3FB2-A2EC-43407C5F80D3> /usr/lib/libobjc.A.dylib\n 0x7fff2027f000 - 0x7fff20281fff libsystem_featureflags.dylib (28.60.1) <9CECB43A-094E-3CA9-B730-24DEA1A6DE05> /usr/lib/system/libsystem_featureflags.dylib\n 0x7fff20282000 - 0x7fff2030afff libsystem_c.dylib (1439.40.11) <4AF71812-4099-3E96-B271-1F259491A2B2> /usr/lib/system/libsystem_c.dylib\n 0x7fff2030b000 - 0x7fff20360fff libc++.1.dylib (904.4) <B217D905-4F9C-3DE0-8844-88FAA3C2C851> /usr/lib/libc++.1.dylib\n 0x7fff20361000 - 0x7fff20379fff libc++abi.dylib (904.4) <3C9FE530-3CD2-3A64-8A36-70816AEBDF0D> /usr/lib/libc++abi.dylib\n 0x7fff2037a000 - 0x7fff203a8fff libsystem_kernel.dylib (7195.81.3) <AB413518-ECDE-3F04-A61C-278D3CF43076> /usr/lib/system/libsystem_kernel.dylib\n 0x7fff203a9000 - 0x7fff203b4fff libsystem_pthread.dylib (454.80.2) <B989DF6C-ADFE-3AF9-9C91-07D2521F9E47> /usr/lib/system/libsystem_pthread.dylib\n 0x7fff203b5000 - 0x7fff203effff libdyld.dylib (832.7.3) <4641E48F-75B5-3CC7-8263-47BF79F15394> /usr/lib/system/libdyld.dylib\n 0x7fff203f0000 - 0x7fff203f9fff libsystem_platform.dylib (254.80.2) <1C3E1A0A-92A8-3CDE-B622-8940B43A5DF2> /usr/lib/system/libsystem_platform.dylib\n 0x7fff203fa000 - 0x7fff20425fff libsystem_info.dylib (542.40.3) <0C96CFE8-71F5-3335-8423-581BC3DE5846> /usr/lib/system/libsystem_info.dylib\n 0x7fff20426000 - 0x7fff208c1fff com.apple.CoreFoundation (6.9 - 1774.101) <2A0E160E-9EE6-3B23-8832-6979A16EC250> /System/Library/Frameworks/CoreFoundation.framework/Versions/A/CoreFoundation\n 0x7fff208c2000 - 0x7fff20af1fff com.apple.LaunchServices (1122.11 - 1122.11) <9ACD5692-3B92-3E6E-8B24-56ADCC911556> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/LaunchServices.framework/Versions/A/LaunchServices\n 0x7fff20af2000 - 0x7fff20bc5fff com.apple.gpusw.MetalTools (1.0 - 1) <B1FDD261-7707-3E20-A6C2-99D9AF46356B> /System/Library/PrivateFrameworks/MetalTools.framework/Versions/A/MetalTools\n 0x7fff20bc6000 - 0x7fff20e29fff libBLAS.dylib (1336.40.1) <92702864-A5C6-3E22-86F6-DB329532674A> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libBLAS.dylib\n 0x7fff20e2a000 - 0x7fff20e77fff com.apple.Lexicon-framework (1.0 - 86.1) <2F429EBD-1BD2-3057-B760-8A81546DBD6F> /System/Library/PrivateFrameworks/Lexicon.framework/Versions/A/Lexicon\n 0x7fff20e78000 - 0x7fff20ee6fff libSparse.dylib (106) <B889DE4E-7356-3CC8-A13E-68D15E2024DF> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libSparse.dylib\n 0x7fff20ee7000 - 0x7fff20f64fff com.apple.SystemConfiguration (1.20 - 1.20) <3518EA0E-C32D-32CC-81B9-0F3C83B6430C> /System/Library/Frameworks/SystemConfiguration.framework/Versions/A/SystemConfiguration\n 0x7fff20f65000 - 0x7fff20f9afff libCRFSuite.dylib (50) <970D1F7B-5DBD-355F-80D8-C820AA1626D2> /usr/lib/libCRFSuite.dylib\n 0x7fff20f9b000 - 0x7fff211d2fff libmecabra.dylib (929.1.1) <102A0AD8-D119-340B-B652-B75F0AAB1C7E> /usr/lib/libmecabra.dylib\n 0x7fff211d3000 - 0x7fff21536fff com.apple.Foundation (6.9 - 1774.101) <8D9081B3-3F6A-31A0-9B20-1AE5CD8DD747> /System/Library/Frameworks/Foundation.framework/Versions/C/Foundation\n 0x7fff21537000 - 0x7fff21623fff com.apple.LanguageModeling (1.0 - 247.1) <1A05BCD7-232F-3950-936D-EC0F95BA3FB0> /System/Library/PrivateFrameworks/LanguageModeling.framework/Versions/A/LanguageModeling\n 0x7fff21624000 - 0x7fff2175afff com.apple.CoreDisplay (231.3 - 231.3) <6DD6A260-800F-3284-842C-8E4CB9EA47FF> /System/Library/Frameworks/CoreDisplay.framework/Versions/A/CoreDisplay\n 0x7fff2175b000 - 0x7fff219d1fff com.apple.audio.AudioToolboxCore (1.0 - 1180.25) <DEE2C5BA-BFD1-349F-A10A-B10717BA8F7C> /System/Library/PrivateFrameworks/AudioToolboxCore.framework/Versions/A/AudioToolboxCore\n 0x7fff219d2000 - 0x7fff21bbafff com.apple.CoreText (677.3.0.4 - 677.3.0.4) <9A8DC9A0-1A80-3A26-ACA0-A245D3FFF921> /System/Library/Frameworks/CoreText.framework/Versions/A/CoreText\n 0x7fff21bbb000 - 0x7fff2225ffff com.apple.audio.CoreAudio (5.0 - 5.0) <801E2D1E-7EA5-37DA-8F44-B6D7DD3CE5B9> /System/Library/Frameworks/CoreAudio.framework/Versions/A/CoreAudio\n 0x7fff22260000 - 0x7fff225b1fff com.apple.security (7.0 - 59754.80.3) <B377D7C7-EDB6-3737-B492-E9872F4C6469> /System/Library/Frameworks/Security.framework/Versions/A/Security\n 0x7fff225b2000 - 0x7fff22813fff libicucore.A.dylib (66109) <8F8D8A8B-4EE0-3C09-9F45-725A1FBDD38C> /usr/lib/libicucore.A.dylib\n 0x7fff22814000 - 0x7fff2281dfff libsystem_darwin.dylib (1439.40.11) <E016D8F7-C87F-36F8-B8A0-6A61B8E4BACB> /usr/lib/system/libsystem_darwin.dylib\n 0x7fff2281e000 - 0x7fff22b05fff com.apple.CoreServices.CarbonCore (1307 - 1307) <B857EADF-D517-34E8-8053-34C0E6695250> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/CarbonCore.framework/Versions/A/CarbonCore\n 0x7fff22b06000 - 0x7fff22b44fff com.apple.CoreServicesInternal (476 - 476) <0DA95074-B315-3B84-B8A3-BAEDC4471A2C> /System/Library/PrivateFrameworks/CoreServicesInternal.framework/Versions/A/CoreServicesInternal\n 0x7fff22b45000 - 0x7fff22b7ffff com.apple.CSStore (1122.11 - 1122.11) <89992991-8538-380B-B2B8-4EA997CBFDBE> /System/Library/PrivateFrameworks/CoreServicesStore.framework/Versions/A/CoreServicesStore\n 0x7fff22b80000 - 0x7fff22c2efff com.apple.framework.IOKit (2.0.2 - 1845.81.1) <49AC0177-35A3-3C96-AD9D-3E59923C4761> /System/Library/Frameworks/IOKit.framework/Versions/A/IOKit\n 0x7fff22c2f000 - 0x7fff22c3afff libsystem_notify.dylib (279.40.4) <B2BF20C7-448A-3FBD-A2F5-AB7618D173F6> /usr/lib/system/libsystem_notify.dylib\n 0x7fff22c3b000 - 0x7fff22c86fff libsandbox.1.dylib (1441.60.4) <591F41F3-1FE9-354F-A1F9-BC0CC73333DA> /usr/lib/libsandbox.1.dylib\n 0x7fff22c87000 - 0x7fff239e9fff com.apple.AppKit (6.9 - 2022.30.122) <EA4B3536-A5AF-3E5D-A8E3-A3F795F34F05> /System/Library/Frameworks/AppKit.framework/Versions/C/AppKit\n 0x7fff239ea000 - 0x7fff23c3efff com.apple.UIFoundation (1.0 - 727.3) <5A905085-B5EB-3F71-A663-200428E7A5F4> /System/Library/PrivateFrameworks/UIFoundation.framework/Versions/A/UIFoundation\n 0x7fff23c3f000 - 0x7fff23c51fff com.apple.UniformTypeIdentifiers (633.0.2 - 633.0.2) <2AAE247F-1BA0-3E42-A07B-CBE413747B30> /System/Library/Frameworks/UniformTypeIdentifiers.framework/Versions/A/UniformTypeIdentifiers\n 0x7fff23c52000 - 0x7fff23ddcfff com.apple.desktopservices (1.18 - 1346.3.1) <2144B85E-A433-3F9E-A25D-E8F9D7B6D175> /System/Library/PrivateFrameworks/DesktopServicesPriv.framework/Versions/A/DesktopServicesPriv\n 0x7fff23ddd000 - 0x7fff23deffff com.apple.metadata.SpotlightLinguistics (1.0 - 1) <7FC34645-4185-3382-8813-9780C822BB15> /System/Library/PrivateFrameworks/SpotlightLinguistics.framework/Versions/A/SpotlightLinguistics\n 0x7fff240a9000 - 0x7fff246ecfff libnetwork.dylib (2288.80.2) <A3F1E999-6D61-32D7-B3F7-67832CEA53CD> /usr/lib/libnetwork.dylib\n 0x7fff246ed000 - 0x7fff24b8afff com.apple.CFNetwork (1220.1 - 1220.1) <04A917FB-DBFB-3432-BA4C-5B860990A420> /System/Library/Frameworks/CFNetwork.framework/Versions/A/CFNetwork\n 0x7fff24b8b000 - 0x7fff24b99fff libsystem_networkextension.dylib (1295.80.3) <5213D866-7D0E-3FD9-8E1A-03C0E39CEC44> /usr/lib/system/libsystem_networkextension.dylib\n 0x7fff24b9a000 - 0x7fff24b9afff libenergytrace.dylib (22) <33A9FBF3-A2D3-3ECE-9370-B0ADDE3896DE> /usr/lib/libenergytrace.dylib\n 0x7fff24b9b000 - 0x7fff24bf6fff libMobileGestalt.dylib (978.80.1) <C4C7A5DC-C3AD-374D-902A-B6DED14FBB67> /usr/lib/libMobileGestalt.dylib\n 0x7fff24bf7000 - 0x7fff24c0dfff libsystem_asl.dylib (385) <5B48071E-85EB-33B0-AE9B-127AEB398AEC> /usr/lib/system/libsystem_asl.dylib\n 0x7fff24c0e000 - 0x7fff24c25fff com.apple.TCC (1.0 - 1) <2F48471B-68F3-3017-8B18-BEDD4ED5853F> /System/Library/PrivateFrameworks/TCC.framework/Versions/A/TCC\n 0x7fff24c26000 - 0x7fff24f8cfff com.apple.SkyLight (1.600.0 - 570.7) <8034EAA7-787C-3A3E-A301-FF90376F247D> /System/Library/PrivateFrameworks/SkyLight.framework/Versions/A/SkyLight\n 0x7fff24f8d000 - 0x7fff25620fff com.apple.CoreGraphics (2.0 - 1463.3.2) <29845645-F6F2-34E0-AC0D-C659773C78ED> /System/Library/Frameworks/CoreGraphics.framework/Versions/A/CoreGraphics\n 0x7fff25621000 - 0x7fff25717fff com.apple.ColorSync (4.13.0 - 3473.3.1) <A67D9B0A-E9FB-325A-873B-032DAF45C112> /System/Library/Frameworks/ColorSync.framework/Versions/A/ColorSync\n 0x7fff25718000 - 0x7fff25773fff com.apple.HIServices (1.22 - 714) <780B2B09-80A6-32C8-B9E5-024988196E00> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/HIServices.framework/Versions/A/HIServices\n 0x7fff25b1f000 - 0x7fff25f3dfff com.apple.CoreData (120 - 1044.3) <7BE9684B-4439-3008-A2A7-4093BBCA180A> /System/Library/Frameworks/CoreData.framework/Versions/A/CoreData\n 0x7fff25f3e000 - 0x7fff25f54fff com.apple.ProtocolBuffer (1 - 285.23.11.29.1) <58CD91DC-64A9-3A97-AE41-6EA30308D617> /System/Library/PrivateFrameworks/ProtocolBuffer.framework/Versions/A/ProtocolBuffer\n 0x7fff25f55000 - 0x7fff26114fff libsqlite3.dylib (321.1) <ACCC6A4C-3257-38A4-8AFB-BA73D906205B> /usr/lib/libsqlite3.dylib\n 0x7fff26115000 - 0x7fff26191fff com.apple.Accounts (113 - 113) <BCB8494A-A340-30A1-928C-9B53E953328D> /System/Library/Frameworks/Accounts.framework/Versions/A/Accounts\n 0x7fff26192000 - 0x7fff261aafff com.apple.commonutilities (8.0 - 900) <8C96D016-2B40-39C0-A51C-9CF687AE7218> /System/Library/PrivateFrameworks/CommonUtilities.framework/Versions/A/CommonUtilities\n 0x7fff261ab000 - 0x7fff2622cfff com.apple.BaseBoard (526 - 526) <3A964BB6-7AB8-3B5D-BAF6-40F56D2BA393> /System/Library/PrivateFrameworks/BaseBoard.framework/Versions/A/BaseBoard\n 0x7fff2622d000 - 0x7fff26278fff com.apple.RunningBoardServices (1.0 - 505.80.1) <4B9FFFB3-310F-350A-BEBB-AB779BD3F405> /System/Library/PrivateFrameworks/RunningBoardServices.framework/Versions/A/RunningBoardServices\n 0x7fff26279000 - 0x7fff262eefff com.apple.AE (918.0.1 - 918.0.1) <9B6B42DB-8768-343B-B10E-A9A5710280CD> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/AE.framework/Versions/A/AE\n 0x7fff262ef000 - 0x7fff262f5fff libdns_services.dylib (1310.80.1) <97EB5DFD-BB41-3834-BF09-1F597D84F324> /usr/lib/libdns_services.dylib\n 0x7fff262f6000 - 0x7fff262fdfff libsystem_symptoms.dylib (1431.40.36) <BC85B46C-02EE-31FF-861D-F0DE01E8F6CF> /usr/lib/system/libsystem_symptoms.dylib\n 0x7fff262fe000 - 0x7fff26482fff com.apple.Network (1.0 - 1) <75C2713C-F0D8-32BA-A839-17A2AE49A061> /System/Library/Frameworks/Network.framework/Versions/A/Network\n 0x7fff26483000 - 0x7fff264a7fff com.apple.analyticsd (1.0 - 1) <4FFF906A-FE79-38F9-B777-AE878A0C99F1> /System/Library/PrivateFrameworks/CoreAnalytics.framework/Versions/A/CoreAnalytics\n 0x7fff264a8000 - 0x7fff264aafff libDiagnosticMessagesClient.dylib (112) <20EDB261-69C7-3E4A-8C00-878814186A62> /usr/lib/libDiagnosticMessagesClient.dylib\n 0x7fff264ab000 - 0x7fff264f7fff com.apple.spotlight.metadata.utilities (1.0 - 2150.7.5) <FB7BF527-2D95-3E82-AAD8-D42B33DAC0F0> /System/Library/PrivateFrameworks/MetadataUtilities.framework/Versions/A/MetadataUtilities\n 0x7fff264f8000 - 0x7fff26592fff com.apple.Metadata (10.7.0 - 2150.7.5) <49187239-597B-31A1-8895-8AA265C818C7> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/Metadata.framework/Versions/A/Metadata\n 0x7fff26593000 - 0x7fff26599fff com.apple.DiskArbitration (2.7 - 2.7) <ACFCD23E-05DF-3F96-BCFA-E294AAAFD2CE> /System/Library/Frameworks/DiskArbitration.framework/Versions/A/DiskArbitration\n 0x7fff2659a000 - 0x7fff26c40fff com.apple.vImage (8.1 - 544.2) <3EBF95E1-30EB-3162-A9D4-B97BE581B69F> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vImage.framework/Versions/A/vImage\n 0x7fff26c41000 - 0x7fff26f0bfff com.apple.QuartzCore (1.11 - 926.8) <04D8759B-1119-3E37-B922-32BDECB7C5D2> /System/Library/Frameworks/QuartzCore.framework/Versions/A/QuartzCore\n 0x7fff26f0c000 - 0x7fff26f4dfff libFontRegistry.dylib (309) <9E9329F6-7384-3C7F-83E7-D52CD7FFBC09> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ATS.framework/Versions/A/Resources/libFontRegistry.dylib\n 0x7fff26f4e000 - 0x7fff2708ffff com.apple.coreui (2.1 - 690) <6DB427BB-44CA-3002-A3FF-77F0FEFC2A51> /System/Library/PrivateFrameworks/CoreUI.framework/Versions/A/CoreUI\n 0x7fff27090000 - 0x7fff2717bfff com.apple.ViewBridge (551.3 - 551.3) <9F31CEDB-5B8A-3BAE-A638-E9F352EF4E87> /System/Library/PrivateFrameworks/ViewBridge.framework/Versions/A/ViewBridge\n 0x7fff2717c000 - 0x7fff27187fff com.apple.PerformanceAnalysis (1.275 - 275) <2E5E666D-EE93-3949-8C76-692FA748D129> /System/Library/PrivateFrameworks/PerformanceAnalysis.framework/Versions/A/PerformanceAnalysis\n 0x7fff27188000 - 0x7fff27197fff com.apple.OpenDirectory (11.2 - 230.40.1) <333A7F2E-0F3E-37F1-9E1B-69996F5084D2> /System/Library/Frameworks/OpenDirectory.framework/Versions/A/OpenDirectory\n 0x7fff27198000 - 0x7fff271b7fff com.apple.CFOpenDirectory (11.2 - 230.40.1) <25F138F8-9E55-3749-8271-0FDB275C3E2C> /System/Library/Frameworks/OpenDirectory.framework/Versions/A/Frameworks/CFOpenDirectory.framework/Versions/A/CFOpenDirectory\n 0x7fff271b8000 - 0x7fff271c0fff com.apple.CoreServices.FSEvents (1290.40.2 - 1290.40.2) <6B70B98B-BCC5-3FBE-A6B5-CD0696AA055A> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/FSEvents.framework/Versions/A/FSEvents\n 0x7fff271c1000 - 0x7fff271e5fff com.apple.coreservices.SharedFileList (144 - 144) <C861FAD6-D3A5-302C-88AE-B2813F7201A7> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/SharedFileList.framework/Versions/A/SharedFileList\n 0x7fff271e6000 - 0x7fff271e8fff libapp_launch_measurement.dylib (14.1) <2BBB708C-4D91-364E-ABD0-39BF198688A6> /usr/lib/libapp_launch_measurement.dylib\n 0x7fff271e9000 - 0x7fff27231fff com.apple.CoreAutoLayout (1.0 - 21.10.1) <7A2E42E6-3AF2-3ECB-8A16-5C4AC41206EE> /System/Library/PrivateFrameworks/CoreAutoLayout.framework/Versions/A/CoreAutoLayout\n 0x7fff27232000 - 0x7fff27314fff libxml2.2.dylib (34.9) <E0BF29C7-869B-3DD5-82AE-F36E6398091A> /usr/lib/libxml2.2.dylib\n 0x7fff27315000 - 0x7fff27361fff com.apple.CoreVideo (1.8 - 408.4) <50857F8D-C7CC-3609-B0DB-FC3C7382243B> /System/Library/Frameworks/CoreVideo.framework/Versions/A/CoreVideo\n 0x7fff27362000 - 0x7fff27364fff com.apple.loginsupport (1.0 - 1) <B149BCAF-854C-3820-809D-15C6077FFB8B> /System/Library/PrivateFrameworks/login.framework/Versions/A/Frameworks/loginsupport.framework/Versions/A/loginsupport\n 0x7fff27365000 - 0x7fff2738dfff com.apple.aps.framework (4.0 - 4.0) <D86ED827-F22D-3A52-B055-251478B29AE1> /System/Library/PrivateFrameworks/ApplePushService.framework/Versions/A/ApplePushService\n 0x7fff2738e000 - 0x7fff273abfff com.apple.UserManagement (1.0 - 1) <B6B35079-3860-384F-B7A2-584192BAAE70> /System/Library/PrivateFrameworks/UserManagement.framework/Versions/A/UserManagement\n 0x7fff273ac000 - 0x7fff2754bfff com.apple.cloudkit.CloudKit (970 - 970) <58BD254C-AAF1-3CC5-AAB7-2EF0A70BA033> /System/Library/Frameworks/CloudKit.framework/Versions/A/CloudKit\n 0x7fff2754c000 - 0x7fff275cefff com.apple.CloudDocs (1.0 - 726.1) <EDBE33B4-1629-3323-902F-F6DABE66D552> /System/Library/PrivateFrameworks/CloudDocs.framework/Versions/A/CloudDocs\n 0x7fff282c8000 - 0x7fff28345fff com.apple.corelocation (2420.12.16 - 2420.12.16) <8BD49018-78D4-3A81-88AD-47DE1A8E3BFE> /System/Library/Frameworks/CoreLocation.framework/Versions/A/CoreLocation\n 0x7fff28346000 - 0x7fff28356fff libsystem_containermanager.dylib (318.80.2) <6F08275F-B912-3D8E-9D74-4845158AE4F3> /usr/lib/system/libsystem_containermanager.dylib\n 0x7fff28357000 - 0x7fff28368fff com.apple.IOSurface (289.3 - 289.3) <029C5E16-2E04-3E98-BE25-CC8BAE5E3D19> /System/Library/Frameworks/IOSurface.framework/Versions/A/IOSurface\n 0x7fff28369000 - 0x7fff28371fff com.apple.IOAccelerator (439.52 - 439.52) <41EDF102-E1B5-3FBA-A74A-6C583CAA5D24> /System/Library/PrivateFrameworks/IOAccelerator.framework/Versions/A/IOAccelerator\n 0x7fff28372000 - 0x7fff28497fff com.apple.Metal (244.32.7 - 244.32.7) <829B9C4D-2DB6-38C9-9FE8-E6544FB3BDCC> /System/Library/Frameworks/Metal.framework/Versions/A/Metal\n 0x7fff28498000 - 0x7fff284b4fff com.apple.audio.caulk (1.0 - 70) <3FFEB564-C7CC-3F3E-B193-3F4E7B7C6764> /System/Library/PrivateFrameworks/caulk.framework/Versions/A/caulk\n 0x7fff284b5000 - 0x7fff2859efff com.apple.CoreMedia (1.0 - 2765.6.4.2) <8E50C806-C6A2-3B96-B3D2-DA1FFC73D2A8> /System/Library/Frameworks/CoreMedia.framework/Versions/A/CoreMedia\n 0x7fff2859f000 - 0x7fff286fbfff libFontParser.dylib (305.3.0.1) <2CD3B3C9-7022-34DD-BF53-D48D79DEF726> /System/Library/PrivateFrameworks/FontServices.framework/libFontParser.dylib\n 0x7fff286fc000 - 0x7fff289fbfff com.apple.HIToolbox (2.1.1 - 1061.2) <82B316E1-E47F-334D-8C33-DB1B7E8A4F71> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/HIToolbox.framework/Versions/A/HIToolbox\n 0x7fff289fc000 - 0x7fff28a0ffff com.apple.framework.DFRFoundation (1.0 - 265) <4B26DB42-BFDD-3B0D-8966-3D0926A3A5B7> /System/Library/PrivateFrameworks/DFRFoundation.framework/Versions/A/DFRFoundation\n 0x7fff28a10000 - 0x7fff28a13fff com.apple.dt.XCTTargetBootstrap (1.0 - 17500) <D279B67B-7108-3A16-93E5-5A429B898DAA> /System/Library/PrivateFrameworks/XCTTargetBootstrap.framework/Versions/A/XCTTargetBootstrap\n 0x7fff28a14000 - 0x7fff28a3dfff com.apple.CoreSVG (1.0 - 149) <D88B5A7D-F9F7-36C2-A346-87D7163605A0> /System/Library/PrivateFrameworks/CoreSVG.framework/Versions/A/CoreSVG\n 0x7fff28a3e000 - 0x7fff28c78fff com.apple.ImageIO (3.3.0 - 2130.3.5) <3558ABA9-6522-36A8-A49D-8641A9D7FCE1> /System/Library/Frameworks/ImageIO.framework/Versions/A/ImageIO\n 0x7fff28c79000 - 0x7fff28ff6fff com.apple.CoreImage (16.2.0 - 1130.1) <29BE82F7-93BE-336A-AF66-9DD3F48B8565> /System/Library/Frameworks/CoreImage.framework/Versions/A/CoreImage\n 0x7fff28ff7000 - 0x7fff29052fff com.apple.MetalPerformanceShaders.MPSCore (1.0 - 1) <287C79B5-4E13-3DF6-BDC4-439EC621E010> /System/Library/Frameworks/MetalPerformanceShaders.framework/Versions/A/Frameworks/MPSCore.framework/Versions/A/MPSCore\n 0x7fff29053000 - 0x7fff29056fff libsystem_configuration.dylib (1109.60.2) <4917D824-4DE8-32CC-9ED2-1FBF371FEB9F> /usr/lib/system/libsystem_configuration.dylib\n 0x7fff29057000 - 0x7fff2905bfff libsystem_sandbox.dylib (1441.60.4) <5F7F3DD1-4B38-310C-AA8F-19FF1B0F5276> /usr/lib/system/libsystem_sandbox.dylib\n 0x7fff2905c000 - 0x7fff2905dfff com.apple.AggregateDictionary (1.0 - 1) <E6C1A91D-4ADE-33CB-AA47-2F573811BFD9> /System/Library/PrivateFrameworks/AggregateDictionary.framework/Versions/A/AggregateDictionary\n 0x7fff2905e000 - 0x7fff29061fff com.apple.AppleSystemInfo (3.1.5 - 3.1.5) <4F8A1D06-3EFF-3174-BE9C-C4B70A3EA290> /System/Library/PrivateFrameworks/AppleSystemInfo.framework/Versions/A/AppleSystemInfo\n 0x7fff29062000 - 0x7fff29063fff liblangid.dylib (136) <E8044658-AE79-3930-A902-07A38BB22382> /usr/lib/liblangid.dylib\n 0x7fff29064000 - 0x7fff29104fff com.apple.CoreNLP (1.0 - 245.1) <6C49B26B-CB39-3504-AD5E-9C3333FFE086> /System/Library/PrivateFrameworks/CoreNLP.framework/Versions/A/CoreNLP\n 0x7fff29105000 - 0x7fff2910bfff com.apple.LinguisticData (1.0 - 399) <B059FF7F-731A-38F1-884A-588C6C8CA7F2> /System/Library/PrivateFrameworks/LinguisticData.framework/Versions/A/LinguisticData\n 0x7fff2910c000 - 0x7fff297c9fff libBNNS.dylib (288.80.1) <C5CD30D8-114B-3104-9020-E5C05E68CEE8> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libBNNS.dylib\n 0x7fff297ca000 - 0x7fff2999dfff libvDSP.dylib (760.40.6) <4CCEE561-A72B-33BC-B9F9-77A6CF2E7AF0> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libvDSP.dylib\n 0x7fff2999e000 - 0x7fff299b0fff com.apple.CoreEmoji (1.0 - 128) <D43F3FFA-6692-3D56-ACBA-DDA40C566DDE> /System/Library/PrivateFrameworks/CoreEmoji.framework/Versions/A/CoreEmoji\n 0x7fff299b1000 - 0x7fff299bbfff com.apple.IOMobileFramebuffer (343.0.0 - 343.0.0) <B15E9DA1-1C81-3ECF-94C7-FD137AD6C5E2> /System/Library/PrivateFrameworks/IOMobileFramebuffer.framework/Versions/A/IOMobileFramebuffer\n 0x7fff299bc000 - 0x7fff29a8efff com.apple.framework.CoreWLAN (16.0 - 1657) <35927D28-3324-3CAB-9255-276A7022EADC> /System/Library/Frameworks/CoreWLAN.framework/Versions/A/CoreWLAN\n 0x7fff29a8f000 - 0x7fff29c8efff com.apple.CoreUtils (6.5 - 650.6) <184C48A4-7F66-395B-81DB-DAA1641383CF> /System/Library/PrivateFrameworks/CoreUtils.framework/Versions/A/CoreUtils\n 0x7fff29c8f000 - 0x7fff29cb1fff com.apple.MobileKeyBag (2.0 - 1.0) <0F83FED4-709A-37A0-9E04-EFFD71CB1272> /System/Library/PrivateFrameworks/MobileKeyBag.framework/Versions/A/MobileKeyBag\n 0x7fff29cb2000 - 0x7fff29cc2fff com.apple.AssertionServices (1.0 - 505.80.1) <A00B802D-7BB8-3F6B-A79D-E9697F7D0ABB> /System/Library/PrivateFrameworks/AssertionServices.framework/Versions/A/AssertionServices\n 0x7fff29cc3000 - 0x7fff29d4ffff com.apple.securityfoundation (6.0 - 55240.40.4) <72AC63B1-0B72-394F-97E8-BA9B114DD0A9> /System/Library/Frameworks/SecurityFoundation.framework/Versions/A/SecurityFoundation\n 0x7fff29d50000 - 0x7fff29d59fff com.apple.coreservices.BackgroundTaskManagement (1.0 - 104) <EC15118E-62BD-3C24-A880-3B9B74318B0B> /System/Library/PrivateFrameworks/BackgroundTaskManagement.framework/Versions/A/BackgroundTaskManagement\n 0x7fff29d5a000 - 0x7fff29d5efff com.apple.xpc.ServiceManagement (1.0 - 1) <FD031028-B702-3909-B2AF-3916404DD4A8> /System/Library/Frameworks/ServiceManagement.framework/Versions/A/ServiceManagement\n 0x7fff29d5f000 - 0x7fff29d61fff libquarantine.dylib (119.40.2) <40D35D75-524B-3DA6-8159-E7E0FA66F5BC> /usr/lib/system/libquarantine.dylib\n 0x7fff29d62000 - 0x7fff29d6dfff libCheckFix.dylib (31) <74E17BB2-1A3C-3574-92DD-63ABE39E3FF9> /usr/lib/libCheckFix.dylib\n 0x7fff29d6e000 - 0x7fff29d85fff libcoretls.dylib (169) <B33BEF87-3275-356D-9815-D0E94122D2EB> /usr/lib/libcoretls.dylib\n 0x7fff29d86000 - 0x7fff29d96fff libbsm.0.dylib (68.40.1) <D71EF121-D4B0-306E-9843-9FAFD558E3A4> /usr/lib/libbsm.0.dylib\n 0x7fff29d97000 - 0x7fff29de0fff libmecab.dylib (929.1.1) <1F424683-4213-3594-9BF5-EFCCCDAA83A5> /usr/lib/libmecab.dylib\n 0x7fff29de1000 - 0x7fff29de6fff libgermantok.dylib (24) <E40EFA11-E95C-36D1-A8BE-8CA5B1DD179D> /usr/lib/libgermantok.dylib\n 0x7fff29de7000 - 0x7fff29dfcfff libLinearAlgebra.dylib (1336.40.1) <0D017F3F-6FD6-38DB-AA14-A64523A4D093> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libLinearAlgebra.dylib\n 0x7fff29dfd000 - 0x7fff2a024fff com.apple.MetalPerformanceShaders.MPSNeuralNetwork (1.0 - 1) <8FA469B3-48BE-315B-B3A0-C868CD541608> /System/Library/Frameworks/MetalPerformanceShaders.framework/Versions/A/Frameworks/MPSNeuralNetwork.framework/Versions/A/MPSNeuralNetwork\n 0x7fff2a025000 - 0x7fff2a074fff com.apple.MetalPerformanceShaders.MPSRayIntersector (1.0 - 1) <613BB6F1-3588-3E25-B523-059022FBE56E> /System/Library/Frameworks/MetalPerformanceShaders.framework/Versions/A/Frameworks/MPSRayIntersector.framework/Versions/A/MPSRayIntersector\n 0x7fff2a075000 - 0x7fff2a1bcfff com.apple.MLCompute (1.0 - 1) <01B968D9-A464-3667-8B8E-C99AEBA1FF79> /System/Library/Frameworks/MLCompute.framework/Versions/A/MLCompute\n 0x7fff2a1bd000 - 0x7fff2a1f3fff com.apple.MetalPerformanceShaders.MPSMatrix (1.0 - 1) <B988D5F6-4E54-335D-A654-12C74FD668EA> /System/Library/Frameworks/MetalPerformanceShaders.framework/Versions/A/Frameworks/MPSMatrix.framework/Versions/A/MPSMatrix\n 0x7fff2a1f4000 - 0x7fff2a231fff com.apple.MetalPerformanceShaders.MPSNDArray (1.0 - 1) <51ECDE6B-39F8-3BAB-ADC1-84C958F40A3F> /System/Library/Frameworks/MetalPerformanceShaders.framework/Versions/A/Frameworks/MPSNDArray.framework/Versions/A/MPSNDArray\n 0x7fff2a232000 - 0x7fff2a2c2fff com.apple.MetalPerformanceShaders.MPSImage (1.0 - 1) <D009508B-DCDF-3421-B1CB-40FDF4A68E93> /System/Library/Frameworks/MetalPerformanceShaders.framework/Versions/A/Frameworks/MPSImage.framework/Versions/A/MPSImage\n 0x7fff2a2c3000 - 0x7fff2a2d2fff com.apple.AppleFSCompression (125 - 1.0) <879A04AA-F9A1-3640-A9EF-F5D0813C852A> /System/Library/PrivateFrameworks/AppleFSCompression.framework/Versions/A/AppleFSCompression\n 0x7fff2a2d3000 - 0x7fff2a2e0fff libbz2.1.0.dylib (44) <E163D5F9-E202-3A53-817B-8BC40B9293C0> /usr/lib/libbz2.1.0.dylib\n 0x7fff2a2e1000 - 0x7fff2a2e5fff libsystem_coreservices.dylib (127) <529A0663-A936-309C-9318-1B04B7F70658> /usr/lib/system/libsystem_coreservices.dylib\n 0x7fff2a2e6000 - 0x7fff2a313fff com.apple.CoreServices.OSServices (1122.11 - 1122.11) <8D30829B-426E-361E-B2A9-5850F1E5513D> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/OSServices.framework/Versions/A/OSServices\n 0x7fff2a314000 - 0x7fff2a445fff com.apple.AuthKit (1.0 - 1) <4A9B2D94-7AB0-3417-8D4E-A9C6C31C31D4> /System/Library/PrivateFrameworks/AuthKit.framework/Versions/A/AuthKit\n 0x7fff2a4e9000 - 0x7fff2a4fbfff libz.1.dylib (76) <6E2BD7A3-DC55-3183-BBF7-3AC367BC1834> /usr/lib/libz.1.dylib\n 0x7fff2a4fc000 - 0x7fff2a543fff libsystem_m.dylib (3186.40.2) <DD26CC5C-AFF6-305F-A567-14909DD57163> /usr/lib/system/libsystem_m.dylib\n 0x7fff2a544000 - 0x7fff2a544fff libcharset.1.dylib (59) <D14F9D24-693A-37F0-8F92-D260248EB282> /usr/lib/libcharset.1.dylib\n 0x7fff2a545000 - 0x7fff2a54afff libmacho.dylib (973.4) <C2584BC4-497B-3170-ADDF-21B8E10B4DFD> /usr/lib/system/libmacho.dylib\n 0x7fff2a54b000 - 0x7fff2a566fff libkxld.dylib (7195.81.3) <DE05C188-D9FE-30DC-8299-DF3DC9F837A5> /usr/lib/system/libkxld.dylib\n 0x7fff2a567000 - 0x7fff2a572fff libcommonCrypto.dylib (60178.40.2) <822A29CE-BF54-35AD-BB15-8FAECB800C7D> /usr/lib/system/libcommonCrypto.dylib\n 0x7fff2a573000 - 0x7fff2a57dfff libunwind.dylib (200.10) <1D0A4B4A-4370-3548-8DC1-42A7B4BD45D3> /usr/lib/system/libunwind.dylib\n 0x7fff2a57e000 - 0x7fff2a585fff liboah.dylib (203.30) <44C477D9-013F-3A6D-A9FE-68A89214E6A5> /usr/lib/liboah.dylib\n 0x7fff2a586000 - 0x7fff2a590fff libcopyfile.dylib (173.40.2) <39DBE613-135B-3AFE-A6AF-7898A37F70C2> /usr/lib/system/libcopyfile.dylib\n 0x7fff2a591000 - 0x7fff2a598fff libcompiler_rt.dylib (102.2) <62EE1D14-5ED7-3CEC-81C0-9C93833641F1> /usr/lib/system/libcompiler_rt.dylib\n 0x7fff2a599000 - 0x7fff2a59bfff libsystem_collections.dylib (1439.40.11) <C53D5E0C-0C4F-3B35-A24B-E0D7101A3F95> /usr/lib/system/libsystem_collections.dylib\n 0x7fff2a59c000 - 0x7fff2a59efff libsystem_secinit.dylib (87.60.1) <E05E35BC-1BAB-365B-8BEE-D774189EFD3B> /usr/lib/system/libsystem_secinit.dylib\n 0x7fff2a59f000 - 0x7fff2a5a1fff libremovefile.dylib (49.40.3) <5CC12A16-82CB-32F0-9040-72CFC88A48DF> /usr/lib/system/libremovefile.dylib\n 0x7fff2a5a2000 - 0x7fff2a5a2fff libkeymgr.dylib (31) <803F6AED-99D5-3CCF-B0FA-361BCF14C8C0> /usr/lib/system/libkeymgr.dylib\n 0x7fff2a5a3000 - 0x7fff2a5aafff libsystem_dnssd.dylib (1310.80.1) <E0A0CAB3-6779-3C83-AC67-046CFE69F9C2> /usr/lib/system/libsystem_dnssd.dylib\n 0x7fff2a5ab000 - 0x7fff2a5b0fff libcache.dylib (83) <1A98B064-8FED-39CF-BB2E-5BDA1EF5B65A> /usr/lib/system/libcache.dylib\n 0x7fff2a5b1000 - 0x7fff2a5b2fff libSystem.B.dylib (1292.60.1) <83503CE0-32B1-36DB-A4F0-3CC6B7BCF50A> /usr/lib/libSystem.B.dylib\n 0x7fff2a5b3000 - 0x7fff2a5b6fff libfakelink.dylib (3) <D939A124-9FD5-37A2-B03B-72E98CBC98FE> /usr/lib/libfakelink.dylib\n 0x7fff2a5b7000 - 0x7fff2a5b7fff com.apple.SoftLinking (1.0 - 1) <EF2AC5FF-B98D-3252-ABA8-2FC721CBA942> /System/Library/PrivateFrameworks/SoftLinking.framework/Versions/A/SoftLinking\n 0x7fff2a5b8000 - 0x7fff2a5effff libpcap.A.dylib (98.40.1) <DE5787F8-D011-3E71-8323-936B35976D9E> /usr/lib/libpcap.A.dylib\n 0x7fff2a5f0000 - 0x7fff2a6e0fff libiconv.2.dylib (59) <AD10ECF4-E137-3152-9612-7EC548D919E8> /usr/lib/libiconv.2.dylib\n 0x7fff2a6e1000 - 0x7fff2a6f2fff libcmph.dylib (8) <A5D1EBB3-70A1-3ECA-A3C7-E97FBAD36ECF> /usr/lib/libcmph.dylib\n 0x7fff2a6f3000 - 0x7fff2a764fff libarchive.2.dylib (83.40.4) <9061C767-43FD-3483-9C48-73973AF82DC1> /usr/lib/libarchive.2.dylib\n 0x7fff2a765000 - 0x7fff2a7ccfff com.apple.SearchKit (1.4.1 - 1.4.1) <6243D4C0-3572-30A6-889A-B8690A5EAC24> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/SearchKit.framework/Versions/A/SearchKit\n 0x7fff2a7cd000 - 0x7fff2a7cefff libThaiTokenizer.dylib (3) <47CDE3EE-60AB-38CE-9494-5CC047CACA7F> /usr/lib/libThaiTokenizer.dylib\n 0x7fff2a7cf000 - 0x7fff2a7f6fff com.apple.applesauce (1.0 - 16.26) <4A637FE0-A740-32F0-AE70-4593F6DF1573> /System/Library/PrivateFrameworks/AppleSauce.framework/Versions/A/AppleSauce\n 0x7fff2a7f7000 - 0x7fff2a80efff libapple_nghttp2.dylib (1.41) <A2F6DE8D-2B38-3669-A16E-E1BD54108F24> /usr/lib/libapple_nghttp2.dylib\n 0x7fff2a80f000 - 0x7fff2a821fff libSparseBLAS.dylib (1336.40.1) <FC45F7FD-6B10-3F8D-A553-F57C757F6717> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libSparseBLAS.dylib\n 0x7fff2a822000 - 0x7fff2a823fff com.apple.MetalPerformanceShaders.MetalPerformanceShaders (1.0 - 1) <F37DBCE9-20CD-33D4-806B-93B326E08422> /System/Library/Frameworks/MetalPerformanceShaders.framework/Versions/A/MetalPerformanceShaders\n 0x7fff2a824000 - 0x7fff2a828fff libpam.2.dylib (28.40.1) <FA3308D0-E7B4-3A2C-AE39-0E085F6CDEE0> /usr/lib/libpam.2.dylib\n 0x7fff2a829000 - 0x7fff2a841fff libcompression.dylib (96.40.6) <9C42DB2C-0A6D-38CE-BB8D-899A9B34B695> /usr/lib/libcompression.dylib\n 0x7fff2a842000 - 0x7fff2a847fff libQuadrature.dylib (7) <55EE1866-623B-3C10-91FB-C8B06EB83995> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libQuadrature.dylib\n 0x7fff2a848000 - 0x7fff2abe4fff libLAPACK.dylib (1336.40.1) <2F92E8CD-396D-3665-88EB-41A4E1A9CB31> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libLAPACK.dylib\n 0x7fff2abe5000 - 0x7fff2ac33fff com.apple.DictionaryServices (1.2 - 341) <5D0B1BB2-995B-32EB-AE75-F5F27127ACAF> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/DictionaryServices.framework/Versions/A/DictionaryServices\n 0x7fff2ac34000 - 0x7fff2ac4cfff liblzma.5.dylib (16) <168D84A7-8E54-361E-9161-B661D96C0C9A> /usr/lib/liblzma.5.dylib\n 0x7fff2ac4d000 - 0x7fff2ac4efff libcoretls_cfhelpers.dylib (169) <80AF345B-1989-3C88-AEF4-8FF18A366A9C> /usr/lib/libcoretls_cfhelpers.dylib\n 0x7fff2ac4f000 - 0x7fff2ad49fff com.apple.APFS (1677.81.1 - 1677.81.1) <E48CCAAC-34B5-377E-8E5D-06CDBD411C2F> /System/Library/PrivateFrameworks/APFS.framework/Versions/A/APFS\n 0x7fff2ad4a000 - 0x7fff2ad57fff libxar.1.dylib (452) <FAA7B36E-21EC-3ADF-AA6A-E3742737CA3A> /usr/lib/libxar.1.dylib\n 0x7fff2ad58000 - 0x7fff2ad5bfff libutil.dylib (58.40.2) <0A268749-08E7-3551-8969-442210651CCA> /usr/lib/libutil.dylib\n 0x7fff2ad5c000 - 0x7fff2ad84fff libxslt.1.dylib (17.3) <1C5219FB-B504-3658-B23B-2C45A3BA28F1> /usr/lib/libxslt.1.dylib\n 0x7fff2ad85000 - 0x7fff2ad8ffff libChineseTokenizer.dylib (37) <718400BF-9911-3CB6-8CCE-4C2D7C35D80A> /usr/lib/libChineseTokenizer.dylib\n 0x7fff2ad90000 - 0x7fff2ae4efff libvMisc.dylib (760.40.6) <9D11FCFC-6C30-32B6-864B-9CC3ED7D1143> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libvMisc.dylib\n 0x7fff2ae4f000 - 0x7fff2aee7fff libate.dylib (3.0.4) <42707DFB-86A4-3F56-A5AF-E6DAA7E49DC7> /usr/lib/libate.dylib\n 0x7fff2aee8000 - 0x7fff2aeeffff libIOReport.dylib (64) <8DEEA01D-B715-340A-900E-B448AB22720E> /usr/lib/libIOReport.dylib\n 0x7fff2aef0000 - 0x7fff2af1efff com.apple.CrashReporterSupport (10.13 - 15047.1) <EA306EDB-2A02-3FB6-8812-F5EAA337AEE6> /System/Library/PrivateFrameworks/CrashReporterSupport.framework/Versions/A/CrashReporterSupport\n 0x7fff2b00b000 - 0x7fff2b012fff libMatch.1.dylib (38) <DE8B7844-BFB2-3E3E-9FD0-1C9AD1DC1736> /usr/lib/libMatch.1.dylib\n 0x7fff2b013000 - 0x7fff2b09efff libCoreStorage.dylib (554) <044E6815-6340-31D5-BEE9-760C354E92A3> /usr/lib/libCoreStorage.dylib\n 0x7fff2b09f000 - 0x7fff2b0f2fff com.apple.AppleVAFramework (6.1.3 - 6.1.3) <E3BE877B-1C78-3ABF-8C41-66FE9B6971C7> /System/Library/PrivateFrameworks/AppleVA.framework/Versions/A/AppleVA\n 0x7fff2b0f3000 - 0x7fff2b10cfff libexpat.1.dylib (26) <1D978F91-674E-3A44-8A93-773C7E3E513C> /usr/lib/libexpat.1.dylib\n 0x7fff2b10d000 - 0x7fff2b116fff libheimdal-asn1.dylib (597.80.1) <8F6CD867-FB45-375D-82C1-E0AE79558C8C> /usr/lib/libheimdal-asn1.dylib\n 0x7fff2b117000 - 0x7fff2b12bfff com.apple.IconFoundation (479.3 - 479.3) <3563C4B4-ABF6-3DE0-8381-D3667DFE2B80> /System/Library/PrivateFrameworks/IconFoundation.framework/Versions/A/IconFoundation\n 0x7fff2b12c000 - 0x7fff2b199fff com.apple.IconServices (479.3 - 479.3) <B6859735-701D-307E-8061-298BA2296E47> /System/Library/PrivateFrameworks/IconServices.framework/Versions/A/IconServices\n 0x7fff2b19a000 - 0x7fff2b237fff com.apple.MediaExperience (1.0 - 1) <14E84D66-28B8-390E-A499-9F24B7628EC7> /System/Library/PrivateFrameworks/MediaExperience.framework/Versions/A/MediaExperience\n 0x7fff2b238000 - 0x7fff2b261fff com.apple.persistentconnection (1.0 - 1.0) <B3FE85C5-8034-38D5-8566-5317B49ECF61> /System/Library/PrivateFrameworks/PersistentConnection.framework/Versions/A/PersistentConnection\n 0x7fff2b262000 - 0x7fff2b270fff com.apple.GraphVisualizer (1.0 - 100.1) <A7393BC4-4441-31B5-BB15-5A5A70738BEC> /System/Library/PrivateFrameworks/GraphVisualizer.framework/Versions/A/GraphVisualizer\n 0x7fff2b271000 - 0x7fff2b68cfff com.apple.vision.FaceCore (4.3.2 - 4.3.2) <23CD0C8A-E300-3E28-BD5B-DDCDA4521C54> /System/Library/PrivateFrameworks/FaceCore.framework/Versions/A/FaceCore\n 0x7fff2b68d000 - 0x7fff2b6d7fff com.apple.OTSVG (1.0 - 677.3.0.4) <827396F3-F3A7-3A4F-BE7F-171077501137> /System/Library/PrivateFrameworks/OTSVG.framework/Versions/A/OTSVG\n 0x7fff2b6d8000 - 0x7fff2b6defff com.apple.xpc.AppServerSupport (1.0 - 2038.80.3) <C78E9D22-5110-349B-AF8E-6BA893A20214> /System/Library/PrivateFrameworks/AppServerSupport.framework/Versions/A/AppServerSupport\n 0x7fff2b6df000 - 0x7fff2b6f0fff libhvf.dylib (1.0 - $[CURRENT_PROJECT_VERSION]) <F0974976-30C0-35EB-92F1-B4CF1E974F11> /System/Library/PrivateFrameworks/FontServices.framework/libhvf.dylib\n 0x7fff2b6f1000 - 0x7fff2b6f3fff libspindump.dylib (295.1) <3B4701CB-8F66-3E50-A38A-BEEC992AAC31> /usr/lib/libspindump.dylib\n 0x7fff2b6f4000 - 0x7fff2b7b4fff com.apple.Heimdal (4.0 - 2.0) <69768234-4F4F-3AB6-B116-4AE249E6417A> /System/Library/PrivateFrameworks/Heimdal.framework/Versions/A/Heimdal\n 0x7fff2b7b5000 - 0x7fff2b7cffff com.apple.login (3.0 - 3.0) <B9BEC3A1-688C-3999-B705-2D50B8756E62> /System/Library/PrivateFrameworks/login.framework/Versions/A/login\n 0x7fff2b94f000 - 0x7fff2b952fff libodfde.dylib (26) <47160F56-2A36-3147-B721-279BE2F8B4A6> /usr/lib/libodfde.dylib\n 0x7fff2b953000 - 0x7fff2b9bdfff com.apple.bom (14.0 - 233) <F4B7C353-8A65-3B54-9E01-2C93CB3F55A3> /System/Library/PrivateFrameworks/Bom.framework/Versions/A/Bom\n 0x7fff2b9be000 - 0x7fff2ba08fff com.apple.AppleJPEG (1.0 - 1) <7F3819DE-BCE7-32B7-BB33-10C1DB2BA512> /System/Library/PrivateFrameworks/AppleJPEG.framework/Versions/A/AppleJPEG\n 0x7fff2ba09000 - 0x7fff2bae7fff libJP2.dylib (2130.3.5) <2DFE6642-4309-30BD-A402-F93E28F1F065> /System/Library/Frameworks/ImageIO.framework/Versions/A/Resources/libJP2.dylib\n 0x7fff2bae8000 - 0x7fff2baebfff com.apple.WatchdogClient.framework (1.0 - 98.80.2) <C257C950-F430-3762-BC72-15D314D99556> /System/Library/PrivateFrameworks/WatchdogClient.framework/Versions/A/WatchdogClient\n 0x7fff2baec000 - 0x7fff2bb1ffff com.apple.MultitouchSupport.framework (4400.28 - 4400.28) <4243F7DC-7EB9-3750-BE36-527B0BADF36C> /System/Library/PrivateFrameworks/MultitouchSupport.framework/Versions/A/MultitouchSupport\n 0x7fff2bb20000 - 0x7fff2bc72fff com.apple.VideoToolbox (1.0 - 2765.6.4.2) <425BDD2D-6C26-3D09-AD9F-942EA387B2A4> /System/Library/Frameworks/VideoToolbox.framework/Versions/A/VideoToolbox\n 0x7fff2bc73000 - 0x7fff2bca5fff libAudioToolboxUtility.dylib (1180.25) <83DBFA98-F85B-3B63-B58F-C9989BAC9611> /usr/lib/libAudioToolboxUtility.dylib\n 0x7fff2bca6000 - 0x7fff2bcccfff libPng.dylib (2130.3.5) <9046A7B7-6C31-32C5-B610-6AEA6F6B2D48> /System/Library/Frameworks/ImageIO.framework/Versions/A/Resources/libPng.dylib\n 0x7fff2bccd000 - 0x7fff2bd2cfff libTIFF.dylib (2130.3.5) <CAAF5746-3171-38B1-9722-8CB9B650C627> /System/Library/Frameworks/ImageIO.framework/Versions/A/Resources/libTIFF.dylib\n 0x7fff2bd2d000 - 0x7fff2bd49fff com.apple.IOPresentment (54 - 37) <5AD7B6E0-1744-3C8D-8A95-FE425DEA005C> /System/Library/PrivateFrameworks/IOPresentment.framework/Versions/A/IOPresentment\n 0x7fff2bd4a000 - 0x7fff2bd50fff com.apple.GPUWrangler (6.2.2 - 6.2.2) <60363868-111B-36CF-9CDF-2643DF82002D> /System/Library/PrivateFrameworks/GPUWrangler.framework/Versions/A/GPUWrangler\n 0x7fff2bd51000 - 0x7fff2bd54fff libRadiance.dylib (2130.3.5) <71EBA416-A317-380A-984A-F6B0A0695A65> /System/Library/Frameworks/ImageIO.framework/Versions/A/Resources/libRadiance.dylib\n 0x7fff2bd55000 - 0x7fff2bd5afff com.apple.DSExternalDisplay (3.1 - 380) <010F8260-BC46-361E-BE59-540F765EFE74> /System/Library/PrivateFrameworks/DSExternalDisplay.framework/Versions/A/DSExternalDisplay\n 0x7fff2bd5b000 - 0x7fff2bd7ffff libJPEG.dylib (2130.3.5) <4BFCC012-7CDD-320D-845D-E475243D3ECE> /System/Library/Frameworks/ImageIO.framework/Versions/A/Resources/libJPEG.dylib\n 0x7fff2bd80000 - 0x7fff2bdaffff com.apple.ATSUI (1.0 - 1) <6C45783D-CF90-3F11-BA86-92D31A9B68CA> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ATSUI.framework/Versions/A/ATSUI\n 0x7fff2bdb0000 - 0x7fff2bdb4fff libGIF.dylib (2130.3.5) <0C91C2A9-5D71-3042-A0D2-AA8F1F09012E> /System/Library/Frameworks/ImageIO.framework/Versions/A/Resources/libGIF.dylib\n 0x7fff2bdb5000 - 0x7fff2bdbefff com.apple.CMCaptureCore (1.0 - 80.20.5) <2B7E468B-D901-3EA9-85CF-82FD753785BD> /System/Library/PrivateFrameworks/CMCaptureCore.framework/Versions/A/CMCaptureCore\n 0x7fff2bdbf000 - 0x7fff2be06fff com.apple.print.framework.PrintCore (16 - 531) <DB939B2B-D47D-3035-8C02-01006D21C5A7> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/PrintCore.framework/Versions/A/PrintCore\n 0x7fff2be07000 - 0x7fff2bed3fff com.apple.TextureIO (3.10.9 - 3.10.9) <50BA07A4-02E8-38EE-B0B9-B12C277B563B> /System/Library/PrivateFrameworks/TextureIO.framework/Versions/A/TextureIO\n 0x7fff2bed4000 - 0x7fff2bedcfff com.apple.InternationalSupport (1.0 - 60) <DE997943-6AD5-32DA-B48E-78170C1EAA7B> /System/Library/PrivateFrameworks/InternationalSupport.framework/Versions/A/InternationalSupport\n 0x7fff2bedd000 - 0x7fff2bf58fff com.apple.datadetectorscore (8.0 - 674) <A4EBFF22-F861-321A-AF28-1DB8ECB9A4FF> /System/Library/PrivateFrameworks/DataDetectorsCore.framework/Versions/A/DataDetectorsCore\n 0x7fff2bf59000 - 0x7fff2bfb7fff com.apple.UserActivity (435 - 435) <12250395-D660-3CC1-81DB-565340F2651B> /System/Library/PrivateFrameworks/UserActivity.framework/Versions/A/UserActivity\n 0x7fff2bfb8000 - 0x7fff2c723fff com.apple.MediaToolbox (1.0 - 2765.6.4.2) <C8645EA0-643D-38CF-AA88-3253339192B1> /System/Library/Frameworks/MediaToolbox.framework/Versions/A/MediaToolbox\n 0x7fff2cbdd000 - 0x7fff2cc05fff com.apple.locationsupport (2420.12.16 - 2420.12.16) <63AB1284-8E33-3E9D-A857-9370F492B343> /System/Library/PrivateFrameworks/LocationSupport.framework/Versions/A/LocationSupport\n 0x7fff2cc06000 - 0x7fff2cc37fff libSessionUtility.dylib (76.7) <6AAD02A0-9590-3CED-9568-36E05C59AA2B> /System/Library/PrivateFrameworks/AudioSession.framework/libSessionUtility.dylib\n 0x7fff2cc38000 - 0x7fff2cd68fff com.apple.audio.toolbox.AudioToolbox (1.14 - 1.14) <8E53C25F-9FE2-372E-8374-6A598D72C4C1> /System/Library/Frameworks/AudioToolbox.framework/Versions/A/AudioToolbox\n 0x7fff2cd69000 - 0x7fff2cdd0fff com.apple.audio.AudioSession (1.0 - 76.7) <F696F4EC-9344-3C85-941E-6E5EF5CEF585> /System/Library/PrivateFrameworks/AudioSession.framework/Versions/A/AudioSession\n 0x7fff2cdd1000 - 0x7fff2cde3fff libAudioStatistics.dylib (25.4) <303533DD-D001-3CE8-A5A4-EC29F464FC3A> /usr/lib/libAudioStatistics.dylib\n 0x7fff2cde4000 - 0x7fff2cdf3fff com.apple.speech.synthesis.framework (9.0.51.2 - 9.0.51.2) <14F3382B-2B8E-31E5-8C73-73F0B8DD05F0> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/SpeechSynthesis.framework/Versions/A/SpeechSynthesis\n 0x7fff2cdf4000 - 0x7fff2ce5ffff com.apple.ApplicationServices.ATS (377 - 516) <3DD60168-A0F3-3388-8DDE-69F81280AE91> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ATS.framework/Versions/A/ATS\n 0x7fff2ce60000 - 0x7fff2ce78fff libresolv.9.dylib (68) <7B043B4A-71CE-3F6E-91F0-CBBED47A9EA9> /usr/lib/libresolv.9.dylib\n 0x7fff2ce79000 - 0x7fff2ce8cfff libsasl2.2.dylib (214) <7EE1EE13-9D86-3612-A6BC-3E6B5D578267> /usr/lib/libsasl2.2.dylib\n 0x7fff2cfab000 - 0x7fff2d08afff libSMC.dylib (20) <B207FDFF-8D80-3800-B968-03C718FFBF3F> /usr/lib/libSMC.dylib\n 0x7fff2d08b000 - 0x7fff2d0eafff libcups.2.dylib (494.1) <CDF6F483-017E-3DED-B107-C50FC3CADD65> /usr/lib/libcups.2.dylib\n 0x7fff2d0eb000 - 0x7fff2d0fafff com.apple.LangAnalysis (1.7.0 - 254) <14703020-3124-3C62-A9DB-6DD28024CD42> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/LangAnalysis.framework/Versions/A/LangAnalysis\n 0x7fff2d0fb000 - 0x7fff2d105fff com.apple.NetAuth (6.2 - 6.2) <D40BF56F-DF5F-3ECB-AAC2-FE6F13E9D120> /System/Library/PrivateFrameworks/NetAuth.framework/Versions/A/NetAuth\n 0x7fff2d106000 - 0x7fff2d10dfff com.apple.ColorSyncLegacy (4.13.0 - 1) <F3AEB77A-456F-3F9F-98CC-3E29ABAF5D0C> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ColorSyncLegacy.framework/Versions/A/ColorSyncLegacy\n 0x7fff2d10e000 - 0x7fff2d119fff com.apple.QD (4.0 - 416) <F65D0944-C775-33FB-A345-C046789667B7> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/QD.framework/Versions/A/QD\n 0x7fff2d11a000 - 0x7fff2d788fff com.apple.audio.AudioResourceArbitration (1.0 - 1) <6A293E4C-1E2D-36DA-B416-FBED7286CD6E> /System/Library/PrivateFrameworks/AudioResourceArbitration.framework/Versions/A/AudioResourceArbitration\n 0x7fff2d789000 - 0x7fff2d795fff com.apple.perfdata (1.0 - 67.40.1) <A9D2E8CD-9D74-304E-BD99-A7704F3CD38B> /System/Library/PrivateFrameworks/perfdata.framework/Versions/A/perfdata\n 0x7fff2d796000 - 0x7fff2d7a4fff libperfcheck.dylib (41) <5AFDC5C6-EBB6-33E4-9215-1AACE6C6F6EE> /usr/lib/libperfcheck.dylib\n 0x7fff2d7a5000 - 0x7fff2d7b4fff com.apple.Kerberos (3.0 - 1) <02FFA3CA-F8AF-3211-9159-36BC29612650> /System/Library/Frameworks/Kerberos.framework/Versions/A/Kerberos\n 0x7fff2d7b5000 - 0x7fff2d804fff com.apple.GSS (4.0 - 2.0) <5D06022E-C963-390A-9487-90BD1B61BC20> /System/Library/Frameworks/GSS.framework/Versions/A/GSS\n 0x7fff2d805000 - 0x7fff2d815fff com.apple.CommonAuth (4.0 - 2.0) <C4418557-FA52-3B80-804F-2BC7AF760FD6> /System/Library/PrivateFrameworks/CommonAuth.framework/Versions/A/CommonAuth\n 0x7fff2d816000 - 0x7fff2d83cfff com.apple.MobileAssets (1.0 - 659.60.1) <62F25002-C547-3C6C-87D1-0824DD058C82> /System/Library/PrivateFrameworks/MobileAsset.framework/Versions/A/MobileAsset\n 0x7fff2d86a000 - 0x7fff2d88cfff com.apple.security.KeychainCircle.KeychainCircle (1.0 - 1) <6F4B051F-BC33-3880-81B2-5C62DABFF02D> /System/Library/PrivateFrameworks/KeychainCircle.framework/Versions/A/KeychainCircle\n 0x7fff2d88d000 - 0x7fff2d895fff com.apple.CorePhoneNumbers (1.0 - 1) <AA493452-21D3-3EC6-953C-42DBF75F4EB9> /System/Library/PrivateFrameworks/CorePhoneNumbers.framework/Versions/A/CorePhoneNumbers\n 0x7fff2d9ea000 - 0x7fff2d9eafff liblaunch.dylib (2038.80.3) <C7C51322-8491-3B78-9CFA-2B4753662BCF> /usr/lib/system/liblaunch.dylib\n 0x7fff2e1e5000 - 0x7fff2e32cfff com.apple.Sharing (1579 - 1579) <4925CAB3-09C0-373C-A5D3-9BB5FF025A4F> /System/Library/PrivateFrameworks/Sharing.framework/Versions/A/Sharing\n 0x7fff2e32d000 - 0x7fff2e44dfff com.apple.Bluetooth (8.0.3 - 8.0.3d9) <C6FFFDA7-CD91-339A-8529-7D094338949D> /System/Library/Frameworks/IOBluetooth.framework/Versions/A/IOBluetooth\n 0x7fff2e44e000 - 0x7fff2e462fff com.apple.AppContainer (4.0 - 509.60.2) <F294CD92-94FA-3D7D-9E59-AA5544504264> /System/Library/PrivateFrameworks/AppContainer.framework/Versions/A/AppContainer\n 0x7fff2e463000 - 0x7fff2e466fff com.apple.SecCodeWrapper (4.0 - 509.60.2) <1BEC89D6-6AC8-36C2-89AE-41662D14DC50> /System/Library/PrivateFrameworks/SecCodeWrapper.framework/Versions/A/SecCodeWrapper\n 0x7fff2e467000 - 0x7fff2e4c0fff com.apple.ProtectedCloudStorage (1.0 - 1) <88EF8B12-617E-316C-9036-18357E27BC0A> /System/Library/PrivateFrameworks/ProtectedCloudStorage.framework/Versions/A/ProtectedCloudStorage\n 0x7fff2e714000 - 0x7fff2fc0afff com.apple.GeoServices (1.0 - 1757.23.11.29.3) <72B73209-98B3-3E90-8D5D-B69C81784E5D> /System/Library/PrivateFrameworks/GeoServices.framework/Versions/A/GeoServices\n 0x7fff2fc0b000 - 0x7fff2fc16fff com.apple.DirectoryService.Framework (11.2 - 230.40.1) <4DB85BA3-9323-304B-BDC3-6E13B9AAA1C2> /System/Library/Frameworks/DirectoryService.framework/Versions/A/DirectoryService\n 0x7fff2fc17000 - 0x7fff2fc42fff com.apple.RemoteViewServices (2.0 - 163) <661A448B-2901-33CD-B13C-362D61AFD998> /System/Library/PrivateFrameworks/RemoteViewServices.framework/Versions/A/RemoteViewServices\n 0x7fff2fc43000 - 0x7fff2fc52fff com.apple.SpeechRecognitionCore (6.1.12 - 6.1.12) <B24969AE-43BA-36C2-80F9-2CBBC3F63CC8> /System/Library/PrivateFrameworks/SpeechRecognitionCore.framework/Versions/A/SpeechRecognitionCore\n 0x7fff2fc53000 - 0x7fff2fc5afff com.apple.speech.recognition.framework (6.0.3 - 6.0.3) <8C33ECFF-2FBF-30FF-87EA-32A508860543> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/SpeechRecognition.framework/Versions/A/SpeechRecognition\n 0x7fff2fe9e000 - 0x7fff2fe9efff libsystem_product_info_filter.dylib (8.40.1) <20310EE6-2C3F-361A-9ECA-4223AFC03B65> /usr/lib/system/libsystem_product_info_filter.dylib\n 0x7fff2ff79000 - 0x7fff2ff79fff com.apple.Accelerate.vecLib (3.11 - vecLib 3.11) <8CD6F55A-8E4F-3653-A367-427D0ED3DD16> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/vecLib\n 0x7fff2ffa0000 - 0x7fff2ffa0fff com.apple.CoreServices (1122.11 - 1122.11) <E59859C6-7221-3324-BB58-F910B2199959> /System/Library/Frameworks/CoreServices.framework/Versions/A/CoreServices\n 0x7fff3026e000 - 0x7fff3026efff com.apple.Accelerate (1.11 - Accelerate 1.11) <2423F0F6-A3A4-37AB-971E-FCFC7645D282> /System/Library/Frameworks/Accelerate.framework/Versions/A/Accelerate\n 0x7fff302af000 - 0x7fff302bafff com.apple.MediaAccessibility (1.0 - 130) <264B30DF-646A-30EC-98B6-20429E9718CB> /System/Library/Frameworks/MediaAccessibility.framework/Versions/A/MediaAccessibility\n 0x7fff302bb000 - 0x7fff302dafff com.apple.networking.AlgosScoreFramework (1.0 - 1) <8713D2A4-ECB6-3B96-BE39-F47851EEF900> /System/Library/PrivateFrameworks/AlgosScoreFramework.framework/Versions/A/AlgosScoreFramework\n 0x7fff302db000 - 0x7fff302dffff com.apple.AppleSRP (5.0 - 1) <3BF95CAF-2EC5-393A-95B7-429C0C5F8F13> /System/Library/PrivateFrameworks/AppleSRP.framework/Versions/A/AppleSRP\n 0x7fff302e0000 - 0x7fff302ebfff com.apple.frameworks.CoreDaemon (1.3 - 1.3) <D73E7719-09C8-30E6-B92D-AFC1BB356D92> /System/Library/PrivateFrameworks/CoreDaemon.framework/Versions/B/CoreDaemon\n 0x7fff302ec000 - 0x7fff30323fff com.apple.framework.SystemAdministration (1.0 - 1.0) <9275DC16-B898-326A-B6AD-6CDF34F0CF77> /System/Library/PrivateFrameworks/SystemAdministration.framework/Versions/A/SystemAdministration\n 0x7fff30ae5000 - 0x7fff30b47fff com.apple.CoreBluetooth (1.0 - 1) <B88DEE8B-6268-36BA-BF6C-088F3BD8C652> /System/Library/Frameworks/CoreBluetooth.framework/Versions/A/CoreBluetooth\n 0x7fff30b48000 - 0x7fff30b51fff com.apple.SymptomDiagnosticReporter (1.0 - 79.40.12) <83B5E330-D786-34D2-AEE6-6F7B34D6FE9C> /System/Library/PrivateFrameworks/SymptomDiagnosticReporter.framework/Versions/A/SymptomDiagnosticReporter\n 0x7fff30b52000 - 0x7fff30b65fff com.apple.PowerLog (1.0 - 1) <3A076F54-AE8C-3550-8262-5655B5026489> /System/Library/PrivateFrameworks/PowerLog.framework/Versions/A/PowerLog\n 0x7fff30b66000 - 0x7fff30b72fff com.apple.AppleIDAuthSupport (1.0 - 1) <964BA0DB-E86E-3F81-BB82-CC27184B6D20> /System/Library/PrivateFrameworks/AppleIDAuthSupport.framework/Versions/A/AppleIDAuthSupport\n 0x7fff30b73000 - 0x7fff30c1bfff com.apple.DiscRecording (9.0.3 - 9030.4.5) <2B9AA549-63FD-36BB-AE05-ABD5DAC41279> /System/Library/Frameworks/DiscRecording.framework/Versions/A/DiscRecording\n 0x7fff30c1c000 - 0x7fff30c4ffff com.apple.MediaKit (16 - 927.40.2) <D1056292-E38F-313F-B202-EFD871195729> /System/Library/PrivateFrameworks/MediaKit.framework/Versions/A/MediaKit\n 0x7fff30c50000 - 0x7fff30d3bfff com.apple.DiskManagement (14.0 - 1733.80.1) <9281E3F8-EAFE-3367-B7D5-23687AA6EB70> /System/Library/PrivateFrameworks/DiskManagement.framework/Versions/A/DiskManagement\n 0x7fff30d3c000 - 0x7fff310f6fff com.apple.CoreAUC (322.2.0 - 322.2.0) <DAE981E0-5FED-39FD-8443-BD91D6957901> /System/Library/PrivateFrameworks/CoreAUC.framework/Versions/A/CoreAUC\n 0x7fff310f7000 - 0x7fff310fafff com.apple.Mangrove (1.0 - 25) <61919815-50C9-3358-836F-B81ED66CCD84> /System/Library/PrivateFrameworks/Mangrove.framework/Versions/A/Mangrove\n 0x7fff310fb000 - 0x7fff31128fff com.apple.CoreAVCHD (6.1.0 - 6100.4.1) <B123866C-3945-37E7-92EF-BE36AEDD620D> /System/Library/PrivateFrameworks/CoreAVCHD.framework/Versions/A/CoreAVCHD\n 0x7fff31129000 - 0x7fff31249fff com.apple.FileProvider (326.3 - 326.3) <C5007E6E-897B-308F-B173-4F5C6BF3968D> /System/Library/Frameworks/FileProvider.framework/Versions/A/FileProvider\n 0x7fff3124a000 - 0x7fff3126dfff com.apple.GenerationalStorage (2.0 - 322) <974A1465-7AA4-347E-8606-CF35160FFA92> /System/Library/PrivateFrameworks/GenerationalStorage.framework/Versions/A/GenerationalStorage\n 0x7fff31ac0000 - 0x7fff31afffff com.apple.AppleVPAFramework (3.21.1 - 3.21.1) <4E96F781-3689-3086-9DF3-60F20487FB9E> /System/Library/PrivateFrameworks/AppleVPA.framework/Versions/A/AppleVPA\n 0x7fff31bd0000 - 0x7fff31c0cfff com.apple.DebugSymbols (195.1 - 195.1) <12A5A6E2-6C84-3FCA-9927-8B9E241C607F> /System/Library/PrivateFrameworks/DebugSymbols.framework/Versions/A/DebugSymbols\n 0x7fff31c0d000 - 0x7fff31ccafff com.apple.CoreSymbolication (12.2 - 64541.4) <F1A41B4E-671A-335E-8AE0-B99688F255C8> /System/Library/PrivateFrameworks/CoreSymbolication.framework/Versions/A/CoreSymbolication\n 0x7fff31ccb000 - 0x7fff31cd4fff com.apple.CoreTime (284) <D80E792D-33D1-3D07-B39F-F0A1A7F74E24> /System/Library/PrivateFrameworks/CoreTime.framework/Versions/A/CoreTime\n 0x7fff32b61000 - 0x7fff32bc4fff com.apple.framework.Apple80211 (17.0 - 1728) <A62689A7-7C22-33B3-90FA-730E4AAEE5B5> /System/Library/PrivateFrameworks/Apple80211.framework/Versions/A/Apple80211\n 0x7fff32bc5000 - 0x7fff32d17fff com.apple.CoreWiFi (3.0 - 341) <F3D8F158-611A-3A5E-9F1D-E5FC273A4C74> /System/Library/PrivateFrameworks/CoreWiFi.framework/Versions/A/CoreWiFi\n 0x7fff32d31000 - 0x7fff32d68fff com.apple.LDAPFramework (2.4.28 - 194.5) <246874E6-4FD1-35A5-A039-4141999D8CD6> /System/Library/Frameworks/LDAP.framework/Versions/A/LDAP\n 0x7fff32d69000 - 0x7fff32d6afff com.apple.TrustEvaluationAgent (2.0 - 35) <6FEF60A0-F80F-34E3-8845-FEEC92840920> /System/Library/PrivateFrameworks/TrustEvaluationAgent.framework/Versions/A/TrustEvaluationAgent\n 0x7fff32d6b000 - 0x7fff32e6efff libcrypto.44.dylib (56.60.2) <7D8D4B1B-625D-3D00-A626-C21AFEE0462E> /usr/lib/libcrypto.44.dylib\n 0x7fff32e6f000 - 0x7fff32e9cfff libssl.46.dylib (56.60.2) <E02ED3C9-4956-39C4-AF0A-B541EEDD3F1B> /usr/lib/libssl.46.dylib\n 0x7fff32e9d000 - 0x7fff32f4cfff com.apple.DiskImagesFramework (595.40.1 - 595.40.1) <3139EC22-A8F2-3F26-8953-7961C97E7CEF> /System/Library/PrivateFrameworks/DiskImages.framework/Versions/A/DiskImages\n 0x7fff32f84000 - 0x7fff32f93fff com.apple.xpc.RemoteServiceDiscovery (1.0 - 2038.80.3) <78AF1606-37D8-3424-92AE-071A9F43AA0F> /System/Library/PrivateFrameworks/RemoteServiceDiscovery.framework/Versions/A/RemoteServiceDiscovery\n 0x7fff32f94000 - 0x7fff32fabfff com.apple.xpc.RemoteXPC (1.0 - 2038.80.3) <C4BFF5FC-FC9C-3161-9612-7070EDAE9989> /System/Library/PrivateFrameworks/RemoteXPC.framework/Versions/A/RemoteXPC\n 0x7fff32ff3000 - 0x7fff32ff6fff com.apple.help (1.3.8 - 71) <6074D81C-4507-35A6-88D7-D82309F81587> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/Help.framework/Versions/A/Help\n 0x7fff32ff7000 - 0x7fff32ffefff com.apple.EFILogin (2.0 - 2) <B06CCD1C-A4D1-34D2-89C5-0DB69FE65234> /System/Library/PrivateFrameworks/EFILogin.framework/Versions/A/EFILogin\n 0x7fff32fff000 - 0x7fff3300afff libcsfde.dylib (554) <9CDB9580-DD1C-347E-91C5-6D92D96F52F5> /usr/lib/libcsfde.dylib\n 0x7fff3300b000 - 0x7fff33070fff libcurl.4.dylib (121.40.2) <77010EA9-4AD1-3F4A-B3EF-2FFE739FB349> /usr/lib/libcurl.4.dylib\n 0x7fff33071000 - 0x7fff33078fff com.apple.LoginUICore (4.0 - 4.0) <7225326A-7704-362D-B64E-4ABF4A221F88> /System/Library/PrivateFrameworks/LoginUIKit.framework/Versions/A/Frameworks/LoginUICore.framework/Versions/A/LoginUICore\n 0x7fff33238000 - 0x7fff33238fff com.apple.ApplicationServices (48 - 50) <42B48E32-1918-3178-8DE0-E8126B9EC088> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/ApplicationServices\n 0x7fff33539000 - 0x7fff33539fff libHeimdalProxy.dylib (79) <85526E13-1E48-377A-A700-EE3F5648A6E3> /System/Library/Frameworks/Kerberos.framework/Versions/A/Libraries/libHeimdalProxy.dylib\n 0x7fff335ec000 - 0x7fff335ecfff com.apple.audio.units.AudioUnit (1.14 - 1.14) <8CF768B8-836B-3DA8-9F0A-8CF840348202> /System/Library/Frameworks/AudioUnit.framework/Versions/A/AudioUnit\n 0x7fff33611000 - 0x7fff33653fff com.apple.StreamingZip (1.0 - 1) <157C7AC0-9F73-3FF5-A276-54EC3CAE958A> /System/Library/PrivateFrameworks/StreamingZip.framework/Versions/A/StreamingZip\n 0x7fff33696000 - 0x7fff3369bfff com.apple.PushKit (1.0 - 1) <4D0A6539-611C-3B9C-A67D-D45CDEEC8CDC> /System/Library/Frameworks/PushKit.framework/Versions/A/PushKit\n 0x7fff3369c000 - 0x7fff336d2fff com.apple.C2 (1.3 - 569) <817D8F9D-1801-3E6D-846A-7002174B59CB> /System/Library/PrivateFrameworks/C2.framework/Versions/A/C2\n 0x7fff33705000 - 0x7fff33f12fff com.apple.vision.EspressoFramework (1.0 - 256.2.2) <70E23334-A179-3671-A930-A7AB9EC77BDD> /System/Library/PrivateFrameworks/Espresso.framework/Versions/A/Espresso\n 0x7fff33f13000 - 0x7fff33f2afff com.apple.ANEServices (4.52 - 4.52) <50EF6199-93EF-3227-B64A-313BC1DF41AE> /System/Library/PrivateFrameworks/ANEServices.framework/Versions/A/ANEServices\n 0x7fff342c7000 - 0x7fff3458afff com.apple.spotlight.index (10.7.0 - 2150.7.5) <0056D8F9-D6CF-3586-974C-80902DF8952A> /System/Library/PrivateFrameworks/SpotlightIndex.framework/Versions/A/SpotlightIndex\n 0x7fff345a3000 - 0x7fff345f3fff com.apple.ChunkingLibrary (334 - 334) <CBEBDC8A-CCE4-3A21-915C-D2F3FB20B900> /System/Library/PrivateFrameworks/ChunkingLibrary.framework/Versions/A/ChunkingLibrary\n 0x7fff34ebf000 - 0x7fff34ed5fff com.apple.CoreML.AppleNeuralEngine (1.0 - 1) <A2E78405-4382-3A23-8638-56E1A5D14543> /System/Library/PrivateFrameworks/AppleNeuralEngine.framework/Versions/A/AppleNeuralEngine\n 0x7fff3503b000 - 0x7fff3503efff com.apple.Cocoa (6.11 - 23) <B0F6AF8E-B85C-3C5C-9812-9CD8BC07ADB2> /System/Library/Frameworks/Cocoa.framework/Versions/A/Cocoa\n 0x7fff36482000 - 0x7fff3649dfff com.apple.openscripting (1.7 - 190) <E3815884-A406-3CF6-82C1-BEDC772A9081> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/OpenScripting.framework/Versions/A/OpenScripting\n 0x7fff3649e000 - 0x7fff364a1fff com.apple.securityhi (9.0 - 55008) <F7E1C957-65AF-39E5-8BBA-9D7C7C9D30B6> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/SecurityHI.framework/Versions/A/SecurityHI\n 0x7fff364a2000 - 0x7fff364a5fff com.apple.ink.framework (10.15 - 227) <E3D118A5-7A62-3893-ADAC-E0A9F45314C9> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/Ink.framework/Versions/A/Ink\n 0x7fff364a6000 - 0x7fff364a9fff com.apple.CommonPanels (1.2.6 - 101) <F46676FA-60F3-30CC-BF48-F5BB6E66E576> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/CommonPanels.framework/Versions/A/CommonPanels\n 0x7fff364aa000 - 0x7fff364b1fff com.apple.ImageCapture (1708.1 - 1708.1) <AC709D2F-7C16-3645-BB20-19DD1414E210> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/ImageCapture.framework/Versions/A/ImageCapture\n 0x7fff3949f000 - 0x7fff394a2fff com.apple.OSAServicesClient (1.0 - 1) <201350F5-56C4-3342-AD10-4BE20772C52B> /System/Library/PrivateFrameworks/OSAServicesClient.framework/Versions/A/OSAServicesClient\n 0x7fff3c090000 - 0x7fff3c24bfff libFosl_dynamic.dylib (200) <83EE0261-E5F6-3607-8897-B03B2B954B15> /usr/lib/libFosl_dynamic.dylib\n 0x7fff3d1a8000 - 0x7fff3d1abfff com.apple.print.framework.Print (15 - 271) <F3F40AFD-1743-34E6-8BD3-6A577E3BD590> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/Print.framework/Versions/A/Print\n 0x7fff3d1ac000 - 0x7fff3d1affff com.apple.Carbon (160 - 164) <7395C7E9-AE3B-3547-8773-4F3A70B241AA> /System/Library/Frameworks/Carbon.framework/Versions/A/Carbon\n 0x7fff3d434000 - 0x7fff3d453fff com.apple.private.SystemPolicy (1.0 - 1) <29F5E3FE-CF12-3242-9FD3-4950DA38E4D0> /System/Library/PrivateFrameworks/SystemPolicy.framework/Versions/A/SystemPolicy\n 0x7fff3d600000 - 0x7fff3d61dfff com.apple.sidecar-core (1.0 - 228) <78195DB7-D409-3B46-B8C8-3B70538D3CDC> /System/Library/PrivateFrameworks/SidecarCore.framework/Versions/A/SidecarCore\n 0x7fff3dd7d000 - 0x7fff3dd88fff com.apple.MallocStackLogging (1.0 - 1) <507894FA-6738-372B-9A10-C38AFC9DA079> /System/Library/PrivateFrameworks/MallocStackLogging.framework/Versions/A/MallocStackLogging\n 0x7fff3dd9e000 - 0x7fff3ddb0fff libmis.dylib (274.60.2) <6C720DC2-E50E-3A8D-8494-F8C007DF8DF4> /usr/lib/libmis.dylib\n 0x7fff3ddb1000 - 0x7fff3ddb4fff com.apple.gpusw.GPURawCounter (17.3 - 12.0) <070CF9B7-EE89-39F3-B0F6-26D4974AD3A8> /System/Library/PrivateFrameworks/GPURawCounter.framework/Versions/A/GPURawCounter\n 0x7fff3e2c0000 - 0x7fff3e2d1fff com.apple.sidecar-ui (1.0 - 228) <E0B4A84C-7E8D-338B-8269-DAA5AE1ED094> /System/Library/PrivateFrameworks/SidecarUI.framework/Versions/A/SidecarUI\n 0x7fff4153a000 - 0x7fff41569fff libncurses.5.4.dylib (57) <CAD79205-84C0-3731-AED8-EDEF51ACC872> /usr/lib/libncurses.5.4.dylib\n 0x7fff4156a000 - 0x7fff41573fff com.apple.IOAccelMemoryInfo (1.0 - 1) <544B95BE-810E-3D94-AEB1-D5C117D946D7> /System/Library/PrivateFrameworks/IOAccelMemoryInfo.framework/Versions/A/IOAccelMemoryInfo\n 0x7fff419aa000 - 0x7fff419c8fff libCGInterfaces.dylib (544.2) <2BC461CE-B7FA-33F3-A36B-64F54FB371B5> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vImage.framework/Versions/A/Libraries/libCGInterfaces.dylib\n 0x7fff43fb8000 - 0x7fff44231fff com.apple.RawCamera.bundle (9.10.0 - 1430) <3E7403EB-156C-36C7-93AD-1356447D5310> /System/Library/CoreServices/RawCamera.bundle/Contents/MacOS/RawCamera\n 0x7fff46cb9000 - 0x7fff46cc4fff libGPUSupportMercury.dylib (18.1.1) <1321060E-8F56-3917-8F4D-510A4DB45798> /System/Library/PrivateFrameworks/GPUSupport.framework/Versions/A/Libraries/libGPUSupportMercury.dylib\n 0x7fff48327000 - 0x7fff48376fff com.apple.osanalytics.OSAnalytics (1.0 - 1) <CADD88A2-87A8-3879-8759-D3C112A6844F> /System/Library/PrivateFrameworks/OSAnalytics.framework/Versions/A/OSAnalytics\n 0x7fff4c3d2000 - 0x7fff4c3d5fff com.apple.FinderSyncPriv (1.3 - 1350.2.10) <121C1E64-B0BE-389F-A35D-DD44D84129E8> /System/Library/PrivateFrameworks/FinderSyncPriv.framework/Versions/A/FinderSyncPriv\n 0x7fff522ff000 - 0x7fff52391fff com.apple.Symbolication (12.2 - 64541.7.1) <FA39B702-6E08-3F11-953F-5EC1EFB993BB> /System/Library/PrivateFrameworks/Symbolication.framework/Versions/A/Symbolication\n 0x7fff564d5000 - 0x7fff564d8fff com.apple.ForceFeedback (1.0.6 - 1.0.6) <8782199E-5556-3FB6-87E8-03472B480BAA> /System/Library/Frameworks/ForceFeedback.framework/Versions/A/ForceFeedback\n 0x7fff5eada000 - 0x7fff5ef6afff com.apple.driver.AppleIntelKBLGraphicsMTLDriver (16.1.12 - 16.0.1) <2B7EEE40-F4BD-32CD-B5A3-51F67B57AA69> /System/Library/Extensions/AppleIntelKBLGraphicsMTLDriver.bundle/Contents/MacOS/AppleIntelKBLGraphicsMTLDriver\n 0x7fff5ef6b000 - 0x7fff5f97efff libSC.dylib (4.2.15) <86667FD2-E9BB-39FE-82E9-7B1F0230A922> /System/Library/Extensions/AMDShared.bundle/Contents/PlugIns/libSC.dylib\n 0x7fff5fcc7000 - 0x7fff60caafff com.apple.driver.AppleIntelKBLGraphicsGLDriver (16.1.12 - 16.0.1) <7E0C9E81-E41B-3D24-AB0B-84295B61FADF> /System/Library/Extensions/AppleIntelKBLGraphicsGLDriver.bundle/Contents/MacOS/AppleIntelKBLGraphicsGLDriver\n 0x7fff6a490000 - 0x7fff6a494fff libmetal_timestamp.dylib (31001.161) <DF0A6F36-E486-3656-A6F2-9BA9A0CF2159> /System/Library/PrivateFrameworks/GPUCompiler.framework/Versions/31001/Libraries/libmetal_timestamp.dylib\n 0x7fff6c8fe000 - 0x7fff6c904fff libCoreFSCache.dylib (177.22) <44489BD1-3963-35DF-86F1-DE95778AC0DB> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libCoreFSCache.dylib\n 0x7fff6c905000 - 0x7fff6c909fff libCoreVMClient.dylib (177.22) <989F6CBF-CCEF-340D-9CB5-EC4133707040> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libCoreVMClient.dylib\n 0x7fff6c90a000 - 0x7fff6c919fff com.apple.opengl (18.1.1 - 18.1.1) <F70AF1B3-D17A-3A0E-A8AC-9D45C5B52BA9> /System/Library/Frameworks/OpenGL.framework/Versions/A/OpenGL\n 0x7fff6c91a000 - 0x7fff6c91cfff libCVMSPluginSupport.dylib (18.1.1) <AF77D964-9A4C-3690-AF62-4E05825DC9BF> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libCVMSPluginSupport.dylib\n 0x7fff6c91d000 - 0x7fff6c925fff libGFXShared.dylib (18.1.1) <45A1FFDC-03B7-3D64-AFAF-16D321B53D28> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGFXShared.dylib\n 0x7fff6c926000 - 0x7fff6c959fff libGLImage.dylib (18.1.1) <16D10CE1-C2A1-3E24-A617-766CB6E9133C> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLImage.dylib\n 0x7fff6c95a000 - 0x7fff6c996fff libGLU.dylib (18.1.1) <F0DD35B5-3692-3BE5-AD3D-4F6B237EF6AD> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLU.dylib\n 0x7fff6c997000 - 0x7fff6cb2bfff libGLProgrammability.dylib (18.1.1) <F8A8DACC-1932-3DEF-A269-396E4981B4D0> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLProgrammability.dylib\n 0x7fff6cb2c000 - 0x7fff6cb36fff libGL.dylib (18.1.1) <68ABAADE-2DB4-3412-9F36-CA1AEAC8E9F6> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGL.dylib\n 0x7fff6cb37000 - 0x7fff6ccb2fff GLEngine (18.1.1) <2C9F1F38-F0CA-3416-9A6E-C0E3F40C3AAC> /System/Library/Frameworks/OpenGL.framework/Versions/A/Resources/GLEngine.bundle/GLEngine\n 0x7fff6ccb3000 - 0x7fff6ccdcfff GLRendererFloat (18.1.1) <A66AB383-EE4C-325C-8115-78F2B3FFECC7> /System/Library/Frameworks/OpenGL.framework/Versions/A/Resources/GLRendererFloat.bundle/GLRendererFloat\n 0x7fff6df6d000 - 0x7fff6dfc5fff com.apple.opencl (4.5 - 4.5) <40B70A3B-D981-3E4A-9BEC-F22EF84118F5> /System/Library/Frameworks/OpenCL.framework/Versions/A/OpenCL\n 0x7fff6eee8000 - 0x7fff6ef37fff ATIRadeonX6000SCLib.dylib (4.2.15) <E3B416D3-3876-3218-A68F-A745B103F160> /System/Library/Extensions/AMDRadeonX6000GLDriver.bundle/Contents/MacOS/ATIRadeonX6000SCLib.dylib\n 0x7fff6f857000 - 0x7fff6f879fff com.apple.audio.OpenAL (1.8 - 1.8) <43D5D99A-39C3-30F3-BB9E-5B83EEA9DAFD> /System/Library/Frameworks/OpenAL.framework/Versions/A/OpenAL\n 0x7fff78132000 - 0x7fff78139fff libRosetta.dylib (203.30) <44C477D9-013F-3A6D-A9FE-68A89214E6A5> /usr/lib/libRosetta.dylib\n\nExternal Modification Summary:\n Calls made by other processes targeting this process:\n task_for_pid: 4\n thread_create: 0\n thread_set_state: 0\n Calls made by this process:\n task_for_pid: 0\n thread_create: 0\n thread_set_state: 0\n Calls made by all processes on this machine:\n task_for_pid: 55959\n thread_create: 0\n thread_set_state: 0\n\nVM Region Summary:\nReadOnly portion of Libraries: Total=1.0G resident=0K(0%) swapped_out_or_unallocated=1.0G(100%)\nWritable regions: Total=8.8G written=0K(0%) resident=0K(0%) swapped_out=0K(0%) unallocated=8.8G(100%)\n \n VIRTUAL REGION \nREGION TYPE SIZE COUNT (non-coalesced) \n=========== ======= ======= \nAccelerate framework 512K 4 \nActivity Tracing 256K 1 \nCG backing stores 3456K 6 \nCG image 1180K 10 \nCoreAnimation 84K 9 \nCoreGraphics 12K 2 \nCoreImage 4K 1 \nCoreServices 36K 1 \nCoreUI image data 904K 7 \nFoundation 16K 1 \nKernel Alloc Once 8K 1 \nMALLOC 6.8G 341 \nMALLOC guard page 48K 10 \nMALLOC_MEDIUM (reserved) 1.5G 16 reserved VM address space (unallocated)\nMALLOC_NANO (reserved) 384.0M 1 reserved VM address space (unallocated)\nOpenGL GLSL 256K 3 \nSTACK GUARD 164K 41 \nStack 73.8M 42 \nVM_ALLOCATE 92.1M 777 \n__CTF 759 1 \n__DATA 89.4M 371 \n__DATA_CONST 17.6M 215 \n__DATA_DIRTY 918K 116 \n__FONT_DATA 4K 1 \n__GLSLBUILTINS 5176K 1 \n__LINKEDIT 545.7M 25 \n__OBJC_RO 60.5M 1 \n__OBJC_RW 2449K 2 \n__TEXT 461.6M 370 \n__UNICODE 588K 1 \nmapped file 260.7M 39 \nshared memory 40K 4 \n=========== ======= ======= \nTOTAL 10.2G 2421 \nTOTAL, minus reserved VM space 8.3G 2421 \n\nModel: MacBookPro16,1, BootROM 1554.80.3.0.0 (iBridge: 18.16.14347.0.0,0), 8 processors, 8-Core Intel Core i9, 2,3 GHz, 32 GB, SMC \nGraphics: kHW_IntelUHDGraphics630Item, Intel UHD Graphics 630, spdisplays_builtin\nGraphics: kHW_AMDRadeonPro5500MItem, AMD Radeon Pro 5500M, spdisplays_pcie_device, 8 GB\nMemory Module: BANK 0/ChannelA-DIMM0, 16 GB, DDR4, 2667 MHz, SK Hynix, -\nMemory Module: BANK 2/ChannelB-DIMM0, 16 GB, DDR4, 2667 MHz, SK Hynix, -\nAirPort: spairport_wireless_card_type_airport_extreme (0x14E4, 0x7BF), wl0: Sep 11 2020 17:01:15 version 9.30.440.2.32.5.61 FWID 01-1d69e4b4\nBluetooth: Version 8.0.3d9, 3 services, 25 devices, 1 incoming serial ports\nNetwork Service: Wi-Fi, AirPort, en0\nUSB Device: USB 3.1 Bus\nUSB Device: USB Receiver\nUSB Device: Apple T2 Bus\nUSB Device: Composite Device\nUSB Device: Touch Bar Backlight\nUSB Device: Touch Bar Display\nUSB Device: Apple Internal Keyboard / Trackpad\nUSB Device: Headset\nUSB Device: Ambient Light Sensor\nUSB Device: FaceTime HD Camera (Built-in)\nUSB Device: Apple T2 Controller\nThunderbolt Bus: MacBook Pro, Apple Inc., 63.5\nThunderbolt Bus: MacBook Pro, Apple Inc., 63.5\n```\n\n- Random\n", "Stereo Panorama in EEVEE\nStereo panorama is challenging on its own since we need to support slice rendering.\nNo plans to support this in the viewport, but at least for rendering.\n\nTo be tackled after #68991.", "Crashes when working with pose mode (rigidbodies involved)\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.23\n\nBroken: version: 3.0.1\nWorked: 2.8\n\nFrequent random crashes.\n\nJust animate bones. It may even crash at undo. One day it's okay, another it crashes 20 times a day.\n[debug_logs.zip](debug_logs.zip)\n", "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). ", "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)", "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", "Particle Edit mode for non hair particles - particles viewport display option crash\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.87\n\nBroken: version: 2.92.0 Alpha\nWorked: Blender 2.79\n\nIn Particle Edit mode, you can enable Particles display in Tool Properties > Options > Viewport Display. Pressing this toggle crashes Blender.\n\nFor convenience use this Blend file:\n[particlespath.blend](particlespath.blend) \n\n - Press the toggle in Tool Properties > Options > Viewport Display called 'Particles'\n - Crash\n\n\n\n", "Stereoscopic - right side has incorrect render (Eevee)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.92\n\nBroken: version: 2.93.4\nWorked: unknown\n\nStereoscopic creates an incorrect image for the rendered Right side (Eevee).\nThe right side seems to be a mix of the correct render and a render with low samples (1?). This is clear on the soft shadows and AO.\n ![stereo_left_right.jpg](stereo_left_right.jpg)\nIt can only be resolved by enabling Screen Space Reflections, which isn't always desirable obviously. \n\nOpen attached blend file and render. \nCompare left and right render.\n\n[stereoscopic_rightSide_difference.blend](stereoscopic_rightSide_difference.blend)\n", "Blender stops updating display after GPU spike\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Intel(R) Iris(R) Plus Graphics Intel 4.5.0 - Build 27.20.100.8681\n\nBroken: version: 2.92.0 Beta\nWorked: I have not found a version that works as expected on this computer. I have tried 2.79, 2.8, 2.91\n\nI was premature in saying the problem is gone for [#85061 ](T85061).\n>After a few minutes of using Blender, the window freezes. Windows does not detect that it is not responding, but Blender does not respond to any input, including clicking on the close button. All elements that are drawn by Blender remain as they were at the moment of the crash except if I resize the window smaller.\n\nIf I watch the performance tab on Windows Task Manager, the freeze coincides with a 100% spike on the GPU.\nAs long as that spike doesn't happen, there is no problem, but once it does, Blender stops responding to any input, but it does not crash.\nI have updated my graphics drivers.\n[blender_debug_output.txt](blender_debug_output.txt)\n\nI have not determined exact steps. It has occurred on multiple files doing multiple different tasks. As far as I can tell, there is no correlation between what I am working on or what task I am performing, and the error occurring.\n", "Ctest: Crash in cycles_image_colorspace_cpu\nOperating system: Windows\nGraphics card: Irrelevant\n\nBroken: current master (c32c6a5f85) \nWorked: Unknown\n\n\nDuring testing of [D10212: Cmake/deps: Update OSL to 1.11.10.0](D10212) I noticed a single test failing... once... by repeating the test over and over I got it to misbehave once every 5-45 minutes , so... that's not gonna be super fun to track down.\n\nI attached 3 stack traces which all point to the same location, a null check there just mask the issue, personally I'd take a crash over a random bad frame being output. \n\n\n`ctest -C Release -VV -R cycles_image_colorspace_cpu --repeat-until-fail 9999 -O Fail.log`\n\n\n[image_non_color.crash.txt](image_non_color.crash.txt)\n\n[image_log_osl.crash.txt](image_log_osl.crash.txt)\n\n[image_alpha_blend.crash.txt](image_alpha_blend.crash.txt)\n\nI mentioned this on chat earlier today, but tracking ticket is probably nicer cc: @brecht ", "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 crashes when a file or folder is opened from the Preferences dialog if the Maximized File Browser option is active\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 2.92.0 Alpha\nWorked: 2.92.0 Alpha\n\nBlender crashes when I try to open any file or folder from the Preferences dialog after activating Preferences ➔ Interface ➔ Temporary Editors ➔ File Browser ➔ Maximized Area. Switching that setting on and then trying to open a file (like an add-on) or folder from the Preferences dialog causes a reproducable Blender crash.\n\n\n - Start Blender.\n - Open Preferences.\n - Activate Preferences ➔ Interface ➔ Temporary Editors ➔ File Browser ➔ Maximized Area.\n - Activate the Node Presets add-on.\n - Assign a folder.\n - Blender crashes, at least on my system.\n\nBlender also crashes when trying to open an add-on or a Keyboard layout data file.\n\n```lines\nlibc.so.6!__GI_raise(int sig) (/build/glibc-ZN95T4/glibc-2.31/sysdeps/unix/sysv/linux/raise.c:50)\nlibc.so.6!__GI_abort() (/build/glibc-ZN95T4/glibc-2.31/stdlib/abort.c:79)\n_BLI_assert_abort() (/home/dev/01-data/01-git/blender-git/blender/source/blender/blenlib/intern/BLI_assert.c:50)\nwm_handler_fileselect_do(bContext * C, ListBase * handlers, wmEventHandler_Op * handler, int val) (/home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:2262)\nwm_handler_fileselect_call(bContext * C, ListBase * handlers, wmEventHandler_Op * handler, const wmEvent * event) (/home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:2409)\nwm_handlers_do_intern(bContext * C, wmEvent * event, ListBase * handlers) (/home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:2818)\nwm_handlers_do(bContext * C, wmEvent * event, ListBase * handlers) (/home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:2870)\nwm_event_do_handlers(bContext * C) (/home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:3293)\nWM_main(bContext * C) (/home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm.c:635)\nmain(int argc, const char ** argv) (/home/dev/01-data/01-git/blender-git/blender/source/creator/creator.c:522)\n```" ]
User Interface (Hitbox mis-aligned) Operating system: Windows-10-10.0.17134 64 Bits Graphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 416.34 Broken: version: 2.80 (sub 74) Worked: (optional) [The UI elements' hit box is off by about 20 or 30 pixels, hovering on the button does nothing, but hovering slightly lower than the button will highlight it, can cause problems as it presses a button other than what my cursor is hovering over] [Not 100% Sure, but I was rendering in EVEE at a very high resolution which was making the compositor lag, then I switched to the layout tab and back to compositor tab quickly after I hit f12 to render]
[ "Texture UV/Image Editor coordinates slightly inaccurate\n**System**\nGentoo with old Advanced Micro Devices, Inc. [AMD/ATI] RV710 [Radeon HD 4350/4550]\n\nSlightly broken: media-gfx/blender-2.79b-r1\n\nWhen zooming in as much as possible on a texture in the UV/Image Editor, there seems to be a pixel border at y≈235.994 instead of exactly at y=236 like I'd expect.\n\nAssuming the error was due to 32-bit floating-point rounding, the border coordinates should have at least 2 more digits of precision.\n\n![blenderuv.png](blenderuv.png)", "VSE editor is 1 pixel off when aligning non-frame images\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.93.0\n\nVSE editor is 1px off when compositing with non-full frame images\n\n1) open a VSE empty project\n2) set the scene dimension resolution to 1080x1080\n3) add a 1080x900 picture and check the left side pixels\n\n", "Known-issues with interaction handling inside pop-ups\n# Known-issues with interaction handling inside pop-ups\n\n*Pop-up in this case includes menus and popovers.*\n\nThere are quite some old and some new issues with pop-ups. Their increased usage after 2.80 means that users run into them more and more.\n\nIn this task all related known issues should be listed, to give a good view over the situation. Eventually it should help deciding how to move forward.\n\n* Resetting default value does not work in popovers or menus. (#69200)\n* Context Manual Help Operator does not work in context menus. (#67201)\n* Add Driver : Clicking the picker doesn't work. (#58341)\n* Popover: Color Sampling doesn't work. (#63890)\n* No color drag'n'drop in Viewport Shading popover. (#70654)\n* Eyedropper does nothing on \"New\" in Uv image editor (button is disabled as workaround). (#32396)\n* ~~Most ID selectors (like e.g. the 'target' ones in constraints and modifiers) do not show difference between local and linked IDs. Even worse, they do not allow to select linked ones when a local one exists with the same name. (#73156)~~ (d6cefef98f)\n* Double-click not working in UI_Lists in popovers (e.g., grease pencil layers renaming) (#66286)\n* #76833 (Eyedropper in object selection box doesn't work)\n* #76124 (Cannot use keyframes, File select, File picker (eyedropper), etc. in modal Operators/Panels called by WindowManager)\n\nMost of these issues probably have similar roots (e.g. code not checking if `CTX_wm_menu()` can be used over `CTX_wm_region()`, but often times the former returns `NULL` when it shouldn't).", "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", "Cursor's icon doesn't update correctly when going from panel to scene\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 4600 Intel 4.3.0 - Build 20.19.15.5058\n\nBroken: version: 3.2.0 Alpha\nWorked: Never (introduced/discovered with new design for 2.8 series)\n\nThe cursor icon doesn't update properly when returning it to the scene fast enough after tweaking in panels, and on it's way passing over text panels.\n\n- Go edit mode and select a vertice/edge/face to activate the transform panel\n- Place the cursor in the panel where its icon displays the OS default one\n- Move the cursor fast enough onto the scene. On its way pass over text panels.\n- The cursor icon is the default's one, not the cross as it should.\nSee the .gif for visual explanation:\n![ezgif-2-7ad3428113.gif](ezgif-2-7ad3428113.gif)", "When search is active in keymap section of preferences, top level text truncated for no reason.\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 527.99\n\nBroken: version: 4.0.0 Alpha\n\nWhen search is active in keymap section of preferences, top level text truncated for no reason.\n![2023-09-06 223620.png](attachment)\n\nGo to Edit > Preferences > keymap.\nIn the search box type \"eye\".\nSee the useless truncated text, and all the unused space.\n\n", "Viewport Z-Bias & retopology overlay related issues\nSince this is being reported frequently and retopology overly has caused some weird issue with mask display as well previously, it's best we keep track of them in a central place so we could check if any particular fix is working for all situations:\n\n------\n\nProblem still presents:\n\n- Retopology overlay affecting other parts of the drawing/picking operation: #109115 #107768 ~~#109277~~ ~~#107411~~\n- (Potentially related) Selecting when X-Ray turned on is not visually effective and then switching to face mode crashes: #110136\n\n------\n\nFixed:\n\n- ~~Wireframe visible in close distances: #110048 #109040 #109514 #109499 #109685~~\n- ~~Retopology overlay 0 z offset problem: #109662~~\n\n-------\n\nProbable cause:\n\nAs suggested in 107768#issuecomment-937545 , I believe the problem here is that\n\n1. `DRW_object_is_in_edit_mode` does not exclusively check if object is in edit mode, but it combines other logics that affects drawing and stuff.\n2. `XRAY_ENABLED` marco is not always accompanied with `RETOPOLOGY_ENABLED`, this leads to inconsistencies in the user interaction and the display.", "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", "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)", "Drawing boolean\nOperating system: Gentoo Linux\nGraphics card: NVIDIA Corporation GP107 [GeForce GTX 1050 Ti]\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen) 2.92\nWorked: (newest version of Blender that worked as expected) N/A\n\nFor some reason, displaying a UIList with many collection properties next to a bool property somewhere in the same property tab causes a huge amount of lag.\n\nA bool property which is part of another property group seems to be another workaround to this issue.\n\nI'm developing an add-on which requires the display of large collection properties for construction management of 3D buildings in Blender, which is how I came across this bug.\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\nSee attached script, or attached blend file on how to reproduce. The lag seems proportional to the the number of properties in the collection property.\n\nRun script, go to scene properties tab and scroll. Then comment out L19 and try again, lag disappears.\n\n[blenderbug.py](blenderbug.py)\n\n[untitled.blend](untitled.blend)", "Topbar gliches\nOperating system: Windows 10\nGraphics card: RTX 3060\n\nBroken: 3.3 Beta\n\nThis only happened on windows.\nWhen Status Bar is hidden and Resolution Scale is greater than 1, the Top Bar sometimes becomes unusable. (look at the end of video)\nMy guess it has something to do with notifications that are now displayed at Top Bar.\n[bug.mp4](bug.mp4)\n\nSame as in the video\n- On the `Windows` tab disable `Show Status Bar`\n- Go to {nav Edit > Preferences... > Interface} and change the `Resolution Scale` to 1.2\n- Save Preferences\n- Close the Temporary Window\n- Reopen the `Blender Preferences` window ({nav Edit > Preferences...})\n- Press `Save Preferences`\n\nInvoking save as temporary window also causes this issue\n\nTrying to resize Top Bar area or maximizing some other area fix the issue.", "Compositor doesn't update when \"render region\" is used\nOperating system: Windows-10-10.0.16299-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.86\n\nBroken: version: 2.83 (sub 2)\nAlso any previous version.\n - Open file:\n[border_render_comp_bug.blend](border_render_comp_bug.blend)\n - Render frame (F12)\n - Red background is confined to \"render region\":\n![obraz.png](obraz.png)\n - If you refresh the compositor it will work. For example if you reconnect nodes or check and uncheck a box.\n![obraz.png](obraz.png)", "GUI: The curser is heavily lagging if GSync is set to windowed and full screen mode\nOperating system: Windows-11-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.29\n\nBroken: version: Blender 2.79b up to Blender 3.0.0\n\nEverything is as expected if the mode is set to \"Fullscreen only\" (the default)\nBut as soon as you set to it to \"Window- and Fullscreen mode\" the mouse curser will lag heavily.\n![2021-12-30 11_39_43-aid_4768_compatible.png (707×588).png](2021-12-30_11_39_43-aid_4768_compatible.png__707_588_.png)\n\n1. Enable GSync\n2. Set it to \"Enable for windowed and full screen mode\"\n3. Save\n4. Open Blender and move the curser\n\n**Workaround** \nJust set it back to full screen mode only.\nOR\nIf you go to nVidia Control Panel > Manage 3d Settings > Program Settings.\n\nAdd Blender under Select Program To Customize. Changing to the following settings can fix it:\n\nMonitor Technology: Fixed Refresh\nPreferred Refresh Rate: Application-controlled\n\n**Desired behavior** \nA fluid curser on the screen even with \"windowed and full screen mode\" enabled", "Modifying keymap won't tag prefs dirty\nWindows 7 Professional 64-bit service pack 1\nIntel Core i7-2600\n8GB RAM\nNVIDIA GTX 1060 6GB\n\nBroken: blender-2.80.0-git.aa003c73245f-windows64\n\n\"Save Preferences\" button, shown when \"Auto-Save Preferences\" is turned off, stays unavailable after modifying keymap.\n\n1. Make sure \"Auto-Save Preference\" is turned off. If it isn't, turn off this and press \"Save Preferences\" button.\n2. Modify keymap, editing the settings used to activate an operator (example: search for `Clear Rotation` operator, changing the `Clear Delta` option will not tag prefs dirty).", "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" ]
[ "4K Screen : Windows 10 : Tool Icons / Drop Down List items : cursor selects item above the one pointed at by the cursor\nOperating system: Windows 10\nGraphics card: NVIDIA GTX750Ti\n\nBroken: (example: 2.80 Beta, 2019-06-19 18:29, as found on the splash screen)\nWorked: (optional)\n\nWhen using the cursor to select a Tool List Item or a Drop Down List Item, the Item selected is the item immediately above the Item pointed at.\nMore precisely, the \"hot area\" for an Item starts just below the item middle and extends halfway down into the Item below.\nMany other controls on the Blender screen exhibit the same \"hot area\" offset problem. It is annoying to have to point at the item below the item that is highlighted by Blender.\nIt seems to be an offset calculation error since it is not affected by the size of the Blender Window, or the high or low placement of the Blender Window on the DELL XPS 4K screen.\n\nThis fault is apparent immediately on starting Blender and exiting the splash screen." ]
Cycles Volumetric flickering when camera is inside volume Operating system: Windows 10 Graphics card: GTX Titan X (2016) Broken: tested on 2.79 to 2.91 Worked: / **Cycles Volumetric flickering when camera is inside volume** exemple on my scene : (alpha channel, more visible) [Sequence_imbriquee_44.mp4](Sequence_imbriquee_44.mp4) simple scene for test : [VOLUME_BUG.blend](VOLUME_BUG.blend) - it's a simple cube with a noise on a volume scatter shader (colorRamp + multiply for more visible bug) - camera animated to enter inside the mesh - render animation (after frame 15, when camera enter on the mesh, volumetric flickering.) bug also in real volume (voxel) but less visible. Result: [0001-0019.mp4](0001-0019.mp4) sorry for bad english.
[ "Speaker shuttering volume (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 442.59\n\nBroken: version: 2.83 (sub 15)\nThe same for 2.82a release\nWorked: 2.79b last release\n\nWhen I change angle or distance to camera, sound do not changes at all or changes in very odd manner.\nIf I change speaker rotation sound starts shutter.\nIf I append speaker from 2.83 to 2.79 it do not work or work bad.\nWhan I append from 2.79 to 2.83 it silent.\nOnce speaker was unstable as in 2.83, but I can`t reproduce it.\n\n[2020-05-05_22-00-25.mp4](2020-05-05_22-00-25.mp4)\n\nHere is file for tests. Music packed, keep you ears.\n[ss.blend](ss.blend)\n\n", "'Solve Camera Motion' operator sometimes prevents Auto Save from running\nBroken: 3.5.1, 3.6\nWorked: maybe 3.4\n\nInvestigated in #107421 by @3di.\nIt's still unclear when this happens, but it could be replicated with the attached file.\nThe function `void wm_autosave_timer(Main *bmain, wmWindowManager *wm, wmTimer * /*wt*/)` in `wm_files.cc` skips AutoSave if any modal operators are running.\nIn this case, this can happen with the `\"CLIP_OT_solve_camera\"` operator even after the operation is theoretically completed.\n\n- Unzip attached .blend file\n- Go to \"Motion Tracking\" workspace\n- In the solve tab, press `Solve Camera Motion`\n\nAuto Save stops saving or saves very late.\n\nno%20autosave.zip?dl=0\n\n", "Cycles motion blur: The start and end of the motion blur range are not exposed like the rest of the range.\nOperating system: Fedora Linux\nGraphics card: AMD (rendered on AMD CPU)\n\nBroken: 3.5.1\n\nWhen rendering motion blur with Cycles (with the constant shutter curve preset) it seems like the shutter is not fully open at the start and end of the motion blur range.\n\nBased on the attached .blend file (as simple as possible).\n\nRender the first frame with Evee and Cycles and compare the motion blur.\n\n", "Cycles Volume Anisotropy artifacts with intersecting volumes\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.14761 Core Profile Context 21.30.23.01 30.0.13023.1012\n(CPU rendering)\n\nBroken: version: 3.0.0\nAlso tested in 3.1\nWorked: maybe never?\n\nI have a scene in which I have a smoking volcano, clouds, and an atmosphere, which was giving me trouble for a while.\n![image.png](image.png)\nAs you can see, there's a horizontal line running through the smoke column.\nBy trial and error, I found out that it wasn't there when the atmosphere, which is a cube with a volume shader on it, was disabled.\n\nI tried to recreate the setting to figure out the cause of the issue, and I **boiled it down to this**:\n*If there are two volumes intersecting with different anisotropy values, things get a little weird.*\nTake a look:\n\n| | Column 0 | Column 0.1 |\n| -- | -- | -- |\n| Atm. 0 | ![image.png](image.png) | ![image.png](image.png)\n| Atm. 0.1 |![image.png](image.png) | ![image.png](image.png) |\n\nNotice the horizontal line running across the smoke column when the two anisotropy values don't match.\nThis seems to happen at a specific density where the height fallof of the atmosphere crosses a certain threshold.\n\nThings I have found that have no effect:\n- *Volume step rate*\n- *Volume max steps*\n- *Clipping planes*\n- Disabling *ray visibility* (on both the atmosphere and the smoke column) to everything but *Camera*\n\n[BrokenAnisotropyCycles.blend](BrokenAnisotropyCycles.blend)\n\n\n\nPerhaps this is worth a look?", "Eevee \"Shutter\" setting in motion blur render settings not animatable\nOperating system: Win 10\nGraphics card: RTX 3090\n\nBroken: 2.91.0\nWorked: never worked (as far as i know)\n\n\nEevee \"Shutter\" in motion blur render settings not animatable\nIn Cycles it ***is***animatable.N/A", "(Camera) Motion blur renders wrong (does not cancel out) when a mix of parenting and (baked) object animation is used\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA RTX A6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.3.1\n\nwhen I parant a camera (looking for a simple cube) and the cube (who is the camera looking for it) to any other object, if the parent object is rotating, it will rendered fine but if I baked the action of the camera, and renderd the same frame it will be very in coorect motion blur, to fix the issue I have to bake the camera and all the objcects that appear on it, \n\n\n[motion blur bug.blend](motion_blur_bug.blend)\nopen the attached blend file, you will find a very simple scene with a camera, cube and a light are parented to a rotating empty object, just press render at frame 2 (which at the meddle of rotation) and it will render the motion blur very good (you will not see any motion blur which is logic because the camera and the cube are parended to the same object), but after that just bake only the camera (with selected object, visual keying and clear parent enabled) and render the same frame, it will give very unlogic motion blur, after that bake also the cube and the light and redner the same frame, it will render very good, this issue is only on rotating parent object bun in location it works very good, also I tested it on blender 2.7 and the same issue are there\n\n\n\n", "Button flickering when scrolling popovers using the trackpad\nOperating system: macOS-12.6.3-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 455 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.8.101\n\nBroken: version: 3.6.1\nWorked: never\n\n\nButtons flicker when scrolling popovers using the trackpad. See the attached video.\n\nThe fix seems to be pretty straightforward:\nD13437\n\n\n- Reduce the size of Blender window\n- Properties editor > Camera > \"Camera Presets\" menu\n- Scroll this popover with the trackpad\n\n", "Eevee render display error in orthographic camera mode: Mesh material color changes during scaling \nOperating system: Win7 Home Premium 64-bit, SP1\nGraphics card: Nvidia GeForce GTX 750\n\nBroken: 2.80, c9df453ce70b, blender2.8, 2018-12-21\n2.80, d96596de294e blender2.80, 2018-12-31\n\nWorkspace: Layout\nObject mode\nDisplay rendered view: Eevee (other rendered views with Cycles, etc. do not have this problem)\nCamera orthographic view (!! in perspective or panoramic view, problem is not there)\nCamera type: orthographic\nLight: Sun shining perpendicular onto objects\n\nThree cube mesh objects with individual materials\n- Principled BSDF\n- Base Color (either Red, Green or Blue)\n\nThe *scaling** of one or more objects changes the color appearance in the camera view *and* in rendering.\n\n**scaling*can happen either:\n- pressing 's' key and move mouse\n- changing scale values in transform tab\n\n - > I thought there seemed to be an dependency on scale values. For example, scaling to 1.0 would always be a lighter tone than in a different scaling factor. But simply pressing 's' to scale and escaping can change the color tone of the mesh as well.\n\nThe direction of the sunlight makes of course a difference when viewing the objects, but after changing sunlight angles there is still the color changes during scaling.\n\nBlend file attached.\n\n\n - Select Display render preview \n - Simply choose one or more cubes \n # scale these slowly and the color will change from a fade color to a strong color infrequently\n\nIt seems the problem is the camera orthographic mode!?\n\n[Scale-Color-error.blend](Scale-Color-error.blend)\n![Blender_Eevee_scaling_problem.png](Blender_Eevee_scaling_problem.png)", "Overlapping objects of different sizes with volumetric materials render incorrectly\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.75\n\nBroken: version: 2.83.4\nWorked: 2.82a\n\n\nTwo cubes, both principled volume, one large one small, smaller cube inside larger cube. \n\nThe area inside the smaller cube from the view perspective renders differently than outside with a hard edge where the mesh ends, the effect is much easier to see with a texture controlling the volume density of the large cube. Looks to me like an issue with blender using different step sizes for different objects. Definitely not an issue with not enough transparency/volume light bounces, already tried that.\n\nOnly happens with cycles\n\nOpen blend file\nSwitch to rendered view\nToggle visibility of big volume and/or small volume in outliner to see difference\nExtra notes in shader nodes for big volume and small volume's materials\n\n[overlapping volumes hard edge bug.blend](overlapping_volumes_hard_edge_bug.blend)", "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", "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", "Trembling when selected cube in edit mode\nOperating system: MacOS Sierra - Versione 10.12.6\nGraphics card: NVIDIA GeForce GTX 680MX 2048 MB\n\nBroken: 2.83.0 (2020-06-03), 2.90 (2020-06-12)\nWorked: 2.82a\n\nA strange flicker happens when I select the faces of the cube.\n\nI select the cube.\nI change the visualization in Edit Mode.\nI set select mode to Face.\nI select the faces of the cube but they do not remain selected instead, a strange flicker of the object occurs. Here a video example:\n\n[blender_283_bug.mp4](blender_283_bug.mp4)", "Cycles not really excluding lights from volume MIS calculation\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.28\n\nBroken: version: 2.82 (sub 6)\nWorked: (optional)\n\nI noticed that cycles, when using volume lights, if we exclude lights from the volume contribution it still affects the sampling of the visible volume lights.[Volumeissue.blend](Volumeissue.blend)\n\nIve included the blend file and also described the issue visually in this thread:\n10982\n\nTo check the issue just turn on and off the Volume Scatter ray visibility and compare the result by hiding the lights instead.\n\nI think this is a serious performance issue in scenes with multiple lights, with some lights contributing to volume while others not, which forces the user to unnecessarily throw a lot of volume samples to get rid of the noise.\n\n\n", "Optix Viewport Denoiser Makes Objects Glow When Using High Exposure Even When There is no Light in the Scene\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce MX130/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 446.14\n\nBroken: version: 2.90.0 Alpha\n\nThe latest build added the feature to let non-RTX GPUs use the denoiser, so I tested it on my scene right away. However, the objects in the scene start glowing when the denoiser starts working. The scene was lit using the Physical Lights feature that the Photographer 3 addon has provided, which offers units like Lumen and Candela, etc. And since physically correct light values can sometimes be very dim (like a candle = 1 candela), sometimes be very bright (like the Sun at noon 111,000 lux), Photographer offers real life camera's settings for modifying the exposure in the color management in the render settings to adjust the overall brightness. And in my scene, I used a candle, which is very dim. Therefore the exposure has been set very high. It has been fine until the denoiser came. \n\nBased on the default startup\n1. Delete the default point light\n2. Turn the World Background Strength to 0\n3. Turn the Exposure in the Render Settings under Color Management to 10\n4. Change the render engine to Cycles\n5. Turn on render view, you should see nothing but complete darkness\n6. Turn on the Optix Viewport denoiser\n7. Wait for a while and see the default cube glowing\n\nI don't know if this is a bug or not, if it is not, please at least get some work around. Like making the denoiser refresh when the exposure changes or something?\n\n![image.png](image.png)", "Cycles volumetrics mesh intersections visible when volume's shape does not match its mesh\nOperating system: tested on Windows 10 ; Linux Mint 20.2\nGraphics card: tested on GTX 1070 ; RTX 3090\n\nBroken : tested on 2.80 to 2.93 (official) and 3.0\nWorked : None\n\n**Description of error**\nCycles volumetrics mesh intersections are visible when the volume shape (density) is modified by nodes.\n\nIntersection example :\n![blender - 02.09.2021 - 22h32 (2).jpg](blender_-_02.09.2021_-_22h32__2_.jpg) ![blender - 02.09.2021 - 22h32.jpg](blender_-_02.09.2021_-_22h32.jpg)\n\nOther example with .blend :\n![blender - 03.09.2021 - 00h30.jpg](blender_-_03.09.2021_-_00h30.jpg)\n[volumetric_bug.blend](volumetric_bug.blend)" ]
[ "Cycles produces banded render artifacts in dense or sharp volume renders.\nWindows 10, Nvidia GTX 1070 8gb\n\nBroken: 2.90.0 hash: 0330d1af29c0 branch: master\n*2.72a also has this issue, suggesting most if not all cycles + volume builds produce this artifact.\n*2.8 also has this issue. \n*2.9 still has this issue. (replaced sample file with a new one that is more noticeable, and easier to compute and render.)\n\nSharply surfaced volumes (more noticeably from simulations) display banding from what seems to be non-homogeneous sampling at each step. While it can appear, and is most noticeable on smooth surfaces, it is exacerbated by volume density multiplication, having 0 volume bounces, non-identical max and min bounces, and nodes that remap density values. Animating the camera makes it even more noticeable, as the bands trace out concentric spheres radiating from the camera. This may be a bug, but it may also reveal some larger issue in the rendering system, or require more than a patch to correct.\n\n**Exact steps for others to reproduce the error** (Optionals in parentheses are what I did to make the issue more visible)\n1. make a smoke simulation with a visible flow object\n2. simulate to some frame (Optional: limit the cache end to be able to move the camera around a still simulation)\n3. make a scattering volume material for the domain that both multiplies density by a high number. (Optional: add a color ramp after the density value or after the multiplication value, move the white value a bit closer to the middle, and set to constant)\n\n[nebtest290.blend](nebtest290.blend) (updated to 2.90)\nplease let it simulate to frame 21 or higher to get identical results to me.\nfile result preview:\n![290nebtest1.png](290nebtest1.png)\n[0002.mp4](0002.mp4)" ]
Missing msgids in UI translation I've found some missing msgids in UI translation of **Blender 2.8-rc**, and I assume it's a common case for other languages. Items found as below: ## 1. Sub menu of mirror **Editor**: 3D View Editor **Location**: `Object/Mesh/Curve/Surface/Metaball/Lattice/ --> Mirror --> X Local/Y Local/Z Local` **Screenshot**: ![mirror_submenu.png](mirror_submenu.png) ## 2. Sub menu of Fractional Zoom **Editor**: UV Editor **Location**: `View --> Fractional Zoom --> Zoom x:x` **Screenshot**: ![fractional_zoom_submenu.png](fractional_zoom_submenu.png) ## 3. Unit Presets **Editor**: Property Editor **Location**: `Scene --> Units --> Length --> Kilometers/Meters/Centimeters/Micrometers` `Scene --> Units --> Mass --> Tonnes/Kilograms/Grams/Miligrams` `Scene --> Units --> Time --> Days/Hours/Minutes/Miliseconds/Microseconds` **Screenshot**: ![unit_length_presets.png](unit_length_presets.png) ![unit_mass_presets.png](unit_mass_presets.png) ![unit_time_presets.png](unit_time_presets.png) ## 4. Preference of Light **Editor**: Preferences **Location**: `Lights --> Studio Lights` `Lights --> MatCaps` `Lights --> LookDev HDRIS` **Screenshot**: ![preference_lights.png](preference_lights.png) ## 5. Preference of Keymap **Editor**: Preferences **Location**: `Lights --> Preferences` **Screenshot**: ![preference_keymap.png](preference_keymap.png) ## 6. Viewport Shading **Editor**: 3D View **Location**: `Display & Shading Menu --> Viewport Shading --> Lighting/Color/Options` **Screenshot**: ![viewport_shading.png](viewport_shading.png) ## 7. Drag action of Gizmo **Editor**: Property Editor **Location**: `Context of Transform tool --> Gizmo --> Drag Action` **Screenshot**: ![drag_action.png](drag_action.png) ## 8. Splash Screen Text **Screenshot**: ![image.png](image.png)
[ "Missing Freestyle Lines\nOperating system: Linux-5.4.0-91-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: AMD Radeon(TM) Vega 10 Graphics (RAVEN, DRM 3.35.0, 5.4.0-91-generic, LLVM 12.0.0) AMD 4.6 (Core Profile) Mesa 21.0.3\n\nBroken: 3.0.0, 3.2.0\nWorked: 2.83\n\nThere are missing Freestyle Lines when Rendering with Cycles. The results are better in eevee but the Problem is not gone. \nI use a similar file to create floorplans at work. \n\n- Open attached file or:\n - Create an orthographic camera,\n - create a huge amount of planes and text objects,\n - enable Freestyle, \n- render via Eevee or Cycles.\n[fs.blend](fs.blend)\n", "Drivers of sub-ID properties do not get removed along with the sub-ID\nBy \"Sub-ID\" I mean things like Modifiers, Constraints (bone & object), custom properties, shape keys, bones, VSE strips, etc. Not sure how to get a complete list of these types of things.\n\nWhen one of these things, such as a modifier, is removed, drivers on its driven properties are not removed. This makes it easy to leave behind broken drivers that now target nothing. These can be cleared up in the Driver Editor UI fairly easily, but the fact that we must do so is annoying. Experienced users end up learning that you can't just remove a modifier or constraint without removing its drivers first - Just to save you a trip to the Driver Editor.\n\nForgetfulness in this habit results in console warnings, which in a production environment trickle down from assets to shot files, and contribute to the users' sense of \"console warnings aren't important, I will ignore them\".\n\nI always thought this was a known issue but @Sergey told me it's fixable and that I should make a report. Here ya go! \n\nThis would be a really, really welcome improvement for the studio and probably the whole world.\n\n", "Collection usability\n- [ ] Viewport UI\n- [ ] Shortcuts to toggle visibility?\n[ ] . . .\n\nNeed a clear design on what to do.", "Blender 2.8 UI designs (parent task)\nThis is a parent task for all the confirmed UI tasks for Blender 2.8. We are targeting these changes for Blender 2.80. Other UI and tools updates can be added for future releases.\n\nThis list serves as a reference for developers, and is especially important for after the Code Quest has ended. These items are grouped by topic here:\n\n### Tools\n - #55036 Tool System Todo\n - #54858 Command Settings Cleanup\n - #55043 Tool Settings Editor\n - #54885 2.8 UI Tools: Toolbar Ordering\n - #54582 2.8 UI Tools: Tools Design\n - #55039 2.8 UI Tools: Tool Tweaking UI\n - #55027 2.8 UI Tools: Favourites Bar / Specials Menu Design\n - #54950 3D Cursor Design\n - #55386 2.8 UI Tools: Top Bar, Tool Properties & Toolbar Update\n - #54661 Tools Manipulators design\n\n### Asset Manager\n - #54642 Asset Manager UI\n\n### Keymaps\n - (Todo) Input Device-Agnostic Keymap\n - #55162 Blender Default Keymap Changes\n - #54963 Industry Compatible Keymap\n\n### Viewport\n - #54723 Viewport Manipulator Design\n - #54908 Workbench & Shading UI design\n\n### Addons\n - #55407 2.8: Addons UI\n\n### Outliner & Collections\n - #54707 Outliner Collections Interaction Design\n\n### Status Bar\n - #54861 Status Bar Design\n\n### Properties Editor\n - #54951 Properties Editor Design\n - #54862 Multi-Object Properties Editing\n\n### Top Bar & Workspaces\n - (Todo) Workspaces & Mode design\n\n### Default User Experience\n - #54943 Blender 2.8 Defaults\n - #54943 Default Theme\n\n### Other\n - #55353 Multi-Object Edit Mode/Pose Mode/Sculpt Mode UI\n - #54989 FaceMaps Phase 1: bone selection & bone display", "Disappearing buttons in pie menu, depending on button text length and use of align=True\nOperating system: Linux-4.15.0-144-generic-x86_64-with-glibc2.27 64 Bits\nGraphics card: GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.80\n\nBroken: version: 2.93.0\nWorked: - \n\nI have a pie menu, with a section like this:\n\n\n```\n box = pie.split()\n column = box.column(align=False)\n \n row = column.row(align=True)\n row.operator(\"transform.translate\", text=\"(B) Get Backup\")\n row.operator(\"transform.translate\", text=\"(V) Match\")\n\n row = column.row(align=True)\n row.operator(\"transform.translate\", text=\"(D) Project\")\n row.operator(\"transform.translate\", text=\"Unwrap\")\n```\n\nChanging the column's align argument to True, leads to the Unwrap button disappearing.\nIt can be brought back by changing the text length of any of the buttons. For instance, you can shorten or lengthen the Unwrap button's text. Same for the other buttons, changing the text length will usually bring the Unwrap button back. \n\nSee [video demo ](watch?v=v3VkH44p7xk): \n\n[disappearing_button.blend](disappearing_button.blend).\n\nI've checked back until 2.77 and it's present in all versions since, likely before that too.\n\n* open the blend, run the script in the text editor\n* the pie pops up and all 4 buttons are present\n* set the column's align arg to True\n* the Unwrap button disappears\n* change the text length of any of the 4 buttons to make the button re-appear\n\n", "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", "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}", "Closing quotes get replaced by unit names in driver expressions.\nOperating system: Linux\nGraphics card: Intel\n\nBroken: 2.91, 2.92\n\n\nWhen the scene unit system is set to `'IMPERIAL'`, the closing quotes of any driver expression that includes string literals will be replaced with the text strings of either `in` or `ft`.\n\nE.G. `SomeObj[\"SomeProp\"]` turns into `SomeObj[\"SomePropin]`. `SomeObj['SomeProp']` turns into `SomeObj['SomePropft]`.\n\nThe replacement happens when the driver expression is *edited* for the first time from the input field for the property which it drives. It does not happen immediately when the expression is first input, so the driver works fin until it's been edited, and it does not seem to happen when the driver is either viewed or modified from the driver editor pane.\n\n![image.png](image.png) ![image.png](image.png)\n\n\nSet `C.scene.unit_settings.system` to `'IMPERIAL'`, then create a driver with a string literal expression and try to edit it from its driven value's input field.\n\nOr download the attached file, and click on either of the two driven channels in the active object's location transform in the 3D Viewport Sidebar:\n\n[DriverCorruption.blend](DriverCorruption.blend)", "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...", "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", "User Interface Policies\nDesign task to coordinate user interface policies before including them in the [human interface guide-lines (HIG) ](Human_Interface_Guidelines).\n\nThis is a curated list of items agreed on by module owners.\n\nOrder of importance:\n\n- {icon circle color=red} **Very Important** - *These we should handle before the next release.*\n- {icon circle color=yellow} **Somewhat Important** - *These issues would be nice to do as soon as possible.*\n- {icon circle color=green} **Less Important** - *Extra polish, nice to have.*\n- `?` **Incomplete** - *Tasks needing more details before implementing.*\n\n----\n\n### Under Discussion\n\n- {icon circle color=green} #76212 (Avoid Dynamic Menu Contents)\n- {icon circle color=green} #76213 (Avoid Dynamic Menu Text)\n- {icon circle color=green} #76227 (Make All Operators Accessible from Menus)\n- {icon circle color=green} #76261 (Tooltip Guidelines)\n\n----\n\n### Accepted\n\n- <none>\n\n### Rejected\n\n- [D7515: UI: Comma as Decimal Separator](D7515)", "Assigning shortcuts: Lots of keyboard keys unknown to Blender (international keyboard layout)\nOperating system: Ubuntu 18.04\nGraphics card: GeForce GTX 1060\n\nBroken: 2.81a, 2.79, 2.81\nWorked: (optional)\n\n\nI want to use '<' key (grless in windows) as shortcut, like I have in Windows but it doesn't work with \"unsupported key: unknown\" message. The same behavior append with '^', '$', ':', '!' keys (maybe some more, didn't test) . All these keys work in all other apps.\nI have a french azerty keyboard and tried multiple keyboard configurations without success.\n\nInstall Ubuntu 18.04, install Blender 2.81a, plug a french azerty keyboard, try to change a shortcut with the mentioned keys.\n\nAdding some more info, the keys works in Blender console and text editor, it's only the shortcut assignation that doesn't work.\n\n\nI'm open to make some more testing if needed.", "Radius in place of Size at Empty viewport menu\nI{[F6596506](RIGHT.JPG)}\n\n![WRONG.JPG](WRONG.JPG) am new to blender and not know where to post this but plz check it.It seem wrong to me\nthanks", "Text rendering: Add full support for complex scripts layout (like devanagari, thai, etc.)\nThere has been a (low-level) stream of reports since years now, about users wanting to write in Blender in their own language, which requires [complex script layout](Complex_text_layout).\n\nThis is currently not possible in Blender, we only have a very basic/simple layout code. Some scripts (like Arabic one) can partially work around the situation by using (pasting) some kind of 'pre-processed' strings using pre-layed-out unicode points instead of the 'raw' ones, but this means people cannot directly type in Blender in those languages either. And this is not available for other scripts, like many from South-East Asia (India, Cambodia…).\n\nMost obvious solution currently would seem to be to replace out current layout code with [HarffBuzz](http:*harfbuzz.org/), probably together with [fribidi](https:*github.com/fribidi/fribidi).\n\nThis is not a terrific amount of work, but likely not a very simple one either, and though most of it should be limited to the BLF area of the code, it could require some changes elsewhere too. First step would be to try a quick proof-of-concept, to see how well that could be going…\n\nSee also [D1809: Complex Text Layout](D1809), an old patch adding support to complex scripts.", "VSE 2.0: The Big Picture\n**Status:** Final designs and planning is being made. relevant tasks are being created\n\n---\n\n**Team**\n\n**Commissioner:** @fsiddi\n**Project leader:** @Sergey\n**Project members:** @fsiddi, @Sergey, @iss\n\n**Description**\n\n**Big picture:**\n\nThe goal is to make VSE usable for typical tasks done here at the Blender Animation Studio, making it so artists are happy using VSE tools.\n\n**Use cases**:\n\n* Working on a movie project edit, starting with story-boarding, ending with a final edit of the movie.\n* Editing tutorial videos.\n\n**Design:**\n\nOverall design is simple: VSE should just work :)\n\nMore concrete designs are written up in the specific milestones, as they are covering different aspects, some of them are purely technical, some of them are mainly UI/UX.\n\n**Work plan**\n\n**Milestone 1 - Playback performance and reliability (for videos and images)**\n\n* - [ ] Baseline: Realtime playback stack of two videos 1080p at 60fps\n* - [x] Moving a clip under the playhead should refresh the viewer in realtime\n* - [x] Improved caching\n\nRelevant task: #78992\n\nTime estimate: `TBD`\n\n**Milestone 2 - Tools and UX**\n\n* - [x] Default media display (letterboxed in the view #78987)\n* - [x] Improved default media fitting: adding a video or image to the sequence should \"scale to fit\" at the edit resolution (currently it stretches)\n* - [x] Make media transform (scale, position, anchor point, crop) relative #78988\n* - [ ] Improved retiming tools\n* - [ ] Snapping\n* - [ ] Zoom controls for viewers (Fit -default-, 200%, 100%, 50% etc)\n* - [ ] Easier to use fades\n* - [ ] Titling tools improvement\n\nTime estimate: `TBD`\n\n**Milestone 3 - Media Management**\n\n* - [ ] List media (video, audio, images) added to a project #78990\n* - [ ] Bins (and smart bins)\n* - [ ] Preview support (slide to review)\n\nTime estimate: `TBD`\n\n**Milestone 4 - I/O Workflow**\n\n* - [ ] Clip preview\n* - [ ] In and Out marks\n\nTime estimate: `TBD`\n\n---\n\n[Demo file ](vse_production_example.zip) from the actual production video created here at the Blender studio.\n\n[Small file ](vse_simplified_example.zip) to test playback on simple setup and encoding performance." ]
[ "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" ]
removing a constraint doesn't remove any drivers in use by the constraint, resulting in an invalid driver warning in the console. Operating system: Windows-10-10.0.19044-SP0 64 Bits Graphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.98 Broken: version: 3.5.0 Alpha Drivers left behind when user deleted 1. open below blend file and check the console: WARN (bke.anim_sys): C:\Users\blender\git\blender-vdev\blender.git\source\blender\blenkernel\intern\anim_sys.c:4192 BKE_animsys_eval_driver: invalid driver - pose.bones["foot.L"].constraints["Copy Rotation"].enabled[0] 2. now add a copy rotation constraint to the bone named foot.L 3. The old driver will be automatically added to the new constraint. By the way, the driver being invalid is due to another bug report: 106379
[ "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", "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.", "Python API: No way to add/remove driver variable targets\nCurrently the Python API can't add/remove targets,\n\nExample usage for an existing driver.\n\n```\ntarget = bpy.context.object.animation_data.drivers[0].driver.variables['var'].targets.new()\nbpy.context.object.animation_data.drivers[0].driver.variables['var'].targets.remove(target)\n```\n\nSee: `bpy.types.DriverVariable.targets`.\n\nThis task is to extend the API, for reference see `rna_Driver_new`, `rna_Driver_remove` for refence.", "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)", "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.", "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", "Geometry Nodes Object Group input does not remove dependencies\n[system-info.txt](system-info.txt)\n\nBroken:version: 3.4.0 Alpha, branch: master, commit date: 2022-10-04 22:45, hash: f9a10e7ed039, type: release\n...been already around for a while\n\nIt seems that Blender does not correctly remove the dependency from the formerly connected object from the Geometry Nodes Object Group input.\nEven when deleting all the default values.\n\n- Append the object `Cube` from the attached .blend file\nit will also append Suzanne even though all former links in the setup have been removed.\nThe only thing that helps to get rid of the dependency is to delete the input and recreate it together with all the links. \n[dependency_bug.blend](dependency_bug.blend)\n...and do not get me wrong i really like Suzanne! But if she appears all the time even when she is not invited it gets a bit annoying.\n", "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.", "Native addons lose the \"Report a bug\" button when using a custom Config folder\nOperating system: Windows\n\nBroken: 4.0\nWorked: -\n\nReport by @Todor-CGDive (moved from 104635).\nPre-installed addons have a \"Report a bug\" button. However, if you create a custom Config folder, that button changes to \"Remove\". I am not sure if that's by design but it looks suspicious.\n![custom_config.jpg](attachment)\n\n- On Windows, go to directory `%USERPROFILE%\\AppData\\Roaming\\Blender Foundation\\Blender\\4.0\\` and copy de `config` folder\n- Past it in the your blender installation directory `/4.0` folder\n\n", "Adjust last operation fails to align new objects\nOperating system: Linux-5.11.0-31-generic-x86_64-with-glibc2.33 64 Bits\nGraphics card: Mesa Intel(R) UHD Graphics 620 (KBL GT2) Intel 4.6 (Core Profile) Mesa 21.0.3\n\nBroken: version: 3.0.0 Alpha, branch: Unknown, commit date: Unknown Unknown, hash: `rBUnknown`\nWorked: Unknown\n\nWhen trying to add new objects, changing the alignment via Adust Last Operation does not work.\n\n- Enter Camera View\n- Add Object\n- Deselect Object\n- Open Adjust Last Operation (Edit --> Adjust Last Operation)\n# Change `Align` to `View`\n\n", "click-drag-releasing cursor breaks its surface projection\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 3.2.1, 2.93.9\n\nAlthough cursor surface project is enabled, click-drag-release breaks the projection on the object. Simply clicking once without moving works.\nThis happens either by shift-RMB or with the cursor tool.\n\n**Steps to Reproduce**\n- Open default scene -> select 3D cursor from toolbar\n- Enable `surface project`\n- Click and drag mouse to place 3D cursor over object", "Grease Pencil Bezier points can't be deleted immediately after moving\nOperating system: Linux Mint 64-bit\nGraphics card: NVDIDA GTX 1080 ti\n\n2.93.5 (also broken in 3.0 alpha)\n\nDelete (X) does not work on Grease Pencil edit curve points if the previous operation was to transform them.\n\n - Enable curve editing in Edit Mode on a Grease Pencil object (attached)\n - Select and transform any bezier point (G, R, S)\n # Use Delete (X) on the selected point\nIt won't delete!\n[GPbug.blend](GPbug.blend)", "Operator Confirmation Configuration\nNote that this is not about the code that creates the confirmations (I have another proposal for that, #106691).\n\n**Background**\n\nSome operators ask a user to confirm their intentions before they proceed, as a safety measure when the operation could cause unintended damage. A simple example is the \"OK?\" you get when deleting an object by pressing the \"x\" key. The fact that doing so by pressing \"Delete\" instead does not warn is integral to this proposal.\n\nSome of these operators define a property called \"confirm\". `OBJECT_OT_delete` then uses an \"invoke\" callback called `WM_operator_confirm_or_exec` that checks this property and, if set, will show the confirmation message.\n\nIn the keymap editor we see this property as a \"Confirm\" checkmark. In this case \"X\" has it enabled and \"Delete\" has it disabled. We usually justify this difference because the \"delete\" key is nicely separated from other keys while \"x\" can more easily be hit accidentally.\n\n**Immediate Issues**\n\nThe Modelling module has brought up that some operators have confirmations that cannot be configured. These are mostly operators that have their \"invoke\" callback set to `WM_operator_confirm`. That function does not check for a \"confirm\" property and so asks for confirmation every time and cannot be turned off in the keymap. These include \"delete keyframe\", \"delete bone\", \"delete curve\", \"delete track\", \"delete marker\", \"separate bones\", \"separate curves\", \"delete mask\", \"make vertex parent\", etc.\n\nA simple solution to this is to simply fix the operators as needed. Each can call `WM_operator_properties_confirm_or_exec` to add the \"confirm\" property, and then use `WM_operator_confirm_or_exec` for \"invoke\" instead of `WM_operator_confirm`. This would then allow these confirmations to be turned off in the keymaps.\n\n**Proposed Solution**\n\nI don't think these should be configured in the keymap. Most users would find it very difficult to do so. And it doesn't seem to fit this kind of preference. If I desire a warning about an operation it is about the _operation itself_ and not the way it was launched.\n\nI think we should abandon the use of having an operator \"confirm\" property and instead move this configuration to a new section of user Preferences. I think we should have a new \"Warnings\" section with checkmarks to allow quickly enabling and disabling.\n\nIt is worth considering making this more than just a binary choice. For example, it might be nice if `OBJECT_OT_delete` could allow a choice between \"Never\", \"Always\", and \"When more than one selected\". \n\n**Longer Term**\n\nUltimately, I would prefer that more operators have optional confirmations, disabled by default. That is the reason for #106691. And have a fairly large \"Warning\" Preferences section that allows users to make Blender suit their needs. I think we should use our best judgement to set the defaults for these, but I would prefer to allow users to do things that we don't like. Allow them have no warnings at all or be nagged for every little thing. We are all different and it would be nice to allow for these differences.\n\n", "driver on an NLA animated time strip isn't purple and cannot be removed\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.79\n\nBroken: version: 2.93.0 Alpha\n+ version: 2.92.0\nWorked: never\n\nWhen adding a driver on an NLA animated time strip value, the value does not turn purple, and cannot be remove.\nDon't know if it's related or not, but you also cannot delete/clear keyframes on that particular value aswell. Should i do another bug report ?\n\n(see video attached)\nanimate the default cube (example : revolution on Z axis, from frame 1 to 250)\ncreate an empty, add a custom property, animate that property\ncopy the custom property as a new driver\ngo to the NLA, push down the cube action, go to it's strip option and check \"animated time strips\"\npaste the driver on the \"animated time strips\" value\n[bugreport_drivercolor.mp4](bugreport_drivercolor.mp4)", "Child Of vertex group fails when controled by Particle System\nWin10 64bit\n\nBroken: 2.79\n\nChild Of constraint fails on rotation from PS\n\nOpen file, play animation on every layer\n\nFirst layer: *Empty* with *Child Of* constraint is controled by Plane's transform animation -> works OK\nSecond layer: *Empties* with *Child Of* are controled by Plane's *Particle System* (via *Explode*) -> Location is maintained, but **rotation is non-synchronized**\nThird layer (example of how previous case is expected to work): Empties parented to *3 vertices* are controled by same PS - OK\n[Child_Of_test.blend](Child_Of_test.blend)\n" ]
[ "Frame driver on modifiers are kinda broken\nOperating system: Windows-11-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 2.79 is completely broken regarding driver on modifier, 2.80, 2.93, 3.2.0, 3.3.0 Alpha\nWorked: never\n\nThe driver causes a weird behavior on modifiers if they get applied.\n\nAdd Array modifier on the cube\nWrite `#frame` in the Count\nApply the modifier\nThe driver is still in the Outliner visible\nIf we save and open the .blend again, it will show this warning in the console:\n```\nWARN (bke.anim_sys): C:\\Users\\blender\\git\\blender-vdev\\blender.git\\source\\blender\\blenkernel\\intern\\anim_sys.c:4201 BKE_animsys_eval_driver: invalid driver - modifiers[\"Array\"].count[0]\n```\n\nThe weirdness continues if you add another Array modifier.\nIt still shows a Driver (the color and on hover) but does nothing if you move to frame 20 for example\n\n\n[#99944.blend](T99944.blend)\n", "Animation channels do not get removed from action when according modifier/constraint is deleted\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.51\n\nBroken: version: 2.93.0\nWorked: unknown\n\nWhen a driver is added to a modifier, it will not be removed when the modifier is deleted.\n\nopen the attached blend file [GPDriverBugreport.blend](GPDriverBugreport.blend)\nrun the script, this will:\n- add a build modifier to the grease pencil object\n- add a custom property on the object\n- link the modifier start to the custom property\nthen, remove the modifier\nadd a new build modifier\nnow, the driver is still there, even though we have a new modifier?\n\n**expected behaviour:**\n- the driver is deleted when the modifier is removed\n- when adding the new modifier, there is no driver on it\n\n----\n\nalso, a second problem: there are some oddities happening where the build modifier will no longer reach 100%.\nthis happens after removing and adding back the modifier, and deleting the driver. but we have not been able to reproduce this consistently.\n\n", "Invalid driver warning - Deleting a modifier or constraint with a driver still active produces persistent warning\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 465.89\n\nBroken: version: 2.93.2 Release Candidate\nPresent in all version I've tried, from 2.93.0 to current (21-07-12) 3.0 Alpha\n\nDeleting a modifier or constraint with a driver still active produces persistent warning:\n\nanim_sys.c:3132 BKE_animsys_eval_driver: invalid driver\n\nTo get rid of said warning, which persists between sessions, you have to recreate a modifier/constraint of the same type, (which will then still have the driver present), delete driver, *then* delete the modifier/constraint. (Or delete object)\n\nReally pernicious warning, since it references a modifier/constraint that the user has deleted and can't find anymore.\n\n- Create modifier/constraint\n- Create a driver which drives a value in modifier/constraint\n- Delete said modifier/constraint by clicking the X icon on said modifier/constraint\n[eval_driver_bug_a01.mp4](eval_driver_bug_a01.mp4)" ]
objects disappear doing any action in local view Operating system: win10_64bit Graphics card: gtx 1050ti Broken: blender2.8, 2018-11-30, 0f5b53ba4dc 1. go into edit mode of any(mesh) object 2. select something (face, vert, edge, the entire object, doesn't matter, the default cube is already fully selected.) 3. press / to go into local view 4. hit W (specials menu) and subdivide, or do anything else in the menu, matter of fact some tools in the toolbar also cause this prob. As soon as you click anything (say the Subdivide option for example) the entire mesh should disappear. i compile during morning and it has been 12 hours since so maybe it is already fixed/reported, excuse if that's the case.
[ "Redo panel disappears during edits in Tweak tool\nOperating system: Win10 x64\nGraphics card: Nvidia 1070\n\n**Blender Version** \nblender-2.80.0-git.26d5a3625ed-windows64\n\nThe info panel for move disappears in edit mode if tweak mode is in action. This does not seem to happen if one uses \"g\" for grab instead.\n\n\n- Enable left click select, optionally select all toggles\n\n- In your space bar menu turn the select mode (W) on\n\n- Create a mesh and move into edit mode \n\n- Start grab and drag of verts and watch the move info panel at the left bottom\n\n- Now try the same thing with selecting a vertex then press \"g\" to move.\n\n", "Colection instances can't render if duplicated while instanced on a mesh with array\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.23\n\nBroken: version: 3.6.1\n\ncol instances disapear from render view if duplicated when instanced on an array\n\nmake a plane, add aray modifier. \nput anythng in a collection, instance it \nput the instance as child of the aray, toggle face instances on.\nduplicate the col instance: the previous one(s) will disapear from render.\n\nin this blend file, just turn render view and you'll see only the lastest col instance renders.\n\n", "creating a new collection in linked scene (same blend file) causes objects placed in it to dissapear from the outliner in the first scene.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.99\n\nBroken: version: 4.0.0 Alpha\nWorked: unknown\n\nCreating a new collection in linked scene (same blend file) causes objects placed in it to disappear from the outliner in the first scene.\n\n1. Open default blender scene.\n2. Click the new scene button and choose linked copy.\n3. In the new scene, create a new collection and drag the cube into it.\n4. Go back to the first scene.\n5. The cube is gone and the new conllection not listed in the outliner.\n\n", " Verts/Faces instantiation recursion: child items reappear if they are collection instances\nOperating system: kubuntu\nGraphics card: nvidia\n\nBroken: 2.82a - 2.90.1\nWorked: I don't think it did in the 2.8 series\n\n\nThe lower plane is the face-instancer of a blue sphere, and a collection instance that consists only of the peg (the one to the right). When the plane gets instantiated, the sphere is hidden (as expected) but the collection instance of the peg appears.\n\n![rendered.png](rendered.png)\n\n![viewport.png](viewport.png)\n\n[instantiating-a-collection-vs-object.blend](instantiating-a-collection-vs-object.blend)", "Eeevee SSS Artifacts with Subsurface Translucency on\nOperating system: MacOS 10.15.2\nGraphics card: AMD Radeon Pro 5500M 8 GB\nBut it's worth noting I've also seen this on Windows machines with Nvidia cards.\n\n\nBroken:2.81a (release), also broken in 2.82 latest alpha (December 25)\n2.80 seems to have a similar problem, but it looks a little different and maybe not as extreme (though I haven't tested in all lighting situations)\n\nWhen working with high contrast lighting setups, materials with SSS and subsurface translucency turned on generate artifacts that look a little like banding. This can be reduced to some degree by raising the shadow cube size, but I've yet to see it disappear entirely. This is especially frustrating since these are the exact kinds of lighting conditions that can make SSS really shine. \n\nYou can get this by setting up a material with SSS, scaling down the SSS scale, turning on subsurface translucency, turning off or lowering the environment lighting, then lighting the object with the material from the size. It can be finicky to get it to occur sometimes depending on your model and settings, but I've encountered it in a number of ordinary situations\n\nProbably the easiest way to reproduce it is to just load up the attached blender file and hit render or turn on the viewport\n![monkeysss.png](monkeysss.png)\n\n[mnkysss.blend](mnkysss.blend)\n\nBased on the default startup or an attached .blend file (as simple as possible).", "When you clear measurements through View > Annotations, they don't vanish immediately\nOperating system: Windows\nGraphics card: GTX-2080\n\nBroken: 3.4.1\n\n\nDeleting measurement annotations appears to be broken because the UI is not refreshed until you change tool.\n\n\n1. Create some measurements\n2. Open View settings Tab\n3. Remove ruler Annotations\n\nExpected behavior: Measurements are removed and action can be undone.\n\nCurrent behavior: The Annotation is no longer visible in the annotation list, but still shown in edit view.\n\nHere is a screen recording: 185530\n\n", "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", "Subdivided surface preserves mesh UVs and vertex colors when not needed\nThis code causes UVs and vertex colors to always be preserved through the modifier stack.\n\n```\n /* this wasn't in 2.63 and is disabled for 2.64 because it gives problems with\n * weight paint mode when there are modifiers applied, needs further investigation,\n * see replies to r50969, Campbell */\n#if 0\n CustomData_set_only_copy(&dm->loopData, mask->lmask);\n CustomData_set_only_copy(&dm->polyData, mask->pmask);\n#endif\n```\n\nFor simple solid shading these are not needed, and `ED_view3d_datamask` should take care of requesting them when needed, taking up memory and CPU time.\n\nHowever, there is currently an issue where switching shading modes does not reevaluate the dependency graph to add these data layers, so just re-enabling this code is not enough to fix this. See also #63595 (Generated texture coordinates missing when switching from solid to rendered mode).", "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)", "Show Emitter toggle still hides object after Particle System has been deleted.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67\n\nBroken: version: \n- 2.92.0 Alpha\n- 2.92.0 Alpha\nWorked: version: \n- 2.92.0 Alpha\n- 2.91.0 Release\n\nWhen you delete a particle system with show emitter unchecked under Viewport Display the object stays hidden. You have to re-add the particle system and check Show Emitter.\n\n- Add Particle System to default cube.\n- Uncheck Show Emitter under Viewport Display\n- Delete Particle System. \n\n", "Regression: object.local_view_get and object.visible_in_viewport_get() always returns False\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.38\n\nBroken: version: 3.0.0\nBroken: 2.81\nWorked: 2.80\n\nCaused by 1954723635\n\nobject.local_view_get() and object.visible_in_viewport_get() always returns False\n\n1. Set Viewport in Local View.\n2. Get 3D view space, that's in the local view, (in my case C.workspace.screens- [x].areas- [x].spaces[0])\n3. Get local view state by command C.object.local_view_get. Observe that the result is False, but the object is in local view.\n4. Remove object from local View by command C.object.local_view_set. Observe that the object is hidden now.\n5. Get local view state by command C.object.local_view_get. Observe that the result is False, as expected.\n\n{[F12823064](image.png), size=full}\n\nobject.visible_in_viewport_get() have same behavior.", "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", "VSE Transform Tools: Images moved outside the preview area disappear\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.59\n\nBroken: version: 3.0.0 Alpha\n\n\nImages moved outside the preview area disappear when unselected.\n\nWhen moving elements outside the visible area, they're drawn under the dark area, so they simply disappear if you deselect them. They should be drawn on top of the dark area instead. In the 3d view elements are not covered by black, so this is also inconsistent behaviour. \n\n{[F10405609](outside.gif), size=full}\n\nD12105#326398\n\n", "Box with beveled vert will damage, if use multires modifier in simple mode.\nOperating system: Fedora 32, 64bit\nGraphics card: GTX 650Ti\n\nBroken: version: 2.91.0 Alpha\nWorked: blender-2.82a-windows64\n\nAdd cube, bevel one vert (1 segments) add multires modifier, select simple mode, and subdivide 2 or 3 times. Mesh will damaged.\nIf beleled 2 or more verts subdivision works stability, but not always. Sometimes it will damaged, sometimes properly.![Знімок екрану_2020-09-01_17-17-24.png](Знімок_екрану_2020-09-01_17-17-24.png)", "Visibility differences when hiding from layer and object level properties\nOperating system: Windows-10-10.0.18363-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.77\n\nBroken: version: 3.1.0 Alpha\n\nHiding collection/object from outliner with layer level property (eye icon) and object level property (screen icon) in nested releation\ngives inconsistent results\n\n**Steps to Reproduce**\n- Open attached file\n- Hide `Collection A2` with eye icon\n- Now hide `Collection A2` with screen icon\n\nRefer video: r6yA5iDHdn\n[collections_bugs.blend](https://projects.blender.orgattachment)\n\n<details>\n<summary> Original Report </summary>\n\n**Short Description**\nThere are 2 cases where:\n1. Watching viewport in rendering mode give different view in view-port and final render image or video\n\n a ) it's happening due some **not refreshed states from outliner on hide/show object and disable/enabled in render on `vieport`**\n\n b) it's especially observed problem around:\n\n - collections\n\n - moved collection to other\n\n - parent object from other collections\n\n\n2. Watching viewport and animation\n a) user operating object and all looks ok, then ruining animation and blender doing broken whole objects, relations and movements\n\n\n I can't save file that showing this, coz is unpredictable case for me when:\n1. Refresh states not working automatically from outliner in some cases, save/open file again solving problem.\n - also suggestion is to hide all child objects in parent when parent status is changed to hide to not child one per one, or give to hide just this object (eg. contex menu by RMB)\n - this management can solve problems around operation as in point 1,b) issye\n\n2. When refresh states not working on timeline and when just animation refreshing coordination **not when objects are moved,**etc. (just play changing eg. x,y,z on this same frame in case operations as move, scale, rotate not doing this - so backing to main frame when was operation, update etc. not giving effect, just play)\n - for both solution is suggestion to **give option for viewport rendering** as this same like final render, regarding the states and depth levels of parents/child/collections \n\n\nMaybe is know issue, maybe some on meet this and can explain better than me, or some part of code can be checked to see relations for this type issues.\n\n</details>" ]
[ "edit mode changes not work in local view \nOperating system:\nGraphics card:\n\nBroken:\n\n, blender-2.80-925380050d0-\n\nIn local view cant make any change in the edit mode intermediately hide the model\n\n\n" ]
edit mode changes not work in local view Operating system: Graphics card: Broken: , blender-2.80-925380050d0- In local view cant make any change in the edit mode intermediately hide the model
[ "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", "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)", "\"View\" settings not refreshing when going out of camera view\nOperating system: Windows-10-10.0.16299 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.67\n\nBroken: version: 2.80 (sub 74)\n\nNot a big bug, but I'm reporting anyway.\n - Open file:\n[viewport_camera_settings_bug.blend](viewport_camera_settings_bug.blend)\n - Use middle mouse button to go out of camera view. Simple click should be enough.\n - Some of the settings in \"View\" will be greyed out until hovered over with mouse cursor:\n![obraz.png](obraz.png)\n\n", "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", "Console warning \"ToolSettings\"/ \"snap_node_element\"\nOperating system: Windows 10\nGraphics card: Geforce GTX 970\n\nBroken:\n2.80, 8c8979067490, blender2.7, 2019-01-31\n\nI was importing a file from an older blender version and I noticed this error in the console:\n![image.png](image.png)\nIt appears when you hover over the node editor and when toggling edit mode.\n\nThe reason I think it's not an issue which appears because of the different blender version is that I recently released an addon for managing nodes with layers and a few people noticed similar errors when editing a mesh with KitOps or similar addons and then trying to change the nodes.\nI also don't think it's an issue with my addon as I didn't change the file (included) with the addon and I tried it with a clean blender version as well.\n\n[warning_message.blend](warning_message.blend)\n- Open the file\n- Open blender console to see error messages\n- Hover over node editor with the cursor\n- > Warning message should appear", "Can not undo Node Editor operators in Edit Mode\nOperating system: Linux-5.4.0-125-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.85.02\n\nBroken: version: 3.5.0\n\nIf Edit Mode is active (for Curves or Meshes), Undo on Node linking/moving etc. gets ignored.\nIf there is a reason for that, Undo history probably should reflect that, for example by not allowing iterating to steps in Edit Mode that won't match reality.\n\n[undo.blend](attachment)\n - In GN or Shader Editor create a new Node Link.\n - Undo.\n -> Undo History shows a step back, but nothing actually happens.\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", "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.", "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.", "Fix operators that affect hidden geometry\n(NOTE) This task is part of the community & sub tasks of the workboard. Anyone is free to pick up this task and contribute. For any questions or needed reviewers, please tag @JosephEagar and @JulienKaspar .\n\nThere are a number of operators in sculpt mode that affect hidden geometry. As a general rule this should be avoided.\n\n- [ ] `bpy.ops.sculpt.face_set_edit` to Grow/Shrink, Fair or Delete face sets needs to have the \"Modifiy Hidden\" property disabled by default and disabled in all menu and keymap entries.\n\nList of further operators:\n- [ ] `bpy.ops.sculpt.face_sets_init` \n- [ ] `bpy.ops.sculpt.face_sets_create(mode='SELECTION')`\n- [ ] `bpy.ops.mesh.paint_mask_extract()`\n- [ ] `bpy.ops.mesh.paint_mask_slice()`\n\n", "2.80 Pose Breakdowner doesn't work in Add NLA Strips\nOperating system: ubuntu 18.04\nGraphics card: gtx1080ti\n\nBroken: (2.80)\n\nPose Breakdowner doesnt work when editing NLA Tracks \n\n\nOpen attached file and use Pose Breakdowner\n[broken .blend](broken_.blend)", "Lost hotkey with save preset\n2.80\n\n\nI finally can replicate problem from 2.7x and it is still problem in 2.80. When you change some combination of hotkeys and save it to the preset. You lose some of them. On my GIF example Numpad 1 dissapear.\n\nSometimes it come back after restart Blender, but sometimes it is just gone.\n\n![lostKeyBug.gif](lostKeyBug.gif)\n\n", "Collection visibility animated\nI need to recap with @brecht and @Sergey why we didn't push for this in 2.80. If it is doable and doesn't break our design, we should support this.\nBasically only the datablock settings (global viewport visibility, and renderability).", "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", "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" ]
[ "objects disappear doing any action in local view \nOperating system: win10_64bit\nGraphics card: gtx 1050ti\n\nBroken: blender2.8, 2018-11-30, 0f5b53ba4dc\n\n\n1. go into edit mode of any(mesh) object\n2. select something (face, vert, edge, the entire object, doesn't matter, the default cube is already fully selected.)\n3. press / to go into local view\n4. hit W (specials menu) and subdivide, or do anything else in the menu, matter of fact some tools in the toolbar also cause this prob.\n\nAs soon as you click anything (say the Subdivide option for example) the entire mesh should disappear.\n\ni compile during morning and it has been 12 hours since so maybe it is already fixed/reported, excuse if that's the case." ]
Crashes while trying to render viewport with cycles Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.55 Broken: version: 2.90.0 Crashes while trying to render viewport with cycles Hit the rendered viewport button using cycles and it'll crash. CPU or GPU. Been happening an awful lot with 2.9 and fairly often in 2.8. It's vague so I've just put off reporting it but now my scene won't render at all so I have no choice. Another common crash is when I close the render window - Blender goes down with it. My scene is pretty enormous so it's hard to share. ```lines blender.exe :0x00007FF610A2C550 embree::avx2::TriangleMi<4>::loadTriangle blender.exe :0x00007FF6111B61C0 embree::avx::BVHNIntersector1<4,1,1,embree::avx::ArrayIntersector1<embree::avx::TriangleMiIntersect blender.exe :0x00007FF610CE25F0 embree::avx2::InstanceIntersector1::occluded blender.exe :0x00007FF610A31AA0 embree::avx2::BVHNIntersector1<4,1,0,embree::avx2::ArrayIntersector1<embree::avx2::InstanceIntersec blender.exe :0x00007FF6100D5400 rtcOccluded1 blender.exe :0x00007FF60FF31EF0 ccl::shadow_blocked_transparent_all_loop blender.exe :0x00007FF60FEFCE00 ccl::kernel_branched_path_surface_connect_light blender.exe :0x00007FF60FF0A860 ccl::kernel_path_trace blender.exe :0x00007FF60FEB6280 ccl::kernel_cpu_avx2_path_trace blender.exe :0x00007FF60FBCA700 ccl::CPUDevice::render blender.exe :0x00007FF60FBCB590 ccl::CPUDevice::thread_render blender.exe :0x00007FF60FBCBA30 ccl::CPUDevice::thread_run blender.exe :0x00007FF60FBC60B0 std::_Func_impl_no_alloc<<lambda_d884e08a7877f415f05ce8ffda8f97b4>,void>::_Do_call blender.exe :0x00007FF61217F520 tbb::internal::function_task<std::function<void __cdecl(void)> >::execute tbb.dll :0x00007FFADFE137A0 tbb::recursive_mutex::scoped_lock::internal_try_acquire tbb.dll :0x00007FFADFE137A0 tbb::recursive_mutex::scoped_lock::internal_try_acquire blender.exe :0x00007FF60F93D010 tbb::internal::task_group_base::wait blender.exe :0x00007FF61217E720 ccl::TaskPool::wait_work blender.exe :0x00007FF60FFDBCC0 ccl::Session::run_cpu blender.exe :0x00007FF60FFDA620 ccl::Session::run blender.exe :0x00007FF6121831A0 ccl::thread::run blender.exe :0x00007FF60F791450 std::thread::_Invoke<std::tuple<void * __ptr64 (__cdecl*)(void * __ptr64),ccl::thread * __ptr64>,0, ucrtbase.dll :0x00007FFAF4C01430 configthreadlocale KERNEL32.DLL :0x00007FFAF6347020 BaseThreadInitThunk ntdll.dll :0x00007FFAF73FCEA0 RtlUserThreadStart ```
[ "Compiling shaders for Eevee locks up the viewport until the process is complete (MacOS)\nOperating system: macOS-11.2.3-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Apple 4.1 Metal - 71.0.7\n\nBroken: version: 2.93.0 Beta\nWorked: I don't believe this has ever been good on the Mac platform\n\nWhen working in a heavy scene (the spring or barbershop demo, for example), the UI will \"beach ball\" or lock up while blender calculates Eevee shaders. On a pc, these calculations don't appear to lock up the interface the way it does on Mac. The expected behavior would be that the UI remains responsive at all times.\n\nOpen the Spring or Barbershop demos. Switch the viewport to full Eevee interactive rendering. The UI will lock up while Blender calculates the shaders. Once this process is complete, the viewport will return to normal behavior.\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```", "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", "Keyed Particles don't render as expected\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: Intel(R) HD Graphics 4000 Intel 4.0.0 - Build 10.18.10.5069\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\n[KeyedParticlesJL.blend](KeyedParticlesJL.blend)\n\n- Open file\n- Go to frame 105\n- Render\n- Compare render to viewport\n\nRender is different to viewport\n\nThat's what I expected:\n[ViewportRender.mp4](ViewportRender.mp4)\n\nThat's what I get when rendering with Eevee:\n[EeveeRender.mp4](EeveeRender.mp4)\n\nThat's what I get when renderng with Cycles:\n[CyclesRender.mp4](CyclesRender.mp4)\n", "Render 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)", "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", "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", "Ctest: Crash in cycles_image_colorspace_cpu\nOperating system: Windows\nGraphics card: Irrelevant\n\nBroken: current master (c32c6a5f85) \nWorked: Unknown\n\n\nDuring testing of [D10212: Cmake/deps: Update OSL to 1.11.10.0](D10212) I noticed a single test failing... once... by repeating the test over and over I got it to misbehave once every 5-45 minutes , so... that's not gonna be super fun to track down.\n\nI attached 3 stack traces which all point to the same location, a null check there just mask the issue, personally I'd take a crash over a random bad frame being output. \n\n\n`ctest -C Release -VV -R cycles_image_colorspace_cpu --repeat-until-fail 9999 -O Fail.log`\n\n\n[image_non_color.crash.txt](image_non_color.crash.txt)\n\n[image_log_osl.crash.txt](image_log_osl.crash.txt)\n\n[image_alpha_blend.crash.txt](image_alpha_blend.crash.txt)\n\nI mentioned this on chat earlier today, but tracking ticket is probably nicer cc: @brecht ", "Blender 3.5 and 3.5.1 are crashing while using Metal as backend\nOperating system: macOS 12.6.3\nGraphics card: Radeon Pro 580 8GB\n\nBroken: 3.50, 3.51 (Metall Backend)\nWorked: 3.50, 3.51 (OpenGL Backend)\n\nBlender simply hang. I use eevee, if you switch to rendered viewport shading it crashed complete system. I use Metall as backend, if I choose OpenGL it works fine. \n\n \nI attached an .blend file for example.\n\n", "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", "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)", "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", "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", "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", "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)" ]
[ "CPU-only Rendered view (cycles) crash\nOperating system: Windows 10\nGraphics card: rtx 2070s, 456.71\nCPU : Threadripper 3970x\nRAM: 32gb\n\n2.90.1\n\nBlender crashes in cycles rendered view (render with cpu only) if I move or edit object in scene. \n\nThere is no such problem on my other PC\nOperating system: Windows 10\nGraphics card: rtx 2070s\nCPU : intel 9900k\nRAM: 32gb\n[testand.crash.txt](testand.crash.txt)\n[testand.blend](testand.blend)" ]
Asset Browser - Scene Asset is not working Operating system: Windows-10-10.0.17763-SP0 64 Bits Graphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.79 Broken: version: 2.92.0 Alpha Worked: Never? I am unable to add a scene from external library. When I try to drag and drop it, nothing happens. [Asset Browser Scene Bug.mp4](Asset_Browser_Scene_Bug.mp4) 1. Create a project in the *Assets Libraries*' path 2. Add a scene to the library by right-clicking on the scene name and selecting *Make Asset* 3. Open a new file 4. Try drag and dropping added scene asset to a file [I've attached my library file, it's just a few lights and a camera][Library.blend](Library.blend)
[ "Can't bake to external textures (Python)\nHello, when trying to bake an object to an external texture, Blender seems to ignore the \"save_mode\" and bakes the texture to an internal buffer. I've tried two ways:\n\n```\nimport bpy\n\n# Bake selected objects\nfor obj in filter(lambda x: x.type == 'MESH', bpy.data.objects):\n\t\n\tprint('Selected: ' + obj.name)\n\t\n\t# Select current object\n\tbpy.ops.object.select_all(action='DESELECT')\n\tobj.select = True\n\tbpy.context.scene.objects.active = obj\n\t\n\t# Bake\n\tbpy.ops.object.bake(type='COMBINED', save_mode='EXTERNAL', filepath='E:\\\\baked.png', use_automatic_name=True, width=512, height=512)\n\t\n\t- Other version, doesn't work either\n\t- bpy.ops.object.bake(filepath=\"//baked.png\", save_mode='EXTERNAL')\n```\n\nAnd also setting the parameters in a different way:\n```\nbpy.context.scene.render.bake.filepath = 'E:\\\\baked.png'\nbpy.context.scene.render.bake.save_mode = 'EXTERNAL'\nbpy.context.scene.render.bake.use_split_materials = False\n```\n\nAlways, the execution of the previous code returns the following and does not create an image file:\n```\nSelected: Cube\nInfo: Baking map saved to internal image, save it externally or pack it\nSelected: Floor\nInfo: Baking map saved to internal image, save it externally or pack it\n```\n\nTried with different paths and parameters for the bake funcion, also creating image nodes and selecting / deselecting them in the node editor for the material.\n\nAlso, I found someone who had the same problem as me, and found no solution:\n676562\n\n\nFind attached a blend file: [Bake.blend](Bake.blend)\nIt's a simple cycles scene with a cube and a floor, Cycles renderer. It bakes correctly to textures (internal buffer).\n\n - Open the blend file or create your own scene\n - Run the code written above\n - Blender won't create a bake file, in the console you'll see \"Baking map saved to internal image, save it externally or pack it\"\n\n\nWindows 10, nVidia Quadro K5100M\n\nBroken: 2.79b f4dc9f9d68b, 2.77a abf6f08\n\nThank you", "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", "ops.paint.image_paint() crashes blender with brush texture\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.41\n\nBroken: version: 2.93.1\nWorked: unknown\n\n\nWhen using bpy.ops.paint.image_paint() in a addon and use a brush texture, blender crashes on the first stroke with a EXCEPTION_ACCESS_VIOLATION\n\n\n\n1. load the paintstroke addon \n```\n {F10253953}\n```\n\n2. load the blend file\n[paint_crash.blend](paint_crash.blend) \n3. go into texture paint mode\n3. make sure the brush texture is assigned\n![image.png](image.png)\n4. paint on the object with (LEFTMOUSE)\n5. crash\n\n\n**addon code:**\n\n```\nbl_info = {\n 'name': 'paintstroke',\n 'description': 'Paint Material image channels at once',\n 'author': 'Daniel Grauer',\n 'version': (2, 0, 0),\n 'blender': (2, 92, 0),\n 'location': \"View3D > Sidebar > Edit Tab\",\n 'category': 'Image Paint',\n 'wiki_url': 'blender_Material_Brush',\n}\n\nimport bpy\nfrom bpy.utils import register_class, unregister_class\nfrom bpy.types import Operator, Brush\n\n \nclass PaintStroke(Operator):\n '''paintstroke'''\n bl_idname = \"paint.paintstroke\"\n bl_label = \"paintstroke\"\n bl_options = {'REGISTER', 'UNDO'}\n \n \n @classmethod\n def poll(cls, context):\n return bpy.ops.paint.image_paint.poll()\n \n def modal(self, context, event): \n #print(\"MB keybinding test modal\")\n if event.type in {'MOUSEMOVE'}: \n brushstroke = {\n \"name\": \"defaultStroke\",\n \"pen_flip\": False,\n \"is_start\": False,\n \"location\": (0,0,0),\n \"mouse\": (event.mouse_region_x, event.mouse_region_y),\n \"pressure\": 1,\n \"size\": bpy.context.tool_settings.unified_paint_settings.size,\n \"time\": 0,\n \"mouse_event\": (0.0, 0.0),\n \"x_tilt\": 0,\n \"y_tilt\": 0,\n }\n stroke = [brushstroke] \n bpy.ops.paint.image_paint(stroke=stroke, mode='NORMAL') \n\n elif event.value in {'RELEASE'} or event.type in {'ESC'}:\n return {'FINISHED'} \n return {'PASS_THROUGH'}\n \n\n def invoke(self, context, event):\n if event.type in {'LEFTMOUSE'}: \n #self.paint(event) \n context.window_manager.modal_handler_add(self)\n return {'RUNNING_MODAL'}\n \n\nclasses = (\n PaintStroke, \n )\n\n\naddon_keymaps = []\n\ndef register(): \n [register_class(c) for c in classes]\n \n # Keymapping\n kc = bpy.context.window_manager.keyconfigs.addon\n km = kc.keymaps.new(name=\"Image Paint\", space_type='EMPTY', modal=False)\n kmi = km.keymap_items.new(\"paint.paintstroke\", type='LEFTMOUSE', value='PRESS', shift=False, ctrl=False , alt=False)\n kmi.active = True\n addon_keymaps.append((km, kmi))\n \n\ndef unregister(): \n # remove keymaps\n for km, kmi in addon_keymaps:\n km.keymap_items.remove(kmi)\n addon_keymaps.clear() \n \n [unregister_class(c) for c in classes]\n \n\nif __name__ == \"__main__\":\n register() \n```\n", "Image sequences used on brushes do not update while texture painting (despite auto refresh option)\nBroken: 2.8x and later\nWorked: 2.79 and probably older\n\n\npainting with image sequencer (sprite) no longer works when holding click, but it updates when clicking again and again while painting\n\n\nSteps to reproduce the error (you must be in 2.8 or later)\n1) go to Texture tab\n2) create a new texture and open\n3) select the images that contain the same name with order numbers\n4) enable Cyclic and Auto Refresh\n5) make sure you set it as Texture Mask and not Texture\n6) set it to View Plane so the texture image follows the brush\n7) play the timeline and begin to draw on the mesh\n\nNotice how the image texture does not change when dragging on the mesh, but if you try to click again and again, it changes.\n\nthis is how it should look when it works:\n![Paint.gif](Paint.gif)\n\nThis must be brought back, it has soo much potential and possibilities!\nif this is something that is already considered and being worked on for the new upcoming blender version, then I'd be very happy\n\n[Desktop.zip](Desktop.zip)", "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", "\"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)", "Add Image/Sequence to video editing Squencer: number of images are truncated\nOperating system: Win10\nGraphics card: GeForce GTX 1050Ti\n\n**Blender Version** \nbroken: 2.8 RC3\nworked: 2.8 build from ca 1 month ago\n\nWhen you add images by drag 'n drop in de video sequencer, the number of images in the resulting strip is truncated aaround 27. \n\n(1) Open Blender\n(2) from the splash-screen choose: video editing\n(3) Open a windows explorer and select ca 100 jpg files;\n(4) use drag n drop to drop the files in the sequencer;\n\nYou then have a strip of just 27 frames where the selected number of files is expected. This used to work in the beta's", "Data changes in pre and post scene evaluation handlers not recognised by Cycles, plus occasional ACCESS VIOLATION and inconsistent scene properties.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.96\n\nBroken: version: 3.4.0 Alpha\nWorked: (Unsure)\n\nCycles is not using the evaluated scene following scene modifications via handlers that fire before scene evaluation, and some data refers to the previous frame whilst other data refers to the frame currently being rendered..\n\n\nHi, we're trying to get Blender fully integrated into our studio, but we're running into quite a lot of issues with handlers. It seems that Cycles is only partially recognising changes made to the scene in the pre_render, pre_frame, and post_frame handlers. \n\nIn the below zip file there are 3 directories, each containing a blend file with a simple script to demonstrate the issue. The script changes the file output node's base path, and it also changes blender own render.filepath in the output properties panel. The new file name includes the scene camera name (which changes on frame 1 and 3 using markers) and the frame number when the handler updated the filepath/base_path properties, followed by the __0001 added by Blender. For example frame one should read: left cam_updated_path_on_frame_1__0001.png\n\n**Steps to reproduce problem**\n\n\n\n - Unzip [cycles handler bug.zip](cycles_handler_bug.zip)\n - open each of the blend files in place (use 'load UI' as I've set up the workspace for the easiest testing)\n - notice that the blender output is set to 'not set yet', as is the file output node in the compositor.\n - choose to render the animation\n # In the folder where the current blend file resides there will now be two additional folders, one for blender's output, and another for the file output node's results.\n\n\n**Results**\n\n**pre_render handler**\n\nAs expected the camera is incorrect because the pre_render handler happens before the scene has been evaluated. Although strangely some of the information is for the unevaluated frame that the playhead has just moved to (the frame number) and some is for the frame the playhead was on prior to beginning rendering (the camera name which was active on frame 4 before the playhead moved to the beginning of the animation ready for rendering in this example).\n\nBlender's own image sequence output does use the new path which was assigned whilst in the first frames pre_render handler, but on the first frame, the camera name is incorrect and the frame number is correct:\n![image.png](image.png)\n\nThe file output node images however show that cycles didn't recognise that the base_path property had been updated until the next frame. We can see here that the file ending in __002.exr was updated on frame 1, but not used until frame 2, and this continues all the way through.\n\n![image.png](image.png)\n\n**pre_frame handler**\n\nStrangely, although this handler also fires prior to the scene being evaluated (directly after the pre_render handler), this time Blender's own output shows the camera name is now correct, but again, the updated file output node is still not being used until the following frame:\n\nblenders output:\n![image.png](image.png)\n\nfile output node's output:\n![image.png](image.png)\n\n\n**post_frame handler**\n \nBlender's output again is correct, but the file output node's new path is not being recognised:\n\nBlender's output:\n![image.png](image.png)\nFile output node's output:\n![image.png](image.png)\n\n\nThe above can be worked around with code by grabbing the camera from the marker list instead of the active scene camera, but one really major issue for us is that even when locking the viewport prior to rendering, if we update the file output node's base_path, we start experiencing occasional Access Violations and instant crashes, this happens even if the file output node's path is not visible to UI. (perhaps this is related to the reason why the base path isn't being recognised until the next frame?)\n\n\n", "Eyedropper for props does not work in dialog boxes\nBlender 2.81, 71f2229b0d82\nfor example, in Texture Paint Context Menu\nI wanted to implement something using Operator and context.window_manager.invoke_props_dialog()\nThis is not a bug, but why not do it at the dialog level.\n![context.png](context.png)", "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", "Additional unwanted objects being created when asset browser asset is used\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA RTX A4500/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.5.0\n\nAdditional duplicate (unwanted) objects being created when using assets from the asset browser.\n\nI haven't managed to consistently reproduce how I get this issue to happen. However, I have attached files which are guaranteed to demonstrate it.\n\n1. The oxford-straps-demo.blend file contains the source meshes which are placed in a collection and marked as asset called \"Source Asset\"\n\n2. The test-asset.blend file contains the \"Source Asset\" dropped in as Linked then Library Overridden. That itself is then marked again as an asset called \"Test Asset\". (This is my workflow - I would do this, then add materials at this stage).\n\n3. Open a new blend file and drop in the \"Test Asset\" (with Append). You will see the appended asset plus two other unwanted objects which are duplicates of the objects contained within the sealed asset.\n\nI have to delete these every time the asset is used.\n\n", "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", "Reload Image (in Image Texture Node) not worked with Cycles selected. bpy.ops.image.reload()\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.61\n\nBroken: version: 3.5.1\nAlso not working in 3.6 beta\n\nReload Image (in Image Texture Node) not worked with Cycles. bpy.ops.image.reload()\nIf Cycles selected as active render - it's not working, but if set to Workbench or Eevee - all works fine.\n\n1. Create a plane, assign a texture. Set render to Cycles in settings and in viewport active render.\n2. Change texture, press reload image button - the texture won't change.\n\nSee video in attach for preview.", "Image Sequence data disappears after certain properties are set\nOperating system:\nGraphics card:\n\nBroken: 2.83.6 (and all previous 2.8x versions)\n\n\nCannot access image sequence pixel data from 'Image Sequence' editor after certain properties are set.\n\nBased on the following startup file and bundled image sequence:\n\n\n1. Open the 'image_sequence_issue.blend' file from the following zip folder:\n[image_sequence_issue.zip](image_sequence_issue.zip)\n2. Run the active script in the text editor area\n3. Notice that an error is thrown - the image sequence has no data.\n4. Now comment out lines 8 & 9 (or line 12), and re-run the script. Notice that no error is thrown and the image has data.\n\nFor reference; the script bundled in the above file is copied below:\n\n```\nimport bpy\n\n# get the image editor space in the current screen\nviewer_area = next(area for area in bpy.context.screen.areas if area.type == \"IMAGE_EDITOR\")\nviewer_space = next(space for space in viewer_area.spaces if space.type == \"IMAGE_EDITOR\")\n\n# set properties on the image user\nviewer_space.image_user.frame_offset = 1\nviewer_space.image_user.use_cyclic = True\n\n# set the display channels to 'color'\nviewer_space.display_channels = \"COLOR\"\n\n# viewer_space.image.reload() # this line does not fix the issue\nprint(\"Before update:\", viewer_space.image.has_data)\nviewer_space.image.update()\nprint(\"After update: \", viewer_space.image.has_data)\n```", "Texture Paint - Clone tool not working when clone source area out of viewport\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 2.91.0\n\nTexture Paint - Clone tool not working when clone source area out of viewport\n\nImport image as plane- select part of image to clone in bottom part of image. Scroll up to the top part of image so the bottom is not visible = clone tool doesnt draw anything.\n\n\n\n" ]
[ "Expand asset drag & drop support to more cases\nUsers expect a number of use-cases for asset drag & drop to work. Dropping an asset means appending it currently, but what happens then varies.\n\nThe following drag & drop operations should be supported:\n\n| | Asset Type | Drop Action | Notes \n| ---- | ----| ---- | ---- | ----\n| General UI | | | |\n| ---- |\n| {icon square-o} | Any | Dropping onto data-block selector: Assign data-block if applicable | \n| {icon square-o} | Scene | Change to dragged in scene | \n| 3D View | | | |\n| ---- |\n| {icon check-square-o} | Object | Add Object in Object mode | \n| {icon square-o} | Object | Add mesh (or strokes, curves, meta-ball element, ...) in edit mode (to the active object?). | Append in edit mode not supported. Postponed for now.\n| {icon check-square-o} | Object-data | Adds object in object mode using appended object-data | \n| {icon square-o} | Object-data | In edit mode: Same as dropping object in edit mode | Append in edit mode not supported. Postponed for now.\n| Node Editor | | | \n| ---- |\n| {icon check-square-o} | Node Group | Create Node Group node | \n| {icon check-square-o} | Image | Create Texture/Image node | \n| Geometry Nodes | | | |\n| {icon check-square-o} | Object | Create Object Info node | \n| {icon check-square-o} | Collection | Create Collection Info node | \n| {icon check-square-o} | Texture | Create Attribute Sample Texture node | \n| Compositor | | | |\n| {icon check-square-o} | Masks | Create Mask node | \n| Outliner | | | |\n| ---- |\n| {icon square-o} | Any | Assign to drop target (e.g. assign dragged material to object under cursor on drop) | \n| Text Editor | | | |\n| ---- |\n| {icon square-o} | Text | Change to dropped text | \n| UV/Image Editor | | | |\n| ---- |\n| {icon square-o} | Image | Change to dropped image | \n| Dopesheet | | | |\n| ---- |\n| {icon square-o} | Action/Pose | Change to dropped action (if the context mode allows it, e.g. in Action Editor mode) | \n| NLA | | | |\n| ---- |\n| {icon square-o} | Action/Pose | TBD | \n| VSE | | | |\n| ---- |\n| {icon square-o} | Media | Add strip for media type (image, video, sound) | \n| Movie Clip Editor | | | |\n| ---- |\n| {icon square-o} | Video/Image/Clip | Add clip for media type and change to it | \n\nNote that drag & drop support for assets also brings drag & drop support for local data-blocks. So for example by adding drag & drop support for node group assets, dragging a node group from the Outliner to a Node Editor is also added." ]
Copy previous settings include cache -long file transfer times Linux 64bit 2.76-RC1 Just downloaded Blender 2.76-RC1 and wanted to copy previous settings. It took a very long time (NFS mounted home) so I looked in ~/.cache/blender/2.75 and found a cache dir 53GB(!) in size, that was being copied over. 1. Why is this cache dir here in .config/blender dir, and not in /tmp? 2. If the cache dir needs to be in the config dir, why isn't it cleaned periodically? 3. Why is this cache dir being copied over to the new config dir? Open a new version of Blender (2.76-RC!) for the first time. Copy previous settings. Cache dir is copied over, so depending on size can take a long time.
[ "File Browser resort and select at the same time\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.29\n\nBroken: version: 3.0.0\n\nWhen opening any file browser and you click between the first listed file or folder and then area to change the order by name you change the order and select the file/folder right after that even though you clicked only once.\n\n1. Go to any file browser, for example File > Save\n2. Navigate to any directory where at least 1 file or folder is listed\n3. Move the cursor to the point between the listed file/folder and the area above to change the listing order and click\n4. You will with only one click, change the listing order and after that select the first listed item\n\n[2022-02-11 10-15-59.mp4](2022-02-11_10-15-59.mp4) ", "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.", "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", "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", "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. ", "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", "Insert keyframe wrong with cycle-aware keying after deleting end frame\nOperating system: Linux-6.4.6-arch1-1-x86_64-with-glibc2.37 64 Bits, X11 UI\nGraphics card: NVIDIA GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.86.05\n\nBroken: version: 3.6.0\n\nI have an action with manual frame range, 1 to 11, with cyclic animation checked. I have cycle-aware keying on.\n\nI'm not sure exactly when the bug starts, but eventually adding a frame at time 9 creates the keyframe at frame 4 again.\n\n\nI'm not sure exactly when the issue started, but roughly\n1. Cube\n2. Insert frame at time 1\n3. Turn overlay action into layer (stack?) action with the down icon button\n4. Set up manual frame range 1-11, cyclic\n5. Turn on cycle-aware keying\n6. Insert another frame at time 6, blender automagically adds a frame at time 11 to match the frame at time 1\n7. Delete the frame at time 11\n8. Move to time 9 and insert frame\n\n7 seems to be the key. Additionally, it's impossible to add a new frame at time 11. The issue persists after closing and re-opening. \n The issue disappears when cycle-aware keying is off, but comes back if I turn it back on.\n\nI didn't try a daily build, but I searched issues to see if anything similar was reported and found nothing.\n\n", "When making a full copy of a Scene Lightlinking keeps the old objects in the lightlinking Collection in the new scene\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.79\n\nBroken: version: 4.0.0 Alpha\n\nWhen I make a new Scene (in the same File) and I have used Light Linking, The objects Linked to Light the new Scene are the ones from the original scene and not the duplicated by blender. It would be awesome that blender would Create the new Scene. I know this is still experimenta but I just want to point it out.\n\n\n\n1 create a file\n2 make a Light Plane and Cube\n3 Create a Light Link collection for the Light, drag and drop the Cube and Plane.\n4 Make a full copy of the scene\n5 in the new scene There is the Lightlinking collectio with the same cube and plane as the original scene.\n\n", "Changing Resolution Preset doesn't allow to Undo\nBroken: 3.6.0\n\nChanging Resolution Preset and then trying to undo doesn't work, like if the action is not registered.\n![Screenshot from 2023-07-19 22-31-16.png](attachment)\n\n- Open Blender\n- Click on the Format panel on the right icon to change preset\n- Select a preset\n- Undo\n\n", "Asset Manager “Basics”\nThe description was moved to the #asset_browser project description (click the tag to see it), the Milestone 1 description to #asset_browser_milestone_1.\n\n----\n\n**Milestone ?: Online Repository**\n\nHere we want to be able to append assets from an online repository like the Blender Cloud, BlenderKit and similar.\n\nThere would be a Python API to register custom asset repositories as part of add-ons. The main operations would be to provide a list of assets and metadata, provide .blend with an asset to append/link into the scene, and functions to add/remove/update an asset.\n\n**Milestone ?: Usability**\n\nOnce the asset manager is working for the basics and the UI can do its job, we can start to make things nice. This includes better handling of thumbnails, re-configuring the ID browser to allow for asset browsing, a nice UI widget for managing tags and tag-based filtering.\n\nA key part of making the UX nice, is to make it effortless to drag assets into the scene. When dragging in objects & meshes, they should be able to snap to surfaces. When dragging in materials, the underlying target objects should highlight on rollover. You should be able to add multiple assets at a time. \n\n**Milestone ?: Collection Variations**\n\nNot strictly part of the asset manager since this would be a core feature of Blender also usable without the asset manager. We would like to support variations for all datablock types, but the first step could be collections (it's effectively like automatically toggling visibility on subcollections to show only one). \n\nOnce this is in the place, the asset manager will need to be modified to understand variations.\n\n**Milestone ?: Project Repositories**\n\nUp to this point the asset manager will handle only the use case of appending files from a local or online repository. The next step would be making it works also for projects.\n\n* The root project directory would contain a `.blender_project` file indicating that it is a project (similar to e.g. `.git`)\n* When opening a .blend file within the project folder, Blender will automatically know which project it is part of\n* Folder structure, file names and file saving are left to the user. The asset browser will not add or remove .blend files in the project. That's all done using File > Save and file browsers as usual.\n* The assert browser will have a \"Project\" repository that can be chosen, which will show all assets within the project\n* The user will have to mark relevant datablocks as assets in each .blend file in the project so it shows up in the asset browser.\n* Assets can be linked between files within the same project. This is different from other repositories, where only append is possible. Linking between projects or to other repositories should not be possible, a project must be self-contained and not link to any .blend file outside of it.\n* The project folder would be indexed exactly like other asset folders.\n\nThe idea here is that we don't want to make many assumptions about how users might structure their project. It should be possible to simply add or remove files, reorganize project directories, and the asset browser should keep working. It will merely provide a view on the existing project structure, and functions to create links to other assets in the project. It will not introduce an alternative linking system as an earlier iteration of the asset manager design did.\n\nThis system does not preclude a studio from making an add-on that takes more control over file saving, version control, partial repository checkouts and so on. Such an add-on would likely need to integrate in various places in the Blender user interface, one of which can be the asset browser. For example it might include a custom asset repository to browse assets that are not on the artist's computer, and right before the user links an asset into the scene, download the corresponding .blend file.\n\nBut for most projects that are not e.g. feature films, the built-in project repository and automatic indexing system should already be quite powerful. \n\n---\n\n**Further links**:\n* [Asset Manager]] design blogpost*-- March 2020** [[ https:*code.blender.org/2021/06/asset-browser-project-update/ | Asset Browser Project Update ](https:*code.blender.org/2020/03/asset-manager/) *-- June 2021*\n* [Asset Browser Workshop Outcomes ](https:*code.blender.org/2021/06/asset-browser-workshop-outcomes/)*-- June 2021//\n* #54642 (Asset Project: User Interface)", "NVLINK two 3090s are slower than a single 3090 when SLI turned on.\nOperating system: Windows\nGraphics card: RTX 3090\n\nBroken: 3.3.2\nWorked: \n\nI'm very late to realizing this issue but once I pegged it I knew it was always there. Long time blender user, I've normally rendered in Houdini/Redshift but I've switched to rendering in CyclesX ever since I saw that you could distribute memory across two 3090s via NVLINK. I'm jumped on the opportunity and have been working this way every since. Having 48 gb of VRAM has opened a lot of workflows for me. However, I was always susipicious of my render speeds. The thing is a single 3090 is so fast anyways that I never really thought much of it. However today I was trying to do some renders on both of my machines, one has the two 3090s connected via NVLINK and the other has a single 1080 ti and single 2080 ti. \n\nEssentially the computer with the 2080 ti and 1080 ti was out-performing the machine with two 3090s by about 15%. This caused some alarms to go off in my head so started to test it out on multiple projects and it was always the same case. The 3090s machine was slower. (purely talking about the sampling speed, I always has persisted images turned on)\n\nSo I tried a couple of things. I tried turning off the check box for distribute memory across gpus and that didn't really do anything. I tried checking off one of the gpus in system settings and that made it even slower.\n\nI thought about unplugging the nvlink bridge but figured that would be a lof of work and if this was a normal situation then I would want a faster solution. This led me to the Nvidia Panel. In that app I was able to quickly turn off SLI connection (I was under the assumption that didn't do anything anymore but I guess I was wrong).\n\nBasically, once I did that my render times were extremely fast. Renders that were taking 1:09 were now rendering around 18sec. Which made sense to me because two 3090s should be much faster then computer with a 1080 ti and 2080 ti (that rig was about 45sec for the similiar render). However, now that SLI was turned off I tried one of my bigger files and noticed, as expected, that it could barely handle the number high resolution textures it had because the VRAM limit was now down to 24gb.\n\nSo I came to conclusion that although with NVLINK you do get the VRAM increase but at a severe cost to performance. Is this the case? Or is this a bug?\n\nIn either case is there going to be attempt to rectify this? I was okay with a slight performance hit but this is more than twice as slow. Seems pretty severe so I thought I'd report it.\n\nHope this is helpful and thanks!\n\n-Chris Parks\n\n", "Move cache visualization to draw overlay\nCurrenlty the cache visualization isn't updated during playback, only when the screen is redrawn.\nThis needs an optimization of the drawing of the cache lines.", "Lost hotkey with save preset\n2.80\n\n\nI finally can replicate problem from 2.7x and it is still problem in 2.80. When you change some combination of hotkeys and save it to the preset. You lose some of them. On my GIF example Numpad 1 dissapear.\n\nSometimes it come back after restart Blender, but sometimes it is just gone.\n\n![lostKeyBug.gif](lostKeyBug.gif)\n\n", "Experiment: Compositor meta data to support different workflows.\nTo test a new workflow at the blender institute we want to use the same meta data as stored in the input file.\nThe compositor already has the ability to keep the meta data when using cryptomatte which we want to use.\nThis is just an experiment and not intended to land in blender master ATM.\n![_NEF3933.png](_NEF3933.png)\n\nMetadata for single layered textures are stored as `ImBuf.metadata` (Properties)\nI expect that in `void OutputSingleLayerOperation::deinit_execution` we could fill them with information that we get from COM_MetaData.\nWe should then also fill the meta data in `ImageOperation`.", "Simulation Nodes Reset Behavior\nCurrently, the simulation range for geometry nodes is the scene range. So whenever the cache becomes invalid and we go back to frame 1 (or whatever the scene range start is), the cache is reset. \n\nNow, we want to add support for giving individual simulations separate frame ranges. Those might not match the scene range anymore. The simulation start might be before the scene start frame to support preroll (potentially even at a negative frame). Therefore, using the scene start frame as the reset point, does not make sense anymore.\n\nThe new behavior should/could work like this:\n* Invalidated simulations reset whenever the current frame is at or before the simulation start frame.\n* There is a new \"Play with Preroll\" button in the timeline that starts playback at the first simulation start frame in the scene. \n * Since this frame is at or before all simulation start frames, all invalidated simulations are reset.\n\nOpen Questions:\n * Are all or only invalidated simulations taken into account when determining the first frame for the \"Play with Preroll\" operator.\n * Where to put the new \"Play with Preroll\" button exactly, what should it be called and what should it look like?\n\n" ]
[ "Cycles caches bvh in .config/cache folder of Blender, this can lead to huge amount of data never cleaned there\nwindows 8\n\nBroken: all versions of blender\nWorked: (optional)\n\nI just have been observing for the past month how my c:\\ shrinking in size without any reason, it wen from 30 gb free space to 1 gb.\n\nSo I started searching what the issue is, and I found C:\\Users\\Denis\\AppData\\Roaming\\Blender Foundation\\Blender\\ where all the majic happened, total size of the folder 40GB!\n\nInside all blender version folders that have been installed on my PC. From 2.64 to 2.76. \n\nStarting from 2.71 cache folder is massive! I googled what it is, and some report it is when you activate cache bvh, I might have activated that feature in the past, but I definetly did not do that in 2.76 version, which I downloaded just to check if bug behavior is the same as in 2.75a. But that very folder already 5.31GB in size, inside bhv_************** files.\n\nSo I do not know if its a bug or something, but to let you know that it happenes. In Blender 2.76 I tested only class room blend from your web page, only once, and it already has 5.3GB of space occupied on c:\\, I checked if class room blend has cache bhv enabled, and it does not actually.\n\n ;(\n\n\n\nBased on a (as simple as possible) attached .blend file with minimum amount of steps\n" ]
Using color picker on color ramp doesn't update the color on the viewport Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.14802 Core Profile Context 21.12.1 30.0.14011.3017 Broken: version: 3.1.0 Alpha Worked: 2.93 On any color ramp, try using color picker to select one of the colors, you will notice it doesn't update on viewport on neither eevee or cycles until you move the color on the color ramp [2021-12-30 19-07-03.mp4](2021-12-30_19-07-03.mp4)
[ "VSE: Alpha Over + Convert to float changes the color of the top layer\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Intel(R) UHD Graphics 600 Intel 4.5.0 - Build 27.20.100.8853\n\nBroken: version: 2.92.0 Alpha\n\nAdd two color strips - not black, and change compositing of the top strip to Alpha Over. Toggle 'Convert to float' under color while pressing arrow left/right to update the preview. The top layver will now change color, it's a regression and a bug. \n\n", "Use toolbar for Clip Editor\nAs discussed with @Sergey, here's how we would like the Clip Editor to work:\n\n{[F6943021](Screenshot_2019-04-14_at_10.06.22.png), size=full}\n\nThis makes it compliant with the other editors in Blender 2.8.\n\n\n - - [x] {icon circle color=yellow} Add toolbar to the Clip Editor\n - - [x] {icon circle color=yellow} Add Marker tool to the toolbar\n - The Marker tool lets you add markers whenever you click. The tool settings for the next marker should then be added to the tool settings\n - - [x] {icon circle color=yellow} Add Selection tools to the toolbar\n - - [ ] {icon circle color=yellow} Add Cursor tool to the toolbar\n - - [ ] {icon circle color=yellow} Add transform tools (Move, Rotate, Scale, Transform) to the toolbar\n - - [x] {icon circle color=yellow} In Mask mode, add the masking tools to the toolbar", "World aov output nodes dont work unless background node's colour is >= 0.0001\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.99\n\nBroken: version: 3.6.3 Release Candidate\nWorked: Unknown\n\nWorld aov output nodes dont work unless background node's colour is >= 0.0001\n\n\n1. Open attached file\n2. go to the compositor of 'scene' and render still image\n3. the custom world aov is blank\n4. go to scene.001 and render\n5. the world aov now outputs correctly\n\nBoth scene's are identical, the only difference is scene.001's world background node's colour is set to 0.0001. The custom AOV is of type Value rather than colour. This is problematic because it breaks compositor setups that check for values > 0 etc.\n\n", "Wireframe opacity slider does not work.\nOperating system: Windows 10\nGraphics card: gtx1060\n\nBroken: 3.1\nWorked: \n\nWireframe opacity slider does not work if smooth wires is turned off.\n\nopen preferences>viewport\ndisable smooth wire overlay\nsave preference\nset viewport to wireframe shading\nin the overlay panel in viewport drag the wireframe opacity slider, the wire color will fade to black, the opacity won't change.", "Compiling shaders for Eevee locks up the viewport until the process is complete (MacOS)\nOperating system: macOS-11.2.3-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Apple 4.1 Metal - 71.0.7\n\nBroken: version: 2.93.0 Beta\nWorked: I don't believe this has ever been good on the Mac platform\n\nWhen working in a heavy scene (the spring or barbershop demo, for example), the UI will \"beach ball\" or lock up while blender calculates Eevee shaders. On a pc, these calculations don't appear to lock up the interface the way it does on Mac. The expected behavior would be that the UI remains responsive at all times.\n\nOpen the Spring or Barbershop demos. Switch the viewport to full Eevee interactive rendering. The UI will lock up while Blender calculates the shaders. Once this process is complete, the viewport will return to normal behavior.\n\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", "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", "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", "The Proxy creation in the clip editor does not take color management into account\nelementaryOS 0.4.1, GTX1080\n\nBroken: 2.79.6, 7ff1750\n\nWhen generating proxies from Blender's Clip Editor while using a different Color Management View profile other than Default, that color profile is not taken into account, making the proxies look different than the actual movie in the Clip Editor.\n\nThe whole issue came up when trying to work with footage shot with the Arri Alexa. \nThe footage is a ProRes file, encode with Arri Wide Gamut in LogC. I am currently working with @troy_s on making that work inside Blender. The way we do that currently is as follows:\nBy using Blackmagic Fusion I convert the ProRes to a Linear EXR, but not rec709, instead it's Linear Arri Wide Gamut, in order to keep the data of that colorspace intact. \nLoading this in Blender looks wrong of course, since Blender assumes an EXR file to be Linear Rec709. \nIn order to work around that, @troy_s thankfully created a new OpenColorIO config file, that uses the AWG colorspace when setting the view to Filmic. \nUsing that new config.ocio the Footage looks correct in the Clip Editor. \nObviously I need the Background Images in the 3D Viewport to look the same, since I want to integrate 3D elements into the footage. \nHowever, when I generate the Proxies, they seem to use the Default Rec709 View Transform. \nSee this screenshot: \n![proxy_colors.jpeg](proxy_colors.jpeg)\nThe colors in MCE at the bottom are correct, but wrong in the 3d View above.\nI can understand that the 3D View cannot do realtime color conversions in order to maintain a decent playback. However, that's why I think the proxies need to take CM into account, including gamma and exposure. \nFor anyone who wants to try it, I have attached a folder with one frame from that footage, the proxy, the blendfile, as well as a the adjusted colormanagement folder with the new config.ocio. (I left out the film responce curves).\n[proxy_color.zip](proxy_color.zip)", "Lookdev/Eevee - Cycles color mismatch when using ColorRamp with constant interpolation.\nOperating system: Linux-5.0.7-arch1-1-ARCH-x86_64-with-arch 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.56\n\n\nBroken: version: 2.80 (sub 57)\nWorked: (optional)\n\n\n\nPlease have a look at this node setup. If a value is input that matches a flag's position, Cycles seems to handle the output incorrectly.\n![nodes.png](nodes.png)\n\nHere's the result of the Material applied to a plane. (Note: Left Lookdev, right Cycles render Preview)\n\n![viewport_rendering.png](viewport_rendering.png)\n\nSee attached .blend File and switch to viewport rendering. - Also, compare to the behavior with Eevee as Render Engine, which gives consistent results.\n\n[Cycles_ColorRamp_bug.blend](Cycles_ColorRamp_bug.blend)", "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)", "Invalid ColorRamp marker numbering with pasted driver \nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: Radeon RX 580 Series 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 is possible to make not the second marker the second in color ramp \n![Понос.png](Понос.png)\n\ngo to shader editor\nadd ColorRamp, add 2 additional markers on (4 total), set one of marker position to 0.5, another on 0.8\n\nadd value node, set value on it to 0.1\nright click on value -> copy as New driver\n\nin color ramp switch to second marker and paste the driver in position value window\n\nP.S. idk does it work correctly, but after this isn't possible to move first marker futher the second that equals 0.1 ¯\\_(ツ)_/¯\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", "The colors of the vertices do not correspond to the values in which I paint them with vertex paint.\nOperating system: Windows-10-10.0.14393-SP0 64 Bits\nGraphics card: GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.38\n\nBroken: version: 2.92.0\n\nthe vertex color values that I get from the vertices in the shader editor node called \"vertex_color\" do not correspond to the values that I write there using vertex painting.\n\n![vertex_color.gif](vertex_color.gif)\nSet the viewport mode to render or material preview. And change the inputs from the manual value to the value taken from vertex color. As you can see, the values themselves should not differ, but the color change.\n\n[vertex_color_error.blend](vertex_color_error.blend)\n\nPerhaps this is due to this issue D10956, but I want to say that we then need the ability to convert from one color space to another.\nBecause I use a blender to create game models and would like to use vertex colors to mix materials. But I can't, because it doesn't correspond to the colors and values that I enter. And it will not match what I will see in the game.\nIn addition, I enter specific values using the color wheel and sliders. And I expect to get them unchanged. That would be logical.\n", "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" ]
[ "Geometry Nodes: changes within the colorramp node do not immediately update modifier results\nOperating system: macOS-12.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Max Apple 4.1 Metal - 76.3\n\nBroken: version: 3.1.0 Alpha\nWorked: unknown\n\nIn the colorramp node, changes made in the interpolation mode and in the stop position value do not update the modifier results until another change in the node or node tree that triggers an update is made.\n\nOpen attached blend file\nChange the interpolation mode or the color stop position value -- nothing happens\nClick in the visual colorramp once (or change anything else within the node tree) -- now the results are correctly updated\n\n[geonodes colorramp.blend](geonodes_colorramp.blend)\n\n" ]
Animation crash in Mac Studio iOS 13 Operating system: macOS-13.0.1-arm64-arm-64bit 64 Bits Graphics card: Apple M1 Ultra Apple 4.1 Metal - 83 Broken: version: 3.4.0 The software crashes unexpectedly when trying to use the animation functions. I try to move and rotate one of the holes and the program works one of two times, then crashes while repeating the operation. Specially when manually moving the frame slider. Select Hole.1 Select a frame on the animation viewport (i.e. 40) Pess G to try grabbing the object Try moving the object Program crashes [Barrier functioning.blend](Barrier_functioning.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", "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", "`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)", "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)", "Non animatable properties\nBroken: version: 3.3.0 Alpha\n\nWorking on refreshing the in-built AnimAll addon by adding the latest properties supported in Blender.\n@ideasman42 asked me to file a task\n\nCertain properties are missing animation capabilities:\n\n - Lattice Vertex Groups\n - Mesh Vertex Creases", "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", "lineart bake w/ object keyframes + camera binds = crash\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.98\n\nBroken: version: 3.4.1\n\nA crash (instant program exit) happens when trying to bake line art with *both* keyframes on object visibility *and* cameras bound to a frame in the timeline.\n\n1. Open the attached blend file. Select the Line Art modifier, and click \"Bake Line Art\". The baking starts, gets to frame 7 (the one after the TriAllFree bound camera) and crashes.\n2. Open the attached blend file. Delete the camera binding marker on frame 6. Select the Line Art modifier, and click \"Bake Line Art\". The baking starts, gets to frame 7 (the one after where the TriAllFree bound camera was) and crashes.\n3. Open the attached blend file. Delete the camera binding marker on frame 6. Save the file to a new filename. **Exit blender**. Open the blend file with the new filename. Select the Line Art modifier, and click \"Bake Line Art\". The baking completes with no issue.\n4. Open the original attached blend file (not the new one without the camera bind). Delete the timeline channel on the Suzanne model that changes the render visibility. Select the Line Art modifier, and click \"Bake Line Art\". The baking completes with no issue.\n\nTested with daily builds of 3.4.1, 3.5.0 beta, and 3.6.0 alpha. Issue still present in all cases.\n\n", "Crash When Adding Hair Subdivision upon Viewer node\nOperating system: Windows-10-10.0.17134-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 970M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.11\n\nBroken: version: 3.4.0 Alpha\nWorked: Never\n\nCaused by: c55d38f00b\n\n![image.png](image.png)\n\nAdding hair subdivision will cause crash immediately when you are using viewer node to visualize field values in the viewport.\nNote no crash will occur if the viewer node is inactive.\n\n[Hair Crash.crash.txt](Hair_Crash.crash.txt)\n\n1. select default cube\n2. shift+A to add empty hair\n3. in the node tree add viewer node.\n4. Crash if adding subdivision\n[Hair Crash.blend](Hair_Crash.blend)", "Array/Skin-Modifier-Combo causes crash\nOperating system: Linux Mint 19\nGraphics card: GT630\n\nBroken:\n2.80 (sub 39), branch: blender2.8, commit date: 2018-12-20 23:46, hash: 7a26e930a8c0\n\n\nPlease try to toggle the \"visibility\" of the skin modifier in my simple file. It crashes instantly and repeatingly:\n[Procedural leaves feathered1.blend](Procedural_leaves_feathered1.blend)\n![Procedural leaves feathered1.png](Procedural_leaves_feathered1.png)", "Blender 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", "Regression: Crash when animation is playing\nOperating system: Windows 10\nGraphics card: 2x RTX3080\n\nBroken: 3.6 and 3.6.1 release canditate\n\nPress the space bar, the animation starts and Blender closes. The console says : EXCEPTION_ACCESS_VIOLATION\nI also test the file with an independent portable version of Blender, but the crash still occurs.\n\nPress space bar to play the animation and wait the frame 48.\n\n[Fluent_Testing_7_for_blend_dev.blend](https://projects.blender.orgattachment)", "Blender 3.5 and 3.5.1 are crashing while using Metal as backend\nOperating system: macOS 12.6.3\nGraphics card: Radeon Pro 580 8GB\n\nBroken: 3.50, 3.51 (Metall Backend)\nWorked: 3.50, 3.51 (OpenGL Backend)\n\nBlender simply hang. I use eevee, if you switch to rendered viewport shading it crashed complete system. I use Metall as backend, if I choose OpenGL it works fine. \n\n \nI attached an .blend file for example.\n\n", "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", "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)", "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)" ]
[ "Bug when using \"Displacement\" and \"Displacement & Bump\" setting on Mac\n{[F13959635](Screenshot_2022-11-22_at_10.16.44.png)}Operating system: Monterey 12.6\nGraphics card: On Chip System (Apple M1 Max, 64 GB)\n\nBroken: 3.3.1, b29cfe5a936, master, 04.10.22\nWorked: not known\n\nThis build crashes regularly when trying to change texture coordinates or mapping settings. No matter which procedural texture used.\nSeems to do with the \"displacement and bump\" setting but also crashes with \"displacement\". Does not crash with \"bump only\".\n\n[test.blend](test.blend)" ]
Adding lamps with GLSL, Only the last created lamp emits light. **Category**: Rendering %%%When adding lamp objects from a hidden layer, only the last created lamp emits light with GLSL enabled. Blender 2.49b Win XP 32 NVIDIA GeForce Go 7400 %%%
[ "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", "Caustics not work as expected\nHi,\nI'm going crazy with shadow caustics.\nOddly they work when they turn off.\nIn the attached scene [caustics_not_work.blend](caustics_not_work.blend), if you disabled caustics on lights or objects, they will be displayed, otherwise no caustics will be displayed.", "Displacement in a shader on volumetrics starts to work only after connecting a shader into the surface output socket\nOperating system: Linux-5.4.0-72-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.119.03\n\nBroken: version: 3.0.0 Alpha\n\nDisplacement in a shader on volumetrics starts to work only after connecting a shader into the surface output socket.\nI do preview switching to an emission shader, but you can use any other shader in the surface socket and then disconnect it.\nIf you change any values, displacement will disappear again.\n[2021-05-08_15-40-44.mp4](2021-05-08_15-40-44.mp4)\n\nOpen the file and reproduce the steps from the video.\n\n[volumetric_displacement_bug.blend](volumetric_displacement_bug.blend)", "Light look-at mode improvements\nLight look-at transform can be activated using Shift+T on a lamp\nNext hover your mouse cursor over the surface point where you want to pont the lamp. This is excellent!\n\n*Note: click on the images to see the animated version*\n\n![LookAt.gif](LookAt.gif)\n\nWhile the lookat mode is active. Holding Ctrl will move the light. But it will also attempt to use the normal of the surface to rotate the light around the surface hit point. This gives erratic behavior.\n\n![Move.gif](Move.gif)\n\n**Proposal**\n\nThe artist should be in full control over the orientation of the lamp. I propose for *move* to ignore the surface normal and only hold the distance to the surface.\n\n![MoveFixed.gif](MoveFixed.gif)\n\nA different modifier (Alt?) would allow to orbit around the surface intersection point, giving the lighting artist full control of the orientation.\n\n![Orbit.gif](Orbit.gif)\n\nFurthermore, scrollwheel or MMB could be used to change the distance between the camera and the surface point.\n\n![Distance.gif](Distance.gif)", "Cycles OSL with OptiX\n**Status**\n\nSee also [D15902](D15902).\n\n- [x] Generate OSL closures using macros and a template file (8611c37f97)\n- [x] Remove separate OSL attribute map (ef7c9e793e)\n- [x] Make OSL implementation independent from SVM (a45c36efae)\n- [x] Update to latest OSL (to benefit from 7b4c7cffd7412a0f9b3d056f0731a9c9dcb1cf63)\n- [x] Implement all Cycles closures\n- [ ] Implement supported built-ins\n- [x] Support for textures from file paths (OIIO)\n- [x] Remove OSL dependency on OptiX and CUDA\n- [x] Contribute OSL patches upstream (1627)\n- [x] Find out why commit c8dd33f5a37b6a6db0b6950d24f9a7cff5ceb799 in OSL broke rendering in Cycles (097a13f5be)", "Cycles, inconsistent power units between mesh light and rectangle area light\nOperating system: Windows 10 x64\n\nBroken: version: 2.82 (sub 6), branch: master, commit date: 2019-12-17 23:52, hash: e0cd5b980fc5, type: Release\n\nAs seen in #53517 comment :\n\n> Lamps are in Watts, [...]. Mesh lights are in Watts/m^2 [...]\n\n\nRendering the following two emissive items should give the same lighting :\n\n* rectangle area light, 1m x 1m, power 1W\n* plane mesh, 1m x 1m, Emission shader, strength = 1.0\n\nThis is not the case, area light power must be multiplied by 4 to get the same result.\n\n\nWith the attached blend file, [test-emissive-vs-arealight-1m².blend](test-emissive-vs-arealight-1m².blend)\n\n* enable 'Rendered' viewport shading\n* the 'Emissive plane' brings more light to the 'Ground' that the 'Area light'\n* change the 'Area light' power to 4W\n", "EEVEE: GPU Subdivision causes noticeable shading differences\n**System Information: System 1**\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: Intel(R) Arc(TM) A770 Graphics Intel 4.5.0 - Build 31.0.101.4369\n\n**System Information: System 2**\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.79\n\nThis object does not appear shinier/with brighter highlights when rendered on Eevee and GPU subdivision is turned OFF.\n\nI noticed this when using both PCs to render an animation faster, this particular material flickered at random and it was because one PC was outputting slightly different results than the other.\n\n- Open .blend file\n- select EEVEE engine and start viewport render\n- toggle GPU subdivision to notice the difference\n", "In eevee, shading disappears when SSS is enabled\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92\n\nBroken: version: 2.93.0\nWorked: -\n\nShading disappears in Eevee if one object is located on another object and both have Subsurface enabled\n\nWhen an object has no shading, it looks unrealistic and wrong.\nTo get around this bug, I render two images and connect them in the compositor.\n\nMaybe it is possible to somehow enable these shading without a second render?\nSSS is needed for both objects.\n\nBall Subsurface On (0.02)\n![SSS-on.jpg](SSS-on.jpg)\nBall Subsurface Off (0.0)\n![SSS-off.jpg](SSS-off.jpg)\n\n.Blend file\n[bugshafowsubsurface.blend](bugshafowsubsurface.blend)\n", "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.", "Collada import does not read emission\nOperating system: linux\nGraphics card:\n\nBroken: 2.79b (probably all (later) versions).\n\n\nWhen a material has Shader -> Emit set to a non-zero value, a collada export\nreflects this in the phong section as\n\n```\n <emission>\n <color sid=\"emission\">0.33 0.33 0.33 1</color>\n </emission>\n```\n\nbut importing that (or any other) .dae the Emit value always ends up having value 0.\n```\n ", "OptiX denoiser creates dark artifacts in viewport when used with 2 GPUs\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.98\n\nBroken: version: 3.3.1\n\nThe OptiX denoiser creates several black sectors in the viewport. The smaller the area to be cleaned the more visible the error is.\nThis is only present when I have my 2 GPUs activated at the same time (3070 and 2060s). And it works normally when I enable only one of them.\n\n![Screenshot 2022-12-06 140609.png](Screenshot_2022-12-06_140609.png)\n\n1. Activate both GPUs in preferences (OptiX or CUDA)\n2. Select Cycles render > GPU\n3. Activate viewport denoise and select OptiX.\n4. In viewport (Ctrl + B) set a small render region.\n[Based on the default startup]\n\n", "GPencil: Add multiframe support to Move to Layer\n", "Cycles vertex baking seams\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: GeForce GTX 560 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.35\n\nBroken: version: 3.1.0\n\nThere are seams between the vertices when I try to bake lighting into vertex colors using Cycles, even when the vertices are merged.\n![image.png](image.png)\nHere's my .blend file:\n[baking test.blend](baking_test.blend)", "Cycles Shadow Catcher Creating Multiple Shadows\nHi,\n\nThis .blend file will demonstrate two shadow catchers overlapping each other and creating double shadows. It would perhaps be interesting to add a termination value for the amount of shadows cast or just removed entirely.\n\n\nThanks!\nBeau\n\nSystem:\nWindows 10 64 bit\n\nBlender 2.79b f4dc9f9d68b\n\n![shadowdy.JPG](shadowdy.JPG)\n\n\n\n[shadow_catcher_double_shadows.blend](shadow_catcher_double_shadows.blend)", "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)" ]
[ "LibLoad'ed lights don't illuminate\n**Category**: Conversion\n\n\n%%%Hi,\n\nI have been trying to LibLoad a scene, and the lights in it don't seem to work. Lights in the original scene illuminate the imported stuff, but the imported ones don't. However, they show up in bge.logic.getCurrentScene().objects, and as far as I could see printing out their properties they seem pretty normal.\n\nIncluded in the zipfile are:\n - test.blend\ncontains an empty which runs the script once, and a camera. Also on the second layer there's a sun, and if you turn the layer on it will illuminate the imported objects.\n - asset.blend\ncontains a scene with three colored objects, along with a sun for illumination and a spot for shadows.\n - libloadlight.py\nLibLoads asset.blend, and prints bge.logic.getCurrentScene().objects\n\nMy specs:\nCPU: AMD Phenom X4 2.60 GHz\nRAM: 4 GB\nGFX: nVidia Geforce 9800 GT, 256MB\nOS: Ubuntu 10.10 (I also just tested it on Win7 Ultimate x64)\nBlender: 2.57 stable%%%", "Poor Support for Dynamic Number of Lights in GLSL Mode\nOur GLSL shaders assume a fixed number of lights (the lights available in the Blender scene when the shader is generated). This causes issues when adding lamps to the scene with add object (#20275) or adding new lights via libload (#27030).\n\n**Some possible solutions:**\n\n**Recompile shaders when the number of lights change.** The problem with this is recompiling shaders can be slow, especially with lots of materials and no shader cache (I think only NVIDIA cards have a shader cache at the moment).\n\n**Change where shaders get light data from.** We could pass an array of light structs (e.g., via uniform buffer objects) to shaders. This would allow us to change the number of lights in a scene (up to some maximum array size, unless we do texture objects, but that seems silly) without recompiling shaders. Unfortunately, this would introduce looping and branching into the generated code, which could slow down our shaders.\n\n**Move away from forward rendering.** Techniques such as deferred/inferred rendering/lighting grab light data from a buffer that is filled at render time. This allows for a lot of dynamic lights, but we probably wouldn't want to drop our forward rendering, so this would only be a partial solution." ]
Sometimes when clearing keyframes, the animation remains Operating system: Windows 10 x64 Graphics card: Geforce 1070 Broken: 69b2f5268114 [Anim.mp4](Anim.mp4) This is a file containing only the camera [Highlander animations.blend](Highlander_animations.blend)
[ "(Camera) Motion blur renders wrong (does not cancel out) when a mix of parenting and (baked) object animation is used\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA RTX A6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.3.1\n\nwhen I parant a camera (looking for a simple cube) and the cube (who is the camera looking for it) to any other object, if the parent object is rotating, it will rendered fine but if I baked the action of the camera, and renderd the same frame it will be very in coorect motion blur, to fix the issue I have to bake the camera and all the objcects that appear on it, \n\n\n[motion blur bug.blend](motion_blur_bug.blend)\nopen the attached blend file, you will find a very simple scene with a camera, cube and a light are parented to a rotating empty object, just press render at frame 2 (which at the meddle of rotation) and it will render the motion blur very good (you will not see any motion blur which is logic because the camera and the cube are parended to the same object), but after that just bake only the camera (with selected object, visual keying and clear parent enabled) and render the same frame, it will give very unlogic motion blur, after that bake also the cube and the light and redner the same frame, it will render very good, this issue is only on rotating parent object bun in location it works very good, also I tested it on blender 2.7 and the same issue are there\n\n\n\n", "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", "Move some parameters to Blender's DNA\nThese parameters are supported (or going to be) by EEVEE-Next, and we should avoid duplicating the settings for each engine:\n- Motion blur curve\n- Panoramic camera settings\n- View Layer material override\n\nThis is a big change and 4.0 should be the right time to do this.\n\n", "Keyframing off Animated property of rigid body on second frame of rigid body simulation\nOS: Ubuntu 13.10\nLinux kernel: 3.11.0-18-generic\n\nBroken: 2.70-b64bdb2-linux-glibc211-x86_64\n\n\nNormally, keyframing off the Animated property of a rigid body will cause rigid body to maintain its velocity and rotation that it has at the last animated keyframe. However, if the Animated property is keyframed off on the second keyframe of the rigid body simulation, the object will continue the animation from a stand-still, i.e. it loses its initial velocity / rotation.\n\n\n\nCreate bug:\n\n - Open new Blender file\n - Keyframe location of the default cube\n - Go to frame 20, move cube along the y-axis by 20 units and keyframe location.\n - Enable Rigid Body for the cube\n - Go to frame 10, enable Animated (Physics context -> Rigid Body panel) and keyframe it\n - Go to frame 11, disable Animated and keyframe it\n - Go to Scene context -> Rigid Body Cache panel, and set Start to 10 (and say, End to 50)\n - Go to 3D View and hit ALT A to start animation. Notice that when the cube reaches frame 10, it loses its y-velocity and just falls straight down.\n\nResolution:\n\n - Set the start of Rigid Body Cache to 9. \n - Update cache by unlinking the RigidBodyWorld group from Rigid Body World panel, then choose it again.\n # Play animation again, and it's fine.\n\nAlthough, I have figured out how to get it working, I think this is unexpected behaviour (which took me a long time to figure out).\n\nSteps 1-7 have already been completed in this file: [rigidBody_bug.blend](rigidBody_bug.blend)\n", "Cycles motion blur: The start and end of the motion blur range are not exposed like the rest of the range.\nOperating system: Fedora Linux\nGraphics card: AMD (rendered on AMD CPU)\n\nBroken: 3.5.1\n\nWhen rendering motion blur with Cycles (with the constant shutter curve preset) it seems like the shutter is not fully open at the start and end of the motion blur range.\n\nBased on the attached .blend file (as simple as possible).\n\nRender the first frame with Evee and Cycles and compare the motion blur.\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", "Grease Pencil Vibrating Contours\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GT 740/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: version: 2.83.4\n\nHi, i i have bug on Grease Pencil contours. When i move camera in animation contours vibrate, changing size. This is not problem with my PC, because i tried it on another and problem is the same. I tried Anit-Aliasing, change render engine (Cyles and Evee), the same bug is in viewport and in render animation. I'm attach the video of this bug. This bug occurs just with camera or object move. \n\n1. Create Grease Pencil object.\n2. Move camera to \"zoom\" it.\n\n[vibrating contours.mp4](vibrating_contours.mp4)\n\n[vibrating contours.blend](vibrating_contours.blend)\n", "GN +motion blur =bi-direction\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.30\n\nBroken: version: 3.5.0 Alpha\n\n![image.png](image.png)\n\n[Мошкара.blend](Мошкара.blend)\n\n", "KeyingScreen Compositor node emits \"black holes\" \nThe attacged folder shows a bug in the KeyingScreen compositor node.\n\nIn the Screenshot GreenPlateBug-Screenshot.png it can be seen in the above compositor window that some areas are filled with black\ninstead of grey / green.\n\nThat appeared after creating the \"last\" track marker (the selected / larger track marker in the below window).\n\nIf you remove that larger marker, the bug disappears.\n\nTo reproduce, open the attached blend file, close render window, disconnect / reconnect the viewer node to the keying screen node to\nsee in backdrop display.\n\nThe bug appeared in a different usage of the KeyingScreen node with much fewer track markers, but since the circumstances of\nthe bug to appear is unclear, i had to add a lot marker here.\n\n\nBlender version 2.80 (snap Ubuntu version).\nOS: Ubuntu 19.04 x86\nGraphics Card: Prime Laptop (NVidia / Intel combination) Dell Inspirion 4500 Laptop in Intel mode\n", "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", " 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", "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) ", "bump map off/wrong for panoramic camera\nMy apologies if I overlooked a bug report while searching for an existing one. I wasn't able to find one about the problem described below however, so here goes:\n\nWindows 7/CPU and Windows 10/GTX 1060\n\nBroken: 2.79b and build 9d59851ca3d\n\n\nWhen using a bump map with a panoramic camera, the bump map looks like a an overlay of itself with a shifted copy. See image below, which is just a plane with a bump map texture to simulate engraving.\n![panoramic.png](panoramic.png)\n\nWith a perspective camera, the bump map looks as expected:\n![perspective.png](perspective.png)\n\nSee attached .blend file.[bump_pano_perspective.blend](bump_pano_perspective.blend)\n\nRender the scene or turn on rendered preview, with the fish eye camera selected. The result is the first image. \nThen switch to perspective camera in the scene tab and render again or see the preview. The result is the second image. \n\nThanks a lot for looking into this!\n", "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\"", "TIFF 8bit always saved and loaded as unassociated alpha\nOperating system: Linux amd64 Debian Buster\nGraphics card: NA\n\nBroken: All\nWorked: Possibly way back.\n\nBlender can handle own TIFFs\n\nTIFF handling in Blender has been forever been broken for a number of reasons.\n\nBy default TIFFs encode associated alpha. Sadly, Blender had a hack that tried to \"preserve\" background pixels, coupled with saving with extrasamples set to unassociated alpha. The result is that Blender can't properly load it's own files." ]
[ "Deleting keyframes just after duplicating causes a problem.\nOperating system: Windows 10 Home 1809\nGraphics card: Intel UHD 630\n\nBroken: 2.80, 552b2287db86, 2019-02-01\n\nwe have two bones, one is extruded from the previous one. add some keyframes to child bone, duplicate the keyframes, add some keyframes to parent bone, clear these newbie keyframes, even it has no keyframes, it shows animation.(the parent bone)\n\nduplicate keyframes, add some keyframes for the parent bone, apply \"clear keyframes\" for the parent bone, play the animation and see parent bone moves even it doesnt have any keyframes. (save the blend file and reopen it, problem is vanished.)\n\n[duplicated_frames.blend](duplicated_frames.blend)" ]
Multi-value editing seems sometimes inconsistent from user point of view. Ubuntu 14.04 64 bits Nvidia Titan Black Broken: 1a0fb7e Multi-value editing works between modifiers sharing same name. It works between smoke flows of different types (fire, smoke,fire+smoke), between force fields of different types(Wind,Force..). But it does not work between fluid and fluid inflows. It works for illumination between lamps of different types. But it does not for shadows. Based on a (as simple as possible) attached .blend file with minimum amount of steps [MVE_unconsistency.blend](MVE_unconsistency.blend) In this file, multi-value editing can give same Energy Color to selected lamps. But it can not do it for Shadow Color, this layer only, only shadow options. Spotlight settings are not changed. But they have same shadow type. In scene.001, lamp type is the same. They are all spots with different buffer shadow types. Multi-Value Editing works for shadow bias.
[ "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)", "Viewport and final render differs in lighting/materials\nOperating system: Windows-10-10.0.18363-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.40\n\nBroken: version: 3.6.0\n\nSimple scene, only one sun light and HDRI lighting. Shows different result in viewport render and final render.\n\nJust compare viewport and final render and see the difference in specular highlight of the sun on the main (green) material.\nAlso, I don't know if this is important, I use Agx color transform in Blender, not Filmic or Standard.\n\n", "Cycles Hair Shadow Repetition with Transparent BSDF\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: GeForce 9600 GT/PCIe/SSE2 NVIDIA Corporation 3.3.0\n\nBroken: version: 3.1.0 Alpha\nWorked: versions prior to 3.0\n\nHair particles cast a repeated shadow pattern when using a Transparent BSDF node. The number of repetitions appears related to the number of strand steps. Furthermore, changing the transparency has no effect on the shadows.\n\nExpected results (Blender 2.9.3 and earlier):\n![Hair Shadows Blender 2.93.jpg](Hair_Shadows_Blender_2.93.jpg)\n\nUnexpected results (Blender 3.x):\n![Hair Shadows Blender 3.x Viewport.png](Hair_Shadows_Blender_3.x_Viewport.png)\n\n\n\n\n - Load example file [Transparent Hair Shadows.blend](Transparent_Hair_Shadows.blend)\n - Render viewport and observe the stepped shadows (note that the shadows only render in the viewport, as per this separate report T94136).\n - Change the Viewport Display Strand Steps and note the change in repetitions. Values higher than 3 produce no shadows at all.\n - Change the hair material's ColorRamp gradient and note that the shadows remain unchanged\n\n\n\nA use case for transparent hair is to dissolve the hair root with a gradient to soften the hard edge, creating the impression of it being embedded in translucent skin.\n\n", "Grease pencil. Mask not working when masking layer has more than one keyframe\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 2.93.0 Alpha\n\nWhen my masking layer has only one keyframe, masked layers display as expected. When my masking layer has more than one keyframe expected masking doesn't happen.\n\n* open .blend (the mask layer has two keyframes, both having the same filled shape)\n* expected result: the strokes on the 'marks' layer that intersect the shape on the mask layer are always visible\n* actual result: the strokes on the 'marks' layer that intersect the shape on the mask layer are only visible after i delete the second keyframe on the 'mask' layer\n\nWhile dragging the timeline play head the marks layer appears as expected, correctly masked. But when i release the mouse button the marks layer disappears entirely again.\n\n[isthisamaskbug.blend](isthisamaskbug.blend)", "Mix Node Modes\nThe new mix node has different options according to data type.\n\nThe idea of this task is to look at adding the mix modes to float and vector data types.\n\nThe color blending modes could be used but a number of these modes assume that the\ndata is in the range of 0-1.\n\n[D16024: Node: Add mix type to Mix Node](D16024) \nThis a patch adds non-color mix types to float and vector data types.\n\nAdditionally, it would be good to look at how different interpolation modes could also be added. ", "EEVEE: Mixing between a fully transparent and holdout shader yields a half transparent result\nOperating system: macOS-10.13.6-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 580 OpenGL Engine ATI Technologies Inc. 4.1 ATI-1.68.25\n\nBroken: version: 3.2.0 Release Candidate\nWorked: I thinck the issue is for \"all\" versions of blender\n\nHoldout shader having issue with alpha (semi transparency).\n\nPut a image plane with exr image that contain alpha. When using a holdout shader mixed with another shader (transparency shader for exemple) the alpha of the image sequence is used for the mix of the 2 shaders. It should have a complete transparent image with the holdout of other object in the scene. The issue is that there is a dark outline for the semi transparent. Holdout have issue dealing with semi tranparency ? or maybe something else.\nSee the attached image to understand the issue.\n![issue holdout.png](issue_holdout.png)\n\n", "Setting/editing keyframes on multiple characters in pose mode doesn't work for Whole Character and Whole Character(selected Bones Only) options.\nOperating system: Windows 10 Home Edition\nGraphics card: GeForce RTX 2080\n\nBroken: 3.1.0 Master Build\nWorked: never\n\nSetting/editing keyframes on multiple characters in pose mode at the same time only affects the Active Character's Keys on certain insert key options.\nIdeally the insert key options work consistently for all selected characters bones.\n\n - Add two character skeletons to a new scene (Shift+a > Armature > single bone)\n - Select the first bone then Shift+Select the second one.\n - Switch to pose mode\n - hit \"a\" to select all. You should have both bones highlighted\n # hit \"i\" to insert a keyframe.\n - # if you choose Whole Character or Whole character \"Selected bones only\" it will only set a key on the bones for the Active Character.\n - # if you choose any other option it sets keys on both characters.\n\n\n\n\n\n\n**Additional comments:**\nIdeally Whole character would key all characters currently in pose mode.\nand Whole Character (Select bones only) would Key any currently selected bones regardless of which character they belong to.\n\nThe current functionality is confusing, if it is intended, the label should read \"Active Character\" and \"Active Character(selected Bones only)\"\n\nHowever when a user chooses to have multiple characters in pose mode it is because they are trying to pose and key them at the same time without having to switch back and forth with every adjustment. So having the ability to key multiple whole characters, or a random selection of bones belonging to multiple characters would be useful.\n\nThat said keying rotation/translation/scale&custom properties gets me what I need so this is not a blocker but it is something that could be improved for clarity as it will frustrate many animators unaware of this inconsistent behavior for the last two options.\nI was relying on \"Whole character\" and \"whole character (Selected bones only)\" to essentially key everything until I had to do multiple characters and I got confused for a while why my animations were looking janky until a dug into it.", "Graph Editor - Multiple Windows Problem\nOperating system: Windows 10 - 64\nGraphics card: Radeon RX 5500 XT\n\nBroken: 2.93.0\n\nI split my single Blender window to two Graph Editor/Node Editor & 3D Viewport for my multiple screens. If my mouse hovering anything but node editor(Include Graph editor or 3D Viewport) and I press play that timeline cursor like starts twitching.\n\nCreate two different windows. Graph Editor and 3D Viewport. Than press play on 3D Viewport window selected.\n\nTest file:\n[Bugfile.blend](Bugfile.blend)\n\nVideo:\n[2021-06-10 15-35-41.mp4](2021-06-10_15-35-41.mp4)", "Shader color affects Shadow Pass in Cycles\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Super with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68\n\nBroken: version: 3.1.0\n\nShadow Pass is not working as it should in Cycles. It somhow works much better in EEvEE (altough other problems arise).\n\nEasiest setup is just adding a plane, a sphere and setup cycles as a render engine.\nActivate **Shadow Pass** (not the Shadow Catcher Pass).\nDo an image render and everything works, more or less, as expected. So you get as a result a Black and White image (right side) where black is shadow and white is none:\n![image.png](image.png)\n\nBut, as soon as you texture the objects with any image you get the darkest areas of those images in the Shadow pass (something like if one of the rgb channels is leaking to the final image):\n![image.png](image.png)\n\nI have already tested it in Blender 2.83, 2.93, 3.1, 3.2 and 3.3 alpha and I have got always the same behaviour... so no idea if it ever worked or not as it should do. Right now it is absolutelly useless as you can't compose it without textures afecting the masked shadow.\n\nAs I said I already tested in EEvEE and it works better:\n![image.png](image.png)\nBut another problem arises, tesselation of the objects aren't smoothed, like if it is not using Smooth Shade setting at all.\n\n\nI attach a scene that reproduces the problem: [Shadow_Pass_3.1_Packed.blend](Shadow_Pass_3.1_Packed.blend)\n\nAs a last detailed behaviour, in the scene I'm actually working, I nottice that some Specularity and Diffuse are also \"leaking\" to the Shadow Pass:\n![image.png](image.png)\n\nI hope it can be fixed.\n\nOf course, If I can somehow workaround it let me know as it would be of much help as I didn't found, yet, a way to overpass the trouble other than creating a new scene with untextured materials.\n\nThanks in advance, and cheers!\nIgnasi.\n\n", "Proportional Editing in Mask mode only works with \"G\", not with slide_marker\nOperating system: Linux-5.8.0-7630-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce RTX 2070 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 455.38\n\nBroken: version: 2.93.0 Alpha\nWorked: never\n\nCould be that this is more a design issue, but it feels very inconsitent to me and I cannot find a good reason for it.\nWhen proportional editing is enabled in Mask mode, it only works when you use \"g\" or the move tool to actually grab the mask control point and move it, but when you use the left mouse button (= \"slide_marker\") it only moves the current CV, without proportional editing. I am not sure there should be a difference between \"grab and move\" and \"slide_marker\" when it comes to proportional editing.\nWith keymap set to right click select this is maybe less of an issue because you can right click and drag to tweak the curve (and thereby using proportional editing), but with the default of left click select there is only slide_marker available as a tweaking option, and that does not use proportional editing. \nI suggest to have proportional editing during slide_marker as well. \n@SeanKennedy what do you think about this?\n\nOpen this file:\n[mask_drawing.blend](mask_drawing.blend)\nUse use left mouse button to slide any of the mask points. No falloff is in use.\nNow try the same with \"g\". Proportional editing is in use.", "Multi-Object Properties Editing\nIn Blender, we want to make it easier to set values for multiple objects, bones, strips, keys and other items at once. \n\nCurrently you can do this in limited circumstances, but you have to right-click on a value after you've changed it and pick Copy to Selected from the menu or hold Alt while editing values. This not only slow, but also very hidden, and the Alt-key conflicts with Emulate 3 Button Mouse. Lastly, it isn't clear at all to users which values work for multi-editing, and which values don't.\n\nHere's how we would like to solve it:\n\n\n## Selection vs Active\n\nThe concept of ***active*** in Blender means that we only show properties and only affect the active object or item. However, if we want to better support multi-item editing, we must start by making it so the Properties reflects the ***selection*** rather than the ***active*** item, of which there can only be one. Going forward, by default the Properties will be set to reflect the selection instead. This could be controlled in the Properties like so:\n\n{[F8363009](Screenshot_2020-02-22_at_17.34.54.png), size=full}\n*(The search box is added here to reflect how the Properties will be updated when that item is also added, but is a separate feature)*\n\nIf set to ***Active***, the Properties will continue to function as it does today, only showing properties for the active item.\n\n## When there are multiple selected items\n\nWhen the user has selected multiple items, a few things change:\n\nInstead of showing the name of the object at the top, Blender tells the user how many items are selected:\n![Screenshot 2020-02-22 at 17.37.06.png](Screenshot_2020-02-22_at_17.37.06.png)\n\nIn the list of tabs, only properties sections are shown that are common among the selected items. For example, if you select a text and a mesh object, we don't show Modifier, Mesh or Curve Properties, since these properties only exist on a subset of the selected objects:\n![Screenshot 2020-02-22 at 17.40.17.png](Screenshot_2020-02-22_at_17.40.17.png)\n\nThis rule also goes for individual panels. Here, both a Sun and Spot light are selected, and we only see properties that are shared between them. A note at the bottom clarifies that you are only seeing the shared subset:\n\n{[F8364914](Screenshot_2020-02-23_at_18.49.33.png), size=full}\n\n## When values differ\nWhen multiple items are selected, Blender will compare values to check if they are the same, or if they are different. If they differ, we change the way properties are displayed, like so:\n\n{[F8363037](Screenshot_2020-02-22_at_17.52.51.png), size=full}\n\n\n\n## Manipulating values across multiple items\n\n\n\nFor simply setting a value to be the same. you would simply type a new value, hit Return, and that value is then propagated to the selection.\n\nFor manipulating numbers and sliders relatively, you can just drag on them (like Alt-dragging today), or type the character '=', so the user can type '= -3' to subtract 3 from the value on all selected items.", "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", "Quick smoke vorticity is broken.\nOperating system: Windows 10.\nGraphics card: NVIDIA GeForce RTX 2080 Super\n\nBroken: (version: 2.90.0, branch: master, commit date: 2020-08-31 11:26, hash: 0330d1af29c0, type: Release \nThe same is on experimental 2.91\n[system-info.txt](system-info.txt)\n\nI'm not sure, but in video tutorial of Blender 2.7 is working correctly. Link to vid: watch?v=BhjK-6t9Gqs&t=2m10s\n\nWhen you add vorticity to smoke sim it does something crazy,video with 0 vorticity:\n[smoke_novorticity.wmv](smoke_novorticity.wmv)\n\n\nWith vorticity value of 3 here is what happens:\n[smoke_vorticity.wmv](smoke_vorticity.wmv)\nIt happens a bit differently on different strength but once you add any vorticity it goes wrongly.\n\nThe file is simple - adding icosphere, make couple keyframes to animate it. Add quick smoke, adjust domain. For emitter make temp.diff -1, enable initial velocity. For smoke domain set vorticity to 3.\n[smoke_voticity.blend](smoke_voticity.blend)", "Graph Editor 'Selected Keyframes' Panel\n**Big Picture**\nThe Selected Keyframes Panel would provide animators with a much faster keyframe editing capability in the Graph Editor: being able to Box Select keyframes and edit their values simultaneously.\n\n![Selected Keyframes.gif](Selected_Keyframes.gif)\n\n**Use cases**\n* Animator working in Graph Editor wanting to easily edit multiple keyframes\n\n**Design**\n* The UI contains the same editable values as the Active Keyframe Panel: *Interpolation, Key Frame, Key Value, Left Handle Type, Left Handle Frame, Left Handle Value, Right Handle Type, Right Handle Frame, Right Handle Value*\n* It also includes the animator-friendly option *Subframes* to modify the Key Frame by whole or sub frames.\n* The panel would also feature the closely-related [Equalize Handles ](T94172) operator, allowing users to make selected handle lengths uniform: either respecting their original angle from the key control point or by flattening the angle.\n\n**UX**\nWhen multiple keyframes are selected, the UI shows the values of the first keyframe from the Box Selection. This is the first keyframe of the first F-Curve in the Graph Editor. In the original prototype, when multiple keyframes were selected and the values did not match, the value's label included an asterisk (*) decoration to show the user that they would be editing multiple keyframe values. @dr.sybren requested that another method is explored as it should be implemented in a wider scope than the Graph Editor. **User Interface feedback requested.** In an animation module meeting @JonMatthis proposed a light blue field decoration. Here is a mockup of this as colorized text fields aren't currently possible in Python Add-Ons (except the strong red for alerts).\n![image.png](image.png)\n\n**More Info**\nFor more information, view the [Multi-Keyframe Editing in Blender presentation ](edit?usp=sharing).\n\nrelated:\n- #82359 (Stronger binding of Active and Selected)\n- #54862 (Multi-Object Properties Editing)\n- {key Alt} behavior described in introduction.html#properties", "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" ]
[ "Properties UI: Multiple objects\nThe Properties Editor is for editing the settings and properties of datablocks in Blender. \n\n\n**The Issue**\nThe properties can only act on one item at a time. If you've selected five objects and want to change the same setting across all five, you've got to jump through hoops to make it possible:\n\nEither, you can use the Copy menu to copy settings from active -> selected (only works for a few settings)\nYou can also right-click and select Copy To Selected, which copies the given setting from active -> selected\n\nHere's why this is a problem:\n\n\n\n - Having to right-click and select Copy to Selected on *every* property *every* time you change it is inefficient, and not fun\n - It doesn't work for some things, like adding modifiers, setting up rigid bodies etc\n - It's quite complicated solution and is hidden\n - Some tools have been added to work around this limitation (Rigid Body Tools) whose only reason for being is to apply certain settings to multiple objects\n\n**Proposed Solution**\nMake the Properties Editor act on multiple selections. Display a '-' symbol for settings that differ, and display the value for settings that match.\n\nAdvantages:\n - No need to right-click and select a menu item for every single property change\n - It's clearer and simpler for the user\n - This way we don't need separate 'tools' such as Rigid Body Tools just to apply settings to multiple objects\n\nExample:\n![Editing_multiple_objects.png](Editing_multiple_objects.png)" ]
UI drawing offset randomly on Windows 10 Operating system: Windows 10 Graphics card: GTX 660 Ti Broken: 2.80 Beta, 779860d34e26, 2019-02-22, as found on the splash screen In the render window the UI is positioned incorrectly sometimes which leads to the mouse interaction being offset to the UI. Open the default project and press F12 a few times. This should render in a new window (maybe the behavior is different on single screen systems, could not try at the moment), where sometimes the UI is moved upwards.
[ "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", "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.", "Weight Painting intermittent issues with brush, not adding or subtracting weight, not influencing correct areas\nOperating system: Windows 10 Pro\nGraphics card: RTX 2080ti + 3x GTX 1080Ti - Running 4 monitors and a pen tablet at three different resolutions using outputs from two GPUs (4k, 1440p, 1080p)\n\nBroken: 2.81 stable\nWorked: 2.80\n\n\nI have had numerous issues with weight painting in 2.81, however duplicating them has been problematic as this crops up intermittently. In this example, I saved this working file right at the moment I started having problems. Here I can neither add nor subtract weight with the brush in Weight paint mode from a certain distance from the model. \n\nIn other instances, I've had issues with the brush *not painting over the vertices it's over*. I use a hard falloff brush, so anything inside the circle gets painted, anything outside gets nothing. Essentially, it acts like the circle where the brush is being displayed, is not where the circle actually is, if that makes sense.\n\n\n*I tried exporting this to it's own file, but that seems to fix it. It has to be in the full working file I'll provide here. You should hopefully be able to open the file, already be in weight painting mode, with the brush set up, over some masked vertices ready to add or subtract. Try switching the brush to add, and zoomed in fairly close, add some weight, and nothing happens. However, zoom out and do the same thing, and watch weight be added.*\n\nYou can kind of jump around and try rigging other parts of the car, I've been having issues with it off and on for the past few days.\n\n[70sNewYorkers.blend](70sNewYorkers.blend)", "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.", "Geometry Nodes: Weird RayCast Accuracy\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 531.61\n\nBroken: version: 4.0.0 Alpha\n\n![image](attachment)\nThe black dots inaccuracy only appears on the point domain. On the face domain everything is expected.\n\n", "Regression: Child hair particles set to \"Interpolated\" causes jittering when the based vertex changes position\nOperating system:win10\nGraphics card:RTX3060ti\n\nBroken: c8c6f62cf3a3,fca8df9415\nBroken: 3.5\nWorked: 3.4\n\nCaused by d20f9923224d2637374dd4390ae84c5041e3f9d3\n\nChild hair particles set to \"Interpolated\" causes jittering when the based vertex changes position\nThis problem seems to have been solved before,in #63534 and #56408\n\nOpen the file and render animation\n\n", "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.", "Some icons cannot be overriden from python (e.g. 'Constraint.mute', 'use_fake_user')\nBroken: version: 3.3.0 Alpha\nWorked: Looks like this was once working in 2.80 (but has stopped working in 2.81)\n\nSome boolean properties apply an offset to their icon depending on the state of the boolean. This offset is applied even when an icon override is used, like so: `UILayout.prop(icon=whatever)`.\n\n**Workaround**\n```python\ndef get_icon_value(icon_name: str) -> int:\n icon_items = bpy.types.UILayout.bl_rna.functions[\"prop\"].parameters[\"icon\"].enum_items.items()\n icon_dict = {tup[1].identifier : tup[1].value for tup in icon_items}\n\n return icon_dict[icon_name]\n\ndef draw_with_icon_fix(layout, prop_owner, prop_name, icon: str, offset=1, invert_checkbox=False, **kwargs):\n \"\"\"Drawing some booleans in the UI with a custom icon can be \n annoying because Blender might offset the icon based on the boolean state.\n You can use this function to counter that offset. To find the offset, you have to \n trial and error, it's either 1 or -1. (Or 0 but then you don't need this)\n \"\"\"\n\n bool_value = getattr(prop_owner, prop_name)\n offset = offset * int(bool_value)\n if invert_checkbox:\n offset = 1 - offset\n icon_value = get_icon_value(icon) + offset\n layout.prop(prop_owner, prop_name, icon_value=icon_value, invert_checkbox=invert_checkbox, **kwargs)\n```\n\n- File with script within: [icon_madness.blend](icon_madness.blend)\n- Script should self-execute, look for a \"FixMe\" panel in the sidebar.\n![image.png](image.png)\n\nSo this file works in 2.80 and is broken in 2.81:\n[icon_madness_2.blend](icon_madness_2.blend)", "Mirror select doesn't select appropriate vertices where there are overlapping verts\nOperating system: Windows 10 Pro\nGraphics card: GTX 1070 + GT710 for extra outputs\n\nBroken: 2019-03-10 22:28\nHash 6fd11a21f5c5\n\n\nCtrl-Shift-M (or using the menu to select mirrored) doesn't select all mirrored verts where there are overlapping verts.\n\n\n[63Stingray.zip](63Stingray.zip)\n\nOpen blend file, hopefully it'll already be in edit mode with the appropriate vertices selected.\n\nShould look like this;\n![image.png](image.png)\n\nFrom there select mirrored from either the select menu, or Ctrl-Shift-M, doesn't matter, and enable the following settings;\n\n![image.png](image.png)\n\nObserve incomplete selection;\n\n![image.png](image.png)\n\nThe area's of incomplete selection are here, where the overlapping underbody verts are in the same location as the verts for the body;\n\n![image.png](image.png)\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", "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)._", "Make \"offset edge loop\" slide evenly\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\n\n\nBroken: version: 2.80 (sub 75)\n\n\n\n[2019-09-17_15-04-45.mp4](2019-09-17_15-04-45.mp4)\n\nJust repeat the video example\n", "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.", "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", "bpy.types.Panel, draw(self, context): self.layout.column(heading=\"Some Heading\") doesn't work as expected\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.11\n\nBroken: version: 2.92.0\n\nWhen I try to pass `heading` argument to the `.column()` method of the `UILayout` and add several `.row`s in this column - the heading appears in the wrong place in UI. \n\n1. Open Blender\n2. Open Text Editor\n3. Paste the following code:\n```\n \n```\n```\n import bpy\n```\n from bpy.types import Panel\n from bpy.utils import register_class, unregister_class\n```\n\n```\n class MYTEST_PT_ColumnHeading(Panel):\n bl_label = \"Test Column Heading\"\n bl_space_type = \"VIEW_3D\"\n bl_region_type = \"UI\"\n bl_category = \"Test\"\n \n def draw(self, context):\n layout = self.layout\n sc = context.scene\n col = layout.column(heading = \"This is supposed to be on top\")\n row = col.row()\n row.prop(sc, \"frame_start\")\n row.prop(sc, \"frame_end\")\n \n register_class(MYTEST_PT_ColumnHeading)`\n```\n```\n\n4. Press the Run Script button\n5. The panel will appear in the 3D Viewport, N-Panel, Test tab and \"This is supposed to be on top\" heading will be not on the top of the panel as it is expected but in between 2 rows." ]
[ "Render window artifacts on F12\n\nOperating system: Linux, Debian Buster, 64 bit\nGraphics card: Quadro RTX 6000, NVIDIA 410.93\n\n\nBroken: master, c10d011cc5\n\n\nWrong window redraw right after hitting F12. Is like window content is drawn on a left bottom corner of the X11 window, but after a moment the content is correct.\n\n\nOpen attached file, hit F12. The screenshot of the artifact is also attached.\n\n![Screenshot_20190312_154704.png](Screenshot_20190312_154704.png)\n[render_window_artifact.blend](render_window_artifact.blend)" ]
`bpy.utils.register_tool` does not register keymaps Broken: master, 2019-03-19 If a tool is registered by an addon through `bpy.utils.register_tool`. The keymap it references will not work. 1. Turn the `ui_tool_simple.py` template into an addon by simply adding an addon header (like the one in `addon_add_object.py`); 2. Install the addon and save preferences; 3. Close and open Blender; 4. Try using the tool registered (It does not work).
[ "Keyframed parameters are not preserved when frame_change_post handler is used\nOperating system: Win 10 Pro\nGraphics card: GTX 1080\n\nBroken: v2.81, master, 2018-11-26\nWorked: (optional)\n\n---\n\n\n**EDIT** by @EAW \n\n\n> In the .blend file setup, the 'mesh_cache' object would instance a cube over the vertices for display in rendering. An ocean modifier is added to the object with 'Geometry' set to Displace and the 'time' parameter is keyframed over a frame range. \n> \n> Playback in the viewport shows the ocean modifier evolving shape during the animation. If the animation is rendered, the ocean modifier does not evolve over time and the render result is static.\n> \n\n\n\n> Here is a script that generates a 2d grid of vertices in the frame_change_post handler:\n> \n> ```\n> import bpy\n> \n> def frame_change_post(scene, depsgraph):\n> # Generate a 2d grid of vertices. A cube object is set to be instanced over the vertices for rendering\n> vertices = []\n> for j in range(100):\n> for i in range(100):\n> vertices.append((i * 0.05, j * 0.05, 0.0))\n> \n> mesh_cache_object = bpy.data.objects.get(\"mesh_cache\")\n> mesh_cache_object.data.clear_geometry()\n> mesh_cache_object.data.from_pydata(vertices, [], [])\n> \n> depsgraph.update()\n> \n> \n> bpy.app.handlers.frame_change_post.append(frame_change_post)\n> ```\n> \n\n\n\n\n> Here is the .blend file including the script: [keyframed_modifier_bug.blend](keyframed_modifier_bug.blend)\n> \n> How to reproduce:\n> 1. Open .blend file\n> 2. Press 'Run Script'\n> 3. Blender > Render > Render Animation\n> \n> The result is a static animation.\n\n\n**End Edit**\n\n---\n\n\n\nI have created a FlipFluids simulation in Blender 2.81 ( 2019-11-25 21:45) and added an Ocean modifier in displacement mode to the fluid_surface. Then I have baked the complete sim from within FlipFluids.\nWhen I move from keyframe to keyframe in the default timeline everything is moving as desired in the default 3D window:\nOcean modifier waves, FlipFluids waves & wake, flags, radars...\n\nWhen I render the complete animation everything EXCEPT the ocean modifier waves are moving. The ocean modifier waves remain static but the FLIPFLUIDS waves move on that surface.\nALL modifiers and elements ARE enabled for renderings. D-NOISE: AI Denoiser is on (switching denoiser off did not help).\nComputer is a HP Z800 with dual Xeons, 72 GB of vRAM and a GTX 1060.\n\nIf I render & save the keyframes manually individually by hand the ocean surface moves! Which means I get the proper result.\n\nAs its working when rendering&saving each frame manually as image (Png) and its not giving the same result when saving out the same images (Png) when I hit render animation, I do suppose this might be a bug in 2.81.\nRunning indiviual frames via Renderpilot did not yield the proper result either. So I do suspect it might be that there is not enough time gap between saving the last frame and rendering the next. Or, something does not get purged properly.\n\nFor propriatary reasons I can not share the blend file.", "3D View - removing Hotkeys for Toolbar/Sidebar throws empty keymap 3D View Generic error\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.35\n\n\nBroken: version: 2.80 (sub 72)\nWorked: (optional)\n\n\n\n3D View - removing Hotkeys for Toolbar/Sidebar in the View menu throws empty keymap 3D View Generic error in the console.\n\n\nOpen Blender. In the View menu of the 3D View remove the hotkeys for Toolbar and Sidebar. Open the Console ...\n\n![removinghotkeys.jpg](removinghotkeys.jpg)\n\n", "Regression: Blender text editor lost support for dead keys\nOperating system: Linux-4.19.0-11-amd64-x86_64-with-glibc2.31 64 Bits\nGraphics card: Quadro RTX 5000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.91.03\n\nBroken: version: 2.93.0\nWorked: 2.92\n\nCaused by cafd6b519c\n\n\nOn any text input field, on the Python Console, on the text editors, I cannot type any of the characters that need dead keys (I use English International with dead-keys to type English, Spanish, and German).\nI cannot, for example even type quotes, which makes Python expressions hard - let alone accents, etc. \n\nThis used to work on previous versions of Blender. The latest I found it working on is on a 2.92 release candidate I had somewhere on my hard drive.\n\n\n1. On a computer configured with dead-keys input, open the default scene\n2. Switch the main display to be a Text Editor.\n3. Press \"New\" to create a new file.\n4. Try to type \"é\" (by pressing 'e) or \"'' by typing (' space).\n\nExpected behaviour: Blender accepts the typed-in characters.\nActual behaviour: Blender ignores the typed-in characters.\n\nSomething like this gets printed to the console:\n\n```\nBad keycode lookup. Keysym 0x0 Status: XLookupNone\n'' 0x7f80237f2980 0x7f804905d0c0\n```", "Add Handlers to Operators.\n## Motivation\nI have found a needed to do something from python, when an operator is being executed.\n\n## Usage examples\n* an add-on is doing managing with geometry and needs to perform something when vertices are deleted.\n* an add-on could use translate operator to move something it controls, related to vertices positions.\n\nExample code can be found on [D10579](D10579) \n\n## Design\n\nSee M2\n\n## Development steps\n* {icon check-square-o color=green} execute pre and post funtions on invoke \n* {icon check-square-o color=green} allow handlers removal\n* {icon check-square-o color=green} get the operator return code on py func\n* {icon check-square-o color=green} get the operator parameters on py func\n* {icon check-square-o color=green} loop only for operator self handlers\n* {icon check-square-o color=green} add modal handler\n* {icon check-square-o color=green} poll function\n* {icon check-square-o color=green} modal_end handler\n* {icon check-square-o color=green} context and event available on all handlers and poll function\n* {icon check-square-o color=green} delete all modal handlers from one owner in a single call\n\n## Know Issues\nFeedback is welcome!\n\n\n\n", "Keyframes and drivers on custom nodes properties seem not working\nOperating system: Darwin-18.2.0-x86_64-i386-64bit 64 Bits\nGraphics card: Intel(R) Iris(TM) Graphics 540 Intel Inc. 4.1 INTEL-12.4.7\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nI'm not able to animate the properties of custom nodes. Keyframes do not work properly: when I set one all the others seem to disappear and only the last value set as a keyframe is shown on every time step.\n\n1. Go to the text editor, import the 'Custom Nodes' template and run the script.\n2. Open the 'Custom Node Tree' area.\n3. Add a 'Custom Node', in the 'Some Nodes' category.\n4. Add a keyframe for 'my_float_prop' on frame 1.\n5. Change the frame, change 'my_float_prop' value and set a keyframe.\n6. Now I should see (at least it was like this in the last version) the property changing while scrolling through the timeline between the two keyframes I just set, but I don't. The property keeps the last value.\n", "Library overrides of custom properties not preserved when override made in Python\nOperating system: Windows 10 Pro (10.0.19044)\nGraphics card: NVIDIA GeForce RTX 3080\n\nBroken: 3.5 through to current 3.6 daily (`a9f02cd8d8cf`)\n\n\nCustom properties added to objects via add-ons are not preserved when the Python API is used to make the override libraries and set the property values.\n\n\n1. Install `testprop.py` as an add-on.\n2. Load `src.blend` and observe that the cube `my_source_cube` has a location (0, 0, 0) and the custom property added by `testprops.py` has a value of \"Foo\".\n3. Load `dest.blend` and observe that the object `my_source_cube` has been linked from `src.blend`, and that it has no library overrides.\n4. Execute the following code, either in a text script or the console:\n\n```\nimport bpy\n\nobj = bpy.data.objects['my_source_cube']\nbpy.context.view_layer.objects.active = obj\nbpy.ops.object.make_override_library()\n\nbpy.context.view_layer.objects.active.location.z = 2.0\nbpy.context.view_layer.objects.active.TestData.my_enum = 'bar'\n```\n\nObserve that the location in the panel is color-coded as overridden, but the `EnumProperty` is not, despite having changed in value.\n\n5. Save the file. Observe that the EnumProperty has been reset to \"Foo\".\n\nIt's possible that properties added with add-ons are not meant to be overriden in the same way, but considering that right-clicking the property, selecting _Define Override_, and modifying the property works as expected, I would expect this to work in the same manner.\n\nIt's also possible that the Python calls I'm making are not the correct ones (I've seen reference to `override_create`, `override_hierarchy_create`, etc) but `make_override_library` works for the location and there's no indication it wouldn't work for add-on properties.\n\n", "After setting a shortcut for the \"Auto Keyframe\" button, there is an exception in the status display.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.96\n\nBroken: version: 3.2.0\nWorked: none\n\nSee below\n\nUse right click->assign shortcut key\nCreate a shortcut for the auto keyframe button e.g. ctrl+alt+n\nThen test the shortcut in a different viewport and you will see that it looks like nothing is happening.\nBut,**The auto keyframe state is actually changed**, but the button display is not refreshed, and the button dispaly state is changed only when the mouse moves to the timeline window.\n\n![image.png](image.png)", "Included USD libraries cause symbol conflict with addons using USD binding\nOperating system: macOS\nGraphics card: N/A\n\nBroken: 2.83 beta\nWorked: Never\n\nIncluded USD libraries cause symbol conflict with addons using USD python bindings. That is, if an addon wants to use USD in it (as a python c-extension most likely), there is an error:\n\n\n```\n\"FATAL ERROR: [TF_DEBUG_ENVIRONMENT_SYMBOL] multiple symbol definitions. This is usually due to software misconfiguration. Contact the build team for assistance. (duplicate 'TF_SCRIPT_MODULE_LOADER')\nin _Add at line 96 of /Users/brecht/dev/build_darwin/deps/build/usd/src/external_usd/pxr/base/lib/tf/debug.cpp\"\n```\n\n1. Download and extract a build of USD. These ones have python3 bindings (I built my own). usd#bin\n2. Open python editor in blender.\n3. Run commands:\n\n```\nimport sys\nsys.path.append(\"PATH_TO_USD/lib/python\") # this is to get the pythonpath right\nfrom pxr import Usd\n```\n\n\nSo I can see two possible solutions to this. \n1. include python bindings with Blender\n2. somehow fix the symbol names in the blender side or in the external USD build so they don't clash. I tried to do this with specifying a different namespace name than \"pxr\" in the USD build but this didn't seem to help.\n3, link python bindings of USD against blender.exe (Not sure how/if this would work)\n\nWilling to work on the solution, but wanted input from Blender developers.\n", "Running a script that registers an operator from the same operator crashes\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.5.1\n\nIf you execute an `bpy.ops.text.run_script()` through the operator through the panel in a Text editor, then blender crashes.\n\nP.s. maybe it's my fault and I did something wrong, but is blender supposed to crash?\n\nCopy the script or download the file:\n```Py\nimport bpy\n\nclass Op(bpy.types.Operator):\n bl_idname = 'op.op'\n bl_label = \"Op\"\n def modal(self, context, event):\n bpy.ops.text.run_script() # <------- here -------\n return {'FINISHED'}\n def invoke(self, context, event):\n context.window_manager.modal_handler_add(self)\n return {'RUNNING_MODAL'}\n\nclass Panel(bpy.types.Panel):\n bl_idname = 'Panel_PT_Panel'\n bl_label = \"Panel\"\n bl_space_type = 'TEXT_EDITOR'\n bl_region_type = 'UI'\n bl_category = 'Text'\n def draw(self, context):\n self.layout.operator(Op.bl_idname, text='Click me')\n\n\nclasses = (Op, Panel)\n\ndef register():\n for c in classes:\n bpy.utils.register_class(c)\ndef unregister():\n for c in reversed(classes):\n bpy.utils.unregister_class(c)\n\nif __name__==\"__main__\": register()\n```\n\n", "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", "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", "Preferences: no default key map export name and file type\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 760/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.65\n\n\nBroken: version: 2.80 (sub 72)\nWorked: (optional)\n\n\nPreferences: no default key map export name and file type\n\nWhen I wanted to export the default map keys ther was no default file name and file type.\nSo I tried to guess it was .txt and then exported. The exported file was \".py\", only the\nfile type whithout a file name. It would be nice to have someting like when saving a\nblend file aka \"untitled.blend\" -> \"untilted-key-map.py\", or something like that.\n\n- Open Blender (factory settings)\n- Go to Preferences > Keymap\n- Export \n- In the field where the file name needs to be specified there is no default name, that indicates the file type (and name)\n\n![2019-05-25-custom-keymap-no-preferences-3.png](2019-05-25-custom-keymap-no-preferences-3.png)\n\n", "Avoid AssetHandle hacks in BPY\nThe asset handle is exposed directly as the file it wraps to BPY via `context.asset_file_handle`. This is bad design and should not go into the release if possible. Instead the limitations that don't allow us to return `AssetHandle`objects directly to BPY should be resolved. I think this can just be done by allocating the `AssetHandle` and letting the `FileDirEntry` own this. Then we can return the handle safely to BPY. There may be some pitfalls involved with that though.", "Context override of bpy.ops.object.mode_set does not work\nOperating system: Ubuntu 18.04.5 LTS\nGraphics card: GeForce GTX 1070 Ti/PCIe/SSE2 440.100\n\nBroken: version: 2.93.0 Beta, branch: master, commit date: 2021-05-04 23:07, hash: 96abe5ebbc55\n\nSetting the object whose edit mode you want to enter via context overrides does not work.\n\nAlthough the active object is changed via the context override, the following line still switches into edit mode of the object selected in the UI:\n\n\n\n```\nbpy.ops.object.mode_set({\"active_object\": bpy.context.scene.objects[\"Cube\"]}, mode='EDIT')\n```\n\nI also tested:\n```\nbpy.ops.object.mode_set({\n\"active_object\": bpy.context.scene.objects[\"Cube\"]\n\"object\": bpy.context.scene.objects[\"Cube\"]\n\"selected_objects\": [bpy.context.scene.objects[\"Cube\"]]\n\"selected_editable_objects\": [bpy.context.scene.objects[\"Cube\"]]\n}, mode='EDIT')\n```\n\nAnd \n\n\n```\ncontext = bpy.context.copy()\ncontext[\"active_object\"] = bpy.context.scene.objects[\"Cube\"]\ncontext[\"object\"] = bpy.context.scene.objects[\"Cube\"]\ncontext[\"selected_objects\"] = [bpy.context.scene.objects[\"Cube\"]]\ncontext[\"selected_editable_objects\"] = [bpy.context.scene.objects[\"Cube\"]]\nbpy.ops.object.mode_set(context, mode='EDIT')\n```\n\nBoth do not work.\n\nThe only thing that works is:\n\n\n```\nbpy.ops.object.select_all(action='DESELECT')\nbpy.context.view_layer.objects.active = bpy.context.scene.objects[\"Cube\"]\nbpy.context.scene.objects[\"Cube\"].select_set(True)\nbpy.ops.object.mode_set(mode='EDIT')\n```\n\nBut it would be great to be able to do that simply via context overrides, as it also can be done for other operators.\n\n- Open Startup Scene\n- Duplicate Cube\n- Select Cube.001\n- Enter \"bpy.ops.object.mode_set({\"active_object\": bpy.context.scene.objects[\"Cube\"]}, mode='EDIT')\" in console\n- > The edit mode of Cube.001 is activated, however it should be the one of Cube", "Can't bind shortcut Alt+Numbers 0-9\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68\nKeyboard: UK ISO (tenlesskey) w/ UK Layout\n\nBroken: version: 2.93.4\nBroken: version: 3.0.0 Alpha\nWorked: None (tried 1.8, 2.28, 2.34, 2.58, 2.66, 2.79, 2.80, 2.82)\n\nUnable to use Alt modifier with Numbers 0-9\n\nTry to rebind something (e.g Hide Collections to Alt+Number key).\nThe binds will fail to execute.\n\n{[F10604609](210926_blender_10b48.png), size=full}\n\nBroken:\n• Alt+Numbers 0-9\n• Alt+Numpad Numbers 0-9\n• Using 'Left Alt' as a custom modifier key in the keymap plus Numbers 0-9\n\nWorks:\nAlt+F Keys 1-24 work (unfortunately Alt+F4 is hardcoded to exit blender.exe)\nAlt+Qwerty/Punctuation keys work.. just seems like its Alt+Numbers that fail\n\nThank you for your time and consideration :3" ]
[ "Modal keymap customization from an addon is not restored properly\nOperating system: Win10\nGraphics card: nVidia Quadro 600\n\nBroken: 2.80 (sub 41), branch: master, commit date: 2019-01-22 16:54, hash: 25889423d324\nWorked: unsure\n\nIt seems that if an addon makes a customization to a modal keymap, this customization only works until you restart blender. After restart, the keymap is not restored properly (left blank) and the only way to fix is to disable/re-enable the addon again.\n\n- Install and Enable the attached .py addon\n - It adds a modal keymap for circle select (makes it so that circle select is active only if you hold down the C key)\n- Save Preferences\n\n- Notice that things work correctly. Circle select is only active while holding down the C key\n\n- Restart blender\n- Notice the keymap no longer works. Check the keymap in user preferences and notice that the new entry is actually blanked out\n\n[__init__.py](__init__.py)" ]
Skin Modifier + Subsurfase Modifier Bug Operating system: Windows 7 Ultimate Graphics card: Nvidia GTX 1050 Ti Broken: 2.80 (sub 64), branch: blender2.7, commit date: 2019-05-14 00:25, hash: a5b5bd2c24e0, type: Release Skin Modifier does not do well with Subdivision modifier [2019-05-14 14-32-19.mp4](2019-05-14_14-32-19.mp4) [system-info.txt](system-info.txt) This is my first report, if it's wrong I apologize.
[ "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)", "Surface Deform Modifier invokes \"Invalid surface UVs\" error when applied to Hair\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: Intel(R) UHD Graphics 770 Intel 4.5.0 - Build 31.0.101.3959\n\nBroken: version: 3.5.1\n\nWhen adding Fur to the mesh in the example file, the Surface Deform modifier produces the error message \"Invalid surface UVs on x curves\". This also appears related the rippling visibility of the hair an animation (see also [#109285](109285#issuecomment-965921))\n\n\n1. Load the attached file and press play\n2. Note the \"Invalid surface UVs on x curves\" error in the Surface Deform modifier\n3. Stop the playback, and note that the figure in the error corresponds with the appearance of hairs on the surface\n4. Select the Body object and Add > Curve > Fur\n5. Observe the same error in the newly added Surface Deform modifier\n\n", "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", "Multiresolution Issues\nThis is a temporary parent task to gather long standing and highly problematic issues with the Multiresolution modifier.\nThis mostly concerns bugs, known issues and badly supported existing features and gives an overview of the most pressing issues.\nNew features are not part of this task and don't need to be discussed.\n\n# Goal\nThe intent behind the task is to incrementally fix long standing issues to fix the current experience of subdivision based sculpting.\n\n# List of Issues\n\n## Crashes\n\n- [ ] #99887 - Multires Unsubdivide freezes Blender with hidden geoemtry\n- [ ] #84551 - Multiresolution - Crash when Linear Subdivision level is above 1\n- [ ] #100985 - Crash on sculpt mask brush when Multiresolution modifier is copied from another object\n- [ ] #85065 - Sculpt Mode - Using Mask while Multiress active = Crash\n- [ ] #86114 - Multires Displacement Smear brush + Dyntopo Error\n\n## Long Standing Issues\n\n### Visibility\nOne of the most important badly supported features is face visibility. \n\n- [ ] #87821 - Sculpt mode: annotation and unhide conflicts with Multiresolution modifier\n- [ ] #92372 - Sculpt mode: hide masked do not work when modifier enabled, but hidden part works with modifier\n- [ ] #95419 - sculpt mode: invert visible hides all faces with Multires modifier\n\n### Propagation\nAlso a high prioprity. Spikes and artefacts of details is making switching levels a bad experience.\n\n- [ ] #76374 - Multires: Artefacts from lower subdiv level changes\n- [ ] #94769 - Multires spikes\n\n### Undo\nBroken sculpted levels and other undo issues are very severe, since they are easy to trigger and cannot be easily recovered from. This also makes switching levels worse.\n\n- [ ] #93511 - Unable to undo subdivision with Multiresolution modifier\n- [ ] #79487 - Multires Level switching undo bug\n- [ ] #76311 - Redo causes pointy mesh artifacts in Multires\n- [ ] #76313 - Redo in Multires doesn't bring back stroke made after a subdivide\n\n### Rebuilding Subdivs\nA vital feature that is not reliable and surprisingly destructive.\n\n- [ ] #99857 - Rebuilding subdivisions with multiresolution deletes vertex groups\n- [ ] #81645 - Rebuilding multires subdivisions sometimes puts some vertices at the origin\n- [ ] #85792 - unsubdivide of Multires bug\n- [ ] #95022 - Using \"Rebuild Subdivisions\" in Multires modifier on hires mesh returns an error: Not valid subdivisions found to rebuild lower levels\n\n### Face corner inaccuracies\nVisibility and masking can lead is having different results in multires.\n\n- [ ] #79319 - Transform Tools influence on Hidden Face Sets with Multires Modifier\n- [ ] #79317 - Hidden Face Set Boundaries unmasked after inverting the mask on Multires Modifier\n\n### Grids consistency\nSome common workflows operators lead to severe issues with the multires grids.\n\n- [ ] #76682 - Applying negative scale inverts multires displacement\n- [ ] #76735 - Sculpt: Artifact in Multires when mirror modifier is applied\n\n### Smooth Normals\nSmooth faces is overall a worse expereince and is often avoided as a result.\n\n- [ ] #80641 - Sharp normals along base mesh wires in multires sculpting with smooth shading\n\n### Performance\nSome performance issues were investigated but never fixed.\n\n- [ ] #79488 - Multires clay brushes performance issue\n\n### Other\nVarious issues, arranged by importance.\n\n- [ ] #63581 - Textures not displayed in sculpt mode due to missing UVs (PBVH rendering, Multires)\n- [ ] #94631 - Multires: Duplicating objects sets the viewport level to sculpt level\n- [ ] #107102 - No visible mesh on Viewport Screenshot in sculpt mode with Multires\n- [ ] #73355 - Multires: Missing updates are not communicated in the UI\n- [ ] #90089 - Multires the Apply Base add to Quick Favorites can't change mesh\n- [ ] #76769 - MultiRes cannot \"Apply Base\" when ShapeKey have been added\n- [ ] #81497 - Multires: Editing base mesh creates random results on higher subdiv levels\n- [ ] Reshape is unreliable (Needs report)\n\n## Unsupported\n\n- [ ] Geodesic & Diagonals Expand (Needs report)\n- [ ] Fairing operators (Needs report)\n- [ ] Mask Extract (Needs report)\n- [ ] #95665 - Grab Silhouette broken with Multires \n- [ ] #88999 - Sculpt mode: Pose brush with Face sets FK mode do not work with Multiresolution\n\n## UI\n\n- Graying out/disabling intentionally unsupported features (Like with Remesh)\n - Dyntopo\n - Trimming operators/tools\n - Mask Slice\n\n## Needs Investigation\n\n- [ ] #95557 - Multiresolution sculpting broken after change in base geometry\n\n", "Random crashes with NVidia + GPU Subdivision (sometimes when activating X-Ray or Wireframe overlay)\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\n| Graphics card: | Driver : | User:\n| --- | --- | ---\n| NVIDIA GeForce RTX 3090/PCIe/SSE2 | 4.5.0 NVIDIA 516.94 | @GabrielMoro\n| NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 | 4.5.0 NVIDIA 512.15 | @STYXtheMUTT\n| NVIDIA GeForce RTX 3070 Ti/PCIe/SSE2 | 4.5.0 NVIDIA 516.94 | @Jojolix\n|NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2|NVIDIA 516.59|@MassimilianoPuliero\n|NVIDIA GeForce RTX 3090|NVIDIA 516.94|@The5\n\nBroken: version: 3.2.2\n\nOn some seemingly random occasions, Blender crashes with the following stack:\n```lines=10\nStack trace:\nblender.exe :0x00007FF77C1458B0 BKE_subdiv_free\nblender.exe :0x00007FF77C147880 BKE_subsurf_modifier_subdiv_descriptor_ensure\nblender.exe :0x00007FF77BFFC3D0 <lambda_c000e58b9a8caf72c54e0e02a46effdb>::operator()\ntbb.dll :0x00007FFDBAF64FD0 tbb::interface7::internal::isolate_within_arena\nblender.exe :0x00007FF77BFFC6F0 BKE_mesh_wrapper_ensure_subdivision\nblender.exe :0x00007FF77CB38FA0 raycast_obj_fn\nblender.exe :0x00007FF77CB375E0 iter_snap_objects\nblender.exe :0x00007FF77CB3E530 transform_snap_context_project_view3d_mixed_impl\nblender.exe :0x00007FF77CB3F0E0 ED_transform_snap_object_project_view3d\nblender.exe :0x00007FF77CB5E7C0 applyFaceProject\nblender.exe :0x00007FF77CB5EE00 applySnappingIndividual\nblender.exe :0x00007FF77CB72F70 recalcData_objects\nblender.exe :0x00007FF77CB81010 applyTranslation\nblender.exe :0x00007FF77CB46BE0 transformApply\nblender.exe :0x00007FF77CB41920 transform_modal\nblender.exe :0x00007FF77C229D30 wm_macro_modal\nblender.exe :0x00007FF77C20F9E0 wm_handler_operator_call\nblender.exe :0x00007FF77C210BD0 wm_handlers_do_intern\nblender.exe :0x00007FF77C210000 wm_handlers_do\nblender.exe :0x00007FF77C216590 wm_event_do_handlers\nblender.exe :0x00007FF77C1FC380 WM_main\nblender.exe :0x00007FF77B2F12A0 main\nblender.exe :0x00007FF7814128B0 __scrt_common_main_seh\nKERNEL32.DLL :0x00007FFDC7B67020 BaseThreadInitThunk\nntdll.dll :0x00007FFDC85A2680 RtlUserThreadStart\n```\n```lines=10\nStack trace:\nblender.exe :0x00007FF7A50C5B10 BKE_subdiv_update_from_mesh\nblender.exe :0x00007FF7A50C7880 BKE_subsurf_modifier_subdiv_descriptor_ensure\nblender.exe :0x00007FF7A52A1110 draw_subdiv_create_requested_buffers\nblender.exe :0x00007FF7A52A2080 DRW_create_subdivision\nblender.exe :0x00007FF7A52D1870 DRW_mesh_batch_cache_create_requested\nblender.exe :0x00007FF7A52C6000 drw_batch_cache_generate_requested\nblender.exe :0x00007FF7A529F1A0 drw_engines_cache_populate\nblender.exe :0x00007FF7A529B8C0 DRW_draw_render_loop_ex\nblender.exe :0x00007FF7A529C9B0 DRW_draw_view\nblender.exe :0x00007FF7A5D3FA00 view3d_main_region_draw\nblender.exe :0x00007FF7A5551070 ED_region_do_draw\nblender.exe :0x00007FF7A51A3700 wm_draw_window_offscreen\nblender.exe :0x00007FF7A51A3560 wm_draw_window\nblender.exe :0x00007FF7A51A2FB0 wm_draw_update\nblender.exe :0x00007FF7A517C380 WM_main\nblender.exe :0x00007FF7A42712A0 main\nblender.exe :0x00007FF7AA3928B0 __scrt_common_main_seh\nKERNEL32.DLL :0x00007FFD1C4A54D0 BaseThreadInitThunk\nntdll.dll :0x00007FFD1D524830 RtlUserThreadStart\n```\n\nOccasions observed:\n- try to snap objects on faces (the object that shall be snapped to is usually a complex mesh with modifiers like subdivisions, mirror, solidify, bevel and booleans)\n- toggle the shading mode between shaded and wireframe or between X-Ray and Wireframe Overlay.\n[intro.crash.txt](intro.crash.txt)\n\n\n- open attached file\n- disable and enable X-Ray multiple times\nIt happens specially when working fast.\n\n[BLENDER_Youre_Alive_v67.blend](BLENDER_Youre_Alive_v67.blend)\n\n", "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", "Painting on pixel-textures do not allow to paint some faces\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: \n- 2.92.0\n- 2.91.0\n- 2.90.1\n\n\nI can paint one face but can`t do it with another, and third one transfer color to wrong place of texture.\n[2020-12-21_11-51-55.mp4](2020-12-21_11-51-55.mp4)\n\nHere the file\n[1pxTexturePaint.blend](1pxTexturePaint.blend)\n", "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.", "Selection problem on new 'add modifier' menu\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 850M/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 537.13\n\nBroken: version: 4.0.0 Alpha\n\nin new 'add modifier menu' which introduced in Blender 4.0 if you hover your mouse over a main menu items like 'edit' to open edit's submenu then move your mouse diagonally from top right to bottom left on main menu, other main menu items not highlighting or selecting.\nI attach a video take look at it, in this video I move my mouse from edit(while it's open) to physics , non of menus open, not even physics which I stop mouse there no matter how much time my mouse stay there it will not open.\nalso I moved my mouse from edit to generate and also menu did not open.\n\n", "Cycles subsurface handled differently in the diffuse passes\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.0.1\nWorked: version: 2.93.8\n\nWhen a material has subsurface, the diffuse passes now show a discrepancy in how they are handled compared to versions prior to 3.0.\nIn 2.93, the diffuse color pass for Cycles was similar to Eevee. Now the color pass is brightened even when the subsurface value is low (but nonzero).\n\n|Eevee|Cycles 2.93.8|Cycles 3.1.2|\n| -- | -- | -- |\n|![diffuse_color_eevee.png](diffuse_color_eevee.png)|![diffuse_color_cycles_2.93.png](https://archive.blender.org/developer/F12963470/diffuse_color_cycles_2.93.png)|![diffuse_color_cycles_3.1.png](diffuse_color_cycles_3.1.png)|\n\nTest file:\n[#96967.blend](T96967.blend)\nThis is a part of the [junk shop file from the blender cloud.](5dd6d7044441651fa3decb56)\nThe diffuse color pass is sent to the composite output.\nYou can compare rendering using Eevee and Cycles.\n\n\n", "Subdivision surface settings part of the Mesh\n**Description**\n\nWe want to make subdivision surfaces a property of the Mesh datablock. The modifier would remain, but would likely be used less.\n\nThere are a few reasons for this:\n* OpenSubdiv GPU acceleration in the viewport and adaptive subdivision in Cycles need the modifier to be last in the stack. The available settings, behavior and implementation would be more clear if this was controlled outside of the modifier stack.\n* When we add modifier nodes support, the concept of a last modifier in the stack becomes fuzzy. Being able to pass along a subdivision surface Mesh to another node without actually subdividing is important for performance and to leave subdivision to the renderer.\n* For best performance with GPU acceleration, we don't want Blender to also subdivide the mesh on the CPU at all. But operations like hair positioning, particle emission and snapping still need to take into account the subdivision surface. If the Mesh datablock contains all the subdivision surface information, these could potentially work on the limit surface without subdividing the mesh on the CPU.\n* Simpler smooth normals handling, see #68893 (Smooth shading usabilty).\n* File formats like USD have native subdivision surface primitives. By making it part of the mesh, we are more compatible with such file formats. \n\n\n**TODOs**\n\n- Modeling\n - [ ] conjugate the presence of a subdivision surface modifier with the mesh settings if it is the last in the stack\n - [ ] ensure creases survive the modifier stack (unless consumed by a subsurf modifier)\n - [x] (follow up to [D10145: Subdivision: add support for vertex creasing](D10145)) move edge crease to a custom data layer\n\n- Cycles/EEVEE\n - [x] detect subdivision using the mesh settings instead of the modifier\n\n- Normals (work on some aspects of #68893 (Smooth shading usabilty))\n - [ ] remove autosmooth and custom normals options if the mesh is a subdivision surface\n - [ ] always render with smooth normals (flat areas can also be defined trough creasing)\n\n- Alembic/USD\n - [ ] set mesh settings during imports\n - [ ] export as SubD Object when subdivision is used\n\n- Workflow\n - [ ] option to set the subdivision settings when creating a mesh, or add a sub-menu with meshes with subdivision enabled\n - [ ] shortcuts to subdivide (?)\n - [ ] script/addon to update old files to replace last subdivision modifier in the stack with mesh settings (doing this in version code might have undesirable side effects)\n\n- Other\n - [ ] Update test files", "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). ", "Support Automasking For Texture Paint\nFor #96225 we need to make the auto-masking options from sculpt mode available for texture painting.", "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", "Fluid/Smoke modifier has an \"Apply\" button, which is misleading/dangerous (only meaningful for mesh-baked liquid domains)\n(All systems)\n\n- 2.81a and earlier (pre-mantaflow)\n- and 2.82 Alpha (2020-01-05) 5c66739b782e (mantaflow)\n\n**Short description of the error**\nAll objects involved in a fluid (gas or liquid) simulation, including domains, effectors, etc, have a modifier in the modifier stack.\n\nHowever, in all cases except one, the \"Apply\" button in this modifier is (as far as I can tell) just a synonym for \"remove the modifier and the physics settings (destructively!)\". It only actually \"applies\" something when we're dealing with mesh-baked liquid domains.\n\nSuch \"Apply\" button may be misleading and dangerous if a user were to, for instance, try to \"freeze\" a frame of a smoke simulation, which will just result in them losing all cache." ]
[ "Skin modifier produces inverted normals on end-cap faces when vertically aligned edge is assigned root\nOperating system: Windows 10\nGraphics card: NVIDIA GTX 970\n\n2.79b release\n\n![image.png](image.png)\n\nSkin modifier produces inverted normals on end-cap faces for a special case circumstance.\n\nThe special case:\n\n - Skin modifier applied to edge E0, with vertices V0 = (X0, Y0, Z0) and V1 = (X1, Y1, Z1)\n - Edge vertices are aligned along the Z axis X0 = X1, Y0 = Y1, Z0 > Z1\n # Skin modifier root is marked on Z0\n\nBecause the Skin modifier root location is used by the Create Armature operation to locate the bone Head transform, assigning the Skin modifier root to Z1 is not helpful. Although the faces will not invert in this case.\n\nExample:\n\n[SkinnedAvatar_bug.blend](SkinnedAvatar_bug.blend)\n\n\n" ]
Not existing File View 's Favorites can't be selected and so removed Operating system: Win10 Broken: 2.83 Favorite, close program, delete the folder, open .
[ "GPencil: W shortcut in Draw mode not working and displays error\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65\n\nBroken: version: 3.4.1\n\nThe W shortcut used to display the Context menu, the same summoned with RMB, but it's not working & displaying this error message:\n```\nTool 'builtin.select_box' not found for space 'VIEW_3D'\n```\nOpen a new 2D Animation file and press W.\n\n", "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", "Installation fails when desktop permission to write is denied\nOperating system: Windows 10\nGraphics card: N/A\n\nBroken: 3.6 lts\nWorked: Unknown\n\n**Short Description**\n\nBlender setup error : An error occurred while attempting to create the directory DESKTOP_PATH\nOptions are Retry or Cancel.\nSelecting cancel give a confirmation prompt and then rolls back the installation.\n\n- - -\nI do not want every program I install to create icons on my desktop so have remove permissions to prevent this which is why this error occurs. Even so setup should not fail simply because a desktop Icon can not be created.\n\n", "Changing Resolution Preset doesn't allow to Undo\nBroken: 3.6.0\n\nChanging Resolution Preset and then trying to undo doesn't work, like if the action is not registered.\n![Screenshot from 2023-07-19 22-31-16.png](attachment)\n\n- Open Blender\n- Click on the Format panel on the right icon to change preset\n- Select a preset\n- Undo\n\n", "Custom Properties Improved UI\nCurrent UI:\n\n![Capture--2020-02-14 13_41_03.png](Capture--2020-02-14_13_41_03.png)\n\n- [ ] Allow reordering of custom properties in ways that make the most sense to an artist\n- [ ] Allow editing from the sidebar\n- [ ] Decrease the space between properties\n- [ ] Using an 'X' icon to delete\n- [ ] User and edit icon instead of \"Edit\"\n- [ ] Better location of icons\n- [ ] Group properties by the selected object/bone (see image)\n- [ ] Add a drop-down to select the data type\n- [ ] Allow the use of checkboxes to represent booleans\n\n![multiple properties multiple bones.jpg](multiple_properties_multiple_bones.jpg)", "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", "\"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", "Its possible to create Built-in attributes with wrong metadata\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\nSee attached stack trace file.\n\n```\nCode marked as unreachable has been executed. Please report this as a bug.\nError found at C:\\Users\\blender\\git\\blender-vdev\\blender.git\\source\\blender\\blenkernel\\intern\\attribute.cc:486 in BKE_id_attribute_remove.\nSaved session recovery to \"C:\\Users\\rfnei\\AppData\\Local\\Temp\\quit.blend\"\n```\n\n1. Create any attribute on mesh.\n2. Rename it to `material_index`.\n3. In debug: try to delite this.\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", "Radius in place of Size at Empty viewport menu\nI{[F6596506](RIGHT.JPG)}\n\n![WRONG.JPG](WRONG.JPG) am new to blender and not know where to post this but plz check it.It seem wrong to me\nthanks", "Currently open file is always the last in the file browser when appending\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 522.25\n\nBroken: version: 3.3.1\n\n\nThe currently open file is always the last in the file browser when appending. For instance, the v5 file in the following example is the one currently open and is always the last one regardless of the sorting option. \n\n[2022-11-11 11-38-35.mp4](2022-11-11_11-38-35.mp4)\n\n", "Some meshes causing crash on file opening since Blender 3.4\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.30\n\nBroken: version: 3.4.0\nWorked: 3.3.2\n\nOpening some files in Blender 3.4 was causing a crash. The source was narrowed down to a mesh that might be corrupt in some way, and upon entering Edit Mode crashes 3.3 too, however 3.2 did not crash on opening the file, thus at least allowing to delete such meshes.\n\n[Amphitheater-cedar3.blend](Amphitheater-cedar3.blend)\nOpen the file -> Crash", "IDProps mismatch (pyRNA-defined vs. custom props) can confuse liboverride system in Collection property case\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 398.36\n\nBroken: version: 2.93.5\n\nOverride libraries linking seem to have an issue when linking collection property registered by an addon or a script.\nIf I add items to a collection property of an object in the source file, and then link the object using override libraries in a new file. I can't delete this item in the collection property, that's ok. **The problem is when I go back to the source file and clear the collection property,** so it doesn't have items anymore, then going back again to the linked file,**the object still has this property item,** even if it was deleted in the source file, and it still can't be removed.\n\nThe rar file includes a source file, a file with the linked collection, and a test addon which just register a property, you can also just run the script from the source file, but better to test with the addon.\n- Install the addon or run the script in order to register a collection property called test_proprety on the box object.\n- Open the file override_properties_to_link.blend\n- Select cube and Write in the console C.object.test_property.items() or just press the arrow up in the console\n- There should be one item assigned - bpy.data.objects['Cube'].test_property[0])\n- Try to clear using C.object.test_property.clear() and then check the items again. The item is still there for me and can't be removed, also when using remove(0).\n- Go to the source file and check for the items again using C.object.test_property.items(). It should be empty.\n\nHow to repeat the error?\n- In the source file add items to the object property using C.object.test_property.add()\n- Start a new clean file, link the collection from the source file.\n- Make the cube object a library override.\n- The object should have the item in the C.object.test_property from the source file. Save the file.\n- Go back to the source file and clear the items using C.object.test_property.clear() and save the source again.\n- Open the saved file with the linked source. Run C.object.test_property.items() in the console, and it will still have the item that was cleared from the source.\n\n\n\n[Override_property_Bug.rar](Override_property_Bug.rar)", "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", "Correct link is shown as invalid\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.5.1\n\nIn the composer, after some actions, the link is displayed as incorrect, although there is no reason for this.\n\n**Exact steps for others to reproduce the error** \n\n0. Factory settings file (optional).\n1. Switch render engine to Cycles.\n2. Enable any `Scene > ViewLayer > Passes`. For example, this would be `... > Data > UV`.\n3. Enable the compositing nodes and connect the new socket to the \"Composite\" node.\n4. Switch render engine to Eevee.\n5. Make a Render.\n6. Switch render engine to Cycles.\n\n![2023-06-07_23.44.54.gif](attachment)\n\n" ]
[ "Bookmarks in file manager doesn't allow to delete a folder removed from the system\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.47\n\nBroken: version: 2.93.0\n\nThere's no way how to delete a folder in bookmarks that has been deleted from the system, it just shows the item as gray disabled, but I can't remove it from the list.\n\nYou have to delete, rename or move a folder that you have in your bookmark\n\nIf you delete, move or rename a folder that you already have added in your blender filemanager bookmarks, when you open blender and go to the filemanager, it shows you the entry in gray and it cannot be deleted.\n\nIn the image: I created a folder, I added it to the blender file manager bookmarks and then I removed the folder from the file system. So is how it shows the deleted folder:\n![image.png](image.png)\n", "unable to select/remove favourites and recent items from the file explorer if the name has been changed in windows.\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.77\n\nBroken: version: 2.91.0 Alpha\n\nunable to select/remove favourites and recent items from the file explorer if the name has been changed in windows.\n\n\n![image.png](image.png)\n\n", "File Browser: Can't Select/Delete Favorites Bookmark When File Path Is Missing\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 960/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.30\n\nBroken: version: 2.82 (sub 1)\nWorked: (optional)\n\nCan't select/delete an existing Favorites Bookmark in the Blender File Browser if the path no longer exists on your OS. You have to recreate the path to enable select/delete again.\n\n1. Create a Favorites Bookmark in the Blender File Browser that links to a folder on your OS.\n2. Close the Blender File Browser.\n3. Delete the folder in your OS the Bookmark links to.\n4. Open the Blender File Browser.\n5. The Bookmark is now gray and can't be selected/deleted. (Hovering over the link does show the original path.)\nTo reverse this:\n1. Close the Blender File Browser.\n2. Recreate the original path in your OS the bookmark originally linked to (see 5 above).\n3. Open the Blender File Browser.\n4. The Bookmark can now be selected/deleted.\n\nNOTE: A limited workaround was added some years ago (the 'Cleanup' option that will remove all invalid entries)", "Can't delete favorites if missing folder\nOperating system: Linux-3.10.0-1160.6.1.el7.x86_64-x86_64-with-centos-7.9.2009-Core 64 Bits\nGraphics card: Mesa DRI Intel(R) HD Graphics (Coffeelake 3x8 GT2) Intel Open Source Technology Center 4.5 (Core Profile) Mesa 18.3.4\n\nBroken: version: 2.91.0\n\nThe favorites feature letting able in the open file box to bookmark some location is very usefull but there is annoying point. When the folder corresponding is missing (moved or deleted) you can't select it to remove the corresponding bookmark ! You have to recreate it in order to be able to remove it ! Annoying !\n\nto reproduce the case, create a /directory/subdirectory/sub_sub_directory/ (whatever the path depth)\nIn Blender, bookmark in your favorite the ub_sub_directory, check it open it directly\nRemove the directory/subdirectory/sub_sub_directory/\nTry to remove the corresponding bookmark on the open file dialog but you can't select it as it doesn't exist\nYou have to recreate the path to be able to select then remove the bookmark\n\n(or let me know the solution because I am a newbie on Blender...)", "File Manager not responding\nOperating system:\nGraphics card: NVIDIA MX150\n\nBroken: Blender 2.91.2\nWorked: Unknown\n\nI have a file that was bookmarked to my Blender File manager, recently I just got that file deleted, but when I open the file manager in blender the file is still bookmarked, and I can't click on the \"deleted\" file.\n\nOpen Blender --> Ctrl O --> Bookmark", "Not able to remove non-existent directories in File Browser\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: 3.3.1\n\n**Description of error**\n1. Create a new directory, for example \"C:\\New Folder\"\n2. Open the File Browser, for example via the *Saves As* command\n3. Find the newly created directory and add this as a shortcut to the bookmarks\n4. Delete the newly created directory\n5. Try to delete the new bookmark\n[removingDirectories.mp4](removingDirectories.mp4)" ]
Wireframe & Solid viewport renders are color managed incorrectly Operating system: Linux-6.4.0-gentoo-x86_64-AMD_Ryzen_Threadripper_1950X_16-Core_Processor-with-glibc2.36 64 Bits, WAYLAND UI Graphics card: AMD Radeon RX 7900 XT (gfx1100, LLVM 15.0.7, DRM 3.52, 6.4.0-gentoo) AMD 4.6 (Core Profile) Mesa 23.1.3 Broken: version: 3.6.0 Worked: -- This has been a long standing issue. When making a viewport playblast in solid or wireframe mode, the current color management settings are applied on the render. This is undesirable since it creates a disconnect between the visible result in the 3D Viewport and the render output. ![image](attachment) Especially since Filmic is being used by default, this is a common issue users run into. @fclem suggested that the easiest solution would be a flag that makes sure that viewport render results from the solid and wireframe modes are not using the color managment settings and always fall back on their own viewport color management. - Open the default startup file - Change the viewport shading to 'solid' and 'Matcap' - In Header -> View, use Viewport Render Image - Compare the results. The render result has filmic applied which drastically affects the contrast.
[ "Subdivided surface preserves mesh UVs and vertex colors when not needed\nThis code causes UVs and vertex colors to always be preserved through the modifier stack.\n\n```\n /* this wasn't in 2.63 and is disabled for 2.64 because it gives problems with\n * weight paint mode when there are modifiers applied, needs further investigation,\n * see replies to r50969, Campbell */\n#if 0\n CustomData_set_only_copy(&dm->loopData, mask->lmask);\n CustomData_set_only_copy(&dm->polyData, mask->pmask);\n#endif\n```\n\nFor simple solid shading these are not needed, and `ED_view3d_datamask` should take care of requesting them when needed, taking up memory and CPU time.\n\nHowever, there is currently an issue where switching shading modes does not reevaluate the dependency graph to add these data layers, so just re-enabling this code is not enough to fix this. See also #63595 (Generated texture coordinates missing when switching from solid to rendered mode).", "Improve Palette management in Paint Modes (Meshes and Grease Pencil)\nThis is not a task only related to Grease Pencil, but also to any Paint mode.\n\nAs part of the Vertex Paint development in Grease Pencil, we have detected some missing features in Palettes and we have decided to fix it, because Palettes look a little outdate and without improvements for several versions.\n\nMissing features/ WishList:\n\n* There is no default palette.\n* Swatches cannot be re-arranged\n* Colors cannot be sorted\n* Colors can't be named\n* Palettes cannot be merged\n* templatePalette control UI is outdated\n* No ability to import palettes from other software\n* No ability to export palettes to other software\n* Missing easy way to create palettes from images\n\nAbout default palette, in grease pencil we have implemented a default palette similar to Krita/GImp palette. This palette is required by GPencil, but it would be good idea to set this default palette in Texture Paint and Vertex Paint for meshes too.\n\n\nCurrently, I have solved the Sorting, Moving, Join and some Import modules in Grease Pencil branch, but the list above is the initial ideas.", "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", "Theme: Inconsistent solid color for the background in the 3D viewport\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.75\n\nBroken: version: 2.90 (sub 0)\nWorked: 2.79b\n\nThe color of the 3D viewport background set to theme seems to not match with the color set in the theme setting.\n\nCheck the examples below with the color #36393F\n\n2.79b: color is exactly like in the theme setting.\n![2.79.png](2.79.png)\n\n2.80 to 2.82: color looks good but seems grainy.\n![2.82.png](2.82.png)\n\n2.83 to 2.90: color is slightly changed, when sampled not the expected theme color.\n![2.90.png](2.90.png)\n\n- Open blender\n- In the initial layout change the Outliner editor to Preferences\n- Go to background color option\n- Use the colorpicker to get a sample of the background color\nThe color shouldn't change, but it does", "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)", "Material Preview (and final render in EEVEE) purple\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 630 Intel 4.5.0 - Build 26.20.100.7263\n\nBroken: version: 2.83.0\nWorked: I don't remember this bug occuring in previous versions.\n\nI know, that materials should become purple when the texture is missing.\nBut the problem is that they not behave as they should even without applying textures and also with the default material.\nThis bug occurs in EEVEE:\n1) In material preview in properties\n2) In render\n3) Sometimes - in viewport\n\nIn a render, it is also a problem with the scene surface material.\nI attach some screenshots from material preview: they are all the same default material.\n\n\n1) Open Blender\n2) Press F12 or go to material preview in object settings.\n3) ... see the bug\n\n\n![4.png](4.png)\n\n![3.png](3.png)\n\n![2.png](2.png)\n\n![1.png](1.png)", "Keyed Particles don't render as expected\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: Intel(R) HD Graphics 4000 Intel 4.0.0 - Build 10.18.10.5069\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\n[KeyedParticlesJL.blend](KeyedParticlesJL.blend)\n\n- Open file\n- Go to frame 105\n- Render\n- Compare render to viewport\n\nRender is different to viewport\n\nThat's what I expected:\n[ViewportRender.mp4](ViewportRender.mp4)\n\nThat's what I get when rendering with Eevee:\n[EeveeRender.mp4](EeveeRender.mp4)\n\nThat's what I get when renderng with Cycles:\n[CyclesRender.mp4](CyclesRender.mp4)\n", "Collection instance set to Display As Wire doesn't show in Solid mode when not selected\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.3.1\n\nCollection instanced to scene display options are probably wrongly addressed in code. I'm attaching screenshots with descriptions (JPEGs).\n\n![01_instanceasbounds.jpg](01_instanceasbounds.jpg)\n\n![02_instanceaswire.jpg](02_instanceaswire.jpg)\n\nCreate an object inside a *Collection*. Instance *Collection*to scene and change its *display as* options to *Wire* and/or *Bounds*. You'll see that *display as bounds* shows wireframe while *display as wire* doesn't show anything. I'm attaching my file to help you investigate.\n\n[displayAsBug.blend](displayAsBug.blend)\n\n(Why hunting bugs feels so good?! Glad I can help with developing Blender 💘)\n\n", " Render Face Sets and Mask as contour lines\nFace Sets were added to control the visibility of all paint modes and currently, they are rendered as colors (which is the easiest way to debug them and work with them from sculpt mode). This won't work for vertex paint and texture paint (and any other mode that works with color), so a different rendering needs to be implemented that does not affect the color of the surface as an option these painting modes. \n\nIf possible, this should be implemented for the current sculpt mask (add an option to render it as a contour line, similar to the lasso selection) as the same mask implementation and rendering will also be used for vertex paint.", "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", "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)", "object display as wire , invisible when overlay is turned off \nwin 10\nintel i5\namd radeon \n\nblender 2.8 \n6b39dc7672eb\n\n\nNot sure if it's abug or intended behaviour \n\nWhen an object is set to wireframe ( object properties , viewport display ) , when overlays is turned off , the object is not shown ", "2.83 3D viewport performance\nOperating system: Ubuntu 20.04 LTS\nGraphics card: Mesa DRI Intel(R) HD Graphics 4600 (HSW GT2), version: 4.5 (Core Profile) Mesa 20.0.4\n[system-info.txt](system-info.txt)\n\nBroken: 2.83\nWorking: 2.82\n\nProblem seen in Workbench, Wireframe and Eevee.\nViewport performance it's really bad, I'm moving around just the initial cube scene at 15-20 Fps, older Blender versions movement is perfectly smooth.\nNo matter the scene/blend file, 2.83 offers worse viewport movement performance compared to older versions,\nIt's important to mention that only the viewport movement is being affected by this performance drop, everything else including rendering works smooth as butter just like older versions or even better. Splitting up the scene in windows kinda fixes this problem.", "No color drag'n'drop in Viewport Shading popover\nOperating system: Linux Mint\nGraphics card:\n\nBroken:2.81-a856c5eccffb-linux-glibc217-x86_64\n\n\nNo color drag'n'drop in 3d view solid (and wireframe) shader options dropdown.\n\nOpen default scene,\nclick on solid shading,\nopen the shader options dropdown,\nunder \"Color\" choose [Single],\nunder \"Background\" choose [Viewport],\ntry to drag the color of one to the other.\n\nAlso not works in wireframe shading dropdown.\n\n![Bildschirmfoto zu 2019-10-08 21-58-07.png](Bildschirmfoto_zu_2019-10-08_21-58-07.png)", "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" ]
[ "Color managment applyed twice when render from viewport\nOperating system: Linux-5.19.0-32-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce RTX 4080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 525.78.01\n\nBroken: version: 3.4.1\n\nThen rendering from viewport, color management is applied twice.\n\nThis is undesirable since it creates a disconnect between the visible result in the 3D Viewport and the render output.\n\n![image](attachment)\n\n![image](attachment)\n\n- Open blend file\n- Click View -> Viewport render image.\n\n" ]
USD Material Preview Shading is showing "fragmented" albedo Operating system: Windows 11 (Build: 22000.593) Graphics card: Nvidia RTX 3090, Nvidia RTX 3080 Broken: 3.2, 81ec3dce6542, master, 2022-04-06 Worked: NA USD Material assignment is correct but the material preview viewport shading is showing "fragmented" textures. ![Screenshot 2022-04-07 111616.png](Screenshot_2022-04-07_111616.png) 1) File, Import, usdc 2) Check Import USD Preview 3) Change Viewport to Material Preview Mode [test.blend](test.blend) [test.zip](test.zip)
[ "Support for USD PointInstancer\nOperating system: Win10\nGraphics card: GTX 1660 Ti\n\nBroken: 3.1\n\nAfter loading a USD file with type particleInstancer attached with spheres as child, Blender failed to draw the points as spheres. Instead, the displayed object in the layout window is just a singular point at the origin. Example file attached.[example_sim_granular.zip](example_sim_granular.zip)\n\n\nBased on the default startup or an attached .blend file (as simple as possible).", "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)", "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", "4.0A producing specular reflections of area lights on diffuse surfaces, 3.6.1 doesn't behave this way.\nOperating system: macOS-13.4.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Pro 1.2\n\nBroken: version: 3.6.1 & 4.0 Alpha\n\nArea lights in 4.0 Alpha producing specular reflections on diffuse only (specular = 0) surfaces in 4.0.\n\nI tried to report this discrepancy to the developer forum but can't seem to post it there, so I figured maybe whoever monitors this could help. \n\nIn 3.6.1, if a material has no specular component, area lights only produce diffuse illumination. But in the 4.0 alpha (build downloaded 8/14), the area light produces a specular reflection. I don't know if this is a new intentional development thing, or if it's somehow related to the light linking feature.\n\n", "Mac (Intel) + Eeeve/Metal : Possible \"ignoring\" of the 2nd UVmap on faces\nOperating system: Macbook Pro Intel (the latest before M1)\nGraphics card: Intel Iris Plus Graphics 1536 Mo\n\nBroken: 3.6.0 (latest)\nWorked: n/a\n\n**Short Description**\nOn a Mac Intel, when using Eevee + Metal backend ; (does *NOT* happened with OpenGL backend) ;\nOn a mesh plane (mostly rectangular, representing a terrain evolution, 174 k vertices, 348 k triangles).\n\nI have 2 textures, with each its own UVmap ;\nI checked the content of the UVmap, they are correct, and I was careful to assign the correct UVmap to the correct texture.\n\nThe 2nd UVmap :\n- Eevee + Metal : seems to be \"ignored\" (and the 1st UVmap is used instead)\n- Eevee + OpenGL : works okay\n- Cycles : works okay (Cycles is not configured to use \"Metal\" since it's not a M1/M2)\n\nI think that for UVmaps, \"second\" means nothing, since there should be no particular order and/or the \"order\" is hidden from the user when using only shading \"nodes\" (except in the case of a bug being triggered...)\nEspecially since I explicitly specify the \"UVmap node\" for each \"image texture\" node.\n\nYet, the order in which I created/imported them seems to have an impact here.\n\nBy \"second\" UVmap, I mean the second material and/or second UVmap in the list of Object Data's properties UV maps.\n(Selecting another UV map in the Object Data's properties has no effect, since I explicitly specify the UV map to use in the \"nodes\").\n\n\n**Steps to Reproduce**\n- Open attached file\n- Switch to EEVEE render in viewport\n\n[bug.blend](https://projects.blender.orgattachment)\n\n| bug | no bug |\n| -- | -- |\n| ![image](https://projects.blender.orgattachment) | ![image](https://projects.blender.orgattachment) |\n\n<details>\n<summary> Original Report </summary>\n\nThe scene is the most simple : a mesh, and 2 materials + 2 UV maps.\nI then created an empty 3rd material, being careful to apply all faces to this 3rd material.\n\nThe shading \"nodes\" of this material is the most simple, in reverse order :\n- default \"material output\" node\n- default \"Principled BSDF\" node\n- a single \"Image Texture\" node\n- a single \"UV map\" node (of course linked UV<->Vector, and \"from Instancer\" disabled)\n\nThe 2 terrain textures which I have do not cover the same mesh area (partial overlap) :\n- One of the textures cover the whole mesh (no more, no less) : a satellite picture (an orthophoto)\n- One of the textures cover a small part of the mesh : an architect plan\nThe UV maps correctly reflects that ;\n\nWhatever Texture/UVmap I import first and then second, the second one seems to always be drawn with the UV map of the first, despite the fact that I explicitly select the second UV map.\n\nHint : If I link the UVmap \"UV\" output directly to the \"material output\" node, it seems to correctly draws the 2nd UV map colors (some square-y green + yellow + red texture, optionally some black if the texture does not cover the whole mesh).\n\nThe catch is that the problem only occurs with Eevee + Metal. It does not happened with Eevee + OpenGL nor Cycles.\n\nI would guess maybe some bug in the Metal implementation and/or Metal shaders?\n\n\nWell, I used blenderGIS to import a DEM (digital elevation map : a point cloud) + some trinagulation which yield a mesh.\nThen I used blenderGIS to import 2 terrain textures (one covering 1:1 the mesh, one way smaller).\n\nWhichever of the 2 textures I import 1st, it will always be the 2nd that has its UVmap seemingly ignored.\nNote : I checked the UV map content in the UVmap editor.\nNote 2 : I use QGIS since 2019, I made sure that the CRS (projection) are the same for all 3 datas (DEM + geotiff textures).\n\n***Based on the default startup or an attached .blend file (as simple as possible).***\n\n***My best guess***\n\nA bug in the Blender's Mac implementation of Eeveee Metal (and or /shaders) ?\n\nPlease note that my 2 textures have different coverage of the mesh, and so the UV map reflects that. Possibly the bug only occurs when it's the case.\n\n</details>", "Generic Input in a Group Node displays as Grayscale, when it is in fact neutral.\nSolution: \n\n![Capture.PNG](Capture.PNG)\n\nIn the example above, the only change would be that the socket next to the Input would be empty instead of gray. This would fix the wrong impression that it's a Grayscale input - it's not, it's neutral as Sergey stated.", "Cycles: Baking to an externally loaded image fails to update the image buffer results in Cycle's Rendered Viewport Shading\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.59\n\nBroken: version: 3.3.0, 2.93\nWorked: probably never\n\nBaking to an externally loaded image will not changed the baked image as displayed in the Viewport Shading's Rendered Mode.\nThe newly baked image buffer is shown correctly in the image editor and (EEVEE's) Material Preview, but wrong in Cycles's render view.\n\n- Open the attached .blend file.\n- Open the attached baked image in the image texture node.\n- Use it to bake any type of pass to the loaded image.\n- Observe that the image looks unchanged in the Rendered View by connecting the image texture node to the material output.\n[#98063.blend](T98063.blend)\n![suzzane-bake.png](suzzane-bake.png)\n[2022-05-12 09-12-20.mp4](2022-05-12_09-12-20.mp4)", "Cycles shadow catcher improvements\n- [x] Indirect light support\n- [x] Option to include/exclude lights\n- [x] Dedicated shadow catcher pass\n- [ ] Dedicated compositor node for easier setup\n- [ ] Separate shadow and reflection passes\n- [ ] Shadow catcher behind sharp reflection and refraction?\n- [ ] Optimization to share more shader evaluation and sampling until path diverges?\n\n[devtalk thread ](691) with user feedback\n", "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", "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", "Blender crashes on startup if a large USD file is attached to the scene\nOperating system: Windows 10, Windows 11\nGraphics card: GeForce RTX 1660 (Win 10), GeForce RTX 3060 (Win 11)\n\nBroken: 3.3.1; 3.3.4; 3.4.1; 3.5 beta\nWorked: not found\n\nThere are several Blender files created at different times. The files are scenes into which a file of the usd format is connected through the \"MeshSequenceCache\" modifier. If the usd file size exceeds a certain size, then with a high degree of probability, almost always, Blender will crash on startup.\nAt the moment, this situation occurs in the scene, to which the usd file is connected, about 1 GB in size.\nThe following method is used as a temporary solution. First, a file is launched that is either smaller or does not have a usd file attached. Then from the running program through the file-open the desired file is launched\n\nAttach a ~1 GB USB file to the scene using a modifier \"MeshSequenceCache\"\n\n", "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)", "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)", "Incorrect shading on Intel HD 6000\nOperating system: Mac OS Catalina 10.15.3 (latest as of 13/02/2020), Windows 10 1909 (Bootcamp)\nGraphics card: Intel HD 6000\nCPU: Intel Core i5-5350U\nHardware: MacBook Air 2017\n\nBroken: 2.81a, 2.82\n\nProblems with shader of Auto-Eye add-on on Intel HD 6000, although on creator's machine works fine (I emailed him and he suggested it's a blender bug).\nBUT it's not only Mac OS problem! Also tested on Windows (via bootcamp) -- it crashed (on Mac OS it continue working at least).\n\nCreator's machine specs (where it works fine):\nIntel Core i7-4790 CPU @ 3.60GHz × 4\nGeForce GTX 1060 6GB\n\nJust open .blend file, make sure it's EEVEE render/look dev mode, test it with Mac OS or Windows and Intel HD card.\n\nAttaching file for testing and screenshots -- first two is how shaders looks broken, and third how it should approximately look, but with shader (right now it's only color output or flat texture output)\nBroken 1\n![broken.png](broken.png)\nBroken 2\n![broken2.png](broken2.png)\nHow it should like like(with shader enabled (BUT right now it's only color/flat texture output)\n![how it should look like (but with shader).png](how_it_should_look_like__but_with_shader_.png)\n\n[iris_only.blend](iris_only.blend)", "Missing overlays in the viewport when viewing through transparent shader\nOperating system: Ubuntu 20.04\nGraphics card: Geforce MX230\n\nBroken: 3.6.1\n\nwhen viewing an LGT-shadow_caster.004 object, all overlays disappear from a certain side of it\n![Screenshot_20230731_024703.png](attachment)\n\nSee LGT-shadow_caster.004 in blender 3.6 splash screen\n\n" ]
[ "USD import: investigate texture color space conversion issue\n\n@brurpo Reported the following issue:\n\n> When exporting USD from maya to blender none of the textures comes with the correct color space, they are all srgb.\n> Importing on maya again, on a clean scene, does not have this issue, all textures are loaded with the correct color space.\n> Is there a workaround for this, or is this planned?\n\n\nI'll be looking into this.\n\n\n" ]
geometry nodes input channel naming inconsistency in editors Operating system: Windows-10-10.0.19043-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.39 Broken: version: 3.1.0 Alpha geometry nodes input channel naming inconsistency names don't match in the editors. ![gn.jpg](gn.jpg)
[ "Node Socket Name Change results in Cycles Material Rendering Black (name is also identifier, should be read-only?)\nWindows 10\nIntel Core i7-5820k 4.1GHz\n2x Nvidia GTX 970\n\nBroken: 2.79 5bd8ac9\n\nIf you change the name of a Node Socket (not the socket's identifier) of a Cycles Shader Node during execution of a python script, Cycles will render the Material black. \n\nDownload the blend file below:\n[socket_naming_bug.blend](socket_naming_bug.blend)\n\nRun the code in the text editor. \nSwitch to viewport preview.\n\nTo fix the problem, simply reset the two nodes, or add a new Material Output Node and a new Principled Node to the Node Tree. Connect the new nodes together and delete the old ones. \n", "GLSL: Cleanup Clip Space vs. NDC Space naming\nThroughout the GLSL codebase Clip Space and NDC Space are both refereed using the same prefix `ndc_`.\n\nBut they aren't the same thing:\n- Clip space is what comes out of the projection matrix multiplication (i.e:`vec4 clip_point = winmat * vec4(vs_point, 1.0)` or more commonly `vec4 clip_point = point_world_to_ndc(vs_point)`)\n- NDC (Normalized Device Coordinate) is the result of the perspective division (i.e: `vec3 ndc_point = clip_point.xyz / clip_point.w` or more commonly `vec3 ndc_point = project_point(winmat, vs_point)`)\n\nAll occurence of `ndc` should be checked and renamed appropriately as well as the functions like `point_world_to_ndc` which does output clip space points.\n\nReferences:\nClip_coordinates\nhomogeneous-coordinates-clip-space-ndc/\n\n", "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", "Node editor: Allow editing geometry node tree without context\nLike the \"Material/World\" toggle in the shader editor, add an option to allow choosing any node group regardless of the context.\n\n", "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", "Geometry Nodes: Mesh Boolean-Union node anamoly when boolean does not alter input mesh\nBroken: Current main.\nWorked: Never.\n\nI was trying to see if the simulation node group would get rid of internal geometry by incrementally using the **Mesh Boolean-Union** node in the **Simulation node group** but it **seems to delete some outer geometry instead.** \n\n## Without Simulation Nodes:\n| Operating as expected without Mesh Boolean Union node enabled (**creates internal geometry see red arrow**) | Operating as expected with Mesh Boolean Union node enabled (**no internal geometry**) |\n| -- | -- |\n| ![screenshot-May-16-2023-06-57-33.png](attachment) | ![screenshot-May-16-2023-06-58-51.png](attachment) |\n\n## With Simulation Nodes:\n\n| Description | Show |\n| -- | -- |\n| Operating as expected without Mesh Boolean Union node enabled (creates internal geometry see red arrow) | ![screenshot-May-16-2023-07-03-08.png](attachment) |\n| Not Operating as expected with Mesh Boolean Union node enabled (no internal geometry but missing outer geometry) | ![screenshot-May-16-2023-07-06-20.png](attachment) |\n| It should look something like this (no internal geometry but it should have \"external\" geometry also see red arrow | ![screenshot-May-16-2023-07-08-35.png](attachment) |\n\nThe reason I'm trying to use the boolean mesh-union node within the simulation node group is because on some large meshes the boolean mesh-union node will fail or crash blender. \n105652#issuecomment-931240\n\nMy logic is if you have to finish an entire pie in one sitting (think of a pie eating contest) it's easier to cut them up into little pieces and eat them one at a time. **So I'm incrementally running the boolean mesh-union node on smaller pieces in the simulation node group to get rid of internal geometry therefore it's less likely to crash / fail like it does trying to do this all at once on larger meshes.**\n\nSee attached blend file: [cube repeat.blend](https://projects.blender.orgattachment)", "Unexpected behavior when applying Geometry Nodes modifier on top of the Multires.\nThis is a more comprehensive report on a bug that was recently posted and closed [HERE ](T97603)\n\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.84\n\nBroken: version: 3.0.1+\n\nApplying Geometry Nodes on top of the Multires modifier does not give expected results. Multires is an exception from the \"Applying a modifier will apply it as if it was first in the stack\" rule, when a modifier is applied on top of the Multires, the mesh changes will be applied to the currently visible subdivision level. Quick video below.\n[Multires GNodes Bug.mp4](Multires_GNodes_Bug.mp4)\nAnd the Example .blend file > [Multires GN Bug.blend](Multires_GN_Bug.blend)\n\nHow should applying the Geometry Nodes behave ? When the Geometry Nodes modifier doesn't change the vertex count and simply deforms the mesh, it should behave just like any other modifier, see example video with the Shrinkwrap modifier. \nSo what when Geometry Nodes does change the vertex count ? I say we keep the same behavior that solidify modifier has, it skips Multires and applies it as it would be first in the stack. While of course this will bring broken results, this is a already an existing behavior so i think it would be completely fine.\n\nSeries of images presenting how applying a Solidify modifier on top of Multires behaves. (Intended behavior)\n![2022-06-02 12_08_50-Window.png](2022-06-02_12_08_50-Window.png)\n![2022-06-02 12_09_00-Window.png](2022-06-02_12_09_00-Window.png)\n![2022-06-02 12_09_06-Window.png](2022-06-02_12_09_06-Window.png)\n![2022-06-02 12_11_33-Window.png](2022-06-02_12_11_33-Window.png)\n\n\n\n", "Geometry Nodes Object Group input does not remove dependencies\n[system-info.txt](system-info.txt)\n\nBroken:version: 3.4.0 Alpha, branch: master, commit date: 2022-10-04 22:45, hash: f9a10e7ed039, type: release\n...been already around for a while\n\nIt seems that Blender does not correctly remove the dependency from the formerly connected object from the Geometry Nodes Object Group input.\nEven when deleting all the default values.\n\n- Append the object `Cube` from the attached .blend file\nit will also append Suzanne even though all former links in the setup have been removed.\nThe only thing that helps to get rid of the dependency is to delete the input and recreate it together with all the links. \n[dependency_bug.blend](dependency_bug.blend)\n...and do not get me wrong i really like Suzanne! But if she appears all the time even when she is not invited it gets a bit annoying.\n", "The 'Vector Rotate' node's 'Angle' input is displayed in degrees but uses radians when something is plugged into it.\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.38\n\nBroken: version: 2.91.0 Alpha\nWorked: -\n\n\nIf I don't have anything plugged into the 'Angle' input of the 'Vector Rotate' node I can set the 'Angle' value to be a number in degrees and the vector will be rotated by that many degrees, e.g. set it to 45 and it will rotate the vector 45 degrees. If I plug a 'Value' node set to the same value, e.g. 45, into the 'Angle' input, it will instead use Radians for the rotation and a 'Math' node set to 'To Radians' is needed between the two nodes to get the same result.\n\nThe expected result (to me) is that plugging in a 'Value' node set to 45 will result in a 45 degree rotation.\n\n![Vector rotate angle bug.jpg](Vector_rotate_angle_bug.jpg)\n\n\n[Vector rotate angle bug.blend](Vector_rotate_angle_bug.blend)\n\n1. Open the attached blend file.\n2. Change to rendered shading mode.\n3. Disable or remove the 'To Radians' node to see the incorrect rotation.\n\n", "Geometry Nodes: Viewer overlay disappears when enabling In Front\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 960/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.4.0 Alpha\nWorked: Never\n\nCaused by: c55d38f00b\n\nWhen enabling \"In Front\" in the Viewport Display options of an object, which currently has a geometry nodes viewer overlay, that overlay disappears.\n\n| Viewer object: `In Front`: OFF | Viewer object: `In Front`: ON |\n| -- | -- |\n| ![grafik.png](grafik.png) | ![grafik.png](grafik.png) |\n\n1. Open the attached file in 3.4 or newer versions.\n2. Make sure the viewer node is enabled in the geometry nodes of `Plane.001`.\n3. Under Viewport Display, toggle `In Front` for `Plane.001`.\n\n[bug_report.blend](bug_report.blend)\n", "Python API: Geometry Nodes object and collection inputs appear disabled in custom panel\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89\n\nBroken: version: 3.0.0 Alpha\nWorked: -\n\nGeometry Nodes object and collection inputs appear disabled when they are shown in a custom panel. Other types of properties do work. The properties can be accessed as follows: layout.prop(modifier, '[\"Input_2\"]').\n\nBased on the attached file:\n\n1. Run the script in the text editor to create a panel into the sidebar into a category called \"Geometry Nodes\"\n2. See that the panel shows the object and collection inputs of the Geometry Nodes modifier of the active cube as disabled\n\n[geometry_nodes_object_and_collection_inputs_disabled_bug.blend](geometry_nodes_object_and_collection_inputs_disabled_bug.blend)", "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", "Joining meshes or realizing instances in geometry nodes removes custom normals data\nOperating system: macOS Big Sur 11.5.2\nGraphics card: Apple M1\n\nBroken: 2.93 and 3.0 Alpha\n\n\nUsing the collection info node in geometry nodes destroys custom normals data when the geometry node modifier is applied (or when the project is exported).\n\n\nApply the geometry node modifier on the \"Dummy\" object in the attached blender project. I've also included a video that shows the issue.[collection_info_test.blend](collection_info_test.blend)\n\n[collection_info_bug.mov](collection_info_bug.mov)", "Mismatch between nodetrees when creating a link does not throw error\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.41\n\nBroken: version: 3.6.0 Beta\nWorked: Tested as far back as 3.3.4 and no error was thrown\n\nWhen creating a node-link an error is not thrown if the node trees of `links`, `input socket`, and `output socket` are not all the same node tree or even the same type! It makes troubleshooting code sometimes difficult when no errors are thrown but with unexpected results.\n\nPaste the following into the text editor in Blender and Run it:\n\n```py\nimport bpy\n\nD = bpy.data\n\nnt1 = D.node_groups.new(\"NT1\", \"GeometryNodeTree\")\nnt2 = D.node_groups.new(\"NT2\", \"ShaderNodeTree\")\nnt3 = D.node_groups.new(\"NT3\", \"CompositorNodeTree\")\n\nnd1 = nt1.nodes.new(\"NodeReroute\")\nnd2 = nt2.nodes.new(\"NodeReroute\")\n\nnt3.links.new(nd1.outputs[0], nd2.inputs[0])\n```\n\n", "Geometry Nodes \"On Cage\" modifier option does not adjust the editcage to the modifier result (instead, it modifes the result to the original editcage)\nOperating system: Linux-5.13.0-0.rc6.45.fc35.x86_64-x86_64-with-glibc2.34.9000 64 Bits\nGraphics card: NVIDIA GeForce GTX 970M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 495.44\n\nBroken: version: 3.3.0 Alpha\nWorked: never\n\nGeometry Nodes \"On Cage\" modifier option does not adjust the editcage to the modifier result (instead, it modifes the result to the original editcage)\n\n[GN_OnCage_option.blend](GN_OnCage_option.blend)\n- open .blend\n- we have two modifiers doing the same thing:\n - a GN modifier that just translates 2 along the X axis\n - a \"traditional\" displace modifer doing the same thing (could be achieved differently)\n![image.png](image.png)\n- now toggle the `On Cage` option in the modifier for the GN modifier (it puts the result in the space or the original editcage -- wrong)\n![image.png](image.png)\n- disable the GN modifier, enable the displace modifier, toggle its `On Cage` option (it puts the editcage in the space or the result -- expected)\n![image.png](image.png)\n" ]
[ "Animated Values in Node Trees and Geometry Nodes Modifier are not distinguishable \nOperating system: all\nGraphics card: all\n\nBroken: blender-3.0.0-alpha+master.12e8c783535c and below\n\nHello dear Blender devs,\nHello dear Geometry Nodes developers and maintainers,\n\nI did wait some time before reporting this as a \"bug\" as from some perspective this might sound like a feature request. But as there are some, to users unidentifiable names used, I guess this is may very well count as a bug.\n\nWhen working in Geometry nodes it is important to be able to keyframe some values and properties to achieve more controlled and art directable Animation of the Asset. While the setting of keyframes works really well, it gets really complicated to tell the different animation channels apart as they neither show the nodes name nor the nodes Label.\n\n\nOpen attached file, try to figure out which graph in the editor belongs to which Node.\n[geonodes_01.blend](geonodes_01.blend)\n\nFor simplification I added three screenshots each showing one of the three cases I could Isolate where this bug appears:\n![animated_nodes.jpg](animated_nodes.jpg)\n1.) Animating Node Values in the Geometry Nodes Tree\n\n\n![exposed_nodes.jpg](exposed_nodes.jpg)\n2.) Animating Exposed Custom Properties of the Geometry Nodes Modifier\n\n\n![shader_nodes.jpg](shader_nodes.jpg)\n3.) Animating Node Values inside the Shader Graph.\n\n\nThank you in advance for your evaluation of this bug report\n\nAlex / zuggamasta", "dope sheet isn't showing the user label of geo node group input parameters, making it extremely difficult to work with.\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\ndope sheet isn't showing the user label of geo node group input parameters, making it extremely difficult to work with.\n\n![image.png](image.png)\n", "Graph Editor channels naming conventions for Geometry Nodes (Input_N#).\nOperating system: Linux-5.15.5-76051505-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.86\n\nBroken: version: 3.1.0 Alpha\n\nWorking with animated attributes coming from Geometry Nodes in the Graph Editor is a \"fight in the dark\" since each channel created does not reflect the name neither in the Group Input or Modifiers Tab.\n\n![2021-12-12_15-25.png](2021-12-12_15-25.png)\n\n1. Expose an arbitrary attribute for Geometry Nodes Modifier;\n2. Insert a key-frame for it;\n3. Open the Graph Editor;\n4. I will see the channel created does not have a familiar name to it (something \"Input_N#) making it very difficult to work with multiple animated attributes coming from the geo nodes modifier." ]
Cycles Volume sometimes not 3D with glass Operating system: Windows-10-10.0.22504-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.47 Broken: version: 3.1.0 + 3.0 When you have glass material and you have Voronoi as volume. it isn't Volume. It looks like the surface input but if you change some values it snaps back into volume (Maybe Glass material isn't necessary. It is only the was I found out the bug. [2021-11-24 16-55-26.mp4](2021-11-24_16-55-26.mp4)
[ "Cycles rendering artifacts with fluid particles + Vector pass (missing particles)\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.2.0 Alpha\n\nSections of fluid particles are missing when rendering in cycles.\nThe issue occurs when you enable the vector render pass.\nThere are no issues when rendering in the viewport, only during the final render.\nThe parts that are missing changes every frame.\nIt also happened on the same computer with a different graphics card (RTX 2060). \n\nViewport render\n![viewport.PNG](viewport.PNG)\ncycles render\n![render.PNG](render.PNG)\nrendered only the particles\n![particles only.PNG](particles_only.PNG)\n\n- Open attached file\n- Bake fluid simulation data and particles\n- In {nav View Layer Properties > Passes > Data} enable `Vector`\n- Render scene\n\n[FluidSplash2.blend](FluidSplash2.blend)\n\n", "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", "Blocky artifacts in various render passes when rendering Mantaflow volumes in Cycles\n## Simplified Report\n\n- Open the attached file and set the VDB path to the attached VDB volume.\n- The VDB volume file is the result of a Mantaflow simulation generated in Blender using Quick smoke.\n- Render the scene and look at the shadow pass.\n- The shadow pass contains blocky artifacts as shown in the attached image.\n\n[blockyVolumeShadowPass.blend](blockyVolumeShadowPass.blend)\n\n[fluid_noise_0060.vdb](fluid_noise_0060.vdb)\n\n![pass_shadow.png](pass_shadow.png)\n\n## Original Report\n\n[system-info.txt](system-info.txt)\n\nBroken: 3.1, 3.4.0 Alpha, branch: master, commit date: 2022-09-27 23:42, hash: 5beaecb33e74\nWorked: most likely never\n\nRendering imported vdb generated with Mantaflow in Cycles gives blocky artifacts in various passes. \nMost visible artifacts are in shadow pass and denoising albedo. Less visible can be seen in volume direct and indirect.\n\nThis bug is particularly nasty as the artifacts are mostly invisible in beauty pass. \nHowever when volume have high density and is illuminated with intense light the artifacts starts to appear in combine pass.\nArtifacts in denoising albedo pass can ruin seemingly good volume render.\n\nI wasn't able to replicate the artifacts in EEVEE.\n\nHere is how the bug looks with Quick smoke on default cube (scene in attached blend file):\n\nshadow pass\n![pass_shadow.png](pass_shadow.png)\n\ndenoise albedo pass\n![pass_denoise_albedo.png](pass_denoise_albedo.png)\n\nAnd here is an example how this bug might affect production scene:\n\nshadow pass\n\n![web_01.jpg](web_01.jpg)\n\ndenoise albedo pass\n\n![web_00.jpg](web_00.jpg)\n\nvolume direct\n\n![web_02.jpg](web_02.jpg)\n\nvolume indirect\n\n![web_03.jpg](web_03.jpg)\n\nbeauty (cropped)\n\n![2022-09-29_17-05.png](2022-09-29_17-05.png)\n\n\nReproduce render artifacts:\n- open first attached blend file\n- hit `F12`\n- observe shadow pass\n- change `Render Layer` output in `Compositor` if needed\n\nRecreate vdb (optional):\n- open second attached blend file\n- (optional) in `Properties` -> `Physics Properties` -> `Fluid` -> `Cache` set path for cache\n- in the same panel hit `Bake All` and wait until bake is completed\n- navigate to cache directory and open `noise` folder, pick one file (better to pick one from the end where the smoke have more complicated shape)\n- import vdb to the first file and place it so the camera can see it\n\n[volume_bug_render.blend](volume_bug_render.blend)\n[volume_bug_sim.blend](volume_bug_sim.blend)", "Point Cloud - Missing Particles when Rendering with Cuda on Linux\nOperating system: Linux-5.13.0-35-generic-x86_64-with-glibc2.34 64 Bits\nGraphics card: NVIDIA GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.47.03\n\nBroken: version: 3.1.0\n\nWhen rendering large amounts of particles with CUDA on Linux, there appear to be some random patches of particles missing. This does not occur when using the OptiX rendering backend or CPU rendering backend. This problem **does not** occur on Windows for any rendering backend, i.e. the same render has been confirmed to work on Windows with the CUDA backend.\n\n1. Open the attached .blend file.\n2. Render with Cycles and CUDA backend on linux. *Note: It might be necessary to render the same scene multiple times if the error does not occur on the first render, or to switch the render device back and forth.*\n3. See the attached image for an example screenshot of the problem\n\n(alternative)\n1. \n - create a plane object and create 1000 edge loops in x and y direction so that the object has roughly 1 million vertices.\n - add \"Mesh to Points\" geometry node with radius 0.001\n2. Render with Cycles and CUDA backend on linux. *Note: It might be necessary to render the same scene multiple times if the error does not occur on the first render, or to switch the render device back and forth.*\n3. See the attached image for an example screenshot of the problem\n\n.blend File:\n[particles_problem.blend](particles_problem.blend)\n\nImage of the Problem:\n![cuda_rendering_problem.png](cuda_rendering_problem.png)", "Volume scatter and absorption shaders do not work with mesh to volume modifier in eevee\nOperating system: macOS-13.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Max 1.2\n\nBroken: 3.2.1; version: 3.5.0 Alpha\nWorked: unknown\n\nWhen using the mesh to volume modifier, volumes are not visible with the volume scatter and absorption shaders in eevee. They are visible with the principled volume shader. They are also visible when using the geometry nodes mesh to volume node instead of the modifier. \n\nAdditionally a very specific bug occurs: when I have the scatter or absorption node attached, then go to eevee rendered view, switch back to cycles rendered view and then attach the principled volume, the geonodes volume becomes invisible. That becomes visible again when I manipulate the blackbody intensity value (but not any of the other values in the shader node). \n\nSee attached blend file\nWhen in viewport shading or eevee rendered view, the cube with the mesh to volume modifier does not render when volume scatter or absorption nodes are connected. Attach the principled volume node and it does render.\n\n[Volume shader test.blend](Volume_shader_test.blend)\n\n", "\"No Render\" volume of space with motion blur and GPU render\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA RTX A5000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.27\n\nBroken: version: 3.4.1\nWorked: N/A\n\nThere appears to be a volume of virtual space where objects do not render.\n\nLoad attached file. Set render frame to 110 and render the scene. Note the progress it makes as the large cube slowly vanishes with each render pass, while the smaller thin cube only partially renders. Set the frame to 50 and it renders fine. The problem starts with frame 106 and gets progressively worse for the large cube, while it seems to somewhat recover for the thin cube in later frames.\n\nThe problem does not repro with CPU rendering, and did not repro with my older graphics card way back when I first made this scene (GeForce 1080Ti). It repros with GPU rendering on both 3.4.1 and 3.1.0. It does not repro with motion blur disabled (hence the viewport render is also fine).\n[GPU Motion Blur Bug.blend](GPU_Motion_Blur_Bug.blend)\n", "Volumetrics: Add Light Grid support\nVolumetrics are currently not affected by lightgrids. FIX THAT.", "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)", "Node frame grid alignment issue\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.24\n\nBroken: version: 3.4.1\n\nNode frames shift contents out of grid alignment when transformed.\nMy understanding is that the frame borders are not multiples of the grid spacing, so whenever the frame is transformed and snapped to the grid, its contents are yanked out of alignment with the grid. Moving the contents back into alignment on their own works, but any further transforming the encompassing frame will yank them out again. Perhaps making the frame border an exact multiple of a grid unit could fix this.\n\n1. Try moving the convex hull node. Observe that it stays aligned with the grid\n2. Try moving the frame around it. Observe that it snaps to the grid, and the convex hull node is now unaligned with the grid\n\n", "Cycles cryptomatte is noisy around materials with fully transparent shader\nOperating system: Windows 11, x64\nGraphics card: NVIDIA Quadro RTX 4000\n\nBroken: 3.5.0 Alpha\n![image.png](image.png)\nWorked: None\n\nTwo problems can be observed in the compositor (cf. attached .blend file):\n1) the matte from the cryptomatte node (monkey + glasses) is slightly inferior to 1 around the lenses of the glasses (transparent material) even where the monkey is behind the lenses. This matte should be the same as the alpha channel from the \"foreground\" view layer.\n2) when setting the collection with all the objects (monkey + glasses) to holdout in the \"background\" view layer, the lenses (not the whole glasses) still appear on the matte from the cryptomatte node and connected to the same \"background\" view layer whereas it shouldn't (as the collection is holdout from the \"background\" view layer).\n\n- Open attached .blend file [SEGM_MASK_Blender_bug_v2.blend](SEGM_MASK_Blender_bug_v2.blend)\n- Open the compositing workspace\n![image.png](image.png)\n![image.png](image.png)\n- F12 to render (using Cycles)\n- See the differences between the alpha channel coming from the \"foreground\" view layer and the matte from the cryptomatte node and connected to the same \"foreground\" view layer.\n![image.png](image.png)\n- See that (only) the lenses of the glasses still appear on the matte from the cryptomatte node and connected to the \"background\" view layer whereas it shouldn't as the whole collection of objects is holdout from the same \"background\" layer.\n![image.png](image.png)", "Particles on Faces/Volumes with grid does not respect zero gravity\nSystem Information\nOperating system: Windows 10\nGraphics card: Nvidia GeForce GTX 1650\n\nBlender Version\nBroken: 3.0.0 Release candidate, 2.93.4\nWorked: Not sure\n\nParticles on Faces/Volumes with grid does not respect zero gravity\n\n1. Open a default scene and remove the default cube\n2. Add a plane\n3. Add a particle system and change the emission to Faces or Volumes and Distribution to Grid\n4. Change the Gravity to 0 in Field Weights\n\nExpected result: The particles generated needs to move up\nObtained result: The particles generated sticks to the plane\n\n", "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)", "Cycles Denoising normal has strange artifacts on materials with subsurface scattering and metallic enabled\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.79\n\nBroken: version: 3.4.0 Alpha\nWorked: None\nTested on 3.0 LTS, 3.4.0 and 3.6.0, same issue appears in all versions.\n\nDenoising normal shows strange behavior when a material has both subsurface scattering and metallic enabled. This only happens with CPU rendering and can cause denoising issues.\nWhile there is no reason to use metallic and subsurface scattering at the same time, a user might accidentally leave subsurface scattering enabled without noticing.\n\n- Create a new scene or open attached file\n- Switch to Cycles CPU rendering\n- Create a new material and set Subsurface and Metallic to 1.0.\n- Switch to cycles render\n- Select `Denoising normal` in viewport shading popover\n", "Flashes in Eevee render with Mantaflow viscosity enabled and Motion Blur\nWindows 7 Pro 64-bit\nNvidia GeForce GTX 1060 6gig\n\nBroken: Blender 2.92.0 alpha / c7e92e379d62 / 2021-01-02\n\nExperimented with the new viscosity setting in Mantaflow.\nRendered the test with Eevee and ended up with output where the surface of the fluid was occasionally 'flashing' in certain frames.\nMy only suspicion is that something it going wrong with the normals of the mesh created by Mantiflow.\nPlease see attached video clip and Blend file.\n[viscosity flashes.mp4](viscosity_flashes.mp4)\n\n- Open attached file\n- Bake simulation (maybe you need to set `modular` and `Is Resumable`)\n- Bake Mesh (maybe you need to set `modular` and `Is Resumable`)\n- Render Animation in Eevee\n\n[viscosity flashes.blend](viscosity_flashes.blend)\n\n\n", "Particle volume distribution calculation is not creating particles inside the volume\nOperating system: Win 10\nGraphics card: Gtx 3090\n\nBroken: 2.91\n\n\nTrying to fit particles inside a simple volume using the grid based particle volume distribution creates mostly misplaced particles.\n\n\nPlease see the attached image and the attached .blend for what is going on and for the settings.\n\n![nxplayer.bin_2kPxzSW15t.jpg](nxplayer.bin_2kPxzSW15t.jpg)\n\n[vol_28012021_1313_27.blend](vol_28012021_1313_27.blend)\n\n\n\n" ]
[ "Cycles: not updating for homogeneous to heterogeneous volume change in viewport render\n**System Information:**\nOperating system: Linux-5.14.0-1-amd64-x86_64-with-glibc2.32 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.63.01\n\n**Blender Version:**\nBroken version: 3.0.0 Alpha\nBroken version: 2.93\nBroken version: 2.92\nBroken version: 2.91\nBroken version: 2.90\nBroken version: 2.83\nWorked: 2.82\n\n**Short description of error:**\nWhen creating a certain volumetric material on an object with a specific set of actions, the volume will end up being \"2 dimensional\" or only surface level until viewport rendering is reset or other settings are changed.\n\n|![Cycles Volume - 2D result.png](Cycles_Volume_-_2D_result.png)|![Cycles Volume 3D result.png](Cycles_Volume_3D_result.png)|\n| -- | -- |\n|2D result (broken)|Expected result|\n\n**Exact steps for others to reproduce the error:**\n1. Start with the default scene and change the render engine to Cycles.\n2. Change to the `Rendered Viewport` mode.\n3. Open a shader editor along side the `3D viewport` and delete the `Principled BSDF` and add `Volume Scatter` node and attach the output from the `Volume Scatter` node to the socket in the `Material Output` node.\n5. Add a texture node (`Noise Texture` in my case) and attach one of the outputs to the `Density` socket of the `Volume Scatter` node.\n6. Add a `Color Ramp` node between the `Noise Texture` and `Volume Scatter` node and adjust the handles to create extreme contrast. \n7. In the 3D viewport you should now be able to see that the volume appears to be 2D/only surface level. Changing to some other `Viewport mode` than back to the `Rendered Viewport` mode fixes it.\n\nHere's a video demonstrating the issue:\n[Volume appears 2D in specific situations.mp4](Volume_appears_2D_in_specific_situations.mp4)", "Volume scatter BSDF can not show anything inside the geometry when using texture coordinate as density input.\nOperating system: windows 10\nGraphics card: RTX 3090\n\nBroken: 3.1.2 stable\n\nVolume scatter BSDF doesn't show anything inside the geometry when using texture coordinate as density input. But it can be fixed by disconnecting the output node and reconnect again.\n\nI used a map range node to control the volume area. And I'm not so sure if it has something to do with this issue.\n\n1. Delete the principle BSDF node. \n2. Create a volume scatter BSDF and connect it to the volume output socket.\n3. Create a texture coordinate node, a seperate xyz node and a map range node. Use object coordinate, set the axis and the range.\n4. Plug the map range node to the density socket of the volume scatter BSDF.\n\n[Volume scatter issue.mp4](Volume_scatter_issue.mp4)" ]
Timeline scroll is set to RMB Operating system: Windows 10 64 Graphics card: GTX 1080 Broken: a205493426b Factory settings, timeline scroll is set to RMB Drag LMB in timeline, it does nothing.
[ "Blender 3D shift+RMB \"set 3D cursor\" not sensing strokes made with the grease pencil nor strokes made with the annotation tool\nOperating system: Windows 10\nGraphics card: GTX 1060 6gb (Idk if this is very relevant lol)\n\nBroken: 2.82 BETA, 689a873029b9, master, 2020-01-15 21:07\nWorked: -\n\nBlender 3D shift+RMB \"set 3D cursor\" not sensing strokes made with the grease pencil nor strokes made with the annotation tool\n\nAdd a stroke, hover it with your mouse and press your \"Set 3D cursor\" hotkey combination (by default Shift RMB).\n\n**Expected result**\nWhen doing just this, but when hovering your cursor/mouse over a mesh object instead, the 3D cursor will be set on the surface of the mesh object right where the cursor/mouse is hovering over that mesh/object. As the grease pencil is rather new, Im guessing making this react with the grease pencil strokes were just something that was forgotten when implementing it.", "Setting \"Auto Smooth\" angle causes Asset Browser thumbnails to refresh\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.23\n\nBroken: version: 3.6.1\n\nThis is a weird one. I had the Asset Browser opened and noticed that when I changed the Auto Smooth angle it caused all my thumbnails to refresh ever time I dragged the slider value higher or lower. It's possible that other dialogs cause it but this is the only one I found so far.\n\nSplit the Viewport into two panels and set the second one to Asset Browser. Create a Cube, right click and choose \"Auto Smooth\", and look at the icons as you drag the value\n\n", "Playback locks to frame with Sync-to-Audo, when changing Sound Settings\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.11\n\nBroken: version: 3.0.0 Alpha\n\nWhen playing the animation, while using Sync to audio, changing the Sound Settings will lock the playback. \nThe UI will show the fps etc but will not move beyond one frame.\n\n- Start Blender, set playback sync to Sync to Audio.\n- Press play.\n- Change anything in the Sound Settings of the User Preferences. \n- The UI will appear to as though animation is playing but the frame won't change: fps would be visible. (Inserting keyframes shows that scene doesn't actually change.)\n- If you move the timeline frame manually, when you stop it will only move forward one frame.\n\n[T88679_m.blend](T88679_m.blend)\n|Device|If fps shows with frame paused|\n| -- | -- |\n|CoreAudio|No, frame is set to 0, fps disappears, playback stops|\n|SDL on mac| yes |\n|SDL on windows| no|\n|OpenAL| yes|\n|OpenAl built-in input|yes|\n|SDL|yes|\n|pulseaudio|?|\n|WASAPI|?|\n", "UV Stitch and Minimize Stretch do not support the trackpad\nOperating system: macOS-12.6.3-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 455 1.2\n\nBroken: version: 4.0.0 Alpha\nWorked: never\n\n\nWe can use the mouse wheel while executing \"UV Stitch\" and \"Minimize Stretch\" operators to adjust the Limit and Blend values. However, this feature is not available for trackpad users.\n\nA possible solution can be seen here:\nD8812\n\n", "View -> Lock Time to Other Windows does not maintain scale when CTRL+TAB between two animation editor modes.\nOperating system: Manjaro Linux\nGraphics card: nVidia\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\nWorked: (optional)\n\nView -> Lock Time to Other Windows does not maintain scale when CTRL+TAB between two animation editor modes. \n\nExpand open the Timeline editor, now adjust the horizontal scale of the view (squeeze or expand), then Ctrl+TAB to swith to Graph Editor mode. Notice the scale does not stay in sych as it does when they are separate windows. ", "'constant' f-curve not working happily with sampled motion blur Blender 2.79b\nAttempting to use 'offset animation' of the armature object to combine separate mocap clips in the NLA in v2.79b: the results appear to imply that the 'constant' curve interpolation results in the object animating between positions, not moving 'instantly' as the curve in the graph would imply.\nScene created in v2.79b 2018-03-22 14:10 build\n\nBasically I noticed a couple of frames of 'bullet time' blur happening in rendered footage, it happens when the armature root moves and/or rotates between positions to align the armature pose from the end of one NLA action to the next, using 'constant' interpolation in the curve editor for the keys. Basically rendering this animation option unusable if one is using motion blur for the render.\n\nI tried moving the key frames to fractional frame positions (frame xx.5), on the assumption that using 'centered on frame' motion blur should miss the object move - it did not, still 2 frames with 'bullet time' blur on the character. The render time for the 1st bad frame only going from 30 odd seconds to over 13 minutes! The second bad frame rendered almost as quickly as the good frames interestingly.\nTried 'starting on frame' and 'ending on frame' for the motion blur (with whole number key frames for the animation again) - still got the issue in differing frames but basically the same, except that the blurry character jumped positions and back again which didn't happen using 'centered on frame' motion blur.\n\nHappens on all my computers.\nAll machines are Windows 10, 2 x Pro and 1 x Home.\nBox 1: HP Z800, 2 6 core Xeon, 80Gb RAM, 2 x gtx 1070\nBox 2: Dell R510, 2 x 6 core Xeon, 32Gb RAM, 2 x GTX 970 (external on mining risers)\nBox 3: Gigabyte Aero15, 1 x 6 core i&, 16Gb RAM, 1 x gtx 1060 6Gb (win 10 Home)\n\nIf this is a feature, not a fault, then fair enough (although it makes life harder!).\n\n\nCheers\nMark\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 (...)\"*", "Drag-to-toggle visible/selectable/renderable in the Group view.\nWindows 64\n\nBroken: 2.70a\n\nThe drag-to-toggle visible/selectable/renderable in the Outliner does not work in the Groups view.\n", "Timeline showing key-frames for trackers all the time.\n\n\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.67\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nIn the Layout view, the timeline normally shows only the keyframes for the selected item. When I add do some motion tracking in the movie clip editor and create the scene. Switching back to layout view, the timeline now shows a keyframe on every frame even if I have no objects to select. I can't find a way to hide the keyframes from the timeline either. If I expand the timeline and twirl down the summary, I see lots of trackers with keyframes.\n\n\n", "python render.render() calls frame change handler even if it's rendering a single frame. Leads to recursion and crash if handler executed render.render() in the first place.\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 Beta\n\n\n\nImmediate crash of blender with any addon that calls render.render() from a frame change handler. It only happens when changing the playhead position in the timeline using the mouse, not when manually entering a frame number, or when using the left right arrows. So the problem appears to be that when blender/blender-addons#60094 was closed, the resolution didn't account for changing the frame with the mouse in the timeline.\n\nHere's a simple script to test with. Open in the blender text editor, click run, and then change the frame by clicking an area of the timeline so that the playhead jumps to that frame.\n\n[newbug.txt](newbug.txt)\n\nerror:\n\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF6317BAB2D\nModule : blender.exe\nThread : 000026fc\nWriting: C:\\Users\\3diWorkstation\\AppData\\Local\\Temp\\simple.crash.txt\n\n[simple.crash.txt](simple.crash.txt)\n\nvideo:\n\n[2021-06-01 16-55-49.mp4](2021-06-01_16-55-49.mp4)\n\n", "Make Thumbnail Dragging More Reliable\nOn some systems, the dragging is very glitchy and keeps invoking box selection instead.", "Tool with Dragmenu is hard to select using Stylus\nOperating system: Linux-5.15.0-2-amd64-x86_64-with-glibc2.32 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.86\n\nBroken: version: 3.1.0 Alpha\nWorked: (long time ago if ever)\n\nThe tools in the tools panel on the left, which have mutliple tools assgined to on button, are really hard to select using a tablet. This is because they open the menu on a timer and on even tiny drag input. (The timer seems to interact strangely with the tooltip timer, causing it to open immediatly sometimes, but that is not part of this report). The drag threshold for detecting a drag seems to be not influenced by the settings in the preferences (#92995, #84726). Also the drag causes the selection to be canceled on release leaving it not selected, while on normal tool buttons it is finished on release, meaning they will be selected. That is IMO the real bug here.\n\nI checked that the correct drag threshold is used by `WM_event_drag_threshold` on my device and it is! But the tool in the toolbar which is explicitly mentioned here seems to be not using it.\n\n![Peek 2022-02-02 16-14.gif](Peek_2022-02-02_16-14.gif)\n\nself explanatory, just drag the toolbar buttons and observe. Also play with the setting \"Tablet/Mouse Drag Threshold\" to see that it in fact doesn't change anything.", "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)", "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", "Scrollbar of Clip Editor's Graph and Dopesheet View does not update\nOperating system: elementaryOS 0.4.1\nGraphics card: GTX 1080\n\nBroken: 2.80, 58bfe93db614\n\nWorked: apparently never...\n\nIf you change the endframe of your scene, the scrollbar in the Clip Editor's Graph and Dopesheet view does not reflect the changes.\n\nOpen startup .blend\nGo to Motion Tracking Layout.\nSet Endframe to 1000.\nNotice how the scrollbar down in the Graph View of the Clip Editor does not change its length.\nNow try the same with any other Animation Editor, for example in Animation workspace\nIf you set the endframe to anything that makes the scene longer, the scrollbar will update accordingly and become shorter, indicating that you do not see the full range of your scene." ]
[ "With Left Click Select enabled, right click required to place cursor on timeline\nOperating system: Windows 64\nGraphics card:\n\nBroken: \n\n(example: 2.80, edbf15d3c044, blender2.8, 2018-11-28, as found on the splash screen)\nWorked: (optional)\n\nWith Left Click Select enabled, right click required to place cursor on timeline. Does not make sense and not consistent with other software. I realize that left click is now selecting key frames but clicking should place the current frame indicator and clicking and dragging should scrub the timeline.", "Left mouse doesn't work in Timeline editor if you select use left mouse button in preferences\nOperating system: Windows 10\nGraphics card: GeForce GTX 1060/PCIe/SSE2\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\nHi there,\n\nI don't know if this is a feature, but if I selected in the user preference selection to use the left mouse I would expect left select/click to work on any menu. However, it doesn't work in Timeline editor. You have to use the right mouse button as usual. I'm not complaining if that is your intention but I would expect the left select button to choose the frame on left select settings.\n\nThank you for an innovative, rich, and inspiring upgrade of Blender!!! I have to think back as to what I've done in the last three years for myself :)\n\n\nBased on the default startup or an attached .blend file (as simple as possible).", "Timeline does not work\nOperating system: Windows\nGraphics card: NVIDIA GEFORCE GTX 1080 \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\nI click on the timeline but I can't change the frame.\n\n\nBased on the default startup or an attached .blend file (as simple as possible).", "Timeline \nOperating system: Windows 8.1\nGraphics card: Nvidia GTX960\n\nBroken: blender-2.80.0-git.4c31bed6b46-windows64 (beta version)\n\nWorked: (optional)\n\nTimeline seek bar not moving on left click.it's moving on right click only.\n\nBased on the default startup or an attached .blend file (as simple as possible).\nWhen trying to move/position the blue seek bar in the timeline using clicking on a particular frame it doesn't move, but moving on right click. While on Left click select this should not happen right?" ]
Can't see weight map in wireframe shading (Weight Paint Mode) Operating system: Windows-7-6.1.7601-SP1 64 Bits Graphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.02 Broken: version: 2.83 (sub 8) Worked: blender-2.83-c26f470cfeea in weight map mode, the weight map doesn't show up when you go in wireframe mode See the .blend file below and the screen captures from version 2.82 and 2.83 [Cube Weight map.blend](Cube_Weight_map.blend) ![Cube_in_2.82.JPG](Cube_in_2.82.JPG) ![Cube_in_2.83.JPG](Cube_in_2.83.JPG) Thanks so much for the fantastic job guys and have a wonderful day !
[ "Split up pose mode keymap to avoid weight-paint conflicts\nCurrently the \"Pose\" keymap us used in combination w/ weight paint.\n\nThis means we can't add key bindings for animation that conflict with weight painting for eg. F-Key. See: #63667 (Keymap: Weight Painting using the Pose Mode keymap)\n\n----\n\nProposal:\n\n- \"Pose Generic\" for basic selection operations.\n- \"Pose\" for more advanced animation actions.\n\n\"Pose Generic\" would co-exist with weight paint mode when weight painting is mixed with pose mode.", "Attribute Edit Mode\nThis is an extract from the now archived Vertex Color/Attribute Edit Design (#71947).\nThe design needs further investigation an discussion with the #geometry_nodes module.\n\n## Attribute Edit Mode\n\n![Attribute edit.png](Attribute_edit.png)\n\nAttribute Edit is intended to be a mode to modify and visualize any kind of data stored in mesh elements. Some use cases for it could be:\n\n- Editing IDs on face corners to modulate materials in a shader\n- Painting velocity vectors on vertices to guide a particle system\n- Editing the weights of a rig\n- Editing per face colors for low poly models without using textures\n- Setting custom values on edges for a motion graphics animation\n- Modifying mesh values for procedural modeling\n\nSome of these task could use a brush, but they don’t need a brush with artistic painting functionality. It does not make sense to edit the weights of a rig with a brush with wet paint and density noise.\n\nFurthermore, these task could take advantage of a mode with more control and precision tools than an artistic painting mode, like precise elements selection and data editing, controlled value interpolation…\n\nThe plan is to use the current Vertex Paint mode as a base implementation for this mode and start adding all necessary features during multiple releases. It already has quite some work done because most users were using it with these use cases in mind.\n\nThis task is not as detailed as the Sculpt/Paint mode, but it should be enough to have an idea of its purpose, use cases and design goal.\n\n### Tools\n\n**Simple brush tools**\n\nThe current Blender brush functionality is enough to support this kind of painting, if we consider painting changing the values of elements that are inside the cursor radius. We can reuse the current brush code for that.\n\n**Value interpolation tool**\n\nThis tool could produce controllable interpolations of an attribute between two mesh elements following the mesh topology. For example:\n - Select the base of a cone and assign the value of one \n- Select the top vertex of the cone and assign 0 \n- Let the tool generate the rest of the values across the cone surface\n\n**Mesh elements selection**\n\nAttribute paint should provide tools for selecting mesh elements and assign values directly to them. This provides much more control than a brush. This could be useful when working with low poly models, where you want to assign values like armature weights in a precise way.\n\n**Mesh element masking**\n\nWe can support a basic masking functionality for the brush that supports all mesh elements (not only vertices like the Sculpt/Paint mask). This can make easier some painting task.\n\n### Features\n\n**Data conversion operators**\n\nAttribute edit mode should provide a set of conversion tools to convert data between elements and other Blender data layers when possible. For example:\n\n- Convert a per vertex attribute to a per face corner attribute\n- Convert a per edge attribute to a vertex attribute averaging the\n```\n values\n```\n- Generate material slots from an ID attribute stored on faces\n- Generate an editable 2D vector attribute from an UV layer\n\n**Per face corner color data to sculpt/vertex color data**\n\nThis is a specific case of a conversion operator. Other conversion operators can be added in the future as we support more attribute types.\n\n**Internal attribute conversion**\n\nWe need to identify what element/attribute type conversion combinations are more frequent and design how they can work (usually averaging the values). For example\n\n- Converting an attribute from face corners to faces by averaging the\n```\n values of all the face corners in the face\n```\n- Converting from vertex to edges by averaging the value of the two\n```\n vertices of the edge\n```\n- Converting from vertex to face corners assigning the same vale of\n```\n the vertex to all the face corners that use that vertex\n```\n\n**Topology symmetry**\n\nWe could support editing operations with symmetry based on the mesh topology instead of mirroring the XYZ axis.\n\n**Attribute data type selection**\n\nThe use should be able to choose what kind of data he/she wants to edit and in which mesh element that data should be stored. For example\n\n- A float factor stored on faces\n- A vector stored on vertices\n- A color stored on face corners (Current supported MLoopCol)\n\nAll tools should be aware of the data type of the layer and behave accordingly.\n\n**Import/Export**\n\nIt should be possible to import and export meshes with different attributes in mesh elements. We need to check format compatibility.\n\n### Rendering\n\n**Attribute edit overlay**\n\nAs we can make assumptions that the attributes are colors, we need to render a configurable overlay to display the data in an appropriate way.\n\n**Attribute rendering mode selector**\n\nThe attribute rendering overlay should provide and UI to choose which rendering mode the user wants to render the data. This should include tools like a gradient editor, rendering two attributes at the same time, render vectors and randomly generated ID maps.\n\n**EEVEE/Cycles attribute node**\n\nThe current attribute nodes exposes MLoopCol and UVs to the render, which are both loop attributes. We need to investigate how to expose face, vertex and edge values.", "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", "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.", "Weight Paint Vertex Selection Display issue\nOperating system: Linux Mint\nGraphics card: RTX 3070\n\nBroken: latest master\nWorked: never really, more on that below\n\nWhen in weight paint mode with\n* vertex selection enabled\n* show wire enabled\n\nedges will not be drawn within the selection\n![image](attachment)\n\n**The odd part**\nClicking in an empty space will get the wires to show again, but keep the vertices selected. ![image](attachment)\nThat's a behaviour that has changed from 3.1.2 to 3.2.2\nPreviously it deselected the vertices but didn't draw the edges\n![image](attachment)\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\n* Open the attached blender file\n* you can see that edges are not drawn between selected vertices\n* click in an empty space (important to click, not click drag)\n* vertices stay selected but wires are drawn\n\n", "Cycles vertex color bump map banding \nOperating system: Win10\nGraphics card: GTX 1070\n\n2.79b release\n\nUsing vertex colors in cycles material as a mask for bump/normal texture causes banding/hard edges in render.\n![vertex_color_mask_problem1.jpg](vertex_color_mask_problem1.jpg)\nBanding of vertex color is also visible when using it as a color for shader. \n![vertex_color_mask_problem2.jpg](vertex_color_mask_problem2.jpg)\nIt might have something to do with the fact that vertex colors are represented in 8-bit sRGB values but on the other hand it renders as expected when using it as a mask for example for mix shader node. But the bump doesn't look correct in that case.\n![vertex_color_mask_problem3.jpg](vertex_color_mask_problem3.jpg)\n\n[vertex_color_mask_problem.blend](vertex_color_mask_problem.blend)", "Textures not displayed in sculpt mode due to missing UVs (PBVH rendering, Multires)\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 417.35\n\n\nBroken: version: 2.80 (sub 55)\nWorked: 2.79b\n\n\nModel with Multiresolution modifier doesn't display texture in Sculpt Mode.\nRender engine doesn't matter.\n\n![2019-04-14 00_59_29-Window.png](2019-04-14_00_59_29-Window.png) \n![2019-04-14 00_59_54-Window.png](2019-04-14_00_59_54-Window.png)\n\nObserved in display modes:\n1. Solid (Lighting: Studio / Color: Texture)\n2. LookDev\n3. Rendered (in Cycles mesh is invisible)\n\n- Open [test.blend](test.blend)\n- Enable \"Display modifier in viewport.\"\n\nOR\n\n- Switch to LookDev mode\n- Apply multiresolution modifier to a mesh with texture\n- Add single subdivision (`Sculpt Base Mesh` OFF)\n", "Adding hotkey to modes, Keymap manager item, several identical entries in the Mode dropdown menu\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.4.0 Alpha\n\nWhen you add a hotkey to the object modes, then you cannot distinguish the mode entry for the different object types. The Mode dropdown menu in the keymap manager shows three sculpt mode entries, two Vertex Paint entries, two Weight Paint entries and two Edit Mode entries. And it is a guessing game which entry is for what. You need to open the keymap python file to have a look which object type is meant here. Sculpt mode exists for meshes, empty hair and grease pencil for example.\n\n\n- Add a hotkey to let's say Object mode.\n- Switch to Keymap manager and search for the new entry.\n- Open the Dropdown menu for the Mode.\n- Have a look at the entries.\n\n![modes.jpg](modes.jpg)\n\n", "USD Export don´t export Vertex Colors ( Color Attributes )\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.40\n\nBroken: version: 3.2.0\nWorked: Not known\n\nUSD Exporter don´t export Vertex Colors ( Color Attributes )\n\nJust paint some VC on the default cube with Vextex Paint Mode, then try to export the cube. \nExporter don´t have the \"Color Attributes\" checkbox ( Importer has it )\nYou can then try to reimport the USD file and check that your VC aren´t there.[CUBE.blend](CUBE.blend)\n![imagen.png](imagen.png)\n\n", "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", "Snap to Grid in Perspective View performed only at ground level\nGenerally you are not sure which grid point the object is in the perspective view because you need to consider the current depth of the object on the screen.\nThis option would only limit movement at ground level under those conditions.", "Wireframe opacity slider does not work.\nOperating system: Windows 10\nGraphics card: gtx1060\n\nBroken: 3.1\nWorked: \n\nWireframe opacity slider does not work if smooth wires is turned off.\n\nopen preferences>viewport\ndisable smooth wire overlay\nsave preference\nset viewport to wireframe shading\nin the overlay panel in viewport drag the wireframe opacity slider, the wire color will fade to black, the opacity won't change.", "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)", "Deformation checkbox should be visible but isn't\nI discovered this in 2.76, I upgraded to the official 2.78c release and it's still there.\n\nFor Rigid bodies of Shape `Mesh` there is a `deform` option that is only visible for Source of type `Deform`.\nHowever, this option can affect other Source types.\n\n\n**Steps to reproduce**\n - Open blender\n - Make the starting cube a rigid body\n - Check the \"animated\" box (so it doesn't fall away).\n - Set the shape to `\"Mesh\"` inside \"Rigid body collisions\"\n\nnote that a `\"deforming\"` checkbox has appeared just below.\nThat checkbox disappear with `\"Final\"` and `\"Deform\"`, but still has an impact on the simulation.\n\n---\n\n**Edit: Developer note:**\n\n> In #51233#457199, @sreich wrote:\n> This is intentional behaviour. \"Final\" includes generative modifiers which don't just deform the mesh but generate a new one.\n> Now we could do shenanigans like rebuilding the collision shapes every frame, but that would be extremely slow and unstable.\n> \n> As for convex hulls, they don't support deformations so everything is fine there too. Again, we could rebuild the shapes during simulation, but as already said, it's a bad idea.\n> \n> Making the checkbox greyed out is possible, but I'm not sure if it's a good idea, maybe a question for the UI team?", "Dope Sheet: Keyframe Type Colors and Shape Improvements\nAfter the spring production the animation team at the blender institute had a meeting, to come up with the issues we had during the production and sharing them with the developers.\n\nOne of the issues we had, was that the \"Set Keyframe Type\", which changes the color of the keyframes, was really hard to see due to non saturated colors + size changes. When keyframes are dense, the keyframe type becomes almost impossible to see. We agreed that this feature was really useful for organizing the keyframes of a shot, but it needed improvements.\n\n### Current behaviour:\n\n{[F7785806](Set_Keyframe_Type_Visibility_UnSelected_Original_Comparison__copy_1_.png), height=55}\n\n - The size of the keyframe changes, 3 of the 5 options make the icons smaller, making them harder to find\n - The colors are not bright enough.\n - Colors of Selected/Unselected are too similar.\n\n{[F7785842](Set_Keyframe_type.mov), loop, autoplay, layout=left, float}\n\n\n- Keyframe colors become almost impossible to see when there are more keyframes nearby.\n\n---------------------------\n\nSo we came up with a proposal with three main points in mind:\n\n- The user is the one deciding the color/shape\n- Clear colors\n- Clear Shapes (so they are easy to see even for color blind people, as some of them might not be able to differentiate the colors)\n\n### Animation team proposal:\n\n{[F7785822](Set_Keyframe_Type_Visibility_UnSelected_Mock_Up_Comparison2__copy_1_.png), height=50}\n\nThis visualizing way could also propagate to the graph editor, which connects with [D5621](D5621) :\n\n{[F7785827](Graph_Editor_Key_Visibility_Blue_Selected__copy_1_.png), height=250}\n\n\n ---------------------------\n\nBut this proposal fundamentally conflicts with the new way of visualizing the handle type in the dopesheet, as that one changes the keyframe shape as well.\n\n## Current handle type icons\n\n{[F7785830](handletype-current.png), height=50}\n\nFor the animators at the studio showing the handle type in the dope sheet is not really useful, so we keep the option off, but we understand that there are other users that will find these really useful.\n\nI think it's important to understand how we use the dopesheet: \n\n- Since generally every bone has 9 different channels, and we are dealing with a lot of bones in a rig, we keep the channels collapsed in the dope sheet, using the summary or the top channel to make changes, if we want more precise control we'll jump into the Graph Editor.\n\nThe main issues we have with the handle type visualization and the interpolation type visualization are:\n\n### Spring shot file example\n\n{[F7785832](springshotexample.png), height=80}\n\n- When you have a lot of keyframes together the shape difference is so small it becomes really hard to see, becoming more confusing than helpful.\n \n### Open - Collapsed example:\n\n{[F7785835](coolapse-open.png), height=250}\n\n\nWhen the channels are collapsed, the information shown is not reliable. In the example used above, each one of the channels have different handle types and different interpolations. When collapsed there is no single type to be shown, creating misinformation. \n\n---------------------------\n\n## Conclusion:\n\nKeyframe colors are important. We propose an improvement by:\n\n - Clarifying keyframe-type colors and shapes in the dopesheet\n - Suggesting this would be useful in the graph editor too ([D5621](D5621))\n - Offer a switch between handle-type shape and keyframe-type shape (instead of the on/off switch for handle-type shape).\n```\n\n```\n*I’m not not a designer, so this is not final or beautiful design just a proposal to visualize my points. \n" ]
[ "Vertex paint is not visible in X-Ray view\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 550 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 376.51\n\nBroken: version: 2.82 (sub 0)\nWorked: (optional)\n\nVertex paint is not visible in X-Ray shading\n\n- Open default cube file\n- subdivide or remesh cube\n- activate x-ray view\n- paint cube -> paint is not visible.\n- deactivate x-ray shading -> paint is visible.\n", "No weight paint when x-ray is enabled\nOperating system: Linux (Debian bullseye)\nGraphics card (tested device 1): Nvidia Geforce GTX 1070\nGraphics card (tested device 2): Intel UHD Graphics 620\n\nBroken: current master (2.83.10)\nWorked: 2.82a (kind of at least)\n\nIn 2.82a you could go into x-ray mode and at least see the front side of your\nweight paint if there was no object in front. Now it's always just like there was\nan object in front, the weight paint isn't shown.\nThis is a bug that was fixed in the process of studio/blender-studio#56865 but is now reintroduced.\nMay be related to #75076.\n\nPaint one corner of the default cube in weight paint mode and toggle x-ray on." ]
Blender HMD Support # Blender HMD Support For virtual reality support, it's crucial that Blender has tools to work with a variety of HMD (head-mounted display) devices. At the bare minimum, it should be able to handle input from them and render a viewport adjusted for HMDs. If we want to work towards a more feature rich support, we need a solid base system, meaning good initial interface and code design decisions are needed. ## HMD Drivers While there are free drivers available for all common HMDs, almost none are cross-platform and compatible with Blender's GPL license. Currently the only option that fits those needs appears to be the [OpenHMD ]() driver/library. It's still a young project - features such as position tracking are still missing (though being worked on)- but it's heading into a promising direction. The point has been raised though, that it should be possible to use other drivers as well and let the user decide which one to use. ## UI/Workflow The UI/workflow should work well together with multiview/stereo 3D since they are greatly overlapping features. HMDs require some special features though, which need to be implemented nicely too: * Most HMDs work just as an additional screen, so Blender should allow to open a separate window and render the HMD driven viewport into this. * The ability to open an extra window for a HMD viewport might be an interesting feature to adapt for multiview/stereo 3D too.
[ "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", "Transform cursor (patch included)\nRecently LMB-Drag was made to move the cursor *(edit, this has since been reverted)*.\n\nHowever this just moves the cursor under the mouse,\n\nit _could_ be useful to use transform here, it allows.\n\n- Drag, XKey to lock to an axis\n- ... Shift+Y to constrain to a plane.\n- ... Hold Ctrl to snap (snap to verts for example is handy)\n- ... Shift for more precise placement...\n... most other transform keys.\n\n\nOne reservation I have about this, is that you probably would often want to be able to snap to vertices and edges, and not have to depend on the current snap options in the 3d view header.\n\nSo we could override the snap options that transform uses.... but this seems a bit crappy too, since you may want to snap to faces in some cases, or even snap to grid.\n\nAs an alternative, we could just not bother attempting to integrate this with transform, and add snapping to the current modal operator (similar to how we have with the Ruler operator, which shares low level code with transform snapping)\nBut in that case we miss the axis constraints which seem like they would be nice to support.\n\n\nHere is a test patch to show how it works: [P87](P87.txt)\nNote, it crashes if you try to scale and its hard coded to LMB for cursor place, so its mostly a proof of concept.", "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", "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", "dual monitor will sometimes cause blender to freeze\nOperating system:win10\nGraphics card:2080s\n\nBroken: 3.4.1\nWorked: \n\ni have two monitors (4k and 2k) scrolling timeline or doing anything on one monitor and displaying cycles render viewport on the other monitor will sometimes cause blender to freeze forever\n\nit is not specific to this scene it will freeze on all kinds of scenes, might be related to the muti-monitor bug i have been reporting T96248\nhere is a screenshot of what it looks like when freezing ![dwm_dn4qjvpnKf.png](dwm_dn4qjvpnKf.png)\n\nmake some animation\nhave 2 monitors and use cycles rendered view on one monitor and scrolling timeline on the other monitor", "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", "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)", "Transform generalized custom-data correction support\n\n**Motivation:**\n\nHaving to manually adjust custom-data is tedious\nwhile there is a UV correction option,\nit's limited to vertex & slide.\n\nThis proposal is to generalize the option so it can be used for any\ntransform mode.\n\n\n**Solution:**\n\nThis proposes to add two kinds of custom-data correction methods.\n\n- Correct based on surrounding geometry, this is suitable for\n```\nvertex & edge slide.\n```\n *The existing logic for vertex & edge slide can be used here.*\n\n- Project Custom-Data\n\n```\nThis would project geometry onto the surfaces of the original mesh\nto calculate the custom-data.\nThis would allow geometry.\n```\n\n```\nThis could be used for other transform modes besides vertex/edge slide.\n```\n\n\n**Limitations:**\n\nThis option works best when adjusting small regions of geometry and often won't work well moving large regions of faces.\n\nThere is a limit to how much UV's can be corrected in this case without re-unwrapping/projecting\n*(which is beyond the scope of this proposal).*\n\n\n**User Interface:**\n\nThese would be shown in the tool options panel, we could keep the transform option too (although this isn't essential).\n\n----\n\nThere is a risk that users accidentally leave this enabled and transform their UV's when moving the geometry.\n\nSince we have other fairly obscure options (transform origins for example), it may be best to show these are enabled while transforming (as we do for auto-keyframe).\n", "View zoom (scale mode in particular) doesn't work well when dragging horizontally, or crossing the middle of the screen\nBroken: 2.79, 2.80, 2.81 HEAD (8c9e6f123a2).\nWorked: ?\n\nNavigation Mode Scale Is Broken - it should never be calculated from the vector zero.\n\n- Set Blender Navigation to Scale\n- Try to press Alt + click and drag in viewport to make it zooming (or click and hold the \"zoom\" icon in the viewport).\n- Try to cross the mouse arrow in the vector zero (i.e., cross the mouse around the middle of the viewport).\n- As you can see the tool start to work weirdly inverting the zooming as soon you cross the scene vector zero.\n\nNote: The other zoom modes (e.g., dolly) also present a strange behaviour when zooming horizontally. But the zoom seems to reset when going over the origin regardless of the mouse direction.\n", "Transfer Mode Operator Do To's\nNOTE: This task should be split up into multiple tasks soon.\n\nThis task is concerned about loose ends for a full working implementation of the \"Transfer Mode\" operator.\n\n---\n\n- [ ] Add the operator to a menu in every mode\n\nRight now this would always be the first menu to the right of \"View\" and \"Select\". \nLike \"Paint\", \"Weights\", \"Grease Pencil\", \"Draw\", etc. Some modes would need a new menu added for this.\n\n- [ ] Add the flash overlay for grease pencil objects\n\nArmature and curve objects are also missing the overlay but there it's less needed since other overlays are already a good indicator.\n\n- [ ] Support the operator between all object types\n\nIt is possible to use the operator on between object types (Meshes, Lattices, Curves, ect) but it doesn't work for GP edit mode, sculpt mode, vertex paint and weight paint modes.\n\n- [ ] (Armature) Edit Mode: The operators still won't run in this mode.\n- [ ] (Metaball) Edit Mode: Doesn't run.\n\n- [ ] (Optional) Also select parented aramtures when using the oeprator in weight paint modes.\n\nWhen using this operator it deselects any other objects, rendering this operator useless for weight paint mode. \n\n- [ ] (Optional) Discuss clarity of the operator name and tooltip. Potentually rename to \"Switch Object\"", "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", "Request for Telugu Translation of Blender \nI want to translate blender into my native language. Telugu. Can anybody help in this regard. I can translate the words but somebody has to tell me what to translate and how it works. Kindly somebody guide me or tell the developers.. ", "Add toggle for Vertical and Horizontal Display Mode\nAdd a toggle for the other display modes supported by the File Browser. Wasn't sure if this is needed, but after some feedback and checking of other asset browsing UIs I think such a more compact display mode is good to have.", "Blender will not use new GPU for rendering or recognize it for OpenCL or\nOperating system: Windows 10, all up to date\nGraphics card: msi 4070ti (brand new)\n\nBroken: 2.93.18 as well as the most recent 3.5 on the splash screen, tried most of the in-between builds on clean reinstalls but same issue on all of them.\nWorked: no version\n\n**Error**\nAfter getting a new 4070ti, blender started crashing every 5-10mins or so while moving around a simple scene in the viewport set to material shaders mode, not render mode. The scene consisted of a couple of primitives with very simplistic wood, glass, and metal shaders. When I tried rendering as is it also crashes immediately upon rendering no matter what I use. GPU wasn't greyed out in render settings initially (though it now is), but only showed in preferences under CUDA, and wasn't recognized in OptiX or OpenCL (in newer blender models it also wasn't recognized by anything but CUDA). \n\n1. tried to render a simple scene with render settings set to new gpu\n2. render crashes immediately\n3. move around in viewport on material mode, barely move and blender crashes\n4. check Blender preferences <system <cycles rendering devices: gpu is visible in CUDA but not in any other options (originally was working on 2.93 where I wanted to use OpenCL, I know this isn't in the newer versions with OptiX/all non-CUDA options). Try unchecking CPU hoping to force blender to actually use the GPU and have tax manager up to see if gpu is even being used\n5. blender crashes without rendering, no sign of gpu being used on task manager but CPU usage spikes to 100%\n\n**What I've tried so far that might be helpful**\n\n- tried clean reinstalling different versions of blender, both newer/experimental and older/more stable builds\n- made sure I reset BIOS in case this is a new component/migration error\n- made sure the settings for blender in NVIDIA control panel were all compatible or high performance \n- made sure NVIDIA drivers are all studio version and up to date\n- made sure blender cache folder didn't have any kernel errors\n- installed any updates to windows, this did make the gpu visible in OptiX but unfortuantely the same issue persists even with OptiX on any version where blender just won't use it and uses only cpu (despite being unchecked)\n- double checking how much memory I have on my new gpu vs the old one - yup it does\n- benchmarked my gpu using port royal and making sure I could render a project in Premiere. GPU did fine on the benchmark test and was able to render a 20min video fine. Only blender seems to be the problem\n- noticed today in stackexchange there are a lot more reports with others having the same issue, even with equivalent AMD gpus, and all comments said this seems to be a bug\n\n", "Sidebar changes\nCurrently, the Sidebar has several UI-related issues, especially in the 3D View.\n\n![Screenshot 2020-04-23 at 13.31.15.png](Screenshot_2020-04-23_at_13.31.15.png)\n\n - Use of vertical text\n - Finite space for tabs\n - The tab bar works poorly with Region Overlap, pushing the panels further into the viewport, and overlapping\n\nYou can see an example of using lots of tabs here. This is an extreme example: \n![Npanel-2.PNG](Npanel-2.PNG)\n\nWe also have a visual clash with the Properties tabs often:\n![Clipboard - April 23.png](Clipboard_-_April_23.png)\n\nTabs also often appear outside the panel region, which looks glitchy:\n![Screenshot 2020-04-23 at 13.01.40.png](Screenshot_2020-04-23_at_13.01.40.png)\n\n\n----------\n\nWe can address these issues by making a number of changes:\n\n\n![Screenshot 2020-04-23 at 13.36.55.png](Screenshot_2020-04-23_at_13.36.55.png)\n\n - No vertical text\n - No bar which extends all the way down the viewport\n - Not bound by the viewport height \n - Floating design mirrors the toolbar\n\n![Screenshot 2020-04-23 at 13.37.02.png](Screenshot_2020-04-23_at_13.37.02.png)\nThe menu at the top could be expanded into a list, which would allow users to re-order sections. If users mainly use a couple of sections, they could move those to the top for easy access. \n\nWe could also add the ability to view several sections at once, something which would be hard to support with tabs:\n\n![Screenshot 2020-04-23 at 13.46.22.png](Screenshot_2020-04-23_at_13.46.22.png)\n\nNote: This would require changes to UI lists in Blender to support this, but would also benefit other areas.\n\nThese changes could also be adopted by other sidebars in Blender. " ]
[ "Virtual Reality (XR/VR/AR/MR)\nNOTE: This section will is WIP and will be updated shortly.\n\n**Status:** \n\n**Team**\n**Commissioner:** `?`\n**Project leader:**\n**Project members:**\n**Big picture:**\n\n**Description**\n**Use cases:**\n\n**Design:**\n\n**Engineer plan:** `-`\n\n**Work plan**\n\n\n**Milestone 1 - Scene Inspection #71347**\nTime estimate: Mostly done, 2-3 weeks of work left (state: mid-February 2020)\n\n**Milestone 2 - Continuous Immersive Drawing #71348**\nTime estimate: `?`\n\n**Later**\n\n**Notes:** -\n\n----\n\nThe description here and in sub-tasks is based on a design document by @JulianEisel: [VR/XR Big Picture Kickoff ](XR_Big_Picture_Kickoff_%28V2%29). Please don't take it as official document.\n\n## Goals and Overall Vision\nXR enables an entirely new way to work with computer generated 3D worlds. Instead of trying to take the UIs we’ve already implemented for traditional monitor use and make them work in XR, we should establish an experience on entirely new grounds. Otherwise, what we’ll end up with is just a different, more difficult way to use Blender.\nSo to enter the new immersive world, we should think about which workflows could benefit the most from XR, and carefully craft a new, improved experience for them. Don’t try to enable huge amounts of features for XR, risking bad outcome - or even total failure - but find out which features matter the most and focus on them first.\n\nLong term, the experience can then be enriched further, with more features added as smaller, more concise projects. Eventually, XR would allow creating 3D content with unseen interactivity. The entirety of Blender’s content creation capabilities available in an immersive 3D experience. However, this better be the long term vision for XR, not the goal for this initial project.\n\n## OpenXR\n\nAll VR support in Blender will be based on [OpenXR ](openxr), the brand new specification for VR, AR, MR, etc - or short: XR. It is created by the Khronos group and has a huge number of supporters from all over the VR industry. It’s likely going to be the standard for VR/AR/MR/… (XR).\n\nOpenXR splits the workload between the application (Blender) and the OpenXR runtime. The runtime handles all the device specific stuff, provides many common features (e.g. time wrapping) and can add extensions to the OpenXR API. So the devices Blender will support are defined by the available OpenXR (compatible) runtimes. Currently:\n* Windows Mixed Reality\n* Oculus (though, not officially released)\n* Monado (FOSS Linux OpenXR runtime)\n\nFor information on how to test our current OpenXR driven implementation, see How_to_Test\n\n## State of the Project\nWhile there are multiple initiatives related to Blender and VR (e.g [MPX ]] and [[ https:*www.marui-plugin.com/blender-xr/ | Marui’s Blender XR ](https:*vimeo.com/channels/mpx)), the first important milestone for XR support in main Blender is being finished with an ongoing Google Summer of Code project. It aims to bring stable and well performing OpenXR based VR rendering support into the core of Blender. It’s not supposed to enable any interaction, it’s solely focused on the foundation of HMD support. For more info, refer to #71365. Further work is being done to complete the first milestone: #71347 (Virtual Reality - Milestone 1 - Scene Inspection).\n\nThe one important part that’s missing is controller support, or more precisely, input and haptics support. Although we can do some experiments, it would be helpful to first get a better idea of how VR interaction should work eventually, before much effort is put into supporting this.\n\nThis is the foundation that we can build on. It should allow people with experience in the field to join efforts to bring rich immersive experiences to Blender.\n\n## Development Process\nProposal is to do a use-case driven development process. That means, we define a number (say 10-20) of specific use cases. These should be chosen wisely, based on what we think has most potential with XR.\nFirst, just vaguely describe what requirements the system has for a use-case, a bit later on, define what tools and options are needed to get the use case done (possibly by a specific [persona ](personas-why-and-how-you-should-use-them)).\n\nOn top of that, the process should be done iteratively. That means, we define short term goals for an iteration, work on them and evaluate afterwards before we get into the next iteration. The iterations may include implementation work. So we don’t do the waterfall-like “design first”, but there should be enough design work done before first implementations are made.\n\nAny implementation should be driven by a use-case (or multiple) that the team agrees is drafted out well enough. " ]
Inflate tool for Dynamic Topology creates extra geometry that blobs out the backside of the mesh. OSX 10.9.1 I noticed the issue using build 54ebaad and confirmed it for the official 2.69.0 r60991 release as well. Create a plane, go to Sculpt, activate Dynamic then set the Inflate/Deflate brush to 1.0. Draw out a few strokes, and you should now expect to see messy blobs of geometry built up on the backside of the mesh. For me this has worked every time I tried to do it. I reset to factory defaults for both builds and it still happens. One quick test showed that the tumors that form can end up having an absurdly high poly count. On an area that only had about 5000 triangles, the extra blobs that were formed made up about 35000 triangles. I tried to attach a .blend file but I received an error message that the file size limit was exceeded. (.blend ~7.5MB) ![Inflate.png](Inflate.png)
[ "Dicrepency between requested mesh data layer and eval mesh data layer\nWhile fixing #91838 it became apparent that the data layers requested by `mesh_cd_calc_used_gpu_layers` differs from the ones when creating the batches. Which lead in this case to a crash.\n\nThe fix was just a workaround and fixing this would mean to have the same layers at request time. Or maybe, not assuming they will be available during batch creation.", "Wrong tangent space when using GPU subdivisions\nOperating system: Linux-5.18.0-1-amd64-x86_64-with-glibc2.33 64 Bits\nGraphics card: Quadro RTX 6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.73.08\n\nBroken: version: 3.3.0 Alpha\nWorked: N/A\n\n\nThe tangent space is calculated wrongly when using GPU subdivisions: it appears as if it is calculated for the base mesh instead of being calculated at the limit surface.\n\n\nOpen the attache file, and toggle \"GPU subdivisions\" in the preferences.\n\n|CPU subdivisions|GPU subdivisions|\n| -- | -- |\n|![Screenshot_20220712_102356.png](Screenshot_20220712_102356.png)|![Screenshot_20220712_102436.png](https://archive.blender.org/developer/F13287994/Screenshot_20220712_102436.png)\n\n[gpu_subdiv_tangent.blend](gpu_subdiv_tangent.blend)\n", "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", "Ngon with more edge crash blender when using Multires/Subdivision Modifier\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.41\n\nBroken: version: 3.0.0 Alpha, 2.93.2, \nWorked: None\n\nPlease check the video, it shows the difference when blender deal will small ngon(edge < 10) and large ngon (~=600).\nI think it should take over aleast 5000 points ngon(for some svg file)\n[2021-08-15 17-50-41.mp4](2021-08-15_17-50-41.mp4)\n\nCreat a ngon with more than 600 points\nextrude it and add Subdivision Modifier\ncrash\n[test.blend](test.blend)\n", "Skin modifier can produce undesirable geometry\nBroken: blender-2.74-65328fa-win32\nWorked: never as the skin modifier always had problems like that\n\nThe skin modifier sometime fail and generate very bad geometry\n\n[skinbug.blend](skinbug.blend)\nload the attached blend, and see the problem as shown in the screenshot {[F177512](screenshotbug01.jpg)}(the underlying vertices are all symmetrical, as that base was done with the mirror modifier) \nTest with the various x/y/z options in the skin modifier and see how that buggy geometry can move in other place of the generated mesh\n\nOnly way to fix is to try to either move around the vertices or to rescale them (CTRL+A with the skin modifier) , not real solutions if you need all the branches to be +/- the same diameter and at exact locations.", "Dyntopo: detail flood fill with smoothed mask expands too much\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 2.90.0 Alpha\n\n\n\n[#78755.blend](T78755.blend)\n- Open file\n- Dyntopo > Detail Flood Fill (this is still expected, sticks to unmasked area)\n- Undo\n- Mask > Smooth Mask (this already has a bit of an unexpected shape)\n- Dyntopo > Detail Flood Fill (this spreads out)\n\nTo reproduce: create icosphere with 5 subdivisions, mask spot, invert mask, soften mask, make detail flood fill\n[2020-07-09_09-38-22.mp4](2020-07-09_09-38-22.mp4)", "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", "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", "Unsubdivide support for non-grid topology\nOperating system:mac os mojave 10.14.5\nGraphics card:intel iris 550\n\nBroken: d62a749fcf48\nWorked: never\n\nUnsubdive either from the edge menu or under the decimate modifier not giving expected result with many production models. This never worked well so I figured I put in a report since I haven't seen an active one.\n\nAttached blend file, unsibdivide fails more often than not, producing triangles with unsubividealbe geometry. Works in other packages though, so it's not a problem with the geo.\n\n![Screen Shot 2019-06-12 at 9.31.20 PM.png](Screen_Shot_2019-06-12_at_9.31.20_PM.png)\n[unsubdivide.blend](unsubdivide.blend)", "Pinching effect when using bevel and bevel modifier\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.07\n\nBroken: version: 3.0.0\n\nWhen using bevel in editing mode or bevel modifier sometimes a pinching effect happens at the beveled corners.\n\nWhen using bevel in editing mode or bevel modifier sometimes a pinching effect happens at the beveled corners.\nThis is particularly visible when using many segments.\n\nTest file:\n[Bevel_test_file.blend](Bevel_test_file.blend)\n\nAt first I thought, that this was some kind of limitation of the bevel operation/modifier, however after observing the top part of the test file mesh i'm very sure that this is a bug, because the left part of the topmost face of the test file mesh has a correctly beveled corner, whileas on the other side there is a clearly visible pinching effect despite the local topology of both sides of the topmost face being indentical.\n\nThank you and have a nice day!", "Geometry Nodes: Going back to frame before simulation cache returns no geometry if frame is out of scene frame range\nOperating system: Linux-5.17.15-76051715-generic-x86_64-with-glibc2.35 64 Bits, X11 UI\nGraphics card: Quadro RTX 6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.48.07\n\nBroken: version: 4.0.0 Alpha\n\nOut of scene frame range:\n![Screenshot from 2023-05-23 16-08-49.png](attachment)\n\nInside scene frame range:\n![Screenshot from 2023-05-23 16-19-44.png](attachment)\n\n- Add geonodes modifier\n- add simulation zone\n- run simulation to build up the cache\n- Go to frame 0\n\n", "Curve to Mesh node causes other objects to edge split when not shaded smooth\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.39\n\nBroken: version: 3.0.0 Beta\n\nWhen using a Curve to Mesh node, it causes other objects joined to it to be read with each face as a separate mesh island by Cycles (using the Random per Island socket of the Geometry node in shaders). This only happens while using Flat shading AND the Curve to Mesh is plugging into the first position of the Join Geometry node. In any other order it will not happen.\nAlso happens with more mesh objects as long as the Curve to Mesh object is the first on in the Join node.\n\nThe edges aren't actually split, it just seems to be Cycles that thinks they're individual mesh islands.\n\nAdd a grid node and join it to a curve going through a Curve to Mesh node.\nEnsure the Curve to Mesh is the first connection into the Join Geo node.\nAssign a material to the grid and in the shader, view the Random Per Island output of the Geometry node.\n\n[2021-11-06 18-08-29.mp4](2021-11-06_18-08-29.mp4)\n\n[Mesh Island Bug.blend](Mesh_Island_Bug.blend)", "\"Cursor Extrude Vertex\" causes source vertex to snap\nOperating system: Tux-Based\nGraphics card: Intel\n\nBroken: 2.93\n\n\nThe [CTRL}+[RMB] extrude operator (`ops.mesh.dupli_extrude_cursor()`) causes the source vertex to be snapped, in addition to the newly created vertex:\n\n![WrongSnap.gif](WrongSnap.gif)\n\n(GIF.)\n\nSelect a vertex, and do [CTRL}+[RMB] in a situation where there is a valid snap position for it. (I used Surface snap with a surface behind it.)\n\nTest File:\n[#89647.blend](T89647.blend)", "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", "Sculpting Brush size becomes too big or too small outside the object when the radius unit is in scene\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.99\n\nBroken: version: 3.6.2\n\nSculpting Brush size becomes too big or too small outside the object when the radius unit is in the scene This is not file-specific it is happening in all files and for all objects. its sometimes hard to adjust the side at all when that happens. Attaching a video for reference\n\n- Create a new object and scale up or down a lot\n- Switch to sculpt mode\n- Change the Radius Unit to Scene\n- Examine the brush cursor size changes along the surface and in empty space from different angles & zoom" ]
[ "Dynamic Sculpting: Inflate Brush artifacts --- could freeze blender\n%%%--- Operating System, Graphics card ---\nUbuntu 13.04 \nGraphics Card: ATI RV630 [Radeon HD 3600 Series]\n\n\n\n - Blender version with error, and version that worked ---\nIt occours in 2.66.6 (version 2.66 (sub 6), revision b'56271'. b'Release')\n\nThere is no blender version (with dynamic topology) without this bug.\n\n\n\n - Short description of error ---\n( Dynamic Topology activated. )\n\nArtifacts generated during painting with the inflate brush. There is no way to clean up those artifacts within sculpting mode.\nIf you watch the artifact from the back-side, you will se a blob. \n\nPainting over those artifacts takes some cpu effort. If you are unlucky (using 'dots', this bug could freeze blender.\nUsing the inflate brush could also ruin hours of work. \n\n\n\n - Steps for others to reproduce the error (preferably based on attached .blend file) ---\n1 - Load InflateBrushBug.blend \n - Pre-defined Setup in the blend file\n```\n + It will put you into Sculpting mode automatically\n + The actual brush is set automatically to the Inflate brush\n + Stroke is set to airbrush. Strength is set to 1.\n```\n2 - Activate Dynamic Sculpting\n3 - Draw over the surface with the inflate Brush\n```\n \n```\nIf you set stroke method to \"dots\" or \"airbrush\", the bug occours faster. It also occours on \"space\" with lower strength (around 3).\n\"collapse short edge\" does not prevent the bug! \n\nIf you like, see this video.\nwatch?v=3W5NIrNqEp8&list=PLvTqAnaoAttpxyD2OYAOHWO3nsHDixxJ6\n\n\n\n - If you like to see the bug instantly. ---\nI started with a more general plane to show, that this bug is not limited to valleys.\nThere is a second attachment. (InflateBug-immediate.blend)\nLoad this file. Do same steps as above. If you paint into the bottom edge of the valley, the bug occours immediately.\nI started this Bug Report basing on a plane to show that it affects sculpting in general.%%%" ]
Regression: link drag broken Operating system: Windows-8.1-6.3.9600-SP0 64 Bits Graphics card: NVIDIA GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12 Broken: version: 3.1.0 Alpha Worked: 3.1.0 Alpha, e69020ad0f52, 2022-01-15 05:40 Just try to drag a link in the shader editor [2022-01-18_11-41-35.mp4](2022-01-18_11-41-35.mp4)
[ "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", "Metaballs with drivers hangs Blender\nOperating system: Ubuntu 21, Windows 10\nGraphics card: Nvidia GeForce GTX 1060\n\nBroken: 3.1\n\n1. Add metaballs to scene.\n2. Add drivers changing the scale of the balls by moving an empty.\n3. Move the empty. Blender hangs or crashes.\n\nLoad the attached .blend file. Move the empty along the X axis.\n\n[Fade_1.blend](Fade_1.blend)", "VSE: Tool option Drag options exposed in Annotation & Sample Tool\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.59\n\nBroken: version: 3.0.0 Alpha\n\nDrag options shouldn't be exposed in the Annotation and Sample Tool, as it doesn't make sense to change dragging behaviour in these tools:\n![image.png](image.png)\n\n", "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", "click-drag-releasing cursor breaks its surface projection\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 3.2.1, 2.93.9\n\nAlthough cursor surface project is enabled, click-drag-release breaks the projection on the object. Simply clicking once without moving works.\nThis happens either by shift-RMB or with the cursor tool.\n\n**Steps to Reproduce**\n- Open default scene -> select 3D cursor from toolbar\n- Enable `surface project`\n- Click and drag mouse to place 3D cursor over object", "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", "Geometry nodes preview, clipping Region in the viewport its not working\nOperating system: Linux-5.15.0-58-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.161.03\n\nBroken: version: 3.4.0 Alpha\nWorked: Never\n\nCaused by: c55d38f00b\n\nTo be compleatly honest i don't remember if this was a limitation of the preview node or not and i was unable to find the answer. \nSo as the title says viewport clip in viewport doesn't work in the geonodes overlay preveiw\n![image.png](image.png)\n\n- Try to preview any data from geometry nodes. \n- alt+b to do a viewport clip\nshould look like in the left side of the image above, but it seems that a second geometry with the info from geo nodes in alpha blend mode its not being clipped \n\n", "Subdiv hangs blender\n**System Information** DESKTOP-HR30UII\nOperating system:Windows 11 Home Single Language\nGraphics card:2GB NVIDIA GRAPHICS DRIVER\n\n\nBroken: Blender Version 3.5\nWorked: ?\n\nBLENDER 3.5 KEEPS NOT RESPONDING WHILE I USE MODIFIERS \n\nON BLENDER ADD MESH AND ADD MODIFIERS TO SUBDIVISION SURFACE THEN CHANGING THE VALUE OF LEVELS VIEWPORT VALUE ABOVE 4 .THEN ONWARDS BLENDER COMPLETELY STOPS WORKING AND I NEED TO RESTART IT AGAIN\n\n", "Broken/weird Continuous Grab behaviour\nOperating system: Linux-5.8.0-43-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: SVGA3D; build: RELEASE; LLVM; VMware, Inc. 3.3 (Core Profile) Mesa 20.2.6\n\nBroken: version: 2.93.0 Alpha\n\nbroken/weird behaviour under VMWare Player/Workstation 14.1.2+, Ubuntu 20.04.2 LTS\nEdit -> Preferences -> Input -> Continuous Grab\n|[2021-02-27 03-11-16.mp4](2021-02-27_03-11-16.mp4)|[cursorbug.mp4](https://archive.blender.org/developer/F13560997/cursorbug.mp4)\n| -- | -- |\n\n- activate grab mode (G-key) in the viewport or in any blender's area which support 'Continuous Grab'\n- drag mouse toward area top or bottom edge\n\nAlternatively:\n- Active walk navigation and quickly move the mouse outside of the Blender window. \n", "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", "Regression: Image rendering fails while viewport rendering is in progress\nOperating system: OSX Ventura Version 13.3\nGraphics card:AMD Radeon Pro Vega II Duo 32 GB\n\nBroken: 3.5.0 Date 2023-03-29 02:56 Hash: 1be25cfff18b \nWorked: 3.4.1 Date 2022-12-19 17:00 Hash 55485cb379f7\nCommandBuffer Failed: cycles_metal_integrator_compact_shadow_states\n\n* Load file provided\n* Set ViewPortShading to MaterialPreview\n* Then select ViewPortShading to Rendered\n* While the viewport is rendering Select Render Image.\n\nThis will often cause the error. It may take an attempt or two but more likely to happen after at least one attempt.\n\nIn some case blender will throw the error in both the viewport and in the image window. In some cases...Blender will hang and require you to force quit. At other times it will crash the OS. \n\nThe larger the scene the more drastic the failure. In this simplified file it typically will recover.\n\n", "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", "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)", "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)", "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" ]
[ "Dragged node links are invisible\nOperating system: Linux-5.15.12-200.fc35.x86_64-x86_64-with-glibc2.34 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 495.46\n\nBroken: version: 3.1.0 Alpha, latest master\nCaused by: 9d3f35a0bf1bf5776363bfd61d53a7c85b5827a4\n\nWhen dragging a node link, it turns invisible\n\n- Open default startup file\n- Go to the geometry nodes tab\n- Create a node group\n- Drag from a node socket to create a node link\n- It is invisible\n\nI bisected this problem to 9d3f35a0bf1bf5776363bfd61d53a7c85b5827a4, maybe there was a mistake in the revert revert?\n\n" ]
Crash when clicking in the viewport in pose mode Operating system: Linux-4.4.0-142-generic-x86_64-with-debian-stretch-sid 64 Bits Graphics card: GeForce GTX 1060 3GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.67 Broken: version: 2.80 (sub 64) Worked: (optional) Crash when clicking in the viewport in pose mode - Open Crash_Psl-Man.blend - Click in the viewport or try to select a bone Result: Blender Crashes [Crash_Psl-Man.blend](Crash_Psl-Man.blend)
[ "Rigidbody crash undoing while animation plays (which was started at frame 1 or below)\n[blender_system_info.txt](blender_system_info.txt)\n\n[blender_debug_output.txt](blender_debug_output.txt)\n\n[animation_john2.blend](animation_john2.blend)\n\nOperating system: Windows 10\nGraphics card: Nvidia 2070 Super\n\nWorked: -\n\nBlender crashes when object is rotated to a steep vertical angle and animation player is run.\n\nFor animation_john2.blend\n- Play Animation\n- Select a bone (could be any other operator as well I think)\n- Undo (this will also jump back to frame 0 -- where we started -- which is the important part, starting animation at frame 2 or higher does not result in the crash)\n- Redo\n\nRepeat until crash. Occurs between 2-5 repeats.\n\nAlso occurs at other similar high angles.", "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)", "Crash when auto script execution is enabled\nOperating system: Windows 10 64-bit operating system, x64-based processor\nGraphics card: NVIDIA GeForce RTX 2060\n\nBroken: Blender 4.0.0 7372b3bdda35 and later\nWorked: never? 2.93 fails too\n\nBlender daily build crashes immediately on launch. The blender start screen isn't shown at all, only a grey window which then immediately closes. The crash log indicates that it is a memory EXCEPTION_ACCESS_VIOLATION (see log file attached).\n\n- Open preferences, enable `auto script execution`\n- Save prefs and close blender\n- Rename attached file and replace it with existing startup file\n- Launch blender (crash)\n\n- - -\n<details>\n <summary> Original report </summary>\nStart Blender through Steam, Blender Launcher, blender_debug_log.cmd, blender_debug_gpu.cmd, or blender_debug_gpu_glitchworkaround.cmd.\nA grey window opens with the Blender logo in the top bar.\nThe window closes as Blender crashes.\n\n[ Crashing_4-0-0_daily.blend](https://projects.blender.orgattachment)\n</details>", "Crash when 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```", "Crash when sculpting with a texture, deleting the image of the texture and exiting sculpt mode\nOperating system: Windows 10\nGraphics card: RTX 2070 Super\n\nBroken: version: 3.4, 3.5, 3.6\nBroken: version: 3.3.3\nBroken: 3.1.0\nWorked: 3.0.1\nWorked: 2.93 LTS\n\nCaused by 9111ea78ac\n\nBlender crashes when a texture image is deleted and you exit sculpt mode.\n\nYou can test it inside the attached blend file. I basically just attached an image to a sculpting brush.\n\n1. Open the blend file below\n2. draw on the surface of the sphere\n3. delete the image inside the outliner\n4. exit sculpt mode\n\nCrash occurs because `item->image->runtime.cache_mutex` is null inside `BKE_image_pool_free`\n```\nStack trace:\nblender.exe :0x00007FF713D04C10 pthread_mutex_lock\nblender.exe :0x00007FF70E6EE880 BKE_image_pool_free\nblender.exe :0x00007FF70E6B5CF0 BKE_sculptsession_free\nblender.exe :0x00007FF70F1B67A0 ED_object_sculptmode_exit_ex\nblender.exe :0x00007FF70F1B85F0 sculpt_mode_toggle_exec\nblender.exe :0x00007FF70E953220 wm_operator_invoke\nblender.exe :0x00007FF70E9528D0 wm_operator_call_internal\nblender.exe :0x00007FF70E955880 WM_operator_name_call_ptr\nblender.exe :0x00007FF70F171800 ED_object_mode_set_ex\nblender.exe :0x00007FF70F148710 object_mode_set_exec\nblender.exe :0x00007FF70E953220 wm_operator_invoke\n```", "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", "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)", "The version over 3.5 (3.6 and 3.6.2) crashes for me after using control of view.\nOperating system: Linux-6.2.0-32-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: Mesa Intel(R) Iris(R) Plus Graphics 650 (Kaby Lake GT3e) (KBL GT3) Intel 4.6 (Core Profile) Mesa 23.0.4-0ubuntu1~22.04.1\n\nBroken: 3.6 and 3.6.2\nWorked: version: 3.5.0\n\n\nI have quite simple scene: 1 table, 1 chair. I change selection from chair to table f.x., then deselection or I make zoom out, the screen freezes, Blender proposes me to closing because not responding\n\n", "Blender 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 3.5.1 keeps crashing on occasion\nOperating system: Mac OS Ventura 13.3.1 (a) (22E772610a)\nGraphics card: Apple M1 Ultra (64-Core GPU)\n\nBroken: Version 3.5.1 (3.5.1 2023-04-25)\nWorked: N/A\n\nBlender occasionally crashes on my new Mac Studio (I used to work on a Windows PC beforehand and never had that problem). I'm guessing it is a saving error.\n\n- Download and open the demo-file `Blender 3.4 – “Charge” Open Movie` from demo-files/\n- Change the engine from Eevee to Cycles GPU\n- Set \"Viewport Shading\" to \"Rendered\" - nothing happens\n- Go back to Solid View - blender freezes\n\nAttached is is a video demonstrating what is happening, but in a few words:\n\nThe same happens with some of my heavy(ish) project in 3.6.0 beta\n\nIn 3.5.1 the same project responds in render view as it should be.\n\nWhen I try to reopen the same project blender doesn’t load the project but either freezes or crashes ( one of these crash logs is also attached)\nI manage to reopen the project after a few crashes.\n\nI hope it helps! \n\n![freeze render view 3.6 and 3.5.1.mp4](attachment)\n![3.6.0 crash after trying to reopen test file.rtf](attachment)", "Regression: Crash when animation is playing\nOperating system: Windows 10\nGraphics card: 2x RTX3080\n\nBroken: 3.6 and 3.6.1 release canditate\n\nPress the space bar, the animation starts and Blender closes. The console says : EXCEPTION_ACCESS_VIOLATION\nI also test the file with an independent portable version of Blender, but the crash still occurs.\n\nPress space bar to play the animation and wait the frame 48.\n\n[Fluent_Testing_7_for_blend_dev.blend](https://projects.blender.orgattachment)", "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", "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)", "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 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" ]
[ "Crash with bones with custom shapes AND being in a shading type that is NOT wireframe.\nOperating system:Windows 10\nGraphics card: GTX 1080\n\nBroken: 2.80, master, 0e09075e3956 2019-05-11\nWorked: 2.80, 75f551facaf0, 2019-04-07\n\nI don't have the exact commit ID where it stopped working, sorry about that. The \"worked\" info I provided is the last blender version I downloaded before actually building blender myself everyday. It started crashing about two or three weeks ago but I can't be more precise, sorry about that.\n\nIn the scene I provided Blender crashes when these three conditions are valid:\n1. All four bones have a custom shape\n2. We are not in wireframe (so shading, LookDev or eevee)\n3. We change the active bone\n\nOpen the scene I provided below, go in shading, lookdev or eevee and change the selection of the pose bones a few times (it usually crashes the 2nd time)\n\n**Notes**\n- I have not been able to reproduce the crash in a custom scene but i've simplified the scene I've uploaded as much as I could. There are still some actions that have two users but I couldn't figure out which. I'm pretty sure the actions are not related to the crash though but not 100% certain.\n- deleting any one of the four bones \"fixes\" the crash\n- removing the custom shape of one of the bones also \"fixes\" the crash \n- Assigning the `ctrlShape.facial` to all bones seems to fix it as well. The crash may be only with custom shapes with no surface and just wireframe?\n- when one or more of the four bones have the `wireframe` checkbox ticked (above the custom shape thingy), it doesn't crash\n\nSorry again that I couldn't reproduce this in a new scene but hopefully I gathered enough information to make your life easier!\nI'm available if you have any questions and/or want me to test some stuff if you can't reproduce this.\n\nHere's the blend file: [crash_custom_shape_bones.blend](crash_custom_shape_bones.blend)", "Crash when clicking bones in pose mode with specific custom shapes\nOperating system: Windows 8.1 64-bit\nGraphics card: GeForce GTX 860M - Driver Version: 416.94\n\n\nBroken: 2.80, 196dbc0f314e, 2019-15-10 09:55\n\nIn the attached blend file, the crash is triggered by left clicking the 3D viewport in Pose mode.\n\n[armature_crash_bug17.blend](armature_crash_bug17.blend)\n\nClick anywhere in the 3D viewport of the attached blend file.\n\nIt happens only in **Pose mode** in **all shading modes**, *except for Wireframe* view. \n\nI isolated the 2 offending bones in the armature (**eye.lookAt.L and .R**) of the blend file, but left other bones as well for tests. They are using a custom shape object which seems to trigger the crash when used in a certain combination. \n\nThe bones can be selected in pose mode without producing a crash only from the outliner, or by changing to wireframe display, or in Edit mode.\n\nOnce the custom object (shape.eyeTarget) of any of the 2 offending bones is removed in the bone's Viewport Display by selecting each bone from the Outliner or in Edit mode and then switching back to Pose mode, the crash does not happen, even when the other bone still displays that custom shape.\n\nOnce the custom shape is removed from all bones as mentioned above, and the crash stops happening, it can be re-introduced by following these steps:\n\n1. First, add \"**shape.eyeTarget**\" as custom object in any of these bones: **eye.lookAt.L, eye.lookAt.L.R, ARM.L or ARM.R**\n\n2. Second, add \"**shape.eyeTarget**\" as custom object in the opposite \"**eye.lookAt.L/R**,\" opposite \"**ARM.L/R**,\" or in \"**eye.lookAt.Both**,\" \"**ARM.pole.IK.R**,\" \"**KNEE.pole.IK.R**,\" or \"**KNEE.pole.IK.L**\"\n\n3. click anywhere in the 3D viewport in Pose mode\n\nBut the crash is not triggered if the custom shape is also added to any of the following bones before Step 2: ROOT, NECK, SHOULDER.R/L, SPINE.01/02, ARM.pole.IK.L.\n\nThe crash is not triggered either if before Step 2 you remove the custom object \"shape.IK_sphere\" from 3 of the 4 bones using it (KNEE.pole.IK.L/R, ARM.pole.IK.L/R). \n\nThe crash happens again if you only remove \"shape.IK_sphere\" from 2 of these bones, and then reintroduce \"shape.eyeTarget\" in any ARM or eye.lookAt bone.\n\nAppending the problematic shape from another file can stop the crash if used only in a specific order mentioned below.\n[bug_shape.blend](bug_shape.blend) \n\n**Crash does not happen** if you:\nA. Append the problematic shape from the bug_shape.blend while still in Pose mode\nB. Remove the custom object **shape.eyeTarget** from **both eye.lookAt.L/R bones** (select them from the outliner so that it doesn't crash) (*)\nC. Switch to Object mode \nD. Select shape.eyeTarget.001 \nE. Switch to Edit mode, select 2 edges and bridge them with F or the Edge menu. Just moving or removing vertices will not work. A face must be created somehow.\nF. Switch to Object mode \nG. Select the armature\nH. Switch to Pose mode\nI. Add shape.eyeTarget.001 as custom object in both eye.lookAt.L/R or ARM.L/R bones\nJ. Click anywhere in the 3D viewport\n(*) Step B can be avoided, as long as shape.eyeTarget is replaced with the edited shape.eyeTarget.001 before clicking in the Viewport.\n\nBut, if after step J you go back to Object mode, and try to edit the shape.eyeTarget.001 object again, the crash is triggered as soon as you switch to Edit mode.\n\n\nCrash still happens if you do not edit shape.eyeTarget.001: \nA. Append the problematic shape from the bug_shape.blend while still in Pose mode\nB. Replace shape.eyeTarget with **shape.eyeTarget.001 in both** of the bones mentioned in Step 1\nC. Click anywhere in the 3D viewport\n\n**Another related crash** happens when you:\nA. Append the problematic shape from the bug_shape.blend while still in Pose mode\nB. Replace shape.eyeTarget with shape.eyeTarget.001 in one or both eye.lookAt.L/R bones (select in outliner to avoid previously mentioned crash) (*)\nC. Switch to Object mode \nD. Select shape.eyeTarget.001 \nE. Switch to Edit mode\n\n(*) If shape.eyeTarget is merely removed and not replaced in step B, the crash does not happen in step E.\n\nIf you need any other information I might have left out please let me know.\n\nThank you\n" ]
Failed loading render kernel Osx 10.12.5, 2xAMD FirePro [D700](D700), blender-2.78.0-git20170530.fb82948043-x86_64 No cycles render ![console.png](console.png) ![Kernel-error.jpg](Kernel-error.jpg) Ok with older version.
[ "Viewport display broken for fire- solid and rendered mode (Cycles & Eevee)\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.86\n\nBroken: version: 2.83 (sub 0)\nWorked: (optional)\n\n[Fire seems to get 'stuck' in the viewport (as in it does not disappear), it does however behave correctly when F12 rendered.\nThis happens in 2.83Alpha and 2.82Beta (both downloaded as of today, approx 16:00 Sydney time 15 Jan 2020)]\n\n[Bake the attached and observe.\nhere's what it looks like-\n[ViewportFire_2-82+2-83.mp4](ViewportFire_2-82_2-83.mp4)\n\nIt works Ok when F12 rendered as seen here-\n[Fire26Nov20190001-0050.mp4](Fire26Nov20190001-0050.mp4)\nI couldn't be bothered to render out the clip in Cycles but stills show the error is only in the viewport-\n![ViewportfireBroken.JPG](ViewportfireBroken.JPG)\n\nHere's the .blend-\n[Fire2.83A.blend](Fire2.83A.blend)\n\nThis works properly in the 26November2019 build, here's what that looks like-\n{[F8279386](ViewportFireMantaflow_26-11-19Build.mp4)}]\n\n", "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", "2.93 EEVEE viewport worse performance on iGPU\nOperating system: W10 20H2\nGraphics card: i5-8250U - IGPU UHD Graphics 620\n\nBroken: 2.93 release (windows store)\nWorked: 2.92 release (windows store)\n\n\nWith the new update i'm getting worse performance in EEVEE viewport, in the 2.92 version i had 18 fps, while in the new 2.93 i'm getting 8 fps\n\nScene has 1.200.000 tris\n\nScene has 40 mb \n\n[castle_of_maldrak.blend](castle_of_maldrak.blend)", "AMD - Blender Crashes When I Start Render - Cycles GPU Compute\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: AMD Radeon RX 6800 XT ATI Technologies Inc. 4.5.0 Core Profile Context 23.7.1.230626\n\nBroken: version: 3.6.1\n\n[Whenever I start Rendering, It crashes when using cycles on GPU compute. Doesn't happen on CPU option.]\n\n[On render engine, select cycles. Then set it to GPU Compute. Then click on render on top left corner. Then select render image.]\n\n", "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", "Blender Opens Window then Closes/crashes\nOperating system: Windows 10\nGraphics card: AMD FirePro W2100\n\nBroken: 3.5.1 2023-04-24 18:11 Hash:e1ccd9d4a123 Branch: Blender -v3.5-release\nWorked: first version used on this computer\n\n-First attempted to run blender, found error by running the debug, error:\n\n_EXCEPTION_ACCESS_VIOLATION_\n\n- Did specific driver updates for AMD FirePro W2100 and Intel CPU\n\n- Then ran dell command update\n\n- New error appeared after driver updates and running blender:\n\n_A graphics card and driver with support for OpenGL 3.3 or higher is required.\nInstalling the latest driver for your graphics card might resolve the issue._\n\n- Then downloaded GPU-Z to figure out OpenGL version\n- Open GL version was 1.1 when monitor DisplayPort was plugged into the motherboard\n- Open GL version was 4.5 when monitor DisplayPort was plugged into GPU\n\n- Now blender window would appear but closes immediately\n- running blender_debug_gpu_glitchworkaround.cmd in the Blender file worked to make Blender run but is NOT the overall fix\n- updated python\n- did windows updates\n\nunsure\n\n", "Smoke not rendering randomly, video and blend attached\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 780/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\n\n\nBroken: version: 2.80 (sub 75)\n\n\nSmoke renders haphazardly in the viewport. see:\n[Blender Smoke Render Bug.mp4](Blender_Smoke_Render_Bug.mp4)\nSometimes it's fixed by toggling Adaptive Domain on/off and changing its Add Reosultion value up, e.g. 0, 16, 512, 32, 64, etc.\nThis is random and not guaranteed to fix it.\n\n- Open the attached .blend file,\n- Play (hit Space).\nSmoke sometimes renders correctly in the viewport, sometimes it doesn't.\n[SmokeDEBUG.blend](SmokeDEBUG.blend)", "Blender development todo list -- Render\nNOTE: this is a direct dump of Render (without cherrypicking the valid items)\n\n### Render & UI\n\n- [ ] While rendering, manipulating images (like reload, resizing generated) can still crash Blender. Better image \"owner\" locking is required for 2.5 (#28477)\n- [ ] While rendering, several UI changes can cause crashes (#24758)\n- [ ] Rendering can't really use normal scene data if ui is interactive without causing all kinds of trouble, for examples and related issues see the item above this one.. and the reports (#26535)\n- [ ] Renaming scene leads to missing rendered result in image editor and compositor (see (#30222))\n- [ ] Rendering with File Output nodes could produce unwanted output images, see (#38605)\n- [ ] Shaded draw mode (using render code for vertex colors) is most certainly not coming back\n- [ ] Color Management can be communicated better, like when sampling colors in Image Window it confuses (could indicate such). Color Management also wasn't added backward compatible, disabling it gives dark results.\n- [ ] Compositor \"file out\" node doesn't work for FSA, and as color management troubles too.\n- [ ] FSA render uses temp files with names preventing other Blender instances to render too. (#28314)\n- [ ] Texture nodes have been implemented by recursively (backwards) calling parent nodes, this gives issues for viewers, previews and threads in general.We will try to keep it stable, but the functionality for this is going to replaced with a better shader system in 2.6. (compositor and material nodes call nodes forward, sorted on dependency. Each node is only called once this way).\n- [ ] Render display in Image window, for a window previously showing UV editor, doesn't restore correctly. (#26828). Code for this is too much spread around and fuzzy, needs full revision.\n- [ ] Object transform is not possible during rendering #37019\n- [ ] Don't render and warn when a driver or pre-render script can't be executed, a texture is missing, physics are not baked. Needed e.g. when renderfarms have scripts blocked.\n\n### Node Textures\n- [ ] Grouping texture nodes affects on data range #45696\n\n### Baking\n- [ ] add option to smooth vertex colors as a post process after baking #35066.\n- [ ] Baking to a low-res textures might miss pixels which lies on the UV island boundary #37681\n- [ ] Vertex baking might cause AO artifacts #44178\n- [ ] Support dupligroups #43553\n- [ ] Modifier produces non deterministic effects #42015\n- [ ] Update Blender side baking to support different topologies needed for adaptive subdivision #49405", "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", "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", "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.", "EEVEE NEXT: Memory leak when switching render type\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56\n\nBroken: version: 3.5.0 Alpha\n\n```\nError: Not freed memory blocks: 1, total unfreed memory 0.000038 MB\n```\n\n1. Start render default cube in cycles\n2. Switch no eevee next (render turned to black)\n3. Closed blender", "Cycles is not working in 3.5.1 on a MacBook M1 Max—causes the program to immediately freeze!\nOperating system: macOS-13.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Max 1.2\n\nBroken: version: 3.5.1\nWorked: (This started happening two days ago, and I only updated to 3.5.1 today. But in the days/weeks prior it was 3.4)\n\nOn my MacBook M1 Max (with all upgrades possible), I have had to force quit Blender countless times in the last 48 hours after turning on viewport Cycles view. Upgrading to 3.5.1 has seemingly made it a constant problem. Even now opening a brand new project, then turning on Cycles render, it starts saying it’s loading kernels (very slowly), and never renders, freezing the viewport, forcing me to force quit. So it seems I no longer can turn on Cycles in 3.5.1.\n\nThere is no further steps really, this is happening on a new project for me. Hopefully you all can see this and figure out something! I’m happy to provide further details if you need anything. I use Blender for my day-to-day at work so fingers crossed this isn’t the new normal for the foreseeable future. Also, love you all!\n\n", "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 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" ]
[ "OpenCL issue with AMD 7870 and B3D 2.78.5 build\n**blender-2.78-94a3bc6-win64**, Win10 \nLatest drivers \n\nThis is a default scene with sphere: \n![bl2.png](bl2.png) \nRender on GPU gives this:\n{[F612416](bl1.png)}![bl3.JPG](https://archive.blender.org/developer/F612418/bl3.JPG)\n\n\n\nViewport rendering works fine altough it takes long to open render kernels:\n![bl4.png](bl4.png)\n\nViewport rendering on CPU: \n![bl5.png](bl5.png)\n\nOn GPU memory usage is about **585 MB** and on CPU is only **10MB**. \n\nAfter I open viewport rendering again, this error happens:\n![opencl2.png](opencl2.png)\n![opencl1.JPG](opencl1.JPG)\n\n" ]
RGB Separation node - Green Channel Problem Win 7 64 Pro Blender 2.79B GTX 1080Ti When using a packed texture*, the Ambient Occlusion map - packed to the Green channel - renders incorrectly. See animated GIF, I also attached a Blender file, jut set viewport to Cycles. *'Packed texture ' means the typical method to use an RGBA texture to store PBR channels like Metalness, AO, Roughness, etc. In this case: R=Metalness, G=AO, B=BUMP, A=Roughness Thanks.[Green Channel Problem.blend](Green_Channel_Problem.blend) ![Green Channel Problem.gif](Green_Channel_Problem.gif)
[ "USDZ - Normal and Roughness maps imported as 'sRGB' instead 'Non Color'\nSystem Information\nOperating system: Windows 11\nGraphics card: RTX 3090\n\nBlender Version\nBroken: (3.60, 6daa3f6b8a)\nWorked: NA\n\nShort description of error\n\nWhen importing a sample USDZ file it imports correctly but has no Occlusion applied on the shader. When exporting back out to USDZ the Occlusion map is not included inside the USDZ anymore.\n\nWhen checking the original file (extract the usdz via a 7zip) it does have the AO texture inside the directory.\n\nExact steps for others to reproduce the error\n\n1) Download sample USDZ file from Apple: Rock.usdz\n2) Import USDZ into Blender\n3) Go to Shading Tab\n4) See the Normal Map Shader Color Space set to sRGB\n\n", "Viewport shading solid mode not displaying geometry nodes color attributes correctly\nOperating system: Win10\nGraphics card: 960m\n\nBroken: 3.5\nWorked: never\n\n\nWhen using geometry nodes to add color attributes, there are several situations where the viewport solid mode attribute option does not display the color attributes correctly.\n\nAs can be seen by this example. The first image shows a cube with a color attribute added. The geometry nodes setup adds a red color to the \"Color\" attribute. This all works as expected as can be seen in the viewport and the spreadsheet. \n\n![color_attr_1.jpg](attachment)\n\nIf a GN cube is added instead of the standard mesh cube (which has been bypassed by the switch node) then the color attribute is added as expected. This can be seen in the spreadsheet as to be the same as the previous screenshot for the color attribute. However, it is not being displayed in the viewport.\n\n![color_attr_1a.jpg](attachment)\n\nThis is a problem seen with any procedural geometry made with just nodes. As a workaround, you can have a single vertex as the only \"real\" geometry and use a join node to join with any nodal procedural geometry. Strangely though, this has to be the first connection in the join node, and won't work if it is second. This can be seen by the next 2 images:\n\n![color_attr_2.jpg](attachment)\n\n![color_attr_2a.jpg](attachment)\n\nA similar related case is that some mesh nodes will also make the viewport lose the displayed attribute. For instance, if you create a cube, add a GN modifier and add a dual mesh node to the chain, the color attribute is still there, but no longer displayed in the viewport. This happens with some nodes (like mesh to volume and back to mesh) but not others (like subdivide or extrude).\n\n![color_attr_3.jpg](attachment)\n\nThere is also a related issue that when exporting to obj or gltf the color attributes are not exported if they are not displayed in the viewport. If apply the GN modfier, you have to actually click on the color attribute in the properties panel to see it in the viewport or to be able to export it. \n\nOddly, the fbx exporter seems fine without applying the modifier. It also doesn't matter if the color attribute is on the vertices, or face corners, or if the color is float or byte color. The same issues happen regardless.\n\n", "EEVEE-Next: Refactor renderpass storage\nCurrently render-passes are allocated in multiple texture buffers.\nThey take a lot of binding points and currently prevent the deferred pipeline to output diffuse color correctly.\n\nThe plan is to combine all render-passes into the same array texture and use an associated UBO containing offset to the layer of each pass type.\n\nThis would very similar to the AOV support.\n\nAnother direct benefit of this would be that the GBuffer encoding could be simplified.\n\n", "Mix/Add nodes breaks Eevee AO render pass if one socket is unfilled.\nOperating system: Windows-10-10.0.16299-SP0 64 Bits\nGraphics card: GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.67\n\nBroken: version: 2.92.0, 2.93.0, 3.0 0efb627bbd\n\nIn Eevee, any material which contains an add shader node will be broken in the AO pass, if second socket is *invalid*, leaving the material either entirely black or white.\nThis is annoying if you're creating entirely black materials by leaving a socket empty.\n\n- Add a mesh, give it a material.\n- Put either an an add shader node or a mix node into the material somewhere, but only fill one of the input sockets\n- Enable AO with Eevee, and look at the AO render pass in render view. In 2.92, the object will be completely black, in 2.93 it will completely white.\n\n----------------\n- Render the scene with the file given.\n- For the second case, render by swapping the socket inputs of the \"Add Shader\" node.\n[T88779_mine.blend](T88779_mine.blend)\n\n![image.png](image.png)\n![image.png](image.png)\n\n\nAdditional example images.\n(2.93)\n[F10155389](image.png)\n[F10155391](image.png)\n\n(2.92)\n[F10155385](image.png)", "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)", "Image Editor: Viewing a value buffer could use incorrect channel selector\nThis is a long outstanding issue in the image editor that should be fixed.\nWhen rendering a value based AOV and switching in the render result to the AOV would render incorrect as the wrong channel selector is selected (Still Color + Alpha).\n\nThis is also visible when reading single channel images or OpenEXR files.\n\n**Solution**\nAdd an option to view `Value` option to the channel selector and change RNA get/set/itemf + add support of this to the image engine.", "Two Shader to RGB nodes fed from the same BSDF : one produces black result\nOperating system: OSX 10.15.7 / Windows 10\nGraphics card: Geforce GT650M / Geforce 2060\n\n3.6.0\n\nThis should be a white cube:\n\n![Screenshot 2023-07-19 at 14.18.38.png](attachment)\n\nOpen the blender file...\n\nHere a additional screenshot, see that If I use two Principled BSDF's instead of one (with the same settings...), then the problem is 'fixed'.\n\n![Screenshot 2023-07-19 at 14.20.28.png](attachment)\n\n", "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?", "Eevee Alpha Blend artifacts in lookdev and VR with Viewport Denoising enabled\nOperating system: Windows 10\nGraphics card: Nvidia GTX 970\n\n\nBroken: version: 3.0.0 Alpha, branch: master (modified), commit date: 2021-07-26 13:54, hash: 3059853732d7\nBroken: version: 2.93.1, branch: master, commit date: 2021-06-22 05:57, hash: 1b8d33b18c2f, type: release\nBroken: version: 2.83.16, branch: master, commit date: 2021-06-15 08:46, hash: 051567553d29, type: release\nWorked: Unknown\n\n\n\nNavigation within a viewport (such as panning / orbiting the scene) with objects that have a material with Alpha Blend enabled results in visual artifacts for those materials, seemingly regardless of the alpha channel itself (i.e. it affects materials with an alpha of one).\n\nIn my case I first saw the artifacts while using the VR mode in blender where these artifacts feel extremely exaggerated in some cases. I have an environment with foliage billboards that appear like they are slightly head-locked and they sway around a lot when moving in VR. I later realised I could reproduce similar artifacts outside of VR and then realised that disabling denoising avoided the artifacts in the editor and in VR.\n\nIt seems that Eevee's denoising introduces some kind of latency related to how the alpha blending is handled which results in temporal, visual artifacts while the viewport's perspective is changing.\n\nI'd say the reproduction below probably doesn't represent how significant the artifacts feel in VR but I think it highlights the same underlying issue (the same two workarounds that affect the editor, also help in VR).\n\nTurn on Viewport Shading: Material Preview or Rendered\n\nDelete cube\nAdd plane\nAdd material (default principled BSDF is fine, though in my case I'm working with emissive shaders and I have a modified build of Blender supporting equirectangular image textures that let me access their alpha channel)\nSet material Base Color to an Image Texture.\nCreate a new image and generate a Color Grid to set as the base color. (with or without Alpha)\nSet material blend mode to 'Alpha Blend'\n\nGyrate/pan/orbit the viewport view. (Note the artifacts are related to the viewport navigation that needs to move around, and just moving/rotating the plane itself won't show artifacts)\n\n(For the Color Grid the artifacts mainly look like shimmering, and glints on the white letters. That's quite different to the original artifacts I saw in VR for my use case but still it seems to represent the same underlying issue.)\n\nUnder render properties, toggle Viewport Denoising and perform the same viewport movements to compare.\nWith Viewport Denoising back on, switch to using Alpha Clip instead of Alpha Blend and again compare.\n\n[eevee-denoise-artifacts.blend](eevee-denoise-artifacts.blend)", "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)", "PSD File Lacks Alpha Channel\nOperating system: WIndows 10\nGraphics card: RTX 3080\n\nBroken: 3.1.2\n\nAn alpha channel saved in a .PSD file does not appear usable in Blender.\n\nCreate image in photoshop, add alpha channel in channels palette. Save psd, ensuring \"alpha channels\" is checked in the \"save as\" dialogue. In blender, create material with image texture node. Select psd file, connect \"alpha\" output to Base Color for debugging or open the image in an image editor view and select Alpha in the channel viewer box in the upper right. It appears solid white rather than showing the embedded alpha channel.", "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.", "Texture painting does blend modes like overlay incorrectly when using 16/32bit images\nOperating system: Linux-5.17.15-76051715-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: Quadro RTX 6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.48.07\n\nBroken: version: 3.4.0 Alpha\nWorked: unknown\n\n[texture_paint_overlay_16F_bug-2022-09-28_15.37.38.mp4](texture_paint_overlay_16F_bug-2022-09-28_15.37.38.mp4)\nHere you can see that even though the paint color is white, the overlay blend mode results in darkening of the gray base color, when painting with a low strength/at the edge of the brush falloff. This happens only for 16/32bit images and independently of the color space of the texture. It seems like brush falloff and strength are applied before the blend mode.\n\n- create 32bit/16bit image texture\n- draw with white, set to Overlay on shade of gray\n[16F_texture_paint_overlay_bug.blend](16F_texture_paint_overlay_bug.blend)\n\n", "Shader color affects Shadow Pass in Cycles\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Super with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68\n\nBroken: version: 3.1.0\n\nShadow Pass is not working as it should in Cycles. It somhow works much better in EEvEE (altough other problems arise).\n\nEasiest setup is just adding a plane, a sphere and setup cycles as a render engine.\nActivate **Shadow Pass** (not the Shadow Catcher Pass).\nDo an image render and everything works, more or less, as expected. So you get as a result a Black and White image (right side) where black is shadow and white is none:\n![image.png](image.png)\n\nBut, as soon as you texture the objects with any image you get the darkest areas of those images in the Shadow pass (something like if one of the rgb channels is leaking to the final image):\n![image.png](image.png)\n\nI have already tested it in Blender 2.83, 2.93, 3.1, 3.2 and 3.3 alpha and I have got always the same behaviour... so no idea if it ever worked or not as it should do. Right now it is absolutelly useless as you can't compose it without textures afecting the masked shadow.\n\nAs I said I already tested in EEvEE and it works better:\n![image.png](image.png)\nBut another problem arises, tesselation of the objects aren't smoothed, like if it is not using Smooth Shade setting at all.\n\n\nI attach a scene that reproduces the problem: [Shadow_Pass_3.1_Packed.blend](Shadow_Pass_3.1_Packed.blend)\n\nAs a last detailed behaviour, in the scene I'm actually working, I nottice that some Specularity and Diffuse are also \"leaking\" to the Shadow Pass:\n![image.png](image.png)\n\nI hope it can be fixed.\n\nOf course, If I can somehow workaround it let me know as it would be of much help as I didn't found, yet, a way to overpass the trouble other than creating a new scene with untextured materials.\n\nThanks in advance, and cheers!\nIgnasi.\n\n", "Adaptive Sampling Noise Threshold strange behaviour on Ambient Occlusion bake\nOperating system: Windows 10\nGraphics card: RTX 2080\n\nBroken: 3.6\nWorked: 2.9 (No noisy regions, but I'm not sure if the threshold is even working)\n\nStrange noise regions appear on baked ambient occlusion map. They are not related to geometry, and not related to illumination, since even the light AO regions appear noisy. Disabling adaptive sampling or changing the threshold to extremely small values removes the issue. Values for the noise threshold look inadequate in these regions. Setting it to 0.01 gives around 27 out of possible 256 light difference between adjacent pixels in HSL color. In regions with reduced noise, the level looks similar to what it should be, you can see both on the image below. The noise disappears when threshold is turned off, so it's not related to maximum samples count. Same issue does not appear on baking direct or indirect light and the noise level seems adequate. It's not related to denoiser, since it's not working in baked maps (unfortunately).\n\nIt's hard to imagine synthetic scene in which the situation will repeat itself. In the attached scene, you just need to click the bake button and see the results. Try changing the Noise Threshold values or disabling it. You can change AO map texture size to make baking happen faster.\n\n" ]
[ "Changing the Alpha Mode of an Image in Cycles doesn't have expected effect.\nImages with non-color data such as normal maps that also have an alpha channel containing other data such as a bump map have the color data affected by the alpha channel, even when the Alpha Mode is set to Straight.\n\nWhen the alpha channel on the image is disabled or when the image file has the alpha channel removed the texture behaves as expected, but this prevents using the data in the alpha channel.\n\nUsing Blender 2.79 Cycles renderer.\n\n[alphapremult.blend](alphapremult.blend)", "Cycles image texture node always premultiplies alpha\nWhen using an image texture node with alpha channel enabled, the color output seems to return always values premultiplied with the alpha value, despite the manual saying this:\n\n> RGB color from image. If the image has alpha, the color is premultiplied with alpha if the Alpha output is used, and unpremultiplied or straight if the Alpha output is not used.\n\n\nIt seem to make a difference, whether the alpha socket is connected (the values change somehow), but alpha connected or not, I won't get out the image RGB color values without alpha messing with it." ]
Subdivision modifier Apply works wrong {[F8419608](subdiv.blend)}{[F8415984](https://archive.blender.org/developer/F8415984/subd.jpg)}Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.66 Broken: version: 2.83 (sub 9) when I apply the deformer, I expect that the deformed geometry will look the same as before. If I apply one level of subdivision deformer, then add subdivision deformer for another one level, geometry doesn't look like if I add just deformer with two levels of subdivisions. This is awkward because the common pipeline looks like: make a base shape > subdivide > add mid-level detail >subdivide > add high-level detail. But before subdivision and after I get two different shapes. 1 create two similar objects 2 for the first object add subdivision modifier with subd level 2 3 for the second object add subdivision modifier with subd level 1 and apply it 4 for the second object add subdivision modifier with subd level 1 5 object 1 and 2 should look similar, but they don't
[ "Rigid Bodies do not interact properly when animated\nOperating system: Windows 10\nGraphics card: NVIDIA GeForce RTX 2070\n\nBroken: Tested on 2.93.6, broken on assumedly many more\nWorked: Unknown\n\nRigid bodies do not interact with each other properly when one of them is deformed via Armature Modifier.\n.\n- Add an Object as a Rigid Body (Passive, Animated), and rig it to an Armature.\n- Have the bone(s) controlling said Rigid Body be animated (e.g setting an axis of rotation to #frame/30)\n- Add another Object as a Rigid Body (Active) to interact with the first one\n- The Passive Object moves, but the Active Object will only interact with it as if the Passive Object is stuck on Frame 1.\n\nThis could be due to how the Rigid Body settings are not considered a Modifier like Collision, Cloth, Dynamic Paint, or Fluid (reinforced by how a Cloth Object interacts correctly with a Collision Object deformed by an Armature Modifier)[rigidbodyissue.blend](rigidbodyissue.blend)", "(Shrinkwrap) Modifiers and constraints targeting a mesh wont update during that meshes sculpting session (unless an additional mirror modifier is in play)\n2.8x - 3.0 (may exist in older versions)\n\nAppearently I cannot modify the shape of the target mesh in sculpt mode since the shrinkwrap on the main mesh does not update unless I click somewhere else and not use the sculpt tools. It does update in edit mode tho.\nI remember someone saying its supposed to happen in order to keep performance running smooth or something like that, but I hardly believe it.\n\nThe only way to be able to update shrinkwrap is to add a mirror modifier to the target mesh and then you can now use sculpt mode with no issues. I've done this a few times now and I barely noticed any performance impact.\n\n1) Add a mesh, any mesh\n2) Give it a shrinkwrap modifier\n3) Add another mesh that will be used as the target\n4) Go to sculpt mode and shape up the target mesh\n\nNo update on shrinkwrap unless I click something else around the UI\n\nTo fix this:\nif the model has one mesh and I wanna edit it symmetrically, I cut it in half and add a mirror modifier to it\nShrinkwrap now updates all the time when I sculpt the target mesh without needing to click somewhere\n\nFrom there on I can do whatever I want with the target mesh in sculpt mode", "Value of Quad Corner Type changes automatically in the Subdivide operator.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce MX150/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 2.93.0 Alpha\n\nValue of `Quad Corner Type` changes automatically in the Subdivide operator.\n\n\n1) Open Default Scene.\n2) Go to Edit Mode, right click and select Subdivide.\n3) Uncheck the Create N-gons box.\nQuad Corner type is automatically set to `Inner Vert` from `Straight Cut`.\n\n(But we can still select `Straight Cut`, not like its disabled) so this doesn't look like consistent behavior?\n\n", "Particle Texture influence broken when using two particle system on the same object\nOperating system: Ubuntu 18.04\nGraphics card: GeForce 970GTX\n\nBroken: 2.90.1\nWorked: Never (2.8+)\n\n\nWhen using two particles system on the same object with an influencing texture, one particle system has a wrong influence (e.g. Particle System shrink to quickly)\n\nBlend File: [particle_texture_bug.blend](particle_texture_bug.blend)\n\n0. Set the animation start and end to 100 - 200\n1. Create an Emitter and a Particle Object\n2. Add a Particle System to the Emitter and use the Particle Object for rendering\n3. Set the Start and End to 100 - 200\n4. Give the Particle System a Blend Texture that influences the size with \"Strand/Particle\" as Coordinates\n5. Add another System and Duplicate the previous one to get the exact same setting\n6. Change the Start and End of the new System to 0 - 100\n7. Bake all Dynamics\n8. Render Frame 199 and compare to rendering of 101. The particles in 199 are tiny in comparison (or invisible). They should look near identical\n\nOptional: \n9. Remove the 0-100 Particle and Redo Baking\n10. Frame 199 now has normal sized particles\n", "Regression: When making a collection real, curves with depth in the collection are instantiated twice\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 512.77\n\nBroken: version: 3.2.0\nBroken: 3.0\nWorked: 2.93\n\nCaused by b9febb54a4\n\nwhen making a collection real, curves where geometry/bevel/depth is not zero are created twice.\ncurves that do not have this property set are only created once.\n\n- open the attached file\n[curves_file.blend](curves_file.blend)\n- select the collection instance\n- object -> apply -> make instances real\n\n**What should happen**\n- every object of the collection appears once\n\n**What happens**\n- the \"BezierCurveWithDepth\" appears twice in the hierachy\n\n\nthis also is the case, when exporting the instanced collection, without making it real\n", "Boolean Modifier is evaluated if an object linked to the cutter object is link-duplicated\nOperating system: Linux-5.4.0-58-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 455.38\n\nBroken: version: 2.91.0\n\n\nSuppose ObjectA has a boolean modifier, the target object of which is CutterA. CutterA shares the same mesh datablock as CutterB. If CutterB is link-duplicated (Alt-D), ObjectA 's boolean modifier is re-evaluated. In large technical scenes with many linked cutters this means Blender frequently stalls, re-evaluating *every boolean in the scene every time you duplicate a cutter.*\n\nExpected behaviour: boolean modifier should only be evaluated if the cutter object datablocks *change*, and adding a user to a datablock should not count as a change.\n\n", "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", "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", "Edges generated by Bevel Modifier do not inherit correct crease values\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.02\n\nBroken: version: 2.81 (sub 14)\nWorked: (optional)\n\nThe Bevel Modifier ignores the crease values of connected edges, producing unexpected/undesired results.\n\nExample image of the bug in production asset (the rear of a flatbed car):\n![Crease_vs_Bevel_04.PNG](Crease_vs_Bevel_04.PNG)\nPlease observe how the top is rounded toward the center of the car, despite the vertical corner crease and the horizontal beveling. This roundness goes against the artist's intention.\n\n\nOpen this file: [#70587-bevel-edges-bug.blend](T70587-bevel-edges-bug.blend)\n\nThat file was created by following these steps:\n\n1. Create a cube\n2. Set Edge Crease of vertical edges to 1.0\n3. Set Edge Bevel Weight of top horizontal edges to 1.0\n4. Add Bevel Modifier in Weight Mode\n5. Add Subdivision Modifier\n\nThis produces undesired result 1:\n![Crease_vs_Bevel_01.PNG](Crease_vs_Bevel_01.PNG)\nPlease observe how the top of the cube becomes circular because the creasing on the vertical edges does not extend to the newly generated loop of faces.\n\nThis can be seen in image 2:\n![Crease_vs_Bevel_02.PNG](Crease_vs_Bevel_02.PNG)\n\nOnly after manually adding the crease value to the new edges do we get the expected result, image 3:\n![Crease_vs_Bevel_03.PNG](Crease_vs_Bevel_03.PNG)\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)", "Bevel profile incorrect when using arc for inner miter\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.07\n\nBroken: version: 3.3.0 Alpha\n\nThe Bevel operation and modifier has an incorrect profile when the inner miter is set to arc and the profile value is either very high or low.\nthis happens in both edge bevel and vertex bevel mode.\n\n|Inner miter sharp (Ok):\n|---\n|![untitled1.png](untitled1.png)\n\n|Inner miter arc:| \n|---|---\n|![untitled.png](untitled.png)|![untitled.png](https://archive.blender.org/developer/F13075861/untitled.png)\n|Shape 0.93|Shape 0.5\nIn this case the Bevel kind of overshoots.\n\nProbably related to #95916 (Pinching effect when using bevel and bevel modifier).\n\n- Open attached .blend file\n[Test.blend](Test.blend)\n\nThank you and have a great day!\n\n---\nUPDATE:\nIn some cases it can also happen with Inner Miter Sharp (#105064)\n", "Wrong tangent space when using GPU subdivisions\nOperating system: Linux-5.18.0-1-amd64-x86_64-with-glibc2.33 64 Bits\nGraphics card: Quadro RTX 6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.73.08\n\nBroken: version: 3.3.0 Alpha\nWorked: N/A\n\n\nThe tangent space is calculated wrongly when using GPU subdivisions: it appears as if it is calculated for the base mesh instead of being calculated at the limit surface.\n\n\nOpen the attache file, and toggle \"GPU subdivisions\" in the preferences.\n\n|CPU subdivisions|GPU subdivisions|\n| -- | -- |\n|![Screenshot_20220712_102356.png](Screenshot_20220712_102356.png)|![Screenshot_20220712_102436.png](https://archive.blender.org/developer/F13287994/Screenshot_20220712_102436.png)\n\n[gpu_subdiv_tangent.blend](gpu_subdiv_tangent.blend)\n", "Collada exporter's triangulation option messes up custom vertex normals\nBroken: v3.4.1, v3.2.0, v3.1.2\nWorked: Never, as far as I can tell.\n\nWhen using the Collada exporter to export a mesh with custom vertex normals (with the exporter's triangulation option on), for each quad, one vertex of a split-off triangle will have an incorrect vertex normal.\n\n![normals_bug_blender.png](normals_bug_blender.png) Figure 1: A grassy slope mesh in Blender.\n\n![normals_bug_unity.png](normals_bug_unity.png) Figure 2: The same mesh in Unity. Note how the lighting produces a visible seam between the two triangles of each grass quad. (Apologies for the low color contrast in the screenshot)\n\n- In Blender, create a quad mesh and rotate it so that it's standing instead of laying down\n- Use \"point to target\" to point the quad's normals straight up\n- Export the quad with the Collada exporter, with the triangulate option on\n- Import the mesh into some other program to check the exported vertex normals. You should see that one of the vertex normals is wrong.\n\n**Workarounds**\nTriangulating with Ctrl+T does not suffer from this bug.", "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)", "Bushing under the Displace modifier will change the primitive mesh\nOperating system: Windows-10-10.0.21343-SP0 64 Bits\nGraphics card: GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92\n\nBroken: version: 2.93.0 Alpha\nWorked: (the newest version of Blender that worked as expected)\n\n\nUnder the replacement modifier, sculpting the object will add the effects of the replacement modifier to the brush\n\nstep1:add modifier into the object as a Displace modifier\nstep2:In the Sculpt Mode, Bushing under the Displace modifier will change the primitive mesh\n\n[Peek 2021-03-30 18-59.webm](Peek_2021-03-30_18-59.webm)\n\n[Bushing under the Displace modifier will be change premitive mesh .blend](Bushing_under_the_Displace_modifier_will_be_change_premitive_mesh_.blend)" ]
[ "New multires shrinkage problem\nOperating system: ubuntu 16.04\nGraphics card:\n\nBroken: newest master, a8d139ca2002\nWorked: older version / 2.7x\n\nsubdividing with a multires modifer will result in a \"non standard\" catmull clark mesh\n\n\n![multiresbug.png](multiresbug.png)\n\njust subdivide a cube and compare it to a subsurf cube \n\nthe reason for that behavior is (i guess) multires subdivides the limit surface mesh again and again which is obviously wrong/unpredictable... (it is exactly reproducible with multiple subsurf modifier on one mesh)\n\n\n" ]
Auto Depth makes zooming & orbiting slow with Material Preview on Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.66 Broken: version: 2.82 (sub 7) Broken: version: 2.83 (sub 3) *Auto Depth* (Preferences > Navigation > Orbit & Pan) makes zooming & orbiting slow while the Viewport Shading is "Material Preview". It doesn't happen if Viewport Shading is "SOLID". 1. Open a scene with several objects (with materials applied onto them) 2. Make sure to have "Auto Depth" unchecked in Preferences > Navigation > Orbit & Pan 3. Try point #4 with "SOLID" then with "MATERIAL PREVIEW" viewport shading: 4. Zoom and orbit the view 5. You should not notice any slowdown, no lag Now redo the steps #1 to #4 with "Auto Depth" checked (enabled). Switching the viewport shading to "MATERIAL PREVIEW" makes orbitting and zooming sluggish, you should notice a lag.
[ "GPencil: Select Circle misses points when dragging fast over strokes in material preview or rendered viewing modes\nOperating system: Darwin-19.3.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 580 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.5.5\n\nBroken: version: 2.90.0 Alpha\n\nThe Select Circle tool regularly misses points when dragging over them in material preview or rendered viewing mode.\n\n* Open the attached .blend file\n* Drag quickly over the line (solid mode), the points are correctly selected.\n* Switch to Material Preview and drag quickly over the line, not all points on the drag path are correctly selected.\n\n**Notes**\nFor me the cursor movement (UI update?) has a much lower frame rate while in material preview or rendered viewing mode. So while dragging quickly over the points in a stroke, some points never overlap the select circle radius on any of the frames of the drag. And it looks like the position of the Select Circle isn't being interpolated between frames.\n\nThis means that points don't get selected that should have been, so I have to make the selection again. \n\nIn solid or wireframe mode the FPS is high enough that no points are missed, but these modes are often not good enough to get a proper feel for the image i'm working on.\n\n[selectcircle.blend](selectcircle.blend)", "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)", "Metal Viewport \n**Status:** `?` Initial stages of development\n\n---\n\n**Description**\nBringing Metal support to the Blender viewport for optimal performance on macOS. This will be implemented as a new GPU Backend within Blender's GPU Module.\n\n**GHOST**\n\n* - [x] Encapsulate use of OpenGL within GHOST_ContextCGL\n* - [x] Add support for Metal Backend to GHOST_ContextCGL\n* - [ ] EDR (Extended Dynamic Range) support for GHOST swapchain\n\n**EEVEE Next - Workbench Next - Overlay Next**\n\nInitial bring-up\n\n* - [ ] Add support for 2D Texture Atomics via Buffer + Implement metal path\n* - [ ] Add support for virtual frame buffers (No attachments, but specified dimensions, currently allocating temporary texture for enablement). \n* - [ ] EEVEE + GPU Unit tests 100% pastorate\n* - [ ] EEVEE irradiance cache baking - Metal support\n* - [ ] EEVEE Next shadows - Metal support\n\nOptimisation + Later:\n\n* - [ ] Optimize compute kernel workgroup sizes for all passes\n* - [ ] Investigate kernels wherein threadgroup size requirement exceeds optimal sizing heuristic. Aim to avoid using maxTotalThreadsPerThreadgroup.\n* - [ ] Ensure resource usage is optimal (compression etc)\n\n**GPU Module METAL Backend**\n * - [x] MTL_backend\n * - [x] MTL_batch\n * - [x] -> Metal indirect draw support\n * - [x] MTL_capabilities\n * - [x] MTL_command_buffer\n * - [x] MTL_context\n * - [x] MTL_debug\n * - [x] MTL_drawlist\n * - [x] MTL_element\n * - [x] MTL_extensions (via backend)\n * - [x] MTL_framebuffer\n * - [x] MTL_immediate\n * - [x] MTL_memory_manager\n * - [x] MTL_query\n * - [x] MTL_shader\n * - [x] MTL_shader_interface\n * - [x] MTL_state\n * - [x] MTL_storage_buf\n * - [x] MTL_texture\n * - [x] MTL_uniformbuffer\n * - [x] MTL_vertex_buffer\n * - [x] Compute support for Metal\n\nMore items to be added as necessary.\n\n**GPU Feature coverage**\n\nA number of features available in Blender require API functionality which is either not directly available in the Metal API, such as geometry shaders, or requires a higher degree of explicitness from the high-level renderer. These tasks represent non-invasive changes required to enable full Metal support:\n\n * - [x] GPU - Geometry shader workflow alternative\n * - [x] GPU - Multi-layered rendering support in Vertex Shader\n * - [x] GPU - Shading language translation layer from GLSL to MSL (Metal Shading Language).\n * - [x] GPU - Alternatives for unsupported GPU Primitive types: `GPU_PRIM_TRI_FAN`/`GPU_PRIM_LINE_LOOP` (mtlprimitivetype?language=objc)\n * - [x] GPU - Shader uniform struct alignment validation for Metal (`GPU_uniformbuf_create_from_list`)\n * - [x] GPU - Shader barycentric support in Metal.\n * - [x] GPU - default depth format support checks (Apple Silicon does not support `GPU_DEPTH24_STENCIL8`)\n * - [x] GPU - Lightweight GLSL shader requirements for MSL compatibility.\n * - [ ] GPU - Extended Dynamic Range (EDR) support for OCIO shaders and GPUViewport.\n * - [x] DRW/GPU/COM - Support for Realtime compositor (T99210)\n * - [ ] #104025 Offline Metal shader compilation - Startup compilation time and system caching.\n * - [ ] Metal/DRW - EEVEE/Material PSO (Pipeline State Object) parallel compilation.\n\n> Shader libraries compile (Front-end compilation) in parallel while displaying the default EEVEE material. For Metal (and likely Vulkan too), PSO compilation (backend/low-level compilation) happens on demand, depending on the current render pipeline state in combination with a given shader, and this can take time, introducing stalls and stutters, such as when an object is first selected and the select-engine/depth-only permutation is generated for that particular mesh.\n>\n> Ideally we would want to avoid these one-off PSO stalls, which for OpenGL, are generally hidden behind driver processing. Propose a few options:\n> - Option to add a \"default/fallback shader to a **GPUShader** such that if it needs a fresh PSO, and a default shader/fallback is provided, it can instead bind that shader for the draw. In essence, continue using the EEVEE default material, if PSO compilation is needed, not only when the shader library is compiling.\n> - Shader PSO cache warming: Generate the render pipeline state configurations/permutations up-front to allow background parallel PSO compilation. This could be done by performing a dry-run of Blender and packaging a data-file containing the serialized input structure for the PSO compilation function, and performing background warming after start-up, using this data. This avoids the need to manually specify the configs.\n> - Prepare certain configurations up-front in background by performing dummy renders in different states, and skipping draws which trigger a PSO compilation. This allows the dynamic render state to be set, without performing rendering.\n\n\n * - [x] Metal viewport/Metal Cycles shader compiler load distribution manager. \n\n> As both backends use Metal, there is only a fixed pool of shader compilation threads available. A mechanism should be in place to ensure compilation is not stalled, which could cause the viewport to become unresponsive for synchronous shader compilations. e.g. PSO backend compilations.\n\n```\n\n```\n * - [x] Python -- Use of OpenGL within Python API - Ensure safe fallback (T103863)\n * - [x] Cycles - Live viewport display -- Currently uses OpenGL directly\n\n---\n\n**Relevant links**:\n* `-` Metal-Shading-Language-Specification.pdf\n* `-` metal/\n* `-` Metal-Feature-Set-Tables.pdf", "Asset Browser: Material preview with black background when Cycles is disabled\nBroken: version: 3.0.0, 3.4.0\nWorked: Never\n\nWhen a scene was saved with Cycles but I disable the Cycles add-on the material previews get a black background.\n\n* Disable Cycles add-on.\n* Click on any (e.g., the Yellow) material asset and update its preview.\n[black_preview.blend](black_preview.blend)\n", "Objects with negative and small scale cant be selected using Select Box without zooming. But Select Circle and Select Lasso work fine\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89\n\nBroken: version: 2.91.2\n\nObjects in the sample scene have a very low negative scale. Something like -0.03. They are clearly visible but Select Box doesn't select them. But they can be selected with Lasso and Circle without problem. Please see an attached GIF.\n\n1. Open attached scene.\n2. Try to select all the objects with Select Box. Without zooming try to select them with Lasso Select\n3. Zoom a bit closer and try Select Box once again. You'll be able to select a few more objects\n4. Zoom really close, now all objects can be selected. \n\n![selectbox.gif](selectbox.gif)\n[small_objects.blend](small_objects.blend)\n", "New automatic vdb sampling longer meshing\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.75\n\nBroken: version: 2.83 (sub 9)\nWorked: Version before automating raymarching vdb system, old type raymarcher\n\nBefore the new raymarching automatic system, the vdb density parsing and the vdb meshing was really faster. The first rendering time took 4-8 sec and re-rendering after took for this pre-processing just 3-4 second. Now each time it's took for my scene 16-20 sec of pre-processing (auto mode). With custom settings for ray step lowers of few this time (1-2 sec) but the result is bader than before with old raymarcher. If use clipping, the result start to be like blocks / pixel art than the old raymarcher not done this but speedup rendering.\n\nSo great to have control by vdb objects (and have vdb objects) but the step size with same step size than the old raymarcher not produce the same result and is longuer to pre-process. Clipping do blocking effect quite rapidly. With default rendering vdb parameters, the result is good but when need to optimise, the optimisation method done directly blocking result. It's more a return than really a bug, performance / quality return.\n\nJust playing with clipping or ray step and render.\n\n[Debug_VDB.blend](Debug_VDB.blend)\n\n", "Blender viewport rendering incredibly slow when certain objects are visible when switching from Solid to Rendered\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 517.48\n\nBroken: version: 3.3.1\n(Every version from 3.0.0 to 3.3.1 has this issue)\nWorked: 2.93.9\n\nWhen rendering scene or viewing scene from Rendered view, rendering is orders of magnitude slower than normal. If large objects are hidden and then un-hidden while in Rendered view, rendering runs at normal speed.\n\nOpen the included .blend file\nGo from \"Solid\" view to \"Rendered\" view\n(Render speed should now be severely hindered)\nWhile still in Rendered view, hide the object named \"Fog\" and then un-hide it\n(Render speed is now significantly faster.)\n\n[away.blend](away.blend)", "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)", "Cycles is not working in 3.5.1 on a MacBook M1 Max—causes the program to immediately freeze!\nOperating system: macOS-13.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Max 1.2\n\nBroken: version: 3.5.1\nWorked: (This started happening two days ago, and I only updated to 3.5.1 today. But in the days/weeks prior it was 3.4)\n\nOn my MacBook M1 Max (with all upgrades possible), I have had to force quit Blender countless times in the last 48 hours after turning on viewport Cycles view. Upgrading to 3.5.1 has seemingly made it a constant problem. Even now opening a brand new project, then turning on Cycles render, it starts saying it’s loading kernels (very slowly), and never renders, freezing the viewport, forcing me to force quit. So it seems I no longer can turn on Cycles in 3.5.1.\n\nThere is no further steps really, this is happening on a new project for me. Hopefully you all can see this and figure out something! I’m happy to provide further details if you need anything. I use Blender for my day-to-day at work so fingers crossed this isn’t the new normal for the foreseeable future. Also, love you all!\n\n", "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", "Slower frame-change with many objects in the scenes collection\nWhen objects are in the scenes collection (instead of a sub-collection), changing frames using left/right keys is slower.\n\nThere is also a slowdown when animation playback restarts.\n\nThis occurs in 3.5x `ab63fe9eab8fd01d4a763199442987191d105c55` and 3.4x release.\n\nTo reproduce the problem:\n\n- With a new file paste the script inlined at the bottom of the report into a text editor and run it.\n- Press Spacebar in the 3D viewport to play back animation.\n- Note the FPS (~13.1 FPS here).\n\n- Start again, doing the previous steps with `USE_SCENE_COLLECTION = True` in the script.\n- Note the FPS is much lower (~3.46 FPS here).\n\n---\n\n#### Explanation\n\n- This is an issue I ran into when investigating why objects in collections were being re-populated during animation playback in some files, see !104553.\n- The cause of the problem is the scene is tagged by the depsgraph (see: `ANIMPLAY_FLAG_JUMPED`). _(note: the jumped flag is set when changing frame via arrow keys & when the animation restarts)._\n- When `ANIMPLAY_FLAG_JUMPED` is set `scene` is tagged with `ID_RECALC_FRAME_CHANGE`.\n- This causes the scene to be copied (see `blender::deg::deg_update_copy_on_write_datablock`).\n- The `scene->master_collection` is copied (non recursively).\n\n - When `scene->master_collection` contains many objects, copying has a noticeable performance penalty.\n - When it only contains some collections, the problem isn't noticeable.\n\n#### Other Notes\n\n- This is mainly noticeable when loading files pre 2.8x which load objects directly into `scene->master_collection`.\n- This report mentions animation playback speed because it's easily measurable, however many other operations trigger this (left/right arrow keys to change frames, every update when dragging scene number buttons \"Sampling\" (Render or Viewport) for e.g.).\n- In the test script the start and end frames are the same to so the playback is continually restarting to accentuate the problem and match the slowdown from changing frames via arrow keys.\n\n---\n\nThis script adds many objects to the factory settings file, hides them, adds some keyframes to the Light and sets the 3D viewport full-screen, ready for animation playback.\n\n\n```python\nimport bpy\n\nUSE_SCENE_COLLECTION = False\nOBJECT_NUMBER = 20_000\n\ndef objects_create(object_num):\n objects = []\n new = bpy.data.objects.new\n for i in range(object_num):\n objects.append(new(hex(i), None))\n return objects\n\n\ndef objects_collection_link(collection, objects):\n link = collection.objects.link\n for ob in objects:\n link(ob)\n\n\ndef main():\n from bpy import context\n\n bpy.ops.wm.read_homefile(use_factory_startup=True)\n\n if USE_SCENE_COLLECTION:\n collection = context.scene.collection\n else:\n collection = context.collection\n\n # Keyframe the lamps location, this is important as without this\n # the scene is not considered \"animated\".\n ob_lamp = bpy.data.objects[\"Light\"]\n ob_lamp.keyframe_insert(\"location\", frame=1)\n\n # The short frame range shows the problem most,\n # as this tags the scene to be tagged to update on frame-change.\n context.scene.frame_start = 1\n context.scene.frame_end = 1\n \n # Attempt max FPS.\n context.scene.render.fps = 1000\n\n objects = objects_create(OBJECT_NUMBER)\n objects_collection_link(collection, objects)\n \n # Hide everything, except the lamp.\n bpy.ops.object.select_all(action='SELECT')\n window = bpy.data.window_managers[0].windows[0]\n area = next(area for area in window.screen.areas if area.type == 'VIEW_3D')\n \n # Hide needs an 3D viewport (but select doesn't, hrm..).\n with context.temp_override(window=window, area=area):\n bpy.ops.object.hide_view_set(unselected=False)\n ob_lamp.hide_set(False)\n \n # Fullscreen 3D view (rule out slowdown from drawing other areas).\n with context.temp_override(window=window, area=area):\n bpy.ops.screen.screen_full_area()\n \n\nif __name__ == \"__main__\":\n main()\n```\n\n", "Rolling the viewport causes unpredictable behavior when orbiting using turntable method.\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.07\n\nBroken: version: 3.0.0\nWorked: Never\n\nWhen using the turntable there is a fixed axis around which the viewport always orbits (the Z axis when the viewport hasn't been rolled).\nWhat happens is that Blender rolls this fixed axis with the viewport, so that when you orbit up/ down it does that using the new rolled fixed axis.\nHowever it does not roll the left/right orbiting directions (whatever you call them) with the viewport, meaning that, in my example, it creates an issue akin to gimbal lock where orbiting up/down will cause the same rotation of the viewport effectively making it lose one degree of freedom.\n\nI don't know the reason why Blender seems to behave in an unpredictable manner when orbiting with the mouse, but when orbiting with the numpad keys it confirms that we do indeed lose one degree of freedom as both Numpad {key 4} and {key 8} both cause an upward rotation of the viewport and both Numpad {key 2} and {key 6} cause a downward rotation of the viewport.\n\nSo to fix the issue all that needs to be done is to roll the left/right orbiting directions with the viewport and fixed axis.\n\n**Edit:**\nIt seems my original report focuses to much on the special case where the viewport has been rotated by exactly 90 degrees, causing it to lose one degree of freedom.\nHowever this is just a special case, the main issue is that whenever the viewport is rolled only the fixed axis is rolled, while the left/right orbiting axis(whatever you call them) is not.\nWhat you normally would expect when orbiting left/right that it orbits perpendicular to when you orbit up/down.\nBut since the left/right orbiting axis is not rolled, it meets the fixed axis at an angle other than 90 degrees, causing very unintuitive viewport behavior.\nOf course unless the viewport is rolled by exactly 90 degrees it is still technically possible to axis any viewing direction, however trying to do so will pose quite a challenge to the user.\n\n\n**For loss of one degree of freedom:**\n\n- Open new Blender file (Make sure to use turntable orbit method).\n- Roll the viewport by e.g. 90 degrees using {key shift 4} or {key shift 6}\n- Try orbiting the viewport with the mouse or the Numpad {key 2} {key 4} {key 6} {key 8} keys.\n\n**To see the unintuitive behavior:**\n\n- Open new Blender file (Make sure to use turntable orbit method).\n- Roll the viewport by any number of degrees using {key shift 4} or {key shift 6}\n- Try orbiting the viewport with the mouse or the Numpad {key 2} {key 4} {key 6} {key 8} keys.\n", "Artefacts when enabling shadows in solid shading viewport mode\nOperating system: macOS-12.0.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Max Apple 4.1 Metal - 76.1\n\nBroken: version: 3.0.0\nWorked: unknown\n\nEnabling shadows in solid shading mode results in flickering blocky artefacts\n\nDefaults scene, delete everything\nAdd a plane, scale up 20 times\nSwitch to solid shading and enable shadows\nMove around the viewport\n\n![Schermafbeelding 2021-12-06 om 12.24.21.png](Schermafbeelding_2021-12-06_om_12.24.21.png)\n\n[Schermopname 2021-12-06 om 12.24.41.mov](Schermopname_2021-12-06_om_12.24.41.mov)", "Eevee Alpha Blend artifacts in lookdev and VR with Viewport Denoising enabled\nOperating system: Windows 10\nGraphics card: Nvidia GTX 970\n\n\nBroken: version: 3.0.0 Alpha, branch: master (modified), commit date: 2021-07-26 13:54, hash: 3059853732d7\nBroken: version: 2.93.1, branch: master, commit date: 2021-06-22 05:57, hash: 1b8d33b18c2f, type: release\nBroken: version: 2.83.16, branch: master, commit date: 2021-06-15 08:46, hash: 051567553d29, type: release\nWorked: Unknown\n\n\n\nNavigation within a viewport (such as panning / orbiting the scene) with objects that have a material with Alpha Blend enabled results in visual artifacts for those materials, seemingly regardless of the alpha channel itself (i.e. it affects materials with an alpha of one).\n\nIn my case I first saw the artifacts while using the VR mode in blender where these artifacts feel extremely exaggerated in some cases. I have an environment with foliage billboards that appear like they are slightly head-locked and they sway around a lot when moving in VR. I later realised I could reproduce similar artifacts outside of VR and then realised that disabling denoising avoided the artifacts in the editor and in VR.\n\nIt seems that Eevee's denoising introduces some kind of latency related to how the alpha blending is handled which results in temporal, visual artifacts while the viewport's perspective is changing.\n\nI'd say the reproduction below probably doesn't represent how significant the artifacts feel in VR but I think it highlights the same underlying issue (the same two workarounds that affect the editor, also help in VR).\n\nTurn on Viewport Shading: Material Preview or Rendered\n\nDelete cube\nAdd plane\nAdd material (default principled BSDF is fine, though in my case I'm working with emissive shaders and I have a modified build of Blender supporting equirectangular image textures that let me access their alpha channel)\nSet material Base Color to an Image Texture.\nCreate a new image and generate a Color Grid to set as the base color. (with or without Alpha)\nSet material blend mode to 'Alpha Blend'\n\nGyrate/pan/orbit the viewport view. (Note the artifacts are related to the viewport navigation that needs to move around, and just moving/rotating the plane itself won't show artifacts)\n\n(For the Color Grid the artifacts mainly look like shimmering, and glints on the white letters. That's quite different to the original artifacts I saw in VR for my use case but still it seems to represent the same underlying issue.)\n\nUnder render properties, toggle Viewport Denoising and perform the same viewport movements to compare.\nWith Viewport Denoising back on, switch to using Alpha Clip instead of Alpha Blend and again compare.\n\n[eevee-denoise-artifacts.blend](eevee-denoise-artifacts.blend)", "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)" ]
[ "Issues with using a Mac trackpad when the Auto Depth option is enabled\nMac with a trackpad or magic mouse.\nAll versions of Blender.\n\n**Issue Description**\n\nThe first problem is changing the selected depth point within a single trackpad gesture. See the video below.\n\nWith mouse the depth (point of rotation) is picked once, when you press the button and then it doesn't change until you finish the operation.\nWhile with a trackpad, the depth calculation is performed continuously during a single gesture for each trackpad events.\n\nExpected behavior:\n\n[auto-depth-trackpad-fixed.mov](auto-depth-trackpad-fixed.mov)\n\nThe current behavior of blender:\n\n[auto-depth-trackpad-issue.mov](auto-depth-trackpad-issue.mov)\n\nThe second problem is very low viewport navigation performance in Material Preview.\nIt's about **9fps**, on the retina screen, when orbiting a viewport with just the default scene.\n\nThere is task #68206 for depth buffer performance issue itself.\n\n**Steps to redo**\nDuplicate the default cube twice.\nEnable Auto Depth in Preferences -> Navigation\nRotate the viewport with pointer on any of the cubes." ]
Latest build now delete the render data when hitting escape when rendering, instead of keeping the rendered tiles Operating system: Windows-10-10.0.17763 64 Bits Graphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 417.71 Broken: version: 2.80 (sub 55) Worked: (optional) Hello in this week 2.8 builds (windows? maybe more?) erase the rendering data when escaping in the middle of a render. before this week, hitting escape during the render would keep the rendered tiles in memory, now hitting escape erase everything. is this a new design decision ? or its an unwanted bug ? i’ll report it if its not wanted press F12 in cycles press ESC while the render is not finished render is deleted
[ "Dissolve Edges should not dissolve vertices that are not previously selected\nOperating system: Win 11\n\n\nBroken: 1a44120d7175\nWorked: N/A\n\nUpdated description:\n\nThe \"Dissolve Vertices\" option from \"Dissolve Edges\" operator should not dissolve vertices that are not previously selected.\n\nThe vertex in red circle should not be dissolved in any way, no matter whether \"Dissolve vertices\" option is on or off. And this only happens when the vertex in red circle and the adjacent selected one being 3-way connected.\n\n![图片](attachment)\n\nReproduce:\n\n1. Open `109765.blend`.\n2. x > Dissolve Edges.\n3. Try enabling and disabling \"Dissolve Vertices\" option in the operator arguments panel, either way it's incorrect.\n\nExpected behaviour:\n\n\"Dissolve Vertices\" option should never dissolve the vertex circled in red.\n\n-------\n\nOriginal description:\n\nIt seems like Blender removes non connected vertices during edge dissolve. See the video and the image\n\n| | |\n|--|--|\n| ![blender_bP0X8NRcFs.jpg](attachment) | <video src=\"attachment\" title=\"blender_mqFBR66QUe.mp4\" controls></video> |\n\n\n1. Load `bug_05072023_2041_45` file.\n2. delete the selected edges using \"X->Dissolve Edges\".\n\n", "Redo panel disappears during edits in Tweak tool\nOperating system: Win10 x64\nGraphics card: Nvidia 1070\n\n**Blender Version** \nblender-2.80.0-git.26d5a3625ed-windows64\n\nThe info panel for move disappears in edit mode if tweak mode is in action. This does not seem to happen if one uses \"g\" for grab instead.\n\n\n- Enable left click select, optionally select all toggles\n\n- In your space bar menu turn the select mode (W) on\n\n- Create a mesh and move into edit mode \n\n- Start grab and drag of verts and watch the move info panel at the left bottom\n\n- Now try the same thing with selecting a vertex then press \"g\" to move.\n\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.", "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", "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", "No Exit Temp file created when accidentally exiting steam.\nDon't think this is related in any way but i have\n8GB ram\n850m\n1tb hdd\ni7 4770\nMSI GE70 apache\n\nblender 2.77\n\nCreate a scene in blender exit steam and no exit file created, exit blender and exit file created.\n\nCreate a scene in blender exit steam and no exit file created, exit blender and exit file created.\n", "Particle Edits not being deleted from blend data after 'Delete Edit', filesize bloat\nBroken: blender-2.80.0-git.03bd024c077d-windows64\n\nAfter deleting a particle edit, the filesize remains the same.\nFor particle systems with large amount of particles, this leads to massive filesize bloat that cannot easily be reversed.\nThe only way around it is to delete the Particle System and add it again with the same Particle Settings, but this is troublesome because particle settings relating to the object (ie, vertex groups and materials) need to be setup again in the particle settings.\n\n- Create particle system (eg, hair)\n- set particle amount to something large like 300,000\n- in particle edit mode make some changes\n- save, observe filesize (around 100mb)\n- Delete Edit from particle system panel\n- save, observe filesize (doesn't reduce)", "Annotations is rendering in off Overlays\nOperating system: Linux-5.11.0-44-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.86\n\nBroken: version: 3.0.0\n\nWhen I toggle off Overlays and make Viewport Render, Annotations are stored in render result.\n\n\n\n - Draw Annotations \n - toggle off Overlays \n - click Viewport Render\n\n\n[Screencast-2022-01-11_20.56.29.mp4](Screencast-2022-01-11_20.56.29.mp4)\n", "The display will be damaged when the node editor in Fullscreen Area mode (ctrl alt spacebar)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon(TM) R7 Graphics ATI Technologies Inc. 4.5.14736 Core Profile Context 20.11.1 27.20.12033.2007\n\nBroken: 2.93 as well as version: 3.0.0 Beta\nWorked: Haven't tested before 2.93.\n\nThe display will be damaged when the node editor in Fullscreen Area mode (ctrl alt spacebar).\n\n* Switch workspace to Geometry Nodes\n* Add a new Geometry Nodes modifier/datablock\n* Ctrl+Alt+Space to go fullscreen (not Ctrl + Space)\n* Select or move a node\n\nFile:\n[bug.blend](bug.blend)\n\nGIF:\n![1.gif](1.gif)", "Cycles does not respect Object->Holdout option.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.24\n\nBroken: version: 3.5.0\nWorked: Never (Goes as far back as 3.0 where the object->holdout option is added)\n\n\nCycles does not respect Object->Holdout option.\n\n\n- Open the provided file.\n- Press render.\n- The plane which is set as \"holdout\" doesn't mask the image.\n - Expected: the region of the plane should be zero alpha.\n", "Persistent Data causes the Image Editor to not update during rendering + pixel glitches in topper pixel lines\nOperating system: Windows 11\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.23\n\nBroken: version: 3.1.0 Beta\n\nVery often, when you render a sequence, it was on nearly every scene I was working on, there is not shown the render results, and you see the transparent background.\nUpdate in the image Editor is only shown once the whole render completes.\nSometimes it works randomly on some frames. And sometimes you have even a pixel glitch when the progress is not shown. As shown at the end of the video, you have sometimes that glitch on the top. When it is there, it is always the first\\second pixel line.\nThe Pictures are properly rendered and saved, but often the progress in the render results window is not shown and there are some glitches. But they will not appear in the final picture. ONLY in the render preview.\n\nWorks on my projects every time. Nothing particularly.\n\nWait a little bit. The second frame in the video has a glitch.\n[2022-02-01 19-39-28.mp4](2022-02-01_19-39-28.mp4)\n\nProblem is from on frame 3:\n[2022-02-04 08-09-30.mp4](2022-02-04_08-09-30.mp4)\n[Citty.blend](Citty.blend)", "use-after-free crash after setting scene's render.engine inside custom render engine context\nOperating system: Ubuntu 20.04.2LTS\n\nBroken: 2.93.0 Beta, branch: master, commit date: 2021-05-19 10:14, hash: a294670bacb1, type: release\nAlso Broken: 0efb627bbd3ac3e53afb95591ae4e244bd1f8af4\n\nBlender crashes when setting some scene's render.engine property inside `__init__` or the `view_update` context of a custom render engine to a different one than the custom engine.\n\n[T88404_asan_report.txt](T88404_asan_report.txt)\n**Code to reproduce the error**\n```\nimport bpy\nimport bgl\n\nclass CustomRenderEngine(bpy.types.RenderEngine):\n bl_idname = \"CUSTOM\"\n bl_label = \"Custom\"\n bl_use_preview = True\n \n def __init__(self):\n return\n scene = bpy.data.scenes.new(\"foo\")\n scene.render.engine = \"CYCLES\"\n bpy.data.scenes.remove(scene)\n\n def __del__(self):\n pass\n\n def view_update(self, context, depsgraph):\n scene = bpy.data.scenes.new(\"foo\")\n scene.render.engine = \"CYCLES\"\n bpy.data.scenes.remove(scene)\n\n def view_draw(self, context, depsgraph):\n pass\n\ndef get_panels():\n exclude_panels = {\n 'VIEWLAYER_PT_filter',\n 'VIEWLAYER_PT_layer_passes',\n }\n\n panels = []\n for panel in bpy.types.Panel.__subclasses__():\n if hasattr(panel, 'COMPAT_ENGINES') and 'BLENDER_RENDER' in panel.COMPAT_ENGINES:\n if panel.__name__ not in exclude_panels:\n panels.append(panel)\n\n return panels\n\n\ndef register():\n bpy.utils.register_class(CustomRenderEngine)\n\n for panel in get_panels():\n panel.COMPAT_ENGINES.add('CUSTOM')\n\n\ndef unregister():\n bpy.utils.unregister_class(CustomRenderEngine)\n\n for panel in get_panels():\n if 'CUSTOM' in panel.COMPAT_ENGINES:\n panel.COMPAT_ENGINES.remove('CUSTOM')\n\nif __name__ == \"__main__\":\n register()\n```\n\n1) Copy code from above into a new script file inside of Blender\n2) Run the script\n3) Select \"Custom\" as Render Engine inside Render Properties\n4) Select \"Material Preview\" as display method in the viewport.\n\n[crash.blend](crash.blend)\n\nCrash log:\n```\n# Blender 2.93.0, Commit date: 2021-05-19 10:14, Hash a294670bacb1\nEngine 'CUSTOM' not available for scene 'Scene' (an add-on may need to be installed or enabled) # Error\nbpy.ops.text.run_script() # Operator\n\n# backtrace\n./blender(BLI_system_backtrace+0x20) [0xa63c950]\n./blender() [0xf6082a]\n/lib/x86_64-linux-gnu/libc.so.6(+0x46210) [0x7f7ce17be210]\n./blender(GPU_framebuffer_blit+0x2f) [0x8664faf]\n./blender() [0x1485fc3]\n./blender() [0x14597fe]\n./blender(DRW_draw_render_loop_ex+0x242) [0x1459a72]\n./blender(view3d_main_region_draw+0x8f) [0x1d3570f]\n./blender(ED_region_do_draw+0x851) [0x189c771]\n./blender(wm_draw_update+0x52e) [0x130cc9e]\n./blender(WM_main+0x30) [0x130aa20]\n./blender(main+0x319) [0xe881c9]\n/lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xf3) [0x7f7ce179f0b3]\n./blender() [0xf5d1bc]\n\n# Python backtrace\n```", "GPU subdivision option with subdivision surface modifier collapses geometry (AMD GPU)\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: AMD Radeon HD 7800 Series ATI Technologies Inc. 4.5.14831 Core Profile Context 21.5.2 27.20.20903.8001\n\nBroken: version: 3.1.0 Alpha\n\nSubdivision surface modifier with GPU Subdivision enabled produce geometry that appear to be lost\n\n1. Open default scene.\n2. Add subdivision surface modifier to an object.\n3. Make sure GPU Subdivision option is enabled.\n4. ~~Uncheck Use Limit Surface~~\n5. ~~Disable GPU Subdivision to see correct result.~~\nLast two steps are not necessary for recreation of the bug since this change- 118a219e9d\n[Subdiv GPU Use Limit Surface 2022-01-15 22-13-33.mp4](Subdiv_GPU_Use_Limit_Surface_2022-01-15_22-13-33.mp4)\n\n------\n\nNOTE: This bug seems to only occur on AMD cards on Windows.\n\n**Reproducible on:**\n\n| Operating System | GPU | Driver |\n| ----------------|-------------|---------|\n| Windows 10 | AMD Radeon HD 7800 Series | 4.5.14831 Core Profile Context 21.5.2 27.20.20903.8001 |\n| Windows 10 | AMD Radeon (TM) RX 480 | 4.5.14760 Core Profile Context 20.45.37.01 27.20.14537.1001 |\n| Windows 10 | AMD Radeon(TM) 535 | 4.5.14831 Core Profile Context 21.5.2 27.20.21003.8013 |\n\n**Not reproducible on:**\n\n| Operating System | GPU | Driver Version |\n| -----------------|-------------|---------|\n| Linux Mint 20 | AMD Radeon RX550 | 4.5.14800 Core Profile Context 21.40 |\n| Linux Mint 20 | AMD Radeon RX550 | 4.6 (Core Profile) Mesa 21.3.0-devel |\n| Windows 10 | Intel(R) UHD Graphics 620 | |\n| Windows 10 | NVIDIA GeForce GTX 1050 | 472.39 |\n| Linux Mint 20 | NVIDIA RTX 2070 | 510.47.03 |\n| Linux | NVIDIA GeForce GTX 970M | 495.44\n|Windows-10-10.0.19043-SP0 64 Bits|Radeon (TM) RX 480 Graphics| 21.30.23.01, 22.2.3, 21.10.2 |\n", "Alpha channel of Textures can't be deactivated in UV Editor\nOperating system: Windows10\nGraphics card:Geforce GTX 970M\n\nBroken: 2.91.0\nWorked: 2.83.0\n\nWhen you load an Image/Texture with an alpha channel in the UV editor, you can't turn the alpha channel off anymore, the image will stay black.\nIt worked in older Versions from 2.80 up to 2.83, there you only have to click on **Color** in **Display Channel** options.\n\nOnly areas that aren't black in the Alphachannel will be visible, in my examples I work with textures that need an all black Alpha channel.\n\njust load any Texture with Alpha channel in UV editor viewport\n\n\n\nHere an Screenshot from Blender 2.83.0 where it worked\n![44.jpg](44.jpg)\n\n\n\nand here an screenshot of Blender 2.91.0, the same Texture is used, I also tried different settings under Image, but nothing works\n![14.JPG](14.JPG)\n\n", "'Reset to Default Value' sets any property on a node to 0\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.75\n\nBroken: version: 2.82 (sub 7)\nWorked: Never\n\nIn shader editor gamma default is 1 when I do the hover over setting and press backspace to reset the default it goes to 0.0\nSame with hue/saturation/value.. and probably more.\nThe one with hue is pretty annoying as it has specific default settings .\nSame deal with groups - I set the defaults, it doesn't default .. goes to 0\n\n- in any node editor hover over any setting and press backspace to reset to default value.\nIt defaults to 0 instead of 1 or whatever it's default was in shader editor..\n\n" ]
[ "No render preview when \"Save buffers\" is on\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.67\n\n\nBroken: version: 2.80 (sub 54)\n\n\nThe preview of the tiles rendering is not working when \"Save buffers\" is on, and the render appears only when the whole image is done.\n\n- Turn on \"Save buffers\" in Render Settings > Performance > Final render\n- The rendering tiles don't have any preview while calculating\n" ]
Graphical bug while in Weight Painting Mode with AMD RX 6800XT Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: AMD Radeon RX 6800 XT ATI Technologies Inc. 4.5.14757 Core Profile Context 20.12.1 27.20.14501.28009 Broken: version: 2.83.0 through 2.91.0 Worked: version: 2.82 (sub 7), branch: master, commit date: 2020-03-12 05:06, hash: 375c7dc4caf4, type: Release Graphical artifacts that seems to be originated from the vertices of a mesh ![blender_2_91_graphical_bug_amd_6800xt.png](blender_2_91_graphical_bug_amd_6800xt.png) I went as far as version 2.82.7, and the artifacts were gone. Since version 2.83, the bugs are present. ![blender_2_82_7_graphical_bug_amd_6800xt.png](blender_2_82_7_graphical_bug_amd_6800xt.png) I deleted all config files. All versions were redownloaded for testing. I have found that, with X-Ray activated, the artifacts disappears Those same artifacts can also be seen in Edit mode, but they are less pronounced. [2020.12.18-19.40_Trim.mp4](2020.12.18-19.40_Trim.mp4) I also tested with the latest version of Blender which was available, the same bug happens: version: 2.92.0 Alpha, branch: master, commit date: 2020-12-17 20:43, hash: 23233fcf056e, type: Release The file used in the screenshots / video: [2_91_graphical_bug_amd_6800xt.blend](2_91_graphical_bug_amd_6800xt.blend) These artifacts also occur when using a mask in sculpt mode, and when using shadows in solid mode. Starting with the default.blend: - create a mesh with many vertices (a UV Sphere or the default cube with the subdivision surface modifier), - go into Weight Paint Mode / Edit mode (although much more visible in Weight Painting Mode)
[ "Sculpting/Painting on invisible objects\nOperating system: Linux-6.5.2-gentoo-x86_64-AMD_Ryzen_Threadripper_1950X_16-Core_Processor-with-glibc2.37 64 Bits, X11 UI\nGraphics card: AMD Radeon RX 7900 XT (gfx1100, LLVM 16.0.6, DRM 3.54, 6.5.2-gentoo) AMD 4.6 (Core Profile) Mesa 23.3.0-devel (git-b492f73f87)\n\nBroken: version: 4.0.0 Alpha\nWorked: ---\n\nThis is an inconsistency that I noticed when toggling between collections of objects while working on an asset. It's most likely not a regression.\n\nIn edit mode it's impossible to operate on the selection if the object is currently hidden. This is very helpful to prevent mistakes and as feedback that you might be editing the wrong object atm.\n\nWhile in sculpt mode or any of the painting modes this is not the case. If the object is currently hidden while in sculpt or weight paint mode, it is possible to use the brushes on the geometry.\n\nIdeally any operation should be prevented if the object is hidden.\n\n1. Enter edit mode.\n2. Select everything.\n3. Hide the object or collection in the outliner.\n4. Try to move or otherwise edit the selected geometry.\n5. Show the object again (No edits should have happened).\n6. Enter sculpt mode and hid the object/collection again.\n7. Use a brush on the hidden object.\n8. Show the object/collection (See the edits that have been done).\n\n", "PBVH Pixels should check on center uv coordinate.\nCurrently it checks on bottom left corner, but the painting is half a pixel shifted. By adding an offset of half a pixel this should reduce some artifacts.", "X-ray toggle button in weight-paint mode is ignored (honors edit-mode setting instead)\nOperating system: Linux\nGraphics card: Intel\n\nBroken: 2.91.0-a509e79a4c77-linux64\nWorked: 2.80 - Xray was not changed when switching modes there\n\nWhen in weight-paint mode, with select vertices enabled, the \"Toggle X-ray\" button in the upper right corner is ignored, does not allow to select vertices through the object (on both sides). But instead, if you switch to the edit mode, enable the x-ray mode, and then switch back to the weight-paint mode, then the vertex selection through object is turned on correctly. So oddly enough, the weight-paint mode x-ray is controlled from edit mode, ignoring its own x-ray toggle button.\n\n**Steps to reproduce**\n[xray-weight-paint-bug.blend](xray-weight-paint-bug.blend)\n\n- Open file\n- Toggle X-ray mode", "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.", "Paint Mode: Color Sampling\nNOTE: This task is currently to document the requirements for an updated color sampler for painting workflows. This should be the basis for discussions on the implementation.\n\n# Goal\n\nSampling colors is implemented in various different ways throughout Blender, each implementation with their own advantages and features.\nThe goal here is to combine all needed features into an easily accessible operator, with additional options to get other sampling effects.\nThis operator will then be used for color sampling in sculpt/paint mode and paint mode in the image editor.\n\nThe basic implementation in sculpt mode is already usable for now.\n\n# Requirements\n\n## Existing Features\n\n- Sample Merged (Only available in the keymap options or with the color picker button)\n- Add to Palette (Already available via left click)\n- Sample Size (Only in the image editor sample tool)\n- Live sample values for XY, RGBA, CMGB, HSVL, color (Only in the image editor sample tool)\n- Sample Interpolated vs Closest (Automatic for textures. Always picks closest in Weight painting. Not implemented for color attributes. Needs more investigation on what would be most useful.)\n\n## Accessibility\nThe easiest way to access the color sampling should always be with a shortcut.\nFor now the established default is `S`. We should follow this wherever possible to stay consistent.\n\nPotentially the best usable way to implement this in the UI is as a button in the color picker instead of an active tool.\nThe disadvantages of making this an active tool are \n- that it doesn't directly relate to any particular color or brush/tool\n- it's more intuitive to use as a temporary one-click operation (No needs to keep it active)\n\n## Sample other Objects\n\nIt's already possible to pick any color of the screen when sampling merged colors.\nWhen sampling the current paint slot of the Canvas this is not the case.\nMulti-object workflows are very common so there needs to be an implementation to instantly sample local colors from another object.\n\n**Use active Canvas picker mode**\nOne straight forward implementation would be to use the Canvas picker mode of the active object to define which colors will be picked. This mode can be set to:\n- Color Attribute\n- Image Texture\n- Material\n\nEach of the other visible objects will have an active color attribute, image texture and node in the material.\nSo the desired approach is to look for that data and use it for color sampling other objects whenever the option \"Sample Merged\" is not used.\n\n## Color Sample Overlay\n\nWhen painting for materials there will be cases where it is not obvious what color will be picked. \nFor example when picking from a greyscale image texture that is used for roughness, while you see the final material in Eevee with additional colors and procedural roughness textures mixed in.\n\nThis color sampling preview would ideally be shown directly on the brush cursor, comparing it side-by-side with the currently set color.", "Add overlay to visualize full weight values in weight paint mode\nTake the following case in which some vertices are weighted in full 1.0 (RED), some have a weight of 0.0 (Blue) and some are weighted very close to full (0.9) and some are weighted very close to zero (0.1)\n![image.png](image.png)\n\nIn this case it is very hard to visualize which vertices are weighted 0.0 or 1.0 or which are just very close but might have a different influence.\n\nFor that reason we have a **Zero Weights** overlay that uses black to indicate 0.0 weights\n![image.png](image.png)\n\nWith this overlay enabled it is quite easy to distinguish between 0.0 or just very close to 0.0\n![image.png](image.png)\n\nWhat's missing is the same logic but for values of 1.0 where an overlay would show the **Full Weights** in white, 0.0 in black and the rest in the typical colors\n![image.png](image.png)\n\n*Note: The above screenshot assumes the implementation of another [related task ](https:*developer.blender.org/T93147)//", "Texture on active object is not visible in solid view with sculpt mode activated\nOperating system: Windows 10, Ubuntu 16.04\nGraphics card: GeForce GTX 760\n\nBroken: 2.80\n\nTexture is not visible in solid view with sculpt mode activated\n\nCreate a texture, apply it to an object, like start cube, make sure you're in solid view mode with textured color active, you'll see the texture in object mode. After switching to sculpt mode, object becomes gray.\nIf you change view mode to LookDev or Material, everything is fine.\n\n**Extra info**\nIf you go back to Solid view and add a Shape Key, texture is visible again, but mask brush doesn't work. The problem with mask brush and shape keys is already mentioned #67303\nI made a video about those problems Mk2w41C87AI", "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", "Subdivision modifier breaking custom normals.\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: Radeon RX 580 Series ATI Technologies Inc. 4.6.0 Core Profile Context 23.7.2.230718\n\nBroken: version: 4.0.0 Alpha (Also tested in v3.5.0 & v3.6.1)\nWorked: N/A\n\nIdentical normals are slightly messed up when a subdivision surface modifier is enabled, breaking cell shaders.\n\n1. Download the attached .blend file\n2. Change Viewport Shading to \"Rendered\"\n3. Enable/Disable the subdivision surface modifier.\n4. You might need to rotate the light slightly on the x-axis.\n\n\nSome notes:\n- All mesh normals were copied and pasted via \"Mesh/Normals/Copy Vector\" and \"Mesh/Normals/Paste Vector\".\n- \"Subdivision modifier/Use Custom Normals\" property is enabled.\n- Changing \"Render/Performance/High Quality Normals\" or \"Subdivision modifier/Use Limit Surface\" changes alters where the issues appear on Suzanne. (Sphere is unaffected.)\n- Issue doesn't occur on flat meshes.\n- Even after applying the modifier, repasting normals still leaves some artifacts.", "unwanted uv-gap created by bevel modifier\nOperating system and graphics card\nwindows 7\nNVIDIA GeForce GTX 660\n\nBroken: 3d243eb\nWorked: same error on offical release 2.78\n\nbevel modifier (bevel by weight) creates an unwanted UV-gap at a vertex with 5 edges connected. 2 edges has bevel weight. Error visible if bevel modifier is applied of if subdiv modifier is active. The UV-gap disappears if 4 out of 5 edges has a 90 degree angle to one another.\n\nBased on a (as simple as possible) attached .blend file with minimum amount of steps\nHard to explain how to model. Easiest for you is to open the .blend and test it. I put a shape key on the \"error mesh\". Turn the shapekey on/off to show the error.[bevel modifier error.blend](bevel_modifier_error.blend)", "Error in bone Theming\nBroken: 3.6.1\n\n\nExists several Errors in bone edit mode theming:\n1. The Head/Tail of bone uses color of vertex, including when selecting state. There should be a separate parameter for the color of the Head/Tail itself, and the color when they are selected\n2. Outline of bone body uses Wire edit color, outline when bone is selected don`t have parameter \n<video src=\"attachment\" title=\"2023-08-07 08-56-49.mp4\" controls></video>\n\nBone pose mode theming also have several problem: \n1. bone outline when don`t select, uses Wire color, it's inconvenient\n2. \"Pose bone\" - the confusing parameter name, is actually the color of the selected bone. a parameter similar to object selected. it should be called \"Pose bone Selected\"\n<video src=\"attachment\" title=\"2023-08-07 08-58-49.mp4\" controls></video>\n\n", "Grease pencil strokes are incorrectly blended with geometry in draw mode (depending on 'Fade Inactive Geometry' setting)\nOperating system: Win 10\nGraphics card: ATI Radeon 5700\n\nBroken: (example: 2.92b, 213f8*, master, 2021-01-28, as found on the splash screen)\n\n\nnote: this is due to `Fade Inactive Geometry` being ON\n\nWhen drawing grease pencil strokes with a black material the rendering style changes when...\n\n - ...switching between draw-mode and edit mode, or\n - ... toggling the overlay button in draw mode (even will all overlay options disabled).\n\n\nThis leads to noticeable rendering artifacts while drawing. Please consider the following screenshots:\n\noverlays on:\n![image.png](image.png)\n\noverlay off:\n![image.png](image.png)\n\nSome assumptions:\n- I assume that the blend modes are not correctly set and thus interfere with the MSAA.\n- The white artifacts are especially pronounced for thin strokes of all opacities. Increasing the thickness factor slightly decreases the problem.\n\nLoad the following blender file\n[stroke-test.blend](stroke-test.blend)\n\nStep by step:\n1. Start blender\n2. Create Cube\n3. Create Grease Pencil\n4. Add new material for grease pencil and change to black\n5. Draw strokes (with different opacities)\n6. Switch between Draw and Object mode or toggle Overlay-Toggle\n", "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", "Mark vertices of the active vgroup \nThis is a Follow up Design task for #38573\n\nIdea: When weight-paint colors are enabled with vertex selection (both editmode and weight paint mode), then show vertices in the active vgroup with a different color, even in wireframe mode. this way we can quickly step over vgroups and immediately see which vertices use that group.\n\nExample (mockup):\n\n![vgroup_indicator.png](vgroup_indicator.png)\n\nAll vertices of the active vgroup are marked in dark pink (just an example). this allows to see in this case there are some stray vertices with zero on the right side of the mesh. \n\nThe markup color for 'vertices in active vgroup' could also be customized in the team settings.", "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." ]
[ "Sculpt mode - Mask visual artifacts in perspective view\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon RX 6800 XT ATI Technologies Inc. 4.5.14757 Core Profile Context 20.11.2 27.20.14501.18003\n\nBroken: version: 2.91.0\nWorked: 2.82a\n\nIn sculpt mode there are visual artifacts in perspective view, the mask looks fine in orthographic.\nthis happened in all the viewport shading options (except rendered) and all masking tools.\n\nswitch to sculpt mode\nadd a mask\nswitch between orthographic and perspective view.\n\nThanks\n\n![B291-Mask Ortho.png](B291-Mask_Ortho.png)\n![B291-Mask Perspective.png](B291-Mask_Perspective.png)\n" ]
CANT OPEN BLENDER I'm on windows ten and I got a good graphics card Broken: 2.78c IDK how to fix dis AL lib: (EE) UpdateDeviceParams: Failed to set 44100hz, got 48000hz instead
[ "Blender 3.4 Random Crashing Since GPU Replacement\nOperating System: Windows-10-10.0.19044-SP0\nGPU: NVIDIA GeForce RTX 3060/PCIe/SSE2 4.5.0 NVIDIA 527.56\n\nBroken: version: 3.4.0, branch: blender-v3.4-release\n\n**Short Description**\nI have replaced my RX580 with an RTX3060 earlier and ever since that replacement, I have been having constant crashes whenever I attempt to use Blender, do note that I've been in edit/object mode during these crashes as I'm working on a subd model, I have tried a handful of fixes such as upping TDR values but it didn't seem to fix the issue.\n\nRyzen 5 2600, RTX3060, 16gb RAM, no temperature exceeds 60 degrees Celsius and nothing is active besides Blender 3.4 along with addons I have installed.\n\nHere are the logs I get when I run Blender via the gpu debug cmd: \n\nEdit: I did try disabling UV Packmaster as per the error logs, but that didn't stop the crashing.\n\n[blender_system_info.txt](blender_system_info.txt)\n[blender_debug_output.txt](blender_debug_output.txt)\n[gunflipped.crash.txt](gunflipped.crash.txt)", "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", "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", "Blender Instantly Crashes When Rendering Cycles Or Clicking Wrong Setting\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nCPU: 12th Gen Intel(R) Core(TM) i7-12700KF, 3600 Mhz, 12 Core(s), 20 Logical Processor(s)\nGraphics card: AMD Radeon RX 6800 XT ATI Technologies Inc. 4.5.0 Core Profile Context 23.9.1.230821\n\nBroken: version: 3.6.2\n\nWhenever Blender attempts to render in cycles mode it exits immediately. It doesn't try for a few seconds, there's no loading, just click and instantly the process dies. This happens whether Preferences>System>Cycles Render Devices is set to \"None\", \"HIP\" with my GPU selected, or \"HIP\" with my CPU selected. Regardless of the cycles render device setting when I turn on viewport shading it works as it defaults to Eevee. However, if I try to change it to cycles, the moment I click cycles Blender crashes.\n\nThis same instant crash happens when I try to click OptiX or CUDA in Preferences>System>Cycles Render Devices instead on None or HIP.\n\n\n- Start Blender with a default project\n- Press Z then 8 to go into rendering mode\n- On the sidebar click render properties\n- Click the dropdown to change render engine\n- Click Cycles\n- Should see it crash instantly\n\nTo see the settings crash\n- Start Blender with a default project\n- Navigate to Edit>Preferences>System>Cycles Render Devices\n- Click between None, HIP, and OneAPI without issue\n- Click CUDA or OptiX and see the instant crash\n\n", "Blender crash on combining textures (intel)\nOperating system: Windows 10\nGraphics card: Intel HD Graphics 4400\n\nBroken: 2.93.2\nWorked:\n\nWhen I tried to combine 2 textures like this blender is crashing.\n ![Screenshot (88).png](Screenshot__88_.png) \n\n[Test.blend](Test.blend)\n[Test.blend1](Test.blend1)\n[system-info.txt](system-info.txt)\n[Test.crash.txt](Test.crash.txt)\n[2021-11-12 09-11-32.mp4](2021-11-12_09-11-32.mp4)\n", "Blender 3.1 CPU/GPU rendering denoise is broken on M1 Mac / Monterey\nOperating system: MacOS Monterey (M1 Max)\nGraphics card: Integrated GPU\n\n**Blender Version** 3.1.0 release for M1 Macs\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\nWorked: (newest version of Blender that worked as expected) 2.93.3\n\nOn all my projects, when rendering via the CPU or GPU, the render works as expected, but on completion the entire screen blacks out to a solid color and the render is LOST! I suspected it must be a post render step, and I have confirmed that it is the DENOISER that is broken in this version of blender. When I go into the scene and remove the denoiser, the render completes, and I can save the image!\n\nBased on the default startup or an attached .blend file (as simple as possible).\nYou need a project that uses denoising as a final compositing step. Attached is a simple matt object set to denoise at the end. Render it, and at the end you get a gray screen. Go into compositing and remove the denoise node, and you get the render.[TestRenderWithDenoise.blend](TestRenderWithDenoise.blend)\n", "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", "Regression: Importing of collada model with instances became a LOT slower since 2.80 (practically freezing)\nOperating system: windows 10\nGraphics card: geforce gtx 1070\n\nBroken: blender 3.4.1\nWorked: 2.80\n\nImporting of collada model makes Blender not respond anymore with high CPU usage in windows task manager (and never finishes no matter how long you wait)\n\n- import attached collada file\n- Blender not respond anymore with high CPU usage in windows task manager (and never finishes no matter how long you wait)\n\nLink to model file:\n\nCruisn-Exotica-arcade-game-Dual\n\n[doubleexotica.zip](doubleexotica.zip)", "different generation of graphic card won't utilise together.\nOperating system: Windows 10\nGraphics card: Radeon R9 295X2 (secondary chip) + Radeon RX560 4GB\nAMD Ryzen 1700X\nMSI X370 Gaming Pro Carbon\n3 * 8GB DDR4-2400\n\nBroken: 2.82.7 to 2.83.3 <--- where x is from 0 to current stable version\nWorked: 2.8, 2.83.4 (partly worked, may end up sudden wattman reset)\n\nRadeon Version: 20.7.2\n\nafter the 3rd step, the render did not show anything, switching back to material viewport, the whole program was frozen. not sure if that is graphic card problem, but that way i could not even render anything. on 2.82.7, this also happened and the render kernels failed to work.\n\n\n1. open up a file of as shown\n2. set the preferences that would use OpenCL to render with R9 295X2 (and RX560)\n3. preview in Cycles\n4. unable to load the preview, switch back to material viewport.\n\n[zeta school 1.blend](zeta_school_1.blend)", "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", "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?", "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 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)", "Installation fails when desktop permission to write is denied\nOperating system: Windows 10\nGraphics card: N/A\n\nBroken: 3.6 lts\nWorked: Unknown\n\n**Short Description**\n\nBlender setup error : An error occurred while attempting to create the directory DESKTOP_PATH\nOptions are Retry or Cancel.\nSelecting cancel give a confirmation prompt and then rolls back the installation.\n\n- - -\nI do not want every program I install to create icons on my desktop so have remove permissions to prevent this which is why this error occurs. Even so setup should not fail simply because a desktop Icon can not be created.\n\n", "Changing Resolution Preset doesn't allow to Undo\nBroken: 3.6.0\n\nChanging Resolution Preset and then trying to undo doesn't work, like if the action is not registered.\n![Screenshot from 2023-07-19 22-31-16.png](attachment)\n\n- Open Blender\n- Click on the Format panel on the right icon to change preset\n- Select a preset\n- Undo\n\n" ]
[ "If Blender is installed on Windows without Blender Player, Blender will not run because of missing OpenAL32.dll\nWindows 8.1, 64bit\n\nBroken: 2.75a official\n\nBlender installer for Windows allows to install Blender without Blender Player, but will not be able to run because of missing OpenAL32.dll\nIf you install with Blender Player, that DLL will be available and everything is fine." ]
Material Preview Thumbnails Freeze Win 10, GTX1070 Broken: 2.79 Blender freeze when it try to generate material preview thumbnails, at material tab It would be good to have a way to turn off the material preview at user settings. More users having the same problem: showthread.php?438429-2-79-slow-performance-on-Material-drop-down
[ "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.", "Asset System & UI: Improve memory management for assets and previews\nLoading asset libraries can lead to significant memory use, since all contained assets need to be represented in memory. This may be thousands of assets. Further, the UI may request previews for assets, where each preview has a notable memory footprint (around 70kB for each preview at the default 256x256 image size).\n\nAs it stands, Blender is not mindful about this at all. For example simply calling the \"Add\" menu in geometry nodes editors loads all asset libraries into memory (!), including all previews (!) and keeps all this data in memory until another .blend is read (!). This is bad and wasteful design that users have to pay for.\n\n## Status Quo\n\nMemory and asset lifetime is managed rather differently in the asset browser and the rest of the UI (asset shelves, add menus, etc.).\n\n**Current Asset Browser Memory Management:**\n\nThe situation for the asset browser is not too bad (because it's simpler).\n\n- **Good**: Only the currently shown asset library is loaded into memory.\n- **Good**: Previews are lazy loaded into a cache based on the assets in view.\n- **Good**: Previews are removed if the cache is filled with a resonably small amount of previews.\n- **Bad**: Storage is per asset browser instance, so when multiple are open and showing the same asset libraries, storage is duplicated (especially wasteful for the \"All\" asset library).\n- **Bad**: The preview cache is cleared and reloaded often, causing flickering on common interactions (e.g. undo/redo).\n- **Bad**: The preview cache fails miserably with large asset libraries and causes continuous freezes, making the asset browser unusable with large asset libraries.\n\n**Rest of the UI:**\n\n(Asset views, the node add menu, the node search menu, asset-view template, etc.)\n\n- Challenge: Usually use the \"All\" asset library, meaning all assets are loaded when showing such UIs.\n- **Good**: Memory is shared between these UIs (static storage), so libraries are only loaded and stored once. (Asset browser storage is still separate).\n- **Bad**: No lazy loading of previews, all previews are loaded into memory\n- **Bad**: Only freed when closing the file.\n- **Bad**: Previews are also loaded when none are displayed (e.g. node \"Add\" menu)\n\n---\n\n## How to solve it?\n\n### Good solution characteristics\n\nA good solution should give us the following:\n- Only hold asset previews in storaged that are in view of the user\n- Don't keep asset libraries in storage that the user isn't interacting with (at least not regularly, see next point)\n- Provide fast repetetive access to asset libraries (e.g. assets shouldn't be reloaded every time the \"Add\" menu is called in the geometry nodes editor)\n- Support shared storage. All UIs giving access to assets should be able to access the same static asset library and preview image storage.\n\n(Further improvements are possible still, see below)\n\n### Lazy Loading Previews\n\nPreviews should always be lazy loaded based on which assets the user sees, and only if the previews are actually displayed (e.g. not for the node \"Add\" menu). #109234 does most of the necessary work for this.\n\n### Garbage Collector?\n\nA garbage collector could be implemented to remove unused asset libraries and asset previews from storage. Some kind of user-counting will be needed to detect the unused state, even when multiple parts of the UI display the same asset library (and thus may share storage). By being time based rather than user-count based only, the garbage collector still gives enough time for repetitive access to asset libraries. For example the asset library may still be in storage for multiple calls to the node \"Add\" menu, but be freed from storage if it hasn't been called for at least 5 minutes.\n\nNote that this doesn't need to be asset system specific. There are other UI previews that we load from disk that could make use of this. So this could be a more general UI garbage collector.\n\n---\n\n## Possible Further Improvements\n\n## Partial asset library loading?\n\nUsers rarely ever look at all assets of a library. They typically look at assets of a certain type (e.g. in the node \"Add\" menu), a specific catalog, or the view simply only has space for a subset of the available assets. So this is another case where we can avoid keeping data in storage, e.g. by lazy loading assets or deleting them once they are recognized as irrelevant.\n\nKeeping track of which assets are loaded and which have to be made available can be finicky. Plus we may run into issues when asset library contents were updated in-between partial reads.\n\n## Lazy load extended metadata\n\nIn most cases, all the user sees from an asset is the name, and potentially the preview. Keeping all the asset metadata in storage is a bit of a waste. We could lazy load this as well, although this can become finicky too, since some metadata needs to be accessed faster or more frequently (e.g. basic type information, tags for search, etc.) than other.\n\n## Compressed preview buffers\n\nPreview buffers could be compressed to reduce the memory footprint of each, potentially leading to faster load times too.\n\n", "Blender crashes as soon as an image texture is plugged in the material BSDF node\nOperating system: Windows 10\nGraphics card: NVIDIA GeForce GTX 1080 Ti\nSee attached log for more detail\n\nBroken: 3.5.1, but also 4.0.0 Alpha, did not try intermediate versions\nWorked: ??? The earliest available build, 2.93.18, also causes the same crash\n\nThe second any kind of image texture is plugged in a material, Blender crashes without any warning. Occurs when creating a new image texture, when plugging an existing file, or even when trying to plug a UV grid for unwraping purposes\n\n**Similar tickets**\n#76193\n#76377\n\n1. Start Blender.\n2. Create new default file.\n3. Select the default cube.\n4. Switch to Shading workspace.\n5. Add Image Texture node.\n6. Create new image or select an existing one.\n7. Plug Color output to the Base Color input of the Principled BSDF node.\n8. Watch Blender shut down.", "Perfomance drop if Texture Limit Size enabled \nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.92.0\n\n[2021-04-02 12-29-11.mp4](2021-04-02_12-29-11.mp4)\n\n1. Add 4k cheker map to default cube\n2. Go to material preview\n3. Go to UV edit, manipulate UVs\n4. Toggle Texture Size Limit \n\n[#87133.blend](T87133.blend)\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?", "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)", "Can't display .blend thumbnail in the Windows explorer\nwindows 7 64 bit\n\nBroken: blender 2.75a c27589e\n\nCan't display .blend thumbnail in the Windows explorer!\n\nboth v2.75 and 2.75a all can't display .blend thumbnail in the windows explorer! I have install and uninstall again and again ,it's still don't display thumbnail. \n", "Menus open on upward mouse movement\nOperating system: Linux (Debian bullseye)\nGraphics card: Nvidia GTX 1070\n\nBroken: current master 2.90.0 (fc672ce8e24e)\nWorked: Never\n\nWhen there are a lot of modifiers in the stack which make the evaluation slow there is a weird effect with the dropdown menu. It somehow glides when dragging to the next modifier.\n\n![2020-06-07_22-38-07.gif](2020-06-07_22-38-07.gif)\n\nTo the default cube, add array modifiers until your memory usage is at roughly 300MiB. Then drag over the drop down arrows like shown in the gif.", "Blender freezes with Metal render device\nOperating system: macOS-13.2.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Pro 1.2\n\nBroken: version: 3.5.0\nWorked: None\nAlso Tested: 3.5.1 RC (April 01, 01:59:41, `6fa464d18971`)\n\nBlender freezes after a few seconds when I enable the Metal Render Device in Preferences, switch to Cycles with GPU Compute and switch Viewport Shading to Rendered.\n\n1. **Do not** delete the default cube\n2. Switch to Metal (GPU) Cycles Render Device in Preferences > System\n3. Set GPU Backend to Metal\n4. Switch Render Engine to Cycles and device to GPU Compute\n5. Switch Viewport Shading to Rendered\n6. Wait for Cycles to compile shaders\n7. Look around for a few seconds\n8. Blender Freezes\n\n", "Shader editor material name on title bar doesn't follow pinned material\nBlender 3.5.1\n\nAs you can see on the screenshot it's displaying material \"Material\" when current node tree is for another material (you can distinguish it by the different base color).\n\nWay to reproduce:\n\n- open attached blend file\n- run the following code in python console\n\n```python\nshader_editor = bpy.data.screens['Shading'].areas[3].spaces.active\nshader_editor.pin = True\nshader_editor.node_tree = bpy.data.materials['Second_material'].node_tree\n```\n\n![image](attachment)\n", "Excessive Memory Usage and crash in Material Properties\nOperating system: Windows 10\nGraphics card: NVidia RTX 2060 Studio Drivers \n\nTested latest lts, latest stable, and latest daily, same result.\n\n**Description**\nI am using the UDIMS texture system for the model I am currently working on. During the rendering process, I have not encountered any issues, using approximately 20GBs of RAM. However when entering the \"Material Properties\" tab, Blender's memory usage increases. If I remove and readd a material, Blender recalculates all the materials in the scene, and the memory usage increases until my PC runs out of memory and Blender crashes. The memory usage grows this much since I have two UDIMS spaces assigned for the \"Base color,\" \"Roughness,\" and \"Normal Map\" textures, at a 4K resolution. I could understand that the size of my project or the textures are too big for my computer, but it renders without issues.\n\nThe only temporary solution I have found is to disable the image nodes in the \"Body\" material, which uses 8K images. I am unsure if this is due to an error on my part or if there is an option available to bypass this pre-calculation during work or while in the viewport.\n\n\nIf asked, I can upload a .blend file and all the necessary additional files, so you can observe the error, but it is too large to upload here.\n\nThank you very much for your attention.\n\n", "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", "Asset Browser: Material preview with black background when Cycles is disabled\nBroken: version: 3.0.0, 3.4.0\nWorked: Never\n\nWhen a scene was saved with Cycles but I disable the Cycles add-on the material previews get a black background.\n\n* Disable Cycles add-on.\n* Click on any (e.g., the Yellow) material asset and update its preview.\n[black_preview.blend](black_preview.blend)\n", "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", "Material Properties Button\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: AMD Radeon RX 6700 XT ATI Technologies Inc. 4.5.0 Core Profile Context 22.20.18.220726\n\nBroken: version: 3.5.0\n\nevery time i click on the materials properties button on the right, blender shut down.\n\nit happens when you start or anytime what you are doing. Just start program, click materials properties button.\n\n" ]
[ "Blender freezes temporarily when editing material color and/or changing number values in sliders \n```\nWindows 10 Home Edition\nNvidia GeForce GTX 970 (4GB VRAM)\nIntel i5 4590 3.4GHz\n```\n 24GB RipJaw/Corsair Vengeance RAM (two 8GB sticks + two 4GB sticks)\n\nBroken: 2.79 5bd8ac9\n\n\nBlender freezes temporarily when interacting with **ANY**value slider (bevel modifier width, subdivision level, mean bevel width, location, etc) or the material color picker but only after not using the sliders for roughly10-15 minutes or more. Basically, it will freeze once, and the length that Blender isn't responsive varies anywhere from seconds to whole minutes, and then after that point, I can interact with any slider without any problems **UNLESS**I don't touch them again for another 10-15 minutes.\n\n**Note**: I have tested this on my 2015 macbook pro using the same files, blender version, and settings. While working in Blender for 30+ minutes on my laptop, it didn't stutter or freeze once. \n\n\n\n- Open the .blend file and work on the piece in any way you want (boolean objects, add loop cuts, extrude, add subdiv levels, whatever your heart desires for a few minutes. (I can be doing anything beforehand and it will still freeze regardless)\n\n- After roughly 10-15+ minutes attempt to change any value slider or create a new material and change the color of it (I typically experience it with the bevel width modifier slider or the edge bevel weight but it happens regardless of what slider I use) \n\n- At this point, Blender experiences the hiccup and freezes here. It might freeze for a second or a few minutes. The time it freezes varies based on how much time has gone by since I've last interacted with the value slider/material color picker. \n[01_04.blend1](01_04.blend1)\n\n[01_04.blend](01_04.blend)" ]
weird shadow color in EEVEE of recent version (2.93+) Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: GeForce GTX 670/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67 blender-2.93.0-37e6a1995ac7-windows64 weird shadow color in EEVEE of recent version (2.93+), this area of shadow shouldn't be gray,just like light leak. ![bug.jpg](bug.jpg) ![error.jpg](error.jpg) [shadowERROR.blend](shadowERROR.blend)
[ "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)", "UI: Color picker lightness/value changes Hue and Saturation (only in Preferences > Themes?)\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.87\n\nBroken: version: 2.83.6\n\nThe color jumps erratically by adjusting the lightness value, worse the closer to black\nSeems to converge towards specific colors (see video).\nDoesn't seem like node colors are affected.\n\n1. Open a theme setting.\n2. Adjust the lightness value.\n[ZVj8uWcUpy.mp4](ZVj8uWcUpy.mp4)\n", "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)", "Viewpor render includes color management, even if the view shading mode does not\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.77\n\nBroken: version: 3.1.2\n\nA viewport render should look exactly as what's seen in the viewport, especially if that viewport is set to, for example, solid shading. Right now, it does not, because color management is taken into account even in shading modes which do not use it.\n\n1. Set viewport to shaded mode\n2. Set viewport background to a white color\n![image.png](image.png)\n3. Set something in the color management panel to something crazy\n4. Observe how the viewport does not change.\n5. Make a viewport render\n\nResult:\n\nThe viewport render includes the crazy values from color management.\n\nExpected:\n\nIt should look like the viewport and nothing else. It's *technically* not a viewport render currently.", "In eevee, shading disappears when SSS is enabled\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92\n\nBroken: version: 2.93.0\nWorked: -\n\nShading disappears in Eevee if one object is located on another object and both have Subsurface enabled\n\nWhen an object has no shading, it looks unrealistic and wrong.\nTo get around this bug, I render two images and connect them in the compositor.\n\nMaybe it is possible to somehow enable these shading without a second render?\nSSS is needed for both objects.\n\nBall Subsurface On (0.02)\n![SSS-on.jpg](SSS-on.jpg)\nBall Subsurface Off (0.0)\n![SSS-off.jpg](SSS-off.jpg)\n\n.Blend file\n[bugshafowsubsurface.blend](bugshafowsubsurface.blend)\n", "Multiscatter GGX is bugged\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.13\n\nBroken: version: 2.93.5\n\nOn a glossy Multiscatter GGX material, highlight on reflection seem to look dark and kinda like a donut at around 0.02 roughness.\nIt also seems to change depending on focal length and only happens when using the environment to light the scene\n> | rough 0.03 | rough 0.02 |\n> |---|---|\n> | ![r03.png](r03.png) | ![r02.png](r02.png) |\n\n\n- Add an HDRI to the scene\n- On an object (preferably flat) set a Glossy BRDF material with Multiscatter GGX\nThe HDRi used in the image is this one: autoshop_01\n[multiscatter_bug.blend](multiscatter_bug.blend)\n\n", "Shadow catcher causes artifacts in PNG exports with denoising\nOperating system: Manjaro Linux\nGraphics card: AMD Radeon 535\n\nBroken: 3.1.0\n\n\nIn Cycles, rendering a scene with transparent world background and shadow being projected into a shadow catcher causes a ring of pixels with very little opacity to be created around the render's edges when exporting it as a PNG. These artifacts go away when re-rendering the scene with the shadow catcher turned back into a normal plane.\n\nI'm aware of #93865 (Artifacts around shadow catcher object) but created this one because it wasn't clear to me if this was the same issue, as that one seems to be considered a property of the 'Fast' denoiser. These artifacts were recorded on the 'Accurate' one.\n\n- In Cycles, make the world background transparent\n- Move the default cube slightly up and add a plane, scale it up a bit. \n- Point the camera so that your render captures the cube projecting a shadow into the plane, but still has the transparent world background showing around the edges\n- Turn the plane into a shadow catcher and render the scene with denoising on. Export it as a PNG; color depth and compression don't affect this issue.\n- Save the render and open it in Krita (other image editing applications may have the following feature too)\n- On the Select menu, use Select Opaque to highlight all pixels with some opacity. You will notice pixels very close to the image border all around the edges. These are normally invisible, being of very low alpha, but if you stack many renders produced like this they will be revealed as being grayscale.\n- Now, change nothing else, but turn the shadow catcher into a normal plane. Render the scene again, save it with the same settings. The ring of noise around the image edges will have disappeared.\n\nScreenshot of Krita showing the opaque pixels on a normal render:\n\n![demo_opaque.jpg](demo_opaque.jpg)\n\nOpaque pixels on the same scene rendered with the plane made into a shadow catcher and denoising set to Accurate. Note the barely visible artifacts selected around the plane and image edge. These can be observed no matter what shape the render output takes.\n\n![demo_shadowcatcher.jpg](demo_shadowcatcher.jpg)\n\nAnd now the same scene, denoising turned off. No ring around the edges.\n\n![demo_shadowcatchernodenoise.jpg](demo_shadowcatchernodenoise.jpg)\n\nBlender file used for the renders above: [democatcherbug.blend](democatcherbug.blend)", "Overlapping shadows of MNEE Caustics and filter glossy caustics produce incorrect result\n**System Information:**\nOperating system: Linux-5.17.0-1-amd64-x86_64-with-glibc2.33 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.68.02\n\n**Blender Version:**\nBroken: version: 3.3.0 Alpha\nWorked: NA as this issue is probably in all builds of Blender with MNEE\n\n**Short description of error:**\nWhen the shadows of an `Shadow Caustic` light and a normal light overlap and filter glossy is set higher than 0, then the caustics produced in this overlapping area by the normal light will be rendered partially with the set filter glossy setting and partially with a filter glossy of 0.\n\nHere is some images demonstrating the issue (The file I used for testing is attached below):\n|![Overlapping Shadows - Expected Result.png](Overlapping_Shadows_-_Expected_Result.png)|![Overlapping Shadows - Actual Result.jpg](Overlapping_Shadows_-_Actual_Result.jpg)|![Overlapping Shadows - Labeled Result.jpg](Overlapping_Shadows_-_Labeled_Result.jpg)|\n| -- | -- | -- |\n|Expected result|Actual result|Actual result - Label image|\n\n**Exact steps for others to reproduce the error:**\n1. Change the render engine to Cycles.\n2. Setup the scene for MNEE caustics by adding a caustic caster, caustic receiver, shadow caustic light, and configuring them properly.\n3. Add another light to the scene and ensure the `Shadow Caustic` option is NOT enabled.\n4. Place this new light somewhere in the scene where part of the shadow and caustics caused by the light passing through the caustic caster onto the caustic receiver overlaps with the shadow from the light with the `Shadow Caustic` option enabled.\n5. Ensure the {nav Render Properties > Light Paths > Caustics > Filter Glossy} is set to a value larger than 0.\n6. Reduce the power of the light with the `Shadow Caustic` option enabled so it has only a small impact on the final render. (Note: The power of the light must be above 0 for this to work) - This step is not necessary, but it makes it much easier to see what's happening.\n7. Render the scene.\n8. Compare that render to another render with the `Shadow Caustic` light excluded from the final render. Notice how there was an impact on the shadow and caustics produced by the non-`Shadow Caustic` light.\n\nHere is a .blend file with steps 1-6 done for you:\n\n[#97932 - Overlapping Caustic Shadows issue.blend](T97932_-_Overlapping_Caustic_Shadows_issue.blend)\n\nThe steps for testing with the file is as follows:\n1. Open the attached file.\n2. Render the scene. Notice the weird line in the caustics.\n3. Disable `MNEE Light` from the final render and render again, comparing the result to the first render you did.", "EEVEE motion blur in cryptomatte\nI have tested this in 2.93.3 and even blender-3.0.0-beta+v30.bd734cc4419a to check if it got added there. \nThe issue is simple to explain: cryptomattes in eevee don't include motionblur. In Cycles they do include the motion blur. Is this a known thing, will it be addressed in the next updates?\nI suppose it could also be an undiscovered bug as the blender manual describes it as following \"[...] mattes will be anti-aliased and take into account effects like motion blur and transparency.\" cryptomatte.html - well in eevee it doesn't take motion blur into account", "Cycles: Light leaks through objects in certain situations.\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 532.03\n\nBroken: version: 4.0.0 Alpha\nWorked: I don't know\n\nUnder certain circumstances, light will leak through objects. This might be a precision issue and thus might be related to the ray offsetting changes made in version 3.1.\n\n![Light Leaking through cube.png](attachment)\n\n1. Change the render engine to Cycles.\n2. Remove all lights from the scene.\n3. Add a cube to the scene.\n4. Make the top face on the cube a high strength emissive.\n5. Underneath the cube add a plane.\n6. Render the scene, notice how some light is leaking through the cube and lighting up the plane.\n7. If you change the rendering backend (E.G. CPU vs GPU) the pattern/brightness that the light leaks in is different. Also if you adjust how the top face of the cube is constructed (E.G. Subdivide it), then that also changes the pattern. This is why I believe it is a precision issue.\n\nHere is a file with steps 1-5 done:\n[Light Leaking through cube.blend](attachment)\n\n", "EEVEE: Contact shadows problem on layered hashed materials\nOperating system: linux open source drivers\nGraphics card: rx 6800\n\nBroken: 2.93\nWorked: Never (2.83+)\n\ncontact shadows dont look correct on certain angles for layered alpha hashed materials(hair cards for example). iissue is more noticable in viewport then in final render, but it is noticable in both.\n\nmake a sphere make it alpha hashed and slightly transparent then duplicate and scale geometry with slight offset to make layers then rotate around object with contact shadows enabled on the lamp\n\n![untitled.png](untitled.png)\n[contact shadows problem.blend](contact_shadows_problem.blend)", "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", "Shader to RGB node is ignoring shading and just using color socket data directly\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX TITAN X/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 446.14\n\nBroken: version: 2.83.4\n\n\nIf you have a Shader that is converted with the Shader to RGB node, and then the resulting Color is plugged into another shader node and rendered, the output of Eevee's Color pass for that shader shows color plugged to socket of shader that is converted to RGB. In example file it is pure white, when you would expect to see the converted shader to RGB.\n\nProblem exists with Diffuse, Glossy, and Emission shaders and passes with the exception that an Emission converted to RGB going into another Emission will show up properly in the emission pass.\n\nSee Node graph in attached image, or attached file.\n\n![image.png](image.png)\n[shader_to_rgb_eevee_pass.blend](shader_to_rgb_eevee_pass.blend)", "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", "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" ]
[ "EEVEE screen space reflections dont mix properly\nOperating system: win 10\nGraphics card: RX 6800\n\nBroken: 2.93\nWorked: 2.92\nCaused by 000a340afa\n\n\nscreen space reflections dont mix properly in the final composite, especially when mixing with ambient occlusion\n\nopen in 2.92 and then 2.93 see the difference file i attached [untitled.blend](untitled.blend)\n\n![h.png](h.png)\n\n![j.png](j.png)\n\n" ]
Can't input Chinese text on linux System Information Operating system: ubuntun22.04 Graphics card: amd 6600xt DE: Gnome IME: fcitx5 Blender Version Broken: blender-3.6.0-linux-x64 offical package open blender running on X11
[ "Geometry nodes/Text Object: negative space character width\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.95\n\nBroken: version: 3.5.0 Alpha \n3.3.1\n2.79b at least with Text Objects.\n\nWhen I have zero word space and character space, the size of space-character is negative.\n{[F13938068](изображение.png) size=full}\n[2022-11-17_23-59-38.mp4](2022-11-17_23-59-38.mp4)", "Mantaflow not caching if path contains characters with accent\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.96\n\nBroken: version: 3.1.0\n\nIf the cache folder path for Manta FLow contains \"french\" accent character, no sim data is computed.\n\n\n- Create a simple blen file in a folder named \"d:\\Données\\Blender\\2 - Projets Blender\\MyFluidSim\\fluidSim.blend\"\n- Create a simple sphere\n- Choose Object/Quick effect/Quick fluid to create a simple domain\n- Set the cache directory to a subfolder of the .blend file\n# Move forward to the fluid sim... No simulation data create\n\nTo fix it :\n- Just rename \"d:\\**Données**\\Blender\\2 - Projets Blender\\MyFluidSim\\fluidSim.blend\" to \"d:\\**Workspace**\\Blender\\2 - Projets Blender\\MyFluidSim\\fluidSim.blend\"\n- Re-open the same file\n# It works\n\nIf cache folder is relative to .blend file or absolute, it doesn't create data if the path contains any character with accent.\n\nThank you for the great job you are doing\nHave a nice day\n\nDidier\n\n\n\n\n", "Name of custom socket types is not set when making a node group via script.\nOperating system: Linux-5.11.0-36-generic-x86_64-with-glibc2.33 64 Bits\nGraphics card: Mesa Intel(R) UHD Graphics 620 (KBL GT2) Intel 4.6 (Core Profile) Mesa 21.0.3\n\nBroken: version: 3.0.0 Alpha\n\nWhen making a node group via a script, the custom socket type name is not set.\n\n* load script [P2427: Example of socket interface](P2427.txt)\n```python\nimport bpy\nimport nodeitems_utils\n\nclass CSTree(bpy.types.NodeTree):\n bl_idname = 'CSTree'\n bl_label = \"CS Node Editor\"\n bl_icon = 'NODETREE'\n \n\nclass CSSocket(bpy.types.NodeSocket):\n bl_idname = 'CSSocket'\n bl_label = \"CS Socket\"\n\n def draw(self, context, layout, node, text):\n layout.label(text=text)\n\n def draw_color(self, context, node):\n return (1.0, 0.8, 0.4, 1.0)\n\n\nclass CSSocketInterface(bpy.types.NodeSocketInterface):\n bl_idname = \"CSSocketInterface\"\n bl_socket_idname = \"CSSocket\"\n bl_label = \"CS Socket\"\n\n def draw_color(self, context):\n return (1.0, 0.8, 0.4, 1.0)\n\n def draw(self, context, layout):\n pass\n\n\nclass CSNode(bpy.types.Node):\n bl_idname = 'CSNode'\n bl_label = \"Node\"\n\n def init(self, context):\n self.inputs.new('CSSocket', name='Input1')\n\n\nclass CSNodeGroup(bpy.types.NodeCustomGroup):\n bl_idname = 'CSNodeGroup'\n bl_label = 'Node Group'\n bl_icon = 'OUTLINER_OB_EMPTY'\n\n def init(self, context):\n self.node_tree = bpy.data.node_groups.new('CSNodeGroup', 'CSTree')\n nodes = self.node_tree.nodes\n inputnode = nodes.new('NodeGroupInput')\n\n\ndef make_group(context):\n space_data = context.space_data\n node_tree = space_data.node_tree\n selected_nodes = context.selected_nodes\n node_group = node_tree.nodes.new(\"CSNodeGroup\")\n node_group_tree = node_group.node_tree\n input_group = node_group_tree.nodes['Group Input']\n \n new_node = node_group_tree.nodes.new(\"CSNode\")\n\n to_socket = new_node.inputs[0]\n from_socket = input_group.outputs.new(to_socket.bl_idname, to_socket.name)\n node_group_tree.links.new(input=from_socket, output=to_socket)\n \n\nclass CSMakeNodeGroupOperator(bpy.types.Operator):\n bl_idname = \"crowd.cs_make_group\"\n bl_label = \"CS Make Group\"\n \n @classmethod\n def poll(cls, context):\n space_data = context.space_data\n\n if not (space_data.type == 'NODE_EDITOR'\n and space_data.tree_type == 'CSTree'\n and space_data.node_tree is not None):\n return False\n\n return True\n \n def execute(self, context):\n node_group = make_group(context)\n return {'FINISHED'}\n\n\ndef register():\n bpy.utils.register_class(CSTree)\n bpy.utils.register_class(CSSocket)\n bpy.utils.register_class(CSNode)\n bpy.utils.register_class(CSNodeGroup)\n bpy.utils.register_class(CSMakeNodeGroupOperator)\n\ndef unregister():\n bpy.utils.unregister_class(CSTree)\n bpy.utils.unregister_class(CSSocket)\n bpy.utils.unregister_class(CSNode)\n bpy.utils.unregister_class(CSNodeGroup)\n bpy.utils.unregister_class(CSMakeNodeGroupOperator)\n\nif __name__ ==\"__main__\":\n register()\n\n```\n \n* execute script\n* open CS Node Editor\n* create new node tree\n* Search for \"CS Make Group\" operator\n* switch to \"CSNodeGroup\" tree\n* Open side panel (N)\n* Check that the Group/Inputs has one item, but the name in the list is blank.\n\n{[F10562486](image.png) width=100%}\n", "Blender is unable of saving thumbnails in folders with accents in the names\nOperating system: Linux-5.13.0-44-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.73.05\n\nBroken: version: 3.2.0\nWorked: 2.93\nBlender saves the files but I can't see the thumbnails in the file manager if the file is saved inside a folder in which the name is written using accents. (Dolphin, in my case, not the file manager from Blender)\nSave any file of blender inside a folder named using accents like: vinícius\n\n", "Not recognizing numpad page up /down keys .\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.60\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\nBlender is failing to recognize the numpad keys !!!\n\nTrying to use the change workspace shortcut ctrl+PageUp /down and blender is not recognizing the keys in numpad and keep assuming the key 9 and 3 . Other software is fine and i can use Page up and Down, and the home end keys. \n\n", "Hitting 'Escape' while editing a shortcut enters that key on Windows, while on linux it cancels edition\nWindows 7 64bits, nvidia gt540m CUDA 2GB, Intel i7 2GHz, 8GB ram\n\nBroken: 2.75 c6b042b\n\n\nWhen i do a search of a shortcut, and then if i want to assign a new value and then cancel, the tab disappear.\n\nBlender User Preferences > Input > Search by key-binding \"Ctrl Tab\" > Show key map and property of any tab > Clic on \"type of event\" to change the value > Press Esc to cancel > the tab disappear.\n", "editor's type pop up shows the wrong shortcut!\nOperating system: Linux-6.4.14-x64v2-xanmod1-x86_64-with-glibc2.38 64 Bits, X11 UI\nGraphics card: Mesa DRI Intel(R) HD Graphics 2500 (IVB GT1) Intel Open Source Technology Center 4.2 (Core Profile) Mesa 21.3.9 Amber\n\nBroken: version: 3.6.2\nWorked:\n\nwhen hover the mouse over the editor's type, it shows the name, description and the shortcut, but the shortcut shown is the same for every editor (Shift F1).\n\n\n1. new scene.\n1. put the mouse under the editors type (without clicking) as if want to change it.\n1. read the popup.\n\n![bug.png](attachment)\n\n", "Enable Python library optimizations for macOS\nTo match the same change in Linux: f222fe6a3a0750d1dfdb74f8db817c8f9f5b7236\n\n", "Hotkeys malfunction after leaving text field with no input using IME(Chinese/Japanese/Korean)\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.76\n\nBroken: version: 3.0.0 Release Candidate\nWorked: Unknow\n\n---\n\n\nUsing IME(Input method editor) like Chinese/Japanese/Korean IME, activate a text field then go back to 3D viewport while inputing nothing will make some hotkeys malfunction.\n\n\n - Default scene with any IME listed in the following image.![图片.png](图片.png)\n - Click the default cube's name text field to activate the text field.\n - No input, go back to 3D viewport by clicking the 3D viewport area or right-clicking to cancel the operation.\n - Test {key A-Z}, for example press {key G} to transform the cube, the keys shouldn't be functioning.\n\n**Notes:**\n\n - After pressing {key A-Z}, similar IME-poping-ups might be shown as in these images: {[F12405595](图片.png)}![图片.png](https://archive.blender.org/developer/F12405597/图片.png) The inputs are handled by IME but not being properly functioning like {key G} would not move the selected object.\n - Some other keys like {key 1-9}, {key Shift}, {key Ctrl}, {key CapsLock} and {key Space} are still functioning.\n - After the bug is reproduced, it is able to press {key Shift} to switch the mode of IME to fix the malfunction. And if right after canceling the text field input operation, press {key Ctrl RightMouseBottom} to finish a lasso select can also walk around the bug (but if there are already some inputs after the operation is canceled, doing {key Ctrl RightMouseBottom} won't fix the bug).\n - I found at the time been, Blender will automatically switch the IME modes (sorry I am not sure about which patch brought this feature), that means if in 3D viewport, the IME is automatically set to \"English\" mode and all inputs will not be handled by IME (this is the proper function); while in text field the IME mode is automatically switched to for example \"Chinese mode\" in Chinese IME. This \"auto-switching\" behavior is lost if the said work around is used to fix the bug, and in my case only after restarting Blender will bring back this feature.\n - I have tested a 3rd party Chinese IME \"搜狗输入法\" and in my opinion it has the similar bug as \"Microsoft Pinyin\": ![图片.png](图片.png)", "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", "Translated Interface when enable Tooltips\nOperating system: Windows\nBlender Version: 2.83.15\n\nIf you enable translation \"Tooltips\" then some interface elements are translated.\nThey must be translated if you enable translation \"Interface\", not \"Tooltips\".\n![Blender translation.png](Blender_translation.png)\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.", "ALT + H\nOperating system: Windows-11 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 537.34\n\nBroken: version: 3.6.2\n\nALT + H not working. I verified languages installed on my computer and also engaged an informatician to verify if theres no conflicts with shortcuts with another program or so. Also i am not sure if its me, but i cant change the keymapping. in preferrences\n\njust ALT + H not working. I doubt if there is other shortcuts with Alt+ that are not working... Please forgive my english i am french as first language and i live in canada. So the language installed is Canada(fr)\n\n", "Touchscreen 'Continuous Grab'\nOperating system: Linux-4.15.0-54-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: Mesa DRI Intel(R) Haswell Mobile Intel Open Source Technology Center 4.5 (Core Profile) Mesa 19.0.2\n(bug also tested on Windows 10)\n\n\nBroken: version: 2.80 (sub 74)\nWorked:\n\n\n* Activate a gizmo using the **touchscreen** on a computer. (The 3D navigation gizmo for example)\n* Drag your finger outside the original editor\n* The gizmo is manipulated incorrectly\nThis bug disappears if \"*continuous grab*\" is disabled in the User Preferences.\nI think it's a matter of auto-disabling *continuous grab* while receiving touch input, like how pen tablets are handled.", "The interface font of the Simplified Chinese version is displayed incorrectly in Blender 3.4\nOperating system: Windows11 Home 22H2\nGraphics card: NVIDIA GeForce RTX 2060\n\nBroken: 3.4.0 Alpha, f9113b7eb6ee, master, 2022-10-29\nWorked: 3.3.1\n\nAs shown in the picture, in 3.4, some of the interface text does not match the Chinese writing, which seems to be closer to Japanese ? In contrast, version 3.3 and previous versions are roughly correct, but still have some errors. When the font is switched to Noto Sans S Chinese Regular, the display result is completely correct.\n![3.3.png](3.3.png)\n![3.4.png](3.4.png)\nIn Text Editor:\n![text.png](text.png)\n[example.blend](example.blend)\n[NotoSansHans-Regular.otf](NotoSansHans-Regular.otf)\n\nThanks!\n(I can‘t speak English,the above is machine translated)\n" ]
[ "Text object doesn't work with accented letters.\nOperating system: Linux-5.15.0-56-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.161.03\n\nBroken: version: 3.3.1\n\nText objects doesn't work with dead-keys. if I type the sequence \"p ~ a o\", in any text editor this results in the word \"pão\". But in Blender text object, this results in the word \"po\".\n\n\n- add a Text Object\n- go to edit mode\n- type the letters p~ao\n\nYou should get \"pão\", but will get \"po\".\n\nWhat I am doing to get accented text is :\n- Open a external text editor, write in the wanted text, select and copy it.\n- Go to blender, select the Text Object, go to edit mode and paste.\n\n\n\n", "Regression: Blender text editor lost support for dead keys\nOperating system: Linux-4.19.0-11-amd64-x86_64-with-glibc2.31 64 Bits\nGraphics card: Quadro RTX 5000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.91.03\n\nBroken: version: 2.93.0\nWorked: 2.92\n\nCaused by cafd6b519c\n\n\nOn any text input field, on the Python Console, on the text editors, I cannot type any of the characters that need dead keys (I use English International with dead-keys to type English, Spanish, and German).\nI cannot, for example even type quotes, which makes Python expressions hard - let alone accents, etc. \n\nThis used to work on previous versions of Blender. The latest I found it working on is on a 2.92 release candidate I had somewhere on my hard drive.\n\n\n1. On a computer configured with dead-keys input, open the default scene\n2. Switch the main display to be a Text Editor.\n3. Press \"New\" to create a new file.\n4. Try to type \"é\" (by pressing 'e) or \"'' by typing (' space).\n\nExpected behaviour: Blender accepts the typed-in characters.\nActual behaviour: Blender ignores the typed-in characters.\n\nSomething like this gets printed to the console:\n\n```\nBad keycode lookup. Keysym 0x0 Status: XLookupNone\n'' 0x7f80237f2980 0x7f804905d0c0\n```" ]
Incorrect UV Space Interpolation? Example image attached shows the issue. To work around that weirdness(bug?) you have to subdivide it a few times before projecting. (which is a huge pita and makes editing the mesh after projection a huge undertaking). Maya doesn't suffer from this for example. Andrew Price (blenderguru) noticed that behaviour with v.2.66 watch?v=B9r9tKX5olY&t=1321 so i guess this issue is there since a long time. BA thread: showthread.php?380498-Blender-for-Mattepainting-Projection-Mapping
[ "Fix preview flickering when using \"Adjust Last Operation\"\nTweaking properties in the \"Adjust Last Operation\" panel removes all previews for a moment, causing quite drastic and annoying flickering.", "Intel Mac Metal: UV Display Stretch Angle Fault Colors\nOperating system:Mac OS 13.3.1\nGraphics card:Radeon Pro Vega 48 8GB\n\nBroken: 3.5.0 - 3.5.1 - 3.6.0 alpha\nWorked: NA\n\nUsing Intel Apple, with GPU Backend Metal enabled\nUV Editing, when you turn on Display Stretch: Angle\nCorrect angles will show faulty colors.\nWhen I switched to OpenGL and restart.\nThe Stretching shows properly as it should.\nI tested using default blender with no addons. Clean install with Default Cube and the error persisted on the versions noted above.\n\n\n\n- Activate blender with GPU Backend: Metal\n- Use a default Cube, within the UV Editing tab\n- In Overlays menu, choose Display Stretch, and pick Angle.\n- Select all the Faces. The colors will appear faulty and extremely inaccurate.\n\n\n", "GLSL: Cleanup Clip Space vs. NDC Space naming\nThroughout the GLSL codebase Clip Space and NDC Space are both refereed using the same prefix `ndc_`.\n\nBut they aren't the same thing:\n- Clip space is what comes out of the projection matrix multiplication (i.e:`vec4 clip_point = winmat * vec4(vs_point, 1.0)` or more commonly `vec4 clip_point = point_world_to_ndc(vs_point)`)\n- NDC (Normalized Device Coordinate) is the result of the perspective division (i.e: `vec3 ndc_point = clip_point.xyz / clip_point.w` or more commonly `vec3 ndc_point = project_point(winmat, vs_point)`)\n\nAll occurence of `ndc` should be checked and renamed appropriately as well as the functions like `point_world_to_ndc` which does output clip space points.\n\nReferences:\nClip_coordinates\nhomogeneous-coordinates-clip-space-ndc/\n\n", "UI: Image/UV Editor\nThe UI of the Image and UV Editor can be improved.\n\n* Move smooth edges option to user pref\n* Move overlays to an overlay popover\n![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", "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", "Regression: Screen Space Reflections on EEVEE render shaders with roughness a minimum regardless the value or map in the shader\nOperating system: Linux Manjaro \nGraphics card: Geforce 590\n\nBroken: 3.2 and succeeding versions\nWorked: 3.1\n@Tyson-Marchuk found the first bad commit: 80859a6cb2\nAlso mentioned the potential fix: #102423#1459379\n\nScreen Space Reflections on EEVEE render materials incorrectly\nThe shaders roughness valuue or map are ignored and all shaders are render \n| 3.3.1 (SSR off) | Broken: 3.3.1 (SSR on) | Worked: 3.1.0 (SSR on) |\n| -- | -- | -- |\n| ![image.png](image.png) | ![image.png](image.png) | ![image.png](image.png) |\n\nThe problem became evident in a scene with medium or high roughness by enabling the Screen Space Reflactions\n\n[SSR.blend](SSR.blend)", "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", "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", "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", "Pixel Smearing in Compositor when using image node (image node lacks interpolation setting [in comparison to texture nodes])\nOperating system: Windows 10\nGraphics card: NVIDIA Quadro RTX 4000\n\nBroken: 2.79b , v2.83.8\nWorked: none known\n\nWhen an image is brought into the compositor and mixed with the scene, the result can be \"half pixel smeared\" depending on the even/odd pixel relationship between the image and the scene. It appears that some interpolation is happening on the image node's result in order to reconcile it with the center of the scene size, but this is undesirable as it breaks images that are intended to be pixel-perfect. \n\nAttached is a very simple, lightweight example .blend file (2.8) that contains 4 small example images (these images have dimensions 16x16 pixels, 15x16, 16x15, and 15x15).\nThese images exist as image nodes in the compositor.\nRender the scene, and then move the viewer node to the various outputs indicated to see how the resulting images have been smeared.[PixelError.blend](PixelError.blend)\nWhen these images are mixed with the scene, the resulting pixels from the small images will be smeared if there is a mismatch between the even-ness and odd-ness of the number of pixels in the image, and the number of pixels in the scene.", "Projected falloff in sculpt mode displaces vertices in wrong direction\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.75\n\nBroken: version: 2.82 (sub 7)\nWorked: (optional)\n\nThe stroke is incorrectly applied for some vertices when using projected falloff\n\n[bug.blend](bug.blend)\n\nUse a projected falloff and make a stroke using a line stroke type or a curve type\n![1.png](1.png)\n![2.png](2.png)\n\n", "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)", "Regression: VSE: Copy-Paste of strips from one scene to another offsets the data\nOperating system: Linux-6.3.2-gentoo-x86_64-AMD_Ryzen_Threadripper_1950X_16-Core_Processor-with-glibc2.36 64 Bits, X11 UI\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 530.41.03\n\nBroken: version: 4.0.0 Alpha\nBroken: 3.3.0\nWorked: 3.2.2\n\nCaused by 302b04a5a3fc0e767ac784424f78ce2edf5d2844\n\nLike the title says. \n\n1. Add another scene.\n2. Add any video with audio to the sequencer.\n3. Add some cuts. delete some cut strips and remove the gaps between them.\n4. Select and copy-paste the strips into the other scenes sequencer.\n\n", "Boolean modifier produces unexpected result\nOperating system: Debian bookworm / sid\nGraphics card: Intel WhiskeyLake-U GT2, but most likely doesn't matter\n\nBroken: 3.3.1 (from Debian), 3.4.1RC (Daily Build from blender.org, b87bcd3f8fe1), 2.93.12 RC (Daily Build, 1f30e…)\nWorked: unknown\n\n\nIteratively generating the difference between a mesh (in this case a plain torus) and a rotated version of its copy seems to work fine initially but results in broken meshes after a few steps. Artefacts include non-manifold bits and pieces of the original mesh, or a DIFFERENCE step that ends up adding the mesh that it just subtracted to the result.\n\nAlso discussed at 1427102 (page contains images showing said broken results).\n\n[problem.blend](problem.blend)\n\nInspect file above.", "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" ]
[ "Disorted textures when using uvprojection (camera mapping)\nHey! \nI know that this is a known bug thats in Blender a long time.\n\nWhen i project a texture to a plane (or other meshes) using uv projection the texture will me disorted.\nI need to subdivide the mesh a few times to get better results.\nIn other software subdividing is not needed to have a perfect projection.\nAs im working on some projects (specialy fracturing) subdivided meshes will make all project-processes slower.\nIn future projects i would need Blender´s projection-features for many VFX works. \n\nIs it possilbe to fix this, so we can project textures prefect without subdividing the mesh?\n\nRegards,\nDennis Fassbaender\n\nMy hardware:\n\n```\n CPU: AMD FX4100\n RAM: 16GB\n GFX: nVidia Geforce 780 GTX, 4GB\n OS: Windows 7, 64BIT\n Drivers: Nvidia\n Blender: all versions\n```\n\n", "'Project from View' UV mapping produces distorted maps\n%%%This bug occurs when using the 'Project from View' UV unwrapping technique. If the texture in the UV Image Editor is not 1:1 aspect ratio, it distorts the map to match the aspect ratio of the image, which is wrong.\n\nThis picture demonstrates what I mean: 1xmKG.png\n\nThis is a big problem for artists (especially when hard surface texturing) because the texture should match the original texture as closely as possible. Having the wrong aspect ratio is a huge hindrance to that.\n\nTo replicate the problem:\n1. Download this texture: VLab5.jpg\n2. Open blender and replace the default cube with a plane.\n3. Split the viewport and assign the other window to the UV/Image Editor.\n4. Add the texture to the UV/Image Editor.\n5. Go into top view so you are looking down on the plane.\n6. Select the plane, go into edit mode and press U > Project from View.\n\nYou should see this happen: 1xmKG.png\n\nI first noticed this bug about 6 months ago. At first I thought it may be a feature, but now I think it's a bug that was accidentally introduced.\n\nThanks devs! Love your work!%%%" ]
Basis shape key not behaving as expected Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: GeForce GTX 750 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71 Broken: version: 2.92.0 Strange behavior related to basis of shape keys. When exporting this mesh it exports it as though "out" is the basis shape key. When you hit "+" to add a shape key it is by default the "out" shape key even though "out" is not the basis. just press "+" to add a shape key or export as gltf2 (probably other templates as well) [outercorners.zip](outercorners.zip)
[ "MultiRes cannot \"Apply Base\" when ShapeKey have been added\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GT 635M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 388.71\n\nBroken: version: 2.90 (sub 0)\n\nChanges to Level 1 (and higher) cannot be propagated down to Level 0 using the \"Apply Base\" button after Shapekeys have been added.\n\n1. SubDivide the default cube using Ctrl+3 and apply\n2. Add a MultiRes modifier and press \"Subdivide\"\n3. Do some sculpting at Level 1\n4. Press \"Apply Base\" - going back to \"Sculpt\" Level 0 shows the sculpting has been applied.\n\nScenario A:\n5. Add a shape key (\"Basis\")\n6. Do some more sculpting at Level 1\n7. Press \"Apply Base\" - going back to \"Sculpt\" Level 0 shows nothing happen\n\nScenario B:\n5. Add a shape key (\"Basis\")\n6. Do some more sculpting at Level 1\n7. Press \"Apply Base\" - going back to \"Sculpt\" Level 0 shows nothing happen\n8. Add a second shape key (\"Key1\")\n9. Scrubbing the \"Value\" of Key1 between 0 and 1 shows the sculpting from Level 1 being applied to the Level 0 mesh. (Bizarre! \"Apply Base\" was pressed before Key1 even existed!)\n\nScenario C:\n5. Add a shape key (\"Basis\")\n6. Add a second shape key (\"Key1\")\n7. Do some more sculpting at Level 1\n8. Press \"Apply Base\" - going back to \"Sculpt\" Level 0 shows nothing happen\n9. Add a third shape key (\"Key2\")\n10. Go to Sculpt Level 0. \n11. Scrubbing the \"Value\" of Key2 between 0 and 1 shows the sculpting from Level 1 being applied to the Level 0 mesh (which is what was originally wanted)\n12. Go to Sculpt Level 1.\n13. Scrubbing the \"Value\" of Key2 between 0 and 1 shows the sculpting from Level 1 (Value = 0), and double the deformation (Value = 1) - bizarre, and very unexpected!", "Rotate around selection using incorrect center point\nWindows 7 Professional w Service Pack 1\nASUS nVidia GeForce GTX 760 2GB GDDR5 DirectCU Mini\n\nBroken: Blender 2.69 r60995 as well as all current builds\nThere is a fault in the behaviour of the 'Rotate Around Selection' feature found in user preferences.\n\n\n\nNormally, when an item is selected and then the view is localized on that object, by using either 'view selected' ( . ) or 'local view' ( / ) from the keyboard, the selected object is brought into the center of the viewport and the rotation point for view control (MMB) is set to the center of the bounding box of the currently selected object. \n\nHowever, when the 'Rotate Around Selection' feature is toggled it always causes the center of viewport rotation (MMB) to coincide not with the center of the bounding box of the mesh data but rather with the center of the origin point of the currently selected object. This is incorrect and can cause viewing problems in those cases where the origin point of the mesh is located outside of the actual mesh bounding box. This will often cause the selected object to be rotated right out of the viewport.\n\nDo note that when toggled 'on' the 'Rotate Around Selection' feature also overrides the otherwise correct behaviour of 'view select' and 'local view'.\n\nPlease examine the attached .blend file.\n\nToggle 'Rotate Around Selection' in users preferences, select the green object and then use MMB to rotate the view.\n\n[rotate_around_selected_bug.blend](rotate_around_selected_bug.blend)\n\n", "Bevel: Weird result for 6-edge star corner\nOperating system: Windows-11 22H2 22621.1194 64 Bits\nGraphics card: NVIDIA GeForce GTX 750/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.67\n\nBroken: version: 3.5.1\nWorked: Never.\n\nNon correct bevel working\n\nNon correct bevel working with shape value = 1 on specific angled polygons. It can be seen on screenshots and in .blend file below\n\n", "Regression: Crash on deleting shape key from Blender File view.\nOperating system: macOS-13.5-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 575 1.2\n\nBroken: version: 4.0.0, 3.2\nWorked: 3.1\n\nCaused by a71a513def202b119328035dbd68e86c2c47f7ac\n\nOutliner on Blender File when delete cause crash guide.\n\n- Open attached file\n- Add shape key\n- Switch outliner to Blender file display mode\n- Expand Shape key\n- select `key` then delete it from context menu\n\nr2jrCca\n\nYoutube:\nOlegeJrBbmE\n\nMy Dropbox file:\nLola%20Bunny.zip?dl=0\n\n- - -\nFirst create new ticket I unable to paste picture this here.\nI did drag there 250MB and (Remove) cause appear <html><head></head><body></body><html> please fix without <html> k5RFuuy\n\n", "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", "Solidify creating points at incorrect angles using complex option with flat option\nOperating system: Linux-5.4.0-84-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 21.0.3\n\n\nBroken: version: 3.0.0 Alpha\nAlso happens in 2.93.4\n\nSolidify creating points at incorrect angles using complex option with flat option\n\n![solidy_issue.png](solidy_issue.png)\n\n\n\n\n\n\n\n\n\n![solidfy_1.png](solidfy_1.png)\n\nAnimation showing the issue\n![solidfy_issue.gif](solidfy_issue.gif)\n\n\nHere's a test Blend file\n[solidfy_issue.blend](solidfy_issue.blend)\n", "Shape keys missing from `bpy.data.meshes.new_from_object()` even when the mesh Object is not evaluated\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.41\n\nBroken: version: 4.0.0 Alpha\nWorked: 2.79 (sort of, the API was a bit different due to the depsgraph not existing)\n\nCreating a new Mesh from a mesh Object with `bpy.data.meshes.new_from_object` removes the shape keys (or simply does not copy the them in the first place), even when the Object is not evaluated.\n\nThe API in 2.79 is a little different to 2.80+, since there is no depsgraph; you choose with the function arguments whether or not to apply modifiers:\nWhen using `apply_modifiers=True`, the new mesh has no shape keys as expected. Providing an evaluated Object to the function in 2.80+ is equivalent to this.\nWhen using `apply_modifiers=False`, the new mesh retains its shape keys as expected. In my opinion, providing a non-evaluated Object to the function in 2.80+ should be equivalent to this.\n\n2.79 API docs: bpy.types.BlendDataMeshes.html#bpy.types.BlendDataMeshes.new_from_object\nCurrent API docs: bpy.types.BlendDataMeshes.html#bpy.types.BlendDataMeshes.new_from_object\n\nSince the API changed between 2.79 and 2.80, it's not clear whether this is a bug or intended behaviour.\n`Object.to_mesh()` and `BlendDataMeshes.new_from_object()` appear to have identical behaviour in 2.79, though this is again a bit different in 2.80+ because `Object.to_mesh()` now creates a temporary mesh owned by the Object that is not added to `bpy.data.meshes`.\n\n1. Create a mesh Object\n1. Add a shape key (other than the 'Basis')\n1. Enter Edit Mode\n1. Modify the shape key so that it noticeably moves the mesh\n1. Exit Edit Mode\n1. Change the value of the shape key to 1.0\n1. Run in the Python Console:\n 1. `new_mesh = D.meshes.new_from_object(C.object, preserve_all_data_layers=True, depsgraph=C.evaluated_depsgraph_get())`\n 1. `C.object.data = new_mesh`\n1. Observe that the new mesh has no shape keys (and is not evaluated as expected)\n\nAttached are some .blend files created in different Blender versions that have a script and three Objects that go over different cases (has modifiers/no modifiers/has modifiers but they're disabled) of creating meshes with both `BlendDataMeshes.new_from_object` and `Object.to_mesh` as well as making a copy of an evaluated mesh with `Object.copy` in 2.80+.\n\nThe 2.79 version is a bit different due to the different API, but the 2.80+ version in 4.0.0a results in this:\n(the .to_mesh().copy() behaviour of evaluated Objects has been reported separately as 109327)\n![image](attachment)\n\n", "Apply Base (Multiresolution Modifier) on mesh with shape keys distorts the mesh\nBroken: version: 2.83 (sub 8)\nWorked: Doesn't Work even in Blender 2.79b official release. I haven't tested versions earlier than that.\n\nPressing Apply base using the multires modifier on a mesh with a stored Basis shape key causes artifacting and mesh corruption. Undo still works though.\n\n1. Delete Default Cube\n2. Add Plane mesh (Shift+A > Mesh > Plane)\n3. Add Basis Shape Key.\n4. Add Multiresolution modifier\n5. Subdivide multiple times. (Either Catmull-Clark or Simple type)\n6. (optional) Apply brush strokes in Sculpting mode. \n7. Press Apply Base in Modifier Properties.\n\nor\n\n1. Open attached file\n2. Press Apply Base in the Modifier Properties.\n\n[Shape key Multires Bug.blend](Shape_key_Multires_Bug.blend)\n\n", "Incorrect parent tree when exporting and importing scene with multiple rigged objects\nArch GNU+Linux, Kernel 4.18.5\n\nBroken: 2.79.6, Git 19c65cd (branch master)\nWorked: None that I'm aware of\n\n\nIf you have a scene with multiple rigged objects, the armatures and meshes are incorrectly parented upon exporting then importing them. Rather than there being two armatures at the root of the scene with each one containing a single mesh, there will be (if you have two objects) one armature at the root, the other armature as a child of it, with both meshes attached to the inner-most armature.\n\nNote that this certainly seems to be a fault of the importer and not the exporter: I've manually reviewed the exported model and it appears fine. Additionally, upon attempting to import a Collada file generated by custom software I've got the exact same problem as importing the file generated by Blender.\n\n\nStart with an empty scene, and create a cube. Add a single bone. Make the cube a child of the bone, using the armature deform with automatic weights option (not using any weights prevents this problem from occurring).\n\nRepeat this a second time.\n\nExport the scene as a Collada file.\n\nOpen a new instance of Blender, and import the scene with Collada.\n\nThe objects will have incorrect parents, and this has consistently occurred each time I have tried it:\n\nHere are the screenshots of the scene, before exporting (matches attached blend file): ![Screenshot_20180904_165511.png](Screenshot_20180904_165511.png)\n\nAnd after export/import: ![Screenshot_20180904_165717.png](Screenshot_20180904_165717.png)\n\nSample Blender file before export: [expimptest.blend](expimptest.blend)", "Geometry Nodes modifier input: Show More descriptive names in the dopesheet\nRight now animated geometry nodes modifier properties get an infamous label such as \"Input_2\". It should instead show the name that is shown in the UI, just like the other (non-geometry nodes) modifier properties.\n\n{[F13048799](image.png), size=full}\n\n[modifier.blend](modifier.blend)\n\nA proposed solution by @HooglyBoogly + @JulianEisel is to introduce \"labels\" to the UI data of ID Custom Properties.\n\n*This doesn't touch the Python API.*", "Omitting a leading zero on transform commands complains on the terminal\nOperating system: Kubuntu 20.10\n\nBroken: 2.83 - master\n\nTyping transform commands with a number lacking a leading zero complains on the terminal but works otherwise. For example, when inserting commands like scale 90% as `s.9` there is output on the terminal saying:\n\n```\n File \"<string>\", line 1\n .\n ^\n SyntaxError: unexpected EOF while parsing\n```\n\nThat is a bit worrisome because I thought there was something wrong with the blend file I'm working on.\n\n1. blender --factory-startup\n2. select the default cube\n3. insert `s.9`\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", "unwanted uv-gap created by bevel modifier\nOperating system and graphics card\nwindows 7\nNVIDIA GeForce GTX 660\n\nBroken: 3d243eb\nWorked: same error on offical release 2.78\n\nbevel modifier (bevel by weight) creates an unwanted UV-gap at a vertex with 5 edges connected. 2 edges has bevel weight. Error visible if bevel modifier is applied of if subdiv modifier is active. The UV-gap disappears if 4 out of 5 edges has a 90 degree angle to one another.\n\nBased on a (as simple as possible) attached .blend file with minimum amount of steps\nHard to explain how to model. Easiest for you is to open the .blend and test it. I put a shape key on the \"error mesh\". Turn the shapekey on/off to show the error.[bevel modifier error.blend](bevel_modifier_error.blend)", "USD Shape IO Support\nOn the most basic level, this feature would allow importing USD shapes (capsule, cone, cube, cylinder, sphere) as Blender meshes. More advanced implementations could include options for alternate, lightweight representations of shapes in the Blender scene, e.g., exploiting instancing, custom viewport rendering that does not require importing the mesh data, etc.\n\n@charlesfleche discussed the following suggestions re USD shape support on the `pipeline-assets-io-module` Blender chat channel on 22 Sep 2022.\n\n---\n\nOur main use case is to represent collision objects. For performance reasons we can feed simple collision objects to the physic component of the game engine. For example, rather that computing a collision with a complex character head that as many faces, you can define a simple sphere that is much faster to compute collision against.\n\nBut sometimes simple shapes are not enough: in this case we still want as fast as a collision computation as possible, and use a convex mesh to approximate the visual shape as much as possible. And when we really, really require high precision we'd use a mesh that can be complex and convex.\n\nWe also have the concept of collision Level Of Detail. The typical example is a fence:\n\n- you don't the player to walk through the fence, but for that purpose you can approximate the shape of the fence with a single parametric box\n- but you still want a bullet to go through the holes of the fence: for collision with ammunitions, you'd use a more detailed mesh\n\nBut not all DCC support parametric shapes, so for simplicity (and for now), we are still importing USD shapes as meshes in the DCCs, but on way back to USD we compute the bounding volumes of the requested shape. In practice, it looks like this:\n\n- In USD: `UsdGeomCube` MyObject_BOX with a size attribute + xform\n- In the DCC: we extract the dimension of the box from the scale component of the transform and generate a box mesh, with custom code ran at import time\n- DCC user is editing the box\n- In the DCC: the object is a _BOX, we compute the Box Bounding Volume and store the x, y, z dimensions as in the xform as scale\n- In USD: `UsdGeomCube` MyObject_BOX wih a size attribute + xform\n\nIt is not great because the users don't have the same representation in engine vs the DCC. In engine they'd handle Radius and Height parameters, in the DCC it's a bunch of vertices.\n\nSo the idea, for Blender, would be to leverage the geometry nodes to give the user parameters to play with (radius, height), even if the actual object in Blender is still a mesh.\n\n`Geometry Nodes` presets should be enough for now. After all, you can already generate those shapes in the `Geometry Nodes` already. What is important would be to have control, even if purely manual at import time, on how the Shape will be presented in Blender. For example, most users will want a Box to be defined with three parameters: `sizeX, sizeY, sizeZ`. However, depending of the physics engine you are dealing with, sometimes boxes are represented by two vectors: `bottom-left` and `top-right`. To match the Engine representation in the DCC, we'd need to be able to replace the default Geometry node by ours, where we'd expose the `bottom-left` / `top-right` vectors to the user.", "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" ]
[ "Shape Keys Behaving Like a Duplicate of Previous Key \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\nWhen I create a new key, It will be automatically becomes like duplicate of previous key. The expected behavior should be it should be completely new (and add effects on all previous key values).\n\nSee the gif\n![Shape Keys Prob.gif](Shape_Keys_Prob.gif)\n\nThis is working .blend where the prob exists.\n[Shape Keys Prob.blend](Shape_Keys_Prob.blend)\n\n", "Broken Shape Keyes\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 416.34\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\n[Shape keyes break when created with the X-Mirror enabled. Any new blank shape key added will already have information when turned to '1.00' when it shouldn't]\n\n[Add a shape key > change shape key value to \"1.00\" > enter edit mode > turn on X-Mirror and proportional editing with connected \"on\" > manipulate the geometry (I did move and scale) > add a driver for that shape key > create a custom property from the object tab and have it update the shape key > in the driver editor create a new var and remove it > change the name of your vars > update dependencies > change the name back > update dependencies > now your shape key driver works fine but when adding a new shape key, it'll behave as if it already has information already when turned to 1.00{[F7656776](driver_test.blend)} ]\n\n" ]
Middle mouse button doesn't changes focus from Input Field Operating system: Win10 Broken: 2.80 Middle mouse button doesn't change focus from any active Input Field like left or right mouse buttons
[ "Wrong status bar keymap for release confirms and right click select\nOperating system: Manjaro x64\nGraphics card: HD5770\n\nBroken:\n2.80, 81ea815dcb6, blender2.8, 2018-12-12\nWorked: 2.79b\n\nWhen grabbing something(object, vertex, etc) by right clicking on it and then releasing/clicking on the same button the action is not performed, object doesn't return to its initial position. \nHowever if you use G or a Tool to grab instead of mice click Cancel by Right clicking option works.\n\nRight click on a Cube(in 2.79 thats enough to start moving an object but not here here you have to hold the button) AND HOLD the button\nDrag mice somewhere to move the Cube\nRight Click again to Cancel movement\nNothing happens.\n[blender_bug-2018-12-13_22.18.53.mkv](blender_bug-2018-12-13_22.18.53.mkv)\nI'm also attaching video file for it to be more clear.", "Dragging the cursor (shift-right-click-drag) locks it's rotation\nOperating system: ~~Windows-10-10.0.22621-SP0 64 Bits~~ Windows 11 22H2\n> ***Meta Bug: this doesn't seem to recognize I'm on Windows 11.***Graphics card: NVIDIA RTX A2000 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.24\nBroken: version: 3.4.1\nWorked: /\n\nWhen setting the 3D cursor to project to surface and align its rotation to the geometry, it doesn't update when dragging. It only sets the aligned rotation on first click.\n\n1. Change Keybinding setting for shift right-click\n![image.png](image.png)\n2. Add UV sphere\n3. Shift right-click-drag the 3D cursor over different face of the sphere\n4. Notice it only sets the rotation once initially\n\n", "View zoom (scale mode in particular) doesn't work well when dragging horizontally, or crossing the middle of the screen\nBroken: 2.79, 2.80, 2.81 HEAD (8c9e6f123a2).\nWorked: ?\n\nNavigation Mode Scale Is Broken - it should never be calculated from the vector zero.\n\n- Set Blender Navigation to Scale\n- Try to press Alt + click and drag in viewport to make it zooming (or click and hold the \"zoom\" icon in the viewport).\n- Try to cross the mouse arrow in the vector zero (i.e., cross the mouse around the middle of the viewport).\n- As you can see the tool start to work weirdly inverting the zooming as soon you cross the scene vector zero.\n\nNote: The other zoom modes (e.g., dolly) also present a strange behaviour when zooming horizontally. But the zoom seems to reset when going over the origin regardless of the mouse direction.\n", "UV Loop Select with Double Click and Shift+Double Click to Extend. Need to triple click to Extend + Border Extend problem\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1650 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.51\n\nBroken: version: 3.0.0 Alpha\nBroken: 2.93.1\nWorked: probably none of the versions\n\nInconsistent behavior for selecting multiple edge/face loop.\n\nChange keymap values:\nUV Loop Select: `dbl-Left Mouse`\nUV Loop Select (Extend): `Shift dbl-Left Mouse`\nWith custom key for UV Loop Select, selecting with extend become a problem\n![UV_Loop_Select.png](UV_Loop_Select.png)\n\n- Load factory settings.\n- Change keymap as suggested\n- Click on UV Edge or Face selection\n- dbl-click selects loop\n- Shift + dbl-click - does not select the loop, need to click 3 or more times\n[UV_Loop_Selecting_Issue.mp4](UV_Loop_Selecting_Issue.mp4)\n\n", "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.", "It is not possible to switch from \"English Input to Korean Input\" in TEXT mode.\nOperating system:win10_64\nGraphics card:inner\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\nWorked: (optional)\n\nHello. I am Korean. Thank you for developing the blender. I'm using the latest version of blender. But there's one serious problem.\nIt is not possible to switch from \"English Input to Korean Input\" in TEXT mode.\nThis is also true of Chinese and Japanese keyboards.\nWe would appreciate it if you could correct the \"Switching language input\" bug in TEXT mode.\n\n\nBased on the default startup or an attached .blend file (as simple as possible).", "\"View\" settings not refreshing when going out of camera view\nOperating system: Windows-10-10.0.16299 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.67\n\nBroken: version: 2.80 (sub 74)\n\nNot a big bug, but I'm reporting anyway.\n - Open file:\n[viewport_camera_settings_bug.blend](viewport_camera_settings_bug.blend)\n - Use middle mouse button to go out of camera view. Simple click should be enough.\n - Some of the settings in \"View\" will be greyed out until hovered over with mouse cursor:\n![obraz.png](obraz.png)\n\n", "Regression: Mouse cursor jumps to the left when keep clicking on the colour circle under Windows\nOperating system: Windows 10, 21H2\nGraphics card: Intel A770\n\nBroken: 3.4, 3.6.0\nWorked: 3.3\n\nIf I keep clicking random place in the colour circle, the mouse pointer randomly jumps to the left edge of the circle. This seems to be happening only under Windows, not under Linux. \nI have only one Windows installation, so I am not sure if this would happen on other computers. Please check for it.\n\n- Just keep clicking random places on the color circle for about 10 seconds. (See the attached screen recording.)\n\nNot necessary: ~~I was using a 4K monitor with 200% scaling and Blender interface scaling was 1.0.~~", "segfault on f3 when mouse hover focus off foreground window\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: 3.6.1\nAlready broken: 3.0\nWorked: 2.93.18\n\nThe application crashes upon using the Search Menu keyboard shortcut, under the condition that the mouse hover focus is not over the foreground window.\n\nUPDATE: must enable Developer Extras for crash to occur!\nNew file.\nMake the window not fullscreen so you can see some desktop.\nHover mouse over desktop.\nPress F3 key to open Search Menu.\nObserve notification of segmentation fault.\n\nAlternatively, open a preferences window or secondary blender window and mouse over the main window and press F3, that's how I found it.\n\nBefore 3.0 the same steps will cause the menu to appear in the foreground window as close as it can get itself to the mouse outside.\nUPDATE: checked Developer Extras and it was on, yet no crash prior to 3.0\n", "Clipboard inconsistencies when copy-pasting text\nOperating system: Linux-5.16.15-76051615-generic-x86_64-with-glibc2.34 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.86\n\nBroken: version: 3.2.0 Alpha\n\n### Short-ish description of error\n@ZedDB explained to me that, at least on Linux, there are two OS clipboards (and I might be inaccurate on the details here, feel free to correct):\n- Ctrl+C -> Ctrl+V on a selection, the one we're all familiar with.\n- The 2nd clipboard is filled with the user's last text selection, and pasted with Middle Mouse Button or Shift+Insert.\n- Additionally, we have a Blender clipboard, accessible from the PyAPI via `context.window_manager.clipboard`. From what I've tested, pressing Ctrl+C always behaves the same as setting this.\n\nThe way copying and pasting works from Blender into other running applications seems to be inconsistent, depending on the target application and which one of the copy-pasting methods are used.\n\n**Some use case examples, if that's needed**:\n1) Pasting quick scripts from Text Editor/PyConsole into a chat application (quick scripts for artists).\n2) Making an operator in an add-on that can put an error message on the user's clipboard, to aid troubleshooting errors.\n\n### Situation on popOS\nI expect these issues to have some variation across different systems, so if you have a different system and get different results, please post them.\n\nThe inconsistencies I found, sorted in my personal priority:\n- Ctrl+C -> Ctrl+V from Blender Text Editor and Properties works to VSC, but not to Firefox.\n- Ctrl+C -> Ctrl+V does work from one Blender instance to another ONLY IF the source Blender instance is not closed.\n- Selection -> Middle Mouse Paste works from Blender Text Editor to other software, UNLESS using the Ctrl+A \"Select All\" shortcut in the text editor.\n- Selection -> Middle Mouse Paste does not work from one Blender Text Editor to another.\n- Selection -> Middle Mouse Paste does not work from Blender Properties to anywhere else.", "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", "Multi-Button Drag: not working properly for Object Dimensions\nWindows 7\n\nBroken: 2014-02-11\n\nMulti-Button Drag - D270 - doesn't work properly in N panel for Dimensions\n\nIf you drag over all 3, only X and Z change, Y remains unchanged. As mouse button is released, the first selected property will reset, only the last hovered is kept (and scale changed)", "Compositor workspace: Mouse jumps back to the original position when stereoscopy is enabled\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: 2.83, 4.0\n~~Worked: (3.5)~~\n\nNote: 80444effc62a is the relevant commit here\n\nAfter releasing the mouse after editing a point on the rgb curves nodes, the mouse jumps back to the original position. This makes it much slower to move a point multiple times, and often results in new points being added by accident due to the unexpected change in behaviour.\nHappens only in compositing workspace. Other editors (GN, shader) are unaffected\n\n- Open default scene\n- Select Compositing workspace\n- Add an RGB curves node \n- Add a point in the middle of the curve\n- Enable stereoscopy from output-properties panel\n- click and drag a point down, then release the mouse button. The mouse pointer jumps back to the original position instead of staying where it is.\n- Note: This goes away if you disable `Backdrop`\n\n[Video](https://projects.blender.orgattachment)", "Pen input UI/UX issues\nThis task keeps track of the UI/UX related design issues in all Blender mode that don't work as intended or can greatly improved with pen input devices. \nIf we consider that most pen input devices have at least one button in the pen, this will mostly include feature that rely on mouse wheel events. \n\n\n## Edit mode\n\n- ##Number of Cuts## of loop cut and slide can't be controlled during modal operation, needs to be adjusted with the redo panel.\n- Proportional editing size can only be adjusted incrementally with keyboard shortcuts instead of with pen gestures (like brushes in all modes)", "Macro operators [e.g. Loop cut and slide]: \"adjust last operation\" fails completely [when called from the menu -- F9 is fine]\nBroken: 2.8x\nWorked: 2.79b\n\nThis might fall into the same boat as anything related to #45964, although it does seem to be \"new\" in 2.8x.\nAfter performing a loop cut and slide operator, you can adjust the properties in the operator panel (albeit with caveats from #45964). However, if you instead open the Adjust Last Operation panel, it will list a different operator name (Loop Cut, not Loop Cut and Slide), and while you can change properties there, those changes have no effect, even though they are reflected by the operator panel.\nThis didn't use to happen in 2.79b, though IIUC the \"Adjust...\" panel is different in 2.8x from the \"Redo Last\" of the 2.7x era.\n\n1. Load the default scene.\n2. Go into edit mode on the cube.\n3. Add a loop cut, e.g. via the shortcut or using the active tool\n4. Expand the operator panel in the bottom left and adjust properties. Note how those adjustments do have an effect on the result.\n5. Go Edit -> Adjust Last Operation\n6. Note the different operator name in that newly opened panel (Loop Cut vs. Loop Cut and Slide).\n6. Try adjusting any properties in the newly opened panel. Note how the operator panel in the bottom left picks up these changes, but at the same time they have no effect on the operation.\n\n[Demo video ](eAlL08M8AZA)" ]
[ "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." ]
Cycles material changes on high poly meshes cause UI lag Operating system: Windows 10 Graphics card: GTX1080Ti Broken: 2.8 latest master When rendering with Cycles, material changes lag the entire user interface depending on the polycount of the objects given material is applied on. The lag is not so long to indicate the entire geometry is getting reparsed, but it still doesn't make much sense that polycount has any influence on the UI update rate. It makes working interactively with high poly scenes very difficult (for example shading high poly car models). Here's a short video of the issue: OD_Hfn9mrjU 1, Switch renderer to Cycles and enable Cycles viewport render 2, Create a simple geometry and create a new material for it 3, Tweak parameters of the new material and notice the UI does not lag 4, Add two subdivide modifiers on top of the geometry to increase polycount to at least 2 000 000 5, Tweak the parameters of the material and notice the UI lags heavily
[ "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", "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.", "Improve UX for interaction of modifier stack and node editor\nWhen a non-nodes modifier is selected as active modifier there is no indication or way to change that in the geometry nodes editor and it's very confusing for the user, especially when the properties editor is not displaying the modifiers panel.\n\nThis is related to #84927\nA potential solution has been proposed there as well (move towards interface similar to shader editor and material slots).", "The viewport may update at 0 FPS while navigating, until the mouse is released.\nOperating system: Windows 10\nGraphics card: RTX 3080 Ti\n\nBroken: 3.0.0\nWorked: 2.92.0\n\nWhen working in sculpt mode on a model with multires modifier, the viewport may update at 0 FPS while navigating, until the mouse is released.\n\nUsually when navigating in sculpt mode on a model with multires modifier, the model will switch to a low poly version while navigating. When this bug is happening, the viewport remains frozen and the high poly model remain on screen until mouse is released.\n\nThe bug will be temporarily fixed upon clicking on another application or resizing the blender window.\n\n1. Shift+A to create a plane\n2. Ctrl+E and subdivide it 4 times.\n3. Attach multires modifier onto the plane.\n4. Subdivide it 6 times with the multires modifier.\n5. Use sculpt mode and sculpt without moving the view for around 1~2 minutes (I used a wacom tablet. Using the sculptDraw brush, I added / subtracted (hold ctrl) from the mesh, also using smoothing brush (hold shift) to smooth certain parts, and undo (ctrl + z) multiple times to simulate a normal working environment.)\n6. Try to pan or rotate the view around.\n\n\n\n**I found another way to trigger this bug, and it's not strictly related to sculpt mode.**\n(Tested on blender 3.1.0 beta 03b57d3973)\n\n1. Click around with a Wacom tablet.\n2. Pan the camera around with a Wacom tablet.\n3. Pan the camera around with a mouse.\n\n\n[sculpt mode bug.blend](sculpt_mode_bug.blend)\n\n[2022-01-17 04-48-11_Trim.mp4](2022-01-17_04-48-11_Trim.mp4)", "Highpoly mesh sculpting performance\n## Updating smooth normals\n\n`BKE_pbvh_update_normals` takes up 50% of of time in some cases. The use of atomics in `pbvh_update_normals_accum_task_cb` to add normals from faces to vertices is problematic. Ideally those should be avoided entirely but it's not simple to do so. Possibilities:\n\n* Figure out which vertices are shared with other nodes, and only use atomics for those.\n* Store adjacency info for the entire mesh, and gather normals per vertex.\n* Store adjacent faces of all border vertices of a node, and avoid a global vertex normal array and atomics.\n* Use a vertex normal buffer per node with duplicated vertices, and somehow merge the border vertices in a second step.\n* ...?\n\nSmoothing tools may also be able to benefit from this, to work without the overhead of storing adjacency info of the entire mesh. \n\nDepending if the brush tool needs normals, we could delay updating normals outside of the viewport. \n\n## Coherent memory access\n\nEach PBVH node contains a subset of the mesh vertices and faces. These are not contiguous so iterating over all vertices in node leads to incoherent memory access.\n\nTwo things we can do here:\n* Ensure vertex and face indices in a node are at least sorted.\n* Reorder vertex and face indices in the original mesh, so that all vertices and faces unique to a node are all stored next to each other in the global mesh array. Also could be used to reduce PBVH memory usage, since not all indices need to be store then, only a range of unique vertices + indices of border vertices owned by other nodes.\n\nFor multires this is less of an issue since all vertices within a grids are in one block, though it might help a little bit to not allocate every grid individually and instead have one allocation per node.\n\n## Partial redraw\n\n* #70295 (Sculpt partial redraw not working)\n* For symmetry, the region covered by partial redraw can become arbitrarily big. We could add a test to see if one side is offscreen entirely. Other than that, we'd need to define multiple regions, which could then be used for culling the PBVH nodes. Drawing the viewport one time for each region is likely slow though, so it could be rendered at full viewport resolution but blit multiple separate regions.\n\n## Draw buffers\n\n- [x] [D5926: Sculpt: multithread GPU draw buffer filling](D5926)\n- [x] [D5922: Sculpt: only update GPU buffers of PBVH nodes inside the viewport](D5922)\n- [ ] Use `GPU_vertbuf_raw_step` to reduce overhead of creating buffers in `gpu_buffers.c` (only used in a few places now)\n- [ ] Submitting vertex buffers to the GPU has some overhead. It may be possible to do those copies asynchronously in the driver.\n\n## Masks\n\nTagging PBVH nodes as fully masked would let us skip iterating over their vertices for sculpt tools. Drawing code could also avoid storing a buffer in this case, though the overhead of allocating/freeing that often may not be worth it. \n\nTagging PBVH nodes as fully unmasked would let us quickly skip drawing them as part of the overlay.\n\nMask are currently draw in a separate pass as part of the overlays. It would be more efficient to draw then along with the original faces, so we can draw faces just once.\n\n## Consolidate vertex loops\n\nThere are various operations that loop over all vertices or faces. The sculpt brush operation, merging results for symmetry, bounding box updates, normal updates, draw buffer updates, etc.\n\nSome of these may be possible to merge together, to reduce the overhead of threading any the cost of memory access and cache misses.\n\n## Bounding box frustum tests\n\nSculpt tools that take into account the frustum only use 4 clipping planes, we should add another plane to clip nodes behind the camera. But unlike drawing, don't do use clip end and always have clip start equal to 0.\n\nFrustum - AABB intersection tests do not appear to be a bottleneck currently. But some possible optimizations here:\n* For inner nodes detected to be fully contained in the frustum, skip tests for all child nodes\n* Multithreaded tree traversal, these tests are single threaded in most cases now\n* Cache visibility of nodes per viewport\n* Use center + half size instead of min + max for storing bounding boxes\n\n## Threading\n\n- [x] It may be worth testing if the current settings for `BLI_parallel_range_settings_defaults` are still optimal. Maybe the node limit can be removed, chunk size code be reduced or increased, or scheduling could be dynamic instead of static.\n\nChanged now to remove node limit and use dynamic scheduling with chunk size 1, gave about a 10% performance improvement. For a high number of nodes it may be worth increasing the chunk size.\n\n## Symmetry\n\nFor X symmetry we currently do 2 loops over all vertices, and then do another loop to merge them. These 3 could perhaps be merged into one loop, though code might become significantly more complicated as every brush tool may need to code to handle symmetry.\n\n## Low level optimizations\n\nOverall, this kind of optimization requires carefully analyzing code that runs per mesh element, and trying to make it faster.\n\nSculpt tools support many settings, and the number of functions calls, conditionals and following of pointers adds up. It can be worth testing what happens when most of the code is removed, what kind of overhead there is.\n\nIt can help to copy some commonly used variables onto the stack functions, ensuring that they can stay in registers and avoiding pointer aliasing. Test that check multiple variables could be precomputed and the result stored in a bitflag.\n\nMore functions can be inlined in some cases. For example bmesh iterators used for dyntopo go through function pointers and function calls, while they really can be a simple double loop over chunks and the elements within the chunks.\n\n## PBVH building\n\nBuilding the PBVH is not the most performance critical since it only happens when entering sculpt mode, but there is room for optimization anyway. The most obvious one is multithreading.\n\n## Brush radius bounds\n\nCulling of nodes outside the brush radius is disabled for 2D Falloff:\n```\nbool sculpt_search_circle_cb(PBVHNode *node, void *data_v)\n{\n ...\n return dist_sq < data->radius_squared || 1;\n}\n```\n\nElastic Deform has no bounds, but it may be possible to compute some even if they are bigger than the brush radius.\n\n## Memory allocations for all vertices\n\nSome sculpt tools allocate arrays the size of all vertices for temporary data. For operations that are local, it would be better to allocate arrays per PBVH node when possible.\n\nIn some cases this might make little difference, virtual memory pages may be mapped on demand until there are actual reads/writes (though this is not obviously guaranteed for all allocators and operating systems?).\n\nAlso regarding coherent memory access, this could improve performance, if vertices are grouped per node as described above.\n\n## Undo\n\nUndo pushes all nodes that are whose bounding boxes are within the brush radius. However that doesn't mean any vertices in that node are actually affected by the brush. In a simple test painting on a sphere, it pushed e.g. 18 nodes but only actually modified 7.\n\nWe can reduce undo memory by delaying the undo push until we know any vertices within the node are about to be modified, though this may have a small performance impact. Ideally this would take into account both the brush radius test and masking/textures.\n\nSimilarly, we also sometimes call `BKE_pbvh_node_mark_redraw` or `BKE_pbvh_node_mark_normals_update` for nodes without checking if any vertices within have actually been modified.", "Cycles takes very long to cancel a render\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.07\n\nBroken: version: 3.2.0\nWorked: 2.93\n\nEver since Cycles was upgraded to Cycles X whenever I render a scene with a high Max sample count and cancel the render mid-render it always takes very long (up to a few minutes) until the render actually stops.\nThe time it takes to until the render stops seems to be proportional to both scene complexity and Max sample count.\nAt the start of rendering the samples first go up at small increments and later go up at greater increments. The greater the increments between sample count updates the longer it takes to stop the render.\nChecking Task manager shows that after hitting `cancel render` it does keep using the GPU, therefore keep rendering, until it finally stops.\nDuring the time between hitting `cancel render` and Cycles actually stopping the render the entirety of Blender becomes completely unresponsive.\n\nThis is only a problem when actually rendering the scene. Viewport render doesn't seem have this issue.\n\nTest file:\n[untitled.blend](untitled.blend)\n\nHit render and wait a little until the rate samples go up slows down. The hit `cancel render`.\n\nThank you and have a great day!", "Speedup request for switching to objects with multires in sculptmode \nMy name is Daniel Bystedt and I'm currently working with @PabloDobarro as commissioner for #81180 (Sculpt Mode Performance). After testing sculpting in Blender in general I wanted to give some feedback on the Multires modifier after discussing this with Pablo. It's a general request about being able to switch objects and switch from sculpt to object mode faster. I hope this can be useful. \n\nvideo example details:\n**Raw geo:**\n582 480 vertices\n\n**Multires :**\nhas 2 sculpt levels.\nbase level is 36 405 vertices\nsculpt level 582 480 vertices\n\n\n**Switching objects in sculpt mode**\nSwitching between objects in sculpt mode feels a bit slow when the object that you are switching to has a multires modifier. Switching between objects when sculpting is something I do quite frequently, so it would be fantastic if it would be possible to speed it up a bit.\nswitching to raw geo (no multires) = 0 sec 903 ms\nswitching to object with multires = 1 sec 767 ms\n\n\n[sculpt switch object.mp4](sculpt_switch_object.mp4)\n\n**From sculpt to object mode delay**\nThere is a slight delay when switching from sculpt mode to object mode. Switching between these modes is not done super frequent, so it's not a high priority issue but I thought I'd mention it.\nswitching to raw geo (no multires) = 435 ms\nswitching to object with multires = 969 ms\n\n[sculpt to object mode.mp4](sculpt_to_object_mode.mp4)\n", "Small Custom Bone Shapes have some Wireframes Artifact.\nWindows 10 64 Bits.\nGraphics card GeForce GTX 1080 Ti \n\nBroken: version: 2.82.6, hash: a854840e76ae\nWorked: (optional)\n\nSmall custom bone shape has wireframe glitching, the Scale is based on real world but if you resize it in/out u can see it happen.\n\n{[F8257584](Shape.gif) size = full}\n\n\n\n[Bug.blend](Bug.blend)\n", "Scene statistics not updating depending on geometry node behaviour\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.98\n\nBroken: version: 3.6.0\nWorked: Never.\n\nIt seems that the scene statistics (both in the viewport and in the status bar) are not updating to reflect the number of vertices after a deleting operation through geometry nodes.\nHowever it does update if I move to another frame in the timeline.\nIt may be a design choice to limit the computation needed but I thought useful to report\n\nIn the attached blender file go to the modifiers tab and change the LOD value in the geometry nodes setup, you'll see no change in the scene statistics despite the mesh displayed has a different amount of objects. If you move to any other frame it will update accordingly\n\n", "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.", "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", "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", "Cycles color ramp produces banding\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA RTX A4000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.48\n\nBroken: version: 3.4.1\n\nThere's a banding in the procedural map made of math nodes and vector nodes, but only in render preview and in final render, not in material preview\n![material_preview.JPG](material_preview.JPG)\n![render_preview.JPG](render_preview.JPG)\n\n[#104298.blend1](T104298.blend1)\n\n- Open file\n- Compare material preview and rendered view\n\nPower node is for demonstration only, Incorrect result is produced by ColorRamp node, with ease interpolation.\n", "Multires clay brushes performance issue\nOperating system: Linux-5.4.0-42-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.100\n\nBroken: version: 2.90.0 Beta\n\nWhen using the multires modifier for sculpting the performance seems to suffer significantly for certain brushes. This gets even worse on lower levels so the performance often is much worse on level 1 when compared to level 3.\n\n[2020-08-03 16-22-39.mp4](2020-08-03_16-22-39.mp4)\n\nThe performance seems to be especially bad on the Clay & Clay Strips brushes.\n\n**Example .blend file**\n\nJust to make sure the performance is as reproducible as possible, here is the file of the jacket.\nWhen trying to reproduce this performance on a cube or Suzanne head it wasn't as bad but still noticeable.\n[jacket.blend](jacket.blend)", "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" ]
[ "Massive slowdown when animating material in a highpoly mesh\nBroken: bda017598402 (blender2.8 HEAD)\n\nIf you keyframe any material nodetree node input the playback performance suffers severely\n\n* Open `wasp_bot.blend` from EEVEE sample files.\n* Replace the material of the `HEAD` object with a simple emission node.\n\n**Test playback performance in your system.** - It should be fast.\n\n* Keyframe the emission node color\n\n**Re-evaluate playback performance** - It should be slow.\n\nNote, performance goes back to normal in the following cases:\n\n* If you animation data from the node (in dopeshet delete all the channels, instead of the individual keyframes).\n* In mesh edit mode, add a cube and remove the rest of the head." ]
EEVEE recalculates shadows every time the mouse moves over navigation icons Operating system: Windows-10-10.0.18362 64 Bits Graphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86 Broken: version: 2.81 (sub 11) Worked: (optional) EEVEE recalculates shadows every time the mouse moves over navigation icons in Rendered mode, without press the icons, only move over the icons and the navigation gizmo Add a plane and scale it to view the cast shadow of the cube. Enter the Render mode in Eevee. Move the mouse over the navigation icons or gizmo in the right side of the viewport, not press, only move over
[ "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)", "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", "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)", "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)", "Artifacts around shadow catcher object\nOperating system: Win 10 PRO 19041.1348\nGraphics card: GTX 1080\n\nBroken: Official 3.0\nWorked: 2.9 lts\n\n{[F12718649](image.png),size = full}\n[头图制作B.blend](头图制作B.blend)\n\nLine is faintly visible at Y=472px height.\n\nThis doesn't happen when Denoise node Prefilter is set to Accurate, but when opening older files, Fast option is used by default.\n", "Sun light shadows in Eevee disappear when emitter particles become very distant from the camera.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken version: 3.4.0 Alpha, branch: master, commit date: 2022-10-27 21:09, hash: 454dd3f7f0a3\nBroken: version: 3.3.1\nWorked: unknown\n\nIn Eevee, the sun light shadow is effectively disabled when particles(and perhaps other objects) become very distant.\n\n\nIn the attached test file, if the viewport shading is set to rendered and the timeline is scrubbed to frame 10, you can observe the sun light is no longer casting shadows, as if they've been disabled. In this scene, some particles shoot off very fast and far into the distance which seems to cause the shadow bounds/volume to become unreasonably large. Alternatively, at frame 10, you can toggle the visibility of the emitter object named 'Particle Emitter with drag - BROKEN' and watch the shadows turn on/off. The value set in the sun light shadow->cascade shadow map->max distance setting seems to have no effect. It doesn't seem like that max distance parameter does anything, or that particles aren't getting filtered by that value.\n\n[Particle Drag and Sun Shadow Bug.blend](Particle_Drag_and_Sun_Shadow_Bug.blend)\n\nMore info available in the text editor of the attached blend file, item #3. Thanks!\n\n\n\n\n", "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)", "Burned Out Screen Space Reflections in Eevee Viewport - Nvidia GT 750M\nOperating system: macOS 10.14.3\nGraphics card: NVIDIA GeForce GT 750M 1024 MB\n\nBroken: 2.90.0\nWorked: 2.79\n\nIn some cases I detected that the Screen Space Reflections in Eevee Viewport gets out of control.\nA few seconds after switching to the viewport (even when viewport samples are set to 1) the issue kicks in and – as the sampling continues – an increasing percentage of the reflections get totally white.\n\n![Screenshot.png](Screenshot.png)\n\nThe renders are correct.\nSurfaces affected by reflection planes are correct.\nHiding the chandeliers meshes solves the problem. Switch tab and back for this to work.\n\nI was able to strip down the scene and identify the source of the problem: Originally I set up the glass material with \"multiply\" blending. This was converted (when opened with belnder 2.82 alpha) to a \"Shader to RGB\" and a \"Transparent BSDF\" node. [1]\n\nThe \"Shader to RGB\" causes the problem in 2.82.\nThe \"multiply\" blending of the material causes it in 2.8.\n\nOpen the attached file.\nSwitch to LookDev or Rendered viewport.\nWait.\n\n[Chandelier.blend](Chandelier.blend)", "Texture Painting not updating cycles shader in viewport\nOperating system: Linux-5.8.0-44-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: Mesa Intel(R) Xe Graphics (TGL GT2) Intel 4.6 (Core Profile) Mesa 20.2.6\n\nBroken: version: 2.92.0\n\n\nLevel 1. When texture painting in the 3D viewport, the image is updated, but the visible shader on the object doesn't update in cycles until switching to viewport shading and back to cycles.\nIt still works when switching to Eevee shading. When reloading the image in the shader image texture node, it updates in cycles, but the problem persists when the image is updated (painted on) again.\n\nLevel 2. The above bug becomes worse as follows:\n\nIn cycles the image stops updating even when switching to viewport shading and back to cycles.\n(A)-When reloading the image in the shader image texture node, it updates in cycles, but any new paint on the texture in the viewport or image editor -> paint mode won't update until step A is repeated. \n\nI do not know exactly what triggers this 2nd level bug, but it doesn't take long to show up. \nI was able to repeat it just by painting and switching between Eevee and cycles using my test .blend file (attached)\n\n\n\n\n1. Assign a material with an image node to an unwrapped object\n2. Switch to viewport texture painting and start painting on the image in cycles shading. \n3. The image updates in viewport shading, but not the visible shader on the object in cycles. \n4. Switch to Eevee shading - now eveything works as expected.\n\n5. I do not know what triggers the level 2 bug.\n\n[Cycles not painting on Cube.blend](Cycles_not_painting_on_Cube.blend)\n\n\n\n\n\n", "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)", "Workbench: shadow/face still visible at clipped side of view\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 375.70\n\nBroken: version: 3.0.0 Alpha\n\n\nClipping view do not clip shade effect\n\n![20520550.png](20520550.png)\n\n[untitled.blend](untitled.blend)\n", "EEVEE Holdout missing screen space reflections\nOperating system: windows 10\nGraphics card: rtx 2070 super\n\nBroken: 2.8.5\n\nscreen space reflections are not applied to an object from environment that has been held out using holdout button on collection. since the stuff is still there when holdout is applied to background, screen space should still be applied to objects that are not held out.\n\nhere is an example:\n\n![Untitled.jpg](Untitled.jpg)\n\n[holdout ssr.blend](holdout_ssr.blend)", "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", "3D Cursor tool todo\nIn Blender 2.80, we now have a special tool for transforming the 3D Cursor. The issue is that it's not easy to move it visually, using gizmos, to set a certain pivot point for transforms. We can support this via a toggle in the tool settings, enabled by default for the 3D Cursor toolL\n\n![Screenshot 2019-09-05 at 18.13.10.png](Screenshot_2019-09-05_at_18.13.10.png)\n\nThis makes it so you can reposition and rotate the 3D Cursor using gizmos, like so:\n\n![Screenshot 2019-09-05 at 18.17.41.png](Screenshot_2019-09-05_at_18.17.41.png)\n\n---\n\n * - [ ] {icon circle color=green} Add button in the Tool Settings to reset the Cursor position to 0,0,0\n * - [ ] {icon circle color=green} Add XYZ controls for 3D Cursor next to it\n * - [x] {icon circle color=yellow} Add Rotation XYZ controls for 3D Cursor in the Sidebar, next to location.\n\n![Screen Shot 2018-08-27 at 14.29.10.png](Screen_Shot_2018-08-27_at_14.29.10.png)", "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: unneccesary viewport re-renders triggered by clicking many UI elements\nOperating system: Darwin-18.7.0-x86_64-i386-64bit 64 Bits\nGraphics card: Intel(R) Iris(TM) Graphics 540 Intel Inc. 4.1 INTEL-12.10.12\n\nBroken: version: 2.81 (sub 13)\n\nClicking many of Blender's UI elements trigger a rerender of the viewport in EEVEE's rendered view.\nThis includes clicking any item in the outliner, clicking on a node in the shader editor, clicking on any value in properties, switching images in the image editor.\nThis most noticeable when soft shadows are enabled and the number of viewport samples is set to a high value.\nAlso tested on windows with 2.81 2019-9-27 with the same result.\n\nHave a viewport open in rendered view, with eevee enabled.\nClick any element described above.\nViewport re-renders.", "3d viewport shimmers when moving mouse over the interface in Solid & Lookdev modes\nSystem Info attached [system-info.txt](system-info.txt)\n\n1. Open Classroom.blend\n2. Change the 3d viewport view to Solid or Lookdev settings.\n3. Make sure the Overlay - Navigate Gizmo is visible.\n4. Move the mouse over the 3 icons. The 3d viewport shimmers.\n5. This happens when moving the mouse over other parts of the interface.", "Unexpected viewport redraws occur when hovering/mousing over gizmos while in the Eevee Render mode\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.66\n\nBroken: version: 2.82 (sub 6)\nWorked: (optional)\n\nThis is similar to #72900 but for the reverse case. In this instance extra, unneeded, redraws occur when the gizmos are visible and the user mouses over them.\n\nIf you hover or otherwise mouse over a visible gizmo, the viewport will redraw unnecessarily when in Rendered shading mode. This is most obvious when a situation involving soft-shadows is present.\n\nThis does not seem to happen when the render engine is set to Cycles.\n\n[eevee-gizmo-refresh.blend](eevee-gizmo-refresh.blend)\n- Load the attached blend\n- Switch to Rendered shading mode\n- Hover, with a mouse, over an active gizmo (like with the Transform gizmo in Object mode or the Extrude active tool gizmo in Edit mode etc.)\n- Observe that unnecessary refreshes occur \n\nSomewhat related patch for the other bug: [D6536](D6536)\n\n\n\n" ]
addons problems Excuse me I found the previous versions on your page I hope that in this way I can solve the problem.. Tanks... Greetings.
[ "Addons in custom scripts path do not get loaded without restarting blender\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 520 Intel 4.5.0 - Build 31.0.101.2115\n\nBroken: version: 3.6.2\nWorked: none\n\n![image](attachment)\nWhen adding a custom script directory the addons can not be enabled unless blender is restarted.\n\n\n1. make a scrips folder\n2. add a subfolder called addons\n3. put a addon in there\n4. open blender\n5. add a new scripts directory to the scripts folder created in #1\n6. go to the addon panel and find the addon.\n7. trz to enable the addon\n8. this throws a python error\n`Traceback (most recent call last):\n File \"C:\\Program Files (x86)\\Steam\\steamapps\\common\\Blender\\3.6\\scripts\\modules\\addon_utils.py\", line 333, in enable\n mod = __import__(module_name)\nModuleNotFoundError: No module named 'modifier_list'\n`\n![image](attachment)\n\n", "Support MinGW\nWe have some patches in MINGW-packages to make blender build on MinGW.\nWe already have it for Windows ARM64.\nIs it OK to upstream those patches?", "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", "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)", "Proposal: allow exporting of image annotations\nIt seems essential to me that Blender allows images with annotations to be saved with those annotations in the file.\nProbably as a flag in the file browser, perhaps disabled by default?", "Problems due to leftover Nvidia drivers\nOperating system: Windows 11 Home\nGraphics card: Intel Arc a770 16gb Limited Edition (latest drivers)\n\nBroken: (Blender 3.3, 3.5 and 4.0) Trying to work out if it is just my GPU that is the issues\n\n\nBlender 3.5.1 will not allow me to access editor preferences, and won't allow me to render in Cycles. CPU or GPU. Eevee works.\n\nBlender 3.3 allows me to access editor preferences, but still won't allow me to render in Cycles. CPU or GPU. Eevee works.\n\nBlender 4.0 allows for editor preferences, same issue with Cycles. Eevee works fine.\n\nBy not allowing me to access editor preferences or Cycles I mean it crashes.\n\nI have tried to converse with Intel engineers with a video of the crashes but they seem incompetent with knowing how to enable GPU rendering in their own tests.\n\n", "Quick favorites: Add previously removed behavior causes duplication\nOperating system: windows 10\nGraphics card: RTX 3090\n\nBroken: Current main.\nWorked: N/A.\n\nIf you remove one item from Quick favorites, the next time you will be able to add it again.\nThis cause duplication:\n![image](attachment)\n\n1. Add some items to Quick Favorites.\n2. Remove some items.\n3. Sometimes you will able to add previously existing items back to the list again. (see attached video examples)", "Collection usability\n- [ ] Viewport UI\n- [ ] Shortcuts to toggle visibility?\n[ ] . . .\n\nNeed a clear design on what to do.", "Subdiv hangs blender\n**System Information** DESKTOP-HR30UII\nOperating system:Windows 11 Home Single Language\nGraphics card:2GB NVIDIA GRAPHICS DRIVER\n\n\nBroken: Blender Version 3.5\nWorked: ?\n\nBLENDER 3.5 KEEPS NOT RESPONDING WHILE I USE MODIFIERS \n\nON BLENDER ADD MESH AND ADD MODIFIERS TO SUBDIVISION SURFACE THEN CHANGING THE VALUE OF LEVELS VIEWPORT VALUE ABOVE 4 .THEN ONWARDS BLENDER COMPLETELY STOPS WORKING AND I NEED TO RESTART IT AGAIN\n\n", "Translation of UI into Catalan\nDear colleagues,\n\nI would like to be included as member of the #translations team(s) to work on the Catalan version of the UI.\n\nI apollogize in advance if I post this in the wrong place. The instructions say that I should create a task and ask for this; but it seems that I can only access the \"create task\" functionality here. It seems that other members can create tasks elsewhere; but presently not me.\n\nBest wishes,\n\nJoan Pujolar\n", "Factory reset does not reset data for add-ons\nSystem Information\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 750 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 532.03\n\nBlender Version\nBroken: version: 4.0.0 Alpha\n\nShort description of error\n\nConfigurations of addons are not restored when calling factory reset.\n\nSee video for demonstration:\n\n", "Missing call to BMesh.update_edit_mesh causes crash in edit-mode\nRunning the following script in the default startup file crashes.\n\nUn-commenting the last line resolves the crash.\n\nThe issues is caused by triangulated loops referenced from `BMEditMesh.looptris` being freed.\n\nReporting this issue for reference, since it's a simpler test case compared to #70711, which has the same root cause.\n\n```\nimport bpy, bmesh\nbpy.ops.mesh.primitive_cube_add()\nob = bpy.context.active_object \nbpy.ops.object.mode_set(mode='EDIT')\nme = ob.data\nbm = bmesh.from_edit_mesh(me) \nbmesh.ops.subdivide_edges(bm,edges=bm.edges,use_grid_fill=True,cuts=1)\n# bmesh.update_edit_mesh(me, True)\n```", "Refactor: Replace socket declaration system for (Geometry) Nodes Panels\nThis is an internal refactor, follow up of #108897\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", "Cycles: principled BSDF thin surface support\n[D2354: Thin surface approximation for Cycles Disney BSDF](D2354)\n\nRebase and benchmark performance impact." ]
[ "blender will not let me install addons\nOperating system and graphics card\n\nwindows 10, envidia cuadro 5000, 8 gb ram, amd fx tm 4300 quad core processor.\n\nBroken: 2.79\n\n\n\nHi, this is one of the problems that blender is going down.\nI did another test and download blender 2.79 and this is one of the problems that is happening to me\n\n![Sin título-1-01.png](Sin_título-1-01.png)\n\n\nI really do not know what to do and I have tried everything, the default addons as rigify does not let me select it without leaving the warnings that I will leave more low, I have removed the installed addons and reinstalled them but I can not get it to work, I would appreciate your councils to be able to repair blender ...\nThank you...\nRegards.....\n\n\nRead prefs: C:\\Users\\carlos\\AppData\\Roaming\\Blender Foundation\\Blender\\2.79\\config\\userpref.blend\nfound bundled python: C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\naddon not found: 'HOps'\naddon not found: 'pro_lighting_studio'\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\addon_utils.py\", line 331, in enable\n mod = __import__(module_name)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\addons\\archimesh\\__init__.py\", line 63, in <module>\n from . import achm_books_maker\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\addons\\archimesh\\achm_books_maker.py\", line 29, in <module>\n from random import randint\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\random.py\", line 40, in <module>\n from types import MethodType as _MethodType, BuiltinMethodType as _BuiltinMethodType\n```\nImportError: cannot import name 'MethodType'\n\nDuring handling of the above exception, another exception occurred:\n\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 71, in <module>\n main()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 68, in main\n utils.load_scripts()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 263, in load_scripts\n _initialize()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\addon_utils.py\", line 47, in _initialize\n enable(addon.module)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\addon_utils.py\", line 339, in enable\n handle_error(ex)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\addon_utils.py\", line 281, in handle_error\n import traceback\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\traceback.py\", line 5, in <module>\n import linecache\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\linecache.py\", line 8, in <module>\n import functools\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\functools.py\", line 22, in <module>\n from types import MappingProxyType\n```\nImportError: cannot import name 'MappingProxyType'\nfake_module: addon missing 'bl_info' gives bad performance!: 'C:\\\\Users\\\\carlos\\\\AppData\\\\Roaming\\\\Blender Foundation\\\\Blender\\\\2.79\\\\scripts\\\\addons\\\\types.py'\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 176, in register_module_call\n register()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_operators\\__init__.py\", line 68, in register\n register_class(cls)\n```\nValueError: register_class(...): already registered as a subclass\n\nDuring handling of the above exception, another exception occurred:\n\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_ui\\space_userpref.py\", line 1268, in draw\n from rna_keymap_ui import draw_keymaps\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\rna_keymap_ui.py\", line 31, in <module>\n import bpy\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 71, in <module>\n main()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 68, in main\n utils.load_scripts()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 251, in load_scripts\n test_register(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 218, in test_register\n register_module_call(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 178, in register_module_call\n import traceback\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\traceback.py\", line 5, in <module>\n import linecache\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\linecache.py\", line 8, in <module>\n import functools\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\functools.py\", line 22, in <module>\n from types import MappingProxyType\n```\nImportError: cannot import name 'MappingProxyType'\n\nlocation: <unknown location>:-1\n\nlocation: <unknown location>:-1\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 176, in register_module_call\n register()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_operators\\__init__.py\", line 68, in register\n register_class(cls)\n```\nValueError: register_class(...): already registered as a subclass\n\nDuring handling of the above exception, another exception occurred:\n\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_ui\\space_userpref.py\", line 1268, in draw\n from rna_keymap_ui import draw_keymaps\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\rna_keymap_ui.py\", line 31, in <module>\n import bpy\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 71, in <module>\n main()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 68, in main\n utils.load_scripts()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 251, in load_scripts\n test_register(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 218, in test_register\n register_module_call(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 178, in register_module_call\n import traceback\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\traceback.py\", line 5, in <module>\n import linecache\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\linecache.py\", line 8, in <module>\n import functools\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\functools.py\", line 22, in <module>\n from types import MappingProxyType\n```\nImportError: cannot import name 'MappingProxyType'\n\nlocation: <unknown location>:-1\n\nlocation: <unknown location>:-1\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 176, in register_module_call\n register()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_operators\\__init__.py\", line 68, in register\n register_class(cls)\n```\nValueError: register_class(...): already registered as a subclass\n\nDuring handling of the above exception, another exception occurred:\n\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_ui\\space_userpref.py\", line 1268, in draw\n from rna_keymap_ui import draw_keymaps\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\rna_keymap_ui.py\", line 31, in <module>\n import bpy\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 71, in <module>\n main()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 68, in main\n utils.load_scripts()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 251, in load_scripts\n test_register(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 218, in test_register\n register_module_call(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 178, in register_module_call\n import traceback\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\traceback.py\", line 5, in <module>\n import linecache\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\linecache.py\", line 8, in <module>\n import functools\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\functools.py\", line 22, in <module>\n from types import MappingProxyType\n```\nImportError: cannot import name 'MappingProxyType'\n\nlocation: <unknown location>:-1\n\nlocation: <unknown location>:-1\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 176, in register_module_call\n register()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_operators\\__init__.py\", line 68, in register\n register_class(cls)\n```\nValueError: register_class(...): already registered as a subclass\n\nDuring handling of the above exception, another exception occurred:\n\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_ui\\space_userpref.py\", line 1268, in draw\n from rna_keymap_ui import draw_keymaps\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\rna_keymap_ui.py\", line 31, in <module>\n import bpy\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 71, in <module>\n main()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 68, in main\n utils.load_scripts()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 251, in load_scripts\n test_register(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 218, in test_register\n register_module_call(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 178, in register_module_call\n import traceback\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\traceback.py\", line 5, in <module>\n import linecache\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\linecache.py\", line 8, in <module>\n import functools\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\functools.py\", line 22, in <module>\n from types import MappingProxyType\n```\nImportError: cannot import name 'MappingProxyType'\n\nlocation: <unknown location>:-1\n\nlocation: <unknown location>:-1\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 176, in register_module_call\n register()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_operators\\__init__.py\", line 68, in register\n register_class(cls)\n```\nValueError: register_class(...): already registered as a subclass\n\nDuring handling of the above exception, another exception occurred:\n\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_ui\\space_userpref.py\", line 1268, in draw\n from rna_keymap_ui import draw_keymaps\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\rna_keymap_ui.py\", line 31, in <module>\n import bpy\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 71, in <module>\n main()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 68, in main\n utils.load_scripts()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 251, in load_scripts\n test_register(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 218, in test_register\n register_module_call(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 178, in register_module_call\n import traceback\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\traceback.py\", line 5, in <module>\n import linecache\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\linecache.py\", line 8, in <module>\n import functools\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\functools.py\", line 22, in <module>\n from types import MappingProxyType\n```\nImportError: cannot import name 'MappingProxyType'\n\nlocation: <unknown location>:-1\n\nlocation: <unknown location>:-1\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 176, in register_module_call\n register()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_operators\\__init__.py\", line 68, in register\n register_class(cls)\n```\nValueError: register_class(...): already registered as a subclass\n\nDuring handling of the above exception, another exception occurred:\n\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_ui\\space_userpref.py\", line 1268, in draw\n from rna_keymap_ui import draw_keymaps\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\rna_keymap_ui.py\", line 31, in <module>\n import bpy\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 71, in <module>\n main()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 68, in main\n utils.load_scripts()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 251, in load_scripts\n test_register(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 218, in test_register\n register_module_call(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 178, in register_module_call\n import traceback\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\traceback.py\", line 5, in <module>\n import linecache\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\linecache.py\", line 8, in <module>\n import functools\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\functools.py\", line 22, in <module>\n from types import MappingProxyType\n```\nImportError: cannot import name 'MappingProxyType'\n\nlocation: <unknown location>:-1\n\nlocation: <unknown location>:-1\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 176, in register_module_call\n register()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_operators\\__init__.py\", line 68, in register\n register_class(cls)\n```\nValueError: register_class(...): already registered as a subclass\n\nDuring handling of the above exception, another exception occurred:\n\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_ui\\space_userpref.py\", line 1268, in draw\n from rna_keymap_ui import draw_keymaps\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\rna_keymap_ui.py\", line 31, in <module>\n import bpy\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 71, in <module>\n main()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 68, in main\n utils.load_scripts()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 251, in load_scripts\n test_register(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 218, in test_register\n register_module_call(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 178, in register_module_call\n import traceback\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\traceback.py\", line 5, in <module>\n import linecache\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\linecache.py\", line 8, in <module>\n import functools\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\functools.py\", line 22, in <module>\n from types import MappingProxyType\n```\nImportError: cannot import name 'MappingProxyType'\n\nlocation: <unknown location>:-1\n\nlocation: <unknown location>:-1\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 176, in register_module_call\n register()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_operators\\__init__.py\", line 68, in register\n register_class(cls)\n```\nValueError: register_class(...): already registered as a subclass\n\nDuring handling of the above exception, another exception occurred:\n\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_ui\\space_userpref.py\", line 1268, in draw\n from rna_keymap_ui import draw_keymaps\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\rna_keymap_ui.py\", line 31, in <module>\n import bpy\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 71, in <module>\n main()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 68, in main\n utils.load_scripts()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 251, in load_scripts\n test_register(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 218, in test_register\n register_module_call(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 178, in register_module_call\n import traceback\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\traceback.py\", line 5, in <module>\n import linecache\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\linecache.py\", line 8, in <module>\n import functools\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\functools.py\", line 22, in <module>\n from types import MappingProxyType\n```\nImportError: cannot import name 'MappingProxyType'\n\nlocation: <unknown location>:-1\n\nlocation: <unknown location>:-1\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 176, in register_module_call\n register()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_operators\\__init__.py\", line 68, in register\n register_class(cls)\n```\nValueError: register_class(...): already registered as a subclass\n\nDuring handling of the above exception, another exception occurred:\n\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_ui\\space_userpref.py\", line 1268, in draw\n from rna_keymap_ui import draw_keymaps\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\rna_keymap_ui.py\", line 31, in <module>\n import bpy\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 71, in <module>\n main()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 68, in main\n utils.load_scripts()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 251, in load_scripts\n test_register(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 218, in test_register\n register_module_call(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 178, in register_module_call\n import traceback\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\traceback.py\", line 5, in <module>\n import linecache\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\linecache.py\", line 8, in <module>\n import functools\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\functools.py\", line 22, in <module>\n from types import MappingProxyType\n```\nImportError: cannot import name 'MappingProxyType'\n\nlocation: <unknown location>:-1\n\nlocation: <unknown location>:-1\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 176, in register_module_call\n register()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_operators\\__init__.py\", line 68, in register\n register_class(cls)\n```\nValueError: register_class(...): already registered as a subclass\n\nDuring handling of the above exception, another exception occurred:\n\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_ui\\space_userpref.py\", line 1268, in draw\n from rna_keymap_ui import draw_keymaps\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\rna_keymap_ui.py\", line 31, in <module>\n import bpy\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 71, in <module>\n main()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 68, in main\n utils.load_scripts()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 251, in load_scripts\n test_register(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 218, in test_register\n register_module_call(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 178, in register_module_call\n import traceback\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\traceback.py\", line 5, in <module>\n import linecache\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\linecache.py\", line 8, in <module>\n import functools\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\functools.py\", line 22, in <module>\n from types import MappingProxyType\n```\nImportError: cannot import name 'MappingProxyType'\n\nlocation: <unknown location>:-1\n\nlocation: <unknown location>:-1\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 176, in register_module_call\n register()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_operators\\__init__.py\", line 68, in register\n register_class(cls)\n```\nValueError: register_class(...): already registered as a subclass\n\nDuring handling of the above exception, another exception occurred:\n\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_ui\\space_userpref.py\", line 1268, in draw\n from rna_keymap_ui import draw_keymaps\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\rna_keymap_ui.py\", line 31, in <module>\n import bpy\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 71, in <module>\n main()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 68, in main\n utils.load_scripts()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 251, in load_scripts\n test_register(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 218, in test_register\n register_module_call(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 178, in register_module_call\n import traceback\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\traceback.py\", line 5, in <module>\n import linecache\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\linecache.py\", line 8, in <module>\n import functools\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\functools.py\", line 22, in <module>\n from types import MappingProxyType\n```\nImportError: cannot import name 'MappingProxyType'\n\nlocation: <unknown location>:-1\n\nlocation: <unknown location>:-1\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 176, in register_module_call\n register()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_operators\\__init__.py\", line 68, in register\n register_class(cls)\n```\nValueError: register_class(...): already registered as a subclass\n\nDuring handling of the above exception, another exception occurred:\n\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_ui\\space_userpref.py\", line 1268, in draw\n from rna_keymap_ui import draw_keymaps\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\rna_keymap_ui.py\", line 31, in <module>\n import bpy\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 71, in <module>\n main()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 68, in main\n utils.load_scripts()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 251, in load_scripts\n test_register(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 218, in test_register\n register_module_call(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 178, in register_module_call\n import traceback\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\traceback.py\", line 5, in <module>\n import linecache\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\linecache.py\", line 8, in <module>\n import functools\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\functools.py\", line 22, in <module>\n from types import MappingProxyType\n```\nImportError: cannot import name 'MappingProxyType'\n\nlocation: <unknown location>:-1\n\nlocation: <unknown location>:-1\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 176, in register_module_call\n register()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_operators\\__init__.py\", line 68, in register\n register_class(cls)\n```\nValueError: register_class(...): already registered as a subclass\n\nDuring handling of the above exception, another exception occurred:\n\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_ui\\space_userpref.py\", line 1268, in draw\n from rna_keymap_ui import draw_keymaps\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\rna_keymap_ui.py\", line 31, in <module>\n import bpy\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 71, in <module>\n main()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 68, in main\n utils.load_scripts()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 251, in load_scripts\n test_register(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 218, in test_register\n register_module_call(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 178, in register_module_call\n import traceback\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\traceback.py\", line 5, in <module>\n import linecache\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\linecache.py\", line 8, in <module>\n import functools\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\functools.py\", line 22, in <module>\n from types import MappingProxyType\n```\nImportError: cannot import name 'MappingProxyType'\n\nlocation: <unknown location>:-1\n\nlocation: <unknown location>:-1\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 176, in register_module_call\n register()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_operators\\__init__.py\", line 68, in register\n register_class(cls)\n```\nValueError: register_class(...): already registered as a subclass\n\nDuring handling of the above exception, another exception occurred:\n\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_ui\\space_userpref.py\", line 1268, in draw\n from rna_keymap_ui import draw_keymaps\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\rna_keymap_ui.py\", line 31, in <module>\n import bpy\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 71, in <module>\n main()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 68, in main\n utils.load_scripts()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 251, in load_scripts\n test_register(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 218, in test_register\n register_module_call(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 178, in register_module_call\n import traceback\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\traceback.py\", line 5, in <module>\n import linecache\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\linecache.py\", line 8, in <module>\n import functools\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\functools.py\", line 22, in <module>\n from types import MappingProxyType\n```\nImportError: cannot import name 'MappingProxyType'\n\nlocation: <unknown location>:-1\n\nlocation: <unknown location>:-1\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 176, in register_module_call\n register()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_operators\\__init__.py\", line 68, in register\n register_class(cls)\n```\nValueError: register_class(...): already registered as a subclass\n\nDuring handling of the above exception, another exception occurred:\n\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_ui\\space_userpref.py\", line 1268, in draw\n from rna_keymap_ui import draw_keymaps\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\rna_keymap_ui.py\", line 31, in <module>\n import bpy\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 71, in <module>\n main()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 68, in main\n utils.load_scripts()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 251, in load_scripts\n test_register(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 218, in test_register\n register_module_call(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 178, in register_module_call\n import traceback\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\traceback.py\", line 5, in <module>\n import linecache\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\linecache.py\", line 8, in <module>\n import functools\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\functools.py\", line 22, in <module>\n from types import MappingProxyType\n```\nImportError: cannot import name 'MappingProxyType'\n\nlocation: <unknown location>:-1\n\nlocation: <unknown location>:-1\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 176, in register_module_call\n register()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_operators\\__init__.py\", line 68, in register\n register_class(cls)\n```\nValueError: register_class(...): already registered as a subclass\n\nDuring handling of the above exception, another exception occurred:\n\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_ui\\space_userpref.py\", line 1268, in draw\n from rna_keymap_ui import draw_keymaps\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\rna_keymap_ui.py\", line 31, in <module>\n import bpy\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 71, in <module>\n main()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 68, in main\n utils.load_scripts()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 251, in load_scripts\n test_register(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 218, in test_register\n register_module_call(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 178, in register_module_call\n import traceback\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\traceback.py\", line 5, in <module>\n import linecache\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\linecache.py\", line 8, in <module>\n import functools\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\functools.py\", line 22, in <module>\n from types import MappingProxyType\n```\nImportError: cannot import name 'MappingProxyType'\n\nlocation: <unknown location>:-1\n\nlocation: <unknown location>:-1\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 176, in register_module_call\n register()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_operators\\__init__.py\", line 68, in register\n register_class(cls)\n```\nValueError: register_class(...): already registered as a subclass\n\nDuring handling of the above exception, another exception occurred:\n\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_ui\\space_userpref.py\", line 1268, in draw\n from rna_keymap_ui import draw_keymaps\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\rna_keymap_ui.py\", line 31, in <module>\n import bpy\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 71, in <module>\n main()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 68, in main\n utils.load_scripts()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 251, in load_scripts\n test_register(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 218, in test_register\n register_module_call(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 178, in register_module_call\n import traceback\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\traceback.py\", line 5, in <module>\n import linecache\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\linecache.py\", line 8, in <module>\n import functools\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\functools.py\", line 22, in <module>\n from types import MappingProxyType\n```\nImportError: cannot import name 'MappingProxyType'\n\nlocation: <unknown location>:-1\n\nlocation: <unknown location>:-1\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 176, in register_module_call\n register()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_operators\\__init__.py\", line 68, in register\n register_class(cls)\n```\nValueError: register_class(...): already registered as a subclass\n\nDuring handling of the above exception, another exception occurred:\n\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_ui\\space_userpref.py\", line 1268, in draw\n from rna_keymap_ui import draw_keymaps\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\rna_keymap_ui.py\", line 31, in <module>\n import bpy\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 71, in <module>\n main()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 68, in main\n utils.load_scripts()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 251, in load_scripts\n test_register(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 218, in test_register\n register_module_call(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 178, in register_module_call\n import traceback\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\traceback.py\", line 5, in <module>\n import linecache\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\linecache.py\", line 8, in <module>\n import functools\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\functools.py\", line 22, in <module>\n from types import MappingProxyType\n```\nImportError: cannot import name 'MappingProxyType'\n\nlocation: <unknown location>:-1\n\nlocation: <unknown location>:-1\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 176, in register_module_call\n register()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_operators\\__init__.py\", line 68, in register\n register_class(cls)\n```\nValueError: register_class(...): already registered as a subclass\n\nDuring handling of the above exception, another exception occurred:\n\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_ui\\space_userpref.py\", line 1268, in draw\n from rna_keymap_ui import draw_keymaps\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\rna_keymap_ui.py\", line 31, in <module>\n import bpy\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 71, in <module>\n main()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 68, in main\n utils.load_scripts()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 251, in load_scripts\n test_register(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 218, in test_register\n register_module_call(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 178, in register_module_call\n import traceback\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\traceback.py\", line 5, in <module>\n import linecache\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\linecache.py\", line 8, in <module>\n import functools\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\functools.py\", line 22, in <module>\n from types import MappingProxyType\n```\nImportError: cannot import name 'MappingProxyType'\n\nlocation: <unknown location>:-1\n\nlocation: <unknown location>:-1\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 176, in register_module_call\n register()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_operators\\__init__.py\", line 68, in register\n register_class(cls)\n```\nValueError: register_class(...): already registered as a subclass\n\nDuring handling of the above exception, another exception occurred:\n\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_ui\\space_userpref.py\", line 1268, in draw\n from rna_keymap_ui import draw_keymaps\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\rna_keymap_ui.py\", line 31, in <module>\n import bpy\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 71, in <module>\n main()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 68, in main\n utils.load_scripts()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 251, in load_scripts\n test_register(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 218, in test_register\n register_module_call(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 178, in register_module_call\n import traceback\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\traceback.py\", line 5, in <module>\n import linecache\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\linecache.py\", line 8, in <module>\n import functools\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\functools.py\", line 22, in <module>\n from types import MappingProxyType\n```\nImportError: cannot import name 'MappingProxyType'\n\nlocation: <unknown location>:-1\n\nlocation: <unknown location>:-1\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 176, in register_module_call\n register()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_operators\\__init__.py\", line 68, in register\n register_class(cls)\n```\nValueError: register_class(...): already registered as a subclass\n\nDuring handling of the above exception, another exception occurred:\n\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_ui\\space_userpref.py\", line 1268, in draw\n from rna_keymap_ui import draw_keymaps\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\rna_keymap_ui.py\", line 31, in <module>\n import bpy\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 71, in <module>\n main()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 68, in main\n utils.load_scripts()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 251, in load_scripts\n test_register(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 218, in test_register\n register_module_call(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 178, in register_module_call\n import traceback\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\traceback.py\", line 5, in <module>\n import linecache\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\linecache.py\", line 8, in <module>\n import functools\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\functools.py\", line 22, in <module>\n from types import MappingProxyType\n```\nImportError: cannot import name 'MappingProxyType'\n\nlocation: <unknown location>:-1\n\nlocation: <unknown location>:-1\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 176, in register_module_call\n register()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_operators\\__init__.py\", line 68, in register\n register_class(cls)\n```\nValueError: register_class(...): already registered as a subclass\n\nDuring handling of the above exception, another exception occurred:\n\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_ui\\space_userpref.py\", line 1268, in draw\n from rna_keymap_ui import draw_keymaps\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\rna_keymap_ui.py\", line 31, in <module>\n import bpy\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 71, in <module>\n main()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 68, in main\n utils.load_scripts()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 251, in load_scripts\n test_register(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 218, in test_register\n register_module_call(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 178, in register_module_call\n import traceback\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\traceback.py\", line 5, in <module>\n import linecache\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\linecache.py\", line 8, in <module>\n import functools\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\functools.py\", line 22, in <module>\n from types import MappingProxyType\n```\nImportError: cannot import name 'MappingProxyType'\n\nlocation: <unknown location>:-1\n\nlocation: <unknown location>:-1\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 176, in register_module_call\n register()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_operators\\__init__.py\", line 68, in register\n register_class(cls)\n```\nValueError: register_class(...): already registered as a subclass\n\nDuring handling of the above exception, another exception occurred:\n\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_ui\\space_userpref.py\", line 1268, in draw\n from rna_keymap_ui import draw_keymaps\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\rna_keymap_ui.py\", line 31, in <module>\n import bpy\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 71, in <module>\n main()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 68, in main\n utils.load_scripts()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 251, in load_scripts\n test_register(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 218, in test_register\n register_module_call(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 178, in register_module_call\n import traceback\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\traceback.py\", line 5, in <module>\n import linecache\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\linecache.py\", line 8, in <module>\n import functools\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\functools.py\", line 22, in <module>\n from types import MappingProxyType\n```\nImportError: cannot import name 'MappingProxyType'\n\nlocation: <unknown location>:-1\n\nlocation: <unknown location>:-1\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 176, in register_module_call\n register()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_operators\\__init__.py\", line 68, in register\n register_class(cls)\n```\nValueError: register_class(...): already registered as a subclass\n\nDuring handling of the above exception, another exception occurred:\n\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_ui\\space_userpref.py\", line 1268, in draw\n from rna_keymap_ui import draw_keymaps\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\rna_keymap_ui.py\", line 31, in <module>\n import bpy\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 71, in <module>\n main()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 68, in main\n utils.load_scripts()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 251, in load_scripts\n test_register(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 218, in test_register\n register_module_call(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 178, in register_module_call\n import traceback\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\traceback.py\", line 5, in <module>\n import linecache\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\linecache.py\", line 8, in <module>\n import functools\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\functools.py\", line 22, in <module>\n from types import MappingProxyType\n```\nImportError: cannot import name 'MappingProxyType'\n\nlocation: <unknown location>:-1\n\nlocation: <unknown location>:-1\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 176, in register_module_call\n register()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_operators\\__init__.py\", line 68, in register\n register_class(cls)\n```\nValueError: register_class(...): already registered as a subclass\n\nDuring handling of the above exception, another exception occurred:\n\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_ui\\space_userpref.py\", line 1268, in draw\n from rna_keymap_ui import draw_keymaps\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\rna_keymap_ui.py\", line 31, in <module>\n import bpy\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 71, in <module>\n main()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 68, in main\n utils.load_scripts()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 251, in load_scripts\n test_register(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 218, in test_register\n register_module_call(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 178, in register_module_call\n import traceback\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\traceback.py\", line 5, in <module>\n import linecache\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\linecache.py\", line 8, in <module>\n import functools\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\functools.py\", line 22, in <module>\n from types import MappingProxyType\n```\nImportError: cannot import name 'MappingProxyType'\n\nlocation: <unknown location>:-1\n\nlocation: <unknown location>:-1\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 176, in register_module_call\n register()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_operators\\__init__.py\", line 68, in register\n register_class(cls)\n```\nValueError: register_class(...): already registered as a subclass\n\nDuring handling of the above exception, another exception occurred:\n\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_ui\\space_userpref.py\", line 1268, in draw\n from rna_keymap_ui import draw_keymaps\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\rna_keymap_ui.py\", line 31, in <module>\n import bpy\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 71, in <module>\n main()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 68, in main\n utils.load_scripts()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 251, in load_scripts\n test_register(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 218, in test_register\n register_module_call(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 178, in register_module_call\n import traceback\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\traceback.py\", line 5, in <module>\n import linecache\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\linecache.py\", line 8, in <module>\n import functools\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\functools.py\", line 22, in <module>\n from types import MappingProxyType\n```\nImportError: cannot import name 'MappingProxyType'\n\nlocation: <unknown location>:-1\n\nlocation: <unknown location>:-1\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 176, in register_module_call\n register()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_operators\\__init__.py\", line 68, in register\n register_class(cls)\n```\nValueError: register_class(...): already registered as a subclass\n\nDuring handling of the above exception, another exception occurred:\n\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_ui\\space_userpref.py\", line 1268, in draw\n from rna_keymap_ui import draw_keymaps\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\rna_keymap_ui.py\", line 31, in <module>\n import bpy\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 71, in <module>\n main()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 68, in main\n utils.load_scripts()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 251, in load_scripts\n test_register(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 218, in test_register\n register_module_call(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 178, in register_module_call\n import traceback\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\traceback.py\", line 5, in <module>\n import linecache\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\linecache.py\", line 8, in <module>\n import functools\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\functools.py\", line 22, in <module>\n from types import MappingProxyType\n```\nImportError: cannot import name 'MappingProxyType'\n\nlocation: <unknown location>:-1\n\nlocation: <unknown location>:-1\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 176, in register_module_call\n register()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_operators\\__init__.py\", line 68, in register\n register_class(cls)\n```\nValueError: register_class(...): already registered as a subclass\n\nDuring handling of the above exception, another exception occurred:\n\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_ui\\space_userpref.py\", line 1268, in draw\n from rna_keymap_ui import draw_keymaps\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\rna_keymap_ui.py\", line 31, in <module>\n import bpy\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 71, in <module>\n main()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 68, in main\n utils.load_scripts()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 251, in load_scripts\n test_register(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 218, in test_register\n register_module_call(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 178, in register_module_call\n import traceback\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\traceback.py\", line 5, in <module>\n import linecache\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\linecache.py\", line 8, in <module>\n import functools\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\functools.py\", line 22, in <module>\n from types import MappingProxyType\n```\nImportError: cannot import name 'MappingProxyType'\n\nlocation: <unknown location>:-1\n\nlocation: <unknown location>:-1\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 176, in register_module_call\n register()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_operators\\__init__.py\", line 68, in register\n register_class(cls)\n```\nValueError: register_class(...): already registered as a subclass\n\nDuring handling of the above exception, another exception occurred:\n\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_ui\\space_userpref.py\", line 1268, in draw\n from rna_keymap_ui import draw_keymaps\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\rna_keymap_ui.py\", line 31, in <module>\n import bpy\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 71, in <module>\n main()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 68, in main\n utils.load_scripts()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 251, in load_scripts\n test_register(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 218, in test_register\n register_module_call(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 178, in register_module_call\n import traceback\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\traceback.py\", line 5, in <module>\n import linecache\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\linecache.py\", line 8, in <module>\n import functools\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\functools.py\", line 22, in <module>\n from types import MappingProxyType\n```\nImportError: cannot import name 'MappingProxyType'\n\nlocation: <unknown location>:-1\n\nlocation: <unknown location>:-1\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 176, in register_module_call\n register()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_operators\\__init__.py\", line 68, in register\n register_class(cls)\n```\nValueError: register_class(...): already registered as a subclass\n\nDuring handling of the above exception, another exception occurred:\n\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_ui\\space_userpref.py\", line 1268, in draw\n from rna_keymap_ui import draw_keymaps\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\rna_keymap_ui.py\", line 31, in <module>\n import bpy\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 71, in <module>\n main()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 68, in main\n utils.load_scripts()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 251, in load_scripts\n test_register(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 218, in test_register\n register_module_call(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 178, in register_module_call\n import traceback\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\traceback.py\", line 5, in <module>\n import linecache\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\linecache.py\", line 8, in <module>\n import functools\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\functools.py\", line 22, in <module>\n from types import MappingProxyType\n```\nImportError: cannot import name 'MappingProxyType'\n\nlocation: <unknown location>:-1\n\nlocation: <unknown location>:-1\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 176, in register_module_call\n register()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_operators\\__init__.py\", line 68, in register\n register_class(cls)\n```\nValueError: register_class(...): already registered as a subclass\n\nDuring handling of the above exception, another exception occurred:\n\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_ui\\space_userpref.py\", line 1268, in draw\n from rna_keymap_ui import draw_keymaps\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\rna_keymap_ui.py\", line 31, in <module>\n import bpy\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 71, in <module>\n main()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 68, in main\n utils.load_scripts()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 251, in load_scripts\n test_register(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 218, in test_register\n register_module_call(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 178, in register_module_call\n import traceback\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\traceback.py\", line 5, in <module>\n import linecache\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\linecache.py\", line 8, in <module>\n import functools\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\functools.py\", line 22, in <module>\n from types import MappingProxyType\n```\nImportError: cannot import name 'MappingProxyType'\n\nlocation: <unknown location>:-1\n\nlocation: <unknown location>:-1\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 176, in register_module_call\n register()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_operators\\__init__.py\", line 68, in register\n register_class(cls)\n```\nValueError: register_class(...): already registered as a subclass\n\nDuring handling of the above exception, another exception occurred:\n\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_ui\\space_userpref.py\", line 1268, in draw\n from rna_keymap_ui import draw_keymaps\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\rna_keymap_ui.py\", line 31, in <module>\n import bpy\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 71, in <module>\n main()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 68, in main\n utils.load_scripts()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 251, in load_scripts\n test_register(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 218, in test_register\n register_module_call(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 178, in register_module_call\n import traceback\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\traceback.py\", line 5, in <module>\n import linecache\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\linecache.py\", line 8, in <module>\n import functools\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\functools.py\", line 22, in <module>\n from types import MappingProxyType\n```\nImportError: cannot import name 'MappingProxyType'\n\nlocation: <unknown location>:-1\n\nlocation: <unknown location>:-1\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 176, in register_module_call\n register()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_operators\\__init__.py\", line 68, in register\n register_class(cls)\n```\nValueError: register_class(...): already registered as a subclass\n\nDuring handling of the above exception, another exception occurred:\n\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_ui\\space_userpref.py\", line 1268, in draw\n from rna_keymap_ui import draw_keymaps\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\rna_keymap_ui.py\", line 31, in <module>\n import bpy\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 71, in <module>\n main()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 68, in main\n utils.load_scripts()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 251, in load_scripts\n test_register(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 218, in test_register\n register_module_call(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 178, in register_module_call\n import traceback\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\traceback.py\", line 5, in <module>\n import linecache\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\linecache.py\", line 8, in <module>\n import functools\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\functools.py\", line 22, in <module>\n from types import MappingProxyType\n```\nImportError: cannot import name 'MappingProxyType'\n\nlocation: <unknown location>:-1\n\nlocation: <unknown location>:-1\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 176, in register_module_call\n register()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_operators\\__init__.py\", line 68, in register\n register_class(cls)\n```\nValueError: register_class(...): already registered as a subclass\n\nDuring handling of the above exception, another exception occurred:\n\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_ui\\space_userpref.py\", line 1268, in draw\n from rna_keymap_ui import draw_keymaps\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\rna_keymap_ui.py\", line 31, in <module>\n import bpy\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 71, in <module>\n main()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 68, in main\n utils.load_scripts()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 251, in load_scripts\n test_register(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 218, in test_register\n register_module_call(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 178, in register_module_call\n import traceback\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\traceback.py\", line 5, in <module>\n import linecache\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\linecache.py\", line 8, in <module>\n import functools\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\functools.py\", line 22, in <module>\n from types import MappingProxyType\n```\nImportError: cannot import name 'MappingProxyType'\n\nlocation: <unknown location>:-1\n\nlocation: <unknown location>:-1\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 176, in register_module_call\n register()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_operators\\__init__.py\", line 68, in register\n register_class(cls)\n```\nValueError: register_class(...): already registered as a subclass\n\nDuring handling of the above exception, another exception occurred:\n\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_ui\\space_userpref.py\", line 1268, in draw\n from rna_keymap_ui import draw_keymaps\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\rna_keymap_ui.py\", line 31, in <module>\n import bpy\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 71, in <module>\n main()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 68, in main\n utils.load_scripts()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 251, in load_scripts\n test_register(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 218, in test_register\n register_module_call(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 178, in register_module_call\n import traceback\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\traceback.py\", line 5, in <module>\n import linecache\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\linecache.py\", line 8, in <module>\n import functools\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\functools.py\", line 22, in <module>\n from types import MappingProxyType\n```\nImportError: cannot import name 'MappingProxyType'\n\nlocation: <unknown location>:-1\n\nlocation: <unknown location>:-1\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 176, in register_module_call\n register()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_operators\\__init__.py\", line 68, in register\n register_class(cls)\n```\nValueError: register_class(...): already registered as a subclass\n\nDuring handling of the above exception, another exception occurred:\n\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_ui\\space_userpref.py\", line 1268, in draw\n from rna_keymap_ui import draw_keymaps\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\rna_keymap_ui.py\", line 31, in <module>\n import bpy\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 71, in <module>\n main()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 68, in main\n utils.load_scripts()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 251, in load_scripts\n test_register(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 218, in test_register\n register_module_call(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 178, in register_module_call\n import traceback\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\traceback.py\", line 5, in <module>\n import linecache\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\linecache.py\", line 8, in <module>\n import functools\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\functools.py\", line 22, in <module>\n from types import MappingProxyType\n```\nImportError: cannot import name 'MappingProxyType'\n\nlocation: <unknown location>:-1\n\nlocation: <unknown location>:-1\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 176, in register_module_call\n register()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_operators\\__init__.py\", line 68, in register\n register_class(cls)\n```\nValueError: register_class(...): already registered as a subclass\n\nDuring handling of the above exception, another exception occurred:\n\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_ui\\space_userpref.py\", line 1268, in draw\n from rna_keymap_ui import draw_keymaps\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\rna_keymap_ui.py\", line 31, in <module>\n import bpy\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 71, in <module>\n main()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 68, in main\n utils.load_scripts()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 251, in load_scripts\n test_register(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 218, in test_register\n register_module_call(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 178, in register_module_call\n import traceback\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\traceback.py\", line 5, in <module>\n import linecache\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\linecache.py\", line 8, in <module>\n import functools\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\functools.py\", line 22, in <module>\n from types import MappingProxyType\n```\nImportError: cannot import name 'MappingProxyType'\n\nlocation: <unknown location>:-1\n\nlocation: <unknown location>:-1\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 176, in register_module_call\n register()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_operators\\__init__.py\", line 68, in register\n register_class(cls)\n```\nValueError: register_class(...): already registered as a subclass\n\nDuring handling of the above exception, another exception occurred:\n\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_ui\\space_userpref.py\", line 1268, in draw\n from rna_keymap_ui import draw_keymaps\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\rna_keymap_ui.py\", line 31, in <module>\n import bpy\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 71, in <module>\n main()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 68, in main\n utils.load_scripts()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 251, in load_scripts\n test_register(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 218, in test_register\n register_module_call(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 178, in register_module_call\n import traceback\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\traceback.py\", line 5, in <module>\n import linecache\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\linecache.py\", line 8, in <module>\n import functools\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\functools.py\", line 22, in <module>\n from types import MappingProxyType\n```\nImportError: cannot import name 'MappingProxyType'\n\nlocation: <unknown location>:-1\n\nlocation: <unknown location>:-1\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 176, in register_module_call\n register()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_operators\\__init__.py\", line 68, in register\n register_class(cls)\n```\nValueError: register_class(...): already registered as a subclass\n\nDuring handling of the above exception, another exception occurred:\n\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_ui\\space_userpref.py\", line 1268, in draw\n from rna_keymap_ui import draw_keymaps\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\rna_keymap_ui.py\", line 31, in <module>\n import bpy\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 71, in <module>\n main()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 68, in main\n utils.load_scripts()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 251, in load_scripts\n test_register(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 218, in test_register\n register_module_call(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 178, in register_module_call\n import traceback\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\traceback.py\", line 5, in <module>\n import linecache\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\linecache.py\", line 8, in <module>\n import functools\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\functools.py\", line 22, in <module>\n from types import MappingProxyType\n```\nImportError: cannot import name 'MappingProxyType'\n\nlocation: <unknown location>:-1\n\nlocation: <unknown location>:-1\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 176, in register_module_call\n register()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_operators\\__init__.py\", line 68, in register\n register_class(cls)\n```\nValueError: register_class(...): already registered as a subclass\n\nDuring handling of the above exception, another exception occurred:\n\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_ui\\space_userpref.py\", line 1268, in draw\n from rna_keymap_ui import draw_keymaps\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\rna_keymap_ui.py\", line 31, in <module>\n import bpy\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 71, in <module>\n main()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 68, in main\n utils.load_scripts()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 251, in load_scripts\n test_register(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 218, in test_register\n register_module_call(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 178, in register_module_call\n import traceback\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\traceback.py\", line 5, in <module>\n import linecache\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\linecache.py\", line 8, in <module>\n import functools\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\functools.py\", line 22, in <module>\n from types import MappingProxyType\n```\nImportError: cannot import name 'MappingProxyType'\n\nlocation: <unknown location>:-1\n\nlocation: <unknown location>:-1\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 176, in register_module_call\n register()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_operators\\__init__.py\", line 68, in register\n register_class(cls)\n```\nValueError: register_class(...): already registered as a subclass\n\nDuring handling of the above exception, another exception occurred:\n\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_ui\\space_userpref.py\", line 1268, in draw\n from rna_keymap_ui import draw_keymaps\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\rna_keymap_ui.py\", line 31, in <module>\n import bpy\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 71, in <module>\n main()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 68, in main\n utils.load_scripts()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 251, in load_scripts\n test_register(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 218, in test_register\n register_module_call(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 178, in register_module_call\n import traceback\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\traceback.py\", line 5, in <module>\n import linecache\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\linecache.py\", line 8, in <module>\n import functools\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\functools.py\", line 22, in <module>\n from types import MappingProxyType\n```\nImportError: cannot import name 'MappingProxyType'\n\nlocation: <unknown location>:-1\n\nlocation: <unknown location>:-1\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 176, in register_module_call\n register()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_operators\\__init__.py\", line 68, in register\n register_class(cls)\n```\nValueError: register_class(...): already registered as a subclass\n\nDuring handling of the above exception, another exception occurred:\n\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_ui\\space_userpref.py\", line 1268, in draw\n from rna_keymap_ui import draw_keymaps\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\rna_keymap_ui.py\", line 31, in <module>\n import bpy\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 71, in <module>\n main()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 68, in main\n utils.load_scripts()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 251, in load_scripts\n test_register(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 218, in test_register\n register_module_call(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 178, in register_module_call\n import traceback\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\traceback.py\", line 5, in <module>\n import linecache\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\linecache.py\", line 8, in <module>\n import functools\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\functools.py\", line 22, in <module>\n from types import MappingProxyType\n```\nImportError: cannot import name 'MappingProxyType'\n\nlocation: <unknown location>:-1\n\nlocation: <unknown location>:-1\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 176, in register_module_call\n register()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_operators\\__init__.py\", line 68, in register\n register_class(cls)\n```\nValueError: register_class(...): already registered as a subclass\n\nDuring handling of the above exception, another exception occurred:\n\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_ui\\space_userpref.py\", line 1268, in draw\n from rna_keymap_ui import draw_keymaps\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\rna_keymap_ui.py\", line 31, in <module>\n import bpy\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 71, in <module>\n main()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 68, in main\n utils.load_scripts()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 251, in load_scripts\n test_register(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 218, in test_register\n register_module_call(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 178, in register_module_call\n import traceback\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\traceback.py\", line 5, in <module>\n import linecache\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\linecache.py\", line 8, in <module>\n import functools\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\functools.py\", line 22, in <module>\n from types import MappingProxyType\n```\nImportError: cannot import name 'MappingProxyType'\n\nlocation: <unknown location>:-1\n\nlocation: <unknown location>:-1\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 176, in register_module_call\n register()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_operators\\__init__.py\", line 68, in register\n register_class(cls)\n```\nValueError: register_class(...): already registered as a subclass\n\nDuring handling of the above exception, another exception occurred:\n\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_ui\\space_userpref.py\", line 1268, in draw\n from rna_keymap_ui import draw_keymaps\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\rna_keymap_ui.py\", line 31, in <module>\n import bpy\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 71, in <module>\n main()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 68, in main\n utils.load_scripts()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 251, in load_scripts\n test_register(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 218, in test_register\n register_module_call(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 178, in register_module_call\n import traceback\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\traceback.py\", line 5, in <module>\n import linecache\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\linecache.py\", line 8, in <module>\n import functools\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\functools.py\", line 22, in <module>\n from types import MappingProxyType\n```\nImportError: cannot import name 'MappingProxyType'\n\nlocation: <unknown location>:-1\n\nlocation: <unknown location>:-1\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 176, in register_module_call\n register()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_operators\\__init__.py\", line 68, in register\n register_class(cls)\n```\nValueError: register_class(...): already registered as a subclass\n\nDuring handling of the above exception, another exception occurred:\n\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_ui\\space_userpref.py\", line 1268, in draw\n from rna_keymap_ui import draw_keymaps\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\rna_keymap_ui.py\", line 31, in <module>\n import bpy\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 71, in <module>\n main()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 68, in main\n utils.load_scripts()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 251, in load_scripts\n test_register(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 218, in test_register\n register_module_call(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 178, in register_module_call\n import traceback\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\traceback.py\", line 5, in <module>\n import linecache\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\linecache.py\", line 8, in <module>\n import functools\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\functools.py\", line 22, in <module>\n from types import MappingProxyType\n```\nImportError: cannot import name 'MappingProxyType'\n\nlocation: <unknown location>:-1\n\nlocation: <unknown location>:-1\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 176, in register_module_call\n register()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_operators\\__init__.py\", line 68, in register\n register_class(cls)\n```\nValueError: register_class(...): already registered as a subclass\n\nDuring handling of the above exception, another exception occurred:\n\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_ui\\space_userpref.py\", line 1268, in draw\n from rna_keymap_ui import draw_keymaps\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\rna_keymap_ui.py\", line 31, in <module>\n import bpy\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 71, in <module>\n main()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 68, in main\n utils.load_scripts()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 251, in load_scripts\n test_register(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 218, in test_register\n register_module_call(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 178, in register_module_call\n import traceback\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\traceback.py\", line 5, in <module>\n import linecache\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\linecache.py\", line 8, in <module>\n import functools\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\functools.py\", line 22, in <module>\n from types import MappingProxyType\n```\nImportError: cannot import name 'MappingProxyType'\n\nlocation: <unknown location>:-1\n\nlocation: <unknown location>:-1\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 176, in register_module_call\n register()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_operators\\__init__.py\", line 68, in register\n register_class(cls)\n```\nValueError: register_class(...): already registered as a subclass\n\nDuring handling of the above exception, another exception occurred:\n\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_ui\\space_userpref.py\", line 1268, in draw\n from rna_keymap_ui import draw_keymaps\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\rna_keymap_ui.py\", line 31, in <module>\n import bpy\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 71, in <module>\n main()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 68, in main\n utils.load_scripts()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 251, in load_scripts\n test_register(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 218, in test_register\n register_module_call(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 178, in register_module_call\n import traceback\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\traceback.py\", line 5, in <module>\n import linecache\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\linecache.py\", line 8, in <module>\n import functools\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\functools.py\", line 22, in <module>\n from types import MappingProxyType\n```\nImportError: cannot import name 'MappingProxyType'\n\nlocation: <unknown location>:-1\n\nlocation: <unknown location>:-1\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 176, in register_module_call\n register()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_operators\\__init__.py\", line 68, in register\n register_class(cls)\n```\nValueError: register_class(...): already registered as a subclass\n\nDuring handling of the above exception, another exception occurred:\n\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_ui\\space_userpref.py\", line 1268, in draw\n from rna_keymap_ui import draw_keymaps\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\rna_keymap_ui.py\", line 31, in <module>\n import bpy\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 71, in <module>\n main()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 68, in main\n utils.load_scripts()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 251, in load_scripts\n test_register(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 218, in test_register\n register_module_call(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 178, in register_module_call\n import traceback\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\traceback.py\", line 5, in <module>\n import linecache\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\linecache.py\", line 8, in <module>\n import functools\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\functools.py\", line 22, in <module>\n from types import MappingProxyType\n```\nImportError: cannot import name 'MappingProxyType'\n\nlocation: <unknown location>:-1\n\nlocation: <unknown location>:-1\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 176, in register_module_call\n register()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_operators\\__init__.py\", line 68, in register\n register_class(cls)\n```\nValueError: register_class(...): already registered as a subclass\n\nDuring handling of the above exception, another exception occurred:\n\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_ui\\space_userpref.py\", line 1268, in draw\n from rna_keymap_ui import draw_keymaps\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\rna_keymap_ui.py\", line 31, in <module>\n import bpy\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 71, in <module>\n main()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 68, in main\n utils.load_scripts()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 251, in load_scripts\n test_register(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 218, in test_register\n register_module_call(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 178, in register_module_call\n import traceback\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\traceback.py\", line 5, in <module>\n import linecache\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\linecache.py\", line 8, in <module>\n import functools\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\functools.py\", line 22, in <module>\n from types import MappingProxyType\n```\nImportError: cannot import name 'MappingProxyType'\n\nlocation: <unknown location>:-1\n\nlocation: <unknown location>:-1\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 176, in register_module_call\n register()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_operators\\__init__.py\", line 68, in register\n register_class(cls)\n```\nValueError: register_class(...): already registered as a subclass\n\nDuring handling of the above exception, another exception occurred:\n\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_ui\\space_userpref.py\", line 1268, in draw\n from rna_keymap_ui import draw_keymaps\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\rna_keymap_ui.py\", line 31, in <module>\n import bpy\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 71, in <module>\n main()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 68, in main\n utils.load_scripts()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 251, in load_scripts\n test_register(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 218, in test_register\n register_module_call(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 178, in register_module_call\n import traceback\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\traceback.py\", line 5, in <module>\n import linecache\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\linecache.py\", line 8, in <module>\n import functools\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\functools.py\", line 22, in <module>\n from types import MappingProxyType\n```\nImportError: cannot import name 'MappingProxyType'\n\nlocation: <unknown location>:-1\n\nlocation: <unknown location>:-1\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 176, in register_module_call\n register()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_operators\\__init__.py\", line 68, in register\n register_class(cls)\n```\nValueError: register_class(...): already registered as a subclass\n\nDuring handling of the above exception, another exception occurred:\n\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_ui\\space_userpref.py\", line 1268, in draw\n from rna_keymap_ui import draw_keymaps\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\rna_keymap_ui.py\", line 31, in <module>\n import bpy\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 71, in <module>\n main()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 68, in main\n utils.load_scripts()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 251, in load_scripts\n test_register(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 218, in test_register\n register_module_call(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 178, in register_module_call\n import traceback\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\traceback.py\", line 5, in <module>\n import linecache\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\linecache.py\", line 8, in <module>\n import functools\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\functools.py\", line 22, in <module>\n from types import MappingProxyType\n```\nImportError: cannot import name 'MappingProxyType'\n\nlocation: <unknown location>:-1\n\nlocation: <unknown location>:-1\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 176, in register_module_call\n register()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_operators\\__init__.py\", line 68, in register\n register_class(cls)\n```\nValueError: register_class(...): already registered as a subclass\n\nDuring handling of the above exception, another exception occurred:\n\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_ui\\space_userpref.py\", line 1268, in draw\n from rna_keymap_ui import draw_keymaps\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\rna_keymap_ui.py\", line 31, in <module>\n import bpy\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 71, in <module>\n main()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 68, in main\n utils.load_scripts()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 251, in load_scripts\n test_register(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 218, in test_register\n register_module_call(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 178, in register_module_call\n import traceback\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\traceback.py\", line 5, in <module>\n import linecache\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\linecache.py\", line 8, in <module>\n import functools\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\functools.py\", line 22, in <module>\n from types import MappingProxyType\n```\nImportError: cannot import name 'MappingProxyType'\n\nlocation: <unknown location>:-1\n\nlocation: <unknown location>:-1\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 176, in register_module_call\n register()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_operators\\__init__.py\", line 68, in register\n register_class(cls)\n```\nValueError: register_class(...): already registered as a subclass\n\nDuring handling of the above exception, another exception occurred:\n\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_ui\\space_userpref.py\", line 1268, in draw\n from rna_keymap_ui import draw_keymaps\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\rna_keymap_ui.py\", line 31, in <module>\n import bpy\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 71, in <module>\n main()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 68, in main\n utils.load_scripts()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 251, in load_scripts\n test_register(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 218, in test_register\n register_module_call(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 178, in register_module_call\n import traceback\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\traceback.py\", line 5, in <module>\n import linecache\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\linecache.py\", line 8, in <module>\n import functools\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\functools.py\", line 22, in <module>\n from types import MappingProxyType\n```\nImportError: cannot import name 'MappingProxyType'\n\nlocation: <unknown location>:-1\n\nlocation: <unknown location>:-1\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 176, in register_module_call\n register()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_operators\\__init__.py\", line 68, in register\n register_class(cls)\n```\nValueError: register_class(...): already registered as a subclass\n\nDuring handling of the above exception, another exception occurred:\n\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_ui\\space_userpref.py\", line 1268, in draw\n from rna_keymap_ui import draw_keymaps\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\rna_keymap_ui.py\", line 31, in <module>\n import bpy\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 71, in <module>\n main()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 68, in main\n utils.load_scripts()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 251, in load_scripts\n test_register(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 218, in test_register\n register_module_call(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 178, in register_module_call\n import traceback\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\traceback.py\", line 5, in <module>\n import linecache\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\linecache.py\", line 8, in <module>\n import functools\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\functools.py\", line 22, in <module>\n from types import MappingProxyType\n```\nImportError: cannot import name 'MappingProxyType'\n\nlocation: <unknown location>:-1\n\nlocation: <unknown location>:-1\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 176, in register_module_call\n register()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_operators\\__init__.py\", line 68, in register\n register_class(cls)\n```\nValueError: register_class(...): already registered as a subclass\n\nDuring handling of the above exception, another exception occurred:\n\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\addon_utils.py\", line 331, in enable\n mod = __import__(module_name)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\addons\\rigify\\__init__.py\", line 41, in <module>\n from . import utils, rig_lists, generate, ui, metarig_menu\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\addons\\rigify\\utils.py\", line 21, in <module>\n import bpy\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 71, in <module>\n main()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\__init__.py\", line 68, in main\n utils.load_scripts()\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 251, in load_scripts\n test_register(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 218, in test_register\n register_module_call(mod)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\bpy\\utils\\__init__.py\", line 178, in register_module_call\n import traceback\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\traceback.py\", line 5, in <module>\n import linecache\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\linecache.py\", line 8, in <module>\n import functools\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\functools.py\", line 22, in <module>\n from types import MappingProxyType\n```\nImportError: cannot import name 'MappingProxyType'\n\nDuring handling of the above exception, another exception occurred:\n\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_operators\\wm.py\", line 1830, in execute\n mod = addon_utils.enable(self.module, default_set=True, handle_error=err_cb)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\addon_utils.py\", line 339, in enable\n handle_error(ex)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_operators\\wm.py\", line 1825, in err_cb\n import traceback\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\traceback.py\", line 5, in <module>\n import linecache\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\linecache.py\", line 8, in <module>\n import functools\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\functools.py\", line 22, in <module>\n from types import MappingProxyType\n```\nImportError: cannot import name 'MappingProxyType'\n", "blender will not let me install addons\nHello thank you for answering, what I try to do is install some addons that I got to continue with my work but blender does not allow me to install them. I have been working with this software for 2 years now and it is the first time this has happened to me.\nI try to install hard ops, pro lighting studio, kit ops, IES lights, contours retopology tools, animation nodes, UVsquare, flip fluid.\ninstall hard ops, animation nodes, pro lighting studio, contours retopology, lights IES, in the company's computer but in mine I always get this notice,\nI have windows 10 x 64 bit, a graphic card envy box 5000, I have already uninstalled and reinstalled but I always get the same problem \n\n\n\naddon_utils.disable: rigify not disabled.\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\addon_utils.py\", line 331, in enable\n mod = __import__(module_name)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\addons\\rigify\\__init__.py\", line 41, in <module>\n from . import utils, rig_lists, generate, ui, metarig_menu\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\addons\\rigify\\utils.py\", line 22, in <module>\n import imp\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\imp.py\", line 23, in <module>\n from importlib import util\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\importlib\\util.py\", line 13, in <module>\n from contextlib import contextmanager\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\contextlib.py\", line 5, in <module>\n from functools import wraps\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\functools.py\", line 22, in <module>\n from types import MappingProxyType\n```\nImportError: cannot import name 'MappingProxyType'\n\nDuring handling of the above exception, another exception occurred:\n\nTraceback (most recent call last):\n```\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_operators\\wm.py\", line 1830, in execute\n mod = addon_utils.enable(self.module, default_set=True, handle_error=err_cb)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\modules\\addon_utils.py\", line 339, in enable\n handle_error(ex)\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\scripts\\startup\\bl_operators\\wm.py\", line 1825, in err_cb\n import traceback\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\traceback.py\", line 5, in <module>\n import linecache\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\linecache.py\", line 8, in <module>\n import functools\nFile \"C:\\Program Files\\Blender Foundation\\Blender\\2.79\\python\\lib\\functools.py\", line 22, in <module>\n from types import MappingProxyType\n```\nImportError: cannot import name 'MappingProxyType'\n", "addons problems\n\nHello thank you for answering my messages, I definitely could not solve my problem with the impediment of the installation of addons, I do not know if a previous version solves the problem by q until the default addon (riggify) does not let me activate as well as the addons mentioned above, so I've thought about installing an earlier version but I do not know where to find it that is reliable or is directly provided by you, could you send me a reliable download link please?\nThank you...\nGreetings.", "blender will not let me install addons\nOperating system and graphics card\n\nwindows 10, 1 envidia cuadro 5000 \n\n blender 2.79b\n\n\n\nblender will not let me install addons\nI have uninstalled it and reinstalled it and even then it does not allow me to install the addons I had before nor does it allow me to report bugs, the tab in user preferences that says input this empty I do not know what to do.\n\nI would appreciate your prompt response to continue with my projects,\nThank you\nGreetings.\n", "blender will not let me install addons\nOperating system and graphics card\n\nwindows 10, envidia cuadro 5000, 8 gb ram, amd fx tm 4300 quad core processor.\n\nBroken: 2.79\n\n\n\nHi, this is one of the problems that blender is going down.\nI did another test and download blender 2.79 and this is one of the problems that is happening to me\n\n![Sin título-1-01.png](Sin_título-1-01.png)\n" ]
Shader Editor Zoom on MacOS with magic mouse zooms very fast Operating system: Darwin-18.5.0-x86_64-i386-64bit 64 Bits Graphics card: AMD Radeon Pro Vega 56 OpenGL Engine ATI Technologies Inc. 4.1 ATI-2.8.38 Broken: version: 2.80 (sub 60) Worked: (optional) When using ctrl + drag on top of magic mouse to zoom in and out of the shader graph, the zoom is very fast and it either zooms out so you cant see the nodes or zooms in so far you cannot see anything. It is almost like the zoom is stepping between very large increments. using a mac with a magic mouse open the shader editor and hold ctrl and try to zoom in and out using the "scroll wheel"
[ "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", "UI: Linux & Mac Support for Eyedropper Outside Blender\nAs of the merge of #105324 Windows users can now use the Color Picker Eyedropper to select colors from outside of the Blender window, e.g. from other applications or the desktop:\n\n![Eyedropper.gif](attachment)\n\nThis is currently only for the Windows platform, but it should be quite trivial to add this functionality to other platforms. If you examine #105324 you will see many changed files, but almost all of them can be ignored as they were just adding general support for this feature. You can add this feature to other platforms by changing two files, mostly by adding a single small function.\n\nFor Mac, for example, you can open up `intern/ghost/intern/GHOST_SystemCocoa.mm`. There is a `getCapabilities()` function that is setting flags for what a platform is capable of. You can just remove GHOST_kCapabilityDesktopSample from that list of things not supported. Then add a new function to the file, `getPixelAtCursor` that matches the others. Just ask the operating system where the mouse cursor is now, find the color at that point, and then return that as three floats (0-1) in sRGB color space. Don't forget to add a function declaration to `GHOST_SystemCocoa.hh`.\n\nLooking at detect-color-under-macos-mouse-cursor and get-the-color-a-pixel-on-the-screen-in-objective-c-cocoa-app this appears to need just a handful of lines.\n\n", "Glare Node set to \"Fog Glow\" in Real-Time Compositor vastly different from actual render results\nOperating system: Windows 10\nGraphics card: RTX3070 FE\n\nBroken: 3.6 A\nWorked: N/A\n\nWhen using the Glare Node in Real-Time compositor, the results in the viewport are turned up way higher than the actual render and Backdrop preview.\n\n![rtc.png](attachment)\n\n1. Open attached .blend file\n2. Set to Rendered view, enable Real Time Compositor\n3. Compare the Glare effect in an F12 render to the effect previewed in the viewport\n\n", "Scroll drag stuck after specific MMB click\nBlender 2.80rc1, 2.83 (sub 2)\n\nHere is the video\n[2019-02-26_06-35-31.mp4](2019-02-26_06-35-31.mp4)\n\n - Open Blender\n - In `Preferences -> Interface -> Menus` enable `Open on Mouse Over`\n - Close preference windows and go to any paint/sculpt mode\n - Display the sidebar and go to the Tool tab\n - Move mouse pointor over brush`s big icon and before it reacts with highlight (brush-search window appear) press and hold MMB\n - Then LMB to discard.\nNow scroll sticks. It releases after Esc or MMB. But at first I was forced to restart blender, because pointer stuck there.\n", "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.", "2.93 EEVEE viewport worse performance on iGPU\nOperating system: W10 20H2\nGraphics card: i5-8250U - IGPU UHD Graphics 620\n\nBroken: 2.93 release (windows store)\nWorked: 2.92 release (windows store)\n\n\nWith the new update i'm getting worse performance in EEVEE viewport, in the 2.92 version i had 18 fps, while in the new 2.93 i'm getting 8 fps\n\nScene has 1.200.000 tris\n\nScene has 40 mb \n\n[castle_of_maldrak.blend](castle_of_maldrak.blend)", "Cycles GPU Compute 5000 x 5000 pixels render F12 crashes\nOperating system: macOS-13.5-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 575 1.2\n\nBroken: version: 4.0.0 Alpha\n\nCycles GPU Compute 5000 x 5000 pixels render F12 crashes\n\nMacOS 13.5\nSee youtube about Blender crash guide during 5000 x 5000 pixels.\n\nNot matter both same crash Blender 3.6.3 and 4.0\n\n", "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", "Sculpt. Mesh/color filters. RMB do not cancel operation immediately\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.95\n\nBroken: version: 3.6.0 Alpha\n\nIf i press and drag with left mouse button, right click do not cancel operation and revert it immediately. It is a bug and inconsistency with grab/rotate/scale for example. RMB works with GRS awesome, as it should!\n\n", "Collision on Properties is very badly LAG\nOperating system: macOS-13.5-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 575 1.2\n\nBroken: version: 4.0.0 Alpha\n\nCollision on Properties is very badly LAG\n\nMacOS 13.5\nBlender 3.0.1, 3.4.1, 3.5.1, 3.6, 4.0 very badly lag during play on Cloth and Collision button.\nMy file is Lola Bunny 4.0.blend that version.\nI did save previous from 4.0 to 3.6 then to 3.5.1 then to 3.4.1 document .blend\n\nExplain:\nthere Timeline and push the right key from 1 to 2 timeline cause wait for a while then finish and try push the right key from 2 to 3 timeline cause wait too lag.\n\nfor Mac Push the Shift + Spacebar key (start play) cause wait too long super lag.\nO2p2Ms3\n\n", "DrawManager: Threading for ibo.fdots_nor/hq\nCurrently done in finish with comment that it is faster.\nWe should benchmark when it is faster and document this with the code.\nOr change it to use threading.\n\nIt could be faster, but can stall other batches.\n\nThe comment was written before the previous optimization that supports better batching. I don't see why the current structure would be faster than implementing it with poly looping.\nFile: `draw_cache_extract_mesh.c` section `Extract Facedots Normal and edit flag`.\n", "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)", "Dashed geometry nodes field link too hard to see on macOS\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: 3.5.0 Alpha\n\nBreak line (I don't know word) see picture\n\nOnly for Mac. Do not use Windows.\n![image.png](image.png)\n\n![image.png](image.png)\n\nSee my picture on my iMac there.\n![image.png](image.png)\n\nBrowser to show picture.\n0q6NTJs\n\n![image.png](image.png)\n\nTheme on Nodes \"Dashed Lines Opacity\"\n![image.png](image.png)", "Instancing Geometry on Imported Alembic Particles produces extremely long render times when motion blur is enabled.\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.98\n\nBroken: version: 3.5.1 Release Candidate, commit date: 2023-04-03 16:00, hash: `ef7e83c7ff15`\n\nInstancing geometry on Imported animated Alembic Particles using geometry nodes produces extremely long render times when motion blur is enabled. Turning off motion blur or realizing instances reduces the render time back to its normal average length. \n\n\n", "Grease Pencil Tint / Also Vertex Paint on Grease Pencil Objects very slow with Cintiq Pro 24\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.4.1\n\nWhen i use Grease Pencil Tint with the a Cintiq 24 Pro it's very very slow. I have to wait after each stroke to continue. Drawing with the mouse is no problem.\nSame with vertex paint on a grease pencil object.\n\nWindows Ink and Wintab made no difference\n\nJust tinting with the cintiq stylus in the attached scene on the current layer.\n\n" ]
[ "macOS: CTRL+R and MagicMouse\nMacOS 10.14.3\n2017\n27\"\n5K\n\nI ask you again before they ignore me what I told them few times.\nPusht eh Control+R then very hard to move finger go up and very easy to move finger go down.\nPlease to fix make very easy to move finger go up.\nPlease use Macintosh. Do not use Windows.\nUse MagicMouse.\nThanks.\nI am still stubborn to ask you bug until fix it right." ]
panning bug Operating system: Windows-10-10.0.19044-SP0 64 Bits Graphics card: Quadro K4000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.70 Broken: version: 3.3.0 **When I leave blender...to go back to a tutorial video, and go back to blender holding shift and middle mouse button to pan,, it always orbits rather than pan, rather annoying click anywhere outside of blender then immediately holding shift and trying to pan within blender without having clicked on blender
[ "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", "Support Viewport roll - around the cursor position\nCurrently view orbit supports zoom-to-mouse-position as a way to rotate and zoom around the cursor position.\n\nView roll however always uses the view center.\n\nWhile low priority, this would be nice to support. See: #70761 (Roll View ignores Auto Depth)", "Set parent to > Keep transform without inverse. - Don't work with animation.\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.23\n\nBroken: version: 3.6.2\n\nSet parent to > Object ( Keep transform without inverse. ). Doesnt keep transform with animation\nThe child jump to another positions like the \"keep transform\" of the operation didn't worked.\n\n\nYou can watch the video below.\n<video src=\"attachment\" title=\"Blender 2023-09-13 08-53-20_edit.mp4\" controls></video>\n\nExact steps needed to reproduce the issue. Based on the default startup .blend file.\n1. open blender 3.6.2 lts\n2. select the cube. press g. move the cube. \n3. maj + a. add mesh > torus. \n4. select the torus. frame 1. object propertie. press i to create keyframe at xyz position\n5. move to frame 40. press G. move torus. press i to create keyframe at xyz position\n6. select the torus and the cube. The cube must be the active object. press Ctrl + P > parent without inverse and keep transform.\n7. move the timeline cursor. The position of the torus jump to another location\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)", "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", "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", "Midpoint snap always turn on when panning with shift + middle click if use knife tool\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GT 630M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.35\nCPU : intel i3 2328m\n\nBroken: version: 3.0.0 Alpha\nWorked: ??? (i think before the gsoc knife feature is merged)\n\nmidpoint snap in knife tool get turn on(like a toggle) when panning if use knife cut\n\n1. use knife tool\n2. click some where to start cutting until purple line appear and click where you want cut\n3. pan with a shift + middle click\n4. see on bottom bar the midpoint snap option is turn on and not turn off until i click shift again (it behave like a toggle i think)\n\n", "Cursor Warped on Scale Cage Cancel Transform\nOperating system: Windows 11, Linux Zorin\nGraphics card: GTX 1060 MSI OC 3GB\n\nBroken: 3.3.x - 3.6.2 (Latest)\n\nCursor warp when i cancel resize operator using Scale Cage tool.\n\n1. Open Blender\n2. Activate Scale Cage tool from the toolbar\n3. scale anything, but cancel operation with RMB\n\n", "\"Ctrl+Scroll\" to pan horizontally cause issue inside geometry node editor \nOperating system: Windows-10-10.0.16299-SP0 64 Bits\nGraphics card: GeForce MX150/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.87\n\nBroken: version: 2.93.0\n\n[ The two actions (Pan horizontally & change any float value of the parameters) are linked to same key combo (Ctrl+Scroll) inside geometry node editor which conflicts,]\n\n[1. Add cube and goto Geometry node editor\n2. add Transform or any node inside geometry node editor.\n3. Try to pan horizontally with Ctrl+scroll. As soon the node hit your mouse pointer while panning, the panning action will stop and it will change the slider value where the node hit the mouse pointer, this cause accidental change in value and other issue. either use Alt+scroll to pan. this same thing should be fundamental everywhere that Alt+scroll to change different tabs and Ctrl+scroll to change values, if possible.{[F10173799](Untitled.png)}]\n\n", "ShowNavigationGuide refresh Problem\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.1.2\n\nno Updating the Viewport when setting the the Navigation Guide on/off\n\n \ninside Blender -Preferences -Input -Show Navigation Guide \nno refresh when checking the Show Navigation Guide on off .\norbit in the 3d-view will refresh and Update these changes.\n\n![refresh_problem.gif](refresh_problem.gif)\n\n\n", "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)", "Intermittent: Shift + MMB unresponsive or very sluggish\nOperating system: MacOS Ventura 13.4.1\nGraphics card: M1\n\nBroken: 3.5.1, Hash: e1ccd9d4a1d3, Branch: blender-v3.5-release\n\nShift+MMB to pan view in perspective mode becomes either completely unresponsive to keyboard input or extremely sluggish compared to the mouse pointer speed for the rest of the application. Agnostic to mouse pointer speed setting for the OS. \n\nAny model in perspective view. Attempt to pan view via SHIFT+MMB.\n\n", "Inconsistent Grease Pencil auto-keying behavior\nOperating system: Linux 64-bit\nGraphics card: GTX 1080\n\n3.1 and prior\n\nWhen auto-keying is enabled and you're transforming a GP stroke in edit mode on a new frame, a keyframe is added at the beginning of the operation before it is confirmed. If you right-click to cancel the operation, the redundant keyframe remains. This is inconsistent with auto-keying in every other area, in which Blender waits for the user to confirm the operation before adding the keyframe. \n\nAlso, deleting a stroke fails to add a new keyframe. I apologize if these are two different bugs but they seem related.\n[GP_autokey_bug.blend](GP_autokey_bug.blend)\n - Open the attached file.\n - Grab (G) a stroke, then right-click to cancel moving it. The keyframe was inserted, even though no change was made.\n # Go to another frame, then delete a stroke. No keyframe was inserted this time, even though the GP drawing has definitely changed!\n\n", "Current frame indicator has misaligned and inconsistent pixel positioning\nOperating system: Windows 11\nGraphics card: NVIDIA GeForce RTX 3060 TI\n\nBroken: 3.1.2\nWorked: Probably never\n\nThe current frame indicator is aligned inconsistently against the keyframes depending on where the current frame indicator is within the 2D viewport.\n\n[framewiggle.mp4](framewiggle.mp4)\n\nThere is an additional issue that is probably contributing to this as well. The frame indicator is 4 pixels wide (shadow included). Note that this is an *even* number. Because the background grids, keyframes etc. all have *odd* widths, it is mathematically impossible for the frame indicator to ever be properly centred over any of them. The current frame indicator should be made to be 3 pixels wide, or perhaps 5 pixels wide so that it can actually be centred with other elements in the UI.\n\n![image.png](image.png)\n\n1. Make a bunch of keyframes on an action.\n2. Position the current frame at a frame that has keyframes.\n3. Pan the 2D viewport of the action editor.", "VSE: Select more/less functionality breaks on certain conditions\nOperating system: Linux Mint 20\nGraphics card: NVIDIA G92 [GeForce 9800 GT]\n\nBroken: 2.93.1 / 2.92.0\nWorked: Unsure\n\nThe functions sequencer.select_more and sequencer.select_less get stuck when the newly selected strip reaches an edge, or when number of selected strips becomes zero.\n\n[blender-bug__select-more-less.mp4](blender-bug__select-more-less.mp4)\n\nThe attached video shows the functions [select_more]/[select_less] will break when the following conditions are met:\n```\n a) Any strip chain selection reaches the edge of the row of strips with [select_more]\n i) either when it starts from an edge and reaches the other edge\n ii) or when it starts in the middle and expands from both sides, the side of whichever edge is met will get stuck\n b) Any strip selection becomes empty with [select_less], i.e. the selection won't grow again with [select_more]\n```\n\n\n\nI think it's unlikely this is intended behaviour?\n\nSorry I didn't get visual keypresses set up for the video, but I'm just using CTL- [x] and CTL- [x] on num pad as per default. \n\nDavid" ]
[ "ALT does not work the first time when switching multiple windows. (Addition to T40059)\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.91\n\nBroken: version: 3.3.0\n\n[Industry compatible keymap. Panning with the ALT key held down in a separate window moves the selected object. (Addition to #40059)]\n\n[1. Switch to Industry Compatible keymap\n2. Open UV Editor as New window\n3. Select faces on an object in 3d View to see UVs in UV Editor. Activate Move tool\n4. Select UVs in UV Editor window, Activate Move tool ![blender_multiplewindows_report.png](blender_multiplewindows_report.png)\n5. Try to pan View in 3dView with ALT-Mid mouse.\n6. Do the same in another window\n\nThe first attempt to navigate with the ALT-middle mouse button results in moving the object or UVs instead of panning the window.]\n\n" ]
Linked Datablock File Name Occludes Linked Datablock Name Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: GeForce RTX 2070 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30 Broken: version: 2.92.0 Alpha When you have long filenames and then you link a datablock from that file to an other, the way the name of the file is displayed into the datablocks completely occludes the datablock name: ![2020-12-02 06_50_00-Parsec.png](2020-12-02_06_50_00-Parsec.png) I'd say that the best way to fix this is to only show the datablock name in this list, but while hovering a tooltip should show the filename (while on the list). New file. Save with a long long long name Open new file File Link Go mesh Pick the cube mesh Link Go to your cube object (the new one from the scene) Go to object data Go to the datablock selection you cant see the datablock name This is rather simple in an example like this, but imagine a pipeline where a bunch of different linked objects/stuff is in scene Like, a character that has multiple libraries linked while in that same file there are environments and props linked
[ "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!", "BMain locking during the 'after liblink' doversion\nin 6a850f3cc8, `Main.is_locked_for_linking` was added, and is currently only used in versioning code (both before and after liblink), to prevent adding or deleting IDs from Main.\n\nHowever, exceptions have already been added to allow creation of workspaces and collections in that context. And {[D12722](D12722)#inline-108272} adds nodetrees to the exceptions.\n\nProblem\n----------\n\nWhile preventing before-liblink doversion to add or remove any ID makes total sense, I do not understand why after-liblink doversion should have this constraint.\n\nTo me the bug fixed by the commit is a bug in the (removed) doversion code, not something inherently forbidden at this stage?\n\nProposed Solution\n---------------------\n\nRemove that lock check altogether in after-liblink doversion.\n\nI think however that we could use that lock on all other Mains besides the one being processed (to ensure doversion code does not create/delete things outside its own scope). And do-version code there should be smart enough to check when it runs on the local main, or a lib main, and adapt its code accordingly.\n\n~~Another thing to fix is in `BKE_libblock_alloc`, which should assign `main->curlib` to the newly created ID's `id->lib` (and tag it as indirectly linked). That way if doversion needs to create an ID in a library context, that new ID is properly created as a 'virtual' indirectly linked data, and does not break Main consistency (even if doing stupid things like generating default brushes for a lib main).~~ Done in 7681326acd", "History filled with \"Double click to rename\" when user changed index of a UIList\n\n\nBroken: version: 3.2.0\nWorked: Never\n\n- open Blender\n- add particle systems\n- change particle systems index\n- see how your history got vanished by useless flags\n\nGifs: \n![property bug.gif](property_bug.gif)\n\nI believe in order to fix this bug,\na `SKIP_UNDO` flag need to be implemented at a property level \nexample: \n`my_uilist_idx : bpy.props.IntProperty(options={'SKIP_UNDO'},)`\n\nThis issue is not only linked with UILists indexes, but also with any properties used strictly GUI\n\nsee the blender dev thread where we talk about the general issue of using properties for interface\n4\n\n\n\n", "Datablocks can't be duplicated everywhere, because trick with fake user no longer works\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: Intel(R) HD Graphics 4600 Intel 4.3.0 - Build 20.19.15.4454\n\n\nBroken: version: 2.80 (sub 72)\nWorked: (optional) 2.79b\n\n\nThe MCE or tracker, should allow you to duplicate the clip asset so that you can attach other tracker bundles. In 2.8 it does not allow you to create more instances.\n\nHowever I was able to make a duplicate of a Movie Clip which is reflected in its datablock. I opened a legacy tracking project from 2.79b. It had some duplicated clips already. Once this function (multiple instances) is activated I am able to duplicate them more by using the counter buton next to the Clip name in the MCE.\n\n[Please describe the exact steps needed to reproduce the issue] Make a project in 2.79 with multiple instances of a Movie Clip then open it in 2.8. The number indicator appears. Otherwise opening a movie clip in 2.8 it does not.\n[Based on the default startup or an attached .blend file (as simple as possible)] Find the .blend of a project with extra Movie Clip instances attached{[F7091277](broken_MCE_clip_users.blend)}\n\n", "Causing other objects to be named .001 doesn't immediately update the Viewport Name Display\nI found this in 3.0.0 but happens the same in 3.1.0.\n\nWhen you turn on Viewport Name Display:\n![image.png](image.png)\n\nAnd then you rename a new object the same as object that was already in the scene:\n![image.png](image.png)\n\nThe name of the original doesn't update until you somehow \"touch\" the object by moving it, entering Edit Mode etc.\n\nIt doesn't get fixed by simply affecting something else.\n\nIn the .blend you need to select the object with name \"Plane.001\" and rename it to \"Plane\" then the object on the left stays named as Plane until you somehow affect it.\n[Bug-ViewportDisplayName.blend](Bug-ViewportDisplayName.blend)", "GPencil: A layer used as mask for 2 or more other different layers makes the GP object partially unselectable in the viewport\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.74\n\nBroken: version: 2.83.0 Beta\nWorked: /\n\nA layer (let's call it layer A) is masking more than one layer (B and C, for example; so B and C have in their \"mask(s) list\" layer A in it). Doing it makes the grease pencil object unselectable in the viewport unless you click on the shapes that have been drawn on layer A (or, at the precise point where the origin of the grease pencil is located, but only if the origin is displayed in the viewport).\n\nStrangely, saving with \"ctrl+S\" makes everything works as expected, but only until the file is closed. Opening it again and the problem is back.\n\nIn a concrete case scenario, it is a problem since if you use a layer as an invisible mask to hide strokes that go beyond certain limits, it makes it random to select the GP object (or forces to use the outliner).\n\n- Create a GP monkey\n- Create a new layer (layer A) that will mask the 2 already existing layers (\"Lines\" and \"Fills\")\n- In \"Lines\" and \"Fills\" layer, check the \"mask(s)\" option and add \"Layer A\" in each list\n- Back in \"Layer A\", draw a filled shape anywhere\nNow, in object mode you can only select the GP monkey by clicking on the filled form in layer A. You can invert the mask layer in the mask list of the layer named \"Fills\": It seems that it doesn't matter whether the masked parts are visible or not.\n\nBased on the attached .blend file:\n- Open file\n- Try to select the monkey by clicking on the part supposed to act as a mask (the \"selectable\" part in the screenshot)\n- Try to select the monkey by clicking in any other part of the monkey.\n\n{[F8563683](select_bug.png), size=full}\n\n[mask_selection_bug.blend](mask_selection_bug.blend)", "Cannot Apply Multi Objects\nOperating system: Linux-5.8.0-53-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: Radeon RX 570 Series ATI Technologies Inc. 4.5.14735 Core Profile Context 21.10\n\nBroken: version: 2.92.0\n\nWhen I try to apply scaling, rotation or location to a linked object (Alt+D) I get this error message:\n\"Cannot apply to a multi user: Object \"Cube.001\", Mesh \"Cube\", aborting\"\n \n- Scale the cube \n- Link it with Alt+D,\n- Apply scaling, location or rotation to one of the two cubes.\n\n[Blender 2021-05-30 00-10-18.mp4](Blender_2021-05-30_00-10-18.mp4)", "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", "Decide how to handle collection instancing or linked data\nCurrently, dropping collections always creates a collection instance. This should be optional somehow, there are valid usages for both cases. Should it just be an option of the drop operator? So users could change it after dropping. (May be annoying when dropping heavy collections from external libraries, which can take a moment.)\n\nSimilarly, some users seem to expect that object data is linked by default. This is already an option of the drop operator (disabled by default). However it seems like they actually expect that data is a new \"instance\", rather than a full copy. This could mean either de-duplicating already existing data (so that dropping the same material asset onto 10 objects doesn't create 10 local materials), or linking data rather than appending.", "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", "NLA tracks become zombies (can't be killed nor edited) if you append data from a file where these Tracks were overides on a linked armature.\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.79\n\nBroken: version: 3.5.1\n\n\nSteps: \n1 - have a file where a character is imported as linked, (link its collection) create library overide of content (classic way of animating a character in production, not having it locally in your anim scene)\n2 - Add NLA tracks to animate it, e.g. a walk action, another track to control the root/position in world ect...\n3 - In a second blender file, append this (scene or collection ect..) the character is still linked, the NLA tracks considered library overides, but they are \"zombies\", you can't delete them, you can't edit them, the clips inside refuse to slide to other tracks, if you duplicate the clips, they get sent to a new NLA track, and cannot slide to these zombie tracks. \n\nThe only option is to un-tick these tracks, lock them, and hope to not get confused later if you or someone else open the file. This is not a show stopper then, as you can duplicate linked all these clips, which just restores your animation cut.\n\n", "UI of Dropdown Menus : long list of EnumProperty Items (ColorSpace, Language, RemapUser ID) is partially hidden\nHi all !\nHere is a UI glitch in Dropdown Menus happening with long list of items.\n\nOriginally, this report was about the Language select list in the Preferences window but it actually occurs with every long Dropdown Menu lists.\nThis problem appears every time the Dropdown Menu is bigger than the window it is displayed inside.\n\n\nOperating system: Linux-5.3.0-2-amd64-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: Mesa DRI Intel(R) UHD Graphics 630 (Coffeelake 3x8 GT2) Intel Open Source Technology Center 4.5 (Core Profile) Mesa 19.2.4\nDisplay resolution : Full HD 1920x1080px\n\nBroken: version: 2.82 (sub 3)\n\nOpening the Preferences window (or any small sized Blender window) with Factory Settings defaults and changing the translation language (or choosing any other option in a long Dropdown Menu) displays a \"bigger than expected\" dialog that is partially hidden by the side of the window in a 1920x1080 pixels screen. The user has then to resize the Preferences window to fit, not a big problem per se but would be better if defaults were better.\nThat is because the list of supported languages is becoming quite big, specially the \"starting\" ones.\nBlender already has a few big list dialogs (e.g. the Editor Type or the Add Modifier) but those are generally dispayed correctly within the Blender window (almost full-screen).\nThat is not the case of the Preferences window.\n\nThree possibilities to solve this:\n- reordering the list so it stays into the Preferences window (e.g. \"In Progress\" below \"Complete\")\n- allowing the list to go beyond the borders of the Preferences window (do not know if technically feasible)\n- resize a bit the whole Preferences window to fit\n- redesign how Dropdown Menus behave, allowing for easy scrolling and search\n \n see illustrations below\n Thanks a lot ! =D\n\n\n\n![preferences_UI_bug.png](preferences_UI_bug.png)\n\n![BLNDR_DropdownIssue.jpg](BLNDR_DropdownIssue.jpg)", "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", "Retopology: Active Object Geometry gets Occluded by Semi-Transparent Reference Object in Edit Mode\nOperating system: Linux Ubuntu 16.04\nGraphics card: Nvidia GeForce MX130\n\nBroken: 2.83.0\nWorked: 2.82.a\n\nActive mesh is occluded by high poly or another reference mesh in Edit mode. This is: I want to edit mesh A. I need mesh B to get a reference. So I make B to have a semi-transparent material for Viewport view. I select A and go to Edit mode to edit it. However, its edges and vertexes are occluded by B. We can see a comparison of 2.83.0 (first image) with 2.82a (second image): version: 2.83.0 does not show active object geometry so that we can not edit it. On the other hand 2.82a does show required geometry.\n\n![bug-2.83.0.png](bug-2.83.0.png) ![bug-2.82a.png](bug-2.82a.png)\n\n1. Open Blender 2.83.0\n2. Create a Sphere mesh in the world origin so that it fits inside the default cube.\n3. Assign a semi-transparent viewport display material to the Cube so that we can see the Sphere inside. Change color also to have a better view.\n4. Select Sphere and go to Edit mode.\n5. Press A to select all vertexes.\n6. We can see that Edges and Vertexes are occluded by the Cube so that we can not edit the Sphere properly.\n\n\n[bug-report.blend](bug-report.blend)\n", "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" ]
[ "UI: Search Menu Design for Linked Data-blocks\n[TODO this is so far just a quick task to have the information here.]\n\nThis task is mostly for the ID-template, but some of the design changes might work for regular search menus with data-blocks selected too.\n\n* We need an easily discoverable way execute operations on data-blocks, like \"Make Local\", \"Add Library Override\", \"Delete Override\", etc.\n* Could we show the library status (linked, overriden, missing), library name and user count info in or next to the search button, so users don't have to open the menu?\n* How to deal with cases where there's little space, like in more space-saving regions? ![Screenshot 2020-06-18 at 19.11.21.png](Screenshot_2020-06-18_at_19.11.21.png)\n\nIn 2.90 there were a couple of visual tweaks already, to make data-block management in production scenes simpler for search menus:\n| 2.83 | 2.90 |\n|-----|-----|\n| ![Screenshot 2020-06-18 at 19.06.16.png](Screenshot_2020-06-18_at_19.06.16.png) | ![Screenshot 2020-06-11 at 19.05.59.png](Screenshot_2020-06-11_at_19.05.59.png) |\n\nThis design takes more space, so there are issues like #77929." ]
Grease Pencil Primitive tools show wrong brushes after using Erase tool Operating system: Darwin-18.2.0-x86_64-i386-64bit 64 Bits Graphics card: Intel(R) Iris(TM) Plus Graphics 640 Intel Inc. 4.1 INTEL-12.4.7 Broken: version: 2.80 (sub 51) Worked: (optional) If you first select the Erase tool and then switch to the Primitive tools, you'll only have access to erase brushes. - File > New > 2D Animation - Switch to the Erase tool - Switch to any of the primitive tools You'll see that now you only have access to erase brushes, which makes no sense with these tools: ![Screenshot 2019-03-22 at 17.48.00.png](Screenshot_2019-03-22_at_17.48.00.png)
[ "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).", "Grease Pencil wrong Cursor Size Smooth Brush when accesed with the [SHIFT] key\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 460M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.35\n\nBroken: version: 3.3.1\nWorked: \n\nThe On Screen **Smooth Brush Cursor Size** is inaccurate when using the Smooth Brush with the **[SHIFT] **key while using any other brush of a different radius setting.Grease Pencil > Draw any curve \nGrease Pencil > Sculpt > **Smooth Brush**> Make the Smooth **Brush Radius VERY SMALL** (10).\nGrease Pencil > Sculpt > **Grab Brush** (or **ANY OTHER BRUSH**) > Make the **Brush Radius HUGE**(150). \nUse the **Grab Brush** as you wish.\nPress **[SHIFT]**to activate**Smooth Brush**while in Grab Brush (or**ANY OTHER BRUSH**)\nThe on screen cursor Radius while the [SHIFT] key is pressed does not reflect the VERY SMALL Brush Radius (10) that we set earlier. This is constantly confusing. Can you please make the radius display correctly based on the actual Smooth Brush Setting?\nattached scene: GreasePencil_SmoothBrush_CursorSize_bug.blend\n[GreasePencil_SmoothBrush_CursorSize_bug.blend](GreasePencil_SmoothBrush_CursorSize_bug.blend)\nThank you!", "Rotate sculpting brush may have an incorrect pen pressure behavior\nOperating system: Linux-5.9.12-1-default-x86_64-with-glibc2.17 64 Bits\nGraphics card: AMD Radeon (TM) RX 480 Graphics (POLARIS10, DRM 3.39.0, 5.9.12-1-default, LLVM 11.0.0) X.Org 4.6 (Core Profile) Mesa 20.2.4\n\nBroken: version: 2.92.0 Alpha\n\nThe sensitivity to pressure of the Rotate Brush in Sculpting mode appears to be too low: no matter how hard the pen is pressed on the pen tablet, disabling pressure sensitivity produces much more controllable/faster results. Potentially other brushes in sculpting mode could be affected as well in various ways (only a general impression; unclear as of yet).\n\nWith Grease Pencil, pen pressure sensitivity appears to be correct and similar to that observed with a typical drawing program (Krita). So, this does not seem to be a general problem with Blender or my own pen tablet.\n\nMy pen tablet is a Wacom Intuos 5 Large. In Tablet settings inside Blender Preferences > Input, Max Threshold = 1.0 (max), Softness = 0.0\n\n- Open the attached .blend file\n- Use the Rotate sculpting brush to attempt rotating the bumps on the provided plane object\n- Enable Pressure sensitivity for \"Strength\" in the brush and attempt it again applying maximum pressure on the pen tablet. Compare the difference in response\n\n[rotatebrush-veryhard.blend](rotatebrush-veryhard.blend)\n", "Semitransparent grease pencil covers wireframe. Bug or limitation?\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.20\n\nBroken: version: 2.82 (sub 6)\nWorked: (optional)\n\nit looks like this \n![26822638.png](26822638.png)\n[untitled3.blend](untitled3.blend)\nAnd it is difficuilt sometimes to work with wireframe and GP-sketch when I don`t see vertices\n", "Grease Pencil: Better render Anti-Aliasing\n## Motivations:\nThin lines are correctly rendered using grease pencil with the currently implemented post process Anti-Aliasing. This is done by making sure the line width is not less than 1.3 and by modulating its opacity.\nHowever, there is cases where this is not enough. For instance really dense drawings with small lines with little to no curvature still tends to flicker a lot.\nAnother case is when the gpencil strokes intersects the scene geometry. This makes the line less thick to the post process which makes it too small.\n\n## Proposed solution:\nWe propose to implement a Temporal AntiAliasing solution. It is robust and will match Cycles & EEVEE's film filtering if using the same filtering function. This only adds one temporary buffer (low VRAM usage compared to rendering at higher resolution) and is completely self contained (works with transparency and don't interfere with other features).\n\nI propose to only implement this for final rendering since it might introduce flickering that might be annoying while drawing.\n\nHowever this wouldn't solve the issue of gpencil strokes intersecting geometry.\nFor this I propose to erode or reproject the render's depth to match the render sample of the new AA scheme. This should fix the second problem completely.\n\n## Technical details:\n- Implementation just need to be ported from Workbench which has a lighter form of TAA than EEVEE. Also [D10414](D10414) can be of great help to reduce render/convergence time.\n- Depth buffer modification can be implemented after new AA is in.", "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 Alpha/Opacity bug\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.31\n\nBroken: version: 3.1.0\n\nGrease pencil objects containing strokes with stroke materials can not be seen through separate grease pencil objects with either a stroke with fill material with an alpha value >0 or <1, a layer with opacity value >0 or <1. \nWhen the grease pencil object with the alpha material (or layer opacity) has its location moved forward in object mode, the other grease pencil object's stroke can be seen beneath it as expected.\n\n![image.png](image.png)\n![image.png](image.png)\n![image.png](image.png)\n![image.png](image.png)\n![image.png](image.png)\n\n\n\n - Create grease pencil object\n - Create stroke with material with alpha value >0 or <1\n - Set Stroke depth Order to 3D location\n - Move layer location Y forward (-0.05m)\n - Create other grease pencil object\n - Create stroke with stroke material\n\n[grease_pencil_alpha_error.blend](grease_pencil_alpha_error.blend)\n\nThank you :D\n\n", "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.", "Incorrect occlusion between grease pencil objects\nOperating system: macOS-12.2.1-x86_64-i386-64bit 64 Bits\nGraphics card: Intel(R) Iris(TM) Plus Graphics 655 Intel Inc. 4.1 INTEL-18.4.6\n\nBroken: version: 3.3.0\n\nIncorrect occlusion occurs with this setup\n![gp_occlusion_bug.png](gp_occlusion_bug.png)\nThe two Suzannes are clearly behind the strip, but one of them appears to be in front of the strip in camera\nIf I rotate the camera a little, both of them are in front\n![go_occlusion_bug_1.png](go_occlusion_bug_1.png)\nI've tried switching the stroke depth order to 3D Location, it doesn't fix it either\n\nSee the attached file\n[gp_wrong_depth.blend](gp_wrong_depth.blend)\n\n", "VSE: Tool option Drag options exposed in Annotation & Sample Tool\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.59\n\nBroken: version: 3.0.0 Alpha\n\nDrag options shouldn't be exposed in the Annotation and Sample Tool, as it doesn't make sense to change dragging behaviour in these tools:\n![image.png](image.png)\n\n", "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", "Color swatch in grease pencil in the topbar is half transparant, showing whats underneat\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.79\n\nBroken: version: 3.5.1\n\nThe color swatch in the top bar in Grease Pencil draw mode is half transparant, showing what is in the viewport underneath. I don't want my color swatch to show anything but the solid color that I've chosen. \n\n![image](attachment)\n\nPS\nThis is also present in the latest 3.6 beta", "No \"affect alpha\" in brush settings in the Image Editor\nOperating system: Linux-5.3.0-40-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 980 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 435.21\n\nBroken: version: 2.82 (sub 7)\n(as well as the latest alpha: version: 2.83 (sub 5))\nWorked: 2.80 (Checkbox existed in Image Editor brush settings, but had NO effect on brush behavior)\n\nIn the 3D Viewport as well as the Properties Editor while in Texture Paint mode, all brushes offer the \"affect alpha\" option in the \"Advanced\" section of the Brush Settings. In the Image Editor that option is missing from the \"Advanced\" section for no apparent reason.\n![grafik.png](grafik.png)\n\nOpen Blender with factory settings. Switch to \"Texture Paint\" tab. Compare the \"Advanced\" section of the active brush's tool settings in the Image Editor to that in the 3D Viewport or Properties Editor.\n\nSurely this has to be a well-known issue and exists only due to technical limitations of some kind.\nWhat should I tell my students why this inconvenience exists and when it will be addressed?", "Blender 3D shift+RMB \"set 3D cursor\" not sensing strokes made with the grease pencil nor strokes made with the annotation tool\nOperating system: Windows 10\nGraphics card: GTX 1060 6gb (Idk if this is very relevant lol)\n\nBroken: 2.82 BETA, 689a873029b9, master, 2020-01-15 21:07\nWorked: -\n\nBlender 3D shift+RMB \"set 3D cursor\" not sensing strokes made with the grease pencil nor strokes made with the annotation tool\n\nAdd a stroke, hover it with your mouse and press your \"Set 3D cursor\" hotkey combination (by default Shift RMB).\n\n**Expected result**\nWhen doing just this, but when hovering your cursor/mouse over a mesh object instead, the 3D cursor will be set on the surface of the mesh object right where the cursor/mouse is hovering over that mesh/object. As the grease pencil is rather new, Im guessing making this react with the grease pencil strokes were just something that was forgotten when implementing it.", "Design issue: Icon next to overridden property does not perform the function it strongly suggests\n3.0.0\n\nWhen a propertry is overridden, the \"animate property\" button next to it is replaced by this \"reset\" icon:\n![Untitled.png](Untitled.png)\nThese really seem to suggest that clicking them will remove the override. Instead it just adds a keyframe as usual. This seems misleading.\n\n - Override a property of some library override asset\n - Click the button to the right of that property\n\n" ]
[ "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)" ]
Loose polygons appear in "Sculpt Mode" when reducing detail Operating system: Windows 10 (Latest) Graphics card: NVIDIA GeForce GTX 1060 2.80 Beta, 2019-01-23 00:32, dc3b5024be1a, Branch: blender2.7ender2.7 Loose polygons appear on the mesh while working with "Dyntopo" with "Relative Detail" in "Sculpt Mode". They go away if you toggle "Sculpt Mode". Use default cube. Go into "Sculpt Mode". Enable "Dyntopo" with "Relative Detail". Issue is better observed on the thin parts of the mesh, which can be made with "Snake Hook" brush. Zoom in closer to the surface, do some strokes, get high detail. Zoom away, do some strokes in the same place, this will reduce detail now. While repeating these steps, if overall shape of surface changes, it leaves behind loose polygons, which will disappear when you go to "Object Mode" and back into "Sculpt Mode". ![Screenshot_2.png](Screenshot_2.png)
[ "Sculpt Mode Multires Design\nThe purpose of this task is to describe the main uses cases and functionality that should be provided by a Multires sculpting system, as well as to discuss a plan on how to implement that in Blender.\n\n\n## The main use case of Multires\n\n### The problem Multires solves\n\nWhen you are working on any art medium (this also applies for painting), you should always try to work from the general shapes to the details. In case of digital sculpting, this means that you should always try to work with the minimum number of vertices that represent the level of detail you are trying to add to the model.\nThis is also true for the current workflow we have implemented (The Voxel remesher). By default, it provides a low poly mesh (about 10K vertices), that you should deform trying to get main shape of the object you want. After that, you increase the resolution of the remesher until you have enough vertices to represent the next level of detail you want to work on, and you continue from there.\nThe reasons you want to work this way are:\n\n- Performance: It is faster (more responsive, without lag) to deform a mesh with 10K vertices than a mesh with 25M vertices. If you use a big brush size needed to modify the object proportions on 25M vertices at the same time, it is going to lag. (Unrelated note, but we should not try to optimize Sculpt Mode to support these kind of operations as they don’t make any sense with a Multires system in place).\n\n- (Most important) Noise: If you sculpt with more vertices than needed for the size of details and shapes you are trying to get, you are going to end with a lot of uncontrolled shape noise produced by the tools. This is not a specific problem with Blender brushes and tools, this happens in any software and in every sculpting system. If you use the Draw brush to add some volume on a big area directly onto a 25M vertices mesh, you are going to need need to clean manually all small uncontrolled imperfections that big stroke stroke produced if you want that to be the final surface. If you start sculpting from a sphere with 1M vertices, you are going to spend more time cleaning shape noise than sculpting or the sculpt is just going to look bad. This is why nobody works this way. You don’t generate unintended shape noise if there aren’t enough vertices to represent it.\n\n\nThat is the main problem Multires sculpting solves. With Multires, you are able to choose at any moment the level of detail that is appropriate for the change you want to make in you model, solving both the performance and the noise issues. This gives an artist a huge amount of freedom as you know you can always go back to tweak low frequency details (proportions, general volumes) after sculpting mid/high frequency details (wrinkles, skin alphas...) if you consider that they don’t look right, without loosing any work.\n\nWithout this, the rest of the sculpting workflows (the Voxel remesher, Dyntopo) are the same as sculpting with real clay or marble, you can only sculpt bigger first shapes, then mid details and them the small details. If it does not look right, there is not way to fix it, you need to delete what looks wrong and start again. This is why those workflows are often used for concepting general shapes, and you want two switch to Multires as soon as you can. Sculpting a complex model without using Multires, on any software, is extremely (and unnecessarily) hard and it requires an insane amount of skill from the artist to workaround the limitation. It is like sculpting without using undo. It is too risky to create a high poly sculpt with projected alphas without this feature.\n\nIn order to solve this problem, the main thing Multires needs to guarantee is that when you sculpt shapes on your model in the appropriate resolution level, all the other levels are updated accordingly to reflect the changes you did. This is what people often refer as ¨detail propagation¨.\n\n### Multires Design\n\nWhen designing a sculpting Multires system that provides the previously mentioned functionality, We need to take the following points into consideration:\n\n1. All Multires subdivision levels contain valid information (sculpted shapes, mask, colors...) that should never be lost or damaged. \n\n2. The user wants to modify any subdivision level, at any time, without restrictions (there should not be limits of how much the mesh should be deformed or “not allowed modifications”).\n\n3. The user wants to delete and rebuild higher/lower subdivision levels in he/she considers that the shape information that level contains is not longer relevant. \n\nFor example, if the user wants to do a high poly sculpt, he/she switches to the higher level subdivision possible that the computer allows to create the high frequency detail projecting alphas. When that is done, the user may want to switch to a lower level to tweak proportions, or to a mid level to tweak small volumes with a soft brush. All the work the user put into applying the alphas should be propagated with the lower subdivision level changes with the Multires functionality and the model should look fine.\n\nIf, for some reason (a bug or an design issue in the implementation that did not consider point 1), switching and modifying lower levels may introduce mesh artifacts in the higher ones (the ones that contains the alpha projections and high frequency details), it will destroy all the work done previously by the user in that levels. \n\nIn that case, the user is again limited to not going back to select the mesh resolution needed for the modifications he/she wants to make in the mesh. A Multires system like this is not solving the intended problem and there is no reason to use it. It provides the same functionality as any of the other sculpting workflows (Voxel, Dyntopo), but even more limited as the user can’t modify the base topology to adapt it to a new shape. It does not have any reason to exist.\n\nIf you project requires you to use a fixed predefined topology in your model (for animation, for example), subdividing the mesh manually and deforming it with a cage or a datatransfer provides the same functionality. You can also get a lower subdivision level by duplicating the model and using unsubdivide if you need it for texture baking or animation. This is not the main problem Multires should be trying to solve.\n\n \n**Any unwanted mesh artifact in the detail propagation, no matter how small it is, invalidates all Multires sculpting features and makes it not functional for its intended use case, as it leads to irreparable data corruption.**\n \n\n### Current Multires Modifier\n\nConsidering the previously design and use case description as valid Multires sculpting system:\n\n1. Multires in 2.81 does not support switching levels. This invalidates the feature completely and makes it not functional, but prevents the users to corrupt the mesh data if they use it. This is like not having Multires sculpting at all.\n2. Multires in 2.80 creates artifacts and vertex explosions when modifying any level, creating irreparable mesh data corruption. Releasing Blender with Multires in this state and without any visible UI warning could have destroyed the projects of many users in an irreparable way. Luckily, most users were not using it to create their models in the previous versions because it was also not working as intended. \n3. Multires in 2.79 and before creates a visible grid pattern on higher levels when modifying lower ones. This introduces unwanted shape noise and effectively destroys valid sculpted information, making it not functional for its intended use case. Users are limited to work considering of how much they can deform lower levels by the amount of noise they are predicting Multires will produce in the higher ones. This is not something that should be happening in a production ready implementation of the feature.\n\nThe most advances tools Blender has right now that were added in the last releases (Quadriflow, Elastic deform, IK Pose brush...) are designed to work with a Multires system:\n\n- The main purpose of Quadriflow is to produce subdividable geometry for a Multires. When you are done sculpting with Dyntopo/Voxel remesher, where you can’t have the freedom to choose the level of detail you want to work on, you can quickly generate a base mesh, subdivide it and reproject the details back. That way you can tweak again general proportions and low frequency detail.\n\n- These brush tools are designed to tweak proportions/big shapes of models, which is something you most likely want to do after sculpting more detail to have an idea of how your model looks like. Multires solves that problem.\n\n- These brushes can’t be used directly on high poly meshes. These tools needs to have disabled some sculpt mode optimizations in order to work, so they are much slower than regular brushes. In fact, if you try to use the IK pose brush directly on a high poly mesh, most likely you are going to run out of memory. If you don’t, it is going to create terrible artifacts between each segment. In order for these brushes to work as intended on high poly meshes, you need to use Multires to switch to a lower level, use the brush, and then switch to a higher level again to get the intended result.\n\n## Multires implementation reference\n\nSculptGL contains a valid and functional Multires sculpting implementation. You can try it by sculpting different details at different levels and switching between them, as well as creating and deleting subdivision levels:\n\nsculptgl/\n\nThis implementation of Multires provides:\n\n- Detail propagation that works across all levels. You can choose the desired level you want to sculpt on and that deformation is propagated correctly to all subdivision levels. There are not visible artifacts of any kind.\n\n- You can both create and delete levels in both directions (higher levels and lower levels) with subdivide/delete higher and reverse/delete lower. \n\nThese features are the minimum and required a Multires implementation in Blender should provide, as they are pretty much the definition of a Multires sculpting system. Any other Multires related feature or optimization (being part of the modifier stack, baking, shape keys, layers, exporting, reprojection, tool compatibility, Quadriflow...) should always come later. There should not be a design decisions that prioritize any other Multires feature or optimization without having those minimums perfectly working, bug free and functional.\n\n\n## Proposal\n\nGiven the fact that, as described here, Multires was never a functional feature for its intended purpose and:\n\n- The code is extremely hard to read and maintain. I still can’t understand what it is doing in some places or what was the reasoning to make it work that way in the first place. \n- New features are planned that require Multires support (masking tools, vertex colors, visibility operators). Adding Multires support for those features should not be a project bigger than the feature itself. This was the case with most of the 2.81 tools, and probably with the future planned features (Sculpt vertex colors or visibility management, for example)\n- We already have and sculpt tools abstraction layer in place. Making changes on the underlying data structures of sculpt mode should be easier than before\n- The original Multires comes from before 2.5. The basics of how it should works were never correct and a lot of features and modifications were added during the years. We are now trying to build state of the art sculpting features on top of a broken foundation that has more than 10 years. \n\nSome options are:\n\n\t- Replace Multires modifier with a simple implementation based on the SculptGL code (something we know it works) and start again from there. We can keep the current Multires modifier for compatibility, but we need to evaluate if supporting the features and fixes described in this task on the current code (and make it work exactly as the SculptGL Multires) is going to take more time than implementing something based on the SculptGL code from scratch. We also need to look that the new features that are planned and evaluate how hard they are going to be to add to the current Multires code (colors, per face data...) knowing that the SculptGL implementation already supports them.\n\t\n\t- Try to add this functionality to the current Multires modifier. In that case, the priority should always be supporting the functionality described in this task first, and the bring all the rest of the features back. In that case, it would be needed better documentation and code organization to be able to integrate new features into it easily. ", "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", "clay strip brush (and probably any brush) create some strange shading and geometry artifacts...\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89\n\nBroken: version: 2.91.0\n\nclay strip brush (and probably any brush) create some strange shading and geometry artifacts...\n\n1. open blender, subdivide the default cube in edit mode a few times,\n2. add subdiv modifier with 3 levels (25,1 million in total) and apply modifier.\n3. go to sculpt mode and start playing with the clay strip brush and brush settings a little bit...\n4. change the sculpt plane to view plane, and add a stroke continuously in the edge of the cube, and some transparent shading bug appears when i go to check the back side of the stroke made, but this get fixed when i use the smooth brush a little bit in those boundary edges...\n![Captura de pantalla 2020-12-27 011521.png](Captura_de_pantalla_2020-12-27_011521.png)\n![Captura de pantalla 2020-12-27 011545.png](Captura_de_pantalla_2020-12-27_011545.png)\n5. change the sculpt plane to area plane again, and try on other edge the same again, and some grid topology starts to appear suddenly in the first stroke when drawing, but when i keep drawing it was less noticeable the artifact but was still there...\n![Captura de pantalla 2020-12-27 011700.png](Captura_de_pantalla_2020-12-27_011700.png)\n![Captura de pantalla 2020-12-27 011711.png](Captura_de_pantalla_2020-12-27_011711.png)\n\n", "Displacement map, wrong normals and shadows on triangle geometry\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Quadro RTX 3000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.69\n\nBroken: version: 2.92.0\nWorked: ?\n\nExperimental Cycles displacement introduces rendering artifacts on some geometries made of triangles. The problem seem to disappear on quad geometry.\n\nOpen the attached \"displace-problem.blend\" file.\nRender an image, or enable Cycles preview in viewport.\nThe left object is made of triangles, and appears with problems.\nThe right object is made of 1 quad, and appears fine.\n\n[displace-problem.blend](displace-problem.blend)\n", "OpenSubdiv with \"On Cage\" shows vertices of edges that don't make any faces even when everything is hidden\nBroken: version: 2.90.0 Alpha\n\n**Description**\nWhen using the sub-surf modifier with cage enabled, if a mesh has edges that don't make any faces, then the vertices of those edges will still be visible when everything is hidden.\n\n[Open subdiv bug.blend](Open_subdiv_bug.blend)\nOpen the file and just press 'H'\n\n\n", "Sculpt 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", "Sculpt Paint: Smoothing Strength\nNOTE: This design is still under discussion and potentially incomplete.\n\n# Issues\n\n### Hard to access smoothing strength\n\nIn sculpt mode it is possible to smooth geometry or colors (blurring) directly by holding `Shift`.\nAdjusting the smoothing strength should be very accessible.\nUnfortunately the current design in sculpt mode is less than ideal.\n\nFor sculpting brushes the strength of the smooth brush is used as the global smoothing strength.\nSo the workflow has been to switch to the smooth brush and adjust the brush strength there.\nThis is not as intuitive as changing the strength of the currently active brush.\n\n### Bloating keymap & toolbar\n\nSince Blender 3.2 we also have a paint brush within the same mode. The issue here is that the paint brush smoothing strength is hard-coded. We must add a way to control the color smoothing strength.\nWe could change that wit the same solution as the regular sculpting brushes, but that would mean adding another smoothing brush and another shortcut. \nThis unnecessarily bloats the keymap and toolbar further. We shouldn't add any more smoothing brushes unless really necessary.\n\n# Proposal:\n\nA possible solution for this would be to make the smoothing strength a brush setting for every brush.\nThis would have the following advantages:\n\n- We could add a shortcut operator on `Alt F` to control the smoothing strength of the currently active brush. This makes the setting much more accessible.\n- Depending on if you are using a sculpting or a smoothing brush, the shortcut operator would control the related smoothing strength\n- The smoothing strength can have a \"Use Unified Strength\" toggle (enabled by default), to optionally give each brush the smoothing strength it needs (This would need further investigation into the toggle behaviour)", "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)", "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.", "Just selecting the IK Pose brush with more than one segment and/or smooth iterations heavily slows down Blender when working with high poly sculpts\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.20\n\nBroken: version: 2.83 (sub 0)\nWorked: (optional)\n\nThe way it has been explained by Pablo, this brush isn't supposed to be used on high poly sculpts because of performance issues. That I understand. However, at the moment Blender begins to freeze and slow down heavily by just selecting the IK Pose brush with segments and/or smooth interactions active, which is a bit too much. Even if you know about the slowdowns beforehand you can still easily select the brush by accident and have your project slow down to a crawl. There should be a better solution that prevents the brush from slowing down Blender when it is not in use. Just having one segment like the older version of the brush doesn't behave like this.\n\n1. Have a fairly high poly mesh at around 1 million vertices selected in Sculpt Mode.\n2. Select the IK Pose brush with segments and/or smooth iterations activated. You should get heavy slowdowns as shown in the video below.\n[Desktop 2020.01.16 - 21.12.24.01.mp4](Desktop_2020.01.16_-_21.12.24.01.mp4)", "Invert Masking behaviour for Sculpt/Paint Mode\nThis is a design related to the implementation of Paint Mode.\nIt outlines the possibility to invert the behavior & visualization of masks.\n**Current** = Masked vertices cannot be edited\n**Proposed** = Masks & Selections are the same -> They can be edited.\n\n# Current Issues\n\nThere are a few different issues that exist the with current way of how masks work.\n\n### An Inverted Workflow\n\nA typical workflow issue when using masks is that users mask a section of their mesh and then invert the mask.\nIn a lot of cases the areas you mask are the ones you DO want to edit.\nMasking is very much designed with this workflow in mind. But this leads to using `Invert` on the mask potentially hundreds of times per day.\n\n### Syncing Selections across Modes\n\nFor the implementation of Paint Mode it will be very beneficial to start syncing selections between various modes. \nSo if a selection is made in Edit Mode it will also appear as masked in Sculpt/Paint Mode (This would likely be a direct conversion every time you switch modes)\nThis will be less confusing and disconnected if both the selection in Edit Mode and the mask in Sculpt/Paint Mode are areas you CAN affect.\n\n### Masks vs Selections\n\nA current plan for the implementation of Paint Mode and the new Curves object type is to use \"Selections\". \nThe use case for sculpt mode masks and selections is essentially the same: \n**You define a temporary area that should be affected by your operations.**\n\nThe issue is that \"Masks\" also refer to the concept of for example creating an attribute (like a vertex group or color attribute)\n or a grayscale image texture and using it as a factor for shader/geometry nodes. The use case here is quite different:\n**You save an area for repeated use in materials and procedural networks.**\nFor example layering textures.\n\nReplacing the current concept of sculpt mode masks with selections would avoid confusion and make the use case of selections and masks very clear.\n\n# Proposal\n\n### Selection instead of Masking\n\nWe need to test the following behavior:\n- Rename \"Mask\" to \"Selection\" or \"Selection Mask\"\n- Unselected areas are darkened with an overlay\n- Selected areas are affected by brushes & other operations\n\nThere are use cases that are important to keep in mind with this change:\n- When entering sculpt mode, everything should already be selected.\n- Previous workflows (Mask brush) to create a deselected area and should still be accessible.\n\nOther areas of Blender will still refer to \"Masks\" like a Texture Mask in the brush settings, mask nodes, grease pencil layer masks and motion tracking masks.\n\n### Offer a preference to use the old behavior\n\nThere should be an option in the preferences to invert the selection behavior globally in sculpt/paint mode and get the old behavior back.\nTo what extend the inverted behavior would be done needs to be tested.", "Backfacing wireframes show gaps in Edit Mode\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.48\n\nBroken: version: 2.83.1\n\nIn Edit Mode backfacing wireframes are sometimes hardly or not visible. This is especially noticeable when an edge loop is selected (see attached video). It seems as if they are covered by edges that are actually behind them. Maybe I'm missing something, but I've played with a lot of settings.\n\n[Blender Wireframe Gaps 01-1.m4v](Blender_Wireframe_Gaps_01-1.m4v)\n\n", "Sculpt Mode Gesture Tools\nThis task keeps track of the missing gesture tools in Sculpt Mode\n\n| | Box | Lasso | Line | PolyLine |\n|------------|-----------|-----------|-------|----------|\n| Mask | In master | In master | In master | |\n| Hide | In master | | | |\n| Face Set | In master | In master | | |\n| Color Fill | | | | |\n| Trim | In master | In master | | |\n| Project | | | In master | |\n\n**Gesture Tools**\n**Mask**: Performs a masking operation in the area affected by the gesture. It can mask, unmask or invert the mask.\n**Hide**: Hides the vertices affected by the gesture without modifying the face sets.\n**Face Set**: Creates a new Face Set that contains all vertices affected by the gesture\n**Color fill**: Fills the area affected by the gesture with color, using a blend mode and a strength.\n**Trim**: Cuts the area affected by the gesture using a boolean operation. This modifies the mesh topology and needs to use the boolean solver. It creates a new Face Set for the new created faces after the boolean cut.\n**Project**: Projects the vertices outside/inside the area of the gesture towards the area of the gesture. This allows to simulate cuts in the mesh without modifying the topology, so it should be much faster in cases were a remesh operation will follow the cut operation. Unlike trimming, this operation won't be able to make hole though the mesh. \n\n**Polyline**\nPolyline is not implemented yet as a gesture in ##wm##. It will use the same data as the lasso gesture, but it will add a point on each mouse click and it will confirm the gesture with enter. This won't require any modification to the code of any gesture tool (sharing they same code with the lasso gesture will work). \n\n**Additional tasks**\n- Option to snap the line/polyline gesture angle\n- Improve the line gesture preview, displaying which side of the line/plane is going to be affected", "Mask brush stops working in tiling sculpting mode after changing its size through \"F\" hotkey\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 2.93, 3.3.0\nWorked: -\n\nWhen an object has the Multires modifier, mask brush stops working in tiling sculpting mode after. (See video below)\n[Desktop 2022.09.17 - 21.18.10.07.mp4](Desktop_2022.09.17_-_21.18.10.07.mp4)\n\n- Open attached file or\n - Add a grid object\n - Add a multires modifier\n - Subdivide Simple a few times\n - Select mask brush in sculting mode\n - set tiling on x and y axis to 1 or 2m \n- try paint mask (sometimes the tiling doesn't work at this stage, you need to paint again and undo)\n- change brush size through F hotkey\n- try paint mask (tiling stops working)\n- press undo\n- try paint mask (tiling works again)\n\n[tiling_sculpt_bug.blend](tiling_sculpt_bug.blend)\n\n", "Sculpting Has Unexpected behavior when Saving work\n**Broken**: 2.83.4, 2.90 beta 97dc370c50ed\n**Worked**: 2.82\n\n\nGlitches in the non-active mesh after sculpting the active mesh, saving, and updating the viewport.\n\n\n[Ogre.blend](Ogre.blend)\n\n* Sculpt\n* Save\n* Refresh viewport (e.g., continue sculpting)\n\nThe artifacts should be visible immediately.\n\n**Original message**\n\nWhen I am sculpting and I go to save my work, after a successful save I get weird artifacts in the mesh that I havent made edits on in sometime. And it seems to be the same mesh every time. This has happened over 5 times so i figure its just a visual bug.\n\nGet 2 seperate meshes ready to sculpt, then sculpt on one and save your work. This is all i did to see the bug arise.![Blender bug.PNG](Blender_bug.PNG)\n\n\n" ]
[ "shading error in sculpt mode\nOperating system: win7 64 \nGraphics card: gtx 1070\n\nBroken: blender-2.80.0-git.91a155833e59-windows64\n\n\nIt looks like there is a problem with refreshing the view and dynamic topolgy sculpt. Please take a look at the gif I attached here\n\n\nCreate a new scene and select the default \"sculpt\" preset, activate dynatic topology and use the snake hook brush to reproduce the issue.\nThank you.\n\n![sculpt.jpg](sculpt.jpg)\n![glitch.gif](glitch.gif)" ]
Fullscreen is not full and action area of buttons moved macOS 10.13.1 Intel Iris Plus Graphics 650 Stable build: 2017-09-11 10:43 5bd8ac9 Test build: 2017-11-10 14:58 d95eabf0a93 ![blender-fullscreen-defect.gif](blender-fullscreen-defect.gif)
[ "MacOS crash when opening a second rendered 3dview window --MacOS 13.0.1--\nOperating system: macOS-13.0.1-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5700 XT OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.9.48\n\nBroken: version: 3.5.0 Alpha\n\n\nWhen in rendered 3dview and open a second window also in rendered 3d view, blender hangs for 20 sec. and then MacOS becomes unresponsive and finally crashes.\nNo way to 'force quit' or any other trick to stop blender. or the MacOS crash.\nThis happened now 5 times in a row, always when opening a second new window also in rendered 3dview.\n\nOpen blender 3.4 /3.5 in MacOS 13.01 & switch to rendered 3dview. Then after a minute open another rendered 3dview window.\n![System.jpg](System.jpg)\n", "UI: Wrong text cut-off without \"…\"\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: AMD Radeon HD 7800 Series ATI Technologies Inc. 4.5.14831 Core Profile Context 21.5.2 27.20.20903.8001\n\nBroken: version: 3.1.0 Alpha\nBroken: version: 2.80 (where `…` first appeared)\nWorked: never\n\nWhen text can't fit into designated area Blender will cut off last characters and adds `…` at the end. However in some cases it will not add it, instead plainly showing incomplete test.\nAdditionally with long text and limited space Blender will cut middle of a text like this: `start text … end text`. Issue also affecting this case and sometimes will make text to look like this: `start text … end tex`, without last letter.\nThat works for other areas like `Properties Editor`.\n\n1. Open preferences, go to `Keymap`.\n2. Resize window carefully and look how end of a text is behaving.\n[Wrong cut-off with ...2022-01-19 14-02-00.mp4](Wrong_cut-off_with_...2022-01-19_14-02-00.mp4)\n", "Overlapping icons when modifier windows is squashed\nOperating system: Linux-5.15.0-37-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce MX130/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.73.05\n\nBroken: version: 3.2.0\n\nIcons overlap each other in the modifier stack when the window is squashed\n\nDrag the viewport window over so that the modifier window is compressed\n\n![Screenshot_20220609_0430571.png](Screenshot_20220609_0430571.png)", "VSE Transform Tools: Images moved outside the preview area disappear\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.59\n\nBroken: version: 3.0.0 Alpha\n\n\nImages moved outside the preview area disappear when unselected.\n\nWhen moving elements outside the visible area, they're drawn under the dark area, so they simply disappear if you deselect them. They should be drawn on top of the dark area instead. In the 3d view elements are not covered by black, so this is also inconsistent behaviour. \n\n{[F10405609](outside.gif), size=full}\n\nD12105#326398\n\n", "Resizing Outliner and Properties editor windows makes the outliner view go up if its long enough.\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\nResizing Outliner and Properties editor windows makes the outliner view go up if its long enough.\n\n\n - Make the scene have enough objects in it so you need to scroll down to see the end in the outliner.\n - Resize the Outliner/Properties windows while you are not seeing the top of the list of objects in the outliner.\n\nTest File:\n[#89056.blend](T89056.blend)\n![dqGd2BScva.gif](dqGd2BScva.gif)", "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", "internal error: modal gizmo-map handler has invalid area\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 950M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 3.0.0 Alpha\n\nWhen rendering to the Image Editor and toggling \"maximize area\" while rendering, an error is displayed in the console\n\n![image.png](image.png)\n\n**Step to Reproduce**\n- open `test.blend`\n- make sure `Preferences` > `Interface` > `Editors` > `Temporary Editors` > `Render In` is set to `Image Editor`\n- render {key Ctrl F12}\n- Hit {key Ctrl + Space} when rendering\n\n```\ninternal error: modal gizmo-map handler has invalid area\n```\n\n[test.blend](test.blend)\n[userpref.blend](userpref.blend)", "Package manager design\nAs the GSoC period comes to a close, I thought it would be a good idea to see where the UI stands.\nI already got some design feedback from my [prior progress video ](watch?v=b_iBVNmeBdM&lc=z13hfndjmzqmtpe0p234vroyex3fgbovp):\n\n> * The Install/Documentation/Uninstall/Disable buttons should have the same height as a regular button\n> * The position of these buttons should stay on the top-right when the add-on is expanded (to avoid jumping position of buttons)\n> * Update to XX could perhaps just be called \"Update\". Number versions (and conventions) vary between add-ons, making the button different widths and making a bit of visual noise. We could display the version number available when expanded, and its changes (are we supporting changelog? That'd be awesome!).\n> * The Enable button does the same as the checkbox in the regular add-ons list? Maybe we should just use the same familiar UI for that?\n> * Refresh repositories should be triggered when adding a new repo maybe?\n\n\n\nSo, the current design of the package manager appears thusly:\n\n![examp255.png](examp255.png)\n\nAs it is now, I already have a few concerns:\n\n* Not a lot of space for repository names, and no way for the user to resize that area (not counting resizing the window) \n * Perhaps the sidebar should be put in a region, so as to at least be user-resizeable?\n* Enable/disable checkbox make names of installed packages misalign with names of uninstalled packages.\n * This could be avoided by only showing uninstalled packages in \"available\", so that uninstalled and installed packages are never displayed in the same list. However, this has a side effect of removing any way to search **all** packages at once. \n* Not a lot of distinction between installed and uninstalled packages.\n * The checkbox only appears on installed packages, but isn't consistent; it can appear unchecked or checked.\n * The button text (\"Install\" vs \"Uninstall\") looks rather similar.\n\nAny other observations and suggestions/recommendations?", "Memory Leak: Render Animation Sequence\n**System Information** Mac Studio Max, 64 GB Ram\nOperating system: Mac OS Ventura 13.3.1\nGraphics card: Metal 32 core GPU\n\nBroken: 3.5.1.\nWorked: N/A\n\nWhen attempting to render out 100 frame sequence to Tiffs... after 25 to 30 renders @2K using Cycles GPU only (Metal) the Ram usage is through the roof and Blender crashes. It appears that it doesn't flush the RAM between each render... by frame 25 Blender is using all the system RAM and has a swap file of over 100GB. The scene contains a single simple character sculpt with 4 fur curve nodes applied. Average render time when applied to single frame at .1 sampling is about 25 seconds.\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n", "Incorrect shading on Intel HD 6000\nOperating system: Mac OS Catalina 10.15.3 (latest as of 13/02/2020), Windows 10 1909 (Bootcamp)\nGraphics card: Intel HD 6000\nCPU: Intel Core i5-5350U\nHardware: MacBook Air 2017\n\nBroken: 2.81a, 2.82\n\nProblems with shader of Auto-Eye add-on on Intel HD 6000, although on creator's machine works fine (I emailed him and he suggested it's a blender bug).\nBUT it's not only Mac OS problem! Also tested on Windows (via bootcamp) -- it crashed (on Mac OS it continue working at least).\n\nCreator's machine specs (where it works fine):\nIntel Core i7-4790 CPU @ 3.60GHz × 4\nGeForce GTX 1060 6GB\n\nJust open .blend file, make sure it's EEVEE render/look dev mode, test it with Mac OS or Windows and Intel HD card.\n\nAttaching file for testing and screenshots -- first two is how shaders looks broken, and third how it should approximately look, but with shader (right now it's only color output or flat texture output)\nBroken 1\n![broken.png](broken.png)\nBroken 2\n![broken2.png](broken2.png)\nHow it should like like(with shader enabled (BUT right now it's only color/flat texture output)\n![how it should look like (but with shader).png](how_it_should_look_like__but_with_shader_.png)\n\n[iris_only.blend](iris_only.blend)", "UI: Sequencer/Preview jumps to cover entire preview area\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 3.0.0 Alpha\n\n\n- In the Sequencer Preview, select Sequencer/Preview.\n- Adjust regions so both Preview and Sequencer are visible.\n- Adjust the height of the area.\n- Notice that when the area height meets the region height, the Sequencer region jumps to fill the entire area.\nExpected behaviour: that the sequencer region doesn't jump to cover the entire area, but is scaled with the change of the area height. Or in other words that the sequencer region height is scaled to the area height, instead of being fixed. \n{[F10144522](sequencer-preview-jump.gif),size=full}\n\nAn additional annoyance is when changing the area height:\n{[F10144525](sequencer-preview-jump2.gif),size=full}\n", "Cycles GPU Compute 5000 x 5000 pixels render F12 crashes\nOperating system: macOS-13.5-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 575 1.2\n\nBroken: version: 4.0.0 Alpha\n\nCycles GPU Compute 5000 x 5000 pixels render F12 crashes\n\nMacOS 13.5\nSee youtube about Blender crash guide during 5000 x 5000 pixels.\n\nNot matter both same crash Blender 3.6.3 and 4.0\n\n", "Animation Player crashes on MacOS\n\n```\nOperating system: macOS-11.6.1-x86_64-i386-64bit 64 Bits or OSX 12.2.1\nGraphics card: AMD Radeon Pro 580 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.6.20\n```\n\n```\nmacOS 12.2.1 Intel HD Graphics 6000 1536 MB and Radeon Pro 5300M, macOS 11.4\n```\n\nBroken: version: 3.0.0 Beta\nBroken: blender-3.2.0-alpha+master.d3b1cce4000b-darwin.x86_64-release.dmg, \n\nI open a fresh Blender, Standard Cube scene.\nGo to View-> Viewport Render Animation\nIt freezes (Beachball of death) around frame 20 or 30 . Have to kill Blender, fan goes crazy.\nSame with the default cube scene. But the the crash doesn't come every time, but the image it way too dark.\n\n\nProblem 1 \n\nFreeze during \" Viewport Animation Render\"\n- Default scene, \"View\" menu -> \"Viewport Animation Render\".\n- after a couple dozen frames, Blender freezes, full CPU usage, and frames don't progress.\n\nProblem 2\nAssuming the above problem doesn't appear, \n- Default scene, \"View\" menu -> \"Viewport Animation Render\".\n- Render-> View Animation\n- Playback crashes at the end of caching.\n![Bildschirmfoto 2021-11-04 um 17.15.54.png](Bildschirmfoto_2021-11-04_um_17.15.54.png)\n\nProblem 3\n- The image is much too dark compared to the Viewport.\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", "Tooltip gets triggered when leaving modal dialog\nOperating system: macOS-11.4-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Apple 4.1 Metal - 71.6.4\n\nBroken: version: 2.93.0 Beta\nWorked: -\n\nWhen moving the mouse cursor outside of a modal File Dialog, sometimes a tooltip is triggered when it shouldn't. Probably an edge detecting bug.\n\nI've included a GIF recording with this bug report that hopefully explains the behavior I noticed. Here are some steps to reproduce:\n1. Start Blender and select `File -> Open` to display the File Dialog.\n2. Ensure the \"Recent\" section on the left of the dialog has multiple entries.\n3. Resize the File Dialog so that the \"Recent\" section is truncated by the bottom border of the File Dialog. It should be truncated so that it displays only the top few recent folders (i.e. the other folders, the little disclosure triangle and the section's bottom drag bar shouldn't be visible).\n4. Hover the cursor over the File Dialog and move it outside of the dialog, making sure you exit the dialog through the bottom part of the \"Recent\" section.\n5. Watch as the \"Active Recent Folder\" tooltip gets triggered/displayed while the mouse cursor is outside of the dialog. This shouldn't happen!\n6. Now enlarge the bottom part of the File Dialog, so that the \"Recent\" section is no longer truncated and fully displayed (including its disclosure triangle and drag bar).\n7. Repeat step 4 and notice the tooltip doesn't get triggered anymore! This is the desired behavior.\n8. Resize the bottom part of the File Dialog so that the \"Recent\" section is again truncated, but this time don't truncate its bottom part (i.e. the disclosure triangle should be visible).\n9. Repeat step 4 and notice the tooltip again doesn't get triggered anymore! This is again the desired behavior.\n\n![Blender-Tooltip.gif](Blender-Tooltip.gif)\n\n**Conclusion**\nIt looks like the the File dialog somehow doesn't properly detect the mouse has exited the dialog when it exits directly from a section's contents, thereby not crossing over the section's border/other UI parts.\n\nI hope this makes some sense ;-)\n" ]
[ "Mac OS X - System Preferences > General > Automatically hide and show the menu bar\nMac OS X\n\n2.79\n\nWhen the menu bar is hidden, the Blender window can not be positioned at the top of the screen. It automatically moves down by itself.\n\n- Enable Mac OS X - System Preferences > General > Automatically hide and show the menu bar\n- Open Blender\n- (try to) move the blender window to the top left corner of the screen" ]
No Texture Bake Operating system: Windows 10 Graphics card: NVIDIA GEFORCE GTX Broken:Blender 2.8 beta (example: 2.79b release) (example: 2.80, edbf15d3c044, blender2.8, 2018-11-28, as found on the splash screen) Worked: (optional) When attempting to bake textures from the node tree to a blank texture and the program crashes. **Exact steps for others to reproduce the error** Attempt to bake textures from node tree to blank texture file Based on the default startup or an attached .blend file (as simple as possible).
[ "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", "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", "GPencil: Selecting textured brushes will crash Blender\nOperating system: Linux-5.8.0-7642-generic-x86_64-with-glibc2.32 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.39\n\nBroken: version: 2.93.0 Alpha\nWorked: 2.92.0\n\nWhen appending the textured brushes from the [Blender Cloud](5ccfe64353b85e279cf72acd) into a file, Blender will crash when trying to preview the brushes in the tool settings.\n\n\n - Open Blender 2.93 and select the \"2D Animation\" template.\n - Go to *File*>*Append* and browse to the `pepeland_GP_brush_pack_V1.blend` file. Go into the *Brush* folder and append the brushes `GBrush_001` through `GBrush_010`.\n # Click the brush icon in the tool settings. Blender crashes.\n\n\n\n", "Viscoelastic springs (particle system fluid emitter) crashes blender 2.90.1 (and probably in all versions)\nOperating system: Windows 10\nGraphics card: Nvidia GTX 1060 6gb\nCPU: Ryzen 7 3700x\n\nBroken: 2.90.1, 2.91, 2.92\nWorked: 2.83.x\n\nEnabling viscoelastic springs and try playing the simulation, or baking, it will crash at about frame 5. However when you put springs settings to 0 and turn on it doesn't happen, but doesn't have any effect either.\nThe project files I provide is for 2.90.1. the setup is default cube with particle system, below it another cube with collision with default settings.\n\n[BrokenViscoelastics.blend](BrokenViscoelastics.blend)\n\n- Open the attached file\n- Enabled Vicoelastic Springs\n- Bake", "Crash when 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", "Regression: black seams in my Cycles bakes (caused by denoising) due to margin pixel extension darkening\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92\n\nBroken: version: 3.0.0\nWorked: 2.93.7\n\nI get black seams when I bake textures that I never used to have before upgrading to 3.0. They occur on any corner that I UV as shown here: 4773f8c541316a64af42092a919c3e64.png\n\n[Black Seams.rar](Black_Seams.rar)\nUV a mesh with only 1 split on the corners leaving the other sides still attached. Bake a combined texture to 2048x2048 resolution with Cycles. Apply to mesh. Observe the black seams on the corners.\nNow open that same file and bake that same mesh in 2.93.7. No black seams. Re-save file in 2.93, and re-open that file in Blender 3.0, and it now bakes without a black seam too.\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 |", "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)", "Cycles and Eevee Significant Difference in Texture Output\nOperating system: Ubuntu 20.04\nGraphics card: GTX 1060 3Gb\n\nBroken: 2.80 and on (3.0.0 is still affected)\nWorked: 2.79\n\nFrom Blender 2.80, Cycles produces incorrect output for some procedural textures, while Eevee produces correct ones.\n{[F12696991](Cycles.png)}![Eevee.png](https://archive.blender.org/developer/F12696990/Eevee.png)\n\nTest file (I assume there might be other files affected too). [Carbon_90.blend](Carbon_90.blend)", "Blender just crashes for no reason, and the crash report is empty. (Segmentation fault)\nOperating system: Arch Linux x86_64\nGraphics card: AMD Radeon RX 6900 XT\n\nBroken: (example: 3.6.2, ffe93138751e, master, 2023-08-31, as found on the splash screen)\nWorked: (No idea when this error started happening.)\n\nBlender does not start up. When I start it via the command line, I get this error:\n```\nWriting: /tmp/blender.crash.txt\nSegmentation fault (core dumped)\n```\n\n`/tmp/blender.crash.txt`:\n```\n# Blender 3.6.2, Commit date: 2023-08-14 14:05, Hash ffe93138751e\n\n# backtrace\n\n# Python backtrace\n```\n\nTrying to open Blender.\n\n", "Blender development todo list -- Render\nNOTE: this is a direct dump of Render (without cherrypicking the valid items)\n\n### Render & UI\n\n- [ ] While rendering, manipulating images (like reload, resizing generated) can still crash Blender. Better image \"owner\" locking is required for 2.5 (#28477)\n- [ ] While rendering, several UI changes can cause crashes (#24758)\n- [ ] Rendering can't really use normal scene data if ui is interactive without causing all kinds of trouble, for examples and related issues see the item above this one.. and the reports (#26535)\n- [ ] Renaming scene leads to missing rendered result in image editor and compositor (see (#30222))\n- [ ] Rendering with File Output nodes could produce unwanted output images, see (#38605)\n- [ ] Shaded draw mode (using render code for vertex colors) is most certainly not coming back\n- [ ] Color Management can be communicated better, like when sampling colors in Image Window it confuses (could indicate such). Color Management also wasn't added backward compatible, disabling it gives dark results.\n- [ ] Compositor \"file out\" node doesn't work for FSA, and as color management troubles too.\n- [ ] FSA render uses temp files with names preventing other Blender instances to render too. (#28314)\n- [ ] Texture nodes have been implemented by recursively (backwards) calling parent nodes, this gives issues for viewers, previews and threads in general.We will try to keep it stable, but the functionality for this is going to replaced with a better shader system in 2.6. (compositor and material nodes call nodes forward, sorted on dependency. Each node is only called once this way).\n- [ ] Render display in Image window, for a window previously showing UV editor, doesn't restore correctly. (#26828). Code for this is too much spread around and fuzzy, needs full revision.\n- [ ] Object transform is not possible during rendering #37019\n- [ ] Don't render and warn when a driver or pre-render script can't be executed, a texture is missing, physics are not baked. Needed e.g. when renderfarms have scripts blocked.\n\n### Node Textures\n- [ ] Grouping texture nodes affects on data range #45696\n\n### Baking\n- [ ] add option to smooth vertex colors as a post process after baking #35066.\n- [ ] Baking to a low-res textures might miss pixels which lies on the UV island boundary #37681\n- [ ] Vertex baking might cause AO artifacts #44178\n- [ ] Support dupligroups #43553\n- [ ] Modifier produces non deterministic effects #42015\n- [ ] Update Blender side baking to support different topologies needed for adaptive subdivision #49405", "Blender crashes 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) ", "Lifetime-Keyframes for particle system are ignored when rendering a baked particle simulation\nOperating system:Windows 10\nGraphics card:GTX1070\n\nBroken: Blender 3.5\nWorking:\n\n\nKeyframing the Lifetime of particles inside of a particle-system and baking the system (Both bake/bake all dynamics) leads to only the first keyframe being utilized when rendering an animation. For both the viewport and single-frame renders it works as expected.\n\n1. Create a simple particle system.\n2. Keyframe the Lifetime value at **1** on frame 30, and value **50** on frame 31.\n3. Bake all particle dynamics.\n4. Observe how the particles disappear after 1 frame up until frame 31, where they then last for 50 frames.\n5. Render an animation of the particle system.\n6. The particle system will only utilize the first keyframe for the duration of the animation, in this case 1. So even after frame 31 the particles will despawn after 1 frame.\n\nThe blendfile has a particle system setup, you merely need to look at the behavior in the viewport vs rendering an animation.\n\nThank you.\n\n", "Collada import/export: transparent textures don't work\nOperating system: Linux\n\nBroken: blender-3.3.0-alpha+master.dfb8c90324c0, probably all versions since 2.8\nWorked: 2.79\n\nCollada cannot import or export transparent (alpha) textures.\n\nImport this .dae\n\n[BlenderLogoDae.zip](BlenderLogoDae.zip)\n\nThe result (with 2.79 for comparison).\n\n![out.png](out.png)\n\nManually hook up the alpha in the node graph and export. Open the .dae in a text editor and confirm there is no <transparent> element (which sets the alpha texture). You can confirm exporting works in 2.79 by exporting and reimporting.\n\n**Other**\nNote that OpenCollada's parsing of transparency is weird and buggy, see [D11259](D11259) and 651.", "NLA: Support for Merge Strips\n**Preface:**\nI know this isn't the place for feature requests. However I plan on implementing this myself soon. This is more of a heads up and acts a way to get feedback before or while I'm working on it. Maybe I'm overlooking something or maybe the idea can be developed further. People can discuss problems and improvements here instead of within the patch comments itself. That way the important discussion can remain here for easier reference.\n\nEdit: Diff: [D8867: Feature: NLA Merge Strips](D8867)\n\n**Problem:**\nFor the animation layer workflow, the only way to combine strips into a single strip is to use the Bake Operator. However, it will always bake all active NLA strips to a single full replace strip. Effectively, this is a \"Merge All\" operator. There is no way to merge a selected set of strips. \n" ]
[ "Cycles GPU Compute baking often fails\n\nOperating system: Windows 10 Home 64\nGraphics card: NVIDIA GeForce GTX 860M\n\n\nBroken: 2.80 Beta (all)\n![image.png](image.png)\nWorked: 2.79b\n\n\nWhen using `CUDA` and `Cycles` `GPU Compute` to bake textures, it usually fails halfway through the process resulting in half-baked textures with horizontal lines through them, like the one displayed below.\n\n![image.png](image.png)\n\nIn each subsequent attempt, the bake fails immediately resulting in errors like below. It won't bake again unless I use `CPU` or restart Blender, but I can't recall it ever baking fully with `GPU Compute` even after restarting.\n\n![image.png](image.png)\n\n\n1. Select `CUDA` from `Edit > Preferences > System > General > Cycles Compute Device`\n2. Check any or all devices\n```\n{F5937164}\n```\n3. Use following settings:\n```\n{F5937188}\n{F5937195}\n```\n4. Bake", "2.8 crash - does not complete cycles texture bake\nOperating system: Windows 10\nGraphics card: 2x GTX 1080 ti\n\nBroken: 2.80, fc6aac391679 \n\n\nBaking textures within cycles results in partial bakes, or crashed Blender around the 20% mark of bake process. \n\n- Open provided .blend file. \n- in the render tab, under bake settings, click \"bake.\" (The floor geometry, and \"floor_bake\" image texture should already be selected.) \n- Blender crashes on my machine consistently around the 20% mark in the image texture bake. \n\nAn additional note: 2.80 also struggles with cycles baking in general. tests with more basic files generally resulted in partial or failed bakes. \n\nThanks for the help.\n\n[bedroom_generic.animationblend.blend](bedroom_generic.animationblend.blend)\n\n[bedroom_generic.animationblend.blend](bedroom_generic.animationblend.blend)", "Cycles fails to bake diffuse map from mixed shaders and crashes with CUDA error\nOperating system: Windows 10\nGraphics card: GTX1080Ti - Driver 418.81\n\nBroken: 2.8 latest master\nWorked: 2.79\n\nCycles in 2.8 fails to bake mix of procedural shaders into diffuse texture map, and then with CUDA error at cuCtxCreate: Illegal address error. After the crash, Cycles addon stops working and requires Blender restart\n![BakeFail.JPG](BakeFail.JPG)\n\n\n1, Make sure you have nVidia GPU enabled as CUDA device in Preferences\n2, Grab the scene here: open?id=1iva5juBdobs5FQWm2ADerdOC1mvehpKh\n3, Open the scene, make sure BakeTest Image Texture is selected in the node view, and click the Bake button in Cycles render settings\n4, Wait for baking to proceed.\n5, Notice the bake result is completely black\n6, Click bake again\n7, Baking doesn't proceed anymore, and instead, CUDA error at cuCtxCreate: Illegal address error occurs.\n\nResult: Output of diffuse bake is black and Cycles crashes with CUDA error at cuCtxCreate: Illegal address error.\n\nExpected: Output of diffuse bake contains diffuse result of shader network and Cycles does not crash.", "Cycles GPU Bake artifacts and crash\nOperating system: Windows 10 1809 17763.195\nGraphics card: GTX 970 417.35\n\nBroken:2.8 11f2c65128dc\n\n\nBaking Combined pass in Cycles produces artifacts when GPU render is enabled. Works as expected when CPU render is switched to. \nAlso after baking on GPU it's impossible to bake with it again: render won't even start with CUDA error at cuCtxCreate: Illegal address\nmessage\n\n![image.png](image.png)\n\n\n1. Open startup file \n2. Create image in UV Editor \n3. Put it in Base color slot of Cube's material\n4. Change render to Cycles an make sure GPU is selected in Device menu\n5. Press Bake ", "Blender 2.79 - Graphics Card can't render to texture (bake) - cuda error - only CPU is able to render to texture (bake)\n**Windows 10 Pro**\nOperating system:Windows 10 Pro\nGraphics card:Nvidia Geforce Gtx 960 4GB\n\n**Blender 2.79.7 - experimental latest build - compilation from 23.02.2019**\nBroken:\n(example: 2.79b \n(example: 2.80, edbf15d3c044, blender2.8, 2018-11-28, as found on the splash screen)\nWorked: I{[F6713638](cuda_error_when_bake_to_texture.blend)}\n\n{[F6713639](cuda_error_when_bake_to_texture.blend1)}bake) did not check - if this issue was present in version 2.80\n\n**Cuda error at cuCtxCreate - Illegal adress**\n\n**Nvidia Geforce Gtx 960 is not able to be used to render properly texture - (bake texture)**\nBased on the default startup or an attached .blend file (as simple as possible)." ]
Blender 2.69 crashes when rendering animation Win7 x64, GeForce GTX 550Ti, intel core i5 750 Blender 2.69, Release Blender crashed without message at (seemingly) random point when trying to render animation of attached file (python script needs to be executed before rendering) [timer.blend](timer.blend)
[ "Blender 3.2 crash when extracting mesh draw cache\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.96\n\nBroken: version: 3.2.0\nWorked: 3.1\n\nBlender 3.2 constantly crash on heavy load.\n\nI have loaded my scene that has a lot of particles. tried to playback the timeline. after maximum 3 frames, Blender just closes without any error messages.\n[HourglassBuildUp-JUNE30.blend](HourglassBuildUp-JUNE30.blend)\n\n", "Crash when 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```", "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)", "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 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", "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) ", "Blender Crash by doing 2d animations\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 500 Intel 4.5.0 - Build 31.0.101.2111\n\nBroken: version: 3.6.0\n\nWhenever I draw with a line, circle, arc, curve, interpolate, and box tool, my drawings disappear and reappear and then it suddenly crash.\n- 2D animation Draw Mode\n[\nPlease describe the exact steps needed to reproduce the issue]\n\n", "Crash 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 2.71 (rc2) crashes when a UV sphere is added\nMac OS X 10.10 (beta) / AMD Radeon HD 6750M 512 MB\n\nBroken: 2.71 (release candidate 2)\nWorked: -\n\nBlender 2.71 (rc2) crashes when a UV Sphere is added to a existent project in Edit Mode.\n\nUsing the attached file, select the figure (stickman), go to Edit Mode and add a UV Sphere. After executing these steps, Blender stops responding and it's necessary to force quit and reopen. \n\nIt seems that's something to do with the modifiers (in the attached file, I'm using Mirror, Skin and Sub-surf). One or more of them are causing the crash when the UV Sphere is added. If I create a new project with no modifiers, I'm able to add UV Sphere. \n", "Render procedural crashes Blender when trying to render\nOperating system: macOS-10.15.7-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro Vega 64 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.10.18\n\nBroken: version: 3.2.0 Alpha\n\nRender procedural crashes Blender when trying to render\n\nLoad the attached alembic in the file, go Cycles experimental, turn on Use Render Engine Procedural and render.\n\n[Particles_BlastV_v01.abc.zip](Particles_BlastV_v01.abc.zip)\n\n", "Blender 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)", "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)", "GPencil: Selecting textured brushes will crash Blender\nOperating system: Linux-5.8.0-7642-generic-x86_64-with-glibc2.32 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.39\n\nBroken: version: 2.93.0 Alpha\nWorked: 2.92.0\n\nWhen appending the textured brushes from the [Blender Cloud](5ccfe64353b85e279cf72acd) into a file, Blender will crash when trying to preview the brushes in the tool settings.\n\n\n - Open Blender 2.93 and select the \"2D Animation\" template.\n - Go to *File*>*Append* and browse to the `pepeland_GP_brush_pack_V1.blend` file. Go into the *Brush* folder and append the brushes `GBrush_001` through `GBrush_010`.\n # Click the brush icon in the tool settings. Blender crashes.\n\n\n\n", "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 or problems redrawing viewport while/after rendering\n**Duplicates**: #32093 #32121\n\n\n%%%Bug happens with cycles v41945, WIN64 version CUDA with the DISPLACEMENT MODIFIER ( an animated procedural applied on it ).\n\ni join a exemple file ( .blend + textures, perhaps you will have to re-assign them to the leaf material ).\n\nTried with the official CPU version (r41938) and it bugs too.%%%" ]
Add visual hint for Multi-Number Button Dragging The multi-number button/value dragging feature needs some kind of visual indication to show users that they can drag vertically to affect more than just the current value. The visual hint should show while click and hold and while dragging vertically. The hint should disappear once mouse moves horizontally beyond multi-number threshold. ## Design and Development I will create the mockup for visual appearance, followed by implementation by @ideasman42 Release notes: UI#Multi-Number_Button_Editing
[ "Pie menu design improvements\n\nNow that we are adding more pie menus, we could make some small but effective improvements to them.\n\n## Wedge Highlighting\nFirst, the wedge could be highlighted as you rollover it, to make it clearer how big the area is, like so:\n![Screenshot 2018-09-26 at 15.52.00.png](Screenshot_2018-09-26_at_15.52.00.png)\n\n## Holding, Then Releasing Key Should Always Dismiss Pie\nThere's a slight quirk in the way we handle input: Normally, if you hold a key to invoke a pie menu and then let go, the pie menu is dismissed. This works if you move your cursor to an item, or to an empty area. But, if you don't move the cursor at all, this doesn't work. This makes the behaviour inconsistent, and makes the pies 'stick' in an annoying way if you regret opening one.\n\n## Letter Input While Pie is Active\nWhile number input works reasonably well, in Blender we also use letters to invoke options in menus. For pies, letters work better, because the order makes less direct sense. There's nothing intuitive that says left=1, right=2, and so on. We should enable letter input to activate pie options. This way, user can press Z, S to activate Solid Mode.\n\n----\n\nThese three changes should make pie menus more delightful to use.", "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", "There can be infinite camera markers on one keyframe, active camera can't be uniquely determined.\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.79\n\nBroken: version: 3.5.1\n\nCamera markers can be stacked up on top of each other infinitely, meaning the active camera gets randomised and has nothing to do with the displayed camera marker.\n\n\nSteps: just drag multiple camera markers on top of each other, one will get displayed at random, and then the active camera will be picked also at random, probably not being the one displayed by the top camera marker. \n\nExpected behaviour: They should behave like keyframes, if you drag one on top of another, it should replace it, not cumulate to infinity. The main issue is that when you want to synch them between scene, you \"duplicate to scene\" and then they stack up and the active camera is totally randomly displaying a random camera in the stack that's not the displayed camera marker. it's really confusing.\n\n", "if multiple splines on the same place... no selection is visable\nOperating system: Linuxmint 19.0\nGraphics card:Geforce GTX1050\n\nBlender Version\n81ea815dcb6, blender2.8, 2018-12-12\n\nI created a spline for modelling.\nThen I converted the spline into a mesh.\n\nI want to delete some vertices, but I could not select any.\nBy clicking an moving I saw there is 1 vertice selected.\n\nBut any other selection is blind.\n\nBy the way: I don't even know how these >10 splines were created...\nsuddenly they where there...\n\n\n[Bug-Multiple Objects.blend](Bug-Multiple_Objects.blend)\n", "Add toggle for Vertical and Horizontal Display Mode\nAdd a toggle for the other display modes supported by the File Browser. Wasn't sure if this is needed, but after some feedback and checking of other asset browsing UIs I think such a more compact display mode is good to have.", "Outline Width preference abnormal behaviour\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: version: 2.91.0 Alpha\n\nAlthough we have 5 pixels of `Outline Width` options for the theme, the selection outline only has only two thicknesses available.\n[2020-09-20 14-53-28.mp4](2020-09-20_14-53-28.mp4)\n\n- In the `Interface - Line Width` preference set to `Auto` or `Thin`\n- In the `Themes - 3D Viewport - Outline Width` try test all available pixels (1-5px)\n1px and 2px show up the same, and 3px, 4px, and 5px show up the same effectively giving a choice of only two line thicknesses.\n\n- In the `Interface - Line Width` preference set to `Thick`\nThe line thickness is now **constant** and doesn't change with the theme setting, and is slightly thicker than what 3, 4, and 5px would give.\n", "Change UV Channels from the UV Editor on multiple selected objects\nWhen multiple objects are selected and user is in edit mode in the 3d viewport, she/he can change uv channel of the**active object** in the top right corner in the UV Editor. It would be a nice change to **iterate through each selected object**and if the iterated object has a uv channel with the current name in the UI, that uv channel will be made active on the iterated object.\n\n![image](image.png)", "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.", "Modifier changes to support sub-panels for Geometry Nodes\nThis is a follow up of #108649\n\n", "Sculpt Mode: Add exisiting Tools as Menu Operators\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\nPrevious limitations on using the Adjust Last Operation panel are being lifted, and fixing #99607 is being prioritized.\nThis will make it possible to add many active tools in the toolbar to the header menus as operators.\nThis has the following advantages:\n\n- Support the existing \"Operate → Settings\" paradigm\n- Many operators could be combined for simplicity\n- Easier to use various tools as one time operations instead of making them active\n- Easier to use filters via shortcuts and quick favorites.\n- Redo panel interactions for very high res meshes (Better with slow performance)\n- Simpler than implementing #97959. That can come after then.\n\n## Needed Operators\n\nThis is based on operators that currently only exist as active tools, or are not properly exposed at all yet.\nMany operators are depending on the cursor position. This feature should be used heavily: da2ba40268\n\nInitially or later on some operators can be combined into a single operator and accordingly renamed.\nThe first step is to add the existing operations as they are to the menus.\nThere are also still some open questions for some operators but these can be resolved during testing and review.\n\n### Sculpt\n\n##### Transform Tools\n- Move\n- Rotate\n- Scale\n- Sphere (From Mesh Filter)\n\n##### Trim Tools\n- Box Trim *(Trim Mode =\"Difference\")*\n- Lasso Trim *(Trim Mode =\"Difference\")*\n- Box Add (*Trim Mode =\"Join\")*\n- Lasso Add *(Trim Mode =\"Join\")*\n\n##### Project Tools\n- Line Project\n\n##### Mesh Filter Tool\n- Smooth\n- Surface Smooth\n- ~~Scale~~\n- Inflate\n- Random\n- Relax Topology\n- Relax Face Set Boundaries\n- Sharpen\n- Enhance Details\n- Erase Displacement *(Grayed out if if no Multires)*\n\n### Mask\n\n- Mask by Color\n\n### Face Sets\n\n##### Face Set Edit Tool\n\n- Fair Positions\n- Fair Tangency\n- Delete Face Set\n\n##### Other\n\n- Box Face Set\n- Lasso Face Set\n\n### Paint\n\n##### Color Filter Tool\n- ~~Fill Color~~ (Part of #99769)\n- Blur (Smooth color filter type)\n- Hue/Saturation/Value (Should be combined into one operator)\n- Brightness/Contrast (Should be combined into one operator)\n- Red/Green/Blue (Should be combined into one operator)\n\n##### Other\n\n- Expand Color by Topology (`sculpt.expand` with target data set to `Color`)\n\n## Layout\n\nThis is how the operators could be arranged. \n\n![image.png](image.png)\n\n\n| ![image.png](image.png) | ![image.png](image.png) | ![image.png](image.png) | ![image.png](image.png)\n| -- | -- | -- | -- |\n", "Custom Manipulators: General Design & Functionality\nThere are a number of features that should be supported but further design work is needed before they can be implemented properly. Everyone is welcome to join the discussion by proposing more ideas or solutions, by creating mockups or by just giving some own input.\n\n----\n\n# Scope of Widgets\n\n### Description\n\nWhen should a tool use a widget?\n\nExamples:\n\n* Edit Mesh Spin Tool\n* Edit Mesh Smooth tool (number of steps, smooth factor)\n* Edit Mesh Bevel/Inset\n* Edit Mesh UV Rotate\n* Edit Mesh Subdivide\n\nSpin tool is an example where widgets make a lot of sense (you rotate around an axis, so direct manipulation is useful).\n\nThe issue with Smooth & UV-Rotate is that using a 3D manipulator for these is using manipulator simply as a way to access buttons in the view-port.\n\nAn issue with bevel/inset depends on the kind of manipulator used. Having a single manipulator in the view doesn't directly relate to the edge, and again - its more a replacement for accessing buttons in the tool-bar.\n\n### Proposed Solutions\n\nSuggest not to use manipulators if they are simply an alternate access to buttons.\n\nAs for bevel/inset: we could make the bevel edges themselves into manipulators, so you could click on beveled edge and drag it.\n\n----\n\n# Toggling Visibility of Widgets\n\n### Description\n\nCurrently, only the widgets of the active object are drawn. While this works for most cases, being able to precisely control which widgets are visible and which not can be useful.\nFor example, in future, a camera could have widgets for the focal length, sensor size, depth of field distance, ... If all are visible all the time it's easy to accidentally manipulate them.\n\n### Proposed Solutions\n\n* Draw a panel for the active object in which its widgets can be enabled/disabled individually (similar to \"Display\" for cameras).\n* Add a toggle button next to every button represented by a widget (similar to how it's done in the transform panel in the properties region, where you can press the 'lock' icon to disable the widget for this axis)\n\n### Open Topics\n\n* Where would the manipulator toggles be stored? (Object / Viewport / Tool-Settings)\n* How to expose settings that aren't related directly to objects? (Group Center, View-Port Clipping Bounds)\n\n----\n\n# Numerical Input\n\n### Description\n\nIt should be possible for users to input precise values to manipulate a widget (and thus the value it represents). This way they can keep their locus of attention in the viewport, avoiding having to search for a button in the UI.\n\n### Proposed Solutions\n\n* Enabling number input by holding a modifier key while clicking on widget (as in - Ctrl+LMB on widget activates modal mode to input value)\n\n---\n\n# Snap System\n\nUsers may want to snap manipulators to other elements in the scene, eg:\n\n* Snapping the spin center-point to a vertex on a mesh.\n* Snapping bisect angle to a vertex\n* Snapping the camera's DOF to the surface of an object.\n\nNote that currently holding Ctrl sets `WM_MANIPULATOR_TWEAK_SNAP` but each manipulator needs to implement this.\n\n### Proposed Solutions\n\n* Each manipulator has a snap flag for 'TRANSLATE | ROTATE | SCALE', when set, holding Ctrl will snap to any of the elements set.\n* Snapping can also respect scene settings (in the 3D) view-port, so users can snap as with mesh edit-mode.\n\n----\n\n# Key Framing\n\nWhen the cursor is over a manipulator, do we want to support I-Key to keyframe that setting (DOF, lense for eg).\n\n----\n\n# Theme Colors\n\nManipulators now use theme colors, there are basic preset colors to use: (HIGHLIGHT, PRIMARY, SECONDARY, A, B).\n\nWhere A/B are for other controls.\n\n*Currently they're hard coded in manipulators but they can be set however we like.*", "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", "Drag-to-toggle visible/selectable/renderable in the Group view.\nWindows 64\n\nBroken: 2.70a\n\nThe drag-to-toggle visible/selectable/renderable in the Outliner does not work in the Groups view.\n", "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)", "Design Needed: Improve Tag set up workflow\nTags can be a very powerful way to make asset libraries easily searchable. Currently only the bare minimum tag support is implemented though.\n\nThere are two main issues:\n* Adding multiple tags in a row is slow.\n* Adding tags to multiple assets is slow. There's no way to batch add or edit tags of multiple assets.\n\nAnother thing that would be nice to address:\n* Tags are displayed in a regular UI-list, which isn't really optimized for tab display. A dedicated tag-list \"widget\" (in the broadest sense) would be good to have. From #54642: ![Screenshot 2019-11-03 at 22.47.18.png](Screenshot_2019-11-03_at_22.47.18.png)\n\nAlso see 21828." ]
[ "Multi-Object Properties Design\nin Blender 2.8, we want to make it easy to adjust values on more than one object.\n\nThis is how we've decided to solve it:\n\nWhen users only have a single object selected, editing items in the Properties Editor looks normal:\n![Screen Shot 2018-05-04 at 17.14.38.png](Screen_Shot_2018-05-04_at_17.14.38.png)\n\nBut when more than one object is selected, and the user edits a value, we display an orange selection box around it, to indicate that the change will apply to all selected items, like so:\n![Screen Shot 2018-05-04 at 17.14.40.png](Screen_Shot_2018-05-04_at_17.14.40.png)\nWhen the user presses Return, it sets the value on all selected objects.\n\nWe also want to support relative changes. We do this by using an operator symbol, and then the relative change, like so:\n![Screen Shot 2018-05-04 at 17.14.41.png](Screen_Shot_2018-05-04_at_17.14.41.png)\n\n*Note: We've decided to use the § symbol instead of =*", "Implement Multi-Object Properties Editing\nSee parent task.\n\nTo sum up, this means\n - Invert the behaviour of the Alt key to make the Properties affect multiple objects. (No modifier = affect all selected. Hold Alt = Only active)\n - We already have a visual affordance when holding Alt to manipulate properties for multiple objects: ![Screenshot 2019-04-29 at 17.14.01.png](Screenshot_2019-04-29_at_17.14.01.png)\nWe should just show this while hovering (or even always) for all properties where this is supported. \n\nThat is actually all that's needed.\n\nExtracurricular: \n - Implement relative value editing, using a symbol. Maybe =? Changing values to be three less could by typed as \"=-3\" " ]
Recent Eevee modifications give very bright spots near the edges of objects Operating system: Linux-4.19.0-13-amd64-x86_64-with-glibc2.28 64 Bits Graphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.152.00 Broken: version: 2.93.0 Alpha Worked: one day before recent modification introduce bright spot around the edges of objects. [eevee_fireflies.blend](eevee_fireflies.blend) This is the default scene without lights to better show the issue. It sould be completely black but there is a bright edge around the cube. ![image.png](image.png) A screenshot of another .blend that better show the issue ![image.png](image.png)
[ "viewport problem\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Ti/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.23\n\nBroken: version: 4.0.0 Alpha\n\nwhen I move inside the viewport, some objects become hidden.\n\n", "Grease Pencil shimmers in the viewport and renders\nOperating system: Windows 7 Ultimate\nGraphics card: Nvidia Quadro 2000\n\n2.92.0\n\nI have a video below, If you see carefully the lines are shimmering, Is there any way to avoid that? watch?v=aBIJbTTiLlU \nAttached a blender file as well.\nI tried \n- increasing samples of viewport \n- increasing anti-aliasing of grease pencil. \n- different render systems 'eevee' and 'cycles'. \n- Tried all possible file exports but the problem is in the viewport itself.\nShould I try denoising it? although that didn't work so well either.\nThe problem just isn't going way. Is it my system? Could you help?\n\n[room fix.blend](room_fix.blend)", "Flicker Volume Artifacts in EEVEE on RTX Cards by increasing samples\nOperating system: Windows-10-10.0.18362-SP0 64 Bits + Linux\nGraphics card: GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.92\nIt seems to be only on RTX Cards\n\nBroken: version: 2.83 - 3.1 (Seems to be worse since 3.0)\n\nWierd colorful artifacts every frame in volume in rendered footage from EEVEE (Not in viewport)\nBloom makes out of this artifacts a big glowing colorfull mess. \nWithout bloom you can see little white artifacts random generated around in Volume (like in old Films)\nif you have less Objects in your Scene. less Artifacts are their (Video 2).\nWhen you increase the sample rate more artifacts show up. You can use a sample rate like 1000 and you have Disco.\n\nIt is in every big volume scene (this isnt the only scene where these artifacts are. All of my scenes ,that have volume in it, have these artifacts (with bloom on, you can realy see the lightflashes)\n\nBug Report from Nvidia:\n3233904\n\nBlend file:[Scene Volume Moinster.blend](Scene_Volume_Moinster.blend)\n\n**Video much Stones (100 samples) :** [Bug wierd flikkering40000-0150.mp4](Bug_wierd_flikkering40000-0150.mp4)\n\n\n**Video less Stones (100 samples) :** [Bug wierd flikkering50000-0150.mp4](Bug_wierd_flikkering50000-0150.mp4)\n\n**Video less Stones (1000 samples) :** [Bug wierd flikkering6 1000samples0000-0150.mp4](Bug_wierd_flikkering6_1000samples0000-0150.mp4)\n \n**Other Examples:** [S1 new Exp0800-0950.mp4](S1_new_Exp0800-0950.mp4)\nI hope you can find the Problem\nThank you for your Time to make Blender better.\n**Thank you very much**", "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", "Weird artefacts from emission surface\nOperating system: MacOS 12.6.5\nGraphics card: AMD Radeon Pro 5500M (but this occurs also on CPU)\n\nBroken: 3.6.2\nWorked: don't know\n\n\nIn the attached .blend file I have set up an emission shader to emit light from one end of a long thin surface. The screenshot illustrates the problem: a bunch of weird artefacts appear.\n\nIf I change it to emit from the other end of the surface, by swapping the 'Map Range' node in the screenshot for the disconnected one, the problem goes away.\n\n![image](attachment)\n\n\nLoad the attached .blend file and switch the view to rendered.\n\n", "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", "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", "Denoiser creating artefacts\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 446.14\n\nBroken: version: 2.83.0\nWorked: ー\n\nStrange artefacts are being created by the denoiser, firefly like bright and dark pixels where there were no such artefacts in the 'Noisy Image'. Looking into the 'Denoising Depth' pass reveals negated depth values around the artefacts. In the supplied .blend it seems to be caused by some weird interaction between the sun lamp and the water material with a black diffuse.\n\nDenoised Image: ![image.png](image.png)\nNoisy Image: ![image.png](image.png)\nDenoising Depth: ![image.png](image.png)\n(White values are ~90 black are ~-90)\n\nRender frames from supplied .blend\n[DenoiseBug.blend](DenoiseBug.blend)\n", "Very high or low values in the exponent parameter of the minkowski voronoi texture causes parts to become completely black\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.07\n\nBroken: version: 3.0.0\n\nWhen using the minkowski voronoi texture completely black spots appear when the input values are outside of a ~0.3,~40 range.\n\nTest file:\n[Test.blend](Test.blend)\n\nPlease open the shader editor to see all nodes.\n\nThank you and have a great day!\n\n", "Eevee Depth of field creates white outline\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.11\n\nBroken: version: 2.93.2 Release Candidate\n\nwhite outlines appear on out of focus objects\n![image.png](image.png)\n\n- open attached file and turn to rendered mode\n\n[dof bug recovered.blend](dof_bug_recovered.blend)\n", "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", "Regression: Visual bug when using the object gizmos\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: 3.0.0 Alpha\nWorked: 2.93\nCaused by 917a972b56\n\nDifferently from using the transform tools in the toolbar, when activating the object gizmos that stay visible also with the select tools, a strange bug occurs that the e.g. moving the object on an axis keeps a grey axis where it was before, the gizmo is always present (differently again from using the transform tools), and if you switch from this to the transform tools to the selection with gizmo again, it messes the origin of the object.\n[2021-09-20 14-59-52.mp4](2021-09-20_14-59-52.mp4)\n![Screenshot_7.png](Screenshot_7.png)\n![Screenshot_6.png](Screenshot_6.png)\nI'm pretty sure that this is caused by the recent change of keeping the viewport gizmo visible when doing these operations.\n\nUse the select tool in the toolbar, activate on or more object gizmos that stay always visible, do a transform operation.\n[Based on the default startup]\n\n", "Wireframe visible when going relatively far from the 0,0,0 (20 meters)\nOperating system: Linux-5.16.15-76051615-generic-x86_64-with-glibc2.34 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.54\n\nBroken: version: 3.1.2\nWorked: not sure\n\nYou can see the geometry of the object in cycles render in far away parts of it if the object its relatively far from the origin, 20 meters it's not so far, but you can see it.\n\n![Captura de Pantalla 2022-04-11 a las 23.24.19.png](Captura_de_Pantalla_2022-04-11_a_las_23.24.19.png)\n\n\n1.- Open the provided .blend\n2.- Don't touch anything, just enable viewport render\n3.- You should see the wireframe being visible\n4.- If you don't see the wireframe, you might need to change your render device/backend. E.G. Change between CPU, CUDA, OptiX, HIP, Metal, etc. At the moment, @Alaska can only reproduce this issue in CUDA with Blender 3.2 while @derekbarker can only reproduce the issue with OptiX.\n\n[train_bug_report.blend](train_bug_report.blend)\n", "Using python handlers introduces artifacts with EEVEE motion blur\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 2.90.0 Beta\n\n\nRendered image has \"wrong\" motion blur\n\n0. Open attached .blend file\n[motion_blur.blend](motion_blur.blend)\n1. It contains a script, which sets the cube position via a follow path constraint based on the current frame:\n![script.PNG](script.PNG)\n2. Set motion blur steps to 1, render:\n![1_step.png](1_step.png)\n3. Set motion blur steps to 8, render:\n![8_step.png](8_step.png)\n", "Cycles and Eevee Significant Difference in Texture Output\nOperating system: Ubuntu 20.04\nGraphics card: GTX 1060 3Gb\n\nBroken: 2.80 and on (3.0.0 is still affected)\nWorked: 2.79\n\nFrom Blender 2.80, Cycles produces incorrect output for some procedural textures, while Eevee produces correct ones.\n{[F12696991](Cycles.png)}![Eevee.png](https://archive.blender.org/developer/F12696990/Eevee.png)\n\nTest file (I assume there might be other files affected too). [Carbon_90.blend](Carbon_90.blend)" ]
[ "Eevee render / preview artifact\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.93.0 Alpha\n\nWorked: version: 2.93.0 Alpha, branch: master, commit date: 2021-03-03 22:32, hash: e4a55b46c406\n\nRendering / Preview artifacts in Eevee (this artifact appears when rendering in final not just a preview)\nThe artifacts are a mix of the \"bloom\" and the spotlight's contact shadow setting.\n\nOpen test file and switch on Eevee render preview.\n\nIncluded test file.\nAs well as screen cap:\n001 - the working version\n002a - artifact with bloom and contact shadow on\n002b- artifact with bloom off and contact shadow on\n![002b.JPG](002b.JPG)\n\n![002a.JPG](002a.JPG)\n\n![001.JPG](001.JPG)\n\n[light_test_2021.blend](light_test_2021.blend)\n\n\n\n" ]
Laggy display when subdiv modifier is active Operating system: Win7 Home Premium 64-bit, SP1 Graphics card: Nvidia GeForce GTX 750 Broken: 2.80, c97c76c01c1d, blender2.8, 2019-01-04 Worked: 2.79, 5bd8ac9, blender2.79, 2017-09-11 In both versions, CUDA is activated and GPU is used. The lagging is seen both with Cycles and Eevee render engines. As seen in the videos, creating a cylinder, applying a subdiv modifier, applying a *loop cut & slide*and moving it up and down: *Blender 2.79*--> smooth and fast display [Blender2.79-5bd8ac9.flv](Blender2.79-5bd8ac9.flv) *Blender 2.80* --> laggy display [Blender2.80-c97c76c01c1d.flv](Blender2.80-c97c76c01c1d.flv) *See above* [Laggy cylinder.blend](Laggy_cylinder.blend)
[ "Cycles HIPRT device \n### Known Issues\n\n- [ ] The BVH builder doesn't efficiently handle degenerate triangles. For certain contents this might lead to performance slowdown or crash. We currently have a fix in HIP RT SDK to handle the crash, but the change is not yet part of our driver distribution.\n- [x] Soft shadow on hair doesn't look right in certain cases. This seems to be a regression. Images from previous test results of the same scenes look correct. We are working to find the regression point. \n- [x] Objects with motion blur are not rendered correctly. This is also a regression, and we have a rough idea of the change that broke motion blur.\n- [ ] Shadow linking not working (probably similar fixed as was needed for Metal #112012)\n- [ ] No Linux support\n\n### Background\n\nHIPRT enables hardware ray tracing on AMD cards utilizing HIPRT SDK. \n\nHIPRT SDK allows the developer to build the bvh on the GPU with different methods and trade-offs. It also allows for user defined primitives and intersection. The device side of the SDK provides traversal functions. In order to compile the kernels using traversal, the kernels must be compiled through the runtime compiler function that HIPRT SDK supplies. \n\nHIPRTDevice and HIPRTDeviceQueue, derived from HIP, implement new functions or override existing functions to enable HIP ray tracing on the host. side.\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.", "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)", "Very slow rendering on RTX 3080!\nOperating system: windows 11\nGraphics card: RXT 3080 (Gainward RTX 3080 Chasing Wind)\n\nBroken: 3.4.1; 3.4; 3.3.1\nWorked: Works on the vega 11 video card built into the processor, also works stably on the CPU. Works on RTX 3080 graphics card with driver 497.29 on all blender versions\n\nAt times while working in the blender program, I encounter absurdly long render times for one frame: oB4BJ5L.png (shreenshot).\n\nI ran render tests on different driver versions (527.56, 522.30, 526.86, 497.29). In all versions of the drivers, after some time, performance dropped hundreds of times, except for driver 497.29. It works stably. Also tests were carried out on blender versions 3.3, 3.4, 3.4.1.\n\nIt would seem that the problem is solved, you can simply install the 497.29 driver and work stably on it, but this is not so. Only blender works on this driver version, other programs crash and require drivers of at least 520. Regardless of the driver version, the video card is always loaded at 100%\n\nI've done some testing and may have found what's wrong. I made a scene with several cubes, a volume and a strong light source, and also set a large sample size.\nResults:\n497.29 driver - 4 minutes 12 seconds (806 MB of video memory used)\n527.56 driver - 3 minutes 45 seconds (806 MB of video memory used)\nAt the same time, the viewport works quickly and responsively in the cycles render mode. Just like I planned\nI also ran a test with a complex scene and then everything got much worse:\n497.29 driver - 22 minutes 51 seconds (8775 MB VRAM used)\n527.56 driver - 35 minutes 37 seconds (8775 MB of video memory used)\nThe viewport is quite buggy and poorly responsive in both versions of the drivers (but this is logical since the scene is complex). In the viewport, the view mode in cycles on the 497.29 driver works as expected - it gradually develops the picture. On the 527.56 driver, cycles almost doesn't work in the cycles view mode (more precisely, it works, but it's even slower than my four-core processor).\nIn render mode 527.56 the driver is unstable. I had to wait 11 minutes for the first sample to load. And I'm still lucky. Sometimes the render time can be 44 hours for a single frame (oB4BJ5L.png)\n\nAs a result, we can come to the conclusion that with the new drivers, the blender is unstable when the video memory is almost completely loaded.\n\nI recorded the workflow of all tests on video in an accelerated version: 1_oMmj90PLXiojBbORk8W1ynpdzITi6gJ?usp=share_link . I advise you to download the video to your computer so that it does not compress when viewed through Google Drive ...\n\n1. Make a complex scene with lots of textures, lots of geometry and use the latest Nvidia drivers.\n2. Engage in scene editing often switching between working scenes\n3. Start rendering the scene at a high resolution and a lot of sampling\nI made a screen recording of the editing process: 1_oMmj90PLXiojBbORk8W1ynpdzITi6gJ?usp=share_link\n.blend: 1MY37OWlYleiusnEbxDuTwIx63F_eQIVK?usp=share_link\n", "Subdiv hangs blender\n**System Information** DESKTOP-HR30UII\nOperating system:Windows 11 Home Single Language\nGraphics card:2GB NVIDIA GRAPHICS DRIVER\n\n\nBroken: Blender Version 3.5\nWorked: ?\n\nBLENDER 3.5 KEEPS NOT RESPONDING WHILE I USE MODIFIERS \n\nON BLENDER ADD MESH AND ADD MODIFIERS TO SUBDIVISION SURFACE THEN CHANGING THE VALUE OF LEVELS VIEWPORT VALUE ABOVE 4 .THEN ONWARDS BLENDER COMPLETELY STOPS WORKING AND I NEED TO RESTART IT AGAIN\n\n", "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.", "GPU: GPU accellerated depth testing for gizmos\n0cb5eae9d0 tried to implemtne GPU accellerated depth testing for gizmos. It resulted in some platform specific issues:\n#97771 (Regression: light gizmos not working (Windows + NVidia)) #97124 (Regression: Area lights. Size manipulators lost (WIN+NVidia)) #96435 (Regression: very long input delay when dragging some gizmos handles in macOS)\nWe decided to revert the change for Blender 3.2 and created a todo to keep track of the wish to have GPU accellerated depth testing for gizmos.\n", "Blender viewport rendering incredibly slow when certain objects are visible when switching from Solid to Rendered\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 517.48\n\nBroken: version: 3.3.1\n(Every version from 3.0.0 to 3.3.1 has this issue)\nWorked: 2.93.9\n\nWhen rendering scene or viewing scene from Rendered view, rendering is orders of magnitude slower than normal. If large objects are hidden and then un-hidden while in Rendered view, rendering runs at normal speed.\n\nOpen the included .blend file\nGo from \"Solid\" view to \"Rendered\" view\n(Render speed should now be severely hindered)\nWhile still in Rendered view, hide the object named \"Fog\" and then un-hide it\n(Render speed is now significantly faster.)\n\n[away.blend](away.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```", "Crushed Velvet Eevee render problems in Cycles\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.75\n\nBroken: version: \n- 2.93.0 Alpha\n- 2.82 (sub 7)\nWorked: ?\n\n\nThe *Crushed Velvet* material from the *Material Library* does not render properly with Cycles when setting the device to *GPU*.\n\n- Load the simplified material attached below\n- Set the render device to *CPU* and render. The output should be all black\n# Set the render device to *GPU* and render.. Depending whether you have only GPU(s) activated in the preferences or also CPU(s) you should see one of the following. When only GPU(s) are enabled you should get a proper render. When CPU(s) are also enabled you should get dark render tiles that are rendered on the CPUs.\n\n[VelvetTestSimplified2.blend](VelvetTestSimplified2.blend)\n\n---\n\nOriginal description:\nI'm attaching the .blend file I used to test this issue. I'm not even sure this is a bug or simply me not being overly familiar with materials yet, but it feels like a bug. An dit may be a Blender bug and nothing to do with this add-on. Obviously, this material renders fine in Eevee, but it also renders fine in Cycles when using CPU to render, but has major artifacts when using GPU to render. I've attached a render to show what I'm getting in case you don't experience it.![Velvet.png](Velvet.png)\n\nThe steps I took to get here are, \n\nBasically, I have a default scene I use to do my modeling or as a start point. It's very basic. I was experiencing this issue in another project I was working on and noticed it went away when I changed the material on one object. \n\n- I loaded up my basic start file\n- selected the sphere\n- Scrolled down to the Material Library VX panel in the Material Properties tab\n- Loaded the Sample Library\n- Chose the Crushed Velvet Eevee material and clicked Apply to Selected\n\nThat's it. I had initially thought it was simply a problem rendering in Cycles but for my first render, I forgot to switch from CPU to GPU and noticed it rendered fine. So I did a few more tests and it renders fine with CPU every time, but not with GPU.\n\n[VelvertTest.blend](VelvertTest.blend)\n\n", "Selecting (or connecting) nodes in Compositor is malfunctioning when when monitors have different dpi\nOperating system: Windows-10-10.0.16299-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.86\n\nBroken: version: 2.83 (sub 5)\n\nSelecting nodes in Compositor is glitching when when monitors have different dpi. This happens when Compositor is opened on both monitors.\n\n - In Windows 10 set custom scale on the second monitor in Display Settings > Scale and Layout, for example to 175%, so that each monitor has different scale.\n - Put one Blender window on each monitor (same Blender session).\n - Open Compositor in both windows. Enable nodes.\n - In the window with scale equal to 100% try clicking on the Composite node couple times. Selection will switch to the other node.\n[custom_dpi_compositor_bug.blend](custom_dpi_compositor_bug.blend)\n[custom_dpi_compositor_bug_02.03.2020.mp4](custom_dpi_compositor_bug_02.03.2020.mp4)", "2.83 3D viewport performance\nOperating system: Ubuntu 20.04 LTS\nGraphics card: Mesa DRI Intel(R) HD Graphics 4600 (HSW GT2), version: 4.5 (Core Profile) Mesa 20.0.4\n[system-info.txt](system-info.txt)\n\nBroken: 2.83\nWorking: 2.82\n\nProblem seen in Workbench, Wireframe and Eevee.\nViewport performance it's really bad, I'm moving around just the initial cube scene at 15-20 Fps, older Blender versions movement is perfectly smooth.\nNo matter the scene/blend file, 2.83 offers worse viewport movement performance compared to older versions,\nIt's important to mention that only the viewport movement is being affected by this performance drop, everything else including rendering works smooth as butter just like older versions or even better. Splitting up the scene in windows kinda fixes this problem.", "Blender performance under Linux is flakey ( on my system? )\nHi,\n\nI was hesitant to report this, because I don't really know if it is a bug or if something is wrong with my system, but I've tried almost every trick I know to get it working right and something is still not as it should be.\n\nWhen running Blender on Linux and doing some sculpting, the system begins to lag. It will take a couple of seconds for the cursor to keep up with the mouse and generally everything runs slowly. This is with a simple scene with one object and 600.000 faces, when trying to quit Blender it will hang for about two to three minutes pegging one CPU at 100%. Switch from object to sculpt mode also takes quite a while. \n\nWhen running the exact same file on my Windows installation ( dual boot ) everything is snappy and behaves like it should. On my Linux installation I have a VM that has a GPU passed through to it and that also works as it should ( same file ), this has made me startup the VM within Linux and use that for sculpting because it is much faster, which is a bit weird.\n\nAMD ThreadRipper 1950X\nAsrock Taichi \n32GB RAM\nGeforce 1080GTX TI\nGeforce 1080GTX\nnvme boot drive ( Windows and Linux each have their own drive, the VM resides on the Linux drive )\n\nWindows VM:\n6 cores\n8GB RAM\nVirtio harddisk\nAbove mentioned Geforce 1080GTX passed through using KVM,.\n\nSoftware:\nWindows 10 FCU ( VM )\nWindows 10 ( Dual boot )\nKUbuntu 17.10 Tried drivers: Nouveau, Nvidia 384, 390, 396.\nUbuntu 17.10 ( fresh install different drive )\n\nFor Linux I've tried kernels: 4.13 up to 4.14. \nOn Windows: Blender 279a both for the VM and the dualboot\nLinux: Blender 279a, 279b, the latest built of 279 of April 24 and Blender 280 also April 24. \n\nSculpting lags in Linux, Windows is fine on the same hardware.\n\nOn Linux just open the file, do some sculpting and it begins to lag, try to close Blender and one CPU will be pegged for 100% for about 4 minutes. On Windows sculpt some, everything is snappy close Blender without saving ( it prompts ) but closes immediately.\nI've included the file ( compressed with 7zip )[Dolphin.7z](Dolphin.7z)\n", "Regression: broken normal shading, sharp edges appear on smooth surfaces.\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 375.70\n\nBroken: 2.93, version: 3.0.0 Alpha\nWorked: 2.83.9, 2,92\n\nCaused by 1c22b551d0\nTo fix this, 5c4d24e1fd got reverted\nProblem still persists though...\n\n\nIn newer versions normal mapping looks broken, sharp edges appear.\nEevee and Cycles have same bug.\n\nupdated: [untitled.blend](untitled.blend)\n\ndifference in shading\n**2.93 on top, 2.8 down below:**\n![F10274326](image.png)\n\nThis effect appears even with very small angle of clean surface (without normal maps)\n![F10277755](изображение.png)\n![F10122610](16211720.png)\n\n<video src=\"2021-05-18_16-17-05.mp4\" title=\"F10122604/2021-05-18_16-17-05.mp4\" controls></video>", "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" ]
[ "Bad Subdivision Performance in 2.8 Beta\nOperating system: Windows 10\nGraphics card: Nvidia 1060\n\nBroken:\nall current 2.8 versions\nWorked: 2.79b\n\nStrangely poor performance when adding, editing and deleting subdivision modifier. On objects with 15+ booleans, it takes like 15 seconds to add 1 iteration of smoothing. On scenes with 4M+ faces, subdividing a simple sphere takes ages. Performance was excellent in 2.79b\n\nCreate spheres with subdivision surfaces and duplicate until around 4M faces. Enjoy poor mesh mode performance. \nCreate an object with around 20 boolean modifiers. Add a subdivision modifier." ]
Issue with display of custom nodes (crash) Having a serious issue with any attempt to display custom nodes in the node editor. ``` Exception thrown at 0x00007FF65962CF55 in blender.exe: 0xC0000005: Access violation reading location 0xFFFFFFFFFFFFFFFF. occurred ``` For reference, our appleseed addon dynamically generates classes at startup based on information read from our shader files. As of 14 days ago the system worked fine. Now, whenever a node editor window is visible on the screen, any attempt to add or display any of those custom nodes leads to an instant crash. By all signs the node classes themselves are created just fine, as an existing scene can be rendered with no issue, as long as the node editor screen itself is not displayed. Unfortunately, I don't know how to get the appleseed.pyd module to load with debug builds of Blender. I can provide an output log from VS Studio on the Release build [Dump.txt](Dump.txt). Sorry for the length. This is a serious issue and I've heard other addons that use custom nodes also suffer from it. To summarize this crash only happens when the node editor itself is on the screen and I attempt to add a custom node from our addon.
[ "Geometry Nodes: Curve primitives issues with object material\nBroken: version: 3.2.0 Beta, 3.3.0 Alpha\nWorked: n/a\n\nMaterials assign to the object don't work in some cases for curve primitives created in the geometry nodes tree.\n\nOpen file, you will see that the star doesn't get the red object material.\n\n[curve_object_material.blend](curve_object_material.blend)\n\nUnhiding any of the hidden nodes (Grid or Set Material) will make the object material show up.", "Nodes API and editor operators need to be autotested\nCurrent code does not contain any tests for nodes api and operators. This makes them unreliable and prevent developing cool add-ons with `NodeCustomGroup`s.\n\nIn fact, in 2.82 some of operators are broken, calls custom method wrong way and leave library data in inconsistent state.\n\nI suggest some tests to be created at least for basic node manipulation stuff.\n", "Crash at the end of preview generation for a deleted datablock\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.99\n\nBroken: version: 3.6.2\nWorked: -\n\nBlender crashes if you trigger the generation of a preview for a data block and then delete the data block itself. Obviously, the preview data is generated, but since the datablock itself no longer exists, I get an `EXCEPTION_ACCESS_VIOLATION` and a crash.\n\n\nRun simple script in attached *.blend file.\n\n", "Animated Values in Node Trees and Geometry Nodes Modifier are not distinguishable \nOperating system: all\nGraphics card: all\n\nBroken: blender-3.0.0-alpha+master.12e8c783535c and below\n\nHello dear Blender devs,\nHello dear Geometry Nodes developers and maintainers,\n\nI did wait some time before reporting this as a \"bug\" as from some perspective this might sound like a feature request. But as there are some, to users unidentifiable names used, I guess this is may very well count as a bug.\n\nWhen working in Geometry nodes it is important to be able to keyframe some values and properties to achieve more controlled and art directable Animation of the Asset. While the setting of keyframes works really well, it gets really complicated to tell the different animation channels apart as they neither show the nodes name nor the nodes Label.\n\n\nOpen attached file, try to figure out which graph in the editor belongs to which Node.\n[geonodes_01.blend](geonodes_01.blend)\n\nFor simplification I added three screenshots each showing one of the three cases I could Isolate where this bug appears:\n![animated_nodes.jpg](animated_nodes.jpg)\n1.) Animating Node Values in the Geometry Nodes Tree\n\n\n![exposed_nodes.jpg](exposed_nodes.jpg)\n2.) Animating Exposed Custom Properties of the Geometry Nodes Modifier\n\n\n![shader_nodes.jpg](shader_nodes.jpg)\n3.) Animating Node Values inside the Shader Graph.\n\n\nThank you in advance for your evaluation of this bug report\n\nAlex / zuggamasta", "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.", "persisting issue: MacOS, Blender's system device usage rights (info.plist) add camera & mic usage descriptions\nOperating system: MacOS (13.2.1) \nGraphics card: any\n\nBroken: (All Blender addons that would need external peripheral like camera or microphone access, will cause Blender to CRASH, because of MacOS)\nWorked: (it's a MacOS dependent issue (since maybe macOS 12?)\n\n*\n\"Termination Reason: Namespace TCC, Code 0\nThis app has crashed because it attempted to access privacy-sensitive data without a usage description. The app's Info.plist must contain an com.apple.security.device.camera key with a string value explaining to the user how the app uses this data.\"*\n\n\nInstall an anddon that would need camera / microphone access. After checking the checkbox in blender addon menu, Blender crashes (or at the point that addon is running code that would need such peripheral. Nowadays you cannot add it manually and this needs to be addressed globally.\n\nFIX:\nglobally add info.plist usage rights for camera, mic and other widely used peripherals for blender's MacOS version, since the current state of MacOS, doesn't allow addon's to access any of those, and it really hinders the blender as a core, those of course aren't used if not needed, but at the moment addon developer cannot have any modules that use any of those without MACOS causing the blender to literally crash. I hope this could be corrected asap. Before it was still possible to manually grant access to applications via macos settings, but alas, its not anymore possible.\n\n", "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```", "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 ", "Nodes: Node Name are overlap Icons in header\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 527.56\n\nBroken: version: 4.0.0 Alpha\nWorked: 2.78...\n\nCropping text of node Name sometimes allows a collision of text and icons:\n![image](attachment)\n\n1. Any node editor.\n2. Create node group.\n3. Change node scale to see effect for narrow header.\n\n", "MacOS: Eevee render crashes with GPU hang occurred\nLaptop: 2019 Macbook Pro 16\" \nOperating system: Mac OS Big Sur 11.1\nGraphics card: AMD Radeon Pro 5300M / Intel UHD Graphics 630 1536 MB\nProcessor: 2.6 GHz 6-Core Intel Core i7\nMemory: 16 GB 2667 MHz DDR4\n\nBroken: \n2.91.0 and 2.91.1 \n\nRender engine: eevee \nBlender crashes in rendered view or after hitting F12 (Render Image)\n> GPU hang occurred, msgtracer returned -1\n\n\nlast step taken in this file before crashing:\nMath node > function power > right side render tab > render: 64 *sample: 256* distribution: 1000\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n- \"Render image\" with render engine Eevee.\n[nebula.blend](nebula.blend)\n\nI'm completely new to blender, so I hope I wrote this down correctly! \n\n\n- adding crash report file \n[crashreport.docx](crashreport.docx)\n", "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)", "Writing to 8 bit integer \"enum\" attributes in geometry nodes\nThis is needed to make writing `curve_type`, `normal_mode`, and other curve attributes work properly. There are two potential approaches:\n- Allow writing `int32_t` values as `int8_t` attributes transparently.\n - This is inconsistent with the way we handle byte colors and other types currently.\n- Add a `8 Bit Integer` mode to the store named attribute node\n - This should probably be done anyway\n - It's a little less intuitive, since it doesn't \"just work\"\n - It also doesn't solve writing with the modifier output attributes\n\nThere is also the problem of clamping the written values when they are out of range of the enum.", "2.8: Python API: Changing area type on frame change crashes Blender\nOperating system: Windows 10\nGraphics card: Quadro P4200/PCIe/SSE2\n\nBroken: 2.81a (also crashes in 2.79 and 2.80)\n\nI am attempting to sample the individual frames of an image on frame change, using a solution similar to the one described here: 5. I cannot seem to set the viewer area, however, from this context, as `bpy.context.screen` is `None`, and `bpy.context.window_manager.windows- [x].screen` seems to crash Blender in some situations.\n\nFrom the default startup file, run the following basic code:\n\n```\nimport bpy\n\ndef on_frame_change(scn):\n bpy.context.window_manager.windows[0].screen.areas[0].type = \"IMAGE_EDITOR\"\n\nbpy.app.handlers.frame_change_pre.append(on_frame_change)\n```\n\nRun the `Render Animation` operator to crash Blender.\n\nNote: This code runs fine when playing the animation in the 3D Viewport. It seems that this bug relates to the render context only.", "Simulation Nodes: bake UI in simulation node\n_No response_\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) " ]
[ "Python-defined nodes implementing a draw_label function causes a segmentation fault when drawn.\nOperating system: Arch Linux\nGraphics card: Radeon RX 590\n\nBroken: f80018b5f749\nWorked: Builds from last week.\n\n\nPython-defined nodes that implements the `draw_label` function causes a segmentation fault when drawn. This affects node-based addons such as Animation Nodes, see issue [1183 ](1183).\n\nOpen a shader editor and add a material `Material`, then execute the following script:\n\n```\nimport bpy\n\nclass Test(bpy.types.Node):\n bl_name = 'test' \n bl_label = 'test'\n \n def draw_label(self):\n return \"test\"\n \nbpy.utils.register_class(Test)\n\nbpy.data.materials['Material'].node_tree.nodes.new('Test')\n```" ]
mouse icon stuck after resizing area lights in 3D View Operating system: Windows-7-6.1.7601-SP1 64 Bits Graphics card: GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 416.34 Broken: version: 2.80 (sub 59) Worked: (optional) After using the area light's resizing gizmo in the 3D view, the mouse icon gets stuck showing the four arrows, even if you select another object, until you right-click , or go to a menu item in the top bar. It happens even if you don't actually resize the light changing the deafult scene's light to an area light and placing the mouse over the light's resizing gizmo should do the trick.
[ "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", "How to keep asset viewer options and the search field in view?\n![Clipboard - April 22](Clipboard_-_April_22)\n\nIt's annoying that animators have to scroll up all the time to access these (or down for the search field).", "Resizing the Blender Window causes the interface to disappear\nOperating system: macOS-13.4.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Pro 1.2\n\nOperating system: macOS-12.6.3-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 455 1.2\n\nBroken: version: 3.6.0\nBroken: 3.6.1, 4.0.0 (Metal)\nWorked: OpenGL\n\nWhen resizing the Blender window the whole UI goes blank.\n\n\n- edit the layout by removing the 3D view\n- resize the Blender window\n\nSee `resizing-window-interface-disappear.mov`.\n\n***\n\n**Original report**\n\nNo on any one project, and doesn't always happen immediately.\n\nLiterally resizing the window nothing else. I do have magnet installed for windows management, that wasn't being used in this instance.\n\nI have a multi monitor setup, 3440x1440, 2560x1440 and the MacBook's internal display active.\nOnce in this happens the UI has only reappeared once so far and requires Blender to be closed and relaunched.\n\nI had OBS open at the time, I don't have to be recording for the incident to happen.\n", "Resizing Outliner and Properties editor windows makes the outliner view go up if its long enough.\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\nResizing Outliner and Properties editor windows makes the outliner view go up if its long enough.\n\n\n - Make the scene have enough objects in it so you need to scroll down to see the end in the outliner.\n - Resize the Outliner/Properties windows while you are not seeing the top of the list of objects in the outliner.\n\nTest File:\n[#89056.blend](T89056.blend)\n![dqGd2BScva.gif](dqGd2BScva.gif)", "Topbar gliches\nOperating system: Windows 10\nGraphics card: RTX 3060\n\nBroken: 3.3 Beta\n\nThis only happened on windows.\nWhen Status Bar is hidden and Resolution Scale is greater than 1, the Top Bar sometimes becomes unusable. (look at the end of video)\nMy guess it has something to do with notifications that are now displayed at Top Bar.\n[bug.mp4](bug.mp4)\n\nSame as in the video\n- On the `Windows` tab disable `Show Status Bar`\n- Go to {nav Edit > Preferences... > Interface} and change the `Resolution Scale` to 1.2\n- Save Preferences\n- Close the Temporary Window\n- Reopen the `Blender Preferences` window ({nav Edit > Preferences...})\n- Press `Save Preferences`\n\nInvoking save as temporary window also causes this issue\n\nTrying to resize Top Bar area or maximizing some other area fix the issue.", "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", "Inconsistent input drag editing\nOperating system:\nGraphics card:\n\nBroken: \nWorked: \n\nSome inputs that allows editing whit mouse drag can change values with any drag movement, and the will be clamped to \nmin-max values, but other inputs relies on mouse position rather that the drag movement, this makes that if the user makes a drag beyond bounds, to be able to edit the values the user need to move the mouse again within the bounds of the input, that is not necessary because mouse is not visible.\n\n\n1. Use the color picker and move the mouse to the left beyond limits\n2. Move the mouse to the right, see that there not instantly a value change, the invisible mouse need to enters within bounds\n\n\n\nHere in the video, i edited the surface radius and is is visible that any movement changes the value\nBut for Surface the mouse need to be reallocated in the input box\nAlso for color picker\nImportant Note: **I force to show the mouse** to see the actual mouse movement, using the slider or color picker without knowing where the mouse is makes it feel weird \n<video src=\"attachment\" title=\"2023-08-16 17-58-31.mp4\" controls></video>\n\n", "When \"Pie Menu on Drag\" is enabled in user prefs, Ctrl + Z has a tendency to open the shading menu by accident\nversion: 2.80 (sub 74), branch: master, commit date: 2019-07-05 21:52\nbuild date: 2019-07-06, 01:03:01\nplatform: Linux\n\nThis may be more of a design issue than a bug, but it's happened to me about 100 times now and it's quite irritating.\n\n**To reproduce:**\n\n - enable User Preferences > Keymap > Preferences > Pie Menu on Drag.\n - open a complex scene (one where the undo operator will have a significant lag) \n - fill the undo history with events, as though you've been working for a while\n - Press Ctrl + Z a couple times while moving the mouse a bit, rolling your hand so that Ctrl is released just before Z (in the manner of a busy artist)\n\nIf the user happens to release Ctrl earlier than Z while moving the mouse, this can bring up the shading menu, interrupting the user's workflow. This may sound like an edge case, but when working quickly, it's actually really frequent and annoying! It seems to especially effect large scenes where there is a lag in the effect of the undo operator.\n\nIdeally, the \"Pie On Drag\" feature should not listen for key presses if those key presses were part of a different combination that has yet to be completely released. What do you think?", "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", "Pie menu assigned buttons freezes switching during mouse movement\nOperating system: Linux Mint\n\n\nBroken: 2.8 official\nWorked: 2.79\n\nZ, Tab and ` by default calls pie menu.\nEven if pie menu is disabled in keymap, they seems to wait for pie menu drag before switch their mode, so they sticks while mouse is moved.\n\nSteps to reproduce:\n\n1) Remove Shading checkbox assignment (VIEW3D_MT_shading_pie) from Z key\n2) Spam Z in 3D viewport\n\n3) If \"pie menu on drag\" checkbox is on\n\n 3a) When mouse is still, Z switches wireframe mode immediately\n\n 3b) When mouse is moving, Z stops switching.\n\n4) If \"pie menu on drag\" checkbox is off, Z key stops switch wireframe mode at all.\n\nGIF to compare 3a and 3b:\n\n![Spamming mouse.gif](Spamming_mouse.gif)\n\nGif to reproduce 4:\n\n![Z off.gif](Z_off.gif)\n\n", "Panning with spacebar in clip editor stops after some movement\nOperating system: Windows-10-10.0.22581-SP0 64 Bits\nGraphics card: AMD Radeon(TM) Vega 8 Graphics ATI Technologies Inc. 4.5.14800 Core Profile Context 22.10.00.22 30.0.21000.22018\n\nBroken: version: 3.1.0\n\nWhen I set the spacebar to pan (disabling the play animation, tools, or search options for the same keymap), in all windows the shortcut works properly - when I press spacebar and move the mouse, the screen pans, but the clip editor window. It works for a second and then it stops working. It only works if right after pressing spacebar, I press ctrl, shift or alt, or any other key in fact. I think it causes a reset and it forgets to cancel the shortcut. Also, if I put the shortcut to be release sensitive (not press), it also works, but there's no point in making that, cause I'd have to press spacebar again in another window to apply the pan.\n\n- In default scene, switch to clip editor\n- From preferences tab, Set the spacebar as shortcut for panning in clip editor\n- Pan around by Holding `spacebar` key (stops after some movement)\n\n", "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.", "Slow and laggy transforms using the tool pop-up box after clicking the transform gizmo\nOperating system: Windows 10 \nGraphics card: Geforce GTX 1650 Super\n\n3.5.0 (also same issue in 3.4.1)\n\nWhen I move/rotate the gizmo in the viewport with the mouse it is nice and responsive. However, when I use the rotate and move transform value sliders in the transform pop-up box the values are very slow to update and the viewport object being transformed lags quite drastically. Not only when using the mouse to slide value but using the increment arrows too. This seems to only be when using the TRANSFORM_OT_translate.value / TRANSFORM_OT_rotate.value / TRANSFORM_OT_resize.value \nAs a note the viewport side panel Item-Transform (Object.location, Object.rotation_euler, Object.scale) doesn't seem to have this problem and updates as it should, allowing nice responsive viewport updates as the value slider is dragged.\n\n- Unzip attached file\n- Open .blend file\n- Select any object\n- Rotate it with the help of viewport gizmo\n- Now change values from redo panel (notice slowdown).", "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", "Adjust Last Operation: Other changes outside that panel are reverted back automatically\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 2.90.0 Alpha\n\nHere the demo and file\n[2020-06-23_20-30-11.mp4](2020-06-23_20-30-11.mp4)\n[Scene state reset.blend](Scene_state_reset.blend)\n\n1. Add some objects, add last one\n2. Change visibility for other objects via outliner\n3. Change property in adjustment popup\n4. Scene settings resetted to previous" ]
[ "Blender 2.8 - Cursor stays like a cross after hovering over view rotation gizmo\nOperating system: Windows 7 64-bit\nGraphics card: GeForce GTX 1060 6GB\n\nBroken: blender-2.80, 99d4321feff6-win64 2019-03-29\nWorked: (optional)\n\nCursor stays as a cross after hovering over the view rotation gizmo and doesn't go back to arrow unless you hover certain other areas of the ui. \nSimilar thing can happen when you hover over the move and zoom icons but not as often. You have to move over both of them a few times before it happens.\n\nJust hover over the view rotation gizmo a bit and then back to 3d view.\nSee included gifs.\n\n![Cursor.gif](Cursor.gif)\n\n![Cursor2.gif](Cursor2.gif)\n" ]
Regression: Viewport render recalculations when nothing changed in scene. Operating system: Windows-7-6.1.7601-SP1 64 Bits Graphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.59 Broken: version: 2.90 (sub 2) Worked: 2.79 Viewport starts to rerender from scratch even after click, grouping nodes, adding reroutes etc. Here is comparision and details. [2020-05-23_14-43-12.mp4](2020-05-23_14-43-12.mp4)
[ "Fullscreen doesn't activate if the 3d Viewport is maximized \nTested on :\n\n2.73 a\n\nGooseberry 2.73 # d92f591\n\nWhen the viewport is maximized ( Ctrl + Up Arrow). Switching to 3d view fullscreen mode wont work. ( Alt+F10 nor from the view menu button ). ", "depsgraph.view_layer.name driver expression doesn't work correctly\nOperating system: Windows 11\nGraphics card: Geforce RTX 3090\n\nBroken: 3.3.5 LTS\nBroken: 3.5\n\nI use a driver expression to control modifiers visibility or shader values depending on a view layer name. If the needed view layer is active, then values change. All works well when switching viewlayers manually inside the viewport of my scene. But as soon as I render the scene, the expression is ignored and nothing happen.\n\n* Open attached file\n* Change view layer few times\n\nDriver will change only once. This also doesn't work when rendering.\n\n![image](attachment)", "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", "2.83 3D viewport performance\nOperating system: Ubuntu 20.04 LTS\nGraphics card: Mesa DRI Intel(R) HD Graphics 4600 (HSW GT2), version: 4.5 (Core Profile) Mesa 20.0.4\n[system-info.txt](system-info.txt)\n\nBroken: 2.83\nWorking: 2.82\n\nProblem seen in Workbench, Wireframe and Eevee.\nViewport performance it's really bad, I'm moving around just the initial cube scene at 15-20 Fps, older Blender versions movement is perfectly smooth.\nNo matter the scene/blend file, 2.83 offers worse viewport movement performance compared to older versions,\nIt's important to mention that only the viewport movement is being affected by this performance drop, everything else including rendering works smooth as butter just like older versions or even better. Splitting up the scene in windows kinda fixes this problem.", "Viewport header menu, late/wrong responce to hover and click\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.41\n\nBroken: version: 3.1.0 Alpha\n\n\nSometimes menu stucks when mouse pointer already over another menu.\n[2021-11-12_14-21-18.mp4](2021-11-12_14-21-18.mp4)", "Viewports should go out of localview when switching scenes\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 560/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.35\n\n\nBroken: version: 2.80 (sub 60)\nWorked: (optional)\n\n\nI don't know what the purpose of it.. but it seems like bug. Because I can't find any usefull explonation to this \"fuatures\".\nWhen you have few scenes and going into isolate mode in one of them, and then decided to change scene (and will forget turn off isolate mode) - you will see: nothing :D \nI think in this case more usefull to: a) auto-skip isolate mode when you chanhe SCENES (easy) b) auto-skip isolate mode to all SCENES exept those where you turn on (local storage of isolate mode for each SCENE) (harder)\n\nDefault. Create in scene 2 cubes. Create another one scene and put there few monkeys heads. Then select one of them and o to isolate mode (press \"/\"). Then change scene to another and you will see nothing :)\n", "When updating render percentage, the Box Mask node in compositor is also affected\nI ran into a confusing issue the other day that made me log bug #50113, thinking there was an issue related to masks and render size, but it turns out the issue is in the viewer node not updating correctly when adjusting render size.\n\nIn the attached fine, when I change the render percentage and update a value in the compositor, the result in the viewer changes so the mask is not consistent.\n\nIf I re-render the scene, the mask would appear relative.\n\nUnfortunately, since the viewer updates and displays the incorrect information, this can be confusing to the user and cause them (me) to freak out and try and adjust things that don't need to be adjusted. For example, I ended up changing my mask values over and over again, never achieving the correct result. \n\n - Open: [maskIssue.blend](maskIssue.blend)\n - Render an image\n - adjust the render resolution percentage to 100% (so far it's ok)\n - click on the `width` property of the `Box Mask` node and drag to a lower value\n\nNotice that the mask changes in the preview. Render again, and the mask looks correct.\nRendering resolution should not influence the result of the composite.\n\n", "Ability to cancel viewport operations (rotate/pan/zoom)\nSince most transforming view-port operations can be cancelled, it would be useful if viewport operations such as rotate/pan/zoom could be cancelled by pressing Escape. [See request ](showthread.php?392619-Call-for-Quick-Hack-ideas-(for-beginner-students-to-complate-in-a-day)&p=3010312&viewfull=1#post3010312).\n\nWhile not high priority, this is nice to support for consistency with other parts of Blender.", "EEVEE 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)", "Radius in place of Size at Empty viewport menu\nI{[F6596506](RIGHT.JPG)}\n\n![WRONG.JPG](WRONG.JPG) am new to blender and not know where to post this but plz check it.It seem wrong to me\nthanks", "Camera data node \"View Vector\" differs between Cycles and Eevee in the viewport when used as world output\nOperating system: Windows 10\nGraphics card: RX580\n\nBroken: 3.0.0\n\nThe camera data node's \"View Vector\" output does not work under Cycles in the viewport when used in World shaders.\nNote that it _does_ work as expected if there's an active camera (although it's not quite as bright as Eevee).\n\nEevee viewport rendering:\n![world-view-vector-eevee.png](world-view-vector-eevee.png)\n\nCycles viewport rendering:\n![world-view-vector-cycles.png](world-view-vector-cycles.png)\n\nCycles viewport (with active camera) rendering:\n![world-view-vector-cycles-camera.png](world-view-vector-cycles-camera.png)\n\nConnect the camera data \"View Vector\" output directly to the \"Surface\" input of the \"World Output\" node.\nSwitch to rendered view.\nObserve that the view vector is incorrect when navigating the viewport in Cycles, but correct when in \"camera view\" (numpad 0) or in Eevee.", "Viewport 3d is not updated with VSE driver\nBroken: 2.82 (unknown which revision, custom build without buildinfo)\nWorked: (unknown)\n\n[system-info.txt](system-info.txt)\n\nViewport is not updated for a material that is driven by a VSE driver.\n\n[ejemplo.zip](ejemplo.zip)\n\nChanging the VSE strip opacity doesn't update the viewport.\n\n**More info from user**\n\nI am creating an addon to transform eevee into a VSE. I encountered several problems, and one is that by changing the values ​​\"chanel\", \"opacity\" or moving the strip (it should disappear). the changes are not visible until the 3d view is moved. Just there it is updated. This makes it uncomfortable to work with the addon. The only change that works well is when changing the resolution X of the render, when playing the video or scrolling through the timeline, everything looks correctly.\nEverything is being controlled by drivers.", "Boolean - Animation - Viewport works correctly render view doesnt\nUbuntu 18.04, Win 7 x64\n\nBroken: d53093953f8\n\nBooleans dont match between Viewport and Render\n\n1. Open attached blend file\n2. Preview render (shift z)\n3. Notice the green on top\n4. F12 Render\n5. Notice how the green is no longer there\n\n[booleansBug.blend](booleansBug.blend)", "Node editor: zoom is affected by DPI\nOperating system: macOS-12.5-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 460 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.8.101\n\nBroken: version: 3.2.2\nSame on 3.3.0 beta and 3.4.0 alpha\n\nGeometry nodes panel does not re-scale when Blender window is moved to a display with a different DPI (e.g. retina to non-retina display, in Apple's parlance). Everything else in the GUI gets re-scaled correctly.\n\nSee attached screen-shots.\n\nHave 2 displays - one with a higher DPI.\nOpen Geometry Nodes panel.\nMove Blender window from one display to another.![Blender 3.4.0 retina dpi.png](Blender_3.4.0_retina_dpi.png)\n\n![Blender 3.4.0 starnard dpi.png](Blender_3.4.0_starnard_dpi.png)", "Keyed particles work on viewport but not in render, also they are not affected by force fields\nOperating system: Linux-4.15.0-20-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: Mesa DRI Intel(R) Haswell Desktop Intel Open Source Technology Center 4.5 (Core Profile) Mesa 18.2.8\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\nWhen making a particle system with keyed physics, it works in viewport but the particles do not show properly in the final render. They reappear from the world center when all the previous particles die. Also the particles of the keyed particle system are not affected by force fields.\n\nSee the link for screen recording and the sample file.\n\nThe problem shows in blender 2.80 and 2.81 but not in 2.79.\n\nI think this might be a bug in blender 2.8 but I hope you can help me to solve it.\n\nscreencast\n\nview?usp=sharing\n\n**Steps to reproduce:**\n[#69238.blend](T69238.blend)\n\n- Open file\n- Render animation\n- Compare output to viewport\n\n\n\n\n\n" ]
[ "Cycles viewport unneccessary update calls\nOperating system: Ubuntu 20.04\nGraphics card: Nvidia MX150\n\nBroken: 2.83.17, 8a8c61190b06, Beta and 2.90.2, 8f21f867e715, Alpha\nWorked: 2.82a official\n\n[#76970.blend](T76970.blend)\n\n* set scene renderer to Cycles\n* configure two viewports and a shader editor in a single screen\n* set one viewport to cycles preview render\n* set second viewport to workbench texture color\n* add two image texture nodes and load them with different textures\n* by clicking on the texture node both viewports are redrawn." ]
floating windows working ? (on Windows) Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.11 Broken: version: 2.93.0 Worked: 2.92 On Windows, when Shift + clicking on an area's corner to create a new one (or with the "New Window" button in the "Window" panel, button that already acts differently compared to 2.92), it creates a floating window. But when I click back on the main window, the floating one stays on top, wich is not supposed to happen (should go to the back). I heard a few times that floating windows are not wanted by design in Blender, wich is fine. I can't find anything related to this in bug reports and I don't remember seeing this in the new features when 2.93 was released. 2.92 and previous don't have this. It happens in 3.0 as well. Click on that "New Window" button, or shift click a corner in any editor, then click back on the main one.
[ "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)", "Redo panel does not work for the 3d cursor\nUbuntu 18.04\n\nBroken: 7d38654\n\nRedo panel for moving the 3d cursor does not work as expected.\n\nStart moving the 3d cursor and then change the value in the redo panel.\n![move 3d cursor.gif](move_3d_cursor.gif)\n\n\nMy guess is that this happens because the 3d cursor is not effected by the normal undo.", "Shape keys for surface not working - no active option\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\nBroken: version: 3.6.0\nWorked: don't know any version where this working, but last time no option for use this doing hard work\n\nShape keys for surface not working - no active option. \n\nThis not working like expected as typical object have verts. See screen.\n\n", "Regression: Mouse cursor jumps to the left when keep clicking on the colour circle under Windows\nOperating system: Windows 10, 21H2\nGraphics card: Intel A770\n\nBroken: 3.4, 3.6.0\nWorked: 3.3\n\nIf I keep clicking random place in the colour circle, the mouse pointer randomly jumps to the left edge of the circle. This seems to be happening only under Windows, not under Linux. \nI have only one Windows installation, so I am not sure if this would happen on other computers. Please check for it.\n\n- Just keep clicking random places on the color circle for about 10 seconds. (See the attached screen recording.)\n\nNot necessary: ~~I was using a 4K monitor with 200% scaling and Blender interface scaling was 1.0.~~", "Using the Windows 10 magnifier app causes the mouse to misbehave when dragging input fields\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 960/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.93.0\nWorked: Never\n\nWhen I turn on the Windows 10 magnifier app and try to drag an input field around, it'll jump by large amounts randomly. The issue might be with the magnifier app itself.\n\nOpen Blender, turn on the windows 10 magnifier app, try to move the default cube by dragging on an input field.\n\n**Example**\n[2021-06-26 11-33-07.mp4](2021-06-26_11-33-07.mp4)\n\n", "Grid in rendered orthogonal views does not adapt to displacement\nOperating system: Darwin-19.6.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.10.16\n\nBroken: version: 2.92.0 Alpha\nWorked: unknown\n\nWhen in rendered view, in an orthogonal view, the grid does not adapt to displacement, giving some strange looking results.\n\nAdd displacement to an object. Go to rendered view, orthogonal. Grid does not adapt to the new object shape, see screenshot.\n![Schermafbeelding 2020-11-02 om 22.27.59.png](Schermafbeelding_2020-11-02_om_22.27.59.png)\n", "Clip random marker placement in track/mask - not working in 2.8\nWindows 10 x64 with nVidia 1080\n\nBroken: 2.80, 2.83 @ be8879718e24e417d299eb298b8a9d4d2ca324ee\nWorked: 2.79 (because there was no collapsible floating redo panel)\n\nIt's impossible to add a mask (or tracking) using ctrl+left-click in the clip editor.\n\n\n[#57646-clip-marker-placement.zip](T57646-clip-marker-placement.zip)\n\n- Open the above blend file, or:\n - Start Blender in factory settings.\n - Add a VFX → Motion Tracking workspace.\n - Load a video file into the clip editor.\n- {key Ctrl Click} in the clip editor to add a marker.\n- Open the redo panel.\n- {key Ctrl Click} in the clip editor to add a marker, and see that the marker appears at an offset.\n- {key Ctrl Click} again and see that the position is now correct.\n- Close the redo panel.\n- {key Ctrl Click} in the clip editor to add a marker, and see that the marker appears at an offset.\n- {key Ctrl Click} again and see that the position is now correct.\n", "Sidebar changes\nCurrently, the Sidebar has several UI-related issues, especially in the 3D View.\n\n![Screenshot 2020-04-23 at 13.31.15.png](Screenshot_2020-04-23_at_13.31.15.png)\n\n - Use of vertical text\n - Finite space for tabs\n - The tab bar works poorly with Region Overlap, pushing the panels further into the viewport, and overlapping\n\nYou can see an example of using lots of tabs here. This is an extreme example: \n![Npanel-2.PNG](Npanel-2.PNG)\n\nWe also have a visual clash with the Properties tabs often:\n![Clipboard - April 23.png](Clipboard_-_April_23.png)\n\nTabs also often appear outside the panel region, which looks glitchy:\n![Screenshot 2020-04-23 at 13.01.40.png](Screenshot_2020-04-23_at_13.01.40.png)\n\n\n----------\n\nWe can address these issues by making a number of changes:\n\n\n![Screenshot 2020-04-23 at 13.36.55.png](Screenshot_2020-04-23_at_13.36.55.png)\n\n - No vertical text\n - No bar which extends all the way down the viewport\n - Not bound by the viewport height \n - Floating design mirrors the toolbar\n\n![Screenshot 2020-04-23 at 13.37.02.png](Screenshot_2020-04-23_at_13.37.02.png)\nThe menu at the top could be expanded into a list, which would allow users to re-order sections. If users mainly use a couple of sections, they could move those to the top for easy access. \n\nWe could also add the ability to view several sections at once, something which would be hard to support with tabs:\n\n![Screenshot 2020-04-23 at 13.46.22.png](Screenshot_2020-04-23_at_13.46.22.png)\n\nNote: This would require changes to UI lists in Blender to support this, but would also benefit other areas.\n\nThese changes could also be adopted by other sidebars in Blender. ", "Second windows ignores tablet input under Gnome-Shell/Wayland\nOperating system: Linux-5.18.6-200.fc36.x86_64-x86_64-with-glibc2.35 64 Bits\nGraphics card: AMD Radeon RX 550 / 550 Series (polaris12, LLVM 14.0.0, DRM 3.46, 5.18.6-200.fc36.x86_64) AMD 4.6 (Core Profile) Mesa 22.1.2\n\nBroken: version: 3.5.1\nWorked: 3.3.1\n\nAny secondary window doesn't register input from pen tablet\n\nOpen a \"new file window\" and see as the tablet input stops being registered by blender on that window\n\nTested on multiple computers with the same os and different pen tablets.\nOn a closer inspection, I found an aestethic difference between 3.3.1 ![Schermata del 2023-05-09 12-13-49.png](attachment) secondary windows and 3.5.1 ones ![Schermata del 2023-05-09 12-11-39.png](attachment).\n\n", "Annotations Panel updates in Right Sidebar 1 Frame delayed\nOperating system: Darwin-19.6.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.10.18\n\nBroken: version: 2.90.1\n\nIf you have two annotations and you start framing forward from the first to the second, the second annotation will show up in the 3D viewport on the correct frame, but the Annotations Panel in the Right Side Panel of the 3D viewport doesn't update until the following frame.\n\n1) Hold down D to write an annotation of the letter \"A.\"\n2) Use Right Arrow to go to Frame 10.\n3) Hold down D to write an annotation of the letter \"B.\"\n4) Use Left Arrow to go back to Frame 9.\n5) Look at the Annotations Panel, it should incorrectly say \"Frame: 10 (Unlocked)\"\n6) Use Left Arrow to go back to Frame 8.\n7) Look at the Annotations Panel, it should now correctly say \"Frame: 1 (Unlocked)\"\n8) Arrow back and forth between Frames 8 and 12 and you should see the delay in both directions.\n\nThank you for taking a look at this!!\nDaniel\n\n![Screen Shot 2020-10-19 at 10.26.03 AM.png](Screen_Shot_2020-10-19_at_10.26.03_AM.png)\n\n", "Dragging the cursor (shift-right-click-drag) locks it's rotation\nOperating system: ~~Windows-10-10.0.22621-SP0 64 Bits~~ Windows 11 22H2\n> ***Meta Bug: this doesn't seem to recognize I'm on Windows 11.***Graphics card: NVIDIA RTX A2000 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.24\nBroken: version: 3.4.1\nWorked: /\n\nWhen setting the 3D cursor to project to surface and align its rotation to the geometry, it doesn't update when dragging. It only sets the aligned rotation on first click.\n\n1. Change Keybinding setting for shift right-click\n![image.png](image.png)\n2. Add UV sphere\n3. Shift right-click-drag the 3D cursor over different face of the sphere\n4. Notice it only sets the rotation once initially\n\n", "Keymap: custom key modifiers work inconsistently\nOperating system: Arch Linux, no DE, i3wm\nGraphics card: GTX 960\n\nBroken: 2.80\nWorked: 2.79\n\nI'm left-handed on the tablet, so I bind my sculpt hotkeys to the numberpad. Binding NumpadEnter+LMB to sculpt inverted (same as holding Ctrl) no longer works in 2.80. However, binding NumpadEnter+MMB to pan the view does work. Not sure where the conflict is. This setup did work in Blender 2.79.\n\nLoad factory settings\nImport .py keymap provided (or bind manually; sculpt.brush_stroke and view3d.move)\nEnter sculpt mode\nAttempt to sculpt inverted by holding NumpadEnter+LMB\n\n[system-info.txt](system-info.txt)\n[custom_modifier_bug.py](custom_modifier_bug.py)\n\nSimilar bugs from ages ago:\nT44349\nT34822", "Driver Workflow Design\nFor Blender 2.8, we want to improve the workflow for adding drivers. Here's how:\n\n\n\n - When the user right-clicks on a property and adds a driver, we display a non-modal, persistent Add Driver floating popup. \n - While open, all of Blender remains responsive, and the user can select any object in the scene. \n # From the popup, users can select a property to use as as a driver. No other steps are needed.\n\n![Screen Shot 2018-05-16 at 19.24.15.png](Screen_Shot_2018-05-16_at_19.24.15.png)\n\n\nOptionally, users can then set a multiply and offset value, and add additional driver inputs. They can also click the Open Driver Editor button to open a Drivers window,\n\nUsers can also use the ID type picker to select from a list of Object and property ID's. They can also, using the eyedropper, directly select an object in the 3D View, or in the Outliner. When users select an object, they are presented with a basic list of commonly used properties, like so:\n\n![Screen Shot 2018-05-16 at 19.34.02.png](Screen_Shot_2018-05-16_at_19.34.02.png)\n\n\nIf the user has closed this window and wants to get it back, they can right-click on the property being driven and \nselect Edit Driver, like so:\n\n![Screen Shot 2018-05-16 at 19.08.59.png](Screen_Shot_2018-05-16_at_19.08.59.png)", "Current frame indicator has misaligned and inconsistent pixel positioning\nOperating system: Windows 11\nGraphics card: NVIDIA GeForce RTX 3060 TI\n\nBroken: 3.1.2\nWorked: Probably never\n\nThe current frame indicator is aligned inconsistently against the keyframes depending on where the current frame indicator is within the 2D viewport.\n\n[framewiggle.mp4](framewiggle.mp4)\n\nThere is an additional issue that is probably contributing to this as well. The frame indicator is 4 pixels wide (shadow included). Note that this is an *even* number. Because the background grids, keyframes etc. all have *odd* widths, it is mathematically impossible for the frame indicator to ever be properly centred over any of them. The current frame indicator should be made to be 3 pixels wide, or perhaps 5 pixels wide so that it can actually be centred with other elements in the UI.\n\n![image.png](image.png)\n\n1. Make a bunch of keyframes on an action.\n2. Position the current frame at a frame that has keyframes.\n3. Pan the 2D viewport of the action editor.", "VSE placement of some elements is off by 1 px\nOperating system: Linux-5.4.0-81-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.91.03\n\nBroken: version: 3.0.0 Alpha\n\n[blender vse placement bug.blend](blender_vse_placement_bug.blend)\n![bug.jpg](bug.jpg)\nplace some elements smaller than the video canvas in vse by pixel and there will be errors. probably because the elements are smaller than full size.\n\nattached file:\nvse canvas size: 1000x1000px\nadded 500x500px image and placed it on -250;250\nduplicated the image to have 4 of them and tried to fill the whole canvas with the images by pixel perfect placement.\non my machine there are gaps appearing between the elements on the bottom right one, maybe there are different gaps on different machines, I had different gaps than these before.\neven setting it to 249 on one axis does not solve this but introduces unwanted gaps at the bottom. and it seems there are gaps between the bottom left image and the canvas bottom too.\n\nmy idea for a solution would be to start placing elements from to top left or bottom left and not from the center as the 0 in the center makes it weird and unintuitive, a 0 on x and y in a corner makes this a bit easier. That would lead to the need of anchor points on elements I think, elements should have an anchor on a corner (top left or the same as the canvas zero point as default) to make placing them also easier, switching corner for the anchor point could be an option as well as setting a value for the anchor point could be an option. rotation could also have the option to switch between center and anchor point rotation, same for scaling.\nAND anchor points would make it probably easier to implement object snapping, that would be really useful but has nothing to do with this bug report :)\n\n" ]
[ "Unable to swap between main window and new windows\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce 820M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 353.82\n\nBroken: version: 2.93.0\n\nUnable to swap between main windows and new windows, but able to swap between new windows.\n\n\n1. Open a new window from **Window>New Window** in attached file.\n2. Now try to go the main window. Unable to go to the main window, means the new window is always in front, but minimizing possible.\n3. By minimizing the new window, again open a new window from **Window>New Window**. \n4. Now open the minimized window.\n5. Without minimizing both new window, you will be able to go from another new window to another new window, but unable to go the main window.\n\n\n[Blender_swaping_window_bug.blend](Blender_swaping_window_bug.blend)\n\n" ]
Info window return a (null) as parameter for 'eye' icon in out-liner if the object is not selected Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71 Broken: version: 2.90.1 Blender 'Info' window return a (null) as parameter name when i change the state in the out-liner without select the object. Open Blender using default cube scene. Without select the cube object, change their visibility state using a eye icon in out-liner. Then, the 'Info' window return this: ``` bpy.data.objects["Cube"].(null) = False ``` This happend when I paste this code line into Python console.. ```>>> bpy.data.objects["Cube"].(null) = False ``` File "<blender_console>", line 1 bpy.data.objects["Cube"].(null) = False ^ ``` SyntaxError: invalid syntax ``` I can't manage this object state without know the parameter name. This is a know limitation or is a bug??
[ "Open Blender\nHello\n\nI can't open the app, i dowload all versión windows, windows store and portable.\n\nsxstrace.exe\n\nI have windows 10, but i can open the app,\n\nI hope you can help me\nThanks\n\n", "Splitting the \"Object Info\" node, access to object original geometry\nFor various use cases (like implementing the \"Deform Curves on Surface\" node as a group),\nwe need access to the original geometry of an object. One proposal was to break apart the\n\"Object Info\" node into separate nodes with more clear purposes:\n\n{[F13561065](image.png) size=full}\n\n{[F13561067](image.png) size=full}\n\nThe general \"Info\" nodes are generally not scalable, and their purpose is vague\nenough that they aren't as intuitive to use. This design means there are separate\nnodes for different use cases. \n\nThe \"Object Transform\" node could have a matrix output in the future.", "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)", "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", "Eyedropper picker Afected by retopology overlay\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: \n\nBroken: version: 4.0.0 Alpha\n\n\nUsing the Eyedropper Data-Block wouldn't pick visible objects if edit mode and retopology overlay are active\n\n1. Enter edit mode with the default cube.\n2. Activate retopology overlay\n3. Enter in the view tab in the n-panel\n4. Use the Eyedropper Data-Block and you won't be able to pick the object, only if you are at the origin of the object.\n\n", "Source Collection visbility will affect the final render of the links object(geo nodes) in eevee/cycles\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.2.0 Alpha\n\nWhen collection is used in GN tree and it is disabled for final render (camera icon in outliner). Then the new object is not visible in final render\nWhich is not the case when object is used instead of collection in GN tree\n\n1. create a simple object\n2. move it to a new collection\n3. turn off the collection's visibility\n4. new object with geo mod, use the collection as output\n5. render, the new object didn't show in the final render(but viewport)\n\nor \n- Open test file\n- Do final render i.e. F12 (object is not visible in final render)\n- Now connect `object info` node to group output and render (object is visible)\nTest File\n[#97535.blend](T97535.blend)\n[2022-04-22 12-55-10.mp4](2022-04-22_12-55-10.mp4)", "Disabled Selectability: it is still possible to enter other modes (The new Switch Objects operator, py API, ...) - should this be prevented?\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: version: 2.91.0 Alpha\n\nAfter trying the new Switch Objects operator in Sculpt Mode and Edit Mode, I noticed that the operator completely ignores if an object has Disable Selection active or not in the Outliner.\n[Desktop 2020.09.19 - 22.58.16.01.mp4](Desktop_2020.09.19_-_22.58.16.01.mp4)\n\n1. Have two separate objects in your scene. Go into Sculpt Mode or Edit Mode with one object.\n2. Use Disable Selection in the Outliner on the object you are not selecting in Sculpt Mode/Edit Mode.\n3. Click on the object that uses Disable Selection. You will be able to select it regardless.", "UV Editor face select mode fails to select ngons reliably\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.98\n\nBroken: version: 3.4.1\nWorked: never? (2.83 fails too)\n\nUV Editor face selection mode fails to select ngons reliably, because it uses face dot based selection, which can not be turned off. I was told to report scenarios where face dot based selection fails to work as bugs, so I am doing so here.\n\n1. Open the attached file\n2. Select the mesh object, enter the edit mode, and in the UV editor, switch selection mode to face\n3. Attempt to select some of the larger ngon UV face\nResult: The selection of larger ngon UV faces fails in many cases\nExpected The UV faces under the mouse cursor are selected when clicked on\n\n[UVSelectBug.blend](UVSelectBug.blend)\n[2023-02-06 12-20-58.mp4](2023-02-06_12-20-58.mp4)", "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. ", "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", "depsgraph.view_layer.name driver expression doesn't work correctly\nOperating system: Windows 11\nGraphics card: Geforce RTX 3090\n\nBroken: 3.3.5 LTS\nBroken: 3.5\n\nI use a driver expression to control modifiers visibility or shader values depending on a view layer name. If the needed view layer is active, then values change. All works well when switching viewlayers manually inside the viewport of my scene. But as soon as I render the scene, the expression is ignored and nothing happen.\n\n* Open attached file\n* Change view layer few times\n\nDriver will change only once. This also doesn't work when rendering.\n\n![image](attachment)", "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", "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", "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)", "OSL object and geometry attributes lookup for other objects\nWindows 10\n\nBroken: 2.78 66383ea\n\nAttempt to get object location of another object in OSL script gives strange results\n\nOpen blend file from attachment, toggle console and press f12. You will see that \"getattribute object:location\" returns inconsistent results: sometimes it return right values and sometimes not:\n\n```\ntestloc location = 0.100000 0.100000 -0.100000\ntestloc location = 0.100000 0.100000 -0.100000\ntestloc location = 2.000000 2.000000 2.000000\ntestloc location = 0.100000 0.100000 -0.100000\ntestloc location = 0.100000 0.100000 -0.100000\ntestloc location = 0.100000 0.100000 -0.100000\n```\nThis is printf-output from rendering image. (2,2,2) is real location of object queried in osl script. (0.1,0.1,-0.1) is location of sampled object, not the queried one. \n\nExpected output - all values should be the same, (2,2,2), since queried object is not moving. Script:\n```\nshader getObjectByName(\n output color ignore=color(0,1,0)\n)\n{\n point testloc = point(0,0,0);\n int res = getattribute(\"TestObj\",\"object:location\",testloc);\n printf(\"\\ntestloc location = %f %f %f\",testloc[0],testloc[1],testloc[2]);\n ignore = color(res,res,res);\n}\n\n```\n\n[oslGetAttributeWeird.blend](oslGetAttributeWeird.blend)\n" ]
[ "outliner visibility not binded to bpy.context.object.hide_viewport\nOperating system: Linux-5.7.2-zen1-1-zen-x86_64-with-glibc2.29 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.82\n\nBroken: version: 2.83.0\n\noutliner visibility not binded to bpy.context.object.hide_viewport\n\nclicking the \"eye\" icon of an object in the Outliner shows \"bpy.context.object.hide_viewport = True\" in the info panel.\nBut in PythonTerminal the output is:\n>>> bpy.context.object.hide_viewport\n\nFalse\n\nAlso not possible to make it visible again with bpy.context.object.hide_viewport = False.\nSeems like bpy.context.object.hide_viewport is not connected to the Outliner icon at all.\n\n\n" ]
Every mesh filter is inflating the model Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.14802 Core Profile Context 22.2.1 30.0.14023.7007 Broken: version: 3.2.0 Alpha Worked: 3.1 when using a any mesh filter on a mesh, it uses the inflate filter instead. Go to sculpt mode and use any mesh filter [2022-02-27 16-30-27.mp4](2022-02-27_16-30-27.mp4)
[ "Support for snapping to Lattice objects\nOperating system: Darwin-17.2.0-x86_64-i386-64bit 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti OpenGL Engine NVIDIA Corporation 4.1 NVIDIA-10.27.6 378.10.10.10.20.109\n\nBroken: version: 2.82 (sub 0)\nWorked: (optional)\n\nIt is not possible to snap any type of vertex (mesh, curve or lattice vertex) to a lattice vertex.\n\nsee video\n\n[latice_verts_not snapping.blend](latice_verts_not_snapping.blend)\n\n[lattice_verts_not_snapping.mp4](lattice_verts_not_snapping.mp4)\n\n", "Grid in rendered orthogonal views does not adapt to displacement\nOperating system: Darwin-19.6.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.10.16\n\nBroken: version: 2.92.0 Alpha\nWorked: unknown\n\nWhen in rendered view, in an orthogonal view, the grid does not adapt to displacement, giving some strange looking results.\n\nAdd displacement to an object. Go to rendered view, orthogonal. Grid does not adapt to the new object shape, see screenshot.\n![Schermafbeelding 2020-11-02 om 22.27.59.png](Schermafbeelding_2020-11-02_om_22.27.59.png)\n", "QuadriFlow with the new symmetry option creates holes at the center\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.30\n\nBroken: version: 2.81 (sub 12)\n\n\nQuadriFlow creates hole artifacts like these when remeshing. Usually occurs after using Voxel Remesher and/or Dyntopo which can break symmetry at the center very often.\n![Openings in the symmetrical QuadriFlow.png](Openings_in_the_symmetrical_QuadriFlow.png)\n\n1) Sculpt something in Sculpt Mode and use Voxel Remesher/Dyntopo.\n2) Start QuadriFlow. It doesn't always produce these holes in the mesh, but keep repeating part one and two and you will eventually get these holes where each side hasn't been properly merged together.", "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.", "The inverted mask expand in sculpt mode doesn't work properly\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 21.12.1 30.0.14011.3017\n\n\nBroken: \nProbably broken behavior in 2.83\n2.93.7\n3.0\nCrashes In 3.1.0 Alpha\n\nThe inverted mask expand (Shift+alt+A) in sculpt mode doesn't work properly on blender 2.93 and 3.0\nAs a note it Seems not also not work properly work on 2.83 with symmetry\n\n\nblender 2.83: invertex expand doesn't work with symmetry\nBlender 2.93, 3.0.0:\n- {nav File > New > Sculpting}\n- use the inverted expand: {key Shift Alt A} (it does not appear inverted)\n- now change falloff type with 1-4 (gets inverted)\nIf clicked without changing the falloff type it is applied as it is, without the inversion. If you invert using \"F\", and then change the falloff type, it still changes the inversion. \n\n| 2.83 | 2.93, 3.0.0 |\n| -- | -- |\n| [2022-01-16 17-55-30.mp4](2022-01-16_17-55-30.mp4) | [2022-01-16 18-14-12.mp4](2022-01-16_18-14-12.mp4) |\n\n\n\n\n", "GPencil: Layers used as mask and with viewlayer filter applied are rendered in all passes. \nOperating system: Linux-5.4.43-1-MANJARO-x86_64-with-arch-Manjaro-Linux 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.82\n\nBroken: version: 2.90.0 Alpha\n\n\nLayers, used by other layers as masks, are always rendered when they have a viewlayer filter applied in all render passes.\nI feel a layer used as a mask for other layers and with viewlayer filtering it should work as a mask even when it is not rendered in a pass.\nI don't know if this is intentional, a time limitation, or a complex implementation.\nAssess whether this squares as a bug or feature recuest. Thank you very much for your wonderful work.\n\n- Download the blend file.\n- Note that the layer called \"masc\" is used as a mask for the other two and all layers are filtered in viewlayer filter.\n- Render and note that the mask appears in both passes.\n[GP bugreport viewlayerfilter and layers mask.blend](GP_bugreport_viewlayerfilter_and_layers_mask.blend)\n", "Skin modifier root on every vert\nOperating system: win10\n\nBroken: (2.79b, 2.82)\n\nSingle vert is screwed into spiral via Screw modifier. Skin modifier treats every vert as root, ending up with bad polygon flow.\nLeft is object with modifiers, right is applied version to see issue clearly:\n![screw_skin_root.jpg](screw_skin_root.jpg)\n\n1. Use single vert with offset from origin to create spiral via Screw modifier\n2. Put Curve modifier on it\n3. Add Skin modifier\n4. Apply every modifier before Skin\n5. Enter edit mode and see many roots\n6. Click \"Mark Root\" in Skin settings -> polygons calculated correctly\n\nIn attached file:\n6. Click \"Mark Root\" in Skin settings -> polygons calculated correctly\n[screw_skin_root.blend](screw_skin_root.blend)\n", "Meshes that are generated with the screw modifier cant use the box projection type\nOperating system:\nGraphics card:\n\nBroken: 83f9218801d4\n\nThe meshes that are modified or extended by the screw modifier can't use the box projection of an image map. All the objects in the screenshot use the same material and the texture projection. As you can see the box and the plane has no problem with the projection type.\n\n\n\n![image.png](image.png)\n\n\n![image.png](image.png)\n\n![image.png](image.png)\n\n\n\n\n\nLoad the attached .blend\n\nEnable the material preview and check the object named \"Screw\"\n\nCtrl-A -> \"visual geometry to mesh\" to see that the texture would normally work on the mesh, except ehwn the modifier is enabled.\n\n[_23012023_1655_00.zip](_23012023_1655_00.zip)", "Animation channel Filter feature does not filter animation channels of object modifiers\nOperating system: Linux 64-bit\nGraphics card: GTX 1080 ti\n\n3.1 and prior\n\nIf an object modifier has animated properties, the Filter by Type feature treats the animation channel as falling under the \"Transforms\" type, instead of \"Modifier\". This appears to be true of all animation editors and object modifier types.\n[filter_bug.blend](filter_bug.blend)\n - Open the attached file\n - - In the (graph) animation editor, go to Filters > Filter by Type and disable Modifiers.\n # - Now disable Transforms.\n\nIf these types of animation channels don't count as \"Modifiers\", then what does?", "Cloth simulation of Ngons are broken with Angular Bending Springs\nOperating system:Win\nGraphics card:RTX 3060 Ti\n\nBroken: 2.83, 3.2.2, 3.4\n\n\nThe attached file includes two similar meshes, one of which has an Ngon. A cloth simulation with the default settings was added except for some pinned vertices.\nThe mesh with the Ngon doesn't simulate correctly as shown in this video:\n\n[20220829-125207.mp4](20220829-125207.mp4)\n\n\nPlay animation:\n\n[cloth bug.blend](cloth_bug.blend)\n", "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", "Curves with curve modifiers are not translated to mesh correctly and can't be used as a target for constraints and modifiers predictably\nOperating system: W10\nGraphics card: GTX 1080TI\n\nBroken: 2.80-d966c2f0c2ad-win64\nWorked: 2.79 master build\n\nIf you ctrl+a and press \"visual geometry to mesh\" on a curve that has a curve modifier, the resulting mesh you're getting is as if you didn't have that curve modifier at all. This was not the behaviour in 2.79b. Also, if you assign any constraints or assign this curve as a modifier for objects, you'll have it deformed as if the deforming curve doesn't have the curve modifier.\n\nCtrl+a on the bezier curve in this sample file\n[sample.blend](sample.blend)", "Grid lines showing up when origin is far from mesh\nOperating system: Win 10 Home\nGraphics card: GTX 1070\n\nBroken: (example: 3.2.1, a2d59b2dac9e, master, 2022-07-05, as found on the splash screen)\n\n\nGrid lines showing up when origin is far from mesh but only when bumping out the normals in the shader editor, more testing required. (only happens in cycles regardless of optix/cuda or cpu rendering)\n\nopen the attached blend file and go to camera view, then switch to viewport shading or render an image. you will notice a grid on the surface of the plane in certain areas. And the grid goes away when origin is set to centre of mesh. Or you disable the bump node in the shader editor. Seems to be a rendering bug.", "\"Shape Key Edit Mode\" toggle for correct mesh deformations\nWhen using the toggle \"Shape Key Edit Mode\" it gives me a representation of all shapekeys mixed together but it's only a visual preview. \n\n![Selection_033.png](Selection_033.png)\n\nIt doesn't affect the result of rotating or scaling the mesh since you still only work on the shapekey that is selected instead of the mixed representation that is shown. \nAnd since it's all just based on vertex location the results can be pretty odd, especially when using the 3D cursor as a pivot point. \n\n[2019-07-15 11-23-25.mp4](2019-07-15_11-23-25.mp4)\n\nSince working with multiple shapekeys is a great way to work non-destructively it would be a big improvement if the mixed shapekey representation would also be used for any deformations made.\nThis could be by default or as an additional toggle.", "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." ]
[ "Cloth Filter Doesn't Work 3.1, 3.2\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65\n\nBroken: version: 3.2.0 Alpha\n\nIt is probably the same as #96035, bisect points to 3c0fd287cb (but is probably 74611e3555)\n\nCloth Filter Doesn't React with/do anything; collisions, Types eg: Pinch, inflate....etc, only does gravity when object has part masked\n\n1. Add a cube set it as collision\n2. add a plane, subd it and place it above the cube\n3. use the cloth filter on the plane and set the collision on\n4. plane falls down and doesn't react with cube\n\n1.1 add mask to part of the plane\n2.2 try cloth filter set to anything other than gravity\n3.3 falls down\n\n" ]