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Tab to change edit-mode not working after switching to different screen-layout. OS X Mavericks. MacPro 2013 Dual [D700](D700) Firepro Broken: 2.71 RC2 2014-06-16 09:48 Hash a19c1be Can't exit edit-mode after switching to a different screen-layout. {[F94725](baketest.blend)}In the UV Editing screen layout pressed Tab key to enter edit-mode, switched view to Default screen layout using ctrl-arrow OR from the choose screen-layout drop-down menu, press Tab key to exit edit-mode but it doesn't.
[ "Split Draw curve tool in two distinct tools [properties of one mode dont make sense for other mode]\nOperating system: Win10 x64\nGraphics card: GTX 1080Ti\n\nBroken: 2.82 - 2.90\n\nDraw Curve F9 \"Error\" slider doesn't do anything if curve is set to Poly\nIn fact, none of the provided settings work\n![image.png](image.png)\n\nMake a new curve\nEdit mode\nUse toolbar draw curve (Toolbar - 9)\nSwitch it's type to Poly in N - Tool - Active tool\nDraw any curve\nF9 to adjust the Error slider - no effect\nOther settings also have no effect\nSwitch mode to Bezier and the slider works", "Undo in Armature Edit Mode does not undo Custom Properties\nOperating system: Ubuntu 20.04\nGraphics card: Geforce MX230\n\nBroken: 3.5 Beta\n\nUndo in Armature Edit Mode does not undo changes to Armature Custom Properties\n\n- [optionally] In default scene delete all objects\n- Add an \"Armature\" object\n- Go to `Edit Mode`\n- In `Object Data Properties` add a `Custom Property`\n- Change the value of the property (to for example `0.0`) in order to add an Undo step\n- Try undo (`Ctrl+Z`)\n\nThe step is not undone in edit mode.\nInterestingly, changes to the Custom Properties of Bones are correctly undone in Edit mode.\nThis makes it seem that changes to Armature Custom Properties were perhaps missed in the Armature Edit Mode Undo Context.\n\n---\n**Original Report**\n[Video](3RZNWd5tRQI)\nNote when changing the **head size** in the redo panel, you can observe how the number of elements in in the Collection Property `bones_for_delete` grows.\n\n1. Execute the script generate_rig.py from the file, if you do not have automatic script execution enabled\n2. After execution, the Generate Rig panel will appear in the Rig category\n3. Select Empty.021 first, then Armature.001. Switch to armature editing mode, and click Generate Rig on the panel\n4. The bones will appear, and also the text on the panel will notify that there are elements in bones_for_delete. After that, you can scroll the **head size** on the redo panel, or simply undo the operator. the label in the panel will notify you that the number of items will not change\n\n", "Annotation tool: wrong undo order and different in different modes\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: 2.93.2\nBroken: 3.0.0 Alpha, `c1f5ac7cfe`, 2021-07-25 18:36\nBroken: 2.83.17\nWorked: never\n\n\n| Object mode | works correct, as expected. Each undo action undoes 1 stroke |\n| -- | -- |\n| Weight paint | works properly |\n| Vertex paint | works properly most of the time, sometimes as Texture paint |\n| Texture paint | do not undoes each stroke but after number of {key Ctrl+Z} (n=strokes) undoes all strokes simultaneously or disables em at n=strokes+1 and undo previous action (mode switch in my case) |\n| Edit mode | same as Texture paint |\n| Sculpt mode | Undoes strokes one by one, but on the last stroke it do not react to {key Ctrl+Z} once, and then on the secon disables stroke and previous action (mode change) |\n\n**Steps to Reproduce**\n- Open default scene\n- Switch to Edit or texture paint mode\n- Draw 4 strokes with annotation tool\n- Undo 4 times (nothing happens to any stroke)\n- Undo again: Clears all strokes\n[2021-08-15_15-46-27.mp4](2021-08-15_15-46-27.mp4)\n\n", "Undo doesn't consider changes in nodetree when object is in edit and texture paint mode\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.48\n\nBroken: version: 2.79-3.4\n\nFor reference: this is due to this commit 4a08b974f4\nFrom the commit message:\n\"don't store undo steps for property changes in paint & edit modes.\"\n\nWhen in edit and texture paint mode, I can't undo changes, that I made in the shader editor. \n\n\n - Open .blend\n - Move some verts.\n - Change a shader node setting.\n - Press {key Ctrl Z}.\n # The verts move back, but the node setting remains.\n[#71895-undo-not-undoing-shader-nodes.blend](T71895-undo-not-undoing-shader-nodes.blend)", "GPencil: Add option to jump to scene from Video Sequencer Strip\nNeed a way to jump from the strip to the scene edition directly.\n\nIt's necessary to define in some place what it's the layout to use.", "Pie Menus initiated by tweak events will disable the mouse button used in the tweak event. Works fine for regular menus, operators.\nWindows 10\ngeForce GTXTitan\n\nBroken: blender-2.77.0-git.94e18c5-AMD64\nWorked: (optional)\n\nI've set up some UI shortcuts that use 'tweak' events (or directional gestures) for various pie menus, regular menus, and operators. This work fine for regular menus and operators. After calling a pie, however, the tweak button defined in the input editor (left, right, middle, action) becomes unusable. \n\n1) Open User Prefs, select the add-ons tab, and enable Official Pie menu addon\n2) Select the 'Input' tab in User Prefs, and in the keymap filter (set to name), type the the word 'pie' without quotes\n3) The first filtered pie is 'Frames'. change the hotkey as follows: \nClick the event mapping dropdown (its set to keyboard by default), and change to Tweak. two new options appear next to it: 'Left', and 'Any'.\nChange the type of event, or leave it as 'Left' \nChange 'Any' to a direction.\nSelect a modifier key such as Shift\n\n4) go to the 3d view and execute the new shortcut you set up. The playback options should appear in the pie menu but are not selectable. Hitting the escape key will get out of the pie, but the defined tweak button is not usable.\n\nNOTE: If you use the default right click select, you can still place the cursor, but can't trigger the shortcut again. If left click select is set, then normal tweak events like moving selected objects are also not possible.\n\nNOTE: Toggling Object/Edit mode will make the button usable again.", "Partial UV selection working incorrectly with Metal backend\nOperating system: macOS-13.2-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Max 1.2\n\nBroken: version: 3.5.0 Beta\n\nUsing hide unselected in the UV editor seems to randomly 'explode' the UVs around the map.\n\nOpen [file](https://projects.blender.orgattachment), go to edit mode.\n\nUV is very messy, but when everything is selected, it's OK. Works fine with OpenGL backend\n", "Layout tabs disapear after switching layouts\nOperating system: Win10\nGraphics card: 2070 super\n\nBroken: 2.83.3, 2.83.2\nWorked: probably never\n\n\nMy screen layout is as follow:\n![ApplicationFrameHost_d834aWEV5N.png](ApplicationFrameHost_d834aWEV5N.png)\n\n2 is the main display set at 3840x2160 - 100% scale. \n1 and 3 are both set to 3840x2160 - 125% scale.\nI will refer to these displays by their ID shown in the image above.\n\nMy blender workflow is spread on two monitors (two blender windows, one main, one \"new window\" (as opposed to having two \"main windows\")\n(Note and possible other minor bug: My start up file (and projects where saved with this 2nd window on the 3rd monitor. For some reason, it always open on the 1st monitor but I move it down. This doesn't seem to affect the current issue here)\n\nThe layout tab bar is on the main blender window on the main display 2 set at 100%. But changing layout will also affect the content of the 2nd blender window that is displayed on monitor 3.\n\nMy conclusions:\n\n - The issue only occurs in my normal work setup as described above. Here I am listing other observations\n - It seems the extra display has no impact on the issue. To save you time, I've troubleshot everything below after disconnecting display 1.\n - When I set both displays to 100%, the bug is gone.\n - When I set both displays to 125%, the bug is gone.\n - When I set display 2 with the main blender window to 125% and display 3 to 100%, the bug is gone. But when set to 150% or above, the bug occurs.\n\nSee video, change layout to recreate the issue.\n[scSWKq3gAj.mp4](scSWKq3gAj.mp4)\n\nComplete description of what can be seen in the video:\n\n - I switch over to the Shading Layout by clicking the tab (note that the issue occurs no matter which layout is clicked)\n - The tabs and the whole menu bar disappear and we see a blank bar.\n - I move the blender window a place it back to where it was, the tabs are \"refreshed\".\n - I repeat the same steps a second time with a different layout.\n\n\n", "Mode locked and crash if objects become disabled in viewport while not in object mode\nOperating system: Linux-5.15.0-2-amd64-x86_64-with-glibc2.33 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.86\n\nBroken: version: 3.1.0 Alpha\nWorked: didn't crash but showed an error message in 2.91.2\n\nObjects that are in a mode which is not Edit Mode nor Object Mode, will lock the mode setting (so the mode options are greyed out and unusable) if they get disabled in the viewport. Hiding will not cause the this bug, it needs to be disabled in viewport using that display icon in the outliner, not the eye.\n\nThe solution for this is probably to make the disable in viewport action switch the mode to object mode if the active objects gets removed (much like delete from outliner). Another solution would be to still allow the mode switch.\n\nMuch worse though! Blender crashes sometimes when it gets into this state. I can reliably crash blender as described below.\n\nGo into weightpaint mode of the default cube and disable it in the viewport using the outliner (you need to enable the option first). Now you are stuck and have to enable it in the viewport first to be able to edit anything.\n\nNow restart blender etc. and try this:\n1. Go into Vertex Paint Mode of the default cube\n2. Hit Tab to go into Edit Mode\n3. Disable the cube in the viewport using the outliner as above\n4. Hit Tab to switch out of Edit Mode -> Crash", "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.", "User's layout is destroyed when a Maximized Area Render is called with the wrong area\nOperating system: Linux-5.4.0-149-generic-x86_64-with-glibc2.31 64 Bits, X11 UI\nGraphics card: NVIDIA GeForce RTX 3080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 525.116.04\n\nBroken: version: 3.6.0\n\n\nShort reproduction steps:\n\n- Set Preferences > Interface > Temporary Editors > Render In to \"Maximized Area\"\n- Toggle Maximize Area (`ctrl space` in e.g. 3d viewport)\n- Move mouse pointer to top menu bar that has a \"Back to Previous\" button\n- F12\n- Click \"Back to Previous\". It doesn't remember original layout.\n - Expected: It will restore original layout.\n\n-----------\n\nOriginal description:\n\nWhen rendering, the user's layout will not be recovered after some specific conditions are met:\n- The `preferences.view.render_display_type` is set to \"SCREEN\"\n- The Screen in the current window has been maximized in any way (by a previous render call, or if the user has manually maximized some area)\n- A render is called with the Screen already maximized\n- The area passed to the render call is invalid or doesn't match the maximized area in the window.\n\n\n1) Set Preferences > Interface > Temporary Editors > Render In to \"Maximized Area\"\n2) Maximize the Screen in some way (call a render or maximize any area manually)\n3) With the maximized screen, call a new render, making sure to prevent the render operator from receiving the maximized area as context, that is, prevent the cursor from being on top of the maximized area. This can be done in several ways:\n - Put the cursor outside the active Blender window and call a render with F12 (the area passed to render operator will be None)\n - Put the cursor in an empty area of the Topbar and call a render with F12 (the area passed to the render operator will be of type \"TOPBAR\")\n - Call the render from the Topbar menu > Render > Render Image (the area passed to the render operator will also be of type \"TOPBAR\")\n4) The Screen Layout conflict has been created. Now click \"Back to Previous\" button on top trying to recover the original Layout. This will fail and the user's layout will be now lost. This always happens when the render operator doesn't receive the maximized area in its context.\n\n**This is commonly unnoticed because**\n\n- The user tipically has the cursor on top of the maximized area\n- The user rarely calls a new render from the Render menu. Using F12 is much more common.\n- It's rare to call a render with the window being in focus but with the cursor outside of its bounds.\n\nBut when it happens it's a shame, because there's no explicit way for the user to restore the original layout, and saving the blend file will also save this new broken layout.\n\nThis bug report is related to: #86708\n\n", "Panel order is not saved when preferences window closes\nWindows 10, GTX 1660\n\nversion: 2.83 (sub 7), branch: master (modified), commit date: 2020-03-10 07:58, hash: 1aa7c4c28a06, type: \nbuild date: 2020-03-10, 08:52:15\n\nWithin the Preferences Editor, you can change the ordering of various sections but the changes are not retained when you close the Preferences Editor.", "Modifiers added in edit mode are undone out of order if you go back to object mode\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.66\n\nBroken: version: 2.83 (sub 13)\nWorked: Never (2.8+)\n\nModifiers added in edit mode are undone out of order if you go back to object mode and then start undoing.\n\nAffects both old and new undo system. There's often mentions of edit<->object transitions being problematic but just in passing; I think this is a long standing issue. Just wanted to note it down as I test out the undo systems.\n\nHoping the new undo system can account for this now.\n\n- Default scene\n- Go to edit mode on the default cube\n- Add any modifier (bevel, subdivision, etc.)\n- Add any loop cut 1\n- Add another loop cut 2\n\n- Go to object mode\n- Undo --> Modifier is removed first (out of order)\n- Undo --> Loop cut 2 is removed\n- Undo --> Loop cut 1 is removed\n\n\n", "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.", "`user_remap` fails silently when object is in edit mode\nBlender 3.6\n\nWay to reproduce:\n1) Create new empty blender project\n2) Select cube\n3) Enter edit mode\n4) Run the code below\n\nResults - mesh wasn't replaced and no errors occured. Expected - to either mesh to change or get some warning/error.\n\n```python\nimport bmesh\nimport bpy\n\nobj = bpy.context.active_object\n\ndata = bpy.data.meshes.new('test')\nbm = bmesh.new()\nbmesh.ops.create_monkey(bm)\nbm.to_mesh(data)\nbm.free()\n\nobj.data.user_remap(data)\nassert obj.data == data\n```\n\n" ]
[ "Switching object in EditMode to invisible layer locks you out of ObjectMode\nDebian Linux with Radeon HD 7470 graphics card\n\nBroken:2.70a\n\nIf an object being editted is moved to a non-visible layer, the UI can no longer be switched from Edit Mode to Object Mode\n\nTake any .blend scene, even the initial cube. \nPress 1 so only Layer 1 is visible\nSelect the cube object and TAB into Edit Mode. \nIn the Properties window select the Object Tab.\nWithin the Relations->Layers, switch the object to Layer 2, which is not visible.\nYou are now locked out of switching to Object Mode, either by pressing TAB or via the 2D view's object interaction pulldown.\n\nTo fix this, you must either switch the object BACK to a visible layer, or press a number key to make the object's layer visible.\n\n - Mark\n\n" ]
No audio in Blender 2.90 and above Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67 Broken: version: 2.90.0 Beta No audio output in blender 2.90 and above. Placing an audio file into the video sequencer or into a speaker object does not output any audio at all. Neither in the viewport nor in the final renders. This works fine in Blender 2.83. Tested it both in a blank project in 2.90 and 2.83. Just put an audio file into the video sequencer and play it.
[ "Fluid inside Effector / Fluid Inside Closed Object not Working\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: 3.2.0\nWorked: 2.83 (#104938)\n\nFluid simulation stops flowing while inside effector whether the effector its one mesh or separate mesh.\nThis also works, when I created a holes in the mesh, but I really need to close it completely for my actual project.\n\n\n[Fluid Inside Effector.mp4](Fluid_Inside_Effector.mp4)\n\n![image.png](image.png)\n\n[Fluid Inside Effector.blend](Fluid_Inside_Effector.blend)\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", "AVI Raw index corrupted\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 446.14\n\nBroken: version: 2.90.0\nWorked: Never\n\nRendering AVI RAW file will create file with invalid or corrupted index. This seems to happen only with 3840x2160 resolution.\n\n\n[#80482.blend](T80482.blend)\n\n- Open file\n- Render animation\n- Open rendered file in VLC\n", "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", "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?", "Particle don't emit curves/text in 3.0 beta \nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.39\n\nBroken: version: 3.0.0 Beta\n\nCaused by b9febb54a4.\n\nParticle don't emit TEXT\n\nNo particles text from 3.0 [Particle_Text_NOT_Working.blend](Particle_Text_NOT_Working.blend)\n", "EEVEE 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)", "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", "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", "Render will not load anything but a cube silhouette in a new untouched file\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: AMD Radeon(TM) R4 Graphics ATI Technologies Inc. 4.5.14830 Core Profile Context 21.09.04 27.20.20904.1\n\nBroken: version: 3.6.2\n\nSo, when I open in a new file, new to blender and following a tutorial, I go to render the cube immediately, but instead of a gray cube with shading, it is a transparent silhouette. I have touched nothing, just installed from steam, and opened. Then that, IDK what's going on with it.\n\nIDK what to put here, since I didn't do anything.\n\n\n", "Some Overlays are not rendered in Viewport Render (Text Info incl object name, Statistics, 3D Cursor)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.13\n\nBroken: version: 2.93.1\nAlso 3.1.0 Alpha\n\nUsing viewport render (or workbench) I'm unable to view object or empty names \n```\n(bpy.data.objects[\"NAME\"].show_name)\n```\n\nEnable show name on a visible object, and make a viewport render (bpy-ops-render-opengl)\nThe text isn't rendered in the image like it is in the viewport.\n\n", "Weird VSE crash\nOperating system: Win11\nGraphics card: RX580\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen) blender 4.0.0 alpha\nWorked: (newest version of Blender that worked as expected) no clue\n\nBlender crashes on opening file. Was trying to make an alternative caption that gets around the Multiply color issue #112267 but came across a new bug.\n\nBased on the default startup or an attached .blend file (as simple as possible).\nOpen the file I've attached\n\n", "Blender Crashing When Painting Stroke into a \"Moving Animated Character\" (heap-use-after-free)\nBroken: 4.0 alpha\nBroken: version: 2.79 - 2.82 (sub 7)\nWorked: Never\n\nI have this experiment of making LIVE talking head, via OSC. And I noticed that if I tried painting a stroke on a talking moving animated head, it will crash. Even with timeline not running.\n\nI got a video (Might need iPhone X with MOM addon to test this....) :\njhHdG6ZXFDU\n\n- Open attached file\n- Run animation\n- Paint over the animated object\n[paint_animated_shapekey_bug.blend](paint_animated_shapekey_bug.blend)\n\n\n", "Error when denoising (Optix) large image\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090, 3060 Driver 522.30\n\nBroken: version: 3.3.1\nWorked: Never (3.0 failed, 2.90 did not start rendering)\n\nDenoising large image will fail and may result in crash.\n\nShortened log:\n```\nIllegal address in CUDA queue synchronize (film_convert_float3 filter_guiding_preprocess)\nE1122 18:16:01.843204 7088 denoiser_optix.cpp:470] Error converting denoising passes to RGB buffer.\nIllegal address in CUDA queue copy_from_device ()\n```\n\n[#102515.blend](T102515.blend)\n\nOpen file and render image.", "Microsoft store: Blender cannot be used in terminal\nWindows 11\n\nBroken: 3.4\nWorked: 3.3\n\n**Short Description**\nEver since blender 3.4 released, I have been unable to use blender in the command line. Running just the command \"blender\" gives error 0xc0000022 and whenever I try to run any actual command like \"blender -b untitled.blend -a\" nothing happens. I have never had any issues like this in versions prior to 3.4. I am running the Microsoft store version.\n\nIssue only happens with blender from Microsoft store\n\n**Steps to Reproduce**\n * Assuming that blender is already in your system path, which it should be by default,\n * open a terminal in absolutely any folder;\n * run absolutely any blender command;\n * for example, run \"blender -E help\"\n\n- - -\n!!For now, workaround is to type \"blender-launcher\" instead of \"blender\" to launch blender from command line (but that won't accept any arguments)!!" ]
[ "No sound in video sequencer preview\nOperating system: Ubuntu 20.04 x64\nGraphics card: GeForce GT 740\n\nBroken: (commit deb76548c108b3247a41ee273bad18de0f7d2ae1)\nWorked: (commit 6e5278c3dacaf35650fbe0550a87399fc8459f53)\n\nBy bisect, commit 2bb73787791a1743d421d4b418ed3b635eb17ccd looks cause this issue.\n\nNo sound in video sequencer preview.\n\n1. Boot blender with factory startup.\n\n```\n$ ../build_linux/bin/blender --factory-startup\n```\n\n2. Modify editor type to \"Video Sequencer\".\n3. Add a .wav file to frame 1.\n4. Press play animation button.\n5. No sound is played.\n\n**Console log**\n```\n$ ../build_linux/bin/blender --factory-startup\nfound bundled python: /home/honma/git/blender-git/build_linux/bin/2.90/python\nfind_node_operation: Failed for (PARAMETERS_ENTRY, '')\nfind_node_operation: Failed for (PARAMETERS_EVAL, '')\nadd_relation(Entry -> Eval) - Could not find op_from (OperationKey(type: PARAMETERS, component name: '', operation code: PARAMETERS_ENTRY))\nadd_relation(Entry -> Eval) - Could not find op_to (OperationKey(type: PARAMETERS, component name: '', operation code: PARAMETERS_EVAL))\nfind_node_operation: Failed for (PARAMETERS_EVAL, '')\nfind_node_operation: Failed for (PARAMETERS_EXIT, '')\nadd_relation(Entry -> Exit) - Could not find op_from (OperationKey(type: PARAMETERS, component name: '', operation code: PARAMETERS_EVAL))\nadd_relation(Entry -> Exit) - Could not find op_to (OperationKey(type: PARAMETERS, component name: '', operation code: PARAMETERS_EXIT))\nfind_node component: Could not find ID SO1-01 Feena.wav\nadd_relation(Sound -> Sequencer) - Could not find op_from (ComponentKey(SO1-01 Feena.wav, AUDIO))\nadd_relation(Sound -> Sequencer) - Could not find op_to (ComponentKey(SCScene, SEQUENCER))\nadd_relation(Sequencer -> Audio) - Could not find op_from (ComponentKey(SCScene, SEQUENCER))\nadd_relation(Sequencer -> Audio) - Failed, but op_to (ComponentKey(SCScene, AUDIO)) was ok\nSaved session recovery to '/tmp/quit.blend'\n\nBlender quit\n```\n" ]
Video Sequencer Missing Frames on Export (Likely Error Reading mp4) Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: GeForce GTX 1060 3GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71 Broken: version: 2.93.0 Alpha Sadly, I only notice this bug when using this video clip. [Crash Course Organic Chemistry 3.mp4](Crash_Course_Organic_Chemistry_3.mp4) Google Drive in case 120MB is too much. (view?usp=sharing) I tired cut down and SD versions, but there is something specific about how this video in particular is encoded that Blender can't deal with. Sorry about the file size. Blender can't decode frames when scrubbing [Video Sync problems.blend](Video_Sync_problems.blend) Scrub the video.
[ "Eevee randomly causes system to crash when rendering\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.23 (8GB memory)\nCPU: Intel Core i9 9900k\nRAM: 32GB DDR4\n\nBroken: 3.0.0\n\n\nI'm new to Blender and currently trying to switch from my usual C4D and Redshift workflow, just to let you know.\n\nI have a fairly simple scene with a 250 frame animation. Everytime I render the animation with Eevee as a .png sequence with an .exr file for the layers, the process causes my system to crash.\nThe amount of samples seems to correlate with the amount of frames I'm able to render before failure. So I guess it might have something to do with memory.\n\nI'm not sure how that can be as more complex scenes never failed me before using Redshift as a render engine.\n[ocean_final.blend](ocean_final.blend)\nThe scene makes use of a lot of volumetric light and I also calculate the bloom.\n\nThere aren't a lot of vertices involved in the scene, but I'm not sure how I can display a value to give you here.\n\nAll drivers are up to date and I also reinstalled Blender.\n\nNot sure, but I attached the .blend file as well as logs created in debug mode.\n\n[blender_debug_output.txt](blender_debug_output.txt)\n\n[blender_system_info.txt](blender_system_info.txt)", "Denoise + Pixel Size + Render Region = Artifacts in Viewport\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: \nNVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.84, \nNVIDIA GTX 1080.\nOptix is used.\n\nBroken: version: 3.2.0 Alpha\nWorked: Don't know.\n\nWhen the pixel size for render preview is increased, (2X, or 4X), Render region is set, and viewport denoiser is turned on, the viewport render gives weird artifacts.\n![BUG.PNG](BUG.PNG)\n\nTurn on render preview, and zoom in this file:\n[Pixl Size Denoise Render region.blend](Pixl_Size_Denoise_Render_region.blend)\n\n", "Limited dissolve ruins UV\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.79\n\nBroken: version: 3.5.1\n\nI made 3 or 4 times cycles of \"Limited dissolve - triangulate\" and get ruined UV after 3-rd or 4-th iteration. \nthe goal is to rid of exceeding geometry like on a screen.\n\n\n", "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", "AVI Raw index corrupted\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 446.14\n\nBroken: version: 2.90.0\nWorked: Never\n\nRendering AVI RAW file will create file with invalid or corrupted index. This seems to happen only with 3840x2160 resolution.\n\n\n[#80482.blend](T80482.blend)\n\n- Open file\n- Render animation\n- Open rendered file in VLC\n", "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.", "VSE: Separate images does not handle resolution correctly\nOperating system: Windows 11 Home 64 bit\nGraphics card: NVidia GeForce 2060 RTX SUPER\n\nBroken: 3.0.1\n\n- Add image sequence to VSE where each image has different resolution\n- Separate images to discrete strips\n\nCheck resolution of separated strips - they are all same, but they should not be.\n\n\n\n\n\n\n\n", "Blender crashes with EXCEPTION_ACCESS_VIOLATION when executing the sequencer.duplicate_move operation while in background\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.47\n\nBroken: version: 3.0.0\nWorked: *unknown*\n\n\nWhen running the operator: `bpy.ops.sequencer.duplicate_move` while Blender is backgrounded with the `--background` command line argument the process crashes.\nSee more details in in `bug-report.zip/README.md` and `bug-report.zip/render-frames.crash.txt`\n\nA snippet of the python code triggering this crash is here (the entire source can be seen in the attached .zip):\n```\n override = bpy.context.copy()\n override[\"workspace\"] = bpy.data.workspaces[\"Scripting\"]\n override[\"screen\"] = bpy.data.screens[\"Scripting\"]\n override[\"area\"] = editor\n override[\"region\"] = editor.regions[-1]\n strip_len = len(strip.elements)\n retry = 5\n while(not bpy.ops.sequencer.duplicate_move.poll(override)):\n retry -= 1\n if retry < 0:\n print(\"Couldn't duplicate for pingpong ... quiting\")\n return False\n bpy.ops.sequencer.duplicate_move(\n override,\n SEQUENCER_OT_duplicate={},\n TRANSFORM_OT_seq_slide={\n \"value\": (strip_len, 0),\n \"snap\": False,\n \"snap_target\": 'CLOSEST',\n \"snap_point\": (0, 0, 0),\n \"snap_align\": False,\n \"snap_normal\": (0, 0, 0),\n \"release_confirm\": False,\n \"use_accurate\": False\n }\n )\n```\n\nDownload bug-report.zip and extract it. Follow detailed steps in README.md.\nIn summary:\n\n- Notice the happy case when running the following command a test movie of 6 frames is rendered to the output directory set in `render-frames.blend` by default this is in `/tmp/`. Blender is left in the forground because `--background` was not supplied\n\n```\n\"C:\\Program Files\\Blender Foundation\\Blender 3.0\\blender.exe\" render-frames.blend --python-text render-frames\n```\n\n- The crash occurs when supplying the `--background` flag in addition to the above\n\n```\n\"C:\\Program Files\\Blender Foundation\\Blender 3.0\\blender.exe\" render-frames.blend --background --python-text render-frames\n```\n[bug-report.zip](bug-report.zip)", "Motion Blur missing on Alembics with changing topology / point counts\nOperating system: Linux-5.4.0-45-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.51.06\n\nBroken: version: 2.91.0 Alpha\n\nMotion Blur is missing when the imported Alembic contains vertex normals.\n\n- Unpack the ZIP and open the attached blend file:\n[MB_Problem_v03.zip](MB_Problem_v03.zip)\n- Press F12:\n![MB_Problem_Alpha_v03.png](MB_Problem_Alpha_v03.png)\n- The object on the left has (a bit but still visible) motion blur, the one on the right doesn't.\n\nThe only difference between the two Alembics is that the first one doesn't have the \"N\" attribute on its vertices.\n", "Blender crashes after rendering a few frames of an animation\nOperating system: Windows-10-10.0.18363-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.49\n\nBroken: version: 3.4.1\n\nI've never had this kind of problem - Blender crashes randomly after rendering a few frames of the animation. The only \"new\" thing I'm doing is I started using geometry nodes in this scene. I have plenty of VRAM left, shouldn't be a GPU issue. Tried both in 3.4 and 3.5\n\n\n", "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)", "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", "Cycles: Motion blur Artifacts and high render time with Metaball\nOperating system: Ubuntu Linux 22.04 / Windows 10 64-bit\nGraphics card: Nvidia GeForce RTX 3080\n\nBroken: 3.60, 3.61, 3.62, 4.0.0-alpha+main.d0dcfb815964\nWorked: unknown\n\n**Short Description**\nActivating motion blur in Cycles results in artifacts and higher render time for 2% of frames\nReproducible across Ubuntu/Windows, CPU/CUDA/OptiX.\n\n\n- Open attached file \"phoenix12-reprocase.blend\"\n- Enable motion blur (should already be enabled)\n- Reduce transmission bounce\n- Render frame 189\n- Render frame 190 (takes significant time to render. Also notice Artifacts)\n\nIn the provided file, frames 74, 124, 179, 190 seem to have this problem. Turning off motion blur fixes the problem.\n\n|189 | 190 |\n|---|---|\n| ![image](https://projects.blender.orgattachment) | ![image](https://projects.blender.orgattachment) |", "Blender saves malformed png files that can't be opened by exiv2 library\nOperating system: Windows-7/10\n\nBroken: version: 3.6.0 - 3.6.2\nWorked: 3.4.1 for sure, most probably 3.5\n\nBlender saves malformed png files that can't be opened by exiv2 library.\nMore in-depth analysis: 2745\n\n> There are actually 2 (identical!) eXIf chunks in this PNG file, but very short so might not carry any significant metadata:\n\n>Btw, exiftool -v3 also warns about overlapping TIFF directories, so at least that should be reported to Blender as well\n\n>Ok, so the TIFF signature 4d 4d 2a 00 is invalid for this eXIf chunk. For big-endian encoding, it must be 4d 4d 00 2a.\n>This is a Blender (or whatever library they use to write PNGs) bug.\n\n1. Render image\n2. Save as png\n\n", "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" ]
[ "Rendered video is missing frames that are on the playback timeline\nOperating system: Archlinux\nGraphics card: Intel HD Graphics 620\n\nBroken: `2.92.0` and also tested latest daily build `blender-2.93.0-8618c4159c7b-linux64`\nWorked: unknown\n\n\nThe resulting rendered video is lacking last frames (in fact, judging by the timeline it lacks last 2 seconds of the video). If you play the video inside timeline, you can see last frames are where there's a hand appears and the man disappears. However after I render it to a file, and play the file, the video stops some moments earlier, i.e. frames where the man is still in frame.\n\nAlso relevant is that when \"rendering\" is happening, you can see slider is moving on the timeline, and it shows the wrong frames. IOW, at the end of the timeline it should show a frame with no man — however instead it shows a frame with the man.\n\nFrom my experimentation it seems that the problem is somehow related to cuts in the video. Because when there's no cuts or only a cut at the end, video is rendered properly.\n\n\nI haven't figured a way to do this from scratch on an irrelevant video, so I attached an archive with a tiktok video I'm editing and a `bug-report.blend` file which has all the necessary setup (most importantly, cuts, because they seem to trigger the problem).\n\n1. Place files from archive into `/tmp` directory\n2. Open `bug-report.blend` in Blender\n3. Press `Render → Render Animation` and wait for it to finish.\n4. Open the resulting `/tmp/0001-0156.mkv` file in any video editor, and scroll to the final frame of the video.\n\n**Expected**\n\nThe final frame is matching the timeline inside Blender, where there is no one in the frame.\n\n**Actual**\n\nIt finishes with the man in frame.\n\n[bug-report.tar.zst](bug-report.tar.zst)" ]
UI flickering lines after saving Operating system: Mac OSX 10.14 Graphics card: AMD Radeon R9 M295X 4096 MB Broken: version: 2.80 (sub 35), branch: blender2.8, commit date: 2018-12-01 23:15, hash: 8c620c8e2b3, type: Release build date: 2018-12-02, 01:36:33 Top and bottom strips (horizontal across entire screen) flicker after saving with CMD + S Save scene with CMD + S Do you see flicker on top and bottom headers?
[ "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)", "Alpha hashed material produces shifting artifacts when animated in EEVEE\nWhen an object with material that has alpha hashed transparency is animated in EEVEE, the noise pattern may look either unstable or shifting as shown below: \n[alpha-hashed-transparency-problem.mp4](alpha-hashed-transparency-problem.mp4)\n\n\n\nYou can observe that the artifacts on top staying in place rather than rotating with the cube while those on the sides keep flickering, thus producing shifting and unstable appearance.\n\nThe symptom is also noticeable when changing the camera position in rendered viewport mode in Blender. And it's particularly problematic in UPBGE (a fork of the old BGE based on the latest Blender source) because a game engine must animate objects in realtime with relatively small number of samples per frame.\n\nUpon an examination from the developers of UPBGE, it is found that the problem is due to the fact that the current implementation of alpha hashed transparency uses the world coordinate instead of the object space, as it is often recommended (e.g. [2017 ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games](p4TYf5DDpbQ)).\n\nIt appears that a simple change from the world to object coordinate fixes the problem as shown in this [test commit (see line 80) ](e0a8638d0b255f2fc6ce778d10dd0d12a467b4d3#diff-2b8bf4f9e10009510d02c14e3659ee032c73f829de5453d6abcdf6a3f884fdfdR80), which produces the following result:\n[alpha-hashed-problem-solved.mp4](alpha-hashed-problem-solved.mp4)\n\nIt's my understanding that the [original author ]() decided to use the world matrix to avoid the difficulties with certain corner cases, like when the object is scaled by an extreme factor. However, while such a problem may be circumvented relatively easily (e.g. discard the scale information from the matrix) such a problem described above may pose more substantial issues with making an animation or rendering in realtime.\n\nSo, I hope this problem and the suggested fix may be evaluated again since we have more people interested in using Blender for such purposes now, thanks to the gaining popularity of EEVEE.", "\"Add [Object]\" menu not working correctly or lagging\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.40\n\nBroken: version: 3.6.0\n\nI found out that the context menu that appears just after adding an object tends to lag or bug if you have split screen the viewport and the compositor with the checkbox \"use nodes\".\n\n1. Make a vertical split and and add the Compositor panel.\n2. Check \"use nodes\" in the compositor panel.\n3. Add any 3D Primitive object in the viewport, )E.G. Icosphere).\n4. Try changing the subdivisions in the \"add icosphere menu\" or just try to drag the logation paramenters whithin that menu.\n5. The result will be a choppy or lagging response, not expected.\n6. I've tracked this error even from the 3.4 version of blender, until now.\n", "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)", "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", "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)", "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)", "GHOST:: m_windows not clearing list of fullscreen windows \nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.59\n\nBroken: version: 2.83 (sub 8)\n\nI just wanted to warn you about a potential bug in GHOST when we close a fullscreen window. The problem is that I don't know how to reproduce it in blender official.\nThen this is just if someone is interested...\n\nWhen we close a fullscreen window, GHOST::m_windows list doesn't erase the fullscreen window. Then m_windows list size increases.\nWhen I erase the fullscreen window from m_windows list, it is fixing a crash with our fork of blender (upbge)\n\nI describe the steps to reproduce the bug here: 4fc32990010d5765ba1abd523d57b252be73a657\n\nThis needs to compile restart_hacks branch from upbge github: upbge\n\nThere's a link to the testfile in the commit in mentionned.\n\nJust in case:\n\n[ledi.blend](ledi.blend)\n\n", "Able to paint/select \"through\" disabled UI items.\nBroken: 2.80, 2.81...\n\nWith region overlap, if a UI element is diabled, clicks are passed through it, which can result in paint strokes.\n\n\n1. Load the default scene and enter Texture Paint mode on the cube.\n2. Add a paint slot and make a stroke.\n3. In the UV/Image editor, select the painted image, open the sidebar and switch to Image tab. The UI items should be disabled there now.\n4. Make sure that sidebar overlaps the image.\n5. Click on sidebar background.\n6. Click on any of the disabled items.\n\nIn (5), nothing happens. In (6), the click passes through and leaves a paint stroke on the image.\n\n![paint_through_ui.png](paint_through_ui.png)", "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", "Proposal: Remove bottom headers\nFollowing on from [D4302](D4302) here. \n\nIt may be good to remove the ability for headers to be at the bottom of editors. Here's why:\n\n - Popovers don't work well when opened from the bottom.\nWhen the height varies, the contents gets pushed around:\n![Screenshot 2019-02-06 at 16.21.21.png](Screenshot_2019-02-06_at_16.21.21.png)\n\n - Opening old blend files is now a pain, because users have to go ahead and manually move all the headers to the top\n![Screenshot 2019-02-06 at 16.26.03.png](Screenshot_2019-02-06_at_16.26.03.png)\n\n - It makes it possible, or at least easier, to add footers to some areas, such as in the Text Editor to better give space for the file path:\n![Screenshot 2019-02-06 at 16.31.50.png](Screenshot_2019-02-06_at_16.31.50.png)\n\n - We can then remove the header position preference, which is a small simplification.\n", "Save dialogue display performance issue on macOS\nOperating system: Darwin-19.4.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 560 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.8.24\n\nBroken: version: 2.83.0 Beta\nWorked: 2.80 less slow, *2.79 best*\n\nWhen calling the Save dialogue with Ctrl+S, the user has to wait for almost one second for the dialogue to appear and be functional. \nFurther, the file name field seems to appear with a delay, causing the interface to adjust - creating visual noise.\n\nOpen a new file. Save the file.\n\n", "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", "Sequencer doesn't reflect source range in strip display correctly\nWindows 7\n\nBroken: 2.78 Release\n\nWhen the length of a render source is modified, the display in the strip display doesn't show it. The info 'Original frame range' is correct though.\n\n1. From the default scene, create a 'link object data' copy (although i guess the type doesn't matter)\n2. Go back to scene 'Scene' and set the end frame to 100\n3. Go to scene 'Scene.001', open sequence editor and add scene 'Scene'. It will now show a strip of 100 frames length.\n4. Go back to scene 'Scene' and change the end frame to 50\n5. Go back to scene 'Scene.001' \nThe Sequence Editor will still show a green bar 100 frames long, although the info in the properties panel tells the correct info: Original frame range 1-50 (50).\nMore importantly, you can drag the right grabber of the strip to the right and it will still paint 100 frames green and the rest grey/transparent, although the 100 frames don't have any meaning no more - it was just the length it was created with. You can also unlink the strip from the original scene and relink it again, it will still paint 100 frames green/valid.\n\nMaybe this is a bug, an oversight, maybe even intentional, I don't know. \nI don't think a .blend file is necessary in this case, but I will upload one, if desired. \n", "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" ]
[ "Blender Grey lines MacBook Pro 15'\nOperating system: MacOS Mojave \nGraphics card: NVIDIA GeForce GT 750M 2048 MB\n\nBroken: 2.80 beta 2018-12-03\nWorked: 2.80 beta 2018-11-30\n\n![Screenshot 2018-12-04 at 16.01.50.png](Screenshot_2018-12-04_at_16.01.50.png)\n![Screenshot 2018-12-04 at 16.03.06.png](Screenshot_2018-12-04_at_16.03.06.png)\n\nWhen Launching the blender beta there seem to be two light grey bars on the top and bottom as highlighted in the first photo. It wasn't there in the previous version of the beta from a few days ago as shown in the second photo and looks a lot nicer without the grey lines.\nThe grey lines go away after resizing Blender.", "macOS: Red Lines in User Interface\nOperating system: macOS Mojave 10.14.1\nGraphics card: Radeon Pro 560X 4096 MB\n\nBroken: version: 2.80, date: 2018-12-03 23:39, hash: 1b6a394d862\n\nTwo red lines are visible in blender's UI. One near top and one bottom. These red lines appear only after entering Full Screen mode, and still persist even after exiting Full Screen mode.\n\nUpdate:\nI right clicked on the red line, and chose \"Join Area\" and received this error message.\n\"Global areas (Top Bar, Status Bar) do not support joining\"\n\nI don't know if that's a useful clue or not, I just wanted to share just in case it could help.\n\n**Screenshot**\n![Screen Shot 2018-12-05 at 12.43.03 AM.png](Screen_Shot_2018-12-05_at_12.43.03_AM.png)\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n1. Open existing scene or new scene.\n2. Enter Full Screen.\n3. Should see one to two red horizontal lines." ]
Blender 2.8 Crashes a lot on segmentation fault 11 (on Macbook Air) OSX 10.12.6 Macbook Air, Intel HD 5000 Broken: I'm still compiling several commits to pinpoint where it went wrong.. but I can't remember having these a month ago or so.. On unpredictable (yet) moments blender crashes. Showed a debug/crash log on IRC and Ton replied: the UI, preview render for icons is crashing, advised to report it.. There is no real fail save why I'm sorry. But this helps: - factory settings - enable preview (eevee) - add/remove objects/materials/worlds.. all can result in crash [1.txt](1.txt) [2.txt](2.txt)
[ "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 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 crashes when computing normals of a particular mesh\nOperating system: macOS (Monterey) 12.1 (21C52)\nGraphics card: AMD Radeon Pro 5300M 4 GB\nGraphics card: Intel UHD Graphics 630 1536 MB\n\nBroken: 3.0.0 (3.0.0 2021-12-03)\nWorked: Was not observed to work\n\nCrashes on opening file attached. Crashes on other files. Randomly crashes when editing using models exported from Roblox (.obj files).\n\nOpen attached blend file. You get the crash report (crashes with different stacks for other files and when editing):\n\n[hacker_revenge.blend](hacker_revenge.blend)\n\n```\nlines=12, name=Translated Report\nProcess: Blender [2869]\nPath: /Applications/Blender.app/Contents/MacOS/Blender\nIdentifier: org.blenderfoundation.blender\nVersion: 3.0.0 (3.0.0 2021-12-03)\nCode Type: X86-64 (Native)\nParent Process: zsh [1661]\nResponsible: Terminal [1596]\nUser ID: 501\n\nDate/Time: 2021-12-21 10:11:52.0228 +0100\nOS Version: macOS 12.1 (21C52)\nReport Version: 12\nBridge OS Version: 6.1 (19P647)\nAnonymous UUID: BAF76297-0E65-F3CC-0672-23E0B08EE74B\n\n\nTime Awake Since Boot: 28000 seconds\n\nSystem Integrity Protection: enabled\n\nCrashed Thread: 1\n\nException Type: EXC_CRASH (SIGSEGV)\nException Codes: 0x0000000000000000, 0x0000000000000000\nException Note: EXC_CORPSE_NOTIFY\n\nTermination Reason: Namespace SIGNAL, Code 11 Segmentation fault: 11\nTerminating Process: Blender [2869]\n\nThread 0:: Dispatch queue: com.apple.main-thread\n0 Blender \t 0x10bf80451 loop_split_worker_do(LoopSplitTaskDataCommon*, LoopSplitTaskData*, BLI_Stack*) + 209\n1 Blender \t 0x10bf7f289 loop_split_generator(TaskPool*, LoopSplitTaskDataCommon*) + 361\n2 Blender \t 0x10bf7efa6 BKE_mesh_normals_loop_split + 502\n3 Blender \t 0x10bf685aa BKE_mesh_calc_normals_split_ex + 426\n4 Blender \t 0x10bde8e75 mesh_calc_modifier_final_normals(Mesh const*, CustomData_MeshMasks const*, bool, Mesh*) + 165\n5 Blender \t 0x10bde8f42 tbb::interface7::internal::delegated_function<mesh_calc_modifiers(Depsgraph*, Scene*, Object*, bool, bool, CustomData_MeshMasks const*, int, bool, bool, Mesh**, Mesh**, GeometrySet**)::$_0 const, void>::operator()() const + 66\n6 Blender \t 0x10c355b7b tbb::interface7::internal::isolate_within_arena(tbb::interface7::internal::delegate_base&, long) + 75\n7 Blender \t 0x10bde7482 mesh_calc_modifiers(Depsgraph*, Scene*, Object*, bool, bool, CustomData_MeshMasks const*, int, bool, bool, Mesh**, Mesh**, GeometrySet**) + 1602\n8 Blender \t 0x10bde6b45 mesh_build_data(Depsgraph*, Scene*, Object*, CustomData_MeshMasks const*, bool) + 133\n9 Blender \t 0x10bde5cc5 makeDerivedMesh + 133\n10 Blender \t 0x10bfe1bb8 BKE_object_handle_data_update + 1016\n11 Blender \t 0x10bfe1ff4 BKE_object_eval_uber_data + 52\n12 Blender \t 0x10c491b76 blender::deg::(anonymous namespace)::deg_task_run_func(TaskPool*, void*) + 134\n13 Blender \t 0x115d6f092 tbb::internal::function_task<Task>::execute() + 18\n14 Blender \t 0x10c362679 tbb::internal::custom_scheduler<tbb::internal::IntelSchedulerTraits>::process_bypass_loop(tbb::internal::context_guard_helper<false>&, tbb::task*, long) + 393\n15 Blender \t 0x10c361cc1 tbb::internal::custom_scheduler<tbb::internal::IntelSchedulerTraits>::local_wait_for_all(tbb::task&, tbb::task*) + 225\n16 Blender \t 0x10dff0f58 tbb::internal::task_group_base::wait() + 24\n17 Blender \t 0x115d6ed02 BLI_task_pool_work_and_wait + 482\n18 Blender \t 0x10c491941 blender::deg::deg_evaluate_on_refresh(blender::deg::Depsgraph*) + 673\n19 Blender \t 0x10c02d868 scene_graph_update_tagged + 424\n20 Blender \t 0x10c36bab3 wm_event_do_depsgraph + 179\n21 Blender \t 0x10c376068 wm_file_read_post + 312\n22 Blender \t 0x10c3752fd WM_file_read + 749\n23 Blender \t 0x10c37adb6 wm_open_mainfile__open + 342\n24 Blender \t 0x10c372de9 wm_operator_invoke + 521\n25 Blender \t 0x10c36cde9 wm_operator_call_internal + 329\n26 Blender \t 0x10c36d5d4 WM_operator_name_call_ptr_with_depends_on_cursor + 164\n27 Blender \t 0x10ce91b76 ui_apply_but_funcs_after + 310\n28 Blender \t 0x10ce8e023 ui_handler_region_menu + 387\n29 Blender \t 0x10c373706 wm_handlers_do_intern + 950\n30 Blender \t 0x10c36f0b4 wm_handlers_do + 52\n31 Blender \t 0x10c36e4e3 wm_event_do_handlers + 1539\n32 Blender \t 0x10c3665d0 WM_main + 32\n33 Blender \t 0x10bdd54eb main + 907\n34 dyld \t 0x1254f84fe start + 462\n\nThread 1 Crashed:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff808049178 _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff808049647 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x113f9d26f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x113f9bcfe void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 2:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff808049178 _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff808049647 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x113f9d26f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x113f9bcfe void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 3:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff808049178 _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff808049647 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x113f9d26f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x113f9bcfe void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 4:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff808049178 _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff808049647 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x113f9d26f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x113f9bcfe void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 5:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff808049178 _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff808049647 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x113f9d26f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x113f9bcfe void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 6:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff808049178 _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff808049647 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x113f9d26f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x113f9bcfe void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 7:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff808049178 _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff808049647 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x113f9d26f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x113f9bcfe void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 8:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff808049178 _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff808049647 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x113f9d26f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x113f9bcfe void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 9:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff808049178 _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff808049647 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x113f9d26f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x113f9bcfe void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 10:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff808049178 _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff808049647 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x113f9d26f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x113f9bcfe void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 11:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff808049178 _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff808049647 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x113f9d26f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x113f9bcfe void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 12:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff808049178 _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff808049647 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x113f9d26f IlmThread_2_5::(anonymous namespace)::DefaultWorkerThread::run() + 79\n4 Blender \t 0x113f9bcfe void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_5::Thread::*)(), IlmThread_2_5::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 13:: AMCP Logging Spool\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 caulk \t 0x7ff810c831c0 caulk::mach::semaphore::wait_or_error() + 16\n2 caulk \t 0x7ff810c6a08a caulk::concurrent::details::worker_thread::run() + 36\n3 caulk \t 0x7ff810c69d4e void* caulk::thread_proxy<std::__1::tuple<caulk::thread::attributes, void (caulk::concurrent::details::worker_thread::*)(), std::__1::tuple<caulk::concurrent::details::worker_thread*> > >(void*) + 41\n4 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n5 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 14:\n0 libsystem_pthread.dylib \t 0x7ff8081fafec start_wqthread + 0\n\nThread 15:: com.apple.audio.IOThread.client\n0 libsystem_kernel.dylib \t 0x7ff8081c2aba mach_msg_trap + 10\n1 libsystem_kernel.dylib \t 0x7ff8081c2e2b mach_msg + 59\n2 CoreAudio \t 0x7ff809e4695b HALB_MachPort::SendSimpleMessageWithSimpleReply(unsigned int, unsigned int, int, int&, bool, unsigned int) + 111\n3 CoreAudio \t 0x7ff809cd50ff HALC_ProxyIOContext::IOWorkLoop() + 3937\n4 CoreAudio \t 0x7ff809cd3bc1 invocation function for block in HALC_ProxyIOContext::HALC_ProxyIOContext(unsigned int, unsigned int) + 63\n5 CoreAudio \t 0x7ff809e9c76c HALB_IOThread::Entry(void*) + 72\n6 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n7 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 16:\n0 libsystem_pthread.dylib \t 0x7ff8081fafec start_wqthread + 0\n\nThread 17:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 Blender \t 0x10c35d378 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10c35d219 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 18:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 Blender \t 0x10c35d378 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10c35d219 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 19:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 Blender \t 0x10c35d378 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10c35d219 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 20:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 Blender \t 0x10c35d378 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10c35d219 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 21:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 Blender \t 0x10c35d378 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10c35d219 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 22:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 Blender \t 0x10c35d378 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10c35d219 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 23:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 Blender \t 0x10c35d378 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10c35d219 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 24:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 Blender \t 0x10c35d378 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10c35d219 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 25:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 Blender \t 0x10c35d378 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10c35d219 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 26:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 Blender \t 0x10c35d378 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10c35d219 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 27:\n0 libsystem_kernel.dylib \t 0x7ff8081c2af6 semaphore_wait_trap + 10\n1 Blender \t 0x10c35d378 tbb::internal::rml::private_worker::run() + 344\n2 Blender \t 0x10c35d219 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\nThread 28:\n0 libsystem_pthread.dylib \t 0x7ff8081fafec start_wqthread + 0\n\nThread 29:\n0 libsystem_pthread.dylib \t 0x7ff8081fafec start_wqthread + 0\n\nThread 30:\n0 libsystem_pthread.dylib \t 0x7ff8081fafec start_wqthread + 0\n\nThread 31:\n0 libsystem_pthread.dylib \t 0x7ff8081fafec start_wqthread + 0\n\nThread 32:: com.apple.NSEventThread\n0 libsystem_kernel.dylib \t 0x7ff8081c2aba mach_msg_trap + 10\n1 libsystem_kernel.dylib \t 0x7ff8081c2e2b mach_msg + 59\n2 CoreFoundation \t 0x7ff8082c6af2 __CFRunLoopServiceMachPort + 319\n3 CoreFoundation \t 0x7ff8082c51cb __CFRunLoopRun + 1325\n4 CoreFoundation \t 0x7ff8082c45dd CFRunLoopRunSpecific + 563\n5 AppKit \t 0x7ff80ae61d98 _NSEventThread + 132\n6 libsystem_pthread.dylib \t 0x7ff8081ff4f4 _pthread_start + 125\n7 libsystem_pthread.dylib \t 0x7ff8081fb00f thread_start + 15\n\n\nThread 1 crashed with X86 Thread State (64-bit):\n rax: 0x000000000000000e rbx: 0x0000600003c40090 rcx: 0x000070000d0a5f08 rdx: 0x0000000000000028\n rdi: 0x0000000000002403 rsi: 0x0000000000000003 rbp: 0x000070000d0a5f20 rsp: 0x000070000d0a5f08\n r8: 0x0000000000002503 r9: 0x0000000000000000 r10: 0x0000000000002403 r11: 0x0000000000000246\n r12: 0x0000000000000000 r13: 0x0000000000000000 r14: 0x0000600003c40090 r15: 0xffffffffffffffff\n rip: 0x00007ff8081c2af6 rfl: 0x0000000000000246 cr2: 0x000070000d0a5ff8\n \nLogical CPU: 0\nError Code: 0x01000024 \nTrap Number: 133\n\n\nBinary Images:\n 0x10bc58000 - 0x118253fff org.blenderfoundation.blender (3.0.0) <8acf8f8a-1a0b-37b4-a45b-75aaca58c182> /Applications/Blender.app/Contents/MacOS/Blender\n 0x1254f3000 - 0x12555efff dyld (*) <cef5a27a-d50b-3020-af03-1734b19bc8c5> /usr/lib/dyld\n 0x7ff8081c2000 - 0x7ff8081f8fff libsystem_kernel.dylib (*) <5aa1e5be-b5b8-3a02-9885-a8c99e0ca378> /usr/lib/system/libsystem_kernel.dylib\n 0x7ff808046000 - 0x7ff80808cfff libdispatch.dylib (*) <c8f7bfb6-4b1a-37cd-a32d-cd5069c916df> /usr/lib/system/libdispatch.dylib\n 0x7ff8081f9000 - 0x7ff808204fff libsystem_pthread.dylib (*) <6c7561b4-4b92-3f45-921e-abe669299844> /usr/lib/system/libsystem_pthread.dylib\n 0x7ff810c68000 - 0x7ff810c8afff com.apple.audio.caulk (1.0) <e76d1ab3-89c2-3a93-990b-30827fcf89b0> /System/Library/PrivateFrameworks/caulk.framework/Versions/A/caulk\n 0x7ff809b1e000 - 0x7ff80a245fff com.apple.audio.CoreAudio (5.0) <33f55d9c-eaef-3fbd-add5-ed3e54925762> /System/Library/Frameworks/CoreAudio.framework/Versions/A/CoreAudio\n 0x7ff808246000 - 0x7ff808748fff com.apple.CoreFoundation (6.9) <eab0e216-2a9e-31ce-9164-fdf3ebcf7bd3> /System/Library/Frameworks/CoreFoundation.framework/Versions/A/CoreFoundation\n 0x7ff80acb5000 - 0x7ff80bb43fff com.apple.AppKit (6.9) <d23b9681-3764-3298-a716-fbb511dd5a7c> /System/Library/Frameworks/AppKit.framework/Versions/C/AppKit\n\nExternal Modification Summary:\n Calls made by other processes targeting this process:\n task_for_pid: 0\n thread_create: 0\n thread_set_state: 0\n Calls made by this process:\n task_for_pid: 0\n thread_create: 0\n thread_set_state: 0\n Calls made by all processes on this machine:\n task_for_pid: 0\n thread_create: 0\n thread_set_state: 0\n\nVM Region Summary:\nReadOnly portion of Libraries: Total=1.2G resident=0K(0%) swapped_out_or_unallocated=1.2G(100%)\nWritable regions: Total=2.3G written=0K(0%) resident=0K(0%) swapped_out=0K(0%) unallocated=2.3G(100%)\n\n VIRTUAL REGION \nREGION TYPE SIZE COUNT (non-coalesced) \n=========== ======= ======= \nAccelerate framework 384K 3 \nActivity Tracing 256K 1 \nCG backing stores 2688K 4 \nCG image 76K 4 \nColorSync 224K 25 \nCoreAnimation 116K 9 \nCoreGraphics 12K 2 \nCoreUI image data 972K 7 \nFoundation 16K 1 \nKernel Alloc Once 8K 1 \nMALLOC 436.3M 85 \nMALLOC guard page 48K 10 \nMALLOC_MEDIUM (reserved) 1.4G 12 reserved VM address space (unallocated)\nMALLOC_NANO (reserved) 384.0M 1 reserved VM address space (unallocated)\nOpenGL GLSL 256K 3 \nSTACK GUARD 132K 33 \nStack 55.8M 33 \nVM_ALLOCATE 34.1M 147 \nVM_ALLOCATE (reserved) 32K 1 reserved VM address space (unallocated)\n__DATA 98.7M 349 \n__DATA_CONST 17.0M 205 \n__DATA_DIRTY 774K 118 \n__FONT_DATA 4K 1 \n__GLSLBUILTINS 5176K 1 \n__LINKEDIT 698.8M 17 \n__OBJC_RO 81.8M 1 \n__OBJC_RW 3136K 2 \n__TEXT 479.1M 361 \n__UNICODE 588K 1 \ndyld private memory 1088K 3 \nmapped file 163.7M 24 \nshared memory 808K 22 \n=========== ======= ======= \nTOTAL 3.8G 1487 \nTOTAL, minus reserved VM space 2.0G 1487 \n```\n\n```\nlines=12, name=Full Report\n{\"app_name\":\"Blender\",\"timestamp\":\"2021-12-21 10:11:52.00 +0100\",\"app_version\":\"3.0.0\",\"slice_uuid\":\"8acf8f8a-1a0b-37b4-a45b-75aaca58c182\",\"build_version\":\"3.0.0 2021-12-03\",\"platform\":1,\"bundleID\":\"org.blenderfoundation.blender\",\"share_with_app_devs\":0,\"is_first_party\":0,\"bug_type\":\"309\",\"os_version\":\"macOS 12.1 (21C52)\",\"incident_id\":\"9B83A860-E322-4D03-B0CE-187C62682666\",\"name\":\"Blender\"}\n{\n \"uptime\" : 28000,\n \"procLaunch\" : \"2021-12-21 10:11:31.6855 +0100\",\n \"procRole\" : \"Foreground\",\n \"version\" : 2,\n \"userID\" : 501,\n \"deployVersion\" : 210,\n \"modelCode\" : \"MacBookPro16,1\",\n \"procStartAbsTime\" : 28935533255199,\n \"coalitionID\" : 1696,\n \"osVersion\" : {\n \"train\" : \"macOS 12.1\",\n \"build\" : \"21C52\",\n \"releaseType\" : \"User\"\n },\n \"captureTime\" : \"2021-12-21 10:11:52.0228 +0100\",\n \"incident\" : \"9B83A860-E322-4D03-B0CE-187C62682666\",\n \"bug_type\" : \"309\",\n \"pid\" : 2869,\n \"procExitAbsTime\" : 28955868010950,\n \"cpuType\" : \"X86-64\",\n \"procName\" : \"Blender\",\n \"procPath\" : \"\\/Applications\\/Blender.app\\/Contents\\/MacOS\\/Blender\",\n \"bundleInfo\" : {\"CFBundleShortVersionString\":\"3.0.0\",\"CFBundleVersion\":\"3.0.0 2021-12-03\",\"CFBundleIdentifier\":\"org.blenderfoundation.blender\"},\n \"storeInfo\" : {\"deviceIdentifierForVendor\":\"39CB2ACC-1148-5821-AB90-8D6F120CC508\",\"thirdParty\":true},\n \"parentProc\" : \"zsh\",\n \"parentPid\" : 1661,\n \"coalitionName\" : \"com.apple.Terminal\",\n \"crashReporterKey\" : \"BAF76297-0E65-F3CC-0672-23E0B08EE74B\",\n \"responsiblePid\" : 1596,\n \"responsibleProc\" : \"Terminal\",\n \"bridgeVersion\" : {\"build\":\"19P647\",\"train\":\"6.1\"},\n \"sip\" : \"enabled\",\n \"isCorpse\" : 1,\n \"exception\" : {\"codes\":\"0x0000000000000000, 0x0000000000000000\",\"rawCodes\":[0,0],\"type\":\"EXC_CRASH\",\"signal\":\"SIGSEGV\"},\n \"termination\" : {\"flags\":0,\"code\":11,\"namespace\":\"SIGNAL\",\"indicator\":\"Segmentation fault: 11\",\"byProc\":\"Blender\",\"byPid\":2869},\n \"extMods\" : {\"caller\":{\"thread_create\":0,\"thread_set_state\":0,\"task_for_pid\":0},\"system\":{\"thread_create\":0,\"thread_set_state\":0,\"task_for_pid\":0},\"targeted\":{\"thread_create\":0,\"thread_set_state\":0,\"task_for_pid\":0},\"warnings\":0},\n \"faultingThread\" : 1,\n \"threads\" : [{\"id\":1319763,\"queue\":\"com.apple.main-thread\",\"frames\":[{\"imageOffset\":3310673,\"symbol\":\"loop_split_worker_do(LoopSplitTaskDataCommon*, LoopSplitTaskData*, BLI_Stack*)\",\"symbolLocation\":209,\"imageIndex\":0},{\"imageOffset\":3306121,\"symbol\":\"loop_split_generator(TaskPool*, LoopSplitTaskDataCommon*)\",\"symbolLocation\":361,\"imageIndex\":0},{\"imageOffset\":3305382,\"symbol\":\"BKE_mesh_normals_loop_split\",\"symbolLocation\":502,\"imageIndex\":0},{\"imageOffset\":3212714,\"symbol\":\"BKE_mesh_calc_normals_split_ex\",\"symbolLocation\":426,\"imageIndex\":0},{\"imageOffset\":1642101,\"symbol\":\"mesh_calc_modifier_final_normals(Mesh const*, CustomData_MeshMasks const*, bool, Mesh*)\",\"symbolLocation\":165,\"imageIndex\":0},{\"imageOffset\":1642306,\"symbol\":\"tbb::interface7::internal::delegated_function<mesh_calc_modifiers(Depsgraph*, Scene*, Object*, bool, bool, CustomData_MeshMasks const*, int, bool, bool, Mesh**, Mesh**, GeometrySet**)::$_0 const, void>::operator()() const\",\"symbolLocation\":66,\"imageIndex\":0},{\"imageOffset\":7330683,\"symbol\":\"tbb::interface7::internal::isolate_within_arena(tbb::interface7::internal::delegate_base&, long)\",\"symbolLocation\":75,\"imageIndex\":0},{\"imageOffset\":1635458,\"symbol\":\"mesh_calc_modifiers(Depsgraph*, Scene*, Object*, bool, bool, CustomData_MeshMasks const*, int, bool, bool, Mesh**, Mesh**, GeometrySet**)\",\"symbolLocation\":1602,\"imageIndex\":0},{\"imageOffset\":1633093,\"symbol\":\"mesh_build_data(Depsgraph*, Scene*, Object*, CustomData_MeshMasks const*, 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0/ChannelA-DIMM0, 16 GB, DDR4, 2667 MHz, Micron, MT40A2G8NEA-062E:J\nMemory Module: BANK 2/ChannelB-DIMM0, 16 GB, DDR4, 2667 MHz, Micron, MT40A2G8NEA-062E:J\nAirPort: spairport_wireless_card_type_wifi (0x14E4, 0x7BF), wl0: Jul 12 2021 18:02:56 version 9.30.464.0.32.5.76 FWID 01-c081cfed\nBluetooth: Version (null), 0 services, 0 devices, 0 incoming serial ports\nNetwork Service: Wi-Fi, AirPort, en0\nUSB Device: USB31Bus\nUSB Device: T2Bus\nUSB Device: composite_device\nUSB Device: Touch Bar Backlight\nUSB Device: Touch Bar Display\nUSB Device: Apple Internal Keyboard / Trackpad\nUSB Device: Headset\nUSB Device: Ambient Light Sensor\nUSB Device: FaceTime HD Camera (Built-in)\nUSB Device: Apple T2 Controller\nThunderbolt Bus: MacBook Pro, Apple Inc., 63.5\nThunderbolt Bus: MacBook Pro, Apple Inc., 63.5\n```", "Crash when rending animation w/simple physics sim\nOperating system: macOS-12.0.1-x86_64-i386-64bit 64 Bits\nGraphics card: Apple M1 Apple 4.1 Metal - 76.1\n\nBroken: version: 3.0.0\nWorked: Spinning beach ball in 3.1 Alpha\n\nWhen selecting \"Render Animation\", the Rendering window starts to draw, and then the app crashes.\n\n\nFile attached. Just load and Select Render Animation.[simple-physics-crash.blend](simple-physics-crash.blend)\n\n", "Regression: Crashes when uses preview or final render modes\nOperating system: Mac Os Monterey 12.6.1\nGraphics card: AMD Radeon R9 M380 2 GB\n\nBroken: blender 3.6.2\nWorked: Blender 3.4.1\n\nBlender 3.6.2 crashes on MacOS when you change between preview or final render modes. I Think is a problem related with the Realtime Viewport compositing. I think it is not enabled at all on MacOS but maybe developers did not do it correctly and some render features are requesting missing elements.\n\nSimply make 3 or 4 render previews and then press F12 to obtain a final render (or viceversa). Blender Crashes immediately.\n\n", "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", "Crash guide during render complete August 29, 2022\nOperating system: macOS-13.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.9.44\n\nBroken: version: 3.3.0 Beta\n\nBlender 3.3 Beta crash guide during render August 29, 2022\n\n\nNot matter all version 3.0 to 3.4 keep me crash. Do not use Windows. Only for Macintosh.\n\n![image.png](image.png)\n\n[Blender-2022-08-29-092340.ips](Blender-2022-08-29-092340.ips)\n\n[Armor wear 1.0.0.blend](Armor_wear_1.0.0.blend)\n\n![image.png](image.png)\n\nT100328\n@Nurb2Kea\nRender 600 (complete render cause crash guide)\n", "Blender 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)", "Grease Pencil: Line Art › Light Contour causes crash\nOperating system: macOS-11.6.5-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon R9 M295X OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.6.21\n\nBroken: version: 3.6.0 Alpha\nAlso reproduced with 3.5 and 3.4.1\n\nWhile using the Grease Pencil Line Art modifier, enabling the Light Contour feature causes a crash. The problem does not appear with a very simple scene, so a certain amount of geometry may be needed, hence the 6mb sample file. While trying to reproduce with smaller scenes, I sometimes had to toggle the Light Contour checkbox on and off a few times to trigger the crash, and the number of toggles actually varied from one launch to the next.\n\n1. Open provided file, GP crash.blend\n2. Select Grease Pencil object and expand its Line Art modifier\n3. Click Light Contour checkbox to enable it\n\nThis reliably causes a crash on my Intel Mac\n\n", "Render crashes – metal related\nOperating system: macOS-13.5.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M2 Pro 1.2\n\nBroken: version: 3.6.2\n\nI get some of these intermittently: `Context leak detected, msgtracer returned -1`\nrender ultimately fails (always at around frame 400) with this:\n\n```\nCommandBuffer Failed: cycles_metal_integrator_reset\n\nRefer to the Cycles GPU rendering documentation for possible solutions:\ngpu_rendering.html\n\nCommandBuffer Failed: cycles_metal_integrator_init_from_camera\n``` \n\n- download and extract the files attached to this issue\n- run `render.sh` + wait until blender crashes\n\n~~using the opengl backend, it works just fine~~\n\n", "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", "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", "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.", "Crashing and freezing when working on files with assets\nOperating system: macOS-12.6.5-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon RX 580 1.2\n\nBroken: version: 3.5.0\n\nCrashing and freezing when working on files with assets\n\nif I open the demo file cube_diorama.blend the whole system freezes and either crashes or logs out needing to login again.\nevery blender crash a WindowsServer log is created.\n\n cube_diorama.blend never crashed in previous versions of blender for me.\n\n", "Blender 3.5 crash on render with Intel 4600 integrated GPU\nOperating system: WIndows 10 x64\nGraphics card: Intel 4600\n\nBroken: 3.5 \nWorked: 3.4.1\n\n\nBlender crashes when attempting to render in Evee. Cycles seems to work.\n\n" ]
[ "Crash due to zero uniform buffer binding for sssProfile\nmacOS 10.12.6\nIntel Iris Graphics 6100 1536 MB\n\nBroken: 2f3e890b94e blender2.8 (modified) (built from head of blender2.8 branch)\n\nBlender crashes in macOS Intel OpenGL driver when rendering materials due to 0 being bound to the 'sssProfile' uniform block.\n\n\n - Open Blender.\n - In the Properties Editor, select the Material tab.\n - Use the dropdown near the top left of the window to switch the main area to the Shader Editor.\n - In the Properties Editor, enable and disable 'Use Nodes' several times.\n - Blender will crash with the following backtrace:\n\n```\n* thread #18, stop reason = EXC_BAD_ACCESS (code=1, address=0x100)\n * frame #0: 0x00007fff84799178 IOAccelerator`IOAccelContextAddResource + 8\n frame #1: 0x0000000117dcffa0 AppleIntelBDWGraphicsGLDriver`void updateBindingTable<SGfx3dStateBindingTablePointers>(GenContext*, unsigned int, SGfx3dStateBindingTablePointers&) + 2887\n frame #2: 0x0000000117dcc9f3 AppleIntelBDWGraphicsGLDriver`GenContext::ProgramPipeline() + 15463\n frame #3: 0x0000000117deabdd AppleIntelBDWGraphicsGLDriver`glrIntelRenderVertexArray + 391\n frame #4: 0x000000011780bbc5 GLEngine`glDrawRangeElements_GL3Exec + 315\n frame #5: 0x00007fff79ea1980 libGL.dylib`glDrawRangeElements + 45\n frame #6: 0x0000000105ae43c4 blender`GWN_batch_draw_range_ex(batch=0x000060d00034d860, v_first=0, v_count=23040, force_instance=false) at gwn_batch.c:710\n frame #7: 0x0000000100eb1b2e blender`draw_geometry_execute_ex(shgroup=0x0000631000461c40, geom=0x000060d00034d860, start=0, count=0, draw_instance=false) at draw_manager_exec.c:847\n frame #8: 0x0000000100eb1f06 blender`draw_geometry_execute(shgroup=0x0000631000461c40, geom=0x000060d00034d860) at draw_manager_exec.c:854\n frame #9: 0x0000000100eb0fb6 blender`draw_shgroup(shgroup=0x0000631000461c40, pass_state=525346) at draw_manager_exec.c:1159\n frame #10: 0x0000000100eafa44 blender`drw_draw_pass_ex(pass=0x0000621000d00040, start_group=0x0000631000461ba0, end_group=0x0000631000461c40) at draw_manager_exec.c:1232\n frame #11: 0x0000000100eaf954 blender`DRW_draw_pass(pass=0x0000621000d00040) at draw_manager_exec.c:1265\n frame #12: 0x0000000100ee6b8c blender`EEVEE_draw_default_passes(psl=0x00006210002abd38) at eevee_materials.c:1753\n frame #13: 0x0000000100ee9b06 blender`EEVEE_render_draw(vedata=0x000061700051bbb8, engine=0x00006180001728b8, rl=0x0000611000619bf8, rect=0x0000700007b66b88) at eevee_render.c:510\n frame #14: 0x0000000100ed4dad blender`eevee_render_to_image(vedata=0x000061700051bbb8, engine=0x00006180001728b8, render_layer=0x0000611000619bf8, rect=0x0000700007b66b88) at eevee_engine.c:414\n frame #15: 0x0000000100ea7455 blender`DRW_render_to_image(engine=0x00006180001728b8, depsgraph=0x0000611000379a38) at draw_manager.c:1548\n frame #16: 0x0000000100868a74 blender`RE_engine_render(re=0x000062200012d938, do_all=0) at external_engine.c:740\n frame #17: 0x000000010087aff5 blender`do_render_3d(re=0x000062200012d938) at pipeline.c:1082\n frame #18: 0x000000010087d357 blender`RE_PreviewRender(re=0x000062200012d938, bmain=0x000061c00025d0b8, sce=0x000062200021c138) at pipeline.c:2624\n frame #19: 0x00000001007751a7 blender`shader_preview_render(sp=0x0000611000373778, id=0x0000614000021078, split=0, first=0) at render_preview.c:750\n frame #20: 0x0000000100774b81 blender`shader_preview_startjob(customdata=0x0000611000373778, stop=0x000061300037246c, do_update=0x000061300037246a) at render_preview.c:787\n frame #21: 0x0000000100774469 blender`common_preview_startjob(customdata=0x0000611000373778, stop=0x000061300037246c, do_update=0x000061300037246a, UNUSED_progress=0x0000613000372470) at render_preview.c:1026\n frame #22: 0x0000000100160f67 blender`do_job_thread(job_v=0x00006130003723f8) at wm_jobs.c:337\n frame #23: 0x0000000101628cc1 blender`tslot_thread_start(tslot_p=0x000060b0003fdd38) at threads.c:253\n frame #24: 0x00007fff8b3f093b libsystem_pthread.dylib`_pthread_body + 180\n frame #25: 0x00007fff8b3f0887 libsystem_pthread.dylib`_pthread_start + 286\n frame #26: 0x00007fff8b3f008d libsystem_pthread.dylib`thread_start + 13\n```\n\n**Investigation**\n\nI have debugged and managed to track the crash down to a missing uniform buffer. When the crash occurs, the active shader program has an active uniform block 'sssProfile'.\n\nFor the 'sssProfile' uniform block, GL_UNIFORM_BLOCK_BINDING is 0.\n\nFor uniform binding 0, GL_UNIFORM_BUFFER_BINDING is 0.\n\nTherefore, there is no uniform buffer bound to the 'sssProfile' uniform block. I suspect there is also no texture bound to the 'sssTexProfile' sampler either. I am assuming for this shader this uniform block is coming from lamps_lib.glsl, although an identical uniform block is also present in effect_subsurface_frag.glsl.\n\nI can prevent the crash by binding a dummy uniform buffer of the correct size to 'sssProfile'. In this case the rendering of the material in the preview appears corrupt.\n\nI tried adding an `#if !defined(USE_TRANSLUCENCY) || defined(VOLUMETRICS)` around the uniform block and corresponding sss_profile function in the glsl file, but the problem persists. I suspect that there is a case where this uniform block is actually being accessed without the uniform buffer being bound.\n\nMy check for missing uniform buffers also fires on 'clip_block' in other shaders.\n" ]
someting is wrong with material preview Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: Radeon RX 560X Series ATI Technologies Inc. 4.5.14757 Core Profile Context 20.11.3 27.20.14501.24001 ![unknown.png](unknown.png) i the material becomes invisible is there a way to fix it?
[ "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 ", "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)", "Geometry nodes material index attribute not working correctly on generated/instanced geometry\nOperating system: Linux-5.8.0-7630-generic-x86_64-with-glibc2.32 64 Bits\nGraphics card: Quadro RTX 6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.32.03\n\nBroken: version: 2.93.0 Alpha\nFYI, the history on this:\nprior to 1a81d268a1 this was working in editmode (but not objectmode)\nafter 1a81d268a1 no material was shown in the viewport at all\nthen with 6583fb67c6 we had first material showing again, but setting index was not working in either objectmode nor editmode\n\nchanging the material_index attribute does not seem to have an effect on created/instanced data, even though the material index seems to change accurately in the spreadsheet and the material slots are set to `Object` type. What is especially strange about this is that the issue does not persist for cycles rendering.\n[geo-nodes_material_index_bug-2021-04-09_12.25.49.mp4](geo-nodes_material_index_bug-2021-04-09_12.25.49.mp4)\n(same for geometry generated with a primitive node)\n\nOriginal file:\n[geo-nodes_material_index_viewport.blend](geo-nodes_material_index_viewport.blend)\n\nUpdated to fields:\n[geo-nodes_material_index_viewport.blend](geo-nodes_material_index_viewport.blend)\n\n", "Hidden Particle paths draw solid [2.79 draws them half transparent]\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 950M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 411.63\n\nBroken: version: 2.81 (sub 15)\nWorked: (optional)\n\nComparison of particle hiding Blender 2.81 beta and 2.79. I wrote earlier that the particles are not hiding, and this is so fixed?\n![blender_2019-10-13_01-23-32.jpg](blender_2019-10-13_01-23-32.jpg)\n", "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", "Material rendered as black with motion blur and intersecting geometry (was:motion blur bug in geometry nodes)\nOperating system: Linux-5.13.0-23-generic-x86_64-with-glibc2.34 64 Bits\nGraphics card: Mesa DRI Intel(R) HD Graphics 4600 (HSW GT2) Intel Open Source Technology Center 4.5 (Core Profile) Mesa 21.2.2\n\nBroken: version: 3.0.0\n\nwhen i turned on motion blur seems that exactly when a instance intersects another instance is rendered as black\n\nwhen motion blur is turned on and two instances instect each other its rendered as black\nif frame 27 is rendered u are able to see the bug\n![Screenshot_20220109_153550.png](Screenshot_20220109_153550.png)\n[domino line.blend](domino_line.blend)\n\nedit (Martijn) : Renamed to make the problem slightly clearer. \nIt doesn't happen every time, when rendering with Optix I can reasonably reliably reproduce it.\n", "Some Overlays are not rendered in Viewport Render (Text Info incl object name, Statistics, 3D Cursor)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.13\n\nBroken: version: 2.93.1\nAlso 3.1.0 Alpha\n\nUsing viewport render (or workbench) I'm unable to view object or empty names \n```\n(bpy.data.objects[\"NAME\"].show_name)\n```\n\nEnable show name on a visible object, and make a viewport render (bpy-ops-render-opengl)\nThe text isn't rendered in the image like it is in the viewport.\n\n", "Texture properties not working with OSL enabled and unpacked textures\nOperating system: Linux-5.11.7-arch1-1-x86_64-with-glibc2.33 64 Bits\nGraphics card: Mesa DRI Intel(R) HD Graphics 520 (SKL GT2) Intel Open Source Technology Center 4.6 (Core Profile) Mesa 20.3.4\n\nBroken: version: 2.92.0\nBroken: version: 2.93.0 Alpha\n\nI have a texture with RGB channels set to 1 and alpha set to 0. When trying to use this texture with OSL, the alpha property (at least) of the image texture node does not work when the texture is unpacked. I set it to channel packed, expecting the color data to be always white. The problem is that when the texture is unpacked, the color data is black.\n\n1. Open the attached file.\n2. Set viewport shading to rendered.\n3. The plane shows as white (as it should).\n4. Unpack the texture.tga file.\n5. Toggle between preview and rendered viewport shading to refresh.\n6. The plane now shows as black.\n7. Pack the texture again.\n8. The plane shows as white again.\n\n[bug.blend](bug.blend)", "Material Tab freeze still\n|**Operating system**:|Linux version 5.11.11-200.fc33.x86_64 ([email protected]) (gcc (GCC) 10.2.1 20201125 (Red Hat 10.2.1-9), GNU ld version 2.35-18.fc33)\n| -- | -- |\n|**Graphics card**:|OpenGL version string: 4.3 (Compatibility Profile) Mesa 20.3.5\n||NVIDIA Corporation GP104 [GeForce GTX 1080] (rev a1) (prog-if 00 [VGA controller])\n\nBroken: 2.83lts - 2.92.0 (Blender version has been downloaded from the Snap Store).\nThis same freeze also happens if using Blender from the Software store (2.91.2) or via the \"dnf\" command.\nWorked: N\\a\n\nIn Eevee, when opening the material tab, either blender crashes or my entire system freezes up and becoming completely unusable and requires a hard reset.\nwatch?v=te6IaP12Gbg&ab_channel=WhitequillRiclo\n\nPerhaps it is related to the compilation of shaders in the material icon.\n\n- Open the Material tab", "Wireframes aren't displayed in Edit Mode when Overlays are off. \nBroken: 2.82a, 2.83, 2.90 alpha\nWorked: 2.81a\n\nWireframes aren't displayed in Edit Mode if Overlays are turned off, but they're only shown in object mode, or if there's a modifier with \"display in edit mode\" option. \n\nOpen default file.\nChange to wireframe mode.\nturn off overlays.\nchange to edit mode. Wireframe won't be shown.\n", "Rim on objects when shadow catcher is in play\n开启阴影捕捉后边缘有硬边BUG ![开启阴影捕捉后边缘有硬边BUG.png](开启阴影捕捉后边缘有硬边BUG.png)\n\n![2.png](2.png)\n\n![1.png](1.png)", "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.", "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", "Mask invisible on object with modifiers when entering sculpt mode\nOperating system: Linux-5.4.0-81-generic-x86_64-with-glibc2.27 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.57.02\n\nBroken: version: 3.0.0 Alpha\nWorked: unkown\n\nWhen selecting a previously unselected object with a modifier and a sculpt mask, the mask is invisible at first when entering sculpt mode.\nPainting the mask reveals it.\n\n- Create an object with a modifier (e.g. mirror or array) and paint a sculpt mask on it. Or use the file attached.\n- Outside the sculpt mode first make sure the object is unselected, then select it and enter sculpt mode.\n- The object appears with no mask visible, still you can not sculpt the masked parts.\n- Painting the mask reveals it.\n\n[mask.blend](mask.blend)\n\n[mask.mp4](mask.mp4)", "HDRI Preview Spheres appear in surface reflections\n\n\nBroken: version: 2.82 (sub 7)\nMaster\n\nWhen using material shading and overlays in the viewport, the gizmo at the bottom-left corner (sphere displaying the environment map used for preview) is reflected by shiny surfaces in the 3D world, despite technically being a part of the UI. Using the icon to show / hide overlays affects this, the reflection also disappears when overlays are hidden.\n\nShould work in any setup, if there are issues replicating this let me know and I'll extract the relevant part from my project's blend file. Just add a plane, lower its material roughness so it's shiny, move the view upward so the overlays appear under it, and you should see the strange reflection.\n\n![Screenshot_20200224_210232.png](Screenshot_20200224_210232.png)\n\n[HDRI_reflected_in_viewport.blend](HDRI_reflected_in_viewport.blend)" ]
[ "Viewport Shading and Eevee Render doesnt working\nOperating system: Windows 10-10.0.19042 64 Bits\nGraphics card: Radeon RX 580\n\nBroken: 2.91.0\nWorked: -\n\nI'm set up default settings in blender and go to viewport shading (Material Preview), but saw this (Its also not working in Cycles)\n![Screenshot_2.jpg](Screenshot_2.jpg)\nI change it to viewport shading (Rendered) and saw this(But this working normal in cycles)\n![image.png](image.png)\nI tried render it and got this image (Also working normally in cycles)\n![image.png](image.png)\n\nIts worked normally, but once upon time my blender crushed, on display i see strange artifacts, but after restart they gone and all working normally exept blender\n\n\n\nFind the problem, just need on this ![image.png](image.png) in render properties", "Material Preview and Render View bug\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: AMD Radeon R7 Graphics ATI Technologies Inc. 4.5.14757 Core Profile Context 20.12.1 27.20.14501.28009\n\nBroken: version: 2.91.0\nWorked: version 2.82a (stopped working on this, but tired updating to see if that fixed it)\n\nWhenever I try to view a model in material preview or rendered view, the model's texture begins to glitch and not show the colours and just goes invisible from the looks of it.\n![image.png](image.png)\n![image.png](image.png)\n![image.png](image.png)\nI am unsure as to what has caused this bug to occur since It has just randomly started happening on all blender files, even ones that were working before. \n\n", "Blender 2.91 Invisible objects in Material Preview and Eevee Render Mode\nOperating system: Windows 10 64-bit\nGraphics card: Radeon RX570\n\nBroken: Blender 2.91\n\n//You can understand the problem more easily by looking at the pictures below\nand this issue happens with version 2.8 and above\n//\n(Default Startup)\n\n![image.png](image.png)\n![image.png](image.png)", "I have problems with the Viewport shading\nOperating system: Intel Corel i7-9700 CPU\nGraphics card: Radeon RX 570 series\n\nBroken: (example: 2.91, 0f45cab862b8, master, 2020-11-25, as found on the splash screen)\n2.90\n\nI can't see the model in viewport shading, the image is blurry.\n\nthey are going to shading.\nthey are shaded from view.\nBased on the default startup or an attached .blend file (as simple as possible).", "Render view and shading with ghosts\nOperating system: WIN10 64bits + Ryzen 5 1600af 32GB ram\nGraphics card: RX550 4Gb\n\nBroken: 2.91.0, edbf15d3c044\nWorked: (2.8)\n\nwhen change to shading or render view \n![WhatsApp Image 2020-12-03 at 14.32.06.jpeg](WhatsApp_Image_2020-12-03_at_14.32.06.jpeg)\n\n[system-info.txt](system-info.txt)\nappear points in green, red and others colors. Impossible to shade something.\n\nI just open an standart general project, add material to the cube, change to view in shading mode or render mode.", "Eevee or glow effect bug\n![BlendBug.png](BlendBug.png) I just start to learn blender and its my 6th day on this platform but today I was trying to follow a tutorial to make object glow but the glow doesn't take effect when in eevee and also in cycle the object turn pixel ![BlendBug2.png](BlendBug2.png) this what ![BlendBug3.png](BlendBug3.png) a object looks like when I render the object without touching anything." ]
Loading Render Kernels Forever Operating system: Win10 Graphics card: RTX2060 Broken: 2.93 and every release after Worked: 2.92 Whenever I want to switch to rendered preview, Blender just won't load rendering kernels. Before 2.93 this took a minute or two but now I waited for almost 10 minutes and there was still nothing. I want to switch to a newer version because in version 2.92 there is a CUDA error when I changed some materials, ext... I am also using OptiX and not CUDA. 1. Open any .blend file, 2. Switch to render preview, 3. In my case I will wait forever [blender_debug_output.txt](blender_debug_output.txt) [blender_system_info.txt](blender_system_info.txt).
[ "Changing the 'Render Region' when rendering with Python with 'Persistent Images' checked results in glitched renders\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.30\n\nBroken: version: 2.82 (sub 1)\nWorked: -\n\n\nI have a (simplified) script that moves to a specific frame, sets the render region to a specific position and renders, before repeating the process for the next frame with a new render region position. When the 'Persistent Images' option in *Render> Performance> Final Render* is on, some of the resulting renders are glitched (they open but have artifacts) and the objects do not seem to be in the correct position. \n\nTurning off 'Persistent Images' results in renders with the objects in the expected location and without artifacts.\n\nFor some context, I do not specifically *want* to have 'Persistent Images' on; I have an add-on which repositions the render border on a per-frame basis and a user reported glitching renders.\n\n**Frame 8** - Persistent Images **off**- Correct location in render\n\n![Persistant Images off - frame 0008.png](Persistant_Images_off_-_frame_0008.png)\n\n**Frame 8** - Persistent Images **on**- Incorrect location in render and artifacts\n\n![Persistant Images on - frame 0008.png](Persistant_Images_on_-_frame_0008.png)\n\n**Frame 7** - Persistent Images **off**- Correct location in render\n\n![Persistant Images off - frame 0007.png](Persistant_Images_off_-_frame_0007.png)\n\n**Frame 7** - Persistent Images **on**- Incorrect location in render\n\n![Persistant Images on - frame 0007.png](Persistant_Images_on_-_frame_0007.png)\n\n\n[Render Region + Persistent Images bug.blend](Render_Region___Persistent_Images_bug.blend)\n\n 1. Open the attached blend file and set an output directory for the render.\n 2. Press 'Run Script' in the open text editor to render out the images.\n\nImages 3, 7, 8 and 9 will probably have artifacts and for the other frames the objects will be in the incorrect location (the border should be positioned perfectly around them).\n\n**Note**: I have set the script to render 10 frames because it seems to depend on what was rendered previously as to whether the glitches/incorrect positions will appear. Rendering the glitched frames on their own does not produce the errors consistently.\n\n", "Batch Rendering Crashes if EEVEE set in scene\nOperating system: Windows 10\nGraphics card: Any or None\n\n2,83, 2,90, 2.92\n\nEEVEE is set as renderer in the scene file.\nThe scene is send to the render farm. \nOpenGL is not available as render farm is running as background service OR blades machines do not have any GPU at all.\nBlender in Commandline Crashes.\n\n(Side Note: Cycles works fine as CUDA is available within background service)\n\n\n**Expected Behavior**\nReport an error \"EEVEE requires OpenGL. Unable to find/initialize openGL32.dll\"\n\nTo reproduce the issue, you either need some helper service that starts Blender in commandline mode (I can provide one) OR you can use any machine that does not have a GPU installed.\nCreate a new scene with EEVEE as renderer.\nTry to commandline-render the scene.\n\nCommandline that we used:\n\"C:\\renderer_exe\\blender\\win_x64\\Blender_2.90\\blender.exe\" -b \"\\\\isilonai\\woodspeople\\Boar (With fur).blend\" -o \"\\\\isilonai\\woodspeople\\Boar (With fur)\\Brawler####\" -F PNG -x 1 -s 10 -e 10 -j 1 -t 24 -a -y\n\n\nCommandline output:\nR 6| >\"C:\\RR_localdata\\renderer_exe\\blender\\win_x64\\Blender_2.92\\blender.exe\" -b \"C:\\RR_localdata\\cachedscenes\\Home_3D\\Blender\\cube.blend\" -o \"C:\\RR_localdata\\renderout\\A\\3D\\Blender\\render\\myOut####\" -F PNG -x 1 -s 2 -e 3 -j 1 -t 24 -a -y \nR 7| Blender 2.92.0 Alpha (hash 719bea0d6d06 built 2021-01-12 23:10:47)\nR 8| Read blend: C:\\RR_localdata\\cachedscenes\\Home_3D\\Blender\\cube.blend\nR 9| Writing: C:\\RR_localdata\\temp\\A\\cube.crash.txt\nR 10| StdErr: Warning! Using result of ChoosePixelFormat.\nR 11| StdErr: Warning! Using result of ChoosePixelFormat.\nR 12| StdErr: Warning! Using result of ChoosePixelFormat.\nR 13| StdErr: Warning! Using result of ChoosePixelFormat.\nR 14| StdErr: Warning! Using result of ChoosePixelFormat.\nR 15| StdErr: Warning! Using result of ChoosePixelFormat.\nR 16| StdErr: Warning! Using result of ChoosePixelFormat.\nR 17| StdErr: Warning! Using result of ChoosePixelFormat.\nR 18| StdErr: Warning! Using result of ChoosePixelFormat.\nR 19| StdErr: Warning! Using result of ChoosePixelFormat.\nR 20| StdErr: Warning! Using result of ChoosePixelFormat.\nR 21| StdErr: Warning! Using result of ChoosePixelFormat.\nR 22| StdErr: Warning! Using result of ChoosePixelFormat.\nR 23| StdErr: Warning! Using result of ChoosePixelFormat.\nR 24| StdErr: Win32 Error# (127): The specified procedure could not be found.\nR 25| StdErr: Error : EXCEPTION_ACCESS_VIOLATION\nR 26| StdErr: Address : 0x00007FFF8DBA1C81\nR 27| StdErr: Module : VCRUNTIME140.dll\nR 28| StdErr: Thread : 00001c94\n[Boar.crash.txt](Boar.crash.txt)\n\n\n", "2.9.1 Close without error message\nOperating system: Windows 10, 10gb ram, ssd\nGraphics card: Nvidia GTX 650 1gb vram\n\nBroken: (2.83 LTE and 2.90 current available version)\nWorked: (2.82)\n\nWhen rendering with GPU AND CPU, the app crashes, works perfectly fine on CPU only. On GPU only too but slower than older versions.\n\n\n```\nblender.exe :0x00007FF7A5B76440 ccl::kernel_cpu_sse41_filter_finalize\nblender.exe :0x00007FF7A57A9220 ccl::CPUDevice::denoising_solve\nblender.exe :0x00007FF7A57DA470 ccl::DenoisingTask::reconstruct\nblender.exe :0x00007FF7A57D8ED0 ccl::DenoisingTask::run_denoising\nblender.exe :0x00007FF7A57A7240 ccl::CPUDevice::denoise_nlm\nblender.exe :0x00007FF7A57AB590 ccl::CPUDevice::thread_render\nblender.exe :0x00007FF7A57ABA30 ccl::CPUDevice::thread_run\nblender.exe :0x00007FF7A57A60B0 ?_Do_call@?$_Func_impl_no_alloc@V<lambda_d884e08a7877f415f05ce8ffda8f97b4>@@X$$V@std@@EEAAXXZ\nblender.exe :0x00007FF7A7D5F520 tbb::internal::function_task<std::function<void __cdecl(void)> >::execute\ntbb.dll :0x00007FFBF5F037A0 tbb::recursive_mutex::scoped_lock::internal_try_acquire\ntbb.dll :0x00007FFBF5F037A0 tbb::recursive_mutex::scoped_lock::internal_try_acquire\ntbb.dll :0x00007FFBF5EF51D0 tbb::interface7::internal::isolate_within_arena\ntbb.dll :0x00007FFBF5EFA490 tbb::task_scheduler_init::terminate\ntbb.dll :0x00007FFBF5F019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFBF5F019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFC08611FA0 o_exp\nKERNEL32.DLL :0x00007FFC0B647960 BaseThreadInitThunk\nntdll.dll :0x00007FFC0B7AA250 RtlUserThreadStart\n```\n\nBased on the default startup or an attached .blend file (as simple as possible).", "Missing progress indicator for 'Render Audio'\nOperating system: Darwin-19.6.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 570 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.10.16\n\nBroken: version: 2.83.4\n\nWhen we use the 'Render Audio' option from Render menu, after the rendering starts, there is no indicator about the rendering progress, how much time is left.\n\nIn any scene with audio in the Sequence editor, try using Render>Render audio command. There is no progress indicator. It is very vital specially for long length tracks.\n", "Blender crashes when click on shading tab \nOperating system: Windows 10, 64-bit\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 4.5.0 NVIDIA 445.87\n\nBroken: \n - version: 2.81 (sub 16), branch: v2.81_octane2019 (modified), commit date: 2020-02-11 11:57, hash: 81ff79b8cdb7, type: build date: 2020-02-11, 12:22:28\n - version: 2.90 (sub 0), branch: master, commit date: 2020-04-18 16:48, hash: 1f1520a04503, type: Release\n\nBlender crashes when clicking on the shading tab. It closes and goes back to the desktop.\n\nSee short description.\n\n[blender_system_info.txt](blender_system_info.txt)\n[blender_debug_output.txt](blender_debug_output.txt)", "Crash on Mac when starting with `--debug-gpu` flag\nOperating system: Mac OS Ventura 13.1\nGraphics card: Apple M1 Max\n[system-info.txt](system-info.txt)\n\nBroken: 3.4.1\nWorked: 3.3.2\n\nBlender won't start on a Mac when starting with `--debug-gpu` flag.\nThe terminal output is this:\n\n```\n/Applications/Blender\\ 3.4.1.app/Contents/MacOS/Blender --debug-gpu\nRead prefs: /Users/vollstock/Library/Application Support/Blender/3.4/config/userpref.blend\nWARN (gpu.debug): source/blender/gpu/opengl/gl_debug.cc:165 init_gl_callbacks: Failed to hook OpenGL debug callback. Use fallback debug layer.\nzsh: segmentation fault /Applications/Blender\\ 3.4.1.app/Contents/MacOS/Blender --debug-gpu\n```\n\n\nStart with the flag\n\n```\n/Applications/Blender.app/Contents/MacOS/Blender --debug-gpu\n```", "Cycles: GPU Optix kernel loading with Bevel/Ambient Node.\nXMGNEO17 Laptop AMD Ryzen9 5900HK Radion.\nOperating system: Windows 11 Home. 21H2\nGraphics card: Nvidia Geforce RTX 3080 Laptop GPU. 16 GB VRAM.\n\nBlender 3.2-3.4 show the error. Blender 3.1 and before not.\n\nThe error happens when ever an Ambient Occlusion or Bevel Node is used and connected in a shader and GPU option OPTIX is enabled for rendering in Cycles. It does not happen with CUDA or CPU.\nBlender will start render process and stops with the line: Preparing for rendering, this can take time.. etc. At that point the UI is still working, but will freeze after trying to cancel rendering. Blender can only be forced to shut down. Scene changes are lost. \n\nThe but is very simple to reproduce:\n1. Open Blender and apply a shader to the cube. \n2. Add a bevel/Ambient node to the shader and connect it to any input. Doesn't really matter which.\n3. Enable Optix in the preferences and set cycles as render. Make sure its set to use GPU.\n4. Switch viewport to preview render.\n5. Blende will stop preparing the scene and won't move further. Its UI is still reacting until trying to stop the process.", "Material preview does not refresh when switching Workspaces\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.17\n\nBroken: version: 2.80 (sub 57)\nAs well as older 2.80, 2.79b etc. This is not a recently introduced issue.\n\nWhen you switch to a new Workspace that has the Material Preview visible, it will not refresh if the material has been changed while away from that Workspace.\n\nOpen default scene. In Properties, switch to Material tab and expand the Preview section.\nSwitch to Shading Workspace and do the same thing.\nChange the Base Color of the object.\nSwitch back to the Layout Workspace and note the preview does not update.\n\nAFAIK, it has always been like this but before Workspaces it wasn't as noticeable.\n\nIn other cases the preview refresh is extremely aggressive, for example it fires even if you just click on a node in the Shader Editor, start to drag a node, etc. Might improve general system performance if it only got triggered when something actually changes, but a simple solution to the not-refreshing problem would be to just always trigger the refresh when you switch to a workspace where at least one preview is visible.", "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", "Blender 3.6.1 crashes when switching to Viewport Shading to Rendered on MacBook Pro M1\nOperating system: macOS-13.5-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Max 1.2\n\nBroken: version: 3.6.1\n\nEnabling objects in the scene causes blender to no longer render. It just says: Sample 0/32 (Using optimized kernels) and if i try and change the Viewport Shading back to something else it crashes. This issue seems to only happen on a specific file.\n\nOpen file, switch Viewport Shading to Rendered, try and switch it back to anything else.\n\n", "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", "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.", "Render problems\nOperating system: Windows 10 Pro Ameliorated\nGraphics card: RTX 3070 driver version 472.12\n\nBroken: v3.6 and v3.61\nWorked: v3.51 <- Using the same file created in v3.61\n\nWhile rendering a frames of an animated character, the current rendered animation frame usually shows in the 3D viewport in v3.51. However, in the broken version, it fails to show the current frame being rendered, nothing gets updated visually. Then eventually in the 3D viewport the character goes into its T pose for a few frames then the character starts losing visibility of its layers, at that point Blender crashes. \nI will create a .blend file if I am the only one getting this bug.\n\n", "Crash 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", "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)" ]
[ "Viewport: OptiX Denoising prevents Render Preview \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: 3.0.0 Alpha\nWorked: version: 3.0.0 Alpha\n\nRender Preview not working if Optix Denoising is enabled\n\n\n\n - Make new Project\n - Render Settings: *Cycles / Feature Set Experimental / GPU Compute / **Denoising: Viewport - OptiX***\n - Other Settings in the Render Tab have no impact on the behaviour of the Bug \n - Change Viewport Shading to Render Preview\n - It displays *\"Loading render kernels\"* , CPU Usage ramps up to around 15% but it doesnt get further than that.\n - If you select other UI Elements while it is loading, blender freezes \n\nMy File:\n\n[Optix Denoising not working.blend](Optix_Denoising_not_working.blend)\n\n\nUpdate: Updating my driver to 471.11 resolved the issue, but the time to load the kernel was very high nonetheless.\n\n\n\n\n\n\n\n" ]
Transform adjust (location) bug Operating system: win10x64 Graphics card: vega 56 Broken: (example: 2.80.58, 5a144c797a3b, master, 2019-04-23 When I move object wich parent have some rotation transform and then try to ajust operation it's difficult to achieve the desired result example is on attached video: [ZW4Otxkkef.mp4](ZW4Otxkkef.mp4)
[ "Optix fails when geometry nodes instance has animated translation and scale 0 and motion blur is on\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.18\n\nBroken: version: 3.6.0 Alpha\nAlso broken in 3.4.1\n\nRendering will not start. It stops at \"Building OptiX acceleration structure\"\n\n![obraz](attachment)\n\nThe culprit seems to be a combination of animated Translation and Scale 0 together with animated Rotation of the object and motion blur.\n\n![obraz](attachment)\n\nDoesn't work in OptiX. Cuda and CPU both work.\n\nOpen the .blend file and render the frame.\n\n", "Modifiers header misalignment on change Resolution Scale [pixel perfect thing]\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 4000 Intel 4.0.0 - Build 10.18.10.5161\n\nBroken: version: 2.92.0; blender-2.90.0-d7c4e9649320\nWorked: don't know\n\nModifiers/Constraints header buttons misalignment on different (especially smaller) Resolution Scale value\n\nSimple as that. Tried set Resolution Scale down on a notebook, and saw the modifier name input \"jump\" out of the modifier box.\nSo checked that any value bellow 1, varnishes the \"top margin\" of it. The same on constraints, bones included.\nThan i suppose it has something to do with the dragging feature.\n\nOpen Blender.\nAdd any modifier/constraint an object.\nGo to Preferences -> Interface -> Display -> Resolution scale, and click the input's left arrow.\nSe the bug on the modifier header\n\n![Screenshot (42).png](Screenshot__42_.png)\n\n", "Clearing parents keep transform changes children's position and rotation.\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 537.34\n\nBroken: version: 3.6.2\nWorked: Never\n\nClearing parents keep transform changes children's position and rotation. Watch the attached gif\n\nOpen attached .blend file, clear parent while keeping transformation\n\n", "VSE: Snap to the 'Hold Offset' of strips being transformed\nA strip does not snap to itself, but `Hold Offset` is something whose position may remain unchanged in some cases:\n{[F10243791](hold_snap.gif),size=full}\n\n**Proposal**\nThe idea is to track those cases where the `Hold Offset` of transformed strips doesn't change and allow snapping for them.\n\n", "\"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.", "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.", "Motion Blur glitches, the further an object is placed from the world origin (even with no motion)\nMac Os 10.14.5\nRadeon Rx580 \n\nBlender 2.8 & 2.81 Beta (5/11/19 build)\n\nObjects are seriously corrupted when the motion blur checkbox is ticked, even when there is no camera or object motion.\n\nI have attached a simple project with only a Cube, Camera & light... & placed it 500,000m from the world origin on the Y-axis.\n\nThe image is distorted in rendered camera view...moving the cube backwards towards the world origin fixes the issue at around 50,000m\n\nMoving the object further away (try adding a zero to push the cube 1,000,000 from the world origin) distort the object more.\n\nSwitching off motion blur on the (static!) camera restores the image quality.\n\nI'm doing a space animation with some large distances involved, & this bug has just bitten me. I'd appreciated if others could confirm.\n[Motion Blur Draw Distance Test.blend](Motion_Blur_Draw_Distance_Test.blend)\n\n![Screenshot 2019-11-06 at 21.06.37.png](Screenshot_2019-11-06_at_21.06.37.png)\n\n", "Most sculpt tools do not work while model is animated\nLinux 64-bit\n2.93.2\nMost sculpt tools do not work as expected when the object is spinning like it's on a pottery wheel. Some tools like the clay tool work okay, but other tools like smooth and scrape do not. I think it has to do with the stroke method; the stroke accounts for screen space but not the local transform of the object if it's moving during a stroke. Video of my attempt here:\n[pottery.mp4](pottery.mp4)\nI made this as a joke and it looks like garbage, but unfortunately it went viral and everybody thinks it's a great idea so now more people are gonna try it and complain that it doesn't work. It's a valid workflow that you have to account for now apparently. I'm really sorry.\n - Open the attached file\n - Play the animation\n # Try to sculpt the thing while it spins\n[bowl.blend](bowl.blend)\n", "Set parent (keep transform without inverse) has no effect on scale\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: GeForce GTX 750 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 3.2.0 Alpha\n\n\nSet parent (keep transform without inverse) has no effect on scale. End result is different if use Set parent (without inverse)\n\n[parent_scale.mp4](parent_scale.mp4)\n", "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", "Render has distortion with stereo, panoramic and motion blur\nOperating system: Linux-5.4.0-2-amd64-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: Mesa DRI Intel(R) Ivybridge Mobile Intel Open Source Technology Center 4.2 (Core Profile) Mesa 19.2.6\n\nBroken: version: 2.81 (sub 16)\nWorked: Worked well in GUI mode.\n\nWhen batch render the 3D 360 scene, object with follow path modifier and motion blur enabled, the \"R\" eye image contains distorted object\n\n\n[3D_360.blend](3D_360.blend)\n\n0) Set render engine to \"Cycles\"\n1) set [Stenography] option ON, select [Stereo 3D]\n2) set camera to Panoramic, type Equirectangular\n3) Add object to scene\n4) Add curve to scene (circle for example)\n5) Add constrain [Follow Path]\n6) Add key frames with different offset values to make it move along the path\n7) Enable [Motion Blur] in \"Render properties\"\n8) Save the file and quit blender\n9) Run the rendering in batch mode (for example):\n$ blender -b scene.blend -f 1\n\n10) Examine saved image for _R eye.\n\n![0001_L.png](0001_L.png)\n\n![0001_R.png](0001_R.png)", "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)", "Regression: panels in the properties panel lose their place when scrolling one of the other property panels.\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\nBroken: 2.91\nWorked: 2.90\n\nThis is caused by 940b239ad4\n\nWhen we scroll down in any panel and switch to another panel then changing back to previous panel will reset its position (i.e. to the top)\n\n\n[2022-10-18 22-54-24.mp4](2022-10-18_22-54-24.mp4)\n\n", "pressing z key to switch between extrusion \n intel i5 ,win ,amd radeon \nblender 2.8 \n490a385c8124\n\n\n\n\nThis happens when transform orientation set to Global \nCreate a sphere , select a face and extrude \nBy default it will extrude along the normal , when pressing z it will now extrude along the global but it won't go back to normal when pressing the 'z'key again \n \n\n\n ", "Incorrect gizmo orientation \nOperating system: MacOS Monterey v12.3.1\nGraphics card: AMD Radeon Pro 5300M 4 GB Intel UHD Graphics 630 1536 MB\n\nBroken: 3.1.2, cc66d1020c3b, master, 2022-03-31\nWorked: ?\n\nWhen changing orientation of gizmo, previous (incorrect) orientation is used with select tool.\n\n1. New General project\n2. Rotate object/cube so local orientation is different to global (say, rotate 45 degrees on x-axis).\n3. In Gizmo dropdown, under Object Gizmos section:\n - Activate 'Move' checkbox\n - Select Local orientation\n4. Activate Select tool on the toolbar - the gizmo will appear using Local orientation (expected)\n5. Select Move tool on toolbar\n4. Change gizmo orientation to Global\n11. Click Select tool on toolbar\n\nObserve the gizmo orientation is Local, while it should be Global" ]
[ "2.8 weird tranformation of duplicated parented objects \n**System Information** \nOperating system: win10\nGraphics card: 1080ti\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\nWorked: (optional) 2.79c\n\n weird tranformation of duplicated parent objects with \nBased on the default startup or an attached .blend file (as simple as possible).\nTry to duplicate the groups o{[F7008431](bug.mp4)}f parented objects and rotate them around the 3d cursor. 2.79 works fine.\nFiles are attatched.[duplicate-tranfsorm-bug-2.8.blend](duplicate-tranfsorm-bug-2.8.blend)\n\n[duplicate-tranfsorm-bug-2.79.blend](duplicate-tranfsorm-bug-2.79.blend)\n\n[bug.mp4](bug.mp4)", "Broken translation of duplicated object, parented to something.\nOperating system: Linux-4.15.0-46-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.116\n\n\nBroken: version: 2.80 (sub 51)\nWorked: 2.79\n\n\nBroken translation of duplicated object\n\n1. Open file\n[duplication bug.blend](duplication_bug.blend)\n\n2. Select top object and move it with G-key. Nothing unusual.\n\n3. Duplicate object with Shift+D. Object moves strangely. \n\n![Peek 2019-04-01 13-38.gif](Peek_2019-04-01_13-38.gif)\n\nAlso: if rotation of object applied, it moves better, and scale factor also affects:\n\n![Peek 2019-04-01 13-44.gif](Peek_2019-04-01_13-44.gif)\n\n\n", "duplicate-move on parented objects, doesn't move in world space\nOperating system: Ubuntu 17.10\nGraphics card: Nvidia GTX 1050\n\nBroken: 84820e7f5806\n\nFollow up to T61767, which I think can be closed now.\n\nDuplicate-moving parented objects, doesn't seem to move them in world space. See [video demo ](watch?v=JVBTpC8Gprw)\n\n* parent one object to another\n* duplicate-move it, by pressing shift+d\n* as long as the parent hasn't been rotated or scaled, all is good\n* rotate and/or scale the parent\n* then try to duplicate-move the child again and notice how the child is not moved in accordance with the mouse pointer" ]
Waveform/Histogram/Vector scopes do not show their data in 2.8 Operating system: Mac OSX High Sierra Graphics card: Intel Broken: (example: 2.80beta1, 1b6a394d862, blender2.8, 2018-12-03, as found on the splash screen) When opening the scopes of Viewer Node, they do not show their data (lines) Based on the default startup or an attached .blend file (as simple as possible). [blender_keyer.blend](blender_keyer.blend) ![no_data_in_scopes_annotated.png](no_data_in_scopes_annotated.png)
[ "gpu.types.GPUOffscreen renders nothing when samples > 0\nOperating system: Linux-5.3.0-55-lowlatency-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 435.21\n\nBroken: version: 2.83.0\nWorked: None known 2.90 alpha has same issue\n\nOffscreen rendering from Python fails if GPUOffscreen buffer is created with any number of of samples > 0. If samples > 0, nothing is drawn (nor is there any error)\n\nRun the small script in the attached .blend (it is the sample script for offscreen rendering from the documentation but with samples>0)\nThe generated image is empty.\n\n(full system info also in .blend in text buffer system-info.txt)\n[MSAA bug.blend](MSAA_bug.blend)\n", "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)", "Geometry Nodes: Disabled from viewport object is not visible as instance\nOperating system: win10\nGraphics card: 1050ti\n\nBroken: Current main.\nWorked: Never.\n\nDisabled from viewport object is not visible as instance.\n\nOpen attached file and check/uncheck `As Instance` option of _Object Info_ node.\n\n", "Meshes are invisible if any objects are set to display 'In Front'\nOperating system: Darwin-18.7.0-x86_64-i386-64bit 64 Bits\nGraphics card: Intel(R) HD Graphics 6000 Intel Inc. 4.1 INTEL-12.10.14\n\nBroken: version: 2.83.0\nWorked: 2.82\n\nIf any objects are set to display as 'in front' in a project, all meshes will display only as faint outlines. In edit mode, meshes display similar to how they would if they were set to display as wireframe.\n\nAdd a new mesh, curve, or armature to the scene.\nObject properties -> Viewport display -> Enable 'In Front'\n\n", "Particle Info Node does not return particle information in light nodes\nOperating system: Windows 10 Home\nGraphics card: Nvidia GTX 1080 \n\nBroken: 3.2.0 e05e1e369187\nWorked: N/A\n\n\nThe [Particle Info Node](particle_info.html) does not properly output values when used inside light nodes. It outputs the same values for all particles regardless of index, age, or position.\n\nNote that driving material properties of particles does work as expected. This problem seems to only be for lights using the \"Use Nodes\" cycles feature.\n\n![image](attachment)\n\n1. Set the render mode to cycles\n1. Add a collection with a light in it\n1. Enable light nodes\n1. Import the \"Particle Info Node\" into the node graph and use one of the per-particle values to drive the color of the \"Light Output\" node\n1. Add a particle emitter\n1. Set the particle to the collection that houses the light\n1. Add a surface to cast light onto\n1. Render using cycles\n\nIn the attached `.blend` file each particle (rendered from frame 50) is expected to have a different light color. However, all lights within the particles are emitting the same color (see attached render).\n\n", "Wireframes aren't displayed in Edit Mode when Overlays are off. \nBroken: 2.82a, 2.83, 2.90 alpha\nWorked: 2.81a\n\nWireframes aren't displayed in Edit Mode if Overlays are turned off, but they're only shown in object mode, or if there's a modifier with \"display in edit mode\" option. \n\nOpen default file.\nChange to wireframe mode.\nturn off overlays.\nchange to edit mode. Wireframe won't be shown.\n", "Cycles: Bump node doesn't generate anything in certain conditions\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.25\n\nBroken: version: 3.3.0\nWorked: all versions from 2.79 to 3.4.0 alpha are affected, there is no working build\n\nI'm trying to generate a normal map using Bump node and color output of the env map as height map, it doesn't work on Cycles while it works on Eevee. Seems like the \"reflection\" output of Texture coordinate node is broken, but it works fine when I'm using another outputs though\n\nOpen the project, then click on viewport Rendered mode button - it'll start Cycles which for some reason can't generate bump map, then switch to Material preview mode - it'll start eevee which works as expected\n[bug_report.blend](bug_report.blend)\n\nEdit: typos and bad english grammar fixed, I believe", "Regression: Curve wire line not displayed in edit mode when it has evaluated mesh/point/volume\nBroken: 3.0, 3.1, 3.2\nCaused by b9febb54a4\n\nThe original line for edit mode curves is not displayed in edit mode .\n\nThis change only applies when the curve is changed during evaluation, for example, when it is replaced by an evaluated \"tube\" mesh, or points, or a volume, etc.\n\n| Before | After |\n| -- | -- |\n| ![image.png](image.png) | ![image.png](image.png) |\n(Ignore the change in lightness there, it's just a different UI scale)", "Schrodinger's Animation errors\nOperating system: Windows 10\nGraphics card: GTX 760\n\nBroken: 2.80, Hash: d30f72df8ac, 2019-06-19\n\nIf you filter the action editor by errors it will not show any unless you have seen them. This makes it very tedious to find errors with my keyframes. I've added a gif to show the problem better.\n\nMake an armature with several bones and create an action with keyframes for all of the bones. \n\nDelete one of the bones. \n\nIf you don't have enough space to show all the channels in the action editor then the filter by error thing will not correctly show you the keyframes for the missing bone.\n\nIf you scroll down and see the errors with your own eyes, the filter will work.\n\n![GIF.gif](GIF.gif)", "Geometry nodes. Viewer node data late update (delete node and undo)\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**Short Description**\nSpread Sheet editor is not updating when I undo the action of viewer node deletion\n\n**Steps to Reproduce**\n- Open .blend file\n- Delete viewer node\n- undo (You will not see any data in the spreadsheet until click on the viewer node or hovering mouse over spreadsheet)\n\n[#94641.blend](T94641.blend)\n[2022-01-04_20-09-05.mp4](2022-01-04_20-09-05.mp4)\n", "Simulation Nodes: bake UI in simulation node\n_No response_\n\n", "Cycles volume rendering issues when domain overlaps a plane\nOperating system: Windows 10\nGraphics card: gtx 760 and 1070\n\nBroken: 2.79b(master, release) and 2.80\n\n\n\nShadows on intersecting geometry from Objects with volume shader yield unusable result when using object ray visibility settings.\nWith 2.80 using collections to set objects not visible in camera also fails to achieve this with volumes.\n\nDesired result with volume objects would yield in a same result as done with node group(picture 2)\n\nDoing camera visibility in the shader with nodes works .correctly \n\n\n![incorrect result.jpg](incorrect_result.jpg)\n![correct result.jpg](correct_result.jpg)\n[smoke_incorrect shadow.blend1](smoke_incorrect_shadow.blend1)\nAttached blend file(2.80)\n- run smoke simulation for a couple of frames and switch to rendered view\n- toggle object camera ray visibility", "Fluid simulation result not visible after reloading file\nOperating system: MacOs\nGraphics card: Intel Iris Plus Graphics 640\n\nBroken: 2.91\nWorked: -\n\nHello. After I opened project, that I closed before, the fluid simulation didn't exist. It is very easy, to know the issue. Thanks for attention.\n- New file\n- Quick liquid effect on default cube\n- Save file\n- Close Blender\n- Open the same file again\n- The domain is just a smooth shaded cube until you play the file long enough for it to loop back to the first frame.", "Motion Blur keyframes is ignored when rendering animation\nOperating system: Windows 10 Home\nGraphics card: RTX 2080 Ti\n\nBroken: 3.4.1\nWorked: don't know\n\n\nUsing Cycles, if I keyframe motion blur then the keyframed data is ignored when rendering an animation. It just uses the keyframed value for the currently selected frame and uses that value for ALL frames.\n\nSo it works OK rendering a single frame because it reads the keyframed value for that frame, but for an animation it just uses that single value throughout.\n\n- Open attached .blend file or:\n - Start with default blend file.\n - Set end frame to 10\n - Change to Cycles\n - Keyframe cube location at frame 1\n - At frame 10, move cube to x=4 and keyframe location\n - Enable motion blur\n - At frame 1, keyframe it to 0\n - At frame 2, keyframe it to 0.5\n- Move to frame 1 and render animation. It will have no motion blur on ANY frame.\n- Move to frame 2 and render animation. It will use motion blur of 0.5 on every frame (including frame 1).\n\n[MotionBlurBug.blend](https://projects.blender.orgattachment)\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)" ]
[ "Scopes don't work in image editor\nOperating system: Win7 64\nGraphics card: GeForce 980Ti\n\nBroken: blender-2.80.0-git.26d5a3625ed-windows64 (official beta)\n\nThe scopes don't work in the image editor (graticules are there but no signal)\nError message displayed in the status bar (bottom) : Tool 'Select Box' not found for space 'IMAGE_EDITOR'\n\nBased on the default startup\nOpen an image in the image editor : no scopes :/" ]
Background Images Not Working Operating system: Windows 10 Home 64bit Graphics card: Nvidia GeForce GTX 1060 3GB Broken: 2.80 Worked: (optional) When creating a background image or reference image, the image only loads and outline of the image leaving the space blank Based on the default startup or an attached .blend file (as simple as possible).
[ "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", "Create the shadow catcher in eevee give a black result\nOperating system: Windows 10 64bits\nGraphics card: NVIDIA GeForce RTX 2060\nBroken: 2.90, 2.91, 2.92, 2.93\nWorked: 2.83.12\n\nI followed the tutorial how to make a shadow catcher on eevee (). But it makes the result totally black when using version 2.90 and i've tried 2.91, 2.92, and 2.93. But the result is the same\n\n![2.92.png](2.92.png)\n\nIn 2.83 the result is like this\n![2.83.jpg](2.83.jpg)\n\n\n[shadow_bug.blend](shadow_bug.blend)", "Stucci noise texture ignores all color settings\nOperating system: Windows 10 Pro N (unlicensed so far :( )\nGraphics card: AMD 6800 XT\n\nBroken: 3.0.0\nWorked:\n\nWhen using Stucci noise as texture for density of particles, the colors properties of the texture do not apply. F.x. setting contrast to 0.1 or 1.0 makes no difference.![Clipboard - January 19, 2022 9 44 AM.png](Clipboard_-_January_19__2022_9_44_AM.png)\n\n![Clipboard - January 19, 2022 9 40 AM.png](Clipboard_-_January_19__2022_9_40_AM.png)\n\n![Clipboard - January 19, 2022 9 41 AM.png](Clipboard_-_January_19__2022_9_41_AM.png)\n\nMake a plane. Add particles. Add texture to particles. Use Stucci noise. Set as density for particles. Try to change contrast.\n[GrassyMeadow.blend](GrassyMeadow.blend)", "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", "alt brush doesn't work in image editor -> paint\ni think this should be fairly easy to reproduce so i wont bother sharing system info. i was able to reproduce this on 3.3.0 and 3.3.1.\n\nalt brush doesn't work in image editor -> paint\n\ni have a different colour on my brush but when i press ctrl and try to paint the primary colour is painted onto the canvas", "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 choice asset library\nOperating system: Win 10\nGraphics card: RX460 2gb\n\nBroken: (3.2)\nWorked: (3.0)\n\n[Tests.zip](Tests.zip)\n\n- Extract archive and add `...\\Tests\\Test Asset\\` path to asset libraries\n- Open Asset library blend file\n- Open New file\n- Change any editor to Asset Browser\n# List contents of `Test Asset` library\n\nIt should crash.\nSometimes, omitting step 2 would prevent crash, but no assets would be shown.\nAlso omitting `tests` folder somehow prevented the crash, \n\nCrash log:\n[P3143: (An Untitled Masterwork)](P3143.txt)\n```\n# Blender 3.4.0, Commit date: 2022-08-14 18:40, Hash 659b63751d63\nbpy.context.space_data.params.asset_library_ref = 'Test Asset' # Property\n\n# backtrace\nException Record:\n\nExceptionCode : UNKNOWN EXCEPTION\nException Address : 0x00007FFF3F66D759\nException Module : KERNELBASE.dll\nException Flags : 0x00000001\nException Parameters : 0x4\n\tParameters- [x] : 0x0000000019930520\n\tParameters- [x] : 0x000000FB7C5FD460\n\tParameters- [x] : 0x00007FF678278398\n\tParameters- [x] : 0x00007FF66CA80000\n\n\nStack trace:\nKERNELBASE.dll :0x00007FFF3F66D6F0 RaiseException\nVCRUNTIME140.dll :0x00007FFF283E63F0 CxxThrowException\nblender.exe :0x00007FF672BC42D0 nlohmann::detail::serializer<nlohmann::basic_json<nlohmann::ordered_map,std::vector,std::basic_stri\nblender.exe :0x00007FF672BC39A0 nlohmann::detail::serializer<nlohmann::basic_json<nlohmann::ordered_map,std::vector,std::basic_stri\nblender.exe :0x00007FF672BC39A0 nlohmann::detail::serializer<nlohmann::basic_json<nlohmann::ordered_map,std::vector,std::basic_stri\nblender.exe :0x00007FF672BC39A0 nlohmann::detail::serializer<nlohmann::basic_json<nlohmann::ordered_map,std::vector,std::basic_stri\nblender.exe :0x00007FF672BC39A0 nlohmann::detail::serializer<nlohmann::basic_json<nlohmann::ordered_map,std::vector,std::basic_stri\nblender.exe :0x00007FF672BC36C0 nlohmann::basic_json<nlohmann::ordered_map,std::vector,std::basic_string<char,std::char_traits<char\nblender.exe :0x00007FF672BC82B0 blender::io::serialize::JsonFormatter::serialize\nblender.exe :0x00007FF66E27B970 blender::ed::asset::index::AssetIndexFile::write_contents\nblender.exe :0x00007FF66E277D40 blender::ed::asset::index::update_index\nblender.exe :0x00007FF66E653B90 filelist_readjob_list_lib\nblender.exe :0x00007FF66E654370 filelist_readjob_recursive_dir_add_items\nblender.exe :0x00007FF66E653710 filelist_readjob_asset_library\nblender.exe :0x00007FF66DB341A0 do_job_thread\nblender.exe :0x00007FF672E5A810 _ptw32_threadStart\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThreads:\nThread : 00000448\nntdll.dll :0x00007FFF41D2C620 ZwDelayExecution\nblender.exe :0x00007FF672B3A220 BLI_thread_is_main\n\n\nThread : 000069ac\nntdll.dll :0x00007FFF41D2F9F0 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFF41CA0E20 LdrAccessResource\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00003130\nntdll.dll :0x00007FFF41D2F9F0 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFF41CA0E20 LdrAccessResource\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000069cc\nntdll.dll :0x00007FFF41D2F9F0 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFF41CA0E20 LdrAccessResource\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000054bc\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000026c0\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00008788\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 0000aa4c\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 0000608c\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 0000ad7c\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00009c7c\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00008d78\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000029c4\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00009918\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 0000162c\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00001478\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00009a78\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000067cc\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000040b4\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000036d0\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00003468\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00007444\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00005208\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000059e4\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 0000a018\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000085a8\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 0000b1ac\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 0000921c\nntdll.dll 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IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00008b38\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00005884\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00003334\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 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BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00004cc8\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000029cc\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000055f8\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000069a4\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00005c40\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00001a80\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00004308\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000081c8\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000071a0\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 0000b0d4\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00004bc0\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00009d28\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00008010\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nLoaded Modules :\n0x00007FF66CA80000 3.4.0.0 blender.exe C:\\Users\\John\\Desktop\\blender-3.4.0-alpha+master.659b63751d63-windows.amd64-release\\blender.pdb \n0x00007FFF41C90000 10.0.19041.662 ntdll.dll \n0x00007FFF40620000 10.0.19041.662 KERNEL32.DLL \n0x00007FFF3F640000 10.0.19041.662 KERNELBASE.dll \n0x00007FFF40C70000 10.0.19041.546 WS2_32.dll \n0x00007FFF41310000 10.0.19041.662 RPCRT4.dll \n0x00007FFF41170000 10.0.19041.685 USER32.dll \n0x00007FFF1D640000 tbb.dll \n0x00007FFF3FCC0000 10.0.19041.662 win32u.dll \n0x00007FFF41940000 10.0.19041.685 GDI32.dll \n0x00007FFF1D600000 tbbmalloc.dll \n0x00007FFF3FAB0000 10.0.19041.685 gdi32full.dll \n0x00007FFF3FA10000 10.0.19041.546 msvcp_win.dll \n0x00007FFF3F910000 10.0.19041.546 ucrtbase.dll \n0x00007FFF417D0000 10.0.19041.610 ADVAPI32.dll \n0x00007FFF406E0000 7.0.19041.546 msvcrt.dll \n0x00007FFF41980000 10.0.19041.662 sechost.dll \n0x00007FFF3FED0000 10.0.19041.662 SHELL32.dll \n0x00007FFF283E0000 14.29.30139.0 VCRUNTIME140.dll \n0x00007FFF3AE70000 14.29.30139.0 VCRUNTIME140_1.dll \n0x00007FFF40F00000 10.0.19041.546 SHLWAPI.dll \n0x00007FFEC90D0000 14.29.30139.0 MSVCP140.dll \n0x00007FFF3FC70000 10.0.19041.546 CFGMGR32.dll \n0x00007FFF36DA0000 10.0.19041.488 dbghelp.dll \n0x00007FFF3FBC0000 10.0.19041.662 bcrypt.dll \n0x00007FFF40CE0000 10.0.19041.546 ole32.dll \n0x00007FFF41470000 10.0.19041.662 combase.dll \n0x00007FFEC8180000 10.0.19041.546 OPENGL32.dll \n0x00007FFF41440000 10.0.19041.546 PSAPI.DLL \n0x00007FFF41A20000 10.0.19041.662 shcore.dll \n0x00007FFF3FEA0000 10.0.19041.546 IMM32.dll \n0x00007FFEB74B0000 9.0.0.0 openvdb.dll \n0x00007FFEC5BE0000 59.16.100.0 avformat-59.dll \n0x00007FFEB4FB0000 59.18.100.0 avcodec-59.dll \n0x00007FFF1D5D0000 59.4.100.0 avdevice-59.dll \n0x00007FFF40FC0000 10.0.19041.546 OLEAUT32.dll \n0x00007FFEC9030000 6.4.100.0 swscale-6.dll \n0x00007FFEC5A00000 57.17.100.0 avutil-57.dll \n0x0000000070440000 1.0.28.0 libsndfile-1.dll \n0x00007FFEC5190000 1.21.1.0 OpenAL32.dll \n0x000000006ACC0000 libgmp-10.dll \n0x00007FFEC29E0000 2.0.20.0 SDL2.dll \n0x00007FFF39630000 libgmpxx.dll \n0x00007FFEC0D70000 3.10.2150.1013 python310.dll \n0x00007FFF40780000 10.0.19041.546 SETUPAPI.dll \n0x00007FFF300E0000 tbbmalloc_proxy.dll \n0x00007FFF31280000 6.10.19041.488 COMCTL32.dll \n0x00007FFF1C490000 10.0.19041.1 AVIFIL32.dll \n0x00007FFF39120000 10.0.19041.546 VERSION.dll \n0x00007FFF3D210000 10.0.19041.546 dwmapi.dll \n0x00007FFF1C460000 10.0.19041.546 GLU32.dll \n0x0000000070680000 libfftw3-3.dll \n0x00007FFF27EE0000 10.0.19041.546 Secur32.dll \n0x00007FFECB6B0000 4.3.100.0 swresample-4.dll \n0x00007FFECBF00000 10.0.19041.1 AVICAP32.dll \n0x00007FFF2EBF0000 10.0.19041.546 WINMM.dll \n0x00007FFF20660000 10.0.19041.1 MSACM32.dll \n0x00007FFECB5D0000 10.0.19041.1 MSVFW32.dll \n0x00007FFF24F20000 10.0.19041.1 winmmbase.dll \n0x00007FFF3F280000 10.0.19041.662 SSPICLI.DLL \n0x00007FFF3D240000 10.0.19041.546 kernel.appcore.dll \n0x00007FFF3D520000 10.0.19041.662 windows.storage.dll \n0x00007FFF3EE40000 10.0.19041.662 Wldp.dll \n0x00007FFF3CE80000 10.0.19041.610 uxtheme.dll \n0x0000022043090000 10.0.19041.662 bcryptPrimitives.dll \n0x00007FFF3F300000 10.0.19041.546 profapi.dll \n0x00007FFF41880000 2001.12.10941.16384 clbcatq.dll \n0x00007FFF38BE0000 10.0.19041.546 MMDevApi.dll \n0x00007FFF3F180000 10.0.19041.546 DEVOBJ.dll \n0x00007FFF38EF0000 10.0.19041.662 AUDIOSES.DLL \n0x00007FFF3E980000 10.0.19041.546 powrprof.dll \n0x00007FFF3E840000 UMPDC.dll \n0x00007FFF41AD0000 10.0.19041.662 MSCTF.dll \n0x00007FFF39850000 10.0.19041.662 AppXDeploymentClient.dll \n0x00007FFE80E80000 31.0.15.1640 nvoglv64.dll \n0x00007FFF3AE30000 10.0.19041.546 \n```\n\n\n - The conditions have been changed, but the error is still present. -----------------------------------------------------------", "Reference image opacity value doesn't work with Blender 2.83+ (Intel HD 630 with Mesa 20, regression from D6729)\nOperating system: Mageia 8 x86_64 (Linux)\nGraphics card: Intel HD Graphics 630, Mesa 20.1.0\n\nBroken: 2.83.0, 2.90.0-aed11c673efe\nWorked: 2.82a, 2.83-ce76e17584ee\n\nIn Blender 2.82a, when using a reference image with opacity between 0.0 and 1.0, the image is properly blended using the opacity value, provided that \"Use Alpha\" is enabled. (I.e. an image with opacity 0.20 will be less visible than an image with opacity 0.80, though both are transparent - like in most image editors.)\nA few weeks back I used 2.83-ce76e17584ee, and there the \"Use Alpha\" setting was renamed to \"Transparency\", but the behavior stayed the same.\n\nOpacity working in Blender 2.82a:\n![Screenshot_20200607_171655.png](Screenshot_20200607_171655.png)\n\nAfter updating to 2.83.0 (stable) now, I see that opacity no longer works as intended, it behaves like an on/off switch without any blending.\nAn image will look the same with opacity 0.0001 or 1.0 (and will be invisible with opacity 0).\n\nOpacity not working in Blender 2.83.0 (same .blend):\n![Screenshot_20200607_171751.png](Screenshot_20200607_171751.png)\n\nCurrent 2.90 alpha seems to suffer from the same issue.\n\n- Add > Image > Reference\n- Pick an image\n- In object properties, enable Transparency, and try different values of Opacity. Opacity doesn't impact the blending of the reference image in the viewport (unless it's 0, which makes it disappear).", "Fully transparent generated images draw colors in image editor\nGenerated images follow the next alpha association:\n* Byte images use straight alpha\n* Float images use premultipled alpha\n\nIt is easy to create a fully transparent image with a non black color. Since Blender 2.91 we introduced drawing of pure emissive colors in the image editor these colors resulting in drawing the generated color perceptually without alpha. This could introduce confusion to our users. This report will collect these reports.\n\n\n", "\"New Image\" UI improvement\nNOTE: This design is still under discussion and is incomplete.\n\n# Current Issue\n\nThe UI for image creation in Blender doesn't make it very easy to pick an optimal resolution and could be improved for usability.\n![Screenshot 2022-07-16 175721.png](Screenshot_2022-07-16_175721.png)\n\nExperienced Blender users might know that you can:\n- Drag over both fields to edit both at the same time\n- Type `*` or `/` to multiply or divide the resolutions to keep standard resolutions\n\n# Proposal\n\nWe need to make these options more obvious and readily available:\n- Add a dropdown for common resolutions (128,256,512,1024,2048,...)\n- Add a toggle to either keep image square. When disabled choose resolution for both dimensions.\n- Add an option to type in a custom resolution\n\nThis still needs mockups and further discussion.", "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", "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)", "Asset spawns at Camera origin when in camera view\nOperating system: Microsoft Windows 10 Home\nGraphics card: GeForce RTX 2060\n\nBroken: (3.0.0, f1cca3055776, master, 2021-12-02 18:35 )\nWorked: N/A\n\n----------------------------------------------------\n\nCreate and mark asset. \nAdd camera move camera along Y axis away from world center. \nOpen asset browser and find your marked asset. \nGo into camera view, drag asset to viewport. \nAsset will lock to camera origin. \n\n--------------------------------------------------\n\nGo to front view, drag asset in, works as expected.\n\n----------------------------------------------------\n\n2D artist will want to work from the camera view for standardize production. In this example I used a grease pencil object but it can be replicated with 3D objects also. Thanks for looking at this. \n\n[2022-01-17 11-40-38.mp4](2022-01-17_11-40-38.mp4)\n", "VSE thumbnails improvements\n- [x] Check if reusing strip hash used by rendering job speeds up initialization with large number of strips. if it doesn't, fix it anyway. (b534806ecb) Note: it wasn't initialization that caused freezing, it was rather strip `anim` freeing, reusing ghash seems to have no impact on performance.\n- [x] To speed up loading, Check strategy to render \"guaranteed\" set of thumbnails. Especially if cache can be shared this could help a lot. (3a898db3638d) Note: better strategy seems to be other way around as far as performance goes.\n- [x] Make first (and last) thumbnail reflect actual handle position. (29b9187b327c) Note: Only first image is updated, though it's possilbe to update last one too. \n\n- Change cache so thumbnail (and possibly raw) types are keyed by path to file and disregard various context settings and Sequence pointer. Front-end should stay same. ([D12771](D12771))\n - There are rabbitholes like effect strips producing raw images and scene strips rendering at \"host\" scene resolution so simple string key is probably not enough. \n - Added complexity is, that all cache types per frame should be invalidated at once, otherwise prefetch doesn't work and issues like that.\n - Above points don't quite apply to thumbnails, but there are issues of this type in general. For example if we would implement downscaling for movies, first point will apply.\n\n", "Unable to output pictures correctly when rendering version 3.2 demo with 65536*65536 resolution\nOperating system:win11 -workstationedition\nGraphics card:4090\n\nBroken: 3.4.0 release\nWorked: \n\nUnable to output pictures correctly when rendering version 3.2 demo with 65536 * 65536 resolution.\nWhen nearly 4 hours of rendering ends, blender does not work any picture out, as the picture atteched. And the image attribute say this image is 32768 * 32768.\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\nusing the dome file for blender3.2\n\n" ]
[ "Image empties are only rendering their border when using OpenGL multisample > 2.\nWindows 10, GTX 1080 Ti\n\nBroken: (example: 2.80.32 e829e47b558, image empties)\nWorked: (2.80.32 1844ccd5210)\n\nImage empties are no longer rendering.\n\nWith 2.80.32 1844ccd5210\n![image.png](image.png)\n\nWith 2.80.32 e829e47b558\n![image.png](image.png)\n\nIssue is still present on today's build 26b1aa99436\n\nFile attached.[Bielice.blend1](Bielice.blend1)\n\nMore info:\nAfter tweaking, I found out that this only happens if 'MultiSample' under Prefs/System/General is set to anything > 2 for anisotropic filtering" ]
Cycles viewport rendering stuck at Path Tracing Sample 1/32 with high GPU usage Operating system: Ubuntu Mate 18.04.4 LTS and Windows 10 (1909) x64 Graphics card: AMD Radeon RX 570 4GB Broken: 2.82a, 2.83.2 LTS, 2.83.3 LTS, 2.90.0-b8601b64c7cb, 2.91.0-a51048a5d335, 2.90.0 Stable Viewport GPU rendering on Cycles stuck at Path tracing sample 1/32 with high GPU usage when applying Volume Absorption properties in a Material over any Object Newer Blender versions (2.90+) or versions previous to 2.83 throws an error "Split kernel error: failed to load kernel_path_init" 1) Load attached .blend file in 2.83.2 LTS, 2.90.0 or the latest beta [cube_with_water.blend](cube_with_water.blend) 2) If not set, set the rendering engine to Cycles and select GPU Compute 3) Select the "Cube_Content" object 4) Go to materials tab, and in Volume section, select "Volume Absorption" 5) Change to Viewport rendering **Additional Notes** - This is only happening on Viewport rendering only, in the final render (when hitting F12) it works fine - CPU Rendering in viewport works fine - Viewport shading works fine - Seems like every other Volume type is affected by this (Volume Scattering, Velvet BSDF, Emission, etc) - Trying to apply any BSDF Volume, freezes the computer - Some versions like 2.82a and latest alpha at this edition date makes high CPU and RAM usage freezing the computer. - 2.90.0 causes high CPU usage only. My system-info.txt in Linux (2.83.2 LTS): [system-info.txt](system-info.txt) My system-info.txt in Windows (2.83.3 LTS): [system-info-win.txt](system-info-win.txt)
[ "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)", "Cycles: UV render pass corrupted in viewport\nOperating system: Windows-10-10.0.18363-SP0 64 Bits\nGraphics card: Intel(R) Iris(R) Plus Graphics Intel 4.5.0 - Build 27.20.100.9664\n\nBroken: version: 3.1.0 Alpha\nWorked: 2.93 LTS\n\nWhen switching the render passfrom normal to UV the UVs are not displayed correctly.\n\n\nDownload bmw demo file.\nin viewport switch to render mode\nEnable the normal render pass. After that enable the uv render pass.\n\n{[F11785393](uv_render_pass.png) width=100%}\n\n`Film::update_passes` sets `shader->need_update_uvs`. The problem is that in 3.0 this is called as part of scene update after all syncing, instead of immediately after updating the render passes. That means this information is not available when we sync the geometry.\n\nNote: you can get the proper UVs back if you click on the UVMap in the Property Editor `UV Maps` panel", "Blender has froze my Manajro Linux, which has corrupted my root Btrfs filesystem, rendering the machine unable to boot\nOperating system: Manjaro Linux\nGraphics card: Radeon RX 5500/5500M / Pro 5500M\n\nBroken: Blender 2.90.0, 2.90.1, 2.91.0 Alpha\nWorked: none yet\n\nWhen doing a very specific thing in Shader editor using Eevee rendered, my system froze. I've rebooted and tried again. It froze again, only this time when I rebooted it I was greeted by an emergency shell. My root Btrfs filesystem is unmountable. I'm currently performing disk imaging, and will attempt to fix the FS or restore the system from backup.\n\nHere's the screen that I saw after rebooting my laptop after the second lock-up:\n![f3fb1797-440e-4a7c-b33b-f19af8b479ce.jpg](f3fb1797-440e-4a7c-b33b-f19af8b479ce.jpg)\n\n\nI have a specific .blend file that when loaded on Manjaro Linux will freeze the system. I've tried again booting a fresh Manjaro 20.1.1. However it's a confidential client project and I cannot share it publicly.\n\nI wasn't able to reproduce the problem on Windows 10 running on the same laptop.\n\nI suspect the problem could be in an AMD GPU driver - it's the only thing that I believe has enough system access to mess up a roo t filesystem that was involved. And it's clear the problem was triggered by a certain material in Blender, while rendering with Eevee.\n\nNote that the system won't freeze until I turn on Rendered view. Using Material Preview is fine.\nTwo first time when it happened it was immediately after I have added a mix node to add another texture to an existing image path in an Eevee material.\nI thought that maybe texture sizes could be the problem, as I've been using 3 8K textures, and maybe the laptop's GPU can't handle that, but filesystem corruption should never be the result of that.", "Blender freezes when using Texture paint or Weight Paint\nOperating system: Windows 10 Insider build19592\nGraphics card: GTX 1660Ti Max Q 6GB\nProcessor: i7-9750H\nRAM: 32GB DDR4-2666Mhz\n\nBroken: version: 2.83 (sub 11)\nWorked: Never (2.79, 2.8+)\n\nBlender freezes or stops responding when using Texture Paint or Weight Paint. Tried game ready and Studio drivers, still the same issue.\nMoreover, RAM consumption spikes up to more than 20GB. This happens when the brush size is increased and starts painting. \n\nAssigned GPU in Preferences>System>CUDA, but the GPU is been barely used.\n\n[Blender.rar](Blender.rar)", "Cycles: Volumes in the world shader behave strangle with some textures\n**System Information:**\nOperating system: Linux-5.14.0-1-amd64-x86_64-with-glibc2.32 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.63.01\n\nBroken: version: 3.0.0 Alpha, and every version between master at 2.81 (That is how far I tested).\nWorked: Unsure\n\n**Short description of error:**\nWhen using certain procedural textures in the volume output of the world shader in Cycles, you get unexpected results.\n\n**Exact steps for others to reproduce the error:**\n1. Create a scene in Cycles.\n2. Change to the rendered viewport.\n3. Open a shader editor and change to the `World` shader and delete the `Background` node.\n4. In the `World Shader`add a `Magic Texture` node and connect one of the outputs to the `Volume` socket on the `World Output` node.\n5. You will noticed that in the viewport you can see the `Magic Texture` is projecting light onto objects in the scene, but you can't see the `Magic Texture` directly.\n6. Place a `Color Ramp` node between the `Magic Texture` and the `World Output` nodes. Now you can see the `Magic Texture` in the viewport.\n\nAnother test:\n1. Create a scene in Cycles.\n2. Change to the rendered viewport.\n3. Open a shader editor and change to the `World` shader and delete the `Background` node.\n4. Add a `Noise Texture` node and connect an output to the `Volume` socket on the `World Output` node.\n5. Notice that you can see the impact the `Noise Texture` is having on the scene, but you can't see the `Noise Texture`\n6. Place a `Color Ramp` between the `Noise Texture` and the `World Output` nodes. You still can't see the `Nosie Texture` in the scene.\n7. Place a `Volume Scatter` node in the `World Shader`, connecting the output to the `Volume` socket on the `World Output` node and connect the output of the `Color Ramp` node to the `Density` input of the `Volume Scatter` node. You can now see the noise texture in the volume if you have a light in your scene.\n8. Select the left most handle (the handle that is black) in the `Color Ramp` node and drag it closer to the position `0.5`. You will see the results you expect until you reach the position `0.5` where the volume will seem to disappear from your scene. Yet when you look at objects in the scene, the light reaching them is still affected by a volume shader you can't see.\n\nHere's a video demonstrating this:\n[Volumetrics not visibile in viewport in certain sitautions.mp4](Volumetrics_not_visibile_in_viewport_in_certain_sitautions.mp4)", "Eevee Light Limitation testcase T91611 crashes on Win11 Intel Arc GPU \nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: Intel(R) Arc(TM) A770 Graphics Intel 4.5.0 - Build 31.0.101.4090\n(note: also tested on driver .4032 latest stable, which also crashes)\n[blender_system_info.txt](blender_system_info.txt)\n\nBroken: 3.3.2, 3.4.1\n\n![lights2.png](lights2.png) \n\nWhile tracking down another bug (direct lights not appearing in Eevee), I found that the test case for #91611 hard crashes blender.\n\nAnalyzing the code, the crash happens because the GPU module cannot create a 3D texture with dimensions `4096x4096x576`. The result is `nulltptr`\n```\nif (!success) {\n delete tex;\n return nullptr;\n}\n```\n\nbacktrace:\n\n```\n>\tblender.exe!blender::gpu::Texture::attachment_type(int slot) Line 257\tC++\n\n \tblender.exe!GPU_framebuffer_texture_attach_ex(GPUFrameBuffer * gpu_fb, GPUAttachment attachment, int slot) Line 316\tC++\n \tblender.exe!GPU_framebuffer_texture_layer_attach(GPUFrameBuffer * fb, GPUTexture * tex, int slot, int layer, int mip) Line 331\tC++\n \tblender.exe!EEVEE_shadows_draw_cubemap(EEVEE_ViewLayerData * sldata, EEVEE_Data * vedata, int cube_index) Line 203\tC\n \tblender.exe!EEVEE_shadows_draw(EEVEE_ViewLayerData * sldata, EEVEE_Data * vedata, DRWView * view) Line 316\tC\n \tblender.exe!eevee_draw_scene(void * vedata) Line 247\tC\n \tblender.exe!drw_engines_draw_scene() Line 1111\tC\n \tblender.exe!DRW_draw_render_loop_ex(Depsgraph * depsgraph, RenderEngineType * engine_type, ARegion * region, View3D * v3d, GPUViewport * viewport, const bContext * evil_C) Line 1767\tC\n \tblender.exe!DRW_draw_view(const bContext * C) Line 1637\tC\n \tblender.exe!view3d_draw_view(const bContext * C, ARegion * region) Line 1552\tC++\n \tblender.exe!view3d_main_region_draw(const bContext * C, ARegion * region) Line 1587\tC++\n \tblender.exe!ED_region_do_draw(bContext * C, ARegion * region) Line 551\tC\n \tblender.exe!wm_draw_window_offscreen(bContext * C, wmWindow * win, bool stereo) Line 960\tC\n \tblender.exe!wm_draw_window(bContext * C, wmWindow * win) Line 1127\tC\n \tblender.exe!wm_draw_update(bContext * C) Line 1385\tC\n \tblender.exe!WM_main(bContext * C) Line 648\tC\n \tblender.exe!main(int argc, const unsigned char * * UNUSED_argv_c) Line 589\tC\n \t[External Code]\t\n\n```\n\n[blender_debug_output.txt](blender_debug_output.txt)\n\n- Download and open any of the test cases bellow\n- Click Render Preview in viewport\n\n[Light ViewportRender ERror.blend](Light_ViewportRender_ERror.blend)\n[lighttest2.blend](lighttest2.blend)", "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", "Cycles glass BSDF: Differences between CPU, CUDA and OptiX for contact cases\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: TITAN RTX/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.72\n\nBroken: version: 2.93.0 Alpha\n\n\nCycles gives different results for CPU, CUDA and Optix when a glass BSDF is in contact with a plane. This is particularly problematic in hybrid rendering where titles rendered by CPU and GPU become visible.\n\nCPU:\n![image.png](image.png)\n\nCUDA:\n![image.png](image.png)\n\nOptiX:\n![image.png](image.png)\n\nCPU + Optix:\n![image.png](image.png)\n\nNotes:\n- In the attached file, the glass cube is in prefect contact with the plane. Moving the plane by 0.0001 m in Z direction (in either direction) appears to solve the issue. This therefore seems to be related to differences in the way perfect contact is handled by GPU and CPU.\n- CUDA and OptiX give different results in render and preview.\n\nSee attached blend file: [CPU-CUDA-OPTIX glass shader bug.blend](CPU-CUDA-OPTIX_glass_shader_bug.blend)\n\n", "Incorrect full data path copying viewport shading parameters ('Screen' object has no attribute 'shading')\nBlender 3.6.2\n\nWay to reproduce:\n1) Any blender project\n2) RMC on any of \"Viewport Shading\" icons and choose \"Copy Full Data Path\".\n3) Paste it in python console, it will result in the error `AttributeError: 'Screen' object has no attribute 'shading'`\n4) Same goes for the other parameters from the viewport shading menu.\n\nGuess it should be returning something like \"bpy.data.screens[\"Layout\"].areas[3].spaces[0].shading.type\" in this case.\n\nDemo attached.\n", "Reliable GPU hang on common Intel cards (Linux)\nOperating system: Linux Fedora 32\nGraphics card: UHD Graphics 620 (rev 07) Intel\n\nBroken: 2.80.x, 2.90.0-x\n\n\n\nBlender crashes the computer, freezing, dmesg command shows a GPU Hang error.\n\n\nOnly with Intel GPU (Intel Corporation UHD Graphics 620 (rev 07) here)\n\nOpen the given blend file [F8892221](gpuhangtest.blend) (Thanks @HDMaster84 ) and activate lookdev or render view - the graphic server hangs.\n\nI followed the dmesg output that says to create an issue on freedesktop gitlab: 2422 (you can see my dmesg and gpu error) - anyway, thos problem only happens with Blender.\n\nThe problem started from 2.80 if I'm not wrong, not with others earlier versions.\n\n", "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)", "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)", "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)", "Viewport display: in front should be listed under visibility as it also affects final render\nOperating system: macOS-11.4-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.5.14\n\nBroken: version: 3.0.0 Alpha\nWorked: unknown\n\nUnder object properties, viewport display: in front affects both the visibility in the viewport and in the final render, and as such should probably be listed under visibility rather than viewport display.\n\n-", "Cycles Regression: Changing \"Start Samples\" in denoiser resets viewport render\nOperating system: Linux-5.14.0-3-amd64-x86_64-with-glibc2.32 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 495.29.05\n\nBroken version: 3.0.0 Alpha\nWorked: Prior to Cycles-X merge\n\nChanging the `Start Samples` value for the viewport denoiser resets the viewport rendering. This did not happen prior to the Cycles-X merge.\n\n1. Create a scene that has noticeable amounts of noise in Cycles.\n2. Enable viewport denoising.\n3. Enter rendered viewport mode.\n4. Change the `Start Samples` value of the viewport denoiser. You will notice that viewport rendering will reset back to 1 sample. This did not happen prior to the Cycles-X merge." ]
[ "Volume error (kernel_path_init)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Radeon RX 580 Series ATI Technologies Inc. 4.5.14736 Core Profile Context 20.7.2 27.20.2001.9003\n\nBroken: version: 2.90.1\n\nThe wiewport render stops at 1/32 when I apply any valued Volume to a material. I've succeed to get an error code only once (howewer, I've tried at least 30 times) and it was failed to load kernel_path_init.\n\n\n" ]
RC2: default cube with blackbody crashes Blender Win7 X64 with RX 480 or RX VEGA and 17.8.2 driver Broken: 2.79RC2 Blender crashes when compiling the kernel when a blackbody node is added and not even connected Open attached file and hit F12 [crash opencl.blend](crash_opencl.blend) By the way, why an unconnected node that is removed by the tree cleaning operation triggers a group level of 3? Doing the cleaning (including unfolding) first would prevent using a suboptimal kernel would diminish the number of kernel recompiling.
[ "Eevee preview nodes with drivers performance drop Round 2\n[NodesPerformanceDropRound2.blend](NodesPerformanceDropRound2.blend) this is extend of previos task #71214\nSystem Information\nOperating system:Windows 10\nGraphics card: GeForce GTX 1060\n\nBlender Version\nBroken: Blender 2.81 Beta aff6446e064f and 2.82 Beta 092deb88b074\nWorked: 2.8\n\nShort description of error\nComplex shader with large amount of math nodes and with drivers slow down performance\nin 2.8 60 fps\nin 2.82 30 fps\n\nExact steps for others to reproduce the error\nCreate material with 30 node groups contains 30 math nodes, add driver to shader. Set viewport to material preview and watch performance droping", "Blender sometimes crashes when loading a file with unregistered nodes\nOperating system: Windows 10 64 Bit\nGraphics card: Nvidia Geforce GTX 750 Ti\n\nBroken: 2.83.7 release\n\nSometimes when opening a file with unregistered custom nodes, Blender will crash with an `EXCEPTION_ACCESS_VIOLATION` error.\n\n**Stack trace from Visual Studio:**\n```\nblender.exe!node_free_node(bNodeTree * ntree, bNode * node) Zeile 2033\n\tunter C:\\blender-git\\blender\\source\\blender\\blenkernel\\intern\\node.c (2033)\nblender.exe!ntree_free_data(ID * id) Zeile 227\n\tunter C:\\blender-git\\blender\\source\\blender\\blenkernel\\intern\\node.c (227)\nblender.exe!BKE_libblock_free_datablock(ID * id, const int UNUSED_flag) Zeile 136\n\tunter C:\\blender-git\\blender\\source\\blender\\blenkernel\\intern\\lib_id_delete.c (136)\nblender.exe!DEG::deg_free_copy_on_write_datablock(ID * id_cow) Zeile 1073\n\tunter C:\\blender-git\\blender\\source\\blender\\depsgraph\\intern\\eval\\deg_eval_copy_on_write.cc (1073)\nblender.exe!DEG::deg_update_copy_on_write_datablock(const DEG::Depsgraph * depsgraph, const DEG::IDNode * id_node) Zeile 952\n\tunter C:\\blender-git\\blender\\source\\blender\\depsgraph\\intern\\eval\\deg_eval_copy_on_write.cc (952)\nblender.exe!DEG::deg_evaluate_copy_on_write(Depsgraph * graph, const DEG::IDNode * id_node) Zeile 1088\n\tunter C:\\blender-git\\blender\\source\\blender\\depsgraph\\intern\\eval\\deg_eval_copy_on_write.cc (1088)\nblender.exe!std::invoke<void (__cdecl*&)(Depsgraph *,DEG::IDNode const *),Depsgraph *,DEG::IDNode * &>(void(*)(Depsgraph *, const DEG::IDNode *) & _Obj, Depsgraph * && _Arg1, DEG::IDNode * & <_Args2_0>) Zeile 1626\n\tunter A:\\Programs\\Microsoft Visual Studio\\2019\\Community\\VC\\Tools\\MSVC\\14.27.29110\\include\\type_traits (1626)\nblender.exe!std::_Invoker_ret<std::_Unforced,0>::_Call<void (__cdecl*&)(Depsgraph *,DEG::IDNode const *),Depsgraph *,DEG::IDNode * &>(void(*)(Depsgraph *, const DEG::IDNode *) & <_Vals_0>, Depsgraph * && <_Vals_1>, DEG::IDNode * & <_Vals_2>) Zeile 1658\n\tunter A:\\Programs\\Microsoft Visual Studio\\2019\\Community\\VC\\Tools\\MSVC\\14.27.29110\\include\\type_traits (1658)\nblender.exe!std::_Call_binder<std::_Unforced,0,1,void (__cdecl*)(Depsgraph *,DEG::IDNode const *),std::tuple<std::_Ph<1>,DEG::IDNode *>,std::tuple<Depsgraph * &&>>(std::_Invoker_ret<std::_Unforced,0> __formal, std::integer_sequence<unsigned __int64,0,1> __formal, void(*)(Depsgraph *, const DEG::IDNode *) & _Obj, std::tuple<std::_Ph<1>,DEG::IDNode *> & _Tpl, std::tuple<Depsgraph * &&> && _Ut) Zeile 1388\n\tunter A:\\Programs\\Microsoft Visual Studio\\2019\\Community\\VC\\Tools\\MSVC\\14.27.29110\\include\\functional (1388)\nblender.exe!std::_Binder<std::_Unforced,void (__cdecl&)(Depsgraph *,DEG::IDNode const *),std::_Ph<1> const &,DEG::IDNode * &>::operator()<Depsgraph *>(Depsgraph * && <_Unbargs_0>) Zeile 1427\n\tunter A:\\Programs\\Microsoft Visual Studio\\2019\\Community\\VC\\Tools\\MSVC\\14.27.29110\\include\\functional (1427)\nblender.exe!std::invoke<std::_Binder<std::_Unforced,void (__cdecl&)(Depsgraph *,DEG::IDNode const *),std::_Ph<1> const &,DEG::IDNode * &> &,Depsgraph *>(std::_Binder<std::_Unforced,void (__cdecl&)(Depsgraph *,DEG::IDNode const *),std::_Ph<1> const &,DEG::IDNode * &> & _Obj, Depsgraph * && _Arg1) Zeile 1626\n\tunter A:\\Programs\\Microsoft Visual Studio\\2019\\Community\\VC\\Tools\\MSVC\\14.27.29110\\include\\type_traits (1626)\nblender.exe!std::_Invoker_ret<void,1>::_Call<std::_Binder<std::_Unforced,void (__cdecl&)(Depsgraph *,DEG::IDNode const *),std::_Ph<1> const &,DEG::IDNode * &> &,Depsgraph *>(std::_Binder<std::_Unforced,void (__cdecl&)(Depsgraph *,DEG::IDNode const *),std::_Ph<1> const &,DEG::IDNode * &> & <_Vals_0>, Depsgraph * && <_Vals_1>) Zeile 1641\n\tunter A:\\Programs\\Microsoft Visual Studio\\2019\\Community\\VC\\Tools\\MSVC\\14.27.29110\\include\\type_traits (1641)\nblender.exe!std::_Func_impl_no_alloc<std::_Binder<std::_Unforced,void (__cdecl&)(Depsgraph *,DEG::IDNode const *),std::_Ph<1> const &,DEG::IDNode * &>,void,Depsgraph *>::_Do_call(Depsgraph * && <_Args_0>) Zeile 904\n\tunter A:\\Programs\\Microsoft Visual Studio\\2019\\Community\\VC\\Tools\\MSVC\\14.27.29110\\include\\functional (904)\nblender.exe!std::_Func_class<void,Depsgraph *>::operator()(Depsgraph * <_Args_0>) Zeile 952\n\tunter A:\\Programs\\Microsoft Visual Studio\\2019\\Community\\VC\\Tools\\MSVC\\14.27.29110\\include\\functional (952)\nblender.exe!DEG::`anonymous namespace'::evaluate_node(const DEG::`anonymous-namespace'::DepsgraphEvalState * state, DEG::OperationNode * operation_node) Zeile 117\n\tunter C:\\blender-git\\blender\\source\\blender\\depsgraph\\intern\\eval\\deg_eval.cc (117)\nblender.exe!DEG::`anonymous namespace'::deg_task_run_func(TaskPool * pool, void * taskdata, int thread_id) Zeile 129\n\tunter C:\\blender-git\\blender\\source\\blender\\depsgraph\\intern\\eval\\deg_eval.cc (129)\nblender.exe!BLI_task_pool_work_and_wait(TaskPool * pool) Zeile 939\n\tunter C:\\blender-git\\blender\\source\\blender\\blenlib\\intern\\task_pool.cc (939)\nblender.exe!BLI_task_pool_work_wait_and_reset(TaskPool * pool) Zeile 970\n\tunter C:\\blender-git\\blender\\source\\blender\\blenlib\\intern\\task_pool.cc (970)\nblender.exe!DEG::deg_evaluate_on_refresh(DEG::Depsgraph * graph) Zeile 403\n\tunter C:\\blender-git\\blender\\source\\blender\\depsgraph\\intern\\eval\\deg_eval.cc (403)\nblender.exe!DEG_evaluate_on_refresh(Main * bmain, Depsgraph * graph) Zeile 65\n\tunter C:\\blender-git\\blender\\source\\blender\\depsgraph\\intern\\depsgraph_eval.cc (65)\nblender.exe!scene_graph_update_tagged(Depsgraph * depsgraph, Main * bmain, bool only_if_tagged) Zeile 1329\n\tunter C:\\blender-git\\blender\\source\\blender\\blenkernel\\intern\\scene.c (1329)\nblender.exe!BKE_scene_graph_update_tagged(Depsgraph * depsgraph, Main * bmain) Zeile 1367\n\tunter C:\\blender-git\\blender\\source\\blender\\blenkernel\\intern\\scene.c (1367)\nblender.exe!wm_event_do_depsgraph(bContext * C, bool is_after_open_file) Zeile 360\n\tunter C:\\blender-git\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.c (360)\nblender.exe!wm_event_do_refresh_wm_and_depsgraph(bContext * C) Zeile 387\n\tunter C:\\blender-git\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.c (387)\nblender.exe!wm_event_do_notifiers(bContext * C) Zeile 552\n\tunter C:\\blender-git\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.c (552)\nblender.exe!WM_main(bContext * C) Zeile 456\n\tunter C:\\blender-git\\blender\\source\\blender\\windowmanager\\intern\\wm.c (456)\nblender.exe!main(int argc, const unsigned char * * UNUSED_argv_c) Zeile 530\n\tunter C:\\blender-git\\blender\\source\\creator\\creator.c (530)\nblender.exe!invoke_main() Zeile 79\n\tunter D:\\agent\\_work\\9\\s\\src\\vctools\\crt\\vcstartup\\src\\startup\\exe_common.inl (79)\nblender.exe!__scrt_common_main_seh() Zeile 288\n\tunter D:\\agent\\_work\\9\\s\\src\\vctools\\crt\\vcstartup\\src\\startup\\exe_common.inl (288)\nblender.exe!__scrt_common_main() Zeile 331\n\tunter D:\\agent\\_work\\9\\s\\src\\vctools\\crt\\vcstartup\\src\\startup\\exe_common.inl (331)\nblender.exe!mainCRTStartup() Zeile 17\n\tunter D:\\agent\\_work\\9\\s\\src\\vctools\\crt\\vcstartup\\src\\startup\\exe_main.cpp (17)\nkernel32.dll!00007ffca1667bd4()\nntdll.dll!00007ffca1e0ce51()\n```\n\nThe exception in line 2033 of node.c says that there is an access violation when reading at position `0xFFFFFFFFFFFFFFFF`. `node->typeinfo` does exist (is not null), but `freefunc` (and actually most of the other attributes) point to `0xdddd...`. Because of that, I think that this bug might be caused by a similar issue as described in #72833.\n\nI'm not sure if a core dump helps you, it's quite large (1GB + another GB for the .pdb file) so if you need it I can look for a way to make it available to you. I'm not a C or C++ dev so I don't know what is helpful.\n\n**EDIT**: I think this crash is caused by opening files files with nodes that were registered while the file was originaly saved but not anymore.\n\nIt's a bit complicated because it doesn't happen all the time. The particular file(s) where I observed this issue use nodes from an addon (Armory3D) which supports per-project custom nodes which get registered via a `on_load_post()` handler (so there is a delay between opening the file and registering the nodes). I'm not entirely sure, but it seems like the crash occurs when the nodes are registered again. The crash even occurs when unregistering the nodes before saving the file.\n\nBecause of that complicated setup (addon required + project setup + custom node package) I will go without an example file. If you aren't able to find the cause without one, please tell me so that I can prepare a minimal project setup for you.\n\nThank you very much!\n\n*Original issue*: 1890", "Blender crashes 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)", "Intel GPUs: 3.6.2 crash on initializing Eevee rendered view\nOperating system: Linux-6.5.3-300.fc39.x86_64-x86_64-with-glibc2.38 64 Bits, WAYLAND UI\nGraphics card: Mesa Intel(R) Arc(tm) A770 Graphics (DG2) Intel 4.6 (Core Profile) Mesa 23.2.0-rc3\n\nBroken: version: 3.6.2\nWorked: 6 months ago :)\n\nBlender crashes when you opened the attached project and switch to rendered view.\n\n", "Regression: 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", "Crash on deleting driver\nOperating system: Linux neo 5.10.68-1-MANJARO #1 SMP PREEMPT Wed Sep 22 12:29:47 UTC 2021 x86_64 GNU/Linux\nGraphics card: nvidia GTX 970\n\nBroken: (\n```\n3.0.0-alpha+master.a3027fb09416-linux.x86_64\n```\n)\nWorked: (?)\n\nI duplicated a Text strip via <shift><D>. I don't know where that driver on Location X came from. The original didn't have one. I then wanted to delete that driver. After deleting it and moving the current frame blender crashed.\n\n- Load attached file\n- Delete driver of 'Location X'\n- Press Cursor keys Left/Right a few times till crash.\n[crash.blend](crash.blend)", "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 Adding Hair Subdivision upon Viewer node\nOperating system: Windows-10-10.0.17134-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 970M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.11\n\nBroken: version: 3.4.0 Alpha\nWorked: Never\n\nCaused by: c55d38f00b\n\n![image.png](image.png)\n\nAdding hair subdivision will cause crash immediately when you are using viewer node to visualize field values in the viewport.\nNote no crash will occur if the viewer node is inactive.\n\n[Hair Crash.crash.txt](Hair_Crash.crash.txt)\n\n1. select default cube\n2. shift+A to add empty hair\n3. in the node tree add viewer node.\n4. Crash if adding subdivision\n[Hair Crash.blend](Hair_Crash.blend)", "Blender crashes 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 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", "EXCEPTION_ACCESS_VIOLATION when baking between linked objects\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.59\n\nBroken: version: 2.82 (sub 7)\nWorked: (optional)\n\nWhen experimenting with the idea of having linked duplicate objects and bake materials between them I found a reproducible crash.\n```\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF63BB28F6E\nModule : C:\\Program Files\\Blender Foundation\\Blender 2.82\\blender.exe\n```\n\n- Oppen attached file\n- Try to bake the textures (blender crashes)\nSometimes it doesn't crash the first time but always atleast on the second or third attempt.\n\n[mushroom.blend](mushroom.blend)\n", "Rendering object in Cycles X preview hard crashes whole system\nOperating system: Windows 10 x64\nGraphics card: nVidia RTX 8000\n\nBroken: blender-3.5.0-alpha+universal-scene-description.1f9e90bb1cf3-windows.amd64-release\n\nRendering of scene in Cycles preview hard crashes whole system. System screen goes to black and the fans go to max.\n\nLoad blend file at link: brutes_set1C_trimmed.blend?dl=0\n\nSet screen to Render preview and navigate around.\n\n", "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", "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", "Remove BKE_layer_collection_resync_forbid and BKE_layer_collection_resync_allow\nThese can be removed after each area has been checked and optimized to use the new structure (synced_ensure)\n\nRecently ceb0e7fcea was done and added a use for resync_forbid. This makes this ticket perhaps irrelevant?" ]
[ "2.79 EXCEPTION_ACCESS_VIOLATION on render with Cycles but viewport works\nHi, blender crushes silently when render simple scene. But when I switch viewport to rendering mode it works. Last messages I see in console with --debug-cycles:\n\n\n```\nI0921 18:03:52.724211 8220 opencl_util.cpp:287] OpenCL program base not found in cache.\nI0921 18:03:53.032454 8220 opencl_util.cpp:287] Kernel file C:\\Users\\usero\\AppData\\Roaming\\Blender Foundation\\Blender\\2.79\\cache\\kernels\\cycles_kernel_base_42BB6EE525EB360A59BE3D892AB8716D_E79207DF783642201C522257170BACB6.clbin either doesn't exist or failed to be loaded by driver.\nCompiling OpenCL program base\nI0921 18:03:53.346447 8220 opencl_util.cpp:287] Build flags: -D__NODES_MAX_GROUP__=3 -D__NODES_FEATURES__=0 -D__MAX_CLOSURE__=10 -D__NO_HAIR__ -D__NO_OBJECT_MOTION__ -D__NO_CAMERA_MOTION__ -D__NO_BAKING__ -D__NO_VOLUME__ -D__NO_SUBSURFACE__ -D__NO_BRANCHED_PATH__ -D__NO_PATCH_EVAL__ -D__NO_TRANSPARENT__ -D__NO_SHADOW_TRICKS__\nI0921 18:03:53.347954 8220 opencl_util.cpp:314] Build options passed to clBuildProgram: '-cl-no-signed-zeros -cl-mad-enable -D__KERNEL_OPENCL_AMD__ -D__NODES_MAX_GROUP__=3 -D__NODES_FEATURES__=0 -D__MAX_CLOSURE__=10 -D__NO_HAIR__ -D__NO_OBJECT_MOTION__ -D__NO_CAMERA_MOTION__ -D__NO_BAKING__ -D__NO_VOLUME__ -D__NO_SUBSURFACE__ -D__NO_BRANCHED_PATH__ -D__NO_PATCH_EVAL__ -D__NO_TRANSPARENT__ -D__NO_SHADOW_TRICKS__'.\nError: EXCEPTION_ACCESS_VIOLATION\n```\n\nFull log with working viewport rendering the crush on render:\n[blender.crush.txt](blender.crush.txt)\n\nScene I try to render:\n[bug.blend](bug.blend)\n\nIt uses one sample asset from asset-management plugin, so I'm not sure you can reopen it.\n\nMy installment:\nWindows 10 Enterprise x64\nSaphire R9 380\n\nI've tried AMD drivers 17.9.2, then 17.7.2, no change\n\nPS\nI forgot to mention that CPU rendering works, GPU fails", "Cycles: OpenCL compiler crashes with new AMD drivers\nCPU: Intel i5 2500k\nGPU: AMD Radeon R9 390\nRAM: 8Gb\nOperating system: Windows 10 Pro v1703\nDriver: AMD Radeon 17.7.2 / 17.8.2 *(tested both)*\n\nBroken: blender-2.79.0-git.718af8e-windows64 / blender-2.79-rc2-windows64\n\nWhen I use OpenCL rendering and I apply an UV Map with an image texture, appropriate kernel file(s) can't be compiled resulting in a crash of Blender. Rendering without the image seems to work fine.\n\n- Start blender with: blender --factory-startup\n- Load the attached blend file\n- Render\n\nThis might be an issue because of a rather new driver. I haven't been using Blender for that long yet, so I can't say if older driver versions work properly or not. I would be very interested to know if there are older driver versions that work well, so I can roll back to that specific version, if that's an option.\n\n[uvtexture_test.blend](uvtexture_test.blend)\n[cycles-debug.txt](cycles-debug.txt)", "Blender 2.79 - GPU Rendering - Loading Render Kernels (This can take a few minutes the first time) - CRASH\nIntel Core i5 3450 / Radeon RX480 8 GB / 8GB RAM 1600 MZ \n\nBroken: 2.79 5bd8ac9\nWorked: 2.78 / 2.79\n\n\nNew installation of Win 10 64 Bit + new Blender Version 2.79 via Steam.\nFirst it worked. I tried to render a high poly object with high resolution textures and I got \"Loading Render Kernels: This can take a few minutes the first time\". After a few seconds Blender closed. Then I tried to render an older file from experimental 2.79 and it also doesnt work. I could only render objects in the new Blender Version 2.79 (but the first Obejct I called was created in 2.79 too ? anyways..). And now I can't render anything. But only with GPU, I still can render with CPU.\n\nI deleted and Installed Blender again (x 2)\nI deleted my AMD RX400 Series driver and installed it again after it still doesnt work\nI deleted the Steam Version of Blender and downloaded it from the Website and installed it\n\nI still can render with 2.78\n\n\nTomorrow I try to install Win 10 again. If it works I will do some tests otherwise I try to install Win 7 again and test it again.\n\nMaybe you have some tips for me?\n\n\n" ]
Crash in render viewport mac os 10.14.6 Operating system: iMac 10.14.6 late 2013 Graphics card:GeForce gt 750 Broken: (Version 3.1.2 (3.1.2 2022-04-01) Worked: (Version 3.0.1 (3.0.1 2022-01-26) Blender crash in render viewport ( render with cpu since i dont have any requirement gpu for blender) whenever render in viewport it will crash..some time need 2 or 3 time to back to render view and togle back to solid view [test.txt](test.txt) [11.blend](11.blend) Thanks
[ "Viewport fps tanks when application is full screened on macOS\nOperating system: macOS-13.4.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 1.2\n\nBroken: version: 3.5.1\n\nI've noticed that when using either my M1 Air or M1 16\" Pro, when running Blender, the viewport performance is heavily dependent on the physical size of the viewport on screen. At first I thought this was just a limitation of my base model M1 Air, but it also happens on my M1 Pro Mac when plugged into a 4K or 5K display. Having Blender fullscreen will drastically reduce the viewport performance, but scaling the window down will fix it. Setting the scaling in macOS lower can also reduce the issue.\n\nAs far as I can tell, this happens in both 3.5 and 3.6, Metal and OpenGL backend. \n\nPerhaps this is intended functionality, but I can run Blender on potato PCs and not have frame drops like this. Even just the default cube will drop tons of frames on both my Macs. \n\nOpen Blender on a high resolution display and just start using it. The viewport performance is usually pretty poor on 4K / 5K displays if not scaling the window down.\n\n", "Crashes when Switching to Material Viewport / Rendered Viewport / Rendering\nOperating system: Windows 10\nGraphics card: 2 Nvidia GTX 1660 Super's\n\n[blender_system_info.txt](blender_system_info.txt)\n\nBroken: blender 2.8 / 3.4\n\n\nBlender runs completely fine when editing and building a model but once rendering is involved, even in preview, it immediately closes with no explanation. This crash will also happen with the default cube. This had not happened before and have tried Updating blender, reinstalling, simplifying, etc but no change and can reproduce the issue on my computer. i can have it in material mode if i have 0 assets in the scene but once i add something it crashes, i am suspecting a bad pathing issue as i had recently refreshed my computer but do not know how to fix it or give blender a hard reset.\n\n{[F14170509](blender.crash.txt)}[blender_debug_output.txt](https://archive.blender.org/developer/F14170500/blender_debug_output.txt)\nOpen Blender, have any Physical asset inside the scene, switch to rendered / Material Viewport, Crash\n\nI have included the project I was working on and the default cube as they create the same issue.\nPlease note that I have installed the most recent Blender program onto my laptop and opened the files attached and did not have any crash happen so it seems the issue is solely between my computer and the blender program.\n\n[Default Cube.blend](Default_Cube.blend) [Skell Rig base.blend](Skell_Rig_base.blend)", "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 Freezes and Crashes on AMD Laptops with White and Black boxes\nOperating system: Windows 10 & 11\nGraphics card: Radeon RX 6600M ATI Technologies Inc. 4.5.14800 Core Profile Context 22.4.2 30.0.15021.7000\n\nI've been using Blender with many versions. From 2.8, to 3.1 and the laptops have issues with all of them.\n\nBlender will freeze, white and black boxes will appear, and then Blender will crash and Windows will close it.\n\nI don't have exact steps, because it happens infrequently. It can happen as quickly as opening Blender, or take an hour of work.\n\nI am a teacher using HP Omen laptops with AMD CPU's and graphics cards. I have 21 laptops, and about 5-7 of them have issues with Blender. I have done a clean install of the graphics drivers, updated Blender to the most recent version, and tried everything I can think of. My personal laptop rarely ever crashes, so it's hard for me to replicate the issue.\n\nI have attached log files from crashes from multiple laptops. Half the laptops have been upgraded to Windows 11, and that doesn't seem to make it more or less likely to crash. My hope is these logs can pinpoint what's happening so I can fix it. I\n\nLog files created with `blender_debug_gpu_glitchworkaround.cmd`\n\n[blender_debug_output.txt](blender_debug_output.txt)\n\n[blender_system_info.txt](blender_system_info.txt)\n\nLog files created with `blender_debug_gpu.cmd`\n\n[blender_debug_output (1).txt](blender_debug_output__1_.txt)\n\n[blender_system_info (1).txt](blender_system_info__1_.txt)\n\nWarning and errors:\n```lines=10\nWARN (gpu.shader): GPU_SHADER_2D_WIDGET_BASE_0 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): GPU_SHADER_2D_WIDGET_BASE_0 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_image_multi_rect_color VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_image_multi_rect_color FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_text VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_text FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_uniform_color VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_uniform_color FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): GPU_SHADER_2D_WIDGET_BASE_INST_0 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): GPU_SHADER_2D_WIDGET_BASE_INST_0 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_image_rect_color VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_image_rect_color FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_flat_color VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_flat_color FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR_0 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR_0 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_3D_uniform_color VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_3D_uniform_color FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_image_color VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_image_color FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_image_desaturate_color VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): gpu_shader_2D_image_desaturate_color FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_mesh_tex_none_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_mesh_tex_none_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_mesh_tex_single_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_mesh_tex_single_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_mesh_tex_tile_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_mesh_tex_tile_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_hair_tex_none_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_hair_tex_none_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_hair_tex_single_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_hair_tex_single_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_hair_tex_tile_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_hair_tex_tile_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_ptcloud_tex_none_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_ptcloud_tex_none_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_ptcloud_tex_single_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_ptcloud_tex_single_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_ptcloud_tex_tile_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_opaque_ptcloud_tex_tile_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_composite_studio VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_composite_studio FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_merge_infront VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_merge_infront FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_mesh_tex_none_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_mesh_tex_none_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_mesh_tex_single_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_mesh_tex_single_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_mesh_tex_tile_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_mesh_tex_tile_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_hair_tex_none_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_hair_tex_none_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_hair_tex_single_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_hair_tex_single_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_hair_tex_tile_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_hair_tex_tile_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_ptcloud_tex_none_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_ptcloud_tex_none_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_ptcloud_tex_single_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_ptcloud_tex_single_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_ptcloud_tex_tile_no_clip VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transp_studio_ptcloud_tex_tile_no_clip FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transparent_resolve VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_transparent_resolve FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_effect_outline VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_effect_outline FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_taa VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_taa FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_smaa_stage_0 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_smaa_stage_0 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_smaa_stage_1 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_smaa_stage_1 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_smaa_stage_2 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): workbench_smaa_stage_2 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_antialiasing_263 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_antialiasing_263 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_sphere_414 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_sphere_414 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_shape_449 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_shape_449 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_sphere_401 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_sphere_401 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_shape_439 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_shape_439 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_shape_439 GeomShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n | \n 6 | #define DFDY_SIGN 1.0\n | ^\n | (#310) Inputs that are integers should be qualified with the interpolation qualifier \"flat\"\n\nWARN (gpu.shader): OVERLAY_shader_armature_shape_wire_469 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_shape_wire_469 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_degrees_of_freedom_wire_538 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_degrees_of_freedom_wire_538 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_degrees_of_freedom_solid_559 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_degrees_of_freedom_solid_559 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_stick_518 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_stick_518 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_envelope_499 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_envelope_499 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_envelope_489 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_envelope_489 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_wire_579 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_armature_wire_579 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_background_276 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_background_276 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_uniform_color_1465 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_uniform_color_1465 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_grid_905 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_grid_905 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_885 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_885 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_groundline_924 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_groundline_924 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_wire_962 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_wire_962 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_wire_962 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_wire_962 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_loose_point_983 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_loose_point_983 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_point_1004 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_extra_point_1004 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_facing_1022 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_facing_1022 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_grid_1055 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_grid_1055 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_motion_path_line_1151 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_motion_path_line_1151 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_motion_path_line_1151 GeomShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_motion_path_vert_1170 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_motion_path_vert_1170 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_outline_prepass_1204 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_outline_prepass_1204 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_outline_prepass_pointcloud_1257 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_outline_prepass_pointcloud_1257 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_outline_prepass_gpencil_1230 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_outline_prepass_gpencil_1230 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_outline_detect_1272 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_outline_detect_1272 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_particle_dot_1410 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_particle_dot_1410 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_particle_shape_1429 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_particle_shape_1429 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_wireframe_1589 VertShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nWARN (gpu.shader): OVERLAY_shader_wireframe_1589 FragShader: \n | \n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n\nERROR (gpu.debug): : GL_INVALID_VALUE : generated before glGenTextures\n```\n\nStack trace:\n```lines=10\nblender.exe :0x00007FF6F22F7D90 bli_windows_system_backtrace_stack_thread\nblender.exe :0x00007FF6F22F7010 BLI_system_backtrace\nblender.exe :0x00007FF6F228C530 blender::gpu::debug::debug_callback\nblender.exe :0x00007FF6F228C3F0 blender::gpu::debug::check_gl_error\nblender.exe :0x00007FF6F220EE50 blender::gpu::GLTexture::GLTexture\nblender.exe :0x00007FF6F21F8420 blender::gpu::GLBackend::texture_alloc\nblender.exe :0x00007FF6F21F2E20 GPU_texture_create_2d\nblender.exe :0x00007FF6ED267400 DRW_texture_create_2d\nblender.exe :0x00007FF6ED267810 DRW_texture_ensure_fullscreen_2d\nblender.exe :0x00007FF6ED2A4F90 workbench_cache_finish\nblender.exe :0x00007FF6ED25E4D0 DRW_draw_render_loop_ex\nblender.exe :0x00007FF6ED25F5A0 DRW_draw_view\nblender.exe :0x00007FF6EDBC7820 view3d_main_region_draw\nblender.exe :0x00007FF6ED56D940 ED_region_do_draw\nblender.exe :0x00007FF6ED1660C0 wm_draw_window_offscreen\nblender.exe :0x00007FF6ED165F10 wm_draw_window\nblender.exe :0x00007FF6ED165A10 wm_draw_update\nblender.exe :0x00007FF6ED1488F0 ghost_event_proc\nblender.exe :0x00007FF6EDCB1E10 GHOST_CallbackEventConsumer::processEvent\nblender.exe :0x00007FF6EDCFD680 GHOST_EventManager::dispatchEvents\nblender.exe :0x00007FF6EDCFE2E0 GHOST_System::dispatchEvents\nblender.exe :0x00007FF6ED14A980 wm_window_process_events\nblender.exe :0x00007FF6ED140110 WM_main\nblender.exe :0x00007FF6ECDA03C0 main\nblender.exe :0x00007FF6F246FE74 __scrt_common_main_seh\nKERNEL32.DLL :0x00007FFF7DCC7020 BaseThreadInitThunk\nntdll.dll :0x00007FFF7E582630 RtlUserThreadStart\n```\n\n----\n\n[blender_system_info_1.txt](blender_system_info_1.txt)\n\n[blender_system_info_2.txt](blender_system_info_2.txt)\n\n[blender_system_info_3.txt](blender_system_info_3.txt)\n\n[blender_debug_output_2.txt](blender_debug_output_2.txt)\n\n[blender_debug_output_1.txt](blender_debug_output_1.txt)\n\n[blender_debug_output_3.txt](blender_debug_output_3.txt)", "Crash when deleting ViewLayer while rendering\nOperating system: Linux-5.4.0-66-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 750 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.66\n\nBroken: version: 2.92.0\n\nA crash will happen when deleting a ViewLayer while rendering stills or animations, for any render_display_type\n\n- In the default scene, add a new ViewLayer\n- Set the renderer to Cycles so that you can see the render progress. In Eevee you could set up a little animation to get the same problem.\n- Start a normal render\n- While Blender is still rendering, delete the new ViewLayer that you just added and that was being in use when the render process was called\n- A crash happens with a Segfault, even after some time.\n\nThis problem looks to me as just an unhandled context change, because I noticed that if you delete the current scene or the current camera used while rendering animations, those context changes are appropriately handled and the render process is effectively stopped without a crash.\n", "Crash to login screen on macOS Ventura when enabling caustics and smooth shading.\nOperating system: macOS 13.1\nProcessor: 2.6GHz Intel Core i7\nGraphics card: AMD Radeon Pro 5500M 8 GB\nMemory: 16GB 2667MHz DDR4\n\nBroken: 3.4.1\n\nBlender/macOS crashes to login screen when enabling smooth shading on an object with \"Cast Shadow Caustics\" enabled.\n\nCreate a scene with:\n\n - A light with \"Shadow Caustics\" enabled\n - An object with \"Cast Shadow Caustics\" enabled and a transmissive material applied\n - An object with \"Receive Shadow Caustics\" enabled\n\nSet render engine to Cycles and device to GPU compute (crash does not occur with CPU compute).\nSwitch viewport mode to Rendered.\nSelect the cast shadow caustics object and enable smooth shading.\n\nmacOS will hang before crashing to a login screen.\n\nsystem.log reports:\n\nsessionlogoutd[4795]: DEAD_PROCESS: 3681 console\n\nConsole.app also lists a crash report for WindowServer (example crash report is attached).\n\n[Caustics-Crash-on-Shade-Smooth.blend](Caustics-Crash-on-Shade-Smooth.blend) [WindowServer-2023-01-19-171731.ips](WindowServer-2023-01-19-171731.ips)", "Cycle crash\n[System Information](https://projects.blender.orgattachment)\n\nBlender version: 3.4.1\n\nCrash when switching from Material Preview to Rendered in Viewport Shading and GPU Compute was set for Cycles. In CPU mode it's OK.\n\n\nOpen project.\nSelect CPU in Cycles settings.\nSwitch from Material preview to Rendered in Viewport shading.\nNow it works.\nChange to GPU Compute in Cycles settings.\nCrash...\n\n", "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", "Crashing and freezing when working on files with assets\nOperating system: macOS-12.6.5-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon RX 580 1.2\n\nBroken: version: 3.5.0\n\nCrashing and freezing when working on files with assets\n\nif I open the demo file cube_diorama.blend the whole system freezes and either crashes or logs out needing to login again.\nevery blender crash a WindowsServer log is created.\n\n cube_diorama.blend never crashed in previous versions of blender for me.\n\n", "Blender 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.", "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", "Cycles GPU Out of memory in viewport Metal Backend\nOperating system: macOS-13.4.1-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 560X 1.2\nAdditional Hardware : eGPU Razer Core X with AMD Radeon 5700 XT\n\nBroken: version: 3.6.0\nWorked: version 3.3.8 \n\nGPU Out of Memory in cycles with a simple scene one object and one Sun Light\n\nLoad Scene \nSwitch to render mode \nNavigate in the scene in rendered mode changing the view, after some pan and zoom the error gpu memory error is showed and blender crash. \n\nSame scene in blender 3.3.8 is working fine.\n\nBlender 3.6.0 is using 11.55 GB of Memory\nBlender 3.3.8 is using 566 MB of Memory with the same scene in rendered mode.\n\n", "Problems due to leftover Nvidia drivers\nOperating system: Windows 11 Home\nGraphics card: Intel Arc a770 16gb Limited Edition (latest drivers)\n\nBroken: (Blender 3.3, 3.5 and 4.0) Trying to work out if it is just my GPU that is the issues\n\n\nBlender 3.5.1 will not allow me to access editor preferences, and won't allow me to render in Cycles. CPU or GPU. Eevee works.\n\nBlender 3.3 allows me to access editor preferences, but still won't allow me to render in Cycles. CPU or GPU. Eevee works.\n\nBlender 4.0 allows for editor preferences, same issue with Cycles. Eevee works fine.\n\nBy not allowing me to access editor preferences or Cycles I mean it crashes.\n\nI have tried to converse with Intel engineers with a video of the crashes but they seem incompetent with knowing how to enable GPU rendering in their own tests.\n\n", "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", "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" ]
[ "cycles render preview fail when changing material color\nOperating system: macOS-10.15.7-x86_64-i386-64bit 64 Bits\nGraphics card: NVIDIA GeForce GTX 680MX OpenGL Engine NVIDIA Corporation 4.1 NVIDIA-14.0.32 355.11.11.10.10.143\n\nBroken: version: 3.3.0 Alpha\nBroken: version: 3.1.2\nWorked: version: 3.0.1\nCycles render preview fail when changing material color.\n\n\nopen this blend file [cycles-color-change.blend](cycles-color-change.blend)\n - change viewport shading to render\n - change the color of the material (fast)\n\n\ncrash\n\nvideo :\n\n[0001-1180.mp4](0001-1180.mp4)\n\n\nmacOS log:\n```\nProcess: Blender [17946]\nPath: /Users/USER/*/Blender.app/Contents/MacOS/Blender\nIdentifier: org.blenderfoundation.blender\nVersion: 3.3.0 (3.3.0 2022-05-28)\nCode Type: X86-64 (Native)\nParent Process: zsh [5740]\nResponsible: Terminal [5738]\nUser ID: 502\n\nDate/Time: 2022-05-28 18:18:06.661 +0200\nOS Version: Mac OS X 10.15.7 (19H1922)\nReport Version: 12\nAnonymous UUID: 626CAAEC-70F9-FCCB-54F7-874AF6EC8940\n\nSleep/Wake UUID: 2891C62E-0445-48C9-9898-3769327D0BC2\n\nTime Awake Since Boot: 110000 seconds\nTime Since Wake: 42000 seconds\n\nSystem Integrity Protection: enabled\n\nCrashed Thread: 27\n\nException Type: EXC_CRASH (SIGABRT)\nException Codes: 0x0000000000000000, 0x0000000000000000\nException Note: EXC_CORPSE_NOTIFY\n\nApplication Specific Information:\nabort() called\n\nApplication Specific Signatures:\nGraphics kernel error: 0xfffffffc\n\n\nThread 0:: Dispatch queue: com.apple.main-thread\n0 com.apple.GeForceGLDriver \t0x00007fff341f39fe 0x7fff33efc000 + 3111422\n1 com.apple.GeForceGLDriver \t0x00007fff341f91a7 0x7fff33efc000 + 3133863\n2 com.apple.GeForceGLDriver \t0x00007fff341f8e05 0x7fff33efc000 + 3132933\n3 org.blenderfoundation.blender \t0x000000010fb034f3 DRW_draw_render_loop_ex + 1555\n4 org.blenderfoundation.blender \t0x0000000110761a18 view3d_main_region_draw + 136\n5 org.blenderfoundation.blender \t0x000000010feca691 ED_region_do_draw + 337\n6 org.blenderfoundation.blender \t0x000000010f9805ad wm_draw_update + 1773\n7 org.blenderfoundation.blender \t0x000000010f97d1f0 WM_main + 48\n8 org.blenderfoundation.blender \t0x000000010f2386a6 main + 902\n9 libdyld.dylib \t0x00007fff73625cc9 start + 1\n\nThread 1:\n0 libsystem_pthread.dylib \t0x00007fff73829b68 start_wqthread + 0\n\nThread 2:\n0 libsystem_kernel.dylib \t0x00007fff73766e26 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff735ccaed _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff735ccfbf _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x000000011a56c9b2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x000000011a56b4ae void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff7382e109 _pthread_start + 148\n6 libsystem_pthread.dylib \t0x00007fff73829b8b thread_start + 15\n\nThread 3:\n0 libsystem_kernel.dylib \t0x00007fff73766e26 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff735ccaed _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff735ccfbf _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x000000011a56c9b2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x000000011a56b4ae void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff7382e109 _pthread_start + 148\n6 libsystem_pthread.dylib \t0x00007fff73829b8b thread_start + 15\n\nThread 4:\n0 libsystem_kernel.dylib \t0x00007fff73766e26 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff735ccaed _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff735ccfbf _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x000000011a56c9b2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x000000011a56b4ae void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff7382e109 _pthread_start + 148\n6 libsystem_pthread.dylib \t0x00007fff73829b8b thread_start + 15\n\nThread 5:\n0 libsystem_kernel.dylib \t0x00007fff73766e26 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff735ccaed _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff735ccfbf _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x000000011a56c9b2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x000000011a56b4ae void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff7382e109 _pthread_start + 148\n6 libsystem_pthread.dylib \t0x00007fff73829b8b thread_start + 15\n\nThread 6:\n0 libsystem_kernel.dylib \t0x00007fff73766e26 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff735ccaed _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff735ccfbf _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x000000011a56c9b2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x000000011a56b4ae void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff7382e109 _pthread_start + 148\n6 libsystem_pthread.dylib \t0x00007fff73829b8b thread_start + 15\n\nThread 7:\n0 libsystem_kernel.dylib \t0x00007fff73766e26 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff735ccaed _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff735ccfbf _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x000000011a56c9b2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x000000011a56b4ae void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff7382e109 _pthread_start + 148\n6 libsystem_pthread.dylib \t0x00007fff73829b8b thread_start + 15\n\nThread 8:\n0 libsystem_kernel.dylib \t0x00007fff73766e26 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff735ccaed _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff735ccfbf _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x000000011a56c9b2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x000000011a56b4ae void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff7382e109 _pthread_start + 148\n6 libsystem_pthread.dylib \t0x00007fff73829b8b thread_start + 15\n\nThread 9:\n0 libsystem_kernel.dylib \t0x00007fff73766e26 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff735ccaed _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff735ccfbf _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x000000011a56c9b2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x000000011a56b4ae void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff7382e109 _pthread_start + 148\n6 libsystem_pthread.dylib \t0x00007fff73829b8b thread_start + 15\n\nThread 10:\n0 libsystem_pthread.dylib \t0x00007fff73829b68 start_wqthread + 0\n\nThread 11:: AMCP Logging Spool\n0 libsystem_kernel.dylib \t0x00007fff73766e26 semaphore_wait_trap + 10\n1 com.apple.audio.caulk \t0x00007fff6d169b16 caulk::mach::semaphore::wait() + 16\n2 com.apple.audio.caulk \t0x00007fff6d1699b2 caulk::semaphore::timed_wait(double) + 106\n3 com.apple.audio.caulk \t0x00007fff6d1697c4 caulk::concurrent::details::worker_thread::run() + 30\n4 com.apple.audio.caulk \t0x00007fff6d1691e4 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 \t0x00007fff7382e109 _pthread_start + 148\n6 libsystem_pthread.dylib \t0x00007fff73829b8b thread_start + 15\n\nThread 12:\n0 libsystem_kernel.dylib \t0x00007fff73766e26 semaphore_wait_trap + 10\n1 com.apple.audio.caulk \t0x00007fff6d169b16 caulk::mach::semaphore::wait() + 16\n2 com.apple.audio.caulk \t0x00007fff6d1699b2 caulk::semaphore::timed_wait(double) + 106\n3 com.apple.audio.caulk \t0x00007fff6d1697c4 caulk::concurrent::details::worker_thread::run() + 30\n4 com.apple.audio.caulk \t0x00007fff6d1691e4 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 \t0x00007fff7382e109 _pthread_start + 148\n6 libsystem_pthread.dylib \t0x00007fff73829b8b thread_start + 15\n\nThread 13:: Dispatch queue: com.Metal.CommandQueueDispatch\n0 libsystem_kernel.dylib \t0x00007fff73766e26 semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff735ccaed _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff735ccfbf _dispatch_semaphore_wait_slow + 98\n3 com.apple.Metal \t0x00007fff3ee2ac08 -[_MTLCommandQueue _submitAvailableCommandBuffers] + 909\n4 libdispatch.dylib \t0x00007fff735cc658 _dispatch_client_callout + 8\n5 libdispatch.dylib \t0x00007fff735ce818 _dispatch_continuation_pop + 414\n6 libdispatch.dylib \t0x00007fff735de4be _dispatch_source_invoke + 2084\n7 libdispatch.dylib \t0x00007fff735d1af6 _dispatch_lane_serial_drain + 263\n8 libdispatch.dylib \t0x00007fff735d25d6 _dispatch_lane_invoke + 363\n9 libdispatch.dylib \t0x00007fff735dbc09 _dispatch_workloop_worker_thread + 596\n10 libsystem_pthread.dylib \t0x00007fff7382aa3d _pthread_wqthread + 290\n11 libsystem_pthread.dylib \t0x00007fff73829b77 start_wqthread + 15\n\nThread 14:\n0 libsystem_pthread.dylib \t0x00007fff73829b68 start_wqthread + 0\n\nThread 15:\n0 libsystem_pthread.dylib \t0x00007fff73829b68 start_wqthread + 0\n\nThread 16:\n0 libsystem_kernel.dylib \t0x00007fff73769872 __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t0x00007fff7382e425 _pthread_cond_wait + 698\n2 com.apple.GeForceMTLDriver \t0x00007fff3504dcbb 0x7fff34ee1000 + 1494203\n3 libsystem_pthread.dylib \t0x00007fff7382e109 _pthread_start + 148\n4 libsystem_pthread.dylib \t0x00007fff73829b8b thread_start + 15\n\nThread 17:\n0 libsystem_kernel.dylib \t0x00007fff73766e26 semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x000000010f973be8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x000000010f973b79 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff7382e109 _pthread_start + 148\n4 libsystem_pthread.dylib \t0x00007fff73829b8b thread_start + 15\n\nThread 18:\n0 libsystem_kernel.dylib \t0x00007fff73766e26 semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x000000010f973be8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x000000010f973b79 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff7382e109 _pthread_start + 148\n4 libsystem_pthread.dylib \t0x00007fff73829b8b thread_start + 15\n\nThread 19:\n0 libsystem_kernel.dylib \t0x00007fff73766e26 semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x000000010f973be8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x000000010f973b79 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff7382e109 _pthread_start + 148\n4 libsystem_pthread.dylib \t0x00007fff73829b8b thread_start + 15\n\nThread 20:\n0 libsystem_kernel.dylib \t0x00007fff73766e26 semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x000000010f973be8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x000000010f973b79 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff7382e109 _pthread_start + 148\n4 libsystem_pthread.dylib \t0x00007fff73829b8b thread_start + 15\n\nThread 21:\n0 libsystem_kernel.dylib \t0x00007fff73766e26 semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x000000010f973be8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x000000010f973b79 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff7382e109 _pthread_start + 148\n4 libsystem_pthread.dylib \t0x00007fff73829b8b thread_start + 15\n\nThread 22:\n0 libsystem_kernel.dylib \t0x00007fff73766e26 semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x000000010f973be8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x000000010f973b79 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff7382e109 _pthread_start + 148\n4 libsystem_pthread.dylib \t0x00007fff73829b8b thread_start + 15\n\nThread 23:\n0 libsystem_kernel.dylib \t0x00007fff73766e26 semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x000000010f973be8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x000000010f973b79 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff7382e109 _pthread_start + 148\n4 libsystem_pthread.dylib \t0x00007fff73829b8b thread_start + 15\n\nThread 24:: com.apple.NSEventThread\n0 libsystem_kernel.dylib \t0x00007fff73766dea mach_msg_trap + 10\n1 libsystem_kernel.dylib \t0x00007fff73767160 mach_msg + 60\n2 com.apple.CoreFoundation \t0x00007fff398f1d07 __CFRunLoopServiceMachPort + 247\n3 com.apple.CoreFoundation \t0x00007fff398f07c1 __CFRunLoopRun + 1329\n4 com.apple.CoreFoundation \t0x00007fff398efc33 CFRunLoopRunSpecific + 466\n5 com.apple.AppKit \t0x00007fff36cf5bf4 _NSEventThread + 132\n6 libsystem_pthread.dylib \t0x00007fff7382e109 _pthread_start + 148\n7 libsystem_pthread.dylib \t0x00007fff73829b8b thread_start + 15\n\nThread 25:\n0 libsystem_pthread.dylib \t0x00007fff73829b68 start_wqthread + 0\n\nThread 26:: com.apple.audio.IOThread.client\n0 libsystem_kernel.dylib \t0x00007fff73766dea mach_msg_trap + 10\n1 libsystem_kernel.dylib \t0x00007fff73767160 mach_msg + 60\n2 com.apple.audio.CoreAudio \t0x00007fff38fc2bf1 HALB_MachPort::SendSimpleMessageWithSimpleReply(unsigned int, unsigned int, int, int&, bool, unsigned int) + 111\n3 com.apple.audio.CoreAudio \t0x00007fff38ebed88 invocation function for block in HALC_ProxyIOContext::HALC_ProxyIOContext(unsigned int, unsigned int) + 2677\n4 com.apple.audio.CoreAudio \t0x00007fff38ff2b9e HALB_IOThread::Entry(void*) + 72\n5 libsystem_pthread.dylib \t0x00007fff7382e109 _pthread_start + 148\n6 libsystem_pthread.dylib \t0x00007fff73829b8b thread_start + 15\n\nThread 27 Crashed:\n0 libsystem_kernel.dylib \t0x00007fff7376d32a __pthread_kill + 10\n1 libsystem_pthread.dylib \t0x00007fff7382de60 pthread_kill + 430\n2 libsystem_c.dylib \t0x00007fff736f48a2 __abort + 139\n3 libsystem_c.dylib \t0x00007fff736f4817 abort + 135\n4 libGPUSupportMercury.dylib \t0x00007fff5abce0a5 gpusGenerateCrashLog.cold.1 + 95\n5 libGPUSupportMercury.dylib \t0x00007fff5abc518f gpusGenerateCrashLog + 89\n6 com.apple.GeForceGLDriver \t0x00007fff341fdc4f 0x7fff33efc000 + 3152975\n7 libGPUSupportMercury.dylib \t0x00007fff5abc655b gpusSubmitDataBuffers + 164\n8 com.apple.GeForceGLDriver \t0x00007fff341f911c 0x7fff33efc000 + 3133724\n9 com.apple.GeForceGLDriver \t0x00007fff34212dbe 0x7fff33efc000 + 3239358\n10 com.apple.GeForceGLDriver \t0x00007fff341121be 0x7fff33efc000 + 2187710\n11 com.apple.GeForceGLDriver \t0x00007fff3421a199 0x7fff33efc000 + 3269017\n12 com.apple.GeForceGLDriver \t0x00007fff341fc4cb gldModifyTexSubImage + 333\n13 GLEngine \t0x00007fff44274248 glTexSubImage2D_Exec + 1388\n14 libGL.dylib \t0x00007fff436002ae glTexSubImage2D + 55\n15 org.blenderfoundation.blender \t0x0000000110f858e8 ccl::BlenderDisplayDriver::update_end() + 104\n16 org.blenderfoundation.blender \t0x0000000111a10b5c ccl::PathTraceDisplay::update_end() + 28\n17 org.blenderfoundation.blender \t0x0000000111a041b5 ccl::PathTrace::update_display(ccl::RenderWork const&) + 885\n18 org.blenderfoundation.blender \t0x0000000111a0265e ccl::PathTrace::render_pipeline(ccl::RenderWork) + 222\n19 org.blenderfoundation.blender \t0x0000000111a02547 ccl::PathTrace::render(ccl::RenderWork const&) + 135\n20 org.blenderfoundation.blender \t0x000000011197e9bf ccl::Session::run_main_render_loop() + 815\n21 org.blenderfoundation.blender \t0x000000011197f8be ccl::Session::thread_render() + 286\n22 org.blenderfoundation.blender \t0x000000011197dd56 ccl::Session::thread_run() + 134\n23 org.blenderfoundation.blender \t0x00000001165c8943 ccl::thread::run(void*) + 19\n24 libsystem_pthread.dylib \t0x00007fff7382e109 _pthread_start + 148\n25 libsystem_pthread.dylib \t0x00007fff73829b8b thread_start + 15\n\nThread 27 crashed with X86 Thread State (64-bit):\n rax: 0x0000000000000000 rbx: 0x000070000706a000 rcx: 0x0000700007068f08 rdx: 0x0000000000000000\n rdi: 0x000000000002301b rsi: 0x0000000000000006 rbp: 0x0000700007068f30 rsp: 0x0000700007068f08\n r8: 0x0000000000000000 r9: 0x0000000000989680 r10: 0x000070000706a000 r11: 0x0000000000000246\n r12: 0x000000000002301b r13: 0x00007faca0210000 r14: 0x0000000000000006 r15: 0x0000000000000016\n rip: 0x00007fff7376d32a rfl: 0x0000000000000246 cr2: 0x000000014775c000\n \nLogical CPU: 0\nError Code: 0x02000148\nTrap Number: 133\n\n\n\n```\n", "Cycles crashing in Blender 3.1\nOperating system: macOS-10.15.7-x86_64-i386-64bit 64 Bits\nGraphics card: NVIDIA GeForce GT 750M OpenGL Engine NVIDIA Corporation 4.1 NVIDIA-14.0.32 355.11.11.10.10.143\n\nBroken: version: 3.1.2\nWorked: 3.0.1\n\nIn Blender 3.1 I have been consistently crashing when using cycles in viewport\n\nJust orbiting/panning the viewport, etc with cycles on a simple scene will trigger the crash on my machine. Sometimes it will take a few minutes, other times almost immediately - even using the same scene file. I was able to use cycles in v3.0 without crash occurring.\n\n", "crash cycles shading viewport\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: 3.1.2\n\nBlender crashes when I have the shading viewport selected if there is a light in the scene and I orbit the window with the middle mouse button for a few seconds.\n\n1.- Open a \"general\" scene of blender.\n2.- Delete the default camera.\n3.- Active the Cycles render engine in the render properties tab.\n4.- Orbir with the Middle button the shading scene viewport (it should then crash)\n[cycles_shading_viewport_crash.blend](cycles_shading_viewport_crash.blend)\n\n", "MacOS desktop freeze and crash on 3.1 beta up to 3.2.2 when moving mesh in Cycles Rendered view (Cycles CPU mode)\nOperating system: macOS-10.13.6-x86_64-i386-64bit 64 Bits\nGraphics card: NVIDIA GeForce GT 750M OpenGL Engine NVIDIA Corporation 4.1 NVIDIA-10.33.0 387.10.10.10.40.140\n\nBroken: starting with version: 3.1.0 Alpha up to 3.1 beta and 3.2 alpha\nWorked: version: 3.1.0 Alpha\n\nMoving/rotating a mesh in edit mode while in rendered view makes macos hangs entirely after a few seconds, stays frozen on Blender for about 1mn then reboots/resets logged in session (it seems like this is not a complete reboot but rather a desktop session restart)\n\nopen blender, use Cycles engine, select default cube, turn on Rendered viewport, Edit Mode, select all vertices, subdivide a few times (the more vertices the quicker it crashes), rotate or move cube with mouse without stopping.\n\n[IMG_28723.mov](IMG_28723.mov)\n\nstartup file :\n[untitled.blend](untitled.blend)\n\n**INFO UPDATE 8/2022**\n\nI was able to update from Macos 10.13.6 to Macos 10.15.7 Catalina (and the default Macos drivers for the GT750M) and the issue evolved a bit: Blender 3.2.2 still crashes but now Blender simply quits with an \"Abort trap 6\" and it does not freeze and crash the entire Desktop manager anymore.\n\nSame crashlog though, showing a the culprit somewhere in or downstream of `com.apple.GeForceGLDriver - gldModifyTexSubImage`\n\n[Untitled.mov](Untitled.mov)\n\nOperating system: macOS-10.15.7-x86_64-i386-64bit 64 Bits\nGraphics card: NVIDIA GeForce GT 750M OpenGL Engine NVIDIA Corporation 4.1 NVIDIA-14.0.32 355.11.11.10.10.143\n\nBroken: version: 3.2.2\n\n\nCrash log:\n\n```\nThread 27 Crashed:\n0 libsystem_kernel.dylib \t0x00007fff685e933a __pthread_kill + 10\n1 libsystem_pthread.dylib \t0x00007fff686a5e60 pthread_kill + 430\n2 libsystem_c.dylib \t0x00007fff685708a2 __abort + 139\n3 libsystem_c.dylib \t0x00007fff68570817 abort + 135\n4 libGPUSupportMercury.dylib \t0x00007fff4f89b0a5 gpusGenerateCrashLog.cold.1 + 95\n5 libGPUSupportMercury.dylib \t0x00007fff4f89218f gpusGenerateCrashLog + 89\n6 com.apple.GeForceGLDriver \t0x00007fff28dd3c4f 0x7fff28ad2000 + 3152975\n7 libGPUSupportMercury.dylib \t0x00007fff4f89355b gpusSubmitDataBuffers + 164\n8 com.apple.GeForceGLDriver \t0x00007fff28dcf11c 0x7fff28ad2000 + 3133724\n9 com.apple.GeForceGLDriver \t0x00007fff28de8dbe 0x7fff28ad2000 + 3239358\n10 com.apple.GeForceGLDriver \t0x00007fff28ce81be 0x7fff28ad2000 + 2187710\n11 com.apple.GeForceGLDriver \t0x00007fff28df0199 0x7fff28ad2000 + 3269017\n12 com.apple.GeForceGLDriver \t0x00007fff28dd24cb gldModifyTexSubImage + 333\n13 GLEngine \t0x00007fff38f7f248 glTexSubImage2D_Exec + 1388\n14 libGL.dylib \t0x00007fff3830b2ae glTexSubImage2D + 55\n15 org.blenderfoundation.blender \t0x000000010cd005c8 ccl::BlenderDisplayDriver::update_end() + 104\n16 org.blenderfoundation.blender \t0x000000010d85c0fc ccl::PathTraceDisplay::update_end() + 28\n17 org.blenderfoundation.blender \t0x000000010d850665 ccl::PathTrace::update_display(ccl::RenderWork const&) + 885\n18 org.blenderfoundation.blender \t0x000000010d84ea93 ccl::PathTrace::render_pipeline(ccl::RenderWork) + 243\n19 org.blenderfoundation.blender \t0x000000010d84e965 ccl::PathTrace::render(ccl::RenderWork const&) + 117\n20 org.blenderfoundation.blender \t0x000000010d7caaef ccl::Session::run_main_render_loop() + 831\n21 org.blenderfoundation.blender \t0x000000010d7cb693 ccl::Session::thread_render() + 259\n22 org.blenderfoundation.blender \t0x000000010d7c9468 ccl::Session::thread_run() + 168\n23 org.blenderfoundation.blender \t0x0000000112416223 ccl::thread::run(void*) + 19\n24 libsystem_pthread.dylib \t0x00007fff686a6109 _pthread_start + 148\n25 libsystem_pthread.dylib \t0x00007fff686a1b8b thread_start + 15\n\n```" ]
Multires; Objects altered by sculpts will see slow corruption of tangents whenever the 'subdivide' and 'apply base' buttons are pressed. Operating system: Win10 64 bit Graphics card: Nvidia GTX 1060 6GB (November drivers) Broken: 2.8 hash ba1f178c1c8) Worked: Unknown When doing any sort of sculpting. Knicks, spikes, and discontinuities will develop 100 percent of the time when the 'subdivide' and 'apply base' buttons are pressed, even starting on a low-poly sphere at Multires level 6 with just a few random strokes. Both times, they will appear in the same locations, and apparently near the corners of the various patches produced by the modifier. Pressing the 'apply base' button won't create new knicks and spikes elsewhere on the mesh, but just make the existing ones bigger and uglier. Open the .blend file and press the 'apply base' button a bunch of times, the more times the worse it gets. Then reopen and notice the same knicks when the 'subdivide' button is pressed. **Blend file** [SculptBug_28.blend](SculptBug_28.blend) There's no fully sculpted head or creature here and it's just a few strokes on a low-poly sphere, anyone can create the same issue in about a minute. Hopefully these issues can be squashed for good as a result.
[ "Advancing Displace and Solidify modifiers to handle overlaps\nI briefly discussed this with C. Barton. I often I solidify and displace surfaces in the processes I work on -- recently for 3d printing custom assistance devices including molds for casting rubber, customized computer peripherals, etc. Whether or not they use clear-cut geometric forms, or are of organic nature, they often succumb to the issue of intersections with displace/solidify. I've wanted to work out some details on processes which would enhance these modifiers, but need some help. I'd attempt to implement it so it would be inactive normally, and use thresholds when enabled, so as not to slow down the normal modifier functionality, and a require a minimum processing when the features are used.\n\nThe main issue I'm having is that the modifiers do not presently have access to information on adjacent vertices, and my first approach to an algorithm would examine, with some function fn(vertex_normal, displacement_amount), if there would be a crossing (e.g. if faces would intersect). Then the simplest method would angle the normals away from each other. However, this does all require the ability to examine adjacency, and I'm relatively inexperienced in blender internals, having only contributed minor bits to sculpting tools and physics code. Your guidance would be appreciated.\n\n", "Multi-object mode support (parent task)\nThis is a parent task to manage to todo's for multi object editing.\n\nThere are many small todo's.\n\n### Reference Patches:\n\nFor anyone interested in helping out, here are some example commits which can be used as a reference.\n\n- Edit Mesh Face Poke - 3a9669bfff *Committed without indentation, so you can see lines changed more easily.*\n- Edit Mesh Flip Normals - 4704f2687a\n- Pose Mode: Flip Quaternions - 7560aabf71\n\n\nOther commits may be useful too.\n\n### Object Loops\n\nThere is some duplicate code for looping over objects.\n\nWe'll keep the option of having a way of simplifying the looping open.\n\n----\n\nNote: to collect operator ID's.\n\n- this script helps copy them from menus: [P656](P656.txt)\n- this is a more efficient version that watches the x11 clipboard so you can hover over items and press Ctrl-C: [P657](P657.txt)", "Adaptive Subdivision - Stray vertex / Spikes\nOperating system: Ubuntu 18.04\nGraphics card: GTX 1080 Ti\n\nBroken: 2.81 2019-12-05\n\nI'm using adaptive subdivision for micro-displacements to turn a surface mesh into a thick scarf with yarn geometry. In some of my animation's frames I have found spikes in the rendering such as here:\n![Issue.png](Issue.png)\nIt seems to be deterministic in that I can reproduce it for a single frame of the animation; I attached the blend file for a minimal example of a single frame with the issue.\nThis issue does not happen in the progressive viewport render. Also, since the ao-map that I'm using to drive the displacement does not change over time but this happens only in some frames, it is likely not related to the displacement map but more to the *mesh and the adaptive subdivisions*.\n\nOpen the blend file and press F12 to render\n[adaptivesubdiv_issue_updated.blend](adaptivesubdiv_issue_updated.blend)", "Curve sculpting: occlusion by hidden parent makes the curves unresponsive to brushes.\nOperating system: Fedora Linux (Gnome Wayland)\nGraphics card: AMD\n\nBroken: 3.5.1\n\nSculpting the curves is not possible when hiding the parent and \"occluding\" the curves with the now invisible parent.\n\nBased on the default startup or an attached .blend file (as simple as possible).\nAdd empty hair to the cube.\nAdd curves in sculpt mode.\nHide the cube.\nTry to sculpt the curves from the other side of the cube. \nDragging from inside the hidden cube and dragging from outside the hidden cube give different results, when it feels like it should not.\n\n", "Multires: Artefacts from lower subdiv level changes\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.50\n\nBroken: version: 2.90 (sub 0)\n\nWhile I was testing MultiRes in 2.90, I found a bug when sculpting on lower subdiv levels which recently got activated. If you for instance smooth the sculpt at a lower subdiv level and save your sculpt while at any lower subdiv level that isn't the highest one, your sculpt will deform with artefacts. Here's a demonstration:\n\n[Desktop 2020.05.03 - 17.27.17.02.mp4](Desktop_2020.05.03_-_17.27.17.02.mp4)\n\n\nHere's the file I was working on.\n[Urbosa Sculpt.blend](Urbosa_Sculpt.blend)\n\nHere's what you need to do to reproduce:\n\n1) Smooth an area with a lot of sharpness to it at the current subdiv level (it can be any level except 5 which is the highest one).\n\n2) Save the project.\n\n3) Artefacts should appear now. Change to other subdiv levels, including level 5 and repeat the save just to compared the results. The highest subdiv level should always work. An alternative way to not reproduce the bug is to smooth at a lower subdiv level and then go to the highest level available and save. Then the artefacts don't appear either.", "Armature modifier slows down any transforms on an object\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.27\n\nBroken: version: 2.92.0\n\nHaving the armature modifer on an object with a slightly high polycount slows down any transformations (move, scale, rotation) done to it in the viewport.\nEven with the modifier disabled in view still slows down its movement.\nThis slowdown is very impactful to the smooth playback framerate of projects.\n\nHere's a video of the steps (I started out in the default scene and deleted all the starting objects)\n0Bgx_1JEouc\n\n- Make a high poly mesh (Eg. Suzanne subdivided 5 times)\n- Add Modifier: Armature\n- Transform the high poly object (Mode, rotate ...) and note the delay in fps", "Hair particles: rekeying, cut tool, subdividing do not interpolate existing weights (breaking simulation)\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.81\n\n\nBroken: version: 2.80 (sub 51)\nWorked: (optional)\nJust click once sometimes work right\n\n\nThis bug happen in both 2.79 and 2.8\nClick and drag the hair cut tool mess up the vertices position, especially after subdividing one or 2 segments of the hair. After the hair is messed up, it can't be fixed using rekey command.\nDragging the cut tool on a hair that is not subdivided also cause the problem, but not as severely, the vertices become unevenly positioned.\n\n\nCreate a hair system on the default cube, set the emission number to 1.\nGo to particle edit mode, subdivide one or 2 segments of the hair.\nUse the cut tool, click and drag from the tip of the hair.\nThe hair is now completely messed up.\n", "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.", "The Principled (transparency=1)/Glass BSDF converge incorrectly when using Multiscatter GGX on non manifold meshes.\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.07\n\nBroken: version: 3.0.0\n\nThe Principled (transparency=1)/Glass BSDF converge incorrectly when using Multiscatter GGX on non manifold meshes. This issue is only present with Multiscatter GGX and does not occur with other microfacet distribution models. It also seems to only affect transmission as the Glossy BSDF does not have this issue. Additionally it also seems to only occur in combination with non manifold meshes.\n\nNon manifold mesh:\nGGX+non manifold mesh\n![untitled1.png](untitled1.png)\nMultiscatter GGX+non manifold mesh\n![untitled.png](untitled.png)\nThe problem is the sudden incorrect apperance of light in within the red circle in the case of Multiscatter GGX.\n\nManifold mesh:\nGGX+manifold mesh\n![untitled2.png](untitled2.png)\nMultiscatter GGX+manifold mesh\n![untitled3.png](untitled3.png)\nNo problem here.\n\n[Multitest4.blend](Multitest4.blend)\n\nIn this test file the gradient going into the roughness input goes from 0 at the top to 1 at the bottom. There is another hidden manifold cylinder. Unhiding the manifold cylinder shows that this issue does not occur with manifold meshes.\n\nThank you and have a great day!\n", "Sculpted models in Solid or Wireframe viewports do not update in other Material or Rendered viewports when changes are undone (Undo). This can cause a desync that the artist may not notice until it's too late.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.50\n\nBroken: version: 2.90.0\n\nSuppose there are two viewports, one in Material Preview or Rendered shading mode and the second viewport in Solid or Wireframe shading. I sculpt the mesh in the Solid or Wireframe (I don't sculpt in Wireframe at all, but this problem occurs in that mode as well) viewport and then undo the changes, but the undo does not update the model in the Material Preview or Rendered viewports.\n\nWhy I sculpt this way and why this error (or by design) is problematic and annoying:\n- I can see the topology much better in Solid shading with matcaps. However, I also want to be able to see how the sculpt looks under more finalized lighting settings in real-time while I edit and experiment with different sculpting or placement of facial features, for example.\n- I am constantly undoing brush strokes in a sort of error-correction method of sculpting. Naturally, reducing undoing strokes would be more efficient overall, but not being able to see the reverted mesh from undoing strokes absolutely debillitates confidence of an artist when they're suddenly not working on the most updated model.\n- This can cause bad sculpting errors as one looks from one viewport to the other to \"sanity check\" or simply check progress and be fooled into thinking that the models are synced, when they're actually desynced. The artist might not notice this and continue sculpting, which will update both views again, but it can cause unintentional sculpting errors.\n\nI'm not sure if this was a conscious design choice (2.82 also has this problem. I did not test pre-2.79 versions), but if it was, it makes absolutely no sense why there is even the possibility of anything desyncing between viewports, no matter how the artist works. It just makes me question all the time whether or not me activating Undo actually did anything at all, which causes even more frustration.\n\n1) Create a sphere.\n2) Split window into two viewports.\n3) Change shading mode of one viewport to either Material Preview or Rendered and the other viewport to Solid or Wireframe.\n4) Sculpt sphere in solid mode.\n5) Ctrl+Z to Undo.\n6) Undo is not updated in Material Preview or Rendered viewports.\n\n\n", "UI change for the Armature Modifier\nThis task proposes a small update of the Armature modifier's UI.\n\nThe issue the UI currently suffers from is that it is unclear that checking \"Preserve Volume\" actually changes the deformation method, instead of just enabling an additional option in the modifier.\nThis is addressed by replacing the checkbox with a dropdown, containing the two available deformation methods: \"Linear Blending\" and \"Dual Quaternion\".\n\nOn the contrary, a similar method cannot be used for the \"binding\" checkboxes, since those two options are apparently not mutually exclusive.\n\nMockup:\n![mockup.png](mockup.png)\n\nTooltips:\n- Linear Blending: Deforms the mesh without preserving volume. Prone to candy-wrapping artifacts, but does not suffer from bulging issues.\n- Dual Quaternions: Attempts to preserve the volume when deforming the mesh. Generates bulging issues around joints, but does not have any candiwrapping issues.", "Sculpting a mesh from Blender 3.6 causes corruption\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: Intel(R) Arc(TM) A770 Graphics Intel 4.5.0 - Build 31.0.101.4644\n\nBroken: version: 3.6.2\nWorked: none, tested as far back as 3.3\n\nSculpting this mesh causes hilarious corruption and I don't know why. Note the huge Dimension coordinates.\n\nThis mesh was duplicated off a body mesh which also intermittently had the same issue. I've flipped between 3.5 and 3.6 a lot to edit that mesh because of #109432 (it's a furry character, I needed my rest position when working with hair systems). I'm wondering if something is corrupted in the mesh data itself. \n\nsculpt\n\n", "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", "Mesh/Grids datalayer management\nThis tasks is to design a plan to fix the issues related to having different datalayer for vertices and Multires data so we can use it to fix existing bugs and implement new features.\n\nCurrently, the data editable from Multires are coordinates, per element visibility, sculpt mask and face sets. Each one of these data as a different solution for this:\n\n- Coordinates are being applied to the base mesh from the grids manually by using the Apply Base operator. When modifying the base mesh, that changes the subdivision limit surface, updating the result as coordinates in grids are stored as displacement in the ##CD_MDISP## datalayer. This is not the standard design of a Multires sculpting software, but this approach works for all the expected use cases and it allows for some non-standard functionality (like sculpting the base mesh while previewing the displacement or sculpting in deformed meshes).\n- Element visibility is stored in the ##ME_HIDE## flag in ##MVerts->flag## for meshes and in a bitmap which is part of ##CD_MDISP## for grids. As far as I know, there is nothing that keeps this data in sync. \n- The Sculpt Mask is stored in the CD_PAINT_MASK for vertices and in the CD_GRID_PAINT_MASK for grids. The main sync point is in ##BKE_sculpt_mask_layers_ensure## were the current state of ##CD_PAINT_MASK## is copied into a new ##CD_GRID_PAINT_MASK## datalayer when grid mask data does not exist, and it is never updated again. When applying Multires with ##CD_GRID_PAINT_MASK##, the mask data is also not copied to the new base mesh. \n- Face Sets are stored in ##CD_SCULPT_FACE_SETS## for base mesh polys and Multires reads them directly based on the index of the face the grid is. This makes them to be always in sync, but they are not editable per element in Multires. \n\n\nThis is affecting future development in the following ways:\n\n- As the paint mask is not synced from grids to the base mesh, there is not possible to implement features like mask extract from Multires as there is no ##CD_PAINT_MASK## datalayer in the base mesh after applying the modifier to extract the new mesh. \n- The Sculpt Vertex Colors Multires implementation includes a ##CD_GRID_PROP_COLOR## datalayer and uses a similar approach as masks. If we replicate the same code to sync it with ##CD_PROP_COLOR##, were are going to have the same issues, but for this feature those are not acceptable. Vertex Colors should be always in sync between the base mesh and grids without requiring anything from the user. Also, there can be multiple ##CD_PROP_COLOR## datalayers, which is a feature that does not exist in the sculpt mask datalayer. \n- If we want to implement sculpt layers for displacement, that will require to add another datalayer to store them. I'm still not sure how they will be stored (coordinates, displacement relative to the layer 0...). Implementing this feature on top of the current design means dealing with the base mesh sync issue for multiple layers plus always running the Multires smooth propagation for all of them each time the base layer changes.\n- There are also some features that are trivial to implement (like PBR vertex painting using a datalayer that contains color + PBR values at the same time) that are also limited by not having mesh/multires data unified. \n\n\nThe mesh/grids datalayer management project should try to provide a common solution to all these problems. Ideally, it should be possible to use the same vertex datalayer transparently from the tools and the Multires code, having all these abstracted by another system that keeps the mesh and grids data always in sync.\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" ]
[ "Multiresolution modifier: Switching between Simple and Catmull-Clark and back deforms mesh.\nOperating system: Windows 10 Pro 1803\nGraphics card: GTX 1050Ti\n\n2.80 (sub 37), branch: blender2.8, commit date: 2018-12-11 23:04, hash: ff108aac631, type: Release\nbuild date: 11/12/2018, 15:11\n\n\nMultiresolution modifier: Switching between Simple and Catmull-Clark and back deforms mesh.\n\n\n\n - Delete default cube\n - Add -> Mesh -> Monkey\n - Switch to sculpting tab\n - Add Multiresolution modifier. Catmull-Clark is already selected.\n - Subdivide a couple of times.\n - Switch from Catmull-Clark to \"Simple\". \n # Mesh is already deformed at this point but may be hard to notice depending on the mesh, more noticeable with meshes with more concave parts.\n```\n {F5926507}\n```\n - At this point both of these result in deformed mesh:\n - After switching to simple, click subdivide again. At best holes appear everywhere in the mesh or it goes completely haywire.\n```\n {F5926508}\n```\n # Switch back to Catmull-Clark without doing anything. Deformation is less intense but deformed nonetheless. \n```\n {F5926510}\n```\n # After that switching back and forth between Catmull-Clark and Simple, or subdividing in any mode intensifies the deformation.\n```\n {F5926509}\n```\n\n\n", "Multi resolution modifier makes erratic geometry changes just by toggling between sculpt mode and edit mode\nOperating system: Window 10\nGraphics card: Nvidia GTX 1070ti\n\nBroken: \n```\nversion: 2.80 (sub 41), branch: master, commit date: 2019-01-17 10:44, hash: ad707115d5bc, type: Release\nbuild date: 17/01/2019, 03:08\n```\nWorked: (optional)\n2.79\n\n - When geometry is irregular and a multiresolution modifier is active with at least one subdivision: Toggling in and out of sculpt mode causes small translations of pole vertices. Continuing multiple toggles will cause more and more random vertex translations.\n * I haven't quite nailed down exactly which irregular geometry causes this. At first I thought it was just poles, but poles without any abnormal angles don't seem to show this issue. So maybe poles with more extreme angles.\n - Also, as a possibly related issue, when in sculpt mode with multi res modifier active and with a level of subdivision, changing the subdivision method in the multi res modifier to simple, then back to Catmull-Clark causes extreme random vertex translations.\n\n[Here's a quick video I made demonstrating the error and explaining in case it helps. ](watch?v=U27NRQTI2pY)\n\n- Open Blend file.\n- Press shift tab and toggle into sculpt mode.\n- Press tab to toggle into edit mode.\n- Press tab to toggle back into sculpt mode\n - Vertices around Suzanne's left eye (your right if you're looking at her face on) will be slightly out of position resulting in small artifacts.\n- Continue toggling between sculpt and edit mode. Vertices will continue to move further from original position. By 15-20 iterations you should be getting some vertices really poking out from geometry.\n# Applying the modifier saves the erratic vertex placement, so it is not just a display error.\n\n*Also:*\n- Enter Sculpt Mode\n- In Multiresolution Modifier Settings select *Simple* as subdivision algorithm.\n- Select Catmull-Clark. \n- Results should be highly erratic vertex translation of all vertices.\n\n\n[2019 01 Feature Testing Bug Report Sculpting 2.8.blend](2019_01_Feature_Testing_Bug_Report_Sculpting_2.8.blend)" ]
average island scale not work with multiple objects Operating system: Windows-10-10.0.17763 64 Bits Graphics card: GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.67 Broken: version: 2.80 (sub 53) Worked: (optional) Hello, it seems that, when i select multiple objects, that are already uv unrwaped and want to scale it to each other, that the actual Blenderbuild don´t scale it to different objects. For example. I have a big collum. And on this collum is a small box. When i select both objects and make average island scale, then the small box get whey too big uv-islands compared to the big collum. When i did this in past with textureatlas it worked fine. Will this be fixed, because if not, in future i always must scale all objects manually and by big modles its a lot of more work.
[ "straighten edges and unfold uv island\nStraighten selection and unwrap unselected vertices\n\n**Starting point**\n\nThe uv has pretty wonky topology. \n\n![image](image.png)\n\n\n**Desired result**\n\nThe selection is straightened and the non selected uv’s of the UV island is unwrapped. Should work on multiple uv islands\n\nSuggested approach:\n- Store\n - Original pinning\n - Original seams\n- Run “seams from islands”\n- Remove all pins\n- Pin selection\n- Align auto on selection\n- Unwrap\n- Restore \n - Original pinning\n - Original seams\n\n\n![image](image.png)", "UV: Add 3D Gizmos for UV projections, Cube, Cylinder and Sphere projection\nThe \"Unwrap > Projection\" operators are powerful, but would be even better with artist control over exact placement in 3D space.\n\nPropose to add gizmos in the 3D viewport to allow precise artistic control over the cube, sphere and cylinder.\n\nConsider adding Planar Projection as well.\n\nThanks @BlenderBob for the suggestion!\n\n", "Statistic doesn't update if object deleted due to object data deletion with RMB\nBroken: version: 3.0.0\nBroken: version: 2.80 (sub 75)\nWorked: unsure (didn't find scene statistics in 2.79...)\n\nScene statistic (both in footer and 3D viewport) does not update correctly if object data is deleted with RMB\n\n1. Open default scene.\n2. Make sure you enable scene statistic either in 3D viewport or footer.\n3. In outliner unroll object to show it's object data, i.e. default cude.\n4. Click on object data, i.e. cube mesh, with RMB and delete it.\nObject will be deleted since it doesn't have mesh/camera/light object data. Notice that scene statistic is not updated (number of objects, vertices, selected status etc.). To update it you can select any object or click on outliner (doesn't matter on object or not).\n\nThat works correctly if object is not deleted, i.e. adding subdivision modifier (statistic will update) and then deleting it with RMB in outliner (statistic updated again).", "Apply Parent inverse dose not take scale in to account\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.61\n\nBroken: version: 3.5.1\n3.6 alpha\n\nApply Parent inverse dose not take scale in to account while using alt+g , alt+r , alt+s to restore the coordinate\n\nnot sure if this is design intended.\n\n**Exact steps to reproduce the error**\n\nBased on the default startup\n1. create 2 cubes in same size ( display in wire frame mode for easier visual)\n2. Scale 2 cube independently in any size\n3. Parent them in either way , using any following parenting method below.\n\nParent object \nParent object Keep transform\nParent object (keep transform without inverse)\n\n*** Parent object (without inverse) works fine as intended there is no need to try on this ***\n\n4. Select child cube Apply Parent inverse\n5. Select both cube alt+g , alt+r , alt+s restore the coordinate , you will see child cube is not at the same size as parent\nbut the transform panel is displaying 1,1,1 both on the child and parent cube\n\n--------------------------------------------------------------\nrelated issue been reported \n97648\n\n", "Mulitres: Grab brush + 'Grab Active Vertex' option seems not intuitive or broken 3.2\nOperating system: Windows-11-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.95\n\nBroken: version: 3.2.0\nWorked: (In 3.1 sort of?)\n\nI am not sure if its a bug but here we go:\nWhen you add a mulitres modifier to an object and try to sculpt on it with the grab brush it works.\nIf you enable Grab active vertex in the Brush settings it looks broken to me. Even in 3.1 the vertex are displaced from the original and impossible to grab. \n\n1. Start blender\n2. Add a sphere\n3. Add a multires on lvl 1 or 2\n4. Using the grab brush in sculpt mode works until you enable the grab active vertex option.\n\nThe blend file has the setup just try in sculpt mode the grab brush and the options.\n\n\nOn a side note the bug report said win 10 but i run win 11. It seems not to recognized my system.[GrabActiveVertexBUG.blend](GrabActiveVertexBUG.blend)", "Layer Switching Shortcut Inconsistency\nThere is some improvement concept for collections shortcuts.\nCurrently, 1234 buttons shows a collection, but sending objects requires name in menu (M - \"Collection 1\" - \"Collection 3\" for example)\nThat would be nice if moving to collection will also support their number.\n\nFor example, \"5\" button shows collection called \"Lighting Collection\", so pressing \"M5\" will send selected objects to it.\n\n----\n\n*See: #55162#619317 - originally from @1D_Inc*", "The Object Mode drop down menu in the 3D viewports is not reactive to larger font point settings.\nOperating system: Windows 10 1803\nGraphics card: nVidia RTX 2070\n\nBroken: v 2.80 as found on the splash screen\n\nThe Object Mode drop down menu in the 3D viewports does not properly resize itself if the user picks a larger font point size in the Themes section of the preferences. Instead of resizing the control truncates the overrunning text with a square character.\n\nStart Blender\nIn Preferences \\Themes \\ Text Style change the Widget Points setting from the default of 11 to a larger value. I used 15.\n\n![Object_Mode_Text_Truncated.png](Object_Mode_Text_Truncated.png)", "Boolean merges CustomData inconsistently (UVs, VCols), breaks UV Map Node\nOperating system: Linux-5.0.0-25-generic-x86_64-with-Ubuntu-19.04-disco 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.34\n\nBroken: version: 2.81 (sub 2)\nWorked: (optional)\n\nThe UV Map of an object with Boolean Modifier doesn't work when the UV is assigned to the texture with the UV Map node. \n\nOpen this file:\n[boolean_uv_map.blend](boolean_uv_map.blend)\nThe UV layout of the bigger cube is not used. Once you unplug the custom UV Map node in the shader, the UV Map works again. It also works when you disable the Boolean Modifier. ", "Volumetrics Doesn't Apply to other meshes created with the Array Modifier\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.70\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\nIn evee, I have a cube with an array modifier and a volume scatter node in its material. The volume scatter only applies to the original object, not the objects created by the array modifier. However in cycles the volume scatter works as expected.\n\nCreate Cube with Fog material *see attached blend\nObserve where the volume scatter takes effect when switching between evee and cycles.![lighthouseEveeVolumetrics.png](lighthouseEveeVolumetrics.png)\n\n![lighthouseCyclesVolumetrics.png](lighthouseCyclesVolumetrics.png)\n\n[FogBug.blend](FogBug.blend)\n\n", "Bone weights dont normalize from assign automatic from bones\nOperating system: windows 10\nGraphics card: gtx 1660\n\nBroken: 3.0.1\nWorked: doesn't\n\nvert weights go past the value of 1\n\n- Open attached file (there will be 2 meshes with their own bone chains', labeled \"before assign automatic from bones\" and \"after assign automatic from bones\")\n- Select the \"Armature\" object and then its Mesh\n- Got to Weight Paint mode\n- select bones with no weights,\n- {nav Weights > Assign Automatic from Bones}\nor\n- spawn any mesh,\n- then a bone,\n- apply all transforms to both, \n- select mesh and then armature,\n- ctrl P > automatic weights,\n- armature edit mode,\n- subdivide the bone to create a chain of 3, \n- select armature then mesh,\n- weight paint mode,\n- select bones with no weights,\n- {nav Weights > Assign Automatic from Bones}\n\n[Bone weights dont normalize from assign automatic from bones.blend](Bone_weights_dont_normalize_from_assign_automatic_from_bones.blend)\n", "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", "Orbit around selection not working with modifers in edit mode\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.92.0\n\n\nWhen \"orbit around selection\" is turned on in the preferences the viewport usually rotates around the selected object - for example a selected vertex.\nIf the objects geometry is influenced by a modifier, though, the viewport does not rotate around the modifieds position of the vertex but still around the original position of the vertex. This can be very limiting, esspecially when using heavily deformed meshes which is often the case when using lattices.\n\n1. Preferences -> Navigation -> check \"Orbit Around Selection\"\n2. create Cube\n3. put simple Deform Modifier on Object\n4. In the modifier next to the Camera and Viewport Display icons press the \"Edit Mode\" icon and the \"On Cage\" icons. (see image)\n5. Select a single vertex of the Cube and rotate the viewport\n6. The viewport does not rotate around the vertex.\n\n![OrbitProblem.PNG](OrbitProblem.PNG)\n\n\n", "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", "Suzanne (monkey) UV map is not symmetrical and has bad stretching around the beginning of the ear\nOperating system: Windows-10-10.0.16299-SP0 64 Bits\nGraphics card: NVIDIA GeForce 940MX/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.11\n\nBroken: has never worked as expected\nWorked: never worked, looking at the original task for default uv map for monkey primitive, it's wrong there also.\nT47488\n\nThe current UV map for the monkey default model is not symmetrical and has bad stretching around the beginning of the ear. \n\nNot symmetrical\n![bad uv monkey.png](bad_uv_monkey.png)\n![bad uv monkey2.png](bad_uv_monkey2.png)\n\nBad stretching\n![Bad stretching.png](Bad_stretching.png)\nExpected result\n![Expected result.png](Expected_result.png)\n\nThis also effects the way monkey was uv unwrapped since the uv islands cannot be unfolded correctly in a straight and symmetrical line due to the seams being misplaced.\ncurrent\n![current.png](current.png)\nexpected\n![Expected.png](Expected.png)\nexpected result .blend\n[Fix_Monkey_UVMap.blend](Fix_Monkey_UVMap.blend)\nmade a quick proposal for an improved version also for the eyes, currently they are rotated in a way which makes it bad for texturing since the margins are so thin in some places that the texturer can bleed over due to midmaping in some rare cases, this version fixes it. Also looks nicer. \n![improve.png](improve.png)\n[Improved_Monkey_UVMap.blend](Improved_Monkey_UVMap.blend)\nshift a, add mesh, monkey\n![shift a, add mesh, monkey.png](shift_a__add_mesh__monkey.png)\nenter edit mode and select all uvs in uv editor, UV, seams from islands\n![enter edit mode and select all uvs in uv editor, UV, seams from islands.png](enter_edit_mode_and_select_all_uvs_in_uv_editor__UV__seams_from_islands.png)\nAdd uv cheacker grid and look closely at where the ears start and notice that the seams are not symmetrical and some bad stretching around the beginning of the ear. \n\nbug .blend:\n[Suzanne (monkey) UV map Bug.blend](Suzanne__monkey__UV_map_Bug.blend)\nexpected result .blend:\n[Fix_Monkey_UVMap.blend](Fix_Monkey_UVMap.blend)\nimproved version .blend\n[Improved_Monkey_UVMap.blend](Improved_Monkey_UVMap.blend)\n", "Threshold of the 'Select Similar' operator (Shift G) is very limited at large scales.\nHi,\nsince I'm working on a project in Unreal Engine it needs to be actually done in centimeters (meaning in mesh-terms it's 100 bigger than meter mesh).\n\nHere is the blend file: [ShiftG_SelectSimilarArea_CantPutInMoreThan1.000.blend](ShiftG_SelectSimilarArea_CantPutInMoreThan1.000.blend)\nTry to select a face and Shift+G -> Select Similar (not sure if the shortcut stayed that way)\n![image.png](image.png)\n\nI'm running into an issue here and there where some functions expect the mesh to be in meters and work worse in centimeters (or not at all)\n\nFor example here I was using Shift+G and Area to get the faces with the same area. Because the areas in the centimeters model are so big number-wise it doesn't find any match. So either I think the amount needs to be unlimited (I would put in 100 and that would probably have the same results as when the mesh is 100x smaller) or this needs to be addressed from the unit scale side of things.\n\nThis is in Meters (scaled the mesh 0.01), we get a good window selection because they are mostly the same:\n![image.png](image.png)\nAnd in Centimeters nothing more than the one face is selected.\n![image.png](image.png)\n\nMaybe the scale in Units should be used in these operators to make the mesh smaller?\n![image.png](image.png)\n\nThanks for looking into this." ]
[ "Smart UV Unwrap - bad island spaceing\nBroken: version: 2.80 (sub 54)\nWorked: blender-2.80.0-git.adfdae3fc2f4-windows64 / 2019-03-25\n\nSmartUV unwrapping works WRONG. It does not make even island margins as I made before.\nIt groups it in some strange way w/o proper margin.\n\nNew-way WRONG unwrapping:\n![SmartUV-New.JPG](SmartUV-New.JPG)\n\nOld-way GOOD unwrapping:\n![SmartUV-Old.JPG](SmartUV-Old.JPG)\n\nJust use smart UV unwrap on complex meshes.\n\n\n", "UV Smart UV Project \"Island Margin\" issue\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: Quadro [P2000](SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.02\n\nBroken: version: 2.81 (sub 1)\nWorked: (optional)\n\n\nUsing \"0.02\" margin for \"Island Margin\" in \"Smart UV Project\" menu, you can see the different width around each islands.\n\n\nThis is the result of Smart UV Project by 2.81.\n\n![image.png](image.png)\n\nAnd old 2.78c's result is below.\n\n![image.png](image.png)\n\nBoth results were using same parameters;Angle Limit 66.00, Island Margin 0.02, Area Weight 0.0.\n\nI attached the .blend. \nIn this case, all faces are separated by all edges, so all faces should be arranged with same margin around them as the result of 2.78c.\n\nEven if the algorithm has been changed, some Islands doesn't have correct margin.\n\nThanks.\n\n[system-info.txt](system-info.txt)\n[building_for_bug_report_2.zip](building_for_bug_report_2.zip)\n[uv_smart_uv_unwrap_movie0001-1916.mkv](uv_smart_uv_unwrap_movie0001-1916.mkv)\n\n\n\n\n" ]
Tweak or the selection box can't select the middle of a curve from either side of a plane just the edge handles Operating system: Windows-10-10.0.22000-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15 Broken: version: 3.2.0 Alpha Tweak or the selection box can't select a curve from either side of a plane with just a click. The invisible draggable handles are selectable though. ![Screen Shot 04-07-22 at 10.55 AM.PNG](Screen_Shot_04-07-22_at_10.55_AM.PNG) I have a plane on the grid. Then add a curve to the scene. After that using the tweak or select box tool try to select the middle of the curve with a left mouse click. It can't be selected even though the plane has no thickness and the curve can clearly be seen on either side of the plane. The curve should be able to be selected as you can see it. It can be selected near the edges only. Somehow the plane is above the line even if rotating the plane to see the underside. The cursor is not changing either on a mouse over to show from where it is clickable. The handles don't change color either on the mouse over. The draggable handles are clickable even when they are invisible. It would be great if you could fix this as it is difficult to select stuff if multiple points are close as well. [can't select curve on plane on either side.blend](can_t_select_curve_on_plane_on_either_side.blend)
[ "Improve Interior Face Selection Method #2\nOperating system: Win 10 Pro\nGraphics card: nVidia GeForce GTX 1070ti\n\nBroken: tested in 2.80 stable and 2.81-dcad1eb03ccc\n\n\nIn Edit Mode Select -> Select all by Trait -> Interior Faces does not select all expected Faces.\n\n\nIn the attached blend file try to select the interior faces by trait and nothing happens. The object was created by moving a default cyclinder and UV sphere into each other and merging the vertices at the spheres equator by distance. After the merge the top face of the cylinder is selected by trait as expected while the lower faces of the sphere are not.\n\n[interior_faces_bug.blend](interior_faces_bug.blend)", "Select loop only works if the hidden face is a ngon\nOperating system: Windows 11\nGraphics card: NVIDIA GeForce RTX 3070\n\nBroken: 3.3, 2.79b\nWorked: 2.49b, 2.59\n\nCan't select the boundary loop of a hidden face, unless the face is an ngon.\nThe expected selection behavior is the same as if the face was deleted instead of hidden.\nIn ancient Blender versions it works.\n\n- Open attached file\n- Alt click to select the open loop. It will only select an edge (selects loop for n > 4)\n[bug.blend](bug.blend)", "Edge-slide seems to highlight an edge now (visually noisy and inconsistent)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 446.14\n\nBroken: version: 2.90.0 Beta\nBroken: version: 2.91.0 Alpha\nBroken: version: 2.91.0 Alpha\nWorked: not sure, maybe early july?\n\nEdge-slide seems to highlight a split edge now which seems a bit visually noisy and inconsistent. It's visually noisy since it's not adding much for the user (it's not an indication of snapping target for instance) and represents another visual color change that distracts the user from the primary operation. Inconsistent because it's based on the location of your mouse when invoking the operation which leads to really weird cases like the following.\n\nA hidden edge being highlighted on this cube:\n![edge-slide-hidden.png](edge-slide-hidden.png)\n\nOr different edges depending on slight differences in mouse position between edge-slide attepts:\n![edge-slide-cursor1.png](edge-slide-cursor1.png)\n\n![edge-slide-cursor2.png](edge-slide-cursor2.png)\n\n\n- Go into edit mode on default cube in default scene\n- Add an edge loop and attempt to slide it\n\n", "Error with paint curves and drawing with mouse buttons\n[system-info.txt](system-info.txt)\n\nBroken: blender-2.80.0-git.cc600de6695a-windows64 (and probably above)\n\nWhen using paint curves, they don't draw upon clicking the right mouse button if specified as the button to select with in the preferences. But they do if you set the mouse button to select with to be the left one. So if you have selected the LMB in the preferences then you can draw the paint curve (I don't mean creating the curve) with the LMB, but if you have chosen it to be the RMB then it doesn't work when pressing the RMB, neither does the LMB. (Also, the UI button for drawing the curve in the stroke panel does not work. But you can draw it when you type draw curve in the search panel)\n \nGo to the *Sculpting* screen layout and create a paint curve on an object (if it helps, I used the the normal *Draw* brush). Open the *Stroke* panel in the *Properties Editor* and set the *Stroke Method* to *Curve*. If you have chosen the left mouse button in the *Keymap* section in the *Blender Preferences* under *Select With:* , then everything works fine. You can draw the paint curve on the object by doing a left click after creating it by doing multiple Ctrl-RMB clicks. But if you now set the mouse button with which you want to select to *Right*, then you can create the paint curve with Ctrl-LMB clicks, but when you try to sculpt/draw the paint curve with either the left mouse button or the right mouse button, none of them work. (And again, if you try to draw the paint curve with the *Draw Curve* UI button in the *Stroke* panel, it will also do nothing but turn blue because you clicked on it...)", "Exact boolean is inaccurate when cutting planar geometry\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 531.79\n\nBroken: version: 3.5.1\nWorked: don't know\n\nPerforming boolean operations in `Exact` mode on thin geometry (eg. a plane) can be inaccurate in some cases. It usually happens if \"cutter\" object has a slightly curved edge. It happens both in Boolean modifier and Geometry Nodes node.\n\n\n1. Open the .blend file.\n2. Select the plane.\n3. Toggle between `Fast` and `Exact` modes in the Boolean modifier.\n4. You should see a difference in the top edge.", "Only Render visibility for 3D viewport\nIt should be possible to show only objects that will be in the final render in the 3D viewport.\n\nCurrently disabling the overlay only does half of what the old Only Render option did, which is to hide non-geometry objects. The visibility part is important too, though more complicated now since the regular viewport depsgraph will not evaluate objects that are not visible in the viewport.", "Rebind default 'Set 3D Cursor' hotkey to Shift+Alt+Middle doesn't work\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 466.47\n\nBroken: version: 2.93.0, 3.4\nWorked: it was working with 2.92\n\nRebinding the default Shift+Right press hotkey to Shift+Alt+Middle press hotkey doesn't work. It moves the 3D cursor but I can't drag it everywhere I want like the default behavior.\n\n- Find the default shorcut by typing cursor to the search bar\n- Under 3Dview there is Set 3D Cursor (view3d.cursor3d)\n- Change the default to Shift+Alt+Middle\n- It doesn't work as expected\nioGcz_mV78k", "Facedot Selection and Visibility Options\nGoal of this proposal is to have an alternative face selection style in x-ray shading for box, lasso, and circle selection tools. \nThe default right now is to have the facedot inside of the box/lasso/circle. \nMany users heavily requested an alternative similar to selection when Xray is off, where if the selection box/lasso/circle is inside any part of a face, it is selected. \n\n# Issues\n\nIt is useful to have an option, and sometimes necessary when a facedot selection is being difficult to deal with. \nA simple example: 499?u=lcas\nA more complex work example with big Ngon faces: watch?v=i9VUMvnFwkk\n\nThe only alternative to achieve this right now is to switch between vertex and face selection.\nHere's a visual example: 483\nBut this can also lead to unintentional results in the conversion of selections.\n\nHaving the ability to temporarily disable facedot visibility in x-ray can make it easier to look at a dense mesh as well.\n\n# Proposal\n\nFacedot display should be an option in X-ray. If face dots are visible in x-ray, they should be used for selection in box/lasso/circle. If facedots are not visible, use the alternative selection via their \"face area\" for box/lasso/circle. \n\nProbably don't carry this logic over when Xray is disabled though, because enforcing solid facedot select in this manner would disrupt the established method of \"face area\" selection in when Xray is disabled.\n\n# Open Questions\n\nDisabling facedot display in x-ray leads to at least two questions:\n1. Do you have two facedots (solid and xray) so that they can be toggled separately? I think this is good because it means if you want them on in xray only, and not in solid, you don't need to toggle them when going between solid and xray.\n\n2. Is the ability to disable xray facedots, and the alternative face area select in this mode, worth the potential confusion introduced for single click face select? \n\nI can't think of another way to select faces by single click in xray. So potential for not seeing facedots, and then needing them for single click, leads to some issues. If user wants to use the alternative \"face area\" select in x-ray, they will no doubt need to single click on faces in x-ray as well. I think another way to do this could be that instead of linking facedot selection with their visibility, we could have a checkbox somewhere like toolsettings. Or directional based (dragging clockwise vs counterclockwise or left/right) to choose either facedot or \"face area\" is also a pretty cool idea. This way you don't need to have facedots turned off to use the \"face area\" method, which alleviates some problems for single click selection of xray faces.\n\nOne more thing to consider is adding facedot selection to solid shading, this has some usefulness:\n514?u=lcas", "Support dragging to change tabs in the side-bar\nNote, this was reported as a bug however it's a TODO (wasn't supported in 2.7x).\n\n----\n\n\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.39\n\n\nBroken: version: 2.80 (sub 60)\nWorked: (version before the click transparent passthrought)\n\n\nCannot drag on the tabs to select other tab like normal tab behavior on Blender.\n\n- Factory defaults\n- Press 'N' on the 3D View.\n- Try to drag on the tabs on the \"WM_OT_context\", the result is the box selection.\n\nSee attached gif (ignore the mouse cursor offset, that is due to 4k display with only 125% scale applied.)\n\n![fSXMp2gyxJ.gif](fSXMp2gyxJ.gif)\n\n\n", "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)", "Graph Editor: Curve list background color\nProblem: the Bone Groups as they are shown currently in the GE interface create visibility problems as shown in this image:\n\n![01 current-bonegroupscolors.png](01_current-bonegroupscolors.png)\n\n- Hard to read the text\n- Hard to see the icons\n\nProposal 01:\n\n- Moving bone group color to a small strip on the right side of the curve channel.\n\n- Adding the color of the curve to the text, making it more easy to find\n\n![02 Solid.png](02_Solid.png)\n\nProposal 02:\n\nSame, but using a gradient instead\n\n![03 Gradient.png](03_Gradient.png)\n\n Combined Proposal:\n\nSybren suggested this idea in #68972 (Graph Editor: Curve channel colour) so I tried to combined both of them to check how it looks. I think it makes the interface more clean and readable.\n\n![04 CombinedwithT68972.png](04_CombinedwithT68972.png)\n\nAlso recreated with the light theme, to check if it generates problems.\n\n![05 LightCombinedwithT68972.png](05_LightCombinedwithT68972.png) \n", "Graph Editor: Box Select 'Include Handles' not working correctly\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.09\n\nBroken: version: 3.0.0\nWorked: N/A (tested in 2.9.3 to same results)\n\nIn the Graph Editor, use **Box Select** to select keyframes. In the Redo Panel, check/uncheck **Include Handles**. Expected behavior would be to include/exclude Handles with box selection.\n![Include_Handles.gif](Include_Handles.gif)\n\n\n1. Activate Box Select Tool\n2. Box select keyframes and handles.\n3. Toggle \"Include Handles\" in Redo Panel\nResult: handles are included in both states\n\n**Additional notes**\nIf both handles and the key are selected, the checkbox doesn't work. However if I have one handle and a key or just one handle, it toggles the selection. It is still not expected behavior though as it also will select other key control points, changing the selection. This behavior changes again when **View > Only Selected Keyframe Handles** is checked. The **Include Handles** checkbox then toggles the visibility of the selected keyframes.\n", "Pie Menus initiated by tweak events will disable the mouse button used in the tweak event. Works fine for regular menus, operators.\nWindows 10\ngeForce GTXTitan\n\nBroken: blender-2.77.0-git.94e18c5-AMD64\nWorked: (optional)\n\nI've set up some UI shortcuts that use 'tweak' events (or directional gestures) for various pie menus, regular menus, and operators. This work fine for regular menus and operators. After calling a pie, however, the tweak button defined in the input editor (left, right, middle, action) becomes unusable. \n\n1) Open User Prefs, select the add-ons tab, and enable Official Pie menu addon\n2) Select the 'Input' tab in User Prefs, and in the keymap filter (set to name), type the the word 'pie' without quotes\n3) The first filtered pie is 'Frames'. change the hotkey as follows: \nClick the event mapping dropdown (its set to keyboard by default), and change to Tweak. two new options appear next to it: 'Left', and 'Any'.\nChange the type of event, or leave it as 'Left' \nChange 'Any' to a direction.\nSelect a modifier key such as Shift\n\n4) go to the 3d view and execute the new shortcut you set up. The playback options should appear in the pie menu but are not selectable. Hitting the escape key will get out of the pie, but the defined tweak button is not usable.\n\nNOTE: If you use the default right click select, you can still place the cursor, but can't trigger the shortcut again. If left click select is set, then normal tweak events like moving selected objects are also not possible.\n\nNOTE: Toggling Object/Edit mode will make the button usable again.", "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", "Can't see wireframe (vertex, selected components) through semi-transparent object\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.19\n\nBroken: version: 2.83 (sub 10)\nWorked: c26f470cfeea is last I have by hand\n\nIn the viewport, you can't see wireframe (vertex, selected components) through a semi-transparent object\n\n[75106.blend](75106.blend)\n1 - Create 2 objects one behind the other \n2 - Make front object semi-transparent (via Object properties > Viewport Display > Color > Alpha\n3 - Select the second object in Edit mode\n![Transp.JPG](Transp.JPG)\n" ]
[ "Difficult selection of wire objects\nOperating system: Windows-10-10.0.22000 64 Bits\nGraphics card: Radeon (TM) RX 480 Graphics ATI Technologies Inc. 4.5.14802 Core Profile Context 22.2.3 30.0.14029.5006\n\nBroken: version: 2.80 - 3.3.0\nWorked: version: 2.79\n\nStarting with version 2.80, selecting wire objects (curve, empty, camera) has become more difficult if these objects are in front of a face.\n![GIF.gif](GIF.gif)\n\nIn 2.79 this hard selection can be compared with the `OpenGL Depth Picking` option.\n\n- Open attached file.\n- Try selecting the curves alternately\n[selection_bug.blend](selection_bug.blend)" ]
crashes on opening files Operating system: Windows-7-6.1.7601-SP1 64 Bits Graphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 399.07 Broken: version: 2.80 (sub 60) crashing on opening some project. even the bmw benchmark downloaded from the site. [blender_system_info.txt](blender_system_info.txt) [blender_debug_output.txt](blender_debug_output.txt) [bmw27_gpu.blend](bmw27_gpu.blend)
[ "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", "GPencil: Blender crash when GP3 enabled & you open the default 2D animation file\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.23\n\nBroken: version: 4.0.0 Alpha\nWorked: 3.6\n\nBlender crash when GP3 enabled & you open the default 2D animation file & use the Draw tool\n\n- enable GP3 under the experimental features\n- save preferences and restart Blender\n- do File > New > 2D Animation\n- try to draw something.\n\nSince my 2D animation file is customized, I included it below.\n\n", "LineArt; Crash after press play in a scene with LineArt modifier\nOperating system: Linux-5.4.0-105-generic-x86_64-with-glibc2.27 64 Bits\nGraphics card: GeForce GT 630/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.144\n\nBroken: version: 3.2.0 Alpha\n\nNo idea what crashes blender. Just press play and wait some seconds.\n\nI would love to help solving this issue, so when someone could remind me where the crashreport usually lands in Linux, i could share that as well.\n[Narrator.blend](Narrator.blend)\n\n", "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", "Cycles HIP device crash on rendering on latest AMD Adrenaline Driver\nOperating system: Windows 11 Pro for Workstation\nGraphics card: AMD Radeon RX 6750XT (Driver: AMD Adrenaline 23.7.1, 23.7.2 23.8.1 23.9.1)\n\nBroken: 3.6.1 LTS (On latest driver)\nWorked: 3.6.1 LTS (On old driver: AMD Adrenaline 23.5.2)\n\nAfter synchronizing objects, Blender crash\nBut render the default cube scene Blender works well even using 23.7.1 driver\n\nBased on the default startup or an attached .blend file (as simple as possible).\nScene is from Blender official demo file: \nbarbershop_interior/\nCrash log file: \n\n", "EEVEE: Crash if computation is too heavy for the system (TDR issue)\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.64\n\n\nBroken: version: 2.80 (sub 72)\nWorked: (optional)\n\n\nAny time I try to render an image sequence in any format in Eevee, it constantly crashes the whole program on the first frame. I was able to render before until I changed some camera location animations and adding a focusing animation. As well as changing the camera sensor size. I am rendering in 4K I have attached the log file.\n[blender_debug_output.txt](blender_debug_output.txt)\n\n[blender_system_info.txt](blender_system_info.txt)\n\n[NebulaV2.blend](NebulaV2.blend)", "Blender crashes when click on shading tab \nOperating system: Windows 10, 64-bit\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 4.5.0 NVIDIA 445.87\n\nBroken: \n - version: 2.81 (sub 16), branch: v2.81_octane2019 (modified), commit date: 2020-02-11 11:57, hash: 81ff79b8cdb7, type: build date: 2020-02-11, 12:22:28\n - version: 2.90 (sub 0), branch: master, commit date: 2020-04-18 16:48, hash: 1f1520a04503, type: Release\n\nBlender crashes when clicking on the shading tab. It closes and goes back to the desktop.\n\nSee short description.\n\n[blender_system_info.txt](blender_system_info.txt)\n[blender_debug_output.txt](blender_debug_output.txt)", "Regression: Crash on Start Up\nOperating system: Mac OS 12.6.9\nGraphics card: AMD FirePro D500 3 GB\n\nBroken: blender-3.6.3-stable+v36.d3e6b08276ba-darwin.x86_64-release.dmg\nWorked: blender-3.6.3-candidate+v36.71b55b491e9c-darwin.x86_64-release.dmg\n\nApp crashes at start up.\n\nClick on App icon, app attempt to start, crash. I restarted my computer with same results. Not opening app from a .blend file. Tried opening default app with same result.\n\n", "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.", "EOL GPU problems tracking report\nThis is a task to keep track of End Of Life GPU problems with blender 2.8\n\n(Note that closed issues at time of writing is not because they are resolved but because of lack of respons from reporter)\n\n**AMD**\nHD 8670M #64469 (UI and 3D viewport doesn't update visually unless mouse hovers over other UI elements)\nHD 8550G #58544 (White Viewport in [Object Mode])\nHD 7730M {#63243\nHD 7600 {#70091}}\nHD 7600 #70146 (hair eevee rendering broken.)\nHD 7450M #61890 (AMD Radeon HD 7450M. Exit before splash screen. 4-component vector of vec4 to: 4-component vector of uvec4)\nHD 7420G #63149 (Interface and vertices flickering)\nHD 7160M #61165 (Blender 2.8 beta doesnt start)\nHD 6870 #64081 (Eevee glitching [Linux, Radeon GPU])\nHD 5700 #62572 (unwrapping bug )\nHD 5700 #62701 (Hair edit mode crashes with AMD Radeon HD 5700)\nHD4870 #65721 (Crash on start)\nHD 4850 #61206 (Linux and AMD RV770 interface glitches)\nHD 4600 #59738 (Buggy GUI) #61896 (UI graphic glich) #63850 (Icons bug)\nHD 4550 #60104 (Blender's visuals go transparent and spasms )\nHD 4500M #63661 (Unstable back color in menues/ titlescreen. shifting Transparency /black )\nHD 4350 #59635 (blender 2.80.0 beta wont open on windows machine)\nHD 4300 #65075 (blender interface background of menus and every element in ui flickers (transparent and not))\nHD 3650 #60681 (Blinking menu and other menu)\nHD 3450 #63751 (when i open blender beta it chashes at start)\nHD 3200 #62543 (Crash at startup)\nHD 2600 #59738 (Buggy GUI)\n\n**NVIDIA**\nGTX 9800 #60425 (EEVEE objects black when using shadows, on 9800 GTX)\nGTX 9800 #65250 (Slackware, Blender 2.8 UI fonts glitch with nouveu driver.)\n\n**Intel**\n\nHD GFX (Baytrail) #65138 (Intel HD Graphics bone selection problems in edit mode/pose mode)\nHD 4000 #58938 (Crash when using EEVEE and Intel HD 4000) #65666 (Blender not responding a lot of time, especialy when working with texture and materials)\n\n**macOS**\n(AMD)\nHD 6750 #62072 (Princioled BSDF and Indirect Lighting BUG ) #65453 (Bake indirect lighting turns irradiance volumes into black areas)\nHD 4870 #62982 (Blender 2D draw mode shows as corrupted screen)\nHD 4670 #66014 (Blender 2.8 using Mac OS, all objects turn black in Lookdev mode)\nHD 2400 XT #60979 (2D Animation view goes crazy when trying to use brush)\n(NVIDIA)\nGS 8800 #59955 (Blender starts with totally corrupted graphics)\nGT 9600M #61844 (User interface looks very weird when starting Blender 2.8 with older MacBook Pro (Mid 2009))\nGT 130 #61551 (macOS 10.11 and NVIDIA user interface display broken)\nGT 320M #60179 (Bad render of default scene Mac OSX)\n780M #62578 (Eevee Screen Space Reflections crashes on OSX 10.9 / 10.11)\n640M #63018 (macOS 10.10 / NVIDIA: missing letters in 2.80 UI)\nQuadro 4000 #62766 (Eevee DOF cut plane)\n(Intel)\nHD 3000 #65551 (Bad shading on LockDev on Macbook 11\")\n", "Crash handling collections in a timer\nOperating system: Mac OS Monterey version 12.0.1\nGraphics card: Radeon Pro 555X 4 GB\n\nBroken 3.0.1\nbroken blender-3.2.0-alpha+master.d3b1cce4000b-darwin.x86_64-release.dmg \n\nBuilding Nodes add-on causes Blender to crash consistently when editing nodes in Building Style Editor window. I've been in communication with the author off the add-on (user name Durman on GitHub), and he has provided the script and instructions to reproduce the crash below.\nCrash log [blender.crash.txt](blender.crash.txt)\nAsan report [F12872713](T95861_asan.txt)\n\n[#95861.blend](T95861.blend)\n\n1. Open the attached file\n4. Push execute button of the text editor\n5. Wait until the crush\n\n", "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)", "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", "Rendering object in Cycles X preview hard crashes whole system\nOperating system: Windows 10 x64\nGraphics card: nVidia RTX 8000\n\nBroken: blender-3.5.0-alpha+universal-scene-description.1f9e90bb1cf3-windows.amd64-release\n\nRendering of scene in Cycles preview hard crashes whole system. System screen goes to black and the fans go to max.\n\nLoad blend file at link: brutes_set1C_trimmed.blend?dl=0\n\nSet screen to Render preview and navigate around.\n\n", "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" ]
[ "DRW: Crash opening Mr Elephant scene since recent commit\nOperating system: Win 10 64\nGraphics card: GTX 1080\n\nBroken: 0030e4da7073d62561cca508330ab150b37ee6eb\nWorked: 05b0f52aa78344a4a74b816fd1d025aa344ec28c (previous commit)\n\nCrash when we open Mr Elephant scene downloaded from 2-8/\n\nopen the .blend\n\nI did a git bisect and the commit which seems to cause an issue is 0030e4da7073d62561cca508330ab150b37ee6eb (rB0030e4da7073d62561cca508330ab150b37ee6eb)\n\nI'm on windows, i don't know if you can reproduce the bug @fclem ?", "Loading certain .blend files causes permanent crashes in the latest build\nOperating system: Windows 10, 64 bit\nGraphics card: Nvidia Geforce 1070 8 gb\n\nBroken: blender-2.80.0-git.8f1951f555f5-windows64\nWorked: blender-2.80.0-git.3dc9da3a74ee-windows64\n\nHello wonderful blender developers! I have a problem loading files that I used to work on in previous blender builds. Some blender files that used to work and open perfectly in yesterday's Blender 2.8 build just won't open and cause crash.\n\nSee the video below for more details:\n[2019-05-09_File_open_crash.flv](2019-05-09_File_open_crash.flv)\n\nAlso I have attached the .blend file for you to try to open. As I have said previously it works fine with yesterday's build. Some other random .blend files that worked previously cause the crash too, some don't, I'd be really good to know what is the reason behind those crashes.\n\nOpen todays' blender build.\nOpen attached .blend file.\n\n[Cargo_Ship_003.blend](Cargo_Ship_003.blend)" ]
Move still previous Collection related Operating system: Linux-5.11.0-25-generic-x86_64-with-glibc2.33 64 Bits Graphics card: AMD KABINI (DRM 2.50.0, 5.11.0-25-generic, LLVM 12.0.0) AMD 4.5 (Core Profile) Mesa 21.0.3 Broken: version: 2.93.3 In 3D viewport, duplicate of an image>reference keeps its ancestor Collection .Click Collection in outliner .In 3D viewport, set Shift-a > image>ref > choose an image In 3D viewport, duplicate this created empty : Empty.001 .In outliner, create a new Collection 2 .In outliner, move Empty.001 to Collection 2 .In 3D viewport, it indicates that Empty.001 belongs to Collection, instead of Collection 2 cf 1bDXT55RtqM [bugEmpty2933.blend](bugEmpty2933.blend)
[ "Copy/Paste object operator copies collections specified somewhere in that object (e.g. Geometry Node Collection Info node, particle system instance collection, ...)\nBroken: Current master.\nWorked: Never.\n\nThe copy operator treats the `Collection Info` node as the fact that the object belongs to the collection.\n\n| Ctrl+C | Ctrl+V | Expected |\n| -- | -- | -- |\n| ![image](attachment) | ![image](attachment) | ![image](attachment) |\n\n1. Create collections `Collection_1`, `Collection_2`.\n2. Add Cube in `Collection_1`.\n3. Add Cone in `Collection_2`.\n4. Create geometry node modifier on Cube. Go in node tree:\n a. Create `Collection Info` node.\n b. Choose a `Collection_2`.\n5. Select `Collection_1`, Cube.\n6. Copy object in 3d view.\nExpected: Cube object will copied.\nBug: Copyring object, collection and attach that in collection that chosen in `Collection Info` node.\n\nThe same happens when you:\n\n- Create collections Collection_1, Collection_2.\n-- Add Cube in Collection_1.\n-- Add Cone in Collection_2.\n- Create a particle system on the Cube\n-- Render As Collection\n-- specify Collection_2 as the Instance Collection\n- Select Collection_1, Cube.\n-- Copy object in 3d view.\n-- Expected: Cube object will copied.\n-- Bug: Copying object, collection and attach that in collection that chosen in the Particle Instance Collection.", "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", "Support Dragging Assets Into the Outliner\n- - [ ] Objects\n - - [ ] Drag into empty space in *View Layer* or *Scenes* display mode instantiates the object at the 3D cursor (TBD: Active collection or scene collection?). Linking places it at the location from the source file.\n - - [ ] Drag onto/into collection does the same, but assigns it to given collection. Rather not support modifier keys like {key Shift} to parent at first, better keep asset dragging simple and let users decide which collection the object should live in first. They can do the parenting then.\n - - [ ] Drag into the *Blender File* display mode only adds the object to the file, doesn't instantiate it? \n - - [ ] Dragging onto/into a collection there could still instantiate.\n- - [ ] Other Datablocks\n - - [ ] Other data-blocks only get added to the file by default\n - - [ ] Dragging materials or meshes onto objects could reassign. (Probably should consider where it's dragged to exactly, e.g. a material dropped onto another material could replace it, or add a new material slot if dropped in-between two existing ones.)\n\nMore type dependent behavior could be considered/investigated. E.g. maybe it's nice to have an image empty created when dragging an image to the Outliner.", "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).", "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", "Asset Browser - Append (Reuse Data) without instancing collections doesn't add more objects\nOperating system: Windows 10 Home 64bit (10.0, Build 19044)\nGraphics card: Nvidia RTX 3080\n\n\nBroken: 3.2.0\n\nWhen dragging a collection item from the Asset Browser with \"Append (Reuse Data)\" and \"Instance Off\" it doesn't add the collection again, it moves one object and leaves the rest where they were.\n[Asset Browser Reuse data issue.mp4](Asset_Browser_Reuse_data_issue.mp4)\n\n1. Create a collection asset with at least two items inside\n2. Save that collection to your library (save file inside the correct folder)\n3. Open a new scene\n4. Drag your new collection asset into your scene with Append (Reuse Data) active\n5. In the tool window (not sure about its name) lower left turn off \"Instance\"\n6. Drag out another of the same collection asset\n7. It should now have moved one of the two items", "Outliner: Linking object hierachies to a collection is buggy\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Radeon RX Vega ATI Technologies Inc. 4.5.14830 Core Profile Context 21.4.1 27.20.21002.112\n\nBroken: version: 2.93.2 Release Candidate\nWorked: Unknown\nLinking objects with parent child relationship has inconsistent display behaviour in outliner\n\nThis bugreport is about linking an object in the outliner to an additional collection. \n\nA linked object can have children. Normally they are displayed in a greyed out state until they are also linked to the same collection as the parent. But there is a bug or at least an inconsistent behaviour if these childs are displayed in a greyed out state or not at all.\n\n\nThe following script adds 3 cubes ,creates a collection and links the cubes to it. \nI deleted everything from the Scene Collection and did run the script. \n\nThis will work: ![Working.jpg](Working.jpg)\n\nBut just one more child-level in the tree and it starts to behave inconsistent as can be seen in the outliner shown in the screenshot of some reruns of the same script on a totally empty scene. \n\n![Bug.jpg](Bug.jpg)\n\n![Bug2.jpg](Bug2.jpg)\n\n![Bug3.jpg](Bug3.jpg)\n\n\n\n```\n\nimport bpy\n\n# create some cubes\nbpy.ops.mesh.primitive_cube_add(location=(0,0,0))\ncube0= bpy.context.active_object\nbpy.ops.mesh.primitive_cube_add(location=(5,0,0))\ncube1= bpy.context.active_object\nbpy.ops.mesh.primitive_cube_add(location=(10,0,0))\ncube2= bpy.context.active_object\nbpy.ops.mesh.primitive_cube_add(location=(10,0,0))\ncube3= bpy.context.active_object\n\n#create a new coll\ncollection = bpy.data.collections.new(\"Test\")\nbpy.context.scene.collection.children.link(collection)\n\n# establish parent child relationships\n\ncube1.parent = cube0\ncube2.parent = cube1\ncube3.parent = cube2\n\n# link root cube to new coll\ncollection.objects.link(cube0)\n\n\n```\n\n\n", "Regression: 2D Curve -> 3D Curve keeps 2D Curve fill\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: since 3.0.0\nWorked: 2.93.3\n\nCurves have the 2D mode, where points all points are on the same plane and fills are done similar to a 2D vector program like Inkscape and the 3D mode, where the fills are placed along the curve.\nBy switching a Curve to 2D and then undoing, you can (temporarily) get the 2D fill behavior in 3D.\n\n1. Add a Curve like the circle\n2. Go into edit mode and select a single point\n3. In the properties, switch the Curve type from 3D to 2D\n4. Change the Curve fill type so that the Curve has a fill\n5. Switch the Curve back into 3D\n6. Switch the Curve back into 2D\n7. Undo\n8. The Curve will now be 3D, but still have its 2D fill. You can now move your selected point around and see the fill persisting.\n\n[blender_2022-07-18_18-58-12.mp4](blender_2022-07-18_18-58-12.mp4)", "Fade Inactive Geometry: Objects with the same object data are faded\nOperating system: Linux-5.4.0-72-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.102.04\n\nBroken: version: 3.0.0 Alpha\n\nThe \"Fade Inactive\" Geometry\" overlay is supposed to fade out any object that is not affected by the currently active object in any mode that is not object mode.\nBut if any other object has the same object data linked (same geometry) it will be faded out anyway.\n\n![Screenshot_2021-04-22_11-50-30.png](Screenshot_2021-04-22_11-50-30.png) In this example the quad-sphere in the center is active in edit mode. The one to the right has the same linked object data, which is why it also shows the edit mode overlays as it is the same geometry.\nBut since it is another object it is greyed out.\n\nThis is related to #87704 since the overlay seems to prioritise objects that are in the same mode instead of objects that share the same geometry.\n\n- Duplicate an object multiple times to have more than 2\n- Duplicate one of them with Alt + D to have their object data linked\n- Enter Edit Mode on one of those objects\n\n", "Cannot to make single user in object properties (if object is used by multiple collections)\nOperating system:\nGraphics card:\n\nBroken:\n\n\nI made a linked copy of an object (not object data!) in another collection by dragging the object from one window of the outliner to another.\nNow in object properties showing amount users equals 2:\n\n![Screenshot_20220101_082503.png](Screenshot_20220101_082503.png)\n\nif you click on button \"make a single copy\" then nothing will happen. I am not sure but seems this UI inconsistency\n\n\nOpen the file and try to make single user to click in object property window:\n\n[make-single-copy.blend](make-single-copy.blend)", "Blender 3.5 - Python - Excluding Collections that have child collections is not consistant\nOperating system: Linux-5.4.0-131-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.141.03\n\nBroken: version: 3.5.0 Alpha\nBroken : 3.2.1\n\nWe have a custom render manager which enables / disables collections on demand.\nIf you have a collection, that gets excluded via script, then included. all child collections get excluded and not re-included\n\n1. Open Attached blend file \n2. Toggle Collection on and off and Collection 2 on and off\n3. Notice how when Collection is toggled, Collection 2's exclusion is remembered, whether it is excluded or not\n4. Make sure Collection 2 is not excluded, and Collection 1 is excluded.\n5. Run Example script\n6. Notice how Collection 2 is now excluded\n\nThe expected behaviour, is that Collection 2 should remember what its previous state was, whether it was excluded or not. This is causing issues at render time when we are toggling collections on / off and objects are not rendering because of it.\n\n[bug.blend](bug.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.", "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", "Evaluate \"Add to Collection\" in Object > Collections panel\nIn the Properies {nav Object tab > Collections}, the '+' icon invokes the *Add to Collection* operator (the button next to it shows the same name, but actually invokes *Link to Collection* - this task is about the '+' button next to it!). \n\n![Screenshot 2020-12-11 at 21.16.27.png](Screenshot_2020-12-11_at_21.16.27.png)\n\nWhen clicking it a new collection is created (which the name doesn't suggest) and the object moved to it. Problem is, the collection is not linked into the current scene. The user thinks nothing happened. You have to check the Data API or Blender File Outliner display mode to see that a collection was added. There actually is a way to link it to the scene, but it's pretty much hidden (can you find it? :) )\nA fake user is set, so this seems to be deliberate behavior. I assume it was more intended to be used for collection instances, where you might not want to link a collection, only an instance. And it's probably a left over from the old group system.\n\nCould we avoid this confusion?\nWe could just link the collection into the scene. Users can still unlink it. And the operator name could be *Add to New Collection*.", "EEVEE doesn't take collection visibility in account with collection instances\nOperating system: Arch Linux and Windows 10\nGraphics card: Intel UHD 620 and NVIDIA GTX 1060 Super\n\nBroken: `3.1 Alpha 43b0ff3054ba`; `3.0 Beta fb0ea94c6303`; `LTS 2.83.19`\nWorked: \n\nWhen baking (cubemaps or irradiance) with visibility collection set, it will ignore collection instances.\n\nTo explain, I've prepared the following screenshot, hopefully it will explain the situation well.\n\n![image.png](image.png)\n\nAs you can see, the cubemap has visibility collection set to *Collection*, where a *Plane, Cube and an instance of Real* are present, however in the cubemap only the *Plane and Cube* are visible, while the instance is left out.\n\nAs a reference, this is how it should've looked like (this was after instances were made real):\n\n![image.png](image.png)\n\n1. Open the appended file\n2. In render settings, under indirect lighting: *Delete Lighting Cache* and *Bake Cubemap Only*\n3. Switch to Renderered view\n4. Observe the missing floating instance of Real\n[eevee_visibility.blend](eevee_visibility.blend)" ]
[ "collection names doesn,t update in viewport (text info) as shown in images\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\n\n[Collection names doesn't update automatically when select an object in outliner or viewport is in collection, the collection name doesn't change in viewport Text info,if u select any collection then the object in another collection the names doesnt update.]\n![select_cube.png](select_cube.png)\n\n![select_sphere.png](select_sphere.png)\n\n" ]
Input ration faulty outcome after confirmation OSX 10.11.6 Intel Iris Pro 1536 2.80 , 3c3d80ea22af, 2019-01-08 23:33 I think this never really worked properly, 2.79 and 2.78 also show it. Input number for ration results in different numbers after confirmation 1. Add cube 2. Press R to input ration, than Z for using Z-axis 3. Input any number 4. In transform panel ration doesnt match input See attached screengrab ![input-rotation-faulty.gif](input-rotation-faulty.gif)
[ "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", "Bisect Tool rotation Gizmo doesn't behave correctly\nOperating system: Linux-5.15.0-27-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.60.02\n\nBroken: version: 3.3.0 Alpha\n\nI wasn't sure how to call the title. \nThe issue is that if you use the Bisect tool in the toolbar, you get an adjust last operation gizmo after using it.\nBut the rotation gizmo doesn't seem to take the mouse movement relative to the viewport rotation into account that well.\nIt behaves quite strange and unintuitively.\n\n- Go into Edit Mode on a cube\n- Select everything\n- Use the Bisect Tool from the toolbar on the cube\n- Use the blue ring on the gizmo\n- Try using it from different angles (rotate around the cube)", "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", "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", "Most sculpt tools do not work while model is animated\nLinux 64-bit\n2.93.2\nMost sculpt tools do not work as expected when the object is spinning like it's on a pottery wheel. Some tools like the clay tool work okay, but other tools like smooth and scrape do not. I think it has to do with the stroke method; the stroke accounts for screen space but not the local transform of the object if it's moving during a stroke. Video of my attempt here:\n[pottery.mp4](pottery.mp4)\nI made this as a joke and it looks like garbage, but unfortunately it went viral and everybody thinks it's a great idea so now more people are gonna try it and complain that it doesn't work. It's a valid workflow that you have to account for now apparently. I'm really sorry.\n - Open the attached file\n - Play the animation\n # Try to sculpt the thing while it spins\n[bowl.blend](bowl.blend)\n", "Wrong property changing `matrix_world` and destructive undo via RMB.\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.23\n\nBroken:\nversion: 3.6.1\nversion: 4.0.0 Alpha\nWorked: never\n\nReturning to the original state during editing (or canceling) does not give the result that was when editing was started.\n<video src=\"attachment\" title=\"2023-08-16 21-40-53.mp4\" controls></video>\n\n1. Copy script and run\n```python\nimport bpy\n\nclass Panel(bpy.types.Panel):\n bl_idname = 'Panel_PT_Panel'\n bl_label = \"Test Panel\"\n bl_space_type = 'TEXT_EDITOR'\n bl_region_type = 'UI'\n bl_category = 'Text'\n def draw(self, context):\n col = self.layout.column()\n ob = context.object\n col.prop(ob,'name')\n col.prop(ob,'matrix_world')\n\nif __name__==\"__main__\":\n bpy.utils.register_class(Panel)\n```\n2. Quickly change the scale value for the object matrix.\n3. Press Right mouse button.\n\n", "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", "Quad View Exiting Behavior\nUsers coming from other software expect Quad View to behave a certain way. Since d71db08f6d, when exiting Quad View we always toggle to the *User Perspective* (top right) view, rather than the one the mouse currently hovers. That differs from what users probably expect (see #43523, #42462, #42368, #43452, #69717).\nIt should not be hard to get the (presumably) expected behavior to work again while addressing the reasons it was removed.\n\nQuick proposal:\n* Maximize the hovered view when exiting Quad View\n* Keep rotation of that view locked if it wasn't the *User Perspective* one\n* Keep the view transform of the *User Perspective* stored so when going back to Quad View, it shows that in the top right.\n\nFor more details, see d71db08f6d.", "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", "When changing the width of frame, it also changes frame location.\nIf you create frame and set it into (0,0) location. Then grab right side of the frame node and make frames width bigger. Now using python read the frame \nlocation again and it is not (0,0) anymore. \n\n![loca1.jpg](loca1.jpg)", "[Parent Task] Fix UBSan issues\nAt @ideasman42's suggestion, I'm creating this as a parent task to resolving all the low-hanging fruit issues caught by Undefined Behavior Sanitizer. Most of these that I have personally found have been alignment issues but UBSan covers a wide range of conditions.\n\nBeyond making Blender possibly more performant and/or stable, the primary goal is to reduce noise from UBSan output for easier debugging. **This is a low priority task!**\n\nCurrently know related tasks include:\n- [x] [D14798](T97691: RNA function call args alignment issue (resolved)\n- [x] #81340: UBSan: several runtime errors at launch (found in issue search, status unknown.)\n- [x] [D15390](D15390): GL offset pointer calculated as index into null array pointer (fix approved pending merge)\n- [ ] #97693: Unexplained `sizeof(void*)*2` alignment requirement on `blender::deg::OperationNode` instances (Archived but unresolved)\n- [ ] [D15262](D15262): Alignment issue with `Icon_Geom->colors` buffer\n- [ ] #99385 (Ubsan invalid vptr errors in TBB)\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", "Changing rotation axis in operator panel has no effect\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.27\n\nBroken: version: 3.1.0 Alpha\n\nAfter confirming a rotation operator with a click, attempting to change the axis in the popup panel has no result.\n\n\nAdd any object. Press R to rotate it, and choose any specific axis. After you click to confirm, attempt to change the axis of rotation in the operator panel. \n", "Rotation/Move support for Transform Cage\nThe idea is have a Transform Cage to move, rotate and scale in the 3D viewport (similar to the gizmo that exists for 2D UV editing).\nThis is will be realy useful for Grease Pencil and 2D animation workflow and is common in other 2D animation programs.\n\nPlease, check this video for more info:\n[Tramsform Cage2.mp4](Tramsform_Cage2.mp4)\n\n\nDaniel\n\n----\n\n\n****is this just the current scale cage with rotation handles added?***\nYes, basically. It would be nice if you grab an edge of the cage you have a skew transform (see the video)\n\n[2020-02-13 01-53-56.mp4](2020-02-13_01-53-56.mp4)\n\n***Would the pivot point be used only for rotation or scale as well?***Yes, for all tranformations***Would it be possible not to use this pivot point, and use the 3D cursor instead?***It´s is possible but I think that is more convenient and easy for the user***How this is accessed (As a sub-tool of transform? like scale cage?)***\nYes, as a sub-tool of transform\n\n", "Parented Rigid Body offsets on transform if the parent has been moved\nWin8.1, 3x gtx580\n\n2.79\n\nIf a rigid body is parented to something (like an empty for group animation before beginning of the simulation etc.), if the parent was moved or animated, when attempting to transform the rigid body, it begins transformation with the offset of the parent (makes it impossible to fine tune simulation starting locations).\nThis happens when animation frame is within simulation range +1.\n\n[wt2.blend](wt2.blend)\n - Press G (grab transform) or use transform widget on the selected plane.\nIf the rigid body gets re-parented, the offset disappears until the parent is moved.\n" ]
[ "Unexpected rotation value when using keyboard shortcuts\nWindows 7, NVidia Quadro K620\nThe problem does not seem to be system dependent.\n\nBroken: 2.79 5bd8ac9\nAlso broken: 2.80 Alpha 2 ae87adc73a2 (1.11.2018)\n\nWhen setting rotation with keyboard shortcuts in specific way, the rotation value is different than expected.\nRotation value of +195 is 195. +196 is -164. +270 is -90. +360 is approximately 0 (e.g. 0.00001).\n\nEven if this is intentional, it seems inconsistent.\n\n\n\nIt seems to work with all types of rotation, with or without axis constraints, but it is easiest to check by using axis constraints.\n\n\n1. Open the N-panel / Sidebar, or Object tab in the Properties editor, so that Transform values are visible.\n\n2. Select any object, such as a cube.\n\n3. Rotate it by using the Rotation hotkeys, and set the value by **writing** the rotation amount **as a number**. For example: R, X, write \"360\", Enter.\n\n4. The problem:\nThe X rotation property in the Transform will not be 360, but 0.\nIf the number is \"270\" instead, the rotation will be -90.\n\nThe expected value is 360 for \"360\", and 270 for \"270\".\n\n\nAdditional information:\nIf you start the same command with R, X, and then use the mouse to set the rotation amount to 360, the X rotation value will be 360.\nWhen viewing the **Last Operator panel**, there will be no visible difference between the two ways to set the rotation amount to 360. If the degree amount was set by writing a number on the keyboard, the result is different that if it was set by mouse movement. \n\nIf the object is rotated with the Rotate tool / manipulator, and the amount is set by writing \"360\", the value will be approximately 0.\nIf the rotate tool's value is set by using mouse, the value will be 360.\n\n\nWriting any value 196 or larger, or -196 or smaller, will be affected. \n195 will give result of 195. \n195.99 will give result of (approximately) 196.\n196 will give result of -164.\n270 will give result of -90.\nN seems to give result of - (360-N), when 196 <= N <= 360\n360 will give result of 0.00001 (or other number that is approximately 0)\n361 will give result of 1\n\nEvery full circle will be negated, e.g. 720 will give result of 0.\n\n- 195 will give result of -195\n- 196 will give result of +164\n- 361 will give result of -1\n\n**Attachments**\n\n**The steps can be reproduced with the default scene and the default cube.**\n\nPNG image of problem (in 2.79)\n![rotation-with-text-amount.png](rotation-with-text-amount.png)\n\nGIF demonstration of problem (in 2.8). First, the expected result: when using mouse, rotation of 360 gives a result of 360). Then, the result caused by the bug: when writing the angle by using the keyboard, 360 gives a result of approximately 0.\n![Blender_r-x-bug.gif](Blender_r-x-bug.gif)\n\n[Default scene - 2.8.blend](Default_scene_-_2.8.blend)\n\n[Default scene - 2.79.blend](Default_scene_-_2.79.blend)\n\n" ]
Can't read the file it writes Operating system: MacOS 10.13 Graphics card: Radeon Pro Vega 20 Broken: master Worked: 3.4 Blender fails to read it's own file produced from an .obj Download: San_Miguel.zip Start Blender, Select All, Delete Import->Wavefront: Select the low-poly version: san-miguel-low-poly.obj Once done, Save; Quit Restart Blender, Open Saved san miguel blend file -> crashes with: BLI_assert failed: source/blender/blenloader/intern/readfile.cc:2030, direct_link_id_common(), at '(id->tag & (LIB_TAG_NO_MAIN | LIB_TAG_NO_USER_REFCOUNT | LIB_TAG_NOT_ALLOCATED)) == 0'
[ "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", "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", "output_node.inputs.new() crash blender\nOperating system: Linux-5.15.0-57-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.86.01\n\nBroken: version: 3.4.1\n\ninput = output_node.inputs.new(type = 'RGBA',name = 'bob_sfog',identifier='bob_sfog') \ncrash blender\n\nOpen blender \nexecute line by line this srcript:\n\n```\nscene = bpy.data.scenes[0]\nscene.use_nodes = True\noutput_node = scene.node_tree.nodes.new(type='CompositorNodeOutputFile')\noutput_node.inputs.clear()\ninput = output_node.inputs.new(type = 'RGBA',name = 'bob_sfog',identifier='bob_sfog')\n```\n\n", "File->Data Preview->Batch Generate Preview failed\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.99\n\nBroken: version: 3.6.2\n\n\nThis Menu give a error and no work\nFile->Data Preview->Batch Generate Preview \n\nLog : Previews generation process failed for file 'D:\\Cours et Note\\Blender Cours\\Cours avec Mykol en Francais Blender 3.0\\fichier du cours\\xam Collection.blend'!\n\n", "Eevee crashes when rendering some of the Blender Studio rigs\nOperating system: Windows 10 Home\nGraphics card: Intel(R) HD Graphics 4600\n\nAlso tested on Debian 11 on both GNOME and MATE. It didn't make much of a difference, the GNOME session crashes and takes me back to the login manager meanwhile on MATE the program gets killed after it freezes for too long. I'd say that this is just a difference in the behaviour of the two desktop environments, but I can't say for sure.\n\nAlso asked a friend of mine to test it on their MacBook Pro, they claim to have seen the same results as I have. Just keep in mind that they're busy and I don't have access to their hardware.\n\nTried opening it on multiple versions:\n3.0.1 (stable), 3.5.1 (stable) and 4.0.0 (alpha) with [66d20c8723e6](66d20c8723e6) being the latest commit.\n\n(Windows/Linux/Mac)\nWhen opening it from the list of recent files I see the Blender project being displayed on the screen, but apparently for only one frame then freezes. I can see the prompt that asks for script execution to be enabled, the model itself, the pose library, etc. It just freezes afterwards.\nSame thing happens for when opening it via File -> Open, but I only see the default cube project before the crash.\nGot it from .\n\n1. Run Blender\n2. Open `ellie_animation.blend`\n\nSomething else worth noting is that apparently a group of people on the Blender Artists forums are experiencing the same issue: 1342795\n\n`blender-stdout.txt` and `blender-stderr.txt` were generated like so:\n`C:\\Users\\Mustafa\\blender-4.0.0-alpha+main.66d20c8723e6-windows.amd64-release>blender --factory-startup --debug-all > blender-stdout.txt 2> blender-stderr.txt`\nI've even provided a file (`gdb-blender.txt`) containing the output of interactively debugging blender with the GNU Debuger, in case you'll need it.\nAll debug logs and related files were created on Windows.\n\nThanks in advance! It'd take a miracle to get such a huge open source project going and you're doing a great job, I appreciate your hard work on Blender.\n", "Support FFMPEG Autosplit filepaths for animation playback\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.19\n\nBroken: version: 2.83.0\n\nIf you enable \"Autosplit Output\" under ffmpeg you cannot view the animation within blender cause \"//\" will be added to the file path.\n\n\n - load up new blender project\n - Set frame range to like 1-20\n - Set output format to ffmpeg, doesn't matter what settings\n - Enable \"Autosplit Output\" just below the container setting\n - In the viewport select \"View/ Viewport Render Animation\"\n - Wait for render to complete then select \"Render/view animation\" (ctrl+F11) \n # note incorrect file path, in my case it reads \"I:\\\\BlenderRenderCache\\\\0001-0020.mp4\"\n\n\n\n", "Regression: Crash when animation is playing\nOperating system: Windows 10\nGraphics card: 2x RTX3080\n\nBroken: 3.6 and 3.6.1 release canditate\n\nPress the space bar, the animation starts and Blender closes. The console says : EXCEPTION_ACCESS_VIOLATION\nI also test the file with an independent portable version of Blender, but the crash still occurs.\n\nPress space bar to play the animation and wait the frame 48.\n\n[Fluent_Testing_7_for_blend_dev.blend](https://projects.blender.orgattachment)", "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", "Memory leak in particular file containing vdb\nOperating system:win11\nGraphics card:3070ti,cpu 12700H\n\nBroken:3.3.0,0759f671celf,master,2022-09-06 15:39\nWorked:null\n\nAfter opening the model and exiting without doing anything, the following memory leak message will be printed in the system console window on exit\n![image.png](image.png)\n\n- Open the uploaded file and close it without any additional operation\n- Notice the memory leak info in console.\nDeleting VDB files from the file doesn't result in memory leak\n[fantasy_castal_final_contents.blend](fantasy_castal_final_contents.blend)", "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", "Assert when drawing annotations on surface\n- In the default scene, change to the annotate tool with surface placement.\n- Draw two strokes on the cube.\n- Blender hits the following assert.\n\n```\nBLI_assert failed: source/blender/gpu/intern/gpu_texture.cc:605, GPU_texture_read(), at 'GPU_texture_usage(tex_) & GPU_TEXTURE_USAGE_HOST_READ'\n The host-read usage flag must be specified up-front. Only textures which require data reads should be flagged, allowing the backend to make certain optimiastions.\n```\n\nAdding `GPU_TEXTURE_USAGE_HOST_READ` in `gpu_viewport_textures_create` fixes the issue.\n\n```\n* thread #1, name = 'blender', stop reason = signal SIGABRT\n * frame #0: 0x00007ffff7df564c libc.so.6`___lldb_unnamed_symbol3503 + 268\n frame #1: 0x00007ffff7da5958 libc.so.6`raise + 24\n frame #2: 0x00007ffff7d8f53d libc.so.6`abort + 215\n frame #3: 0x0000000013fa57f9 blender`_BLI_assert_abort at BLI_assert.c:46:3\n frame #4: 0x000000001279abfd blender`::GPU_texture_read(tex_=0x00007fffd2ee4b08, data_format=GPU_DATA_UINT_24_8, miplvl=0) at gpu_texture.cc:602:3\n frame #5: 0x0000000008ca0c96 blender`view3d_depths_create(region=0x00007fffe428b208) at view3d_draw.cc:2278:9\n frame #6: 0x0000000008ca0b7e blender`::ED_view3d_depth_override(depsgraph=0x00007fffd2c19b08, region=0x00007fffe428b208, v3d=0x00007fffe42f8a08, obact=0x0000000000000000, mode=V3D_DEPTH_NO_GPENCIL, r_depths=0x00007fffd2c2c340) at view3d_draw.cc:2382:19\n frame #7: 0x00000000082f5d95 blender`annotation_paint_strokeend(p=0x00007fffd2c2c308) at annotate_paint.c:1667:5\n frame #8: 0x00000000082fa307 blender`annotation_paint_cleanup(p=0x00007fffd2c2c308) at annotate_paint.c:1698:5\n frame #9: 0x00000000082f6771 blender`annotation_draw_exit(C=0x00007fffec9de248, op=0x00007fffc6f5f188) at annotate_paint.c:1868:5\n frame #10: 0x00000000082f5a80 blender`annotation_draw_modal(C=0x00007fffec9de248, op=0x00007fffc6f5f188, event=0x00007fffc6da4758) at annotate_paint.c:2715:7\n frame #11: 0x0000000006e8d888 blender`wm_handler_operator_call(C=0x00007fffec9de248, handlers=0x00007fffe4243020, handler_base=0x00007fffc14d3aa8, event=0x00007fffc6da4758, properties=0x0000000000000000, kmi_idname=0x0000000000000000) at wm_event_system.cc:2406:16\n frame #12: 0x0000000006e8c1a7 blender`wm_handlers_do_intern(C=0x00007fffec9de248, win=0x00007fffe4242f08, event=0x00007fffc6da4758, handlers=0x00007fffe4243020) at wm_event_system.cc:3311:21\n frame #13: 0x0000000006e8a60f blender`wm_handlers_do(C=0x00007fffec9de248, event=0x00007fffc6da4758, handlers=0x00007fffe4243020) at wm_event_system.cc:3361:16\n frame #14: 0x0000000006e897c2 blender`::wm_event_do_handlers(C=0x00007fffec9de248) at wm_event_system.cc:3955:17\n frame #15: 0x0000000006e79d47 blender`WM_main(C=0x00007fffec9de248) at wm.c:640:5\n frame #16: 0x000000000602869d blender`main(argc=1, argv=0x00007fffffffe9d8) at creator.c:585:5\n frame #17: 0x00007ffff7d90290 libc.so.6`___lldb_unnamed_symbol3141 + 128\n frame #18: 0x00007ffff7d9034a libc.so.6`__libc_start_main + 138\n frame #19: 0x00000000060281a5 blender`_start at start.S:115\n```", "Saving single image of image sequence: image.save_render(): Could not acquire buffer from image. \nOperating system: Linux-5.15.5-76051505-generic-x86_64-with-glibc2.33 64 Bits\nGraphics card: Radeon RX 590 Series (POLARIS10, DRM 3.42.0, 5.15.5-76051505-generic, LLVM 12.0.0) AMD 4.6 (Core Profile) Mesa 21.2.2\n\nBroken: version: 3.1.0 Alpha\n\nWhen trying to call the .save_render() function via the PythonAPI on an image datablock that holds an image sequence Blender throws the \"Could not acquire buffer from image. \" error.\n\n1. Load any image sequence in image editor. \n2. Call bpy,data.images- [ ].save_render()\n\nI appended a zip with an already prepared blend file and image sequence. You can use that for convenience. [bug_report_bundle.zip](bug_report_bundle.zip)\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", "Crash after executing the script\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.98\n\nBroken: version: 3.6.1 Release Candidate\n\nApplication crashes when clicking on the script run button\n\n1/ launch Blender\n2/ click on \"Scripting\" tab; click \"New\"\n3/ paste the following chatgpt generated script and run it: \n```\nimport bpy\nfrom math import sqrt, sin, cos\n\n# Define the vertices of the tetrahedrons\nvertices1 = [\n (1, 1, 1),\n (-1, -1, 1),\n (-1, 1, -1),\n (1, -1, -1)\n]\n\nvertices2 = [\n (1, -1, -1),\n (-1, 1, -1),\n (-1, -1, 1),\n (1, 1, 1)\n]\n\n# Define the faces of the tetrahedrons\nfaces1 = [\n (0, 1, 2),\n (0, 2, 3),\n (0, 3, 1),\n (1, 3, 2)\n]\n\nfaces2 = [\n (0, 1, 2),\n (0, 2, 3),\n (0, 3, 1),\n (1, 3, 2)\n]\n\n# Create new meshes and objects\nmesh1 = bpy.data.meshes.new(\"Tetrahedron1\")\nobj1 = bpy.data.objects.new(\"Tetrahedron1\", mesh1)\n\nmesh2 = bpy.data.meshes.new(\"Tetrahedron2\")\nobj2 = bpy.data.objects.new(\"Tetrahedron2\", mesh2)\n\n# Set the object locations and scene context\nobj1.location = (-2, 0, 0)\nbpy.context.scene.collection.objects.link(obj1)\n\nobj2.location = (2, 0, 0)\nbpy.context.scene.collection.objects.link(obj2)\n\n# Create the vertices and faces of the meshes\nmesh1.from_pydata(vertices1, [], faces1)\nmesh1.update(calc_edges=True)\n\nmesh2.from_pydata(vertices2, [], faces2)\nmesh2.update(calc_edges=True)\n\n# Hinge the tetrahedrons together by one edge\nedge1 = mesh1.edges[0]\nedge2 = mesh2.edges[2]\n\nbpy.ops.object.select_all(action='DESELECT')\nobj1.select_set(True)\nobj2.select_set(True)\n\nbpy.context.view_layer.objects.active = obj2\nbpy.ops.object.mode_set(mode='EDIT')\nbpy.ops.mesh.select_all(action='DESELECT')\nedge2.select = True\nbpy.ops.mesh.edge_face_add()\nbpy.ops.object.mode_set(mode='OBJECT')\n\n# Add an armature to the tetrahedrons\nbpy.ops.object.armature_add()\narmature = bpy.context.object\narmature.name = \"HingeArmature\"\narmature.location = (0, 0, 0)\n\n# Add bones to the armature\nbpy.ops.object.mode_set(mode='EDIT')\nbone1 = armature.data.edit_bones.new('Bone1')\nbone1.head = (0, 0, 0)\nbone1.tail = (-2, 0, 0)\nbone1.use_deform = False\n\nbone2 = armature.data.edit_bones.new('Bone2')\nbone2.head = (0, 0, 0)\nbone2.tail = (2, 0, 0)\nbone2.use_deform = False\n\nbpy.ops.object.mode_set(mode='OBJECT')\n\n# Parent the tetrahedrons to the armature\nobj1.parent = armature\nobj1.parent_type = 'BONE'\nobj1.parent_bone = 'Bone1'\n\nobj2.parent = armature\nobj2.parent_type = 'BONE'\nobj2.parent_bone = 'Bone2'\n\n# Animate the hinge\nframes = 30\n\nfor frame in range(frames):\n bpy.context.scene.frame_set(frame)\n\n angle = frame / frames * 2 * 3.14159265\n\n bone1.tail = (-2 * cos(angle), 0, -2 * sin(angle))\n bone2.tail = (2 * cos(angle), 0, 2 * sin(angle))\n\n bone1.keyframe_insert(data_path='tail')\n bone2.keyframe_insert(data_path='tail')\n```", "Unable to fix broken linked IDs when renamed in libfile\nWindows 10\nWindows 7 x64\n\nWorked: 2.82\nBroken: 2.83.0\n\nCant rename linked collection. Error: Cannot edit external library data\n\nDefault Blender setup (first file lets call it assets.blend)\nCreate a collection and name it \"Test\" \nCreate a cube and move it to \"Test\" collection\nSave the file\n\nCreate another file (lets call it level.blend)\nLink the \"test\" collection from the assets.blend\nCheck all linking options before hiting link\nSave the file\n\nNow open assets.blend again and rename \"Test\" collection to \"Cube\"\nAnd save it again.\n\nOpen level.blend\nA message appears that link is broken\nGo to Outliner and change Display mode to Blender File\nNow go down to the linked collection\nDouble click broken collection to rename it\nError message appears \"Cannot edit external library data\"\n\nRenaming linked collections works fine in 2.82\n" ]
[ "Invalid flags in default_material_surface->nodetree->tag.\nOperating system: Linux-5.15.0-56-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 525.60.11\n\nBroken: version: 3.5.0 Alpha\nWorked: don't know.\n\nFor many files a material nodetree is saved with tag set to a value which causes an assert upon loading (in debugmode).\n\n\n- import a .glb or .obj or .usd (maybe others too) model with a material.\n- save it to a blend file\n- open the resulting blend file\n\nThis assert fails:\n```\nblender/source/blender/blenloader/intern/readfile.cc:\n2028│ /* No-main and other types of special IDs should never be written in .blend files. */\n2029├─> BLI_assert((id->tag & (LIB_TAG_NO_MAIN | LIB_TAG_NO_USER_REFCOUNT | LIB_TAG_NOT_ALLOCATED)) ==\n2030│ 0);\n```\n\nThis is caused by default_material_surface->nodetree->tag having the offending flags set. Because default_material_surface is the base for all imported materials the final materials will have these set as well and they will get saved to the file.\n\na ready made test file , made by importing an .obj is attached:\n[test.blend](test.blend)\n\n" ]
Objects on Viewport Appear Glitchy Operating system: Windows-10-10.0.19044-SP0 64 Bits Graphics card: Intel(R) HD Graphics 4600 Intel 4.3.0 - Build 20.19.15.5171 Broken: version: 3.3.0 Alpha Worked: (none) Objects appear glitchy when you are far from the object you're viewing on the viewport. I mean "glitchy" like it doesn't look normal compared to when you're near the object you're viewing on the viewport. ![Screenshot 2022-05-11 181507.png](Screenshot_2022-05-11_181507.png) 1. Start Blender 2. Open the attached Blender file 3. Hit **n** on your keyboard and go to the **View** panel 4. Set **Clip End** to a very high number (not lower than 10 numbers) 5. Add an object and make it very big 6. Scroll back with your mouse so you get far from the object but still see it. [Objects on Viewport Appear Glitchy.blend](Objects_on_Viewport_Appear_Glitchy.blend) I just noticed this problem while I was investigating about #98041 (Weird "Green, Red, and Gray" Thing Appearing on Viewport)
[ "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)", "Some Overlays are not rendered in Viewport Render (Text Info incl object name, Statistics, 3D Cursor)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.13\n\nBroken: version: 2.93.1\nAlso 3.1.0 Alpha\n\nUsing viewport render (or workbench) I'm unable to view object or empty names \n```\n(bpy.data.objects[\"NAME\"].show_name)\n```\n\nEnable show name on a visible object, and make a viewport render (bpy-ops-render-opengl)\nThe text isn't rendered in the image like it is in the viewport.\n\n", "Grease Pencil Blur makes a tight white line beteween to diferent GP Objects.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.6.0 Alpha\n\nWhen I use Blur effects on a GP object, it makes a tight white line between to different GP Objects. But, depends on which angle you look at, and this bug disappears.\n![image](attachment)\n\njust added a blur effect on a grease pencil on render preview mod.\n\n", "Viewport: Auto-Depth rotation ignore transparent image reference empties\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.92\n\nBroken: version: 2.90 (sub 0)\n\ncant rotate around partially occluded image objects.\n\n\nopen file, make sure rotate around mouse is enabled in preferences. hover mouse over either side images and hold in the mouse wheel, move the mouse, the view will rotate around the mouse. Now do the same for the middle image, the view no longer rotates around the mouse.\n\n[rotate around mouse bug with image objects that are occluded.blend](rotate_around_mouse_bug_with_image_objects_that_are_occluded.blend) \n\n", "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.", "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", "Viewport redraws unnecessarily after each selection when using Eevee in look-dev or rendered modes\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.66\n\nBroken: version: 2.83 (sub 11)\nBroken: version: 2.83 (sub 10)\nWorked: n/a\n\nThe viewport will unnecessarily redraw each time a selection change occurs when using Eevee's rendered mode or look-dev mode. This does not occur with the Cycles Rendered viewport.\n\nLoad the attached .blend\n[badredraws.blend](badredraws.blend)\n\n- Contains a default cube, a ground plane, and 1 large radius light (to make it obvious that things are redrawing)\n- Go into look-dev or rendered modes with Eevee as the render engine\n- Select each object in the scene and notice that the viewport redraws each time a new selection is made (obvious due to the flickering of the shadows)\n- If switched to cycles rendered mode, selection changes do not cause re-rendering\n\n", "Objects in volumes have dirty noisy object pass AOV\nOperating system: Windows 11\nGraphics card: RTX 2070\n\nBroken: : 3.4, 2.93\n\n\n\nSee the image for the dirt Object index AOV\n![image.png](image.png)\n\n- Load the attached .blend\n- Render it\n# Check the Comp tab for the result\n\n[_17082022_2227_24.zip](_17082022_2227_24.zip)", "VDB slowing down animation playing even when visibility is turned off\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA RTX 6000 Ada Generation/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.67\n\nBroken: version: 3.5.1\n\nVDB loaded even if visibility is turned off\n\nI have an explosion VDB in my scene. Even if I turn off the viewport visibility, it still loads it in memory and playback is slowed down like crazy. It shouldn't be the case. I should be able to turn it off so I can have fast playback and just have it visible at render time.\n\n", "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", "The 3d cursor looks very dim on AMD cards with the Mesa driver.\nOperating system: Gentoo Linux\nGraphics card: AMD Vega64\n\nBroken: All current Blender versions (2.93 to 3.5)\n\nThe 3D cursor in the viewport seems to be drawn with transparency.\nHowever this is only an issue on AMD cards it seems.\nIt started happening 4-5 months ago, so this is most certainly a driver issue.\n\nOpen the default cube scene and observe that the 3D cursor looks very dim:\n![screenshot.png](screenshot.png)", "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", "HDRI Preview Spheres appear in surface reflections\n\n\nBroken: version: 2.82 (sub 7)\nMaster\n\nWhen using material shading and overlays in the viewport, the gizmo at the bottom-left corner (sphere displaying the environment map used for preview) is reflected by shiny surfaces in the 3D world, despite technically being a part of the UI. Using the icon to show / hide overlays affects this, the reflection also disappears when overlays are hidden.\n\nShould work in any setup, if there are issues replicating this let me know and I'll extract the relevant part from my project's blend file. Just add a plane, lower its material roughness so it's shiny, move the view upward so the overlays appear under it, and you should see the strange reflection.\n\n![Screenshot_20200224_210232.png](Screenshot_20200224_210232.png)\n\n[HDRI_reflected_in_viewport.blend](HDRI_reflected_in_viewport.blend)", "weird unremovable noise which looks like white or semitransparent squares\nWindows GTX NVIDIA 860M Lenovo Y50 laptop 16GB RAM and 2GB VRAM\n\nBroken: (2.77, weird unremovable noise which looks like white or semitransparent squares)\n\n\n**I have horrible flickering noise during my animation and it flickers like a sparks. What causes this noice is alpha images with holes or models of the grids with holes + method of reducing it by using Z and normal passes combined with bilaterural blur (advised by Barteck Skorupa). But i still wanna use it since it still better and only way to properly reduce other types of noice presented in my scene. So this noice looks like SQUARE PIXELS which are flickering during animation. Change of iterations of bilatural blur helps a bit but not completely and not on all frames. \n\nI will give you more info now about this strange things -\n\n\n1- At most frames there is no such noise (because i removed it by using bilateral blur and determinator) but at other frames they are still appear and not despeckle not bilatural blur helps and the weird thing - THEY BECOME MORE VISIBLE AT HIGHER SAMPLES!!!!\n\n\n2 - At some frames this squares are transparent at others - semitransparent or completly white like you can see on the screenshot\n\n\n3 - If i render same image at small samples - like 125 for example - i may not see them at all. But if i change to 150 - they become very visible!!!. \n\n4 - They mostly appear around grids holes models or grids holes alpha images.\n\n\n5- Even if camera not moving they may still appear and look at different frames - differently (white or semitransparent )\n**\n\n![1095_01204-min-min.png](1095_01204-min-min.png)\n\n![588.png](588.png)\n\n![1095_01204-min.png](1095_01204-min.png)\n\n![29_00713-min.png](29_00713-min.png)\n\n**To reproduce the error you whould probably need to render scene when camera moves and looks directly on grids png images with holes or even models of grids with a holes and also try to use bilatural blur node with determinator + z pass and normal pass combined ro remove noise - since most of the issues appearing when you using this nodes combinations (but its necessarily to use them)**\n\n\nIf you will need a blend file please leave me a comment on [email protected]. Thanks\n", "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" ]
[ "Very large 3D View far clipping distance results in artifacts in orthogonal view\n%%%Tested to r52266...\n\n1. Open a new file\n2. Press N for properties panel, set End clipping distance to 1000000\n3. Press NumPad-5 for Orthogonal view\n\nNote the artifacts on the edges of the cube. You start to see them at about 200000 for the end clipping. The higher you go, the more obvious it is, until the front face of the cube becomes invisible.\n\nI note in 2.49 the value maxes out at 10000. Seems low, but maybe a limit of 100000 would fix it. Though ideally, we should be able to have no limit, which is why I've always had this set to an astronomical amount in 2.5/2.6, to ensure nothing ever gets clipped. (Not realising this setting was the cause of the \"invisible front face\" problem, I continued using 2.49 for modelling...)%%%" ]
Problem in Mac with Environment Background image connected to Mapping Node Operating system and graphics card Mac OS High Sierra - v. 10.13.6 AMD Radeon R9 M290 2048 MB Graphics Card Broken: (Blender 2.8 d022794cad9) Worked: (2.79) Error happens when using Environment Background image attached to Texture Coordinate Node -> Mapping Node. The background turns pink as if the image could not be found on disk. These extra nodes allow the environment to be rotated as needed. Worked properly in 2.79 without any difficulties. Without the Texture Coordinate and Mapping Nodes, the environment image shows up properly. Set up Environment Image Background in the World tab and attach an Texture Coordinate Input node to a Mapping Node and that attaches to the actual background image node. ![Screen Shot 2018-10-10 at 10.22.30 AM.png](Screen_Shot_2018-10-10_at_10.22.30_AM.png)
[ "Texture paint in viewport is not using the color space of the image.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.14802 Core Profile Context 22.2.1 30.0.14023.7007\n\nBroken: version: 3.2.0 Alpha\n\nIf you paint a noncolor texture like a normal map, painting it directly in the 2D image correcly uses the non-color space, but painting in the viewport doesn't.\n\n\n- With any non-color texture, try to paint both in viewport and in the 2D image\n[2022-02-15 10-34-07.mp4](2022-02-15_10-34-07.mp4)\n\nAditional note: This seems to happens when you sample from the 2D image. By contrast, if you sample the color from the 3D view, you can correctly paint on it, BUT in the 2D viewer the color becomes brighter.", "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 ", "UI: Annotate Tool - Missing Layer and Color Parameters\nOperating system: Windows 10\n\nBroken: 3.5.0, 3.6.0 (2023-04-06)\n\nIn some places, layer and color parameters are missing:\n![Annotate Tool.png](attachment)\n\n", "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", "Texture Mapping issues on large brush radius\nOperating system: Linux-6.4.6-gentoo-x86_64-AMD_Ryzen_Threadripper_1950X_16-Core_Processor-with-glibc2.37 64 Bits, X11 UI\nGraphics card: AMD Radeon RX 7900 XT (gfx1100, LLVM 15.0.7, DRM 3.52, 6.4.6-gentoo) AMD 4.6 (Core Profile) Mesa 23.3.0-devel (git-50c29e1ffa)\n\nBroken: version: 4.0.0 Alpha\nWorked: --\n\n\nWhen a large brush radius for textured brushes in sculpt mode, the outer-most affected geometry doesn't apply the texture fully. This is especially noticeble on the Clay Strips and Paint brushes when the stroke method is set to anchored.\n\n![image](attachment)\n\n![image](attachment)\n\nBlend file = [bug.blend](attachment)\n\n- Open the File\n- Use the provided paint brush and clay strips brush on a subdivided cube or suzanne head like shown\n- Notice how the outer edges of the falloff is not updating the geoemtry fully\n\n", "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", "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.", "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", "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).}. ", "Picture gets preselected when opening from image node\nWindows 10 x64\nGTX 950M\n\nBroken:\nDate: 2018-12-28\nHash: 370019204316\n\nPicture gets preselected when selecting \"Open image\" on image node. You have to right click to clear the selection.\n\nThe selection is on the right side of picture.\n![picture_selected.jpg](picture_selected.jpg)\n\n1: Open shader editor and add a image texture node\n2: Select \"Open Image\" on the image node, go to a folder with a bunch of photos and select one.\n3: Duplicate the object with this material\n4: Select \"make a single-user copy\" on material\n5: Select the \"Open image\" button on the image texture node to select a new picture\n\nThis should trigger the preselection.\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", "Display warning when exporting RGBA using PNG.\nRelated to #81390.\n\nWhen exporting a render to RGBA PNG the alpha isn't correct. The issue is related to the different color spaces and PNG (sRGB) not supporting pure emissive colors. We currently don't show a message to the user explaining that it could result into artifacts.\n\nThis task would be to add a message when user selects this combination. in the export panel. Or when saving an image that isn't sRGB encoded, using these settings.\n\nMessage still needs to be approved:\n`Saving/Exporting non sRGB but transparent images to PNG creates alpha differences.` With a warning icon.", "Geometry Nodes: Rendered glitch with Image Texture and Scene Time\nOperating system: Linux-5.15.0-76-generic-x86_64-with-glibc2.35 64 Bits, X11 UI\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.54.03\n\nBroken: version: 3.6.0\nWorked: Never\n\n**Short description**\nGeometry nodes that use single images or image sequences are rendered inconsistently but usually look normal in the viewport.\nHigh-res images seem to be more unstable.\nHaving a connected/unconnected scene time node in the geo node group while using an image sequence with any number of frames also makes the rendered image/animation more unstable.\n\n|Expected render|Occasional render glitch|\n|--------------------------|--------------------------------------|\n|![0002.png](attachment)| ![0015.png](attachment)|\n\n\n**Reproduction steps**\nThis is the most unstable setup:\n\n1. Create new project\n2. in the image editor window add a new image with resolution of around 1080x1080 pixels and set the source an image sequence ![setup image sequence.png](attachment)\n3. add geometry nodes modifier to the default cube\n4. follow this node setup; in the image texture node use the created image sequence ![node setup.png](attachment)\n5. Render animation\n6. some of the rendered images will be glitched\n\nI've also tested this approach with face extrusion or instance selection instead of deleting faces. The resulting renders were also glitched. \n\nInside of this zip file is a blender project with a similar setup along with some sample images:\n[geo node groups that use images are rendered inconsistently.zip](attachment)\n\nThis reddit post seems to be describing a similar issue:\ngeometry_nodes_rendering_glitch_info_in_comments/\n\nThe workaround with disabling geo nodes modifier in the viewport mentioned there seems to be working in a simple setup. In the above project from the .zip file it is less effective.\n\n", "Same pattern looks different for Cycles and Eevee\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.1.1\n\nThis is the difference\n\n![изображение.png](изображение.png)\n![изображение.png](изображение.png)\n\nsimplified file\n[pixels tiled1.blend](pixels_tiled1.blend)\n\n\nold file \n[pixels tiled.blend](pixels_tiled.blend)\n\nI suppose the difference in Color Ramp or Noise node.\n", "Transform Node Messes Up Alpha Channel Manipulation\nArch Linux\nNvidia 750ti\n\nBroken: 2.79 (Tried 2.8 as well and I have the same issue)\n\nAs referenced here:\n4\n\nWhen I take an image in the compositor and scale it up 2x or whatever and then separate the RGBA and dilate/erode the alpha and use that to set the alpha on the image, it only works within the size of the original image and not the scaled up image. Also even if I use the R, G, or B, it still only uses the size of the original image and not that of the scaled up one.\n\n![problem1.png](problem1.png)\n\nCropped if I try to mess with the alpha after a transform.\n![problem2.png](problem2.png)\n\nUncropped if I mute my changes to the alpha.\n![problem3.png](problem3.png)\n\nAlso I believe that if you scale down\n\n[dilatecropissue.blend](dilatecropissue.blend)\n" ]
[ "purple background in ember forest scene from blender website\n\nmacos high serria Blender Version_2.80 [system-info.txt](system-info.txt)\n\nBroken: 2.8 eb7b450c0c6(splash screen)\n\n\n\nin ember forest the background get purple \n\njust open the ember forest file. \n\nforest.blend" ]
Reappearing artifact while sculpting Operating system: Linux-5.15.0-43-generic-x86_64-with-glibc2.35 64 Bits Graphics card: NVIDIA GeForce GTX 1060 3GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.129.06 Broken: version: 3.2.1 Worked: IDK This is a sculpting problem. There is an irtifact that appears on my model, when I smooth it out, it looks fine, but only until I save the model or change the editing mode. After smoothing out: ![image.png](image.png) After clicking CTRL+S and rotating the view: ![image.png](image.png) It's very hard to describe it in precise steps, also it is not possible to send you the file before the bug actually appear. To reproduce the bug in the attached file, you need: - Go to sculpt mode - "fix" the artifact with the smooth brush - change mode to object mode and rotate the view or click Ctrl+S You will see that artifact will appear. Sorry for a big file, I don't know how to recreate that in other minimal project. (Note that the file is compressed twice) [Epic_creature.tar.xz](Epic_creature.tar.xz)
[ "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", "Sculpt undo bug, mixing sculpt brush and multi-res modifier changes.\nWith current master (also 2.83).\n\nThe following steps show and error when redoing sculpt mode undo, when mixing multi-res subdivisions.\n\n- Startup file\n- Add multi-res modifier.\n- Enter sculpt mode.\n- *Repeat this 3-5 times.*\n - Multi-res subdivide.\n - Brush Stroke.\n\n- Now undo until the very beginning.\n- Now redo until the very end.\n\nWhen redoing, there are glitches where the multi-res has tearing/artifacts.\n\nSee video: [sculpt_undo_bug.mp4](sculpt_undo_bug.mp4)", "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)", "Sculpting a mesh from Blender 3.6 causes corruption\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: Intel(R) Arc(TM) A770 Graphics Intel 4.5.0 - Build 31.0.101.4644\n\nBroken: version: 3.6.2\nWorked: none, tested as far back as 3.3\n\nSculpting this mesh causes hilarious corruption and I don't know why. Note the huge Dimension coordinates.\n\nThis mesh was duplicated off a body mesh which also intermittently had the same issue. I've flipped between 3.5 and 3.6 a lot to edit that mesh because of #109432 (it's a furry character, I needed my rest position when working with hair systems). I'm wondering if something is corrupted in the mesh data itself. \n\nsculpt\n\n", "OpenImageDenoise crash / computer restart\nOperating system: Windows 10 (x64)\nGraphics card: GTX970\n\nVersion 3.0.0\n\n\n**Finish rendering when Denoise processing should take place, the computer restarts. This happens with the Cycles rendering on the GPU, when the \"Use nodes\" checkbox is checked in the \"Composting\", and the \"Denoising Data\" checkbox is unchecked on the right panel. Regardless of the scene, be it a simple cube or a complex scene like 512 or 1024 samples, the PC always reboots at the end.**\n\n\nПод конец рендера когда должно происходить обработка Denoise, происходит перезагрузка компьютера. Происходит это с рендером Cycles на GPU, когда в \"Composting\" включена галочка \"Use nodes\", а на панели с права отключить галочку \"Denoising Data\". Независимо от сцены, будь то простой куб или сложная сцена, например 512 или 1024 семпла, всегда в конце происходит перезагрузка ПК. \n\n\n\n**I attach a screenshot of the settings and the scene file itself.**\n\n\nПрикрепляю скриншот настроек и сам файл сцены.\n\n[Bug.blend](Bug.blend)\n\n![screen.PNG](screen.PNG)", "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", "Sculpt mode transform tools. Weirdness with 3d cursor.\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: Radeon (TM) RX 480 Graphics ATI Technologies Inc. 4.5.13571 Core Profile Context 19.9.2 26.20.13003.1007\n\nBroken: version: 2.81 (sub 11)\n\n1. In sculpt mode transform tools strange behavior with 3d cursor. Trying rotate part of the mesh, first rotation might be ok and second sometimes ok, but then rotation is going crazy. Exit to object mode then again enter sculpt mode, rotation is ok, but only for 1-2 times then again it acts weird (watch the video 1).\n\n2. Scaling in sculpt mode with 3d cursor not like in edit mode, it is very strange (watch the video 2).\n\n1. Open attached *.blend file, rotate several times, (do not cancel rotation with rmb!).\n\n2. Open attached *.blend file, select scale tool, try to scale, go to edit mode try to scale, see the difference?[video_1.mp4](video_1.mp4)\n\n[video_2.mp4](video_2.mp4)\n\n[bug_rot_scale.blend](bug_rot_scale.blend)", "Sculpt Mode: Wrong Transform pivot point when set to 3D Cursor\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56\n\nBroken: version: 3.4.1\n\nWrong Transform pivot point in sculpt mode.\nIf you set transform pivot point to 3d cursor and perform a rotation after it won't take orientation pivot into account. Only works on the second input. See the videos for details.\n\n - enter sculpt mode\n - enable symmetry\n - set pivot to 3d cursor \n - enable transform tool\n - mask part of the mesh\n - set pivot\n - perform rotation\n - perform second rotation\n[Blender 2023-01-27 12-14-10.mp4](Blender_2023-01-27_12-14-10.mp4)", "Update sculpt mode symmetry options as properties of meshes\n(NOTE) This task is part of the community & sub tasks of the workboard. Anyone is free to pick up this task and contribute. For any questions or needed reviewers, please tag @JosephEagar and @JulienKaspar .\n\nThere have been multiple patches to improve the symmetry behavior on painting/sculpt modes:\n- 5502517c3c\n- fa9b05149c2ca3915a4fb2670c87a648d927336c\n\nSome `bpy.data.scenes` properties have been left out of this and still need to be unified as a mesh property instead:\n- `tool_settings.sculpt.lock_x`\n- `tool_settings.sculpt.lock_y`\n- `tool_settings.sculpt.lock_z`\n- `tool_settings.sculpt.use_symmetry_feather`\n- `tool_settings.sculpt.radial_symmetry[0]`\n- `tool_settings.sculpt.radial_symmetry[1]`\n- `tool_settings.sculpt.radial_symmetry[2]`\n- `tool_settings.sculpt.tile_offset[0]`\n- `tool_settings.sculpt.tile_offset[1]`\n- `tool_settings.sculpt.tile_offset[2]`\n- `tool_settings.sculpt.symmetrize_direction`\n\n", "After updating the video card drivers to 20.11.2, interface artifacts appeared.\n{[F9329300](Снимок_экрана_2020-11-19_212921.png)}Operating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Radeon RX 590 Series ATI Technologies Inc. 4.5.14757 Core Profile Context 20.11.2 27.20.14501.18003\n\nBroken: version: 2.83.9\n\nMultiple artifacts can appear [see merged reports and see below]\n\n\n| ![bbug_3.png](bbug_3.png) |![unknown.png](unknown.png)|![image.png](https://archive.blender.org/developer/F9526216/image.png)|\n| -- | -- | -- |\n\nAfter updating the video card drivers to 20.11.2, interface artifacts appeared\nPossible workaround: downgrade GPU driver\n\nWe had more user state that enabling Render Properties > Performance > High Quality Normals avoids the drawing issues with Eevee.", "Symmetry in sculpt mode weird behavior with mask and face set\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.13587 Core Profile Context 20.4.2 26.20.15029.27017\n\nBroken: version: 2.90.0 Alpha\nWorked: --\n\nWhen sculpting a non-symetric object with symmetry on, using shift+a or shift+w creates a weird behavior\n\n\n\n[bug.blend](bug.blend)\n- Open the file above.\n- use shift+a in the second finger like this:\n![image.png](image.png)\n- Turn symmetry off and try it again:\n![image.png](image.png)\n\nThe origin is far off those two fingers and also all the transformations are applied, so I don't think its an expected behavior,\n![image.png](image.png)\n\nBesides, it doesn't happen when you try using brushes on the mesh. \n![image.png](image.png)\n", "Hair Curves: Posed hair curves get stuck onto a wrong pose upon entering and exiting Sculpt, Vertex Paint or Weight Paint mode on the surface object\nOperating system: Windows 10\nGraphics card: Nvidia RTX 2060 Super\n\nBroken: 3.6.1\nWorked: n/a\n\nOn posed hair when using the 'deform curves on surface' node, if you enter and exit Sculpt, Vertex Paint or Weight Paint mode on the surface object, the posed hair will get stuck on a wrong pose, see attached images for comparison. You don't have to edit anything for the bug to occur. \n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n1. Open the file and select the \"Surface\" object\n2. Enter and exit Sculpt, Vertex Paint or Weight Paint mode\n3. The hair curves object should now have deformed onto a wrong pose and can't be fixed until you reload the file\n\nThis bug still appears in the final render and can only be fixed by reloading the save file.\n\n", "Sculpt mode. Layer brush. Persistent base breaks with local mode.\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.92.0 Alpha\n\n\nIf I set persistent base in default mode and go Local, i loose persistent base. Same for Local→Main\nI can't rememeber if persistent base or sililar thing used in another area. But I assume, it may be broken too.\n\n[2020-12-16_17-15-04.mp4](2020-12-16_17-15-04.mp4)\n\nsummon @PabloDobarro ", "Changing the 'Render Region' when rendering with Python with 'Persistent Images' checked results in glitched renders\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.30\n\nBroken: version: 2.82 (sub 1)\nWorked: -\n\n\nI have a (simplified) script that moves to a specific frame, sets the render region to a specific position and renders, before repeating the process for the next frame with a new render region position. When the 'Persistent Images' option in *Render> Performance> Final Render* is on, some of the resulting renders are glitched (they open but have artifacts) and the objects do not seem to be in the correct position. \n\nTurning off 'Persistent Images' results in renders with the objects in the expected location and without artifacts.\n\nFor some context, I do not specifically *want* to have 'Persistent Images' on; I have an add-on which repositions the render border on a per-frame basis and a user reported glitching renders.\n\n**Frame 8** - Persistent Images **off**- Correct location in render\n\n![Persistant Images off - frame 0008.png](Persistant_Images_off_-_frame_0008.png)\n\n**Frame 8** - Persistent Images **on**- Incorrect location in render and artifacts\n\n![Persistant Images on - frame 0008.png](Persistant_Images_on_-_frame_0008.png)\n\n**Frame 7** - Persistent Images **off**- Correct location in render\n\n![Persistant Images off - frame 0007.png](Persistant_Images_off_-_frame_0007.png)\n\n**Frame 7** - Persistent Images **on**- Incorrect location in render\n\n![Persistant Images on - frame 0007.png](Persistant_Images_on_-_frame_0007.png)\n\n\n[Render Region + Persistent Images bug.blend](Render_Region___Persistent_Images_bug.blend)\n\n 1. Open the attached blend file and set an output directory for the render.\n 2. Press 'Run Script' in the open text editor to render out the images.\n\nImages 3, 7, 8 and 9 will probably have artifacts and for the other frames the objects will be in the incorrect location (the border should be positioned perfectly around them).\n\n**Note**: I have set the script to render 10 frames because it seems to depend on what was rendered previously as to whether the glitches/incorrect positions will appear. Rendering the glitched frames on their own does not produce the errors consistently.\n\n", "Sculpt mode: annotation and unhide conflicts with Multiresolution modifier\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\n**Broken: version:**\n2.93.0 Alpha.\n3.0.0 Alpha\n\nUse of annotation tool unhides the hidden face\n\n**Steps to Reproduce the error**\n- Open .blend file\n- Hide the faces with Box Hide tool\n- Erase the word \"Erase\" with annotation tool (hidden part will appear)\n- Repeat step 2.\n- Draw a line with annotation tool. (Hidden part will reappear)\n\nTest File:\n[#87821.blend](T87821.blend)\n[Blender [C__Users_Pratik_Downloads_T87821.blend] 2021-07-12 09-55-06.mp4](Blender__C__Users_Pratik_Downloads_T87821.blend__2021-07-12_09-55-06.mp4)\n" ]
[ "Multires spikes\nOperating system:\nGraphics card:\n\nBroken: Blender 3.00\nWorked:\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n1. Sculpt while having multires modifier on\n2. Move \"sculpt\" level up and down\n3. Go into edit mode? I am not sure if I did do this, but I read that some people did do it to cause the artifact to appear. \n4. Artifact appear\n5. Unable to fix, without restarting [Handle safeguard v2.blend](Handle_safeguard_v2.blend)\n\nI can read online that this seems to have been a bug for long, but I couldn't find a fix. \n\nCan I use multires on my objects? What exactly caused this, and how can I fix it? \n\n![Multires error.PNG](Multires_error.PNG)" ]
Crash when using object texture coordinates. 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-12.2.17 Broken: version: 2.80 (sub 58) Worked: (optional) object coordinates for texture causes blender to crash 1. go to shading workflow. 2. Add any texture node Ex. Gradient texture. 3. Add texture coordinate node and use object coordinates. 4. Set object to any object in scene. 5. crash Note: it doesn’t crash if draw mode is set to rendered and render engine is set to Cycles [Crash.blend](Crash.blend) in this .blend I've set up the steps. 1, 2 & 3 simply select an object from the dropdown list on the texture coordinates node. P.S. I have tested this on a system with these specs, Operating system: Windows-10-10.0.17134 64 Bits Graphics card: GeForce GTX 1060 3GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.17 , with no crash, but it still will not update in the viewport unless you use Cycles. Thanks!
[ "Mode locked and crash if objects become disabled in viewport while not in object mode\nOperating system: Linux-5.15.0-2-amd64-x86_64-with-glibc2.33 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.86\n\nBroken: version: 3.1.0 Alpha\nWorked: didn't crash but showed an error message in 2.91.2\n\nObjects that are in a mode which is not Edit Mode nor Object Mode, will lock the mode setting (so the mode options are greyed out and unusable) if they get disabled in the viewport. Hiding will not cause the this bug, it needs to be disabled in viewport using that display icon in the outliner, not the eye.\n\nThe solution for this is probably to make the disable in viewport action switch the mode to object mode if the active objects gets removed (much like delete from outliner). Another solution would be to still allow the mode switch.\n\nMuch worse though! Blender crashes sometimes when it gets into this state. I can reliably crash blender as described below.\n\nGo into weightpaint mode of the default cube and disable it in the viewport using the outliner (you need to enable the option first). Now you are stuck and have to enable it in the viewport first to be able to edit anything.\n\nNow restart blender etc. and try this:\n1. Go into Vertex Paint Mode of the default cube\n2. Hit Tab to go into Edit Mode\n3. Disable the cube in the viewport using the outliner as above\n4. Hit Tab to switch out of Edit Mode -> Crash", "Set Material Index node does not work on some GN-created geometry\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 537.13\n\nBroken: version: 3.6.2\nWorked: Never.\n\nThe scene contains 3 objects:\n1. Mesh object with GN which creates Mesh Cube primitive\n2. Curve object with GN which creates Mesh Cube primitive\n3. Curve object with GN which creates geometry using Curve to Mesh node\n\nAll 3 objects have their Material linked to Object, not Object Data\n\nThe Set Material Index node works on 1. and 2. but does not work on 3.\n\n1. Open the attached blender file: [curvematerialbug.blend](attachment)\n2. Check Geometry Nodes setups on all 3 objects\nResult: Set Material Index Node does not work on Geometry generated by Curve to Mesh node.\nExpected: Set material Index Node works on any geometry.\n\n", "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 to login screen on macOS Ventura when enabling caustics and smooth shading.\nOperating system: macOS 13.1\nProcessor: 2.6GHz Intel Core i7\nGraphics card: AMD Radeon Pro 5500M 8 GB\nMemory: 16GB 2667MHz DDR4\n\nBroken: 3.4.1\n\nBlender/macOS crashes to login screen when enabling smooth shading on an object with \"Cast Shadow Caustics\" enabled.\n\nCreate a scene with:\n\n - A light with \"Shadow Caustics\" enabled\n - An object with \"Cast Shadow Caustics\" enabled and a transmissive material applied\n - An object with \"Receive Shadow Caustics\" enabled\n\nSet render engine to Cycles and device to GPU compute (crash does not occur with CPU compute).\nSwitch viewport mode to Rendered.\nSelect the cast shadow caustics object and enable smooth shading.\n\nmacOS will hang before crashing to a login screen.\n\nsystem.log reports:\n\nsessionlogoutd[4795]: DEAD_PROCESS: 3681 console\n\nConsole.app also lists a crash report for WindowServer (example crash report is attached).\n\n[Caustics-Crash-on-Shade-Smooth.blend](Caustics-Crash-on-Shade-Smooth.blend) [WindowServer-2023-01-19-171731.ips](WindowServer-2023-01-19-171731.ips)", "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)", "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)", "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", "Blender 3.6.1 crashes when switching to Viewport Shading to Rendered on MacBook Pro M1\nOperating system: macOS-13.5-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Max 1.2\n\nBroken: version: 3.6.1\n\nEnabling objects in the scene causes blender to no longer render. It just says: Sample 0/32 (Using optimized kernels) and if i try and change the Viewport Shading back to something else it crashes. This issue seems to only happen on a specific file.\n\nOpen file, switch Viewport Shading to Rendered, try and switch it back to anything else.\n\n", "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", "Extremely frequent crashing when using the compositor. Especially when using the glare node.\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.99\n\nBroken: version: 3.6.2\nWorked: I believe it was far more stable before the realtime compositor implementation. (Blender 3.3-ish)\n\nBlender crashes extremely frequently when using the compositor on my system, especially when the glare node is being used at all. Does not seem related to vram or system specs, and looking through logs has not come up with any errors - it just closes.\n\nAdjust compositor glare node values with the viewer enabled. It seems to crash within a minute of doing so, usually sooner.\n\n", "Crash when 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.", "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)", "EXCEPTION_ACCESS_VIOLATION when baking between linked objects\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.59\n\nBroken: version: 2.82 (sub 7)\nWorked: (optional)\n\nWhen experimenting with the idea of having linked duplicate objects and bake materials between them I found a reproducible crash.\n```\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF63BB28F6E\nModule : C:\\Program Files\\Blender Foundation\\Blender 2.82\\blender.exe\n```\n\n- Oppen attached file\n- Try to bake the textures (blender crashes)\nSometimes it doesn't crash the first time but always atleast on the second or third attempt.\n\n[mushroom.blend](mushroom.blend)\n", "Crash when shading\nModel: HP Probook x360 435 G7 (independently upgraded SSD and RAM)\nOperating system: Windows 11 Pro 22H2 22621.1555\nGraphics card: AMD Radeon Graphics (Built-in graphics of AMD Ryzen 5 4500U with Radeon Graphics)\n\nBroken: 3.5.1 and 3.3.1 were tested, both had this issue.\nWorked: 3.1.2 – At the time of issue creation, there are no newer versions that have worked, including the latest build of 3.6.0 Alpha.\n\nBlender freezes for a second or so, and then crashes.\n\nI don't know if it *is* reproducable, but I have tested multiple conditions under which it crashes. These conditions are accompanied with the crash logs of that test. The problem does not seem to be (V)RAM usage, as the usage remains constant from before Blender is opened to long after.\n- Press F12 to Render Image: Crash [Log](itihmb)\n- Select Default Cube, Click on Shading workspace: Crash [Log](nxyeck)\n- Select Default Cube, Go to Materials tab: Crash [Log](ixgrhp)\n- Change Viewport Shading mode to Material Preview: Crash [Log](diwmma)\n- Change Viewport Shading mode to Render Preview: Crash [Log](ztajes)\n- DEL to delete Default Cube, SHIFT+A M P to create a Plane, Go into Materials Tab, Create Material: Crash [Log](gcaded)\n- Change Render Engine to Cycles, Press F12 to Render Image: **No** crash\n- Change Render Engine to Cycles, Click on Shading workspace: Crash [Log](chmkgj)\n- Change Render Engine to Cycles, Go to Materials tab: **No** crash\n- Change Render Engine to Cycles, Change Viewport Shading mode to Material Preview: Crash [Log](fhfyfo)\n- Change Render Engine to Cycles, Change Viewport Shading mode to Render Preview: **No** crash\n- Change Render Engine to Cycles, DEL to delete Default Cube, SHIFT+A M P to create a Plane, Go into Materials Tab, Create Material: **No** crash\n- Change Render Engine to Workbench, Press F12 to Render Image: **No** crash\n- Change Render Engine to Workbench, Click on Shading workspace: **No** crash\n- Change Render Engine to Workbench, Go to Materials tab: **No** crash\n- Change Render Engine to Workbench, Change Viewport Shading mode to Material Preview: **No** crash\n- Change Render Engine to Workbench, Change Viewport Shading mode to Render Preview: **No** crash\n- Change Render Engine to Workbench, DEL to delete Default Cube, SHIFT+A M P to create a Plane, Go into Materials Tab, Create Material: **No** crash\nThank you for your help.\n\n", "Regression: Crash when Sculpting on a mesh from a GP Lineart Modifier\nOperating system: Windows-10-10.0.22621-SP0 64 Bits (W11)\nGraphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.68\n\nBroken: version: 3.2, 4.0.0 Alpha\nWorked: 3.1\n\n![blender_4UX5Hum09w.png](attachment)\nWhen trying to sculpt a mesh in an assigned collection that a grease pencil lineart modifier references and the layer it is drawing to contains Grease Pencil strokes - it will instantly crash Blender. \n\n\n1. Download and extract zip to get the test blend file\n2. Load attached file with Load UI off\n3. Select the bust, it is in a GP lineart modifier collection \n4. Go to sculpt mode\n5. Try sculpt\n6. Crash\n\nAlternative steps:\n1. Create new scene\n2. Create a sphere\n3. Create a Grease Pencil object\n4. Add sphere to a new collection\n5. Select the GP object and add a lineart modifier\n6. Reference the sphere collection in the modifier\n7. Assign layer and material to the modifier\n8. Draw in the same layer in Draw mode of the GP\n9. switch to sculpt mode\n10. Try sculpt over sphere surface\n11. Instant crash\n\n" ]
[ "Crashing file\nOperating system: elementaryOS 0.4.1\nGraphics card: GTX 1080\n\nBroken: 2.80, 5a144c797a3b\nWorked: 2.80, a few days before that\n\nBlender has been very crashy for me the last days, sometimes quite randomly (though I think this has been fixed with 5a144c797a). Here's one occasion where I can redo it, even after the fix mentioned before. \n\nOpen this file and go to Shading Workspace. Crashes every time for me. \n[crash_shading.blend](crash_shading.blend)\n# Blender 2.80 (sub 58), Commit date: 2019-04-23 12:31, Hash 5a144c797a3b\n\n# backtrace\n/home/sebastian/01_Blender/git/cmake/bin/blender(BLI_system_backtrace+0x30) [0xc099b0]\n/home/sebastian/01_Blender/git/cmake/bin/blender() [0xa1b081]\n/lib/x86_64-linux-gnu/libc.so.6(+0x354b0) [0x7f0a3b52b4b0]\n/home/sebastian/01_Blender/git/cmake/bin/blender(GPU_generate_pass+0x479) [0x27f5a69]\n/home/sebastian/01_Blender/git/cmake/bin/blender(GPU_material_from_nodetree+0x159) [0x2801809]\n/home/sebastian/01_Blender/git/cmake/bin/blender(DRW_shader_create_from_material+0x75) [0x1238eb5]\n/home/sebastian/01_Blender/git/cmake/bin/blender(EEVEE_material_mesh_get+0xfd) [0x11f76ad]\n/home/sebastian/01_Blender/git/cmake/bin/blender(EEVEE_materials_cache_populate+0x11e0) [0x11f9100]\n/home/sebastian/01_Blender/git/cmake/bin/blender(EEVEE_cache_populate+0x103) [0x11eb173]\n/home/sebastian/01_Blender/git/cmake/bin/blender() [0x11cf391]\n/home/sebastian/01_Blender/git/cmake/bin/blender(DRW_draw_render_loop_ex+0x261) [0x11d0a81]\n/home/sebastian/01_Blender/git/cmake/bin/blender(view3d_main_region_draw+0x77) [0x14a1937]\n/home/sebastian/01_Blender/git/cmake/bin/blender(ED_region_do_draw+0x899) [0x1516249]\n/home/sebastian/01_Blender/git/cmake/bin/blender(wm_draw_update+0x485) [0xe07c35]\n/home/sebastian/01_Blender/git/cmake/bin/blender(WM_main+0x30) [0xe05350]\n/home/sebastian/01_Blender/git/cmake/bin/blender(main+0x2fc) [0xa053ac]\n/lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xf0) [0x7f0a3b516830]\n/home/sebastian/01_Blender/git/cmake/bin/blender(_start+0x29) [0xa175f9]\n" ]
Import dialog throws file not found error Operating system: Linux-5.8.0-49-generic-x86_64-with-glibc2.31 64 Bits Graphics card: Radeon RX 580 Series (POLARIS10, DRM 3.38.0, 5.8.0-49-generic, LLVM 11.0.0) X.Org 4.6 (Core Profile) Mesa 20.2.6 Broken: version: 2.93.0 Paste a full path and file name into the bottom center text box of the import dialog. Fails to find file and displays a stack trace of errors. Paste a full path and file name into the bottom center text box of the import dialog. Hit import. Fails with file not found error.
[ "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```", "Properly handle file links (as in symlinks)\nWhile it should be fairly straight forward, I didn't fully port the file linking support to the new file-list design yet. Most work should already be done however.", "Unable to execute Toggle Edit Mode - error changing modes\nOperating system: Linux-5.15.11-1-MANJARO-x86_64-with-glibc2.33 64 Bits\nGraphics card: Mesa DRI Intel(R) HD Graphics 4600 (HSW GT2) Intel Open Source Technology Center 4.5 (Core Profile) Mesa 21.3.2\n\nBroken: version: 3.1.0 Alpha\n\n\nIt happens when I try to toggle to Edit Mode on second scene if first scene has edit mode a object\n\n\n\n1) Open file\n2) Select scene \"Scene.001\" and try to toggle to Edit Mode\n3) Get a error\n\nIt is issue or planned (user) error? Getting the error don't full inform an user. Why the error happens? A user may be confused :)\n\nP.S. For fix the error need in scene \"Scene.002\" to disable Edit Mode and than can be to switch to edit mode in \"Scene.001\"\n\n[edit-mode.blend](edit-mode.blend)\n", "Blender 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", "VSE UI: Change Path/Files is over exposed \nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.59\n\nBroken: version: 2.93.0\n\nChange Path/Files is exposed in four places. \n{[F10401818](image.png),size=full}\nAs this function is only working(afaik) on the active strip(why Files in plural?), it should only be exposed in the strip sidebar. See: #91306 If the function is basically the same as changing the path to the source file then the folder button next to the path should be enough. \nAlso, having it as a secret pop-up menu, shortcut key \"C\", is inconsistent with anything in Blender and this should be removed. \n\n\n", "GTLF always imports objects into root Scene Collection instead of active collection\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: 3.6.1\n\nWhen importing objects using GLTF, the objects are always imported into root Scene Collection, instead of active collection. This is inconsistent with other importers, such as FBX.\n\n1. In a new Blender file, created some nested collection under Scene Collection\n2. Make the collection active by clicking on it\n3. Import any objects using GLTF\nResult: The imported objects are placed in the root Scene Collection\nExpected: The imported objects are placed in the active collection, consistently with other format importers.\n\n", "multiview: overwrite and file naming \n\n\"not overwrite\" option doesn't work with multiview when some views already exist on disk, could be a minor problem but rendering one single view with views option activated create a 0 byte \"myfile_L.jpg\" file but save only myfile.jpg\n\n\n\n\n\n", "unable to use 'grid fill' or 'fill' on screwed object\nOperating system: Window 10\nGraphics card: NVIDIA GeForce RTX 2060 SUPER\n\nBroken: Blender 2.83\nWorked: Blender 2.76 \n\n\nI am trying to create a solid spring using Screw modifier. After applied grid fill, I expected a full capped end of the screwed object, but it turns out to be like figure below. The complete file also attached in this post. Hope to get your response soon. \n![Capture.PNG](Capture.PNG)\n[screw.blend](screw.blend)\n\nBased on the default startup or an attached .blend file (as simple as possible).", "File browser buttons disappear on undo in another window\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.79\n\nBroken: version: 2.92.0 Alpha\n- All versions since the new file browser was introduced are affected by this\nWorked: Never\n\nI've tried to save file with CTRL+S and by accident pressed my LMB on a viewport. Because of that mistake, I pasted object in my scene, instead of pasting file name in \"Blender File View\" window. So I tapped CTRL+Z (while still being active in a viewport) and whole panel with buttons \"Save file\", \"Cancel\" in \"Blender File View\" window disappeared. I've tested this on a completely new empty blender file. Pressing on a viewport didn't recreate that effect (probably, because nothing was there). But pressing on outliner or timeline have the same issue.\n\n- Open Blender\n- CTRL+S\n- Press LMB on an Outliner\n- CTRL+Z\n\n[UI bug.blend](UI_bug.blend)", "Blender file browser replaces dot with underscore\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.27\n\nBroken: version: 3.0.0 Alpha\nWorked: Never\n\nThe renderfarm service I'm using decides to use a dot in the middle of naming the frames. It's stupid but it is what it is and I don't have control over it.\n\n![image.png](image.png)\n\nTry to set the render path like this\n![image.png](image.png)\nAs soon as you press enter it decides to rename like this\n![image.png](image.png)\n\nBlender keeps changing the dot for an underscore but only on windows, on linux it leaves the dot alone!\n\n\nOn a **Windows** machine:\n- Invoke file open dialog\n- Input filename `test.`\nFilename will be changed to `test_`\n", "Basic File Browser UI/UX reiteration\n**This topic requires better focus to be discussed.** Some aspects of the proposal (\"Setting\" status) can be looked at separately, while the rest of the proposal needs better communication and broader consensus to move forward. Keeping the original text for a later iteration.\n\n> Original text:\n> After investigating the updated File Browser functionality in Blender 2.8, a few changes should be introduced:\n> ~~- [ ] [D12667](D12667): Restore single-click navigation of folders (selection is possible with right-click) in the Blender keymap. The industry compatible keymap can keep double click.~~\n> ~~- [ ] [D12668](D12668): Move file name field under file path field (as in 2.7)~~\n> - [ ] Save the status of the \"Settings\" region across sessions\n> ~~- [ ] Re-introduce parent folder `..` navigation. Allows for fast file browsing (no need to switch context between files list and navigation menus)~~\n> The goal of these changes is to allow for faster and more focused interaction with files. Artists often browse through hundreds of files and folders everyday and having a more compact and responsive interface helps.", "collada file not imported correctly\nOperating system: windows 10\nGraphics card: geforce gtx 1070\n\nBroken: blender 3.4.1\nWorked: don't know\n\n\nThe import of this collada model is not 100% correct, some things are missing (wheel, chair) and different colors (white where there should be black)\n\nCruisn-World-arcade-game\n\nhow it should look:\n\n![afbeelding.png](afbeelding.png)\n\nhow it looks in blender:\n\n![afbeelding.png](afbeelding.png)\n\nDownload attached model (or download from website), import in blender, compare with picture how it should look\n\nCruisn-World-arcade-game\n\n[cruisinworld.zip](cruisinworld.zip)\n\n", "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", "Add Driver : Clicking the pickers (object / input variable) dont work\nBroken:2.80, 4c31bed6b46, blender2.8, 2018-11-30\n\nClicking the object picker in the `Add Driver` should enter object picking mode, but does nothing.\n![Peek 2019-07-09 10-48.gif](Peek_2019-07-09_10-48.gif)\n\nBased on the default startup :\n- Select the **Cube**\n- Right click on **Location/X** and **Add a Driver**\n- Into **Object field**, click on the **picker**\n\n\n> In #58341#702152, @angavrilov wrote:\n> This happens because `ui_context_rna_button_active` within operators and poll functions invoked for the popover UI elements can't find the actual UI control in the popover, and instead returns the property UI control through the context menu of which the popover was invoked. It seems there is a big issue with context and region management in some popovers, and may require a fix in the UI core rather than a specific operator.\n> \n> Edit: Note that this issue is different from the picker attached to the Add Input Variable - that one is simply not (re-)implemented yet to work with the new way Add Driver works.\n\n\nEven though `Object` picker vs `Input Variable` picker are slightly different issues, will keep them together here since from a user perspective this is so tightly related.", "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) " ]
[ "File browser should accept full paths in file input\nOperating system: windows 10\nGraphics card: 2080ti\n\nBroken: 2.82 Windows \nWorked: 2.82 Linux\n\nThe file browser used to load and save files has its file path split up into 2 parts. The top of the window has a section for the folder and the bottom has a section for the filename.\n\nTo be standard with other window applications it should be possible to do everything with the bottom \"file\" input.\n\nIn the bottom input section user should be able to;\n- Type/paste a directory (C:\\Assets\\House) in and open that folder \n- Type/paste a full filepath (C:\\Assets\\House\\Door.blend) in and save to that file\n\nMy apologies if this is not a bug, initially I put it on rightclickselect as a feature but someone commented saying it worked in linux so therefore may be considered a bug.\n#5e6e02a69c1221214ad66b4a\n\nWhile in windows, start blender and try to save the file by typing the whole path into the bottom file input. eg \"C:\\folder\\file.blend\"\nNotice how it will save to \"C:\\folder\\file.blend\\untitled.blend\"", "FileBrowser regression, new dialog does not take full paths\nOperating system: Win64\nGraphics card: NVidia\n\nBroken: 2.81 of today\nWorked-ish: old dialog \n\n\nWhen you past in the full path to a file, the new dialog messes it up, then doesn't open it. \n\n\n1) open up a file dialog ( i used a font browser) \n2) Paste in the full path to a file and hit enter (i used `f:\\Downloads\\NotoSansOldTurkic-hinted (1)\\NotoSansOldTurkic-Regular.ttf` from #71273)\n3) Dialog changes it to `f__Downloads_NotoSansOldTurkic-hinted (1)_NotoSansOldTurkic-Regular.ttf` then doesn't open the file cause it's all messed up.\n\nWhat previously happened\n\n1) open up a file dialog ( i used a font browser) \n2) Paste in the full path to a file and hit enter (i used `f:\\Downloads\\NotoSansOldTurkic-hinted (1)\\NotoSansOldTurkic-Regular.ttf` from #71273)\n3) Dialog changes browses to the right folder\n4) Select the file once more to actually open it.\n\nWhat should happen\n\n1) open up a file dialog ( i used a font browser) \n2) Paste in the full path to a file and hit enter (i used `f:\\Downloads\\NotoSansOldTurkic-hinted (1)\\NotoSansOldTurkic-Regular.ttf` from #71273)\n3) Dialog goes away and opens the file. \n\nThe old behavior was not ideal, but the new dialog found a way to do a slightly worse job at this task. " ]
Mesh Edit -> Repeat Last menu option fails for vert/edge slide (while hotkey works) Broken: 2.80, 2.81, 2.82, 2.83 (2e9d5ba2115ceabdc0e8cb2eaa148c81d7b04667) Worked: N/A It would appear that with vertex/edge slide, attempting to repeat them via the Edit menu doesn't do anything, while repetition works via the default Shift+R hotkey. Perhaps some other operators are also affected, encountered and tested only with slide. Could be related to #71470. Based on the default startup or an attached .blend file (as simple as possible). 1. Enter edit mode on the default cube. 2. Slide a vertex. 3. Verify that repeating via hotkey works (even though results can be puzzling, but that's subject to a different issue). 4. Try repeating via the Edit -> Repeat Last menu entry. Repetition will not work at all. 5. Attempt steps (2) through (4) but sliding an edge instead.
[ "Unable to execute Toggle Edit Mode - error changing modes\nOperating system: Linux-5.15.11-1-MANJARO-x86_64-with-glibc2.33 64 Bits\nGraphics card: Mesa DRI Intel(R) HD Graphics 4600 (HSW GT2) Intel Open Source Technology Center 4.5 (Core Profile) Mesa 21.3.2\n\nBroken: version: 3.1.0 Alpha\n\n\nIt happens when I try to toggle to Edit Mode on second scene if first scene has edit mode a object\n\n\n\n1) Open file\n2) Select scene \"Scene.001\" and try to toggle to Edit Mode\n3) Get a error\n\nIt is issue or planned (user) error? Getting the error don't full inform an user. Why the error happens? A user may be confused :)\n\nP.S. For fix the error need in scene \"Scene.002\" to disable Edit Mode and than can be to switch to edit mode in \"Scene.001\"\n\n[edit-mode.blend](edit-mode.blend)\n", "Select Interior Faces causes assertion failure with zero-area faces in certain situations\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\n\nBroken: version: 3.0.0 Alpha, branch: master, commit date: 2021-06-23 17:19 , hash: `8f4d991594`\nWorked: Unsure\n\nA specific mesh, which includes a zero-area face, causes an assertion failure when running the *Select All By Trait > Interior Faces* operator\n\n1. Open the attached .blend file\n2. In edit mode, hit F3, type \"select interior faces\", hit enter\n3. Assertion failure\n\n[interior-face-assert.blend](interior-face-assert.blend)\n\nThe bug appears to be benign outside of debug mode.\n\nThe assertion is:\n\n`BLI_assert failed: D:\\blender-git\\blender\\source\\blender\\editors\\mesh\\editmesh_select.c:2944, EDBM_select_interior_faces(), at '-BLI_heap_node_value(node_min) >= cost'`\n\nBoth `-BLI_heap_node_value(node_min)` and `cost` are NaN (I just stuck in a `printf`).\n\nThe exact positioning of of the edges, save for those around the zero-area face, seems to be irrelevant. I can't recreate the problematic mesh by hand, however.\n\n![image.png](image.png)\n\nI believe this is a minimal example: I can't delete any more faces without the problem going away.\n\nStack trace: [P2206](P2206.txt)", "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", "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", "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.", "Improve keyboard usage for menu search popup\nNA\n\nBroken: example: 2.78\nWorked: >new feature request<\n\nwhen spacebar search menu popups and user start writing the required command, only down-arrow keyboard shortcut are allowed to select the required command, starting from first item on top.\nIt will be very useful and faster if also up-arrow can be usable to select the last item in the list (so starting from bottom).\nSee image as reference: green arrow show the required feature, red one is the only one actually working.\n![spacebar-search.png](spacebar-search.png)\n\nnot an error, only UI usage improvement :)\n", "Right-click reroute node opens \"Edit Source\" menu\nOperating system: Windows-10-10.0.18363-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.09\n\nBroken: version: 3.1.0 Alpha\nBroken: version: 3.0.0\nWorked: version: 2.93.3\n\nUsing right-click select, with Developer Extras enabled, makes it so you can't reliably select a reroute node (Geometry Nodes editor) without the \"Edit Source\" menu opening.\nSimilarly, in left-click select, you can not open the node context menu in this situation.\n[bug_rightclick_reroute.blend](bug_rightclick_reroute.blend)\nThis does NOT happen in shading nodes!", "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", "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.", "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", "Vertex Paint Viewport Overlays stencil mask not working\nplatform: Windows-10-10.0.19042-SP0\nGraphics card: 1080\n\nBroken: 3.1.0 Alpha \n```\n commit date: 2021-11-14 00:26 hash: 7e82c840b7a4\n build date: 2021-11-15, 00:51:48\n```\n\nWorked: Has'nt worked for ages\n\nGo to vertex paint mode, select some polys on a model.\nGo to overlay options/vertexpaint/stencil mask opacity the slider does nothing to unselected polys overlay.\n\n\n![Overlays_Notworking.jpg](Overlays_Notworking.jpg)\n\n", "Dissolve can create duplicate faces\nOperating system:\nGraphics card:\n\nBroken: 2.81 R970d7ed all the way back to 2.70a\nWorked: likely never\n\nUsing the dissolve tool it's possible to create faces sharing the same boundary edges.\n\n\n**Exact steps for others to reproduce the error (using *Dissolve Vertices*):**\n\n1. In the default scene, edit the cube.\n2. In **vertex** selection mode, select one face (4 vertices).\n3. Still in vertex mode, dissolve using {key Ctrl X}.\n\nYou should be left with a \"plane\" that has 4 vertices, 4 edges, and **2** faces. None of the options for the Dissolve Selection (the ctrl+x) tool seem to help against it. I don't think that any of the built-in clean up helpers can detect these either, at least directly. Select Non-Manifold can be of some small help, if there's some adjacent geometry, but if there isn't (as in this example), it won't select anything.\n\n**Exact steps for others to reproduce the error (using *Limited Dissolve*):**\n\n1. Create a plane and go into Edit Mode\n2. Select a triangular part by selecting 3 vertices and pressing `F`\n3. Select the opposite triangle part by selecting another 3 vertices on the opposite side\n4. Press `A` and `X` *> Limited Dissolve*\n5. Notice that you have 2 faces now.\n6. Repeat this procedure and you can have as many faces as you like all sharing exactly the same 4 vertices\n \n![image.png](image.png)\n\n![infinite.gif](infinite.gif)\n\nThen try to dissolve one vertex with `X` *> Dissolve Vertex*. One face gets deleted.\n", "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", "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", "Handle type when adding mask control points is not consistent\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 22.40.52.04.230523\n\nBroken: version: 3.6.2\n\nIf drawing a mask in the Movie Clip Editor, the handle type is Vector by default. By setting control points of a spline to another handle type doesn't effect the handle type of consecutive placed control points. The default value cannot be changed as far as I can see. Also an added control point between two points with the same handle type, not being Vector, has Vector as handle type.\n\n1. Open workspace VFX > Masking;\n2. Open any movie or image;\n3. Create new mask;\n4. Click Ctrl + LMB in the area of the clip and do that again near this point (you now have a spline with two control points with handle type Vector);\n5. Select both control points and click on `Set Handle Type` (or key `V`) to change it to another type (Automatic for example);\n6. Click LMB near the second control point created in step 4;\n\nHere the behavior seems to vary. Many times it continues with the Automatic handle, other times it goes back to the Vector handle.\nIf in your case the handle remains Automatic, press `V` for change the type of the last handle added to Vector and then add new handles.\nThey will be Automatic instead of Vector.\n\n" ]
[ "Macro operators [e.g. Loop cut and slide]: \"adjust last operation\" fails completely [when called from the menu -- F9 is fine]\nBroken: 2.8x\nWorked: 2.79b\n\nThis might fall into the same boat as anything related to #45964, although it does seem to be \"new\" in 2.8x.\nAfter performing a loop cut and slide operator, you can adjust the properties in the operator panel (albeit with caveats from #45964). However, if you instead open the Adjust Last Operation panel, it will list a different operator name (Loop Cut, not Loop Cut and Slide), and while you can change properties there, those changes have no effect, even though they are reflected by the operator panel.\nThis didn't use to happen in 2.79b, though IIUC the \"Adjust...\" panel is different in 2.8x from the \"Redo Last\" of the 2.7x era.\n\n1. Load the default scene.\n2. Go into edit mode on the cube.\n3. Add a loop cut, e.g. via the shortcut or using the active tool\n4. Expand the operator panel in the bottom left and adjust properties. Note how those adjustments do have an effect on the result.\n5. Go Edit -> Adjust Last Operation\n6. Note the different operator name in that newly opened panel (Loop Cut vs. Loop Cut and Slide).\n6. Try adjusting any properties in the newly opened panel. Note how the operator panel in the bottom left picks up these changes, but at the same time they have no effect on the operation.\n\n[Demo video ](eAlL08M8AZA)" ]
Library overrides : Overrides of Actions are not editable at all Broken: version: 2.83 (sub 8) Worked: (optional) You cannot edit keyframes on a Linked Rig with Library Override - Open a new instance of Blender - Delete the Cube - Link the collection ot the attached file - Go to `Object -> Relations -> Make Library Override...` and selected the `Mively BODY RIG` - Go to Pose Mode - Added two location rotation keyframes for one of the Bones They play properly BUT cannot be moved in timeline, dope sheet and graph editor And the "Delete Keyframes" button does not work but "Clear keyframes" from the right click panel works [Mively solo.blend](Mively_solo.blend)
[ "Lots of animation-related operators do not check if the data is editable or not\nMany animation-related operators do not do any check whether the data-block they operate on is linked, liboverride or fully local data. This seems to affect in particular operations from the 3DView (like key insertions), and in the NLA (like adding new tracks, duplicating strips, etc.).\n\nE.g. one can insert keyframes on a linked object (ie create animdata for that linked object, a new local action, and assign that local action to the linked object!).\n\nRelated to issue reported in #98686 (Cant rename local NLA tracks within a local library override data-block.).", "Performance issues when moving bones of an armature when the Outliner is set to Blender file\nBroken: 2.93\n\nThis happens on heavy scenes and with many linked files, if you have an Outliner opened and set to \"Blender file\".\nThe fps drops dramatically only when trying to move a bone of an armature. It doesn't matter the complexity of said armature.\nThe problem stops happening after closing the Blender file Outliner.\nCould it be related to this other fix? T87842", "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", "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", "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", "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", "Override Linked armature with bone constraint inconsistent behaviour\nOperating system: Linux-5.19.0-41-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 525.105.17\n\nBroken: version: 3.3.6\nBroken: version: 3.5.1\n\nOverriding a linked armature with bone constraints makes bone constraints editable but saving and re-opening the file displays the constraint as not fully editable but overridden. This is confusing and source of mistakes.\n\n- Link `Armature` object from the given file: [rig.blend](attachment)\n- In outliner, right click on it and `Library Override > Make > Selected`\n- Have a look to the Properties panel, under `Bone Constraint`, the constraint appears editable: ![Screenshot from 2023-05-19 09-57-36.png](attachment)\n- Save your file, and click on `Revert`\n- The constraint appears now as not fully editable but overridable: ![Screenshot from 2023-05-19 09-58-45.png](attachment)\n\nNB: you can also rename the constraint by adding \"Test\": ![Screenshot from 2023-05-19 09-58-45.png](attachment)\nSaving and reverting will duplicate the constraint, which is a strange behaviour and not what the UI suggests will happen.\n![Screenshot from 2023-05-19 09-58-45.png](attachment)\n\n\n", "Keymap changes are not reflected for the local view setting\nOperating system: Linux-5.18.10-arch1-1-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.57\n\nBroken: version: 3.3.0 Alpha, branch: Unknown, commit date: Unknown Unknown, hash: `rBUnknown`\nWorked:\n\nWhen I turn off frame selected in keymap -> local view and restore it to its default it keeps the old behavior until blender is restarted.\n\nI tested changing delete in object mode (x) key to disable confirm and when I restored it it worked as expected so I think it is related to local view specifically.\n\n- Open default scene\n- In Preferences > Keymap: search for local view and uncheck `Frame selected` checkbox\n- use the shortcut in viewport. Notice frame select operation is not performed (which is expected)\n- In keymap, restore changes\n- Again use shortcut to switch to local view (frame selected operation is expected to execute but it doesn't)\n![bug.gif](bug.gif)\n\n", "IK constraints that are disabled or have influence set to zero, result in jerky movement of the bones until the IK constraint or target are deleted.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.96\n\nBroken: version: 3.2.2 to 3.4 alpha\nWorked: not sure.\n\nPlease note there are no dependancy issues as all constraints are turned off. I've also updated the blend file so that there are no dependency issues even when the constraints are turned on.\n[boney bug.blend](boney_bug.blend)\n[blender_debug_output.txt](blender_debug_output.txt)\n\n[2022-08-23 20-55-41.mp4](2022-08-23_20-55-41.mp4)\n\n", "Action Editor: Animations no longer work after renaming bones.\n**Information & Blender version**\nWindows 10, 64 bit, CPU integrated/no graphics card [doubt it's relevant but: AMD A8-7600 Radeon R7]\nBroken Blender Version: 3.3.0, master, 2022-09-06, hash: 0759f671ce1f\nNo idea if it worked in a previous Blender version.\n\n**Description**\nThis happens while using Action Editor and creating several actions to store different animations.\nIf at some point you rename bones, the action that is currently active will automatically update it's paths and continue to work, but any previous actions will not update their path and the animation will no longer play. \n\nFixing it requires either:\n1) manually changing the name of each affected path through the graph editor.\n2) Select the bone, select the affected channel under the action summary, temporarily change the name back to what it used to be, then change it again to the new name. This way the path gets updated.\n\n\n**Reproduce Error & File**\nYou'll need to create at least 1 bone first.\nCreate an action [dope sheet/action editor] and make an animation.\nCreate a new action, make a new animation, and change the name of the bone. The action that is currently active continues to work, but any previous actions now have a broken path and no longer work.\n\nIn this file I made 2 actions with different animations, I had \"Action 1\" active while I renamed the bone form \"Box\" to \"Bone\". Now \"Action 1\" continues to work, while \"Action 2\" no longer plays.\n\nFor this test I changed the name of the bone while in pose mode through Bone Properties.\n\n**Important note: This seems to not happen all the time, I'm not sure why.**\nWhile making this file to recreate the issue, I first created both actions actions and animations, and I had \"Action 2\" active when I changed the bone's name from \"Bone\" to \"Box\". This seemed to create the error for a moment, but when I changed from \"Action 2\" to \"Action 1\" and back to \"Action 2\" it resolved itself and I was able to see both animations.\nI then had \"Action 1\" active while I changed the name of the bone from \"Box\" to \"Bone\", and now the error persisted. [even after closing and reopening the file]\n\nI made the test again with a new file [not attached] and the error persisted, I saved the file, closed it, and after re-opening the file the error was gone.\nSo it seems sometimes the paths get updated automatically and other times they don't.\n\n[BrokenActionTest.blend](BrokenActionTest.blend)", "Custom presets but with the name of builtin presets cannot be deleted\n\nBroken: Blender 2.83.5, blender-2.90.0-21cb6f09ffa8-windows64, blender-2.91.0-396d39c6b904-windows64\n\nThe original sampling presets in Cycles can't be deleted. However, it is possible to create presets of the same name. These presets become undeletable, because Blender assumes them to be the default presets.\n\n![2020-08-28T14-05-04-blender.png](2020-08-28T14-05-04-blender.png)\n![2020-08-28T14-23-12-blender.png](2020-08-28T14-23-12-blender.png)\n\nCreate sampling preset with name \"Preview\" or \"Final\". Try deleting new presets. \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", "Library Override broken for Snow character rig\nOperating system: Linux-5.15.0-73-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 530.41.03\n\nBroken: 3.0 to 4.0\nWorked: never?\n\nI tried to use the Snow character, following the guidelines. But every time I use the Libary Override, the character's eyebrows and neck get stretched and distorted. When the bug does not happen at the time, when saving and reopening the file it appears\n\n- Link the CH-snow collection\n- Object -> Relations -> Make Library Override\n- Save file then reopen it\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", "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" ]
[ "Library Override: Support editing of animation data in overriden data-blocks.\nA complete support of anim data edition in library overrides data-blocks is a rather complex and heavy task. Here is a proposed split of it into milestones. Please note that not all of those milestones will get a defined release targets yet.\n\n**Milestone 0 - Already in master**\n- [x] Add or replace the active action of an override data-block.\n\n**Milestone 1 - Minimal Viable Product - 2.92**\n- [x] Support **adding** new NLA tracks to overrides that already have animdata from their linked reference data-block, and make those new tracks fully editable.\n- [x] Enable overrides of some properties of existing animdata (like show/hide for NLA strips, tracks, fcurves, settings of drivers?).\n\n**Milestone 2 - Potential Extensions - ???**\n*Those will require #82160 (LibOverrides - Refactor how diffing of RNA collections is handled, and extend diffing possibilities.) to be tackled first.*\n- [ ] Support **editing** of existing NLA tracks from the linked reference data-block, including adding/removing/re-ordering existing strips? Not sure how useful that would be in practice though.\n- [ ] Support adding/replacing FCurves in overrides of Actions and/or animdata (for drivers)? Same remarks as above.\n\n\n--------------------------------\n\n## Original report\n\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 432.00\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\nWhen animating armature override *that contains drivers*, actions added to NLA tracks are lost after saving/reloading blender file.\n\n\n1 - Load testCubeDriverNLA.blend (contains link to cubeRigDrivers.blend)\n2 - Use \"push down action\" from the NLA editor to add current \"ArmatureAction\" action to a new track\n![CaptureRigDriverNLABug.PNG](CaptureRigDriverNLABug.PNG)\n3 - Save the file\n4 - Reload the file: the NLA track is lost\n![CaptureRigDriverNLABug-lost.PNG](CaptureRigDriverNLABug-lost.PNG)\n\n\nBlend files:\n[testCubeDriverNLA.blend](testCubeDriverNLA.blend)\n\n[cubeRigDrivers.blend](cubeRigDrivers.blend)\n\n\n", "NLA strips can't change action mode (e.g. add, subtract) when using Libary Override\nBroken: 2.81a\nWorked: n/a\n\n**Short Descripriton of the Error:**\nCreating an additive or anything other than a replace track in the NLA editor doesn't work for Library Overrides. It does work with Proxy Rig though. When creating an action through NLA with a library override the pre and post mode and type is greyed out\n\n\n**Steps to reproduce:**\n \n* Make armature, save scene to be used as a link\n* Llink armature file\n* Create library override from the collection set\n* Key transforms\n* Open the NLA editor\n* Push down the action to a track\n* Observe how the Animation panel for changing the type of action is locked to \"replace\".\n[rig.blend](rig.blend)\n \n[libaryOverrideNLABug.blend](libaryOverrideNLABug.blend)\n \n[proxyRigNLA.mp4](proxyRigNLA.mp4)", "NLA Strips disappear on saving on Linked/Library overriden Rigify Rig\nWindows 10\nGTX 1060\n\nBroken: 2.90.1\n\nOn a Rig character linked into another blendfile, if you add a collection instance, library override, animate the rig, push the animation into the NLA stack and then save, on re-open the animation strips are gone.\n\n[NLA Strips disappear_Source.blend](NLA_Strips_disappear_Source.blend)\n[NLA Strips disappear_Destination.blend](NLA_Strips_disappear_Destination.blend)\n\n - Open `NLA Strips disappear_Destination.blend`\n - Select the rig and add some animations\n - Push the action down into the NLA\n - Save file\n - Re-open\n\nA workaround is to select the Rig, click (shift click? Is there a difference) in the linked icon in the rig Object Properties, but if this is the way it *should* be done, there maybe should be some sort of warning, or be prevented from pushing the action down until you've done it, in a similar way that you can't edit the blend modes of the NLA strips in the NLA until you've unlinked the rig object." ]
Box select not selecting all vertices Operating system: Windows 10 Graphics card: Intel HD 520 Box select does not select vertices that are in the same position. Demonstrated in attached gif file. With attached blend file, try and box select the two vertex on the triangle that are touching the sphere. [vertex_select.blend](vertex_select.blend) ![vertex_select.gif](vertex_select.gif)
[ "Skin modifier does not work on meshes created from scratch during evaluation (primitives, etc.)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.11\n\nBroken: version: 3.0.0 Alpha\nWorked: NA\n\nSkin Modifier does not work with Geometry Nodes Mesh Primitives, see attached blend file.\n\nOpen attached file, note that Skin Modifier has no effect.\n\n[GN_skin_modif_bug.blend](GN_skin_modif_bug.blend)\n", "Face selection inconsistency with respect to the view\nOperating system: Linux-6.1.0-5-amd64-x86_64-with-glibc2.36 64 Bits - confirmed on Multiple Windows and Mac\nGraphics card: Mesa Intel(R) UHD Graphics 630 (CFL GT2) Intel 4.6 (Core Profile) Mesa 22.3.3 and NVIDIA GeForce GTX 1060 with Max-Q Design and others.\n\nBroken: version: 3.4.0\nWorked: 2.83\n\nYou can't predict how many faces will be selected in solid mode, even for the more basic shapes.\nIs it related to blender/blender#82182 ?\n\n\nAttached a basic video showing the error. The video focuses on the orthographic view, this also happens in perspective mode.\n\nThank you,\nRiccardo\n\n", "\"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)", "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.", " 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.", "In some Constraints, only one Custom Space selection box appears when there should be multiple \nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.30\n\nBroken: version: 3.1.2\nWorked: 2.83 (When the custom space option hasn't been added)\n\nIn some constraints such as copy location/rotation, there are two \"space\" selection boxes. However, only one custom space target selection box appears when both of them are selected as \"custom space\".\n\n1. Open Blender, add a copy location constraint to the default cube\n2. Set both the \"target\" and the \"owner\" to \"custom space\"\nOnly one custom space target selection box appears, where there should be two.\n![图片.png](图片.png)\n\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", "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", "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)", "Frame Selected does not respect GN output if it has different type from input\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: Radeon RX 570 Series ATI Technologies Inc. 4.5.0 Core Profile Context 23.3.1.230305\n\nBroken: version: 3.6.0 Alpha\nWorked: n/a\n\nI think this is an old known issue but I can't find this documented here.\n\nFrame Selected does not respect the output geometry by Geometry Nodes if its type is different from the input type.\n\nFor example, if the input is mesh and the output is curve, Frame Selected works on the original input mesh. (The same if the output has multiple types of geometry including the original type.) If the output is mesh it respects the output geometry even if it has noting to do with the input and has a wildly different bounding box.\n\nOn the other hand, a curve object converted to a mesh by Solidify modifier is still respected as the final output mesh.\n\n(Maybe related? #104738)\n\n[FrameSelectedWithGN.mp4](attachment)\n\n[FrameSelectedWithGN.blend](attachment)\n\n", "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", "Bevel Vertex selection stops after for planar geometry\nOperating system: Windows 10\nGraphics card: NVIDIA Geforce GTX 1060 3 GB\n\n2.83.2\nBevel Vertex does not maintain the selection for planar objects. For other objects the selection is transferred onto the verts created from the Bevel.\n\nCreate a plane, circle, or any planar object/ \nIn edit mode, Bevel any amount of vertices (ctrl+shift+B) on a plane, circle, or any other type of planar geometry and try to bevel any number of the corners.", "Problem with parent_vertices attribute\nOperating system: Microsoft Windows 10 Professionnel\nGraphics card: Nvidia Gefroce RTX 2080 Super\n\nBlender 3.0.0, hash: f1cca3055776 , branch: master\n\n**Short description of the bug**\nThe attributes parent_vertices is by default to [0,0,0] but it cause some problem :\nWhen you select the 0th vertex of a mesh and parent an other object with the vertex_parent_set() function the list still be the same [0,0,0].\nSo when the parent mesh is deleted you cannot know if there were a parent before. \nMaybe set the default list to [None, None, None] will avoid the problem.\n", "State of hidden geometry not synced between edit mode and vertex paint/weight paint mode\nOperating system: Linux-5.8.0-7630-generic-x86_64-with-glibc2.32 64 Bits\nGraphics card: Quadro RTX 6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.32.03\n\nBroken: version: 3.0.0 Alpha\n\nWhen vertex selection (or face selection) is used in either vertex paint or weightpaint mode the state of hidden geometry is not synchronized but overwritten by some specific state on this object. That makes it impossible to paint on using vertex selection. Joining the mesh into a new object did not fix the issue.\n[hidden_geo-2021-04-29_20.57.11.mp4](hidden_geo-2021-04-29_20.57.11.mp4)\n\nSee file:\n[hidden_geo.blend](hidden_geo.blend)\n\n", "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" ]
[ "Selecting many objects using border select tool for far distance ERROR\nOperating system: Windows-10-10.0.15063 64 Bits\nGraphics card: Quadro K2200/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 416.78\n\n\nBroken: version: 2.80 (sub 64)\nWorked: (optional)\n\n\nWhen I'm quite far from many objects (for example tree with many leaves) and I would like to select them using border select tool not all will be selected. This error doesn't appear when I'm using lasso select.\n\n\n[Selection_distance_error_v02.7z](Selection_distance_error_v02.7z)\n\n1 open attached file\n2 move away from objects in viewport using Ctrl + scrool button\n3 hit Ctr + B and select all objects\n4 press G and move them somewhere\n5 notice that something stay in place\n\n\n", "Box select fails to select tiny objects\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.64\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nBox selection fails to select tiny objects. It selects only fraction of them randomly depending on view angle of the selection.\n\n1, Open the attached blend file: [TinyBits.zip](TinyBits.zip)\n2, Drag the box selection over the cube\n3, Notice that aside from the cube, only a few of the tiny objects located inside the cube were selected\n\nResult: Box selection often fails to select tiny objects\nExpected: Box selection always consistently select everything inside the selection rectangle\n\n", "box selecting small items in all draw modes (wireframe etc) from a distance where they're barely visible doesnt work anymore \nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.86\n\nBroken: version: 2.81 (sub 15)\nWorked: (optional)\n\nbox selecting small items in all draw modes (wireframe etc) from a distance where they're barely visible doesnt work anymore. Problem is apparent in perspective and orthographic.\n\nplace a few small objects (couple of mm), then zoom out to around 5 metres and try and box select them.\n", "border select is viewscale sensitiv, objects do not get selected\nOperating systems: \nboth Win10 x64 with Quadro [P2000](P2000.txt) and\nMint x64 with 780Ti\n\nBroken: \n2.80 official release and\n2.81 Alpha September 12, 09:48:54 - 492a7998d508 Windows 64 bit\n\nWorked: \n2.79 2018-03-22 14:10 (use append objects to test cause it crashes with this file)\n\nbox selection of objects has an error with small parts,\nthey don't get selected when zoomed out, like in the provided file.\n\n\nopen supported file [borderselect-zoom.blend](borderselect-zoom.blend) \ndo not zoom, box select the half of the geometry, grab X, see some smaller objects do not being moved,\nbecause not selected...\n\n- aa, remove selection, zoom out, border select again, even less objects get selected\n- aa, remove selection, zoom all the way in, border select again, objects do get selected", "Perpendicular planes are not selected with Box Select tool\nOperating system: Windows-10-10.0.15063 64 Bits\nGraphics card: Quadro K2200/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 416.78\n\nBroken: version: 2.81 (sub 14)\nWorked: (blender 2.77)\n\nI just can't select any object, that are perpendicular to view:\n\n![selecting_top_view.gif](selecting_top_view.gif)\n\nHave to switch to perspective or do some rotate view. When you add to this issue with selecting too small objects (T63356), that causes your work hard.\n\n\n1. Remove everything from scene.\n2. Switch to top view.\n3. Add a plane.\n4. Rotate it 90 degree X axis.\n5. Duplicate it many times.\n6. Select them using border select tool.\n7. Notice, that only active element was selected.\n\nI intentionally placed GIF with all nonactive objects. Circle select and Lasso select tool work fine.\n\n\n", "border select not reliable for small objects relative to viewport\nOperating system: Linux-4.18.0-25-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.116\n\nBroken: version: 2.81 (sub 11)\n\nI have a collection of objects that are small in scale relative to the viewport. Border select around these objects only selects some of them.\n\n\nExample blend file: [border_select_test.blend](border_select_test.blend)\n\n* start blender with blank profile directory\n* scale default cube by .01\n* zoom in, and duplicate cube several times to create a scattering of cubes:\n![step1.png](step1.png)\n* zoom far out so that all cubes are taking a few pixels in the center of the screen:\n![step2.png](step2.png)\n* border select around all the cubes\n* scale by 10:\n![step3.png](step3.png)\n* observe that only some of the cubes were selected and scaled:\n![step4.png](step4.png)\n", "Small object are not selected with Box Select tool\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 388.13\n\n\nBroken: version: 2.80 (sub 53)\nWorked: 2.79 official\n\n\nObjects that are too small to be visible in the viewport don't get selected with Select Box tool. Other selection tools like Circle Select or Laso Select work as expected. The problem exist in all viewing modes (wireframe, solid, eevee). In Blender 2.79 all objects get selected no matter how small they are.\n\n[Select-Small-Objects.blend](Select-Small-Objects.blend)\n1. Open the attached blend file. There are two cubes, one with scale 10, the second with scale 0.01. \n2. Zoom out to see the larger cube.\n3. Select the large cube to make it active. \n4. Box Select both cubes. The small cube does not get selected.\n5. Select the small cube to make it active.\n6. Box Select both cubes. Both cubes get selected.\n\n", "Box Select does not select all geometry in Edit mode, in dense cases\nOperating system: Windows 10 Pro 64-bit\nGraphics card: nVidia RTX 2080\n\nBroken: 2.80 hash 74DB65E5424\n\n\nConverted text corruption.\n\n\n[Bug 3.blend](Bug_3.blend) Open the attached file. Press TAB to enter edit mode. Block-select the word \"Prev.\" Press \"P\" then press \"enter.\" Vertex data is corrupt; new extraneous vertices are added over the text. They are unselected and should not be there at all. They remain part of the text from that point forward." ]
Freestyle excess memory usage? Crash {[F7939965](2.82.1-GPU_11-04-2019_region-render.png)}Operating system: Windows-10-10.0.18362 64 Bits Graphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.48 Broken: version: 2.81 (sub 16) 32GB memory on Motherboard Worked: (optional) Same scene that I have been trying to Render in Freestyle, (also fails in LANPR) It is a large landscape, with characters, leaves, grass, fur, etc. 1920x1080px Small slices (Render Region) shouldn't use the same amount of RAM and crash as the full scene Attempting to get a Line Render using Freestyle. I have successively reduced the Render Zone, as it crashes on the full scene, Crashed on 1/2 scene, 1/3 scene, and currently stuck in Freestyle: View map creation at 1/5 slice of the scene, using 97%-99% of available RAM?? It seems to be trying to make a View map of the entire scene, instead of just the subset slice. I was going to send it to a Render Farm to do in Tiles, but Freestyle doesn't seem to be conducive to using less memory on smaller subsets?? How to proceed?? Went to bed, checked three(3) hours later, CRASH. I gently complained on "Blender Today" and Dalai Felinto and Pablo Vasquez, both said it sounded like a bug, and submit it!! Line Rendering needs to work reliably. I am attaching an example of the Render Region I am attempting to render with Freestyle, shown in MatCap on far left edge.
[ "Memory leak while rendering with particle hair?\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.49\nSystem Memory: 32 GB\n\nBroken: version: 3.4.0\nWorked: Could not find any which made a difference (tried 3.4.1, 3.3, 3.2, and 2.83)\n\nHi\nI've been having a problem where, while rendering in cycles, a blend file appears to be causing system memory usage to increase every frame. It does seem to plateau eventually, but the memory committed remains high even after the rendering is finished or stopped.\n\nI tried to simplify things down as much as possible, it's just the mesh and the object with several particle hair systems.\n\nRender the sample blend file.\nOriginal (240 MB)\nSample.blend?dl=0\nCompressed (54 MB)\nSample.zip?dl=0\nOr\n-Create new blend file\n-Set to render using cycles (gpu using optix)\n-Append \"Sample\" collection from attached blend file\n-Render", "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.", "Intel GPUs: 3.6.2 crash on initializing Eevee rendered view\nOperating system: Linux-6.5.3-300.fc39.x86_64-x86_64-with-glibc2.38 64 Bits, WAYLAND UI\nGraphics card: Mesa Intel(R) Arc(tm) A770 Graphics (DG2) Intel 4.6 (Core Profile) Mesa 23.2.0-rc3\n\nBroken: version: 3.6.2\nWorked: 6 months ago :)\n\nBlender crashes when you opened the attached project and switch to rendered view.\n\n", "Crash when deleting ViewLayer while rendering\nOperating system: Linux-5.4.0-66-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 750 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.66\n\nBroken: version: 2.92.0\n\nA crash will happen when deleting a ViewLayer while rendering stills or animations, for any render_display_type\n\n- In the default scene, add a new ViewLayer\n- Set the renderer to Cycles so that you can see the render progress. In Eevee you could set up a little animation to get the same problem.\n- Start a normal render\n- While Blender is still rendering, delete the new ViewLayer that you just added and that was being in use when the render process was called\n- A crash happens with a Segfault, even after some time.\n\nThis problem looks to me as just an unhandled context change, because I noticed that if you delete the current scene or the current camera used while rendering animations, those context changes are appropriately handled and the render process is effectively stopped without a crash.\n", "Crash on render on some of the frames\nOperating system: Linux-4.4.0-154-generic-x86_64-with-debian-stretch-sid 64 Bits\n8x Tesla V100 SXM2 NVLINK Accelerator Cards\nDual XEON Scalable 4208 CPUs\n192 GB RAM\n\nBroken: version: 2.82 (sub 7)\nI also tested recent 2.83 build\n\nBlender crash when it renders scene frames from 346-639, the rest of the frames are fine.\nIt crashes for CPU anf GPU as well.\n\nIn order to render above frames I workaround the assert:\n\n```\n--- a/intern/cycles/kernel/kernel_compat_cpu.h\n+++ b/intern/cycles/kernel/kernel_compat_cpu.h\n@@ -74,8 +74,10 @@ CCL_NAMESPACE_BEGIN\n template<typename T> struct texture {\n ccl_always_inline const T &fetch(int index)\n {\n- kernel_assert(index >= 0 && index < width);\n- return data[index];\n+ //kernel_assert(index >= 0 && index < width);\n+ if (index < 0) return data[0];\n+ else if (index >= width) return data[width];{F8410049}\n+ else return data[index];\n }\n #if defined(__KERNEL_AVX__) || defined(__KERNEL_AVX2__)\n /* Reads 256 bytes but indexes in blocks of 128 bytes to maintain\n```\n\nThe scene is complex and I couldn't make it very simply and narrow the problem.\nPlease find the scene attached.\n\n[animation_002_02_part01.blend](animation_002_02_part01.blend)\n\n1. Open Blender 2.82\n2. Open attached scene\n3. Set frame 346, start render (F12)\n4. After one minute or so it will crash\n\n\n", "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", "Error: Illegal address in CUDA queue copy_from_device\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.98\n\nBroken: version: 3.6.0\n\nWhen rendering in GPU mode, Render crashes.\n\nAttached Blend File\nAny frame after 1150 crashes on render with the title error for us.\nTry rendering frame 1160 - This one crashes for me all the time.\n\n", "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)", "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", "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", "Incorrect VRAM quantity in the Status Bar ( GNU/Linux AMDGPU )\nHello, first bug report :)\nA minor bug about the VRAM displayed in the status bar in my GNU/Linux AMDGPU system.\n\nOperating system: Linux-5.4.0-7642-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: Radeon RX 580 Series (POLARIS10, DRM 3.35.0, 5.4.0-7642-generic, LLVM 10.0.0) X.Org 4.6 (Core Profile) Mesa 20.0.8\n\nBroken: version: 2.90.1\nBroken: 2.91.0 alpha\nWorked: No\n\nDisplayed VRAM quantity in the status bar is wrong: 16 GB instead of 8 GB.\n\nIn a similar system enable the Video Monitor option to show the GPU usage in the status bar.\nUploaded an image and system info file:\n![16GB.png](16GB.png)\n[system-info.txt](system-info.txt)", "Crash when rending animation w/simple physics sim\nOperating system: macOS-12.0.1-x86_64-i386-64bit 64 Bits\nGraphics card: Apple M1 Apple 4.1 Metal - 76.1\n\nBroken: version: 3.0.0\nWorked: Spinning beach ball in 3.1 Alpha\n\nWhen selecting \"Render Animation\", the Rendering window starts to draw, and then the app crashes.\n\n\nFile attached. Just load and Select Render Animation.[simple-physics-crash.blend](simple-physics-crash.blend)\n\n", "Crash going to material preview or rendered shading mode Blender 2.83.0\nMacBook Pro 15 inch Early 2013\n2.7 GHz Intel Core i&\n16 GB 1600 Mhz DDR3\n|Operating system:|MacOS 10.12.5 - @Tramfabriek\n| -- | -- |\n||Mac OS X 10.12.6 (16G2136) - @johan-eds\n|| macOS 10.12.6 - @UmbertoOldani\n\n|Graphics card:|NVIDIA GeForce GT 650M 1024 MB + Intel HD Graphics 4000 1536 MB - @Tramfabriek\n| -- | -- |\n||NVIDIA GeForce GTX 775M, PCIe, 2048 MB - @johan-eds\n|| NVIDIA GeForce GTX 680MX 2048 MB - @UmbertoOldani\n\nBisected to find the bad commit: 804e90b42d\n\nCrash when clicking on Viewport Shading >Material Preview or >Rendered\nThis did happen already in the 2.83 betas, but none of the 2.82 and earlier version had this problem on this computer running this same OS at least since Blender 2.79.\n\n**System crash report 1** (crash in `UI_draw_roundbox_aa` -> `GPU_batch_draw `. Probably the material render icon):\n```lines=10\nThread 0 Crashed:: Dispatch queue: com.apple.main-thread\n0 libsystem_kernel.dylib \t0x00007fff909add42 __pthread_kill + 10\n1 libsystem_pthread.dylib \t0x00007fff90a9b457 pthread_kill + 90\n2 libsystem_c.dylib \t0x00007fff909134bb __abort + 140\n3 libsystem_c.dylib \t0x00007fff9091342f abort + 144\n4 libGPUSupportMercury.dylib \t0x00007fff88cdbfbf gpusGenerateCrashLog + 158\n5 com.apple.GeForceGLDriver \t0x00007fff76297390 0x7fff7607a000 + 2216848\n6 libGPUSupportMercury.dylib \t0x00007fff88cdd524 gpusSubmitDataBuffers + 560\n7 com.apple.GeForceGLDriver \t0x00007fff76385867 0x7fff7607a000 + 3192935\n8 com.apple.GeForceGLDriver \t0x00007fff763554fd 0x7fff7607a000 + 2995453\n9 com.apple.GeForceGLDriver \t0x00007fff76282a2b 0x7fff7607a000 + 2132523\n10 com.apple.GeForceGLDriver \t0x00007fff7626ee9a 0x7fff7607a000 + 2051738\n11 com.apple.GeForceGLDriver \t0x00007fff76289654 0x7fff7607a000 + 2160212\n12 com.apple.GeForceGLDriver \t0x00007fff7626af97 0x7fff7607a000 + 2035607\n13 com.apple.GeForceGLDriver \t0x00007fff763851ad gldUpdateDispatch + 1041\n14 GLEngine \t0x00007fff7ff1d32a gleDoDrawDispatchCoreGL3 + 520\n15 GLEngine \t0x00007fff7fecebd9 gleDrawArraysOrElements_Entries_Body + 128\n16 GLEngine \t0x00007fff7fecaab4 glDrawArraysInstanced_GL3Exec + 220\n17 org.blenderfoundation.blender \t0x0000000109614f2c GPU_batch_draw_advanced + 428\n18 org.blenderfoundation.blender \t0x0000000109614d6c GPU_batch_draw + 124\n19 org.blenderfoundation.blender \t0x0000000105218c51 UI_draw_roundbox_aa + 353\n20 org.blenderfoundation.blender \t0x0000000104f3d96c ED_region_do_draw + 1372\n21 org.blenderfoundation.blender \t0x0000000104b6d49c wm_draw_update + 2092\n22 org.blenderfoundation.blender \t0x0000000104b6b010 WM_main + 48\n23 org.blenderfoundation.blender \t0x0000000104827762 main + 962\n24 libdyld.dylib \t0x00007fff9087f235 start + 1\n\n\nThread 0 crashed with X86 Thread State (64-bit):\n rax: 0x0000000000000000 rbx: 0x0000000000000006 rcx: 0x00007fff5b521f78 rdx: 0x0000000000000000\n rdi: 0x0000000000000307 rsi: 0x0000000000000006 rbp: 0x00007fff5b521fa0 rsp: 0x00007fff5b521f78\n r8: 0x0000000000000000 r9: 0x0000000000989680 r10: 0x0000000008000000 r11: 0x0000000000000206\n r12: 0x000000011ab85cf8 r13: 0x0000000000000000 r14: 0x00007fff998033c0 r15: 0x000000011ab85000\n rip: 0x00007fff909add42 rfl: 0x0000000000000206 cr2: 0x00007fff960d0b58\n \nLogical CPU: 0\nError Code: 0x02000148\nTrap Number: 133\n```\n\n\n**System crash report 2** (crash in `blf_batch_draw ` -> `GPU_batch_draw `):\n```lines=10\nThread 0 Crashed:: Dispatch queue: com.apple.main-thread\n0 libsystem_kernel.dylib \t0x00007fff8b1dfd42 __pthread_kill + 10\n1 libsystem_pthread.dylib \t0x00007fff8b2cd457 pthread_kill + 90\n2 libsystem_c.dylib \t0x00007fff8b1454bb __abort + 140\n3 libsystem_c.dylib \t0x00007fff8b14542f abort + 144\n4 libGPUSupportMercury.dylib \t0x00007fff83587fbf gpusGenerateCrashLog + 158\n5 com.apple.GeForceGLDriver \t0x00007fff71040390 0x7fff70e23000 + 2216848\n6 libGPUSupportMercury.dylib \t0x00007fff83589524 gpusSubmitDataBuffers + 560\n7 com.apple.GeForceGLDriver \t0x00007fff7112e867 0x7fff70e23000 + 3192935\n8 com.apple.GeForceGLDriver \t0x00007fff710fe4fd 0x7fff70e23000 + 2995453\n9 com.apple.GeForceGLDriver \t0x00007fff7102ba2b 0x7fff70e23000 + 2132523\n10 com.apple.GeForceGLDriver \t0x00007fff71017f8e 0x7fff70e23000 + 2051982\n11 com.apple.GeForceGLDriver \t0x00007fff7100b6bc 0x7fff70e23000 + 2000572\n12 com.apple.GeForceGLDriver \t0x00007fff7100bec2 0x7fff70e23000 + 2002626\n13 com.apple.GeForceGLDriver \t0x00007fff7101113f 0x7fff70e23000 + 2023743\n14 com.apple.GeForceGLDriver \t0x00007fff7143f25e 0x7fff70e23000 + 6406750\n15 com.apple.GeForceGLDriver \t0x00007fff7143f4e6 0x7fff70e23000 + 6407398\n16 com.apple.GeForceGLDriver \t0x00007fff7143f5d7 0x7fff70e23000 + 6407639\n17 com.apple.GeForceGLDriver \t0x00007fff71013d3d 0x7fff70e23000 + 2035005\n18 com.apple.GeForceGLDriver \t0x00007fff7112e1ad gldUpdateDispatch + 1041\n19 GLEngine \t0x000000011925232a gleDoDrawDispatchCoreGL3 + 520\n20 GLEngine \t0x0000000119203bd9 gleDrawArraysOrElements_Entries_Body + 128\n21 GLEngine \t0x00000001191ffab4 glDrawArraysInstanced_GL3Exec + 220\n22 org.blenderfoundation.blender \t0x000000010b288f2c GPU_batch_draw_advanced + 428\n23 org.blenderfoundation.blender \t0x000000010b288d6c GPU_batch_draw + 124\n24 org.blenderfoundation.blender \t0x000000010b283d82 blf_batch_draw + 418\n25 org.blenderfoundation.blender \t0x000000010b282359 BLF_batch_draw_end + 9\n26 org.blenderfoundation.blender \t0x0000000106fc2163 view3d_draw_region_info + 8515\n27 org.blenderfoundation.blender \t0x0000000106936dbd DRW_draw_callbacks_post_scene + 445\n28 org.blenderfoundation.blender \t0x00000001069376cd DRW_draw_render_loop_ex + 1757\n29 org.blenderfoundation.blender \t0x0000000106fc2668 view3d_main_region_draw + 136\n30 org.blenderfoundation.blender \t0x0000000106bb157e ED_region_do_draw + 366\n31 org.blenderfoundation.blender \t0x00000001067e149c wm_draw_update + 2092\n32 org.blenderfoundation.blender \t0x00000001067df010 WM_main + 48\n33 org.blenderfoundation.blender \t0x000000010649b762 main + 962\n34 libdyld.dylib \t0x00007fff8b0b1235 start + 1\n\nThread 0 crashed with X86 Thread State (64-bit):\n rax: 0x0000000000000000 rbx: 0x0000000000000006 rcx: 0x00007fff598ab4b8 rdx: 0x0000000000000000\n rdi: 0x0000000000000307 rsi: 0x0000000000000006 rbp: 0x00007fff598ab4e0 rsp: 0x00007fff598ab4b8\n r8: 0x0000000000000000 r9: 0x0000000000989680 r10: 0x0000000008000000 r11: 0x0000000000000206\n r12: 0x0000000120bebcf8 r13: 0x0000000000000000 r14: 0x00007fff93fe13c0 r15: 0x0000000120beb000\n rip: 0x00007fff8b1dfd42 rfl: 0x0000000000000206 cr2: 0x00007fff8b1c727d\n \nLogical CPU: 0\nError Code: 0x02000148\nTrap Number: 133\n```\n\n1. Open Blender\n2. Click to remove start up information panel\n3. Click on Viewport Shading >Material Preview or >Rendered\n\nResult:\nCrash", "Crash after copy pasting a material onto itself and switching to render\nOperating system: ArchLinux\nGraphics card: NVIDIA 3090\n\nBroken: Current main.\nWorked: Never.\n\n\nBlender crashes when copy pasting a material onto itself (via UI), then creating a new material slot, and then switching to the rendered view.\n\n1. Open a new scene in blender.\n2. Select the cube and go to its material tab.\n3. Next to the material list, on the right, click the down arrow and do Copy Material.\n4. From the same menu now do Paste Material.\n5. Add a new material slot using the + in the materials tab.\n6. Switch to rendered view.\n\nAttached a crash stacktrace taken with gdb, and main build with debug.\n\nIf it's useful, the crash was taken with a manually built blender, so it was a factory startup with Eevee as a renderer, but it also crashes when using Cycles.\n", "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" ]
[ "Hair with children bogs down Freestyle\nVersion: Git compile from last week.\n\nWithout children, things work fine.\nWith children enabled in hair, visibility computations takes a long time, and it never seems to make it past stroke rendering (and then I crashed).\nCanceling also never seems to finish canceling.\n\n32gb in system.\nBlender reports 146mb peak usage during render.\nDebian (stable) process shows 16gb usage.\n\n*Notes:\n 1. There are several console messages: \"Warning: degenerated triangle detected, correcting\"\n 2. Body was made with ManuelBastioniLab (MakeHuman addon)\n\n [test-fs2.blend](test-fs2.blend)" ]
Splintetype POLY leads to glitch. Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40 Broken: version: 2.93.0 Alpha Worked: version: 2.92.0 Beta Polycurves are glitching Create a Curve, set Splinetype to Poly.
[ "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", "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", "Changing the geometry type in the Vertex Weight Proximity modifier disables \"Invert Falloff\" and \"Normalize Weights\"\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89\n\nBroken: version: 2.91.0\nWorked: \n\nIn the **Vertex Weight Proximity** modifier if the proximity mode is set to *Geometry*, changing the geometry type between *vertex, edge and face* disables the options *Invert falloff* and/or *Normalize Weights*.\n[bug.mp4](bug.mp4)\n\nAdd an object, add the vertex weight proximity modifier, set the proximity mode to geometry, enable the options normalize weight and invert falloff and change the geometry type between vertex, edge or face.\n[Based on the default startup]\n\n", "Solidify (Complex, Constraints) - very rare glitch\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.02\n\nBroken: version: 3.5.1\nWorked: 3.1.2\n\nbehavior changed in c2e8e68b6517b91eb14270707d7182c1727861c4\n\nSolidify modifier creates a weird glitch at a specific vertex.\n\nI have a model with about 40000 verticies that I wanted to solidify. Everything works fine, except the surroundings of a single vertex. The topology does not seem any particular there. The model is made out of triangles, but the glitch also appears if I convert it to quads. I copied the vertex and the surrounding faces to a sperarate blender file and recorded how the glitch appears depending on moving one of the verticies:\n![blender_bug.gif](attachment)\n(the glitch looks exactly the same when the vertex is part of the larger object)\n\nSolidify Modifier Settings:\nMode: Complex\nThickness Mode: Constraints\n(other settings does not affect the glitch)\n\n", "Modifiers which deform spline points propagate across all users of the same data unexpectedly\nVersion: 2.81 build Oct 23 (Linux 64)\n\nWhen a Curve Object Modifier uses the \"Apply On Spline\" setting, it seems to affect the curve data directly. This means that if a curve data block is used by multiple objects, a modifier on one of those objects will affect all the others.\n\n[curve_modifier_bug.blend](curve_modifier_bug.blend)\n\nTo reproduce, open and inspect the attached file. Notice that the objects on the left both have deformation modifiers, while their clones on the right do not. However, the curve object still appears to be modified because it uses the same data as the modified curve object. This is not how modifiers are supposed to behave. \n\nThe expected behavior is demonstrated by the two mesh objects. Like the curve objects, they also share the same data, but the effect of the modifier is limited to the owner of the modifier.", "Avoid creating doubles in UV-Sphere primitive\nCurrently some new mesh operators are creating meshes with duplicate geometry, then removing it. This can cause problems - see: [D6001: Fix #70560: Large cones are created with double vertices (even though the radius is zero)](D6001).\n\n\nIt would be more elegant not to create duplicate geometry to begin with.\n\n- Committed fix for cone 5c8ccad652, while it still creates doubles, they are removed without relying on removing doubles.", "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)", "Running multiple instances of Cycles HIP ends in segfault\nOperating system: Windows 10\nGraphics card: 2x Radeon W6800 32GB\n\nBroken: 3.0.0, 3788003cdaeb, master, 2021-11-30\nWorked: Never\n\nWhen I have 2 instances of Cycles rendering using HIP at the same time on a particular production scene, one instance will crash with the following error: \n\n\n```\n...\nFra:441 Mem:8965.99M (Peak 8965.99M) | Time:00:21.57 | Mem:1469.81M, Peak:1469.81M | Scene, View Layer | Updating Images | Loading Scene2_Garage_Furniture_Roughness.png\nFra:441 Mem:8965.99M (Peak 8965.99M) | Time:00:21.70 | Mem:1533.81M, Peak:1533.81M | Scene, View Layer | Updating Images | Loading Metal02_nrm.jpg\nFra:441 Mem:8965.99M (Peak 8965.99M) | Time:00:21.73 | Mem:1569.81M, Peak:1569.81M | Scene, View Layer | Updating Images | Loading Scene2_Garage_Objects_normal.png\nFra:441 Mem:9030.99M (Peak 9030.99M) | Time:00:21.73 | Mem:1570.69M, Peak:1570.69M | Scene, View Layer | Updating Images | Loading Tires_rough.png\nMalloc returns null: len=37748736 in Cycles Aligned Alloc, total 1149156740\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FFED98C853D\nModule : amdhip64.dll\nThread : 00000734\n\n```\nI was unable to reproduce it in a simple scene or any commonly available demo scenes such as classroom or Barbarshop. And unfortunately I cannot share the particular scene that's causing the issue. But the scale of the scene that's crashing should easily fit onto the GPU vram three times.\n\nI've attached the crash report. If more info is needed I will try to create a dummy scene that show the same behavior.\n\n[Anim-A-Garage.crash.txt](Anim-A-Garage.crash.txt)", "particle instancer modifier 20 years BUG \nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: version: 2.91.0\n\n\n\nlook at particle instancer rotation of some parts. you can`t rotate this particles and can`t fix\n![BUG_001.png](BUG_001.png)\n![BUG_002.png](BUG_002.png)\n", "Polishing Correct Face Attributes\n- [ ] Initialize operators options based on the \"correct face attribute\" value (e.g., edge slide).\n- [ ] Unify naming of the option and the operator options.\n\nThe way we do Proportional Editing seems to be a good example to follow. These issues have been raised on 4387aff", "Curvature / handles of spline-based mask aren't deformed properly when parented to a plane track\nOperating system: Windows 11\nGraphics card: RTX 550\n\nBroken: 3.1.0\nWorked: 3.1.0\n\nCurvature / handles of spline-based masked aren't deformed properly when parented to a plane track\n\n1) create plane track\n2) draw spline-based mask inside plane track (e.g. circle)\n3) parent mask to plane track\n4) run a few frames forward\n\nhandles / curvature aren't deformed properly\nmask extends / swells out of plane\n\nIf a handle is transformed, it \"snaps into place\".\n\nReason for this is the default `Auto` type handles. In case of `Auto`, they are always recalculated, even after the plane track matrix has already been applied to them.\nTransforming a handle will change its handle type (not `Auto` anymore), thus no recalculation will happen anymore (just the plane track matrix).\n\n> see attached PDF\n\n[handles_mask_plane_track.pdf](handles_mask_plane_track.pdf)", "Scale and rotate using individual origins as the transform pivot point is useless on poly and NURBS spline types\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.96\n\nBroken: version: 3.1.0 Alpha\n\nWith Bezier curves, using scale resizes the handles for each control point, but with paths and meshes converted into curves does nothing since they don't have handles. It would have been more useful if it used the median point for each isolated spline instead. That is what I expected it would do.", "Bump Map and Normal Map causes flat shading.\nOperating system: windows 10 1903\nGraphics card: 1080ti * 2\n\nBroken: 2.82.7 stable versioin\n\nThis issue appears both on eevee and cycles.\nWhile using smooth shading, simply add a bump map and the shading lookes flattened.\n![smooth shading issue.jpg](smooth_shading_issue.jpg)\n\nThis problem will occur on a high poly model if the camera is close enough.\n\n\nBevel the cube with several segments and simply plug a bump map to the normal port of the shader node.\n\n[smooth shading issue.blend](smooth_shading_issue.blend)", "Proportional editing lag\nWin7 x64, GTX 460\n\nBroken: 2.73, 2.74\nWorked: 2.63 \n\nWith proportional editing on, I get a few seconds freeze when activate translating (G); than after freeze, \neverything goes ok. I thought that the problem was a large mesh, but 2.63 works great and without lags in the same file. \n\nMy \"bugged\" file is the one, I am working with. If it is possible, can i sent it in private and not give it to the world here?\n\nThank you!", "Support custom NURBS knot vectors\nKnot vectors describe which control points influence sections of the evaluated points for NURBS curves. The initial implementation of the new curves type doesn't support custom knot vectors because they are often computed automatically anyway, and it wasn't obvious how to store them efficiently.\n\nA new `knots_mode` type should be added, `NURBS_KNOT_MODE_CUSTOM`, which could use knot values imported from other software, manually edited by the user, or adjusted by operations. Ideally the knot vectors would be stored as an optional builtin attribute. However, since more knot values are needed than the number of points, it isn't clear exactly how to store it." ]
[ "messy curves, everytime i go to edit mode they change\n[templates.blend](templates.blend)\n[2021-02-16 13-07-47.ts](2021-02-16_13-07-47.ts)\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.55\n\nBroken: version: 2.93.0 Alpha\n\n[the curves where originally converted from a mesh, they behave weirdly, i have attached a video demostrating there behavior you can also see i have no modifiers on or any other settings ]\n\n\n" ]
Sculpt mode: crash after on the 5th undo after masking Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: GeForce GTX 550 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 376.54 Broken: version: 2.83 (sub 9) Crash after on the 5th undo after masking - Go to sculpt mode - Remesh 3 times (ctrl+R) - Sculpt some - Mask with crtl+shift+LMB(swipe) - Hide masked - Go to edit mode (Tab) - Go back to sculpt mode (Tab) - Undo 5 times (ctrl+z)
[ "Sculpt Mode: Occlusion blurring steps\nFor View and Area auto-masking we implemented Limit and Falloff sliders for controlling the extend and softness of the mask.\nThese are disabled when \"Occlusion\" is used.\n\n![image.png](image.png)\n\nWe need to implement a setting to blur the edge of the Occlusion mask.\nThe easiest solution would be to add additional \"Blur\" steps, similar to the Cavity masking.", "mask animation is not undoable\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: Intel(R) HD Graphics 4600 Intel 4.3.0 - Build 20.19.15.4454\n\n\nBroken: tested 2.79, 2.80\nWorked: non\n\n\nmask animation is not undoable\n\ncreate a mask and make an animation keyframe\npress ctl+Z or edit->undo : nothing happens!\n", "Crash when change material on render with python\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.79\n\nBroken: version: 2.8+, 2.9 - 2.93.0 Alpha\n\nHey :)\nI’m trying to change material on a few objects during \"frame change\" with python.\nIn a viewport everything works fine but during Animation Rendering(cycles or eevee) it crashes immediately or a few frames later.\nMy system can’t handle more than 500 cubes.\n![change_mat.gif](change_mat.gif)\n\n- Open \"change_mat.blend\"\n- Run script \"change_mat\" from Text Editor\n- Change Frame in Time-Line (0,1,2) // All cubes in the scene/viewport change their active material (Red, Green, Blue)\n- Press \"Render Animation\" => Crash // If it does not crash then duplicate more cubes\n\n[change_mat.blend](change_mat.blend)\n[change_mat.crash.txt](change_mat.crash.txt)\n\nMany Thanks!\n", "Quadriflow Remesh: Undoing the next operator also resets the mesh\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 960M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67\n\nBroken: version: 2.83.4\n\nUndoing the operation after the remesh also undoes the remesh.\n\n- Quadriflow remesh the default cube\n- Execute any other operator (switch to edit mode, add curve, etc..)\n- Undo\n\nThe mesh will reset to its state before the remesh.\n\n", "Crash when trying to delete particle system or undo CTRL+Z\nBroken: version: 2.82 (sub 7)\nWorked: 2.79\n\nAfter updating from 2.79 to 2.8 this file file crashes when I try to delete the Plane. When I go to Edit mode, trying to rotate, grab or do anything it crashes. Plane has a particle system on it. When i try to delete it crashes too. Basically if i touch the Plane in any way it will crash and there is no way to get rid off it. Cannot delete the particle system either. Also, when i try to undo the last step CTRL it also makes it crash.\n\n- Open the attached file\n- Try to delete the plane or its particle system \nCrash.\n\n[T74786_2-83.blend](T74786_2-83.blend)\n\n\n\n", "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 with lineArt modifier and Armature\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 3.0.0 Alpha\nExperienced with 2.93.2\n\nHaving a line art object in the scene applied to an object 'A' when there is an armature on object 'B' makes blender very unstable. A simple scroll in the timeline will crash instantly.\n\n\nIn the attached file, what I did : \n- Create a cube, subdivided along Y, add a simple armature, keyframe it with a simple motion.\n- Duplicate the cube, apply the armature.\n- Select the second cube, shift-a -> Object Line Art\nFrom there : \n- Scroll the timeline... Crash.\n\nIf I delete the animated cube, scrolling works fine. Disabling it in viewport as well.\n\n\nI also tried adding a simple cube, instead of duplicating the initial \"armatured\" cube, and adding the Object Line Art to it, but the same crash occurs.\n\n[LineArtCrash.blend](LineArtCrash.blend)\n\n", "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)", "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)", "Crash when rendering animation in Workbench (with workbench shadows)\nOperating system: Windows 10 20H2\nGraphics card: Nvidia GTX1080\n\nBroken: 2.93.0\nWorked: 2.92.0\n\nWhen rendering the attached file as animation Blender ends without notice after the second rendered frame.[mirandaAnimNeu3.blend](mirandaAnimNeu3.blend)\n\nOpen the file mirandaAnimNeu3.blend. Click Render | Render Animation.\n\nThe animation is set to start at Frame 466 and to last until frame 4900. After rendering of frame 467 Blender crashes without notice. No crash file is created. Blender just ends.\n![grafik.png](grafik.png)\nBoth rendered images are saved. It is interesting to note that the earlier images of this animation are rendered within seconds but the render times of the last images require minutes although no noticeable content becomes visible. Yesterday I have rendered all 4900 frames at 50% size without anti-aliasing, which worked fine. Each image rendered in a second or two.\nSorry that the blend-file is so big...", "Crash playing animation with rigid body\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.20\n\nBroken: version: 2.83.1\n\nAfter opening a blend file (ver BLENDER-v280RENDH). The frame starts at 25 upon opening it. I changed the frame to 0. I pressed space to play then the application closes.\n\n[Whiskers Away.blend](Whiskers_Away.blend) \n- Open file\n- Rewind to frame 1 {key Shift Left}\n- Seek to frame 0 {key Left}\n- Play animation\n\nCrash doesn't happen every time. Redo all steps in such case. There is about 30% probability to reproduce successfully.", "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)", "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)", "Sculpt Mode: Edit Voxel Size hotkey conflict\nOperating system: Win 10\n\nBroken: blender-2.90-51ac411ce80c-windows64\n\nThe \"Edit Voxel Size\" and the \"Repeat Last\" functions are using the same hotkey (Shift+R), and as a result, the \"Repeat Last\" command is not working in sculpt mode.\n![image.png](image.png)", "Multres disabled in Sculpt Mode when under another modifier\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: version: 2.92.0 Alpha\n\nWhen stacking another modifer like Solidify or Mirror over (listed below in the modifier stack) the multires modifier it will disable you from sculpting on the subdivision levels when entering sculpt mode.\nInstead it will show the base resolution. If any modifier visibility is toggled or sculpt level is switched it will be fixed.\nSometimes when sculpting on an object with this bug it also crashes but I couldn't reliably reproduce this.\n\nI assume the intended effect would be that the modfiers other than the multire get disabled, but not the multires itself.\n\n- Add a multires modifier on the default cube\n- Subdivide 2 times\n- Add solidifiy modifier \n- Enter sculpt mode\nNow instead of showing subdivision 2 it will show the base mesh\n- Toggle any modifier visibility, subdivision level or the sculpt mode option \"Use Deform only\"\nNow it will be fixed. Toggle out and into sculpt mode again and it will show the bug again.\n\n" ]
[ "Sculpt Box Hide not updating in realtime + crash\nOperating system: Windows 10\n\nBroken: blender-2.83-acab7450784a-windows64\nWorked: 2.83.5\n\nBox Hide is not updating in realtime in the viewport. You need to rotate the view for it to update. *(maybe related to this studio light refresh issue #74744 ?)*\nAlso if you keep using the box hide this way, and then undo, blender will crash. \n\nGo to sculpt mode and try use the box hide tool.\nSee:\n\n[2020-03-14_18-29-20.mp4](2020-03-14_18-29-20.mp4)", "Crash in sculpting while undoing hide action with mask data\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 960/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 432.00\n\nBroken: version: 2.83 (sub 9)\nWorked: version: 2.82 (sub 7)\n\nBlender crashes every time when undoing the box hide operator while or after the mesh had mask data, this does not happen with blender 2.82a.\n\n\n*Open blender in sculpt mode\n*paint mask data\n*Use box hide operator on part of mesh\n*Undo with Ctrl + Z\n\n\n{[F8411231](image.png),size = full}\n\nThank you!\n", "Sculpt mode: Dyntopo: unhide mask with alt+h doesn't work in sculpt with Dyntopo on\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 550 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 376.54\n\nBroken: version: 2.83 (sub 9)\n\nunhide mask with alt+h doesn't work in sculpt with Dyntopo on\n\n- Go to sculpt mode\n- Enable dyntopo\n- Sculpt some\n- Ctrl+shift+LMB (swipe) a part of the mesh to mask\n- Hide the masked part ( sculpt menu-> hide masked) notice nothing happens, pan the view and see the mesh get hidden\n- Reveal the hidden mask with alt+h (Notice nothing happen)\n\nBut if you go to edit mode and reveal the hidden with alt+h, it will happen.\n" ]
[Bug]Blender 2.76-8 slow physics Arch linux i915 Blender-2.76.8 Broken: Blender 2.76.8 Hash:257268a Worked: Blender 2.76b Hi! It seems that blender game engine dynamic, softbody, character physics work like slow motion! Please compare attachments in 2.76b and 2.76.8 (latest build). Horse falls down very slowly and if press spacebar, goes to infinity! In softbody, flag is slow motion! Character physics is buggy, too. but I didn't include in attachments. [horse(dynamic).blend ](horse.blend) [softbody.blend ](softbody.blend)
[ "Operator Modal Time Wrong Behavior \nOperating system: Windows 10\nGraphics card: RTX 2080 ti\n\nBroken: 3.2, master\nWorked: None\n\n\nThe modal time speeds up when dragging UI panels\n\n\nBased on the default startup or an attached .blend file, just execute the script loaded in the text editor, it will run as expected, and count each second, but after dragging any UI panel, it speeds up (Check in the video).\n\n[Main.blend](Main.blend)\n\n[Bug.mp4](Bug.mp4)\n\nThis Modal Operator Script was created based on the default modal timer template\n\n\n\n\n", "Rigid body baked cache not invalidated\nOperating system: Windows 10 Pro 64-bit\nGraphics card: 4095MB NVIDIA GeForce GTX 1080 (NVIDIA)\n\nblender-2.80rc1-windows64\nWorked: (optional)\n\nSimple physics object is trapped in previous (deleted) animated properties.\n\nI have included a blend file which consist of just a cube with physics properties added.\nIt is supposed to fall but it moves to the origin and stays there.\nThe file is a working file from which everything has been deleted and a cube added.\nRun the animation and the cube will behave oddly.\nIf the cube is deleted and a different mesh added, say a sphere and moved and basic physics assigned. It will do the same.\nThis is likely to be a problem with my file from which everything has been deleted??\n[physics-problem.blend](physics-problem.blend)", "lost 90% of my progress\nOperating system:\nGraphics card:\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\ni was 90% through my build and had forgetten to save although i havent made saving every five minutes my priority anyways i was almost done when it freezes then crashes and all of mt work is now gone this has already happened once but i didnt lose anything so i therefore didnt report it\n\n", "\"Add [Object]\" menu not working correctly or lagging\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.40\n\nBroken: version: 3.6.0\n\nI found out that the context menu that appears just after adding an object tends to lag or bug if you have split screen the viewport and the compositor with the checkbox \"use nodes\".\n\n1. Make a vertical split and and add the Compositor panel.\n2. Check \"use nodes\" in the compositor panel.\n3. Add any 3D Primitive object in the viewport, )E.G. Icosphere).\n4. Try changing the subdivisions in the \"add icosphere menu\" or just try to drag the logation paramenters whithin that menu.\n5. The result will be a choppy or lagging response, not expected.\n6. I've tracked this error even from the 3.4 version of blender, until now.\n", "NLA: Animated Influence/Time Property Sliders Unresponsive\nTask: #76549 (NLA Strip influence slider doesn't respond to autokey correctly.)\n\n**Source of Problem**: (anim_sys.c) *nlastrip_evaluate_controls() -> animsys_evaluate_fcurves()*: I believe the issue is due to NLA evaluation, where the animated strip properties are evaluated and flushed at the same time the action strip channels are evaluated. Since autokeying doesn't insert a keyframe as the value changes, that's probably why the slider is unresponsive. \n\n**Solution**: Perhaps we should separate (despgraph-wise) NLA strip animated property evaluation from when we evaluate the NLA system for general animation? Animated strip properties would only be evaluated and flushed on frame change or when the whole frame needs refreshed. Then normal non-NLA animation evaluation will just read the strip properties as is. This would allow the slider be responsive. It also allows the user to change these properties and view their changes without having to keyframe, just like any other Blender animated property. \n\n**Potential Problems with Solution:** What do we do when strip influence is animated and the user changes it (without keying) then inserts keys on character bones. When we remap the keyframes, should we re-evaluate and use the strip's animated influence? Or should the new keys be remapped using the unkeyed strip time?", "Physics menu - Dynamic Paint breaks the menu layout\nOperating system: Linux-5.4.92-050492-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: Mesa DRI Intel(R) HD Graphics 4400 (HSW GT2) Intel Open Source Technology Center 4.5 (Core Profile) Mesa 20.3.3 - kisak-mesa PPA\n\nBroken: version: 2.91.2 , 2.93 Alpha 699b2d98553f \n\nIt is quite simple, Dynamic paint causes the menu to become one column instead of sticking to two as shown in the video.\n\nOpen up a new file, go to Physics Properties tab, click on Dynamic paint.\n\n[Based on the default startup, no need to provide a file]\n\n[blender-dynamic-paint-menu-bug.mp4](blender-dynamic-paint-menu-bug.mp4)", "Blender 2.8. In edit mode when you have hard scene (slow down processing) all your actions will applyes not at right moment (not at click but at moment when blender finn. caclucations)\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 560/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.35\n\n\nBroken: version: 2.80 (sub 53)\nWorked: (optional)\n\n\nI have scene where I put a lot boolean(and not only) modificators on one objects and when I enter into edit mode all processing erally slow (each action: movement, extrusion, etc..) And problem here in next: when you doing any action (and it took time to process it) and then press mouse button to apply action affect, but! it will not memorize position of the mouse when you pressed, and still continue doing (move to the cursor) And this really anoing because you need repeat all twice or more time. Or just seating and waiting with no mouse movement at all, when it will apply action effect. \nSo core problem is that: in edit mode any affect will applyes not at moment when you decide but by moment when CPU will finished calculetion of movement/action and will change your action to position where is going be mouse positioned at the moment of the end calculation... something like that. \n\nCreate some worcload/heavy scene. For example by a lot subdivisions and booleans at object. When each your action will be like \"under water gravity\" slowed down. And then try to change(extrude/move vertext / anything) boolean part that will be used as cut area in the edit mode. \n\n[2019-04-01 17-39-35.mov](2019-04-01_17-39-35.mov)", "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", "Scaled Rigid Body causes issue (moving origin or mesh breaks collision, double transforms on negative scale)\nOperating system: Ubuntu 18.04 LTS\nGraphics card: Intel HD 4000\n\nBroken: 3.0\nBroken: 2.90.1\nWorked: I don't know if this works with any other version, I created the file using 2.90.1.\n\n\nSee the attached .blend file. This file contains two errors with Rigid body simulation. I'm filing both errors in one bug because these may be related (both happen in one example simulation).\n\nError 1: object origin distance from another object changes interaction between objects\n\n1. Open attached example case (.blend file)\n2. Play the animation to verify that \"Ball\" is attached to the chain.\n3. Stop the animation and jump to first frame.\n4. Select object \"Ball\" and from menu Object - set Origin - Origin to Center of Mass (Volume)\n5. Play the animation to verify that \"Ball\" is no longer attached to the chain.\n\nError 2: Rigid body type \"Active\" changes orientation of the object\n\n1. Open attached example case (.blend file)\n2. Play the animation to verify that chain is attached to the object \"Cube\".\n3. Stop the animation and jump to first frame.\n4. Change \"Cube\" Physics properties - Rigid body - Type: Active and Settings: Dynamic\n5. Play the animation and notice that Cube is now rotated 180 degress around the X axis. Obviously this results in chain no longer connected to the cube as expected and chain and Ball drop directly down during the animation.\n\nExample .blend file (cannot simplify more because Blender seems to be unstable with this file):\n[physics-test.blend](physics-test.blend)\n\n**Additional information**\nIt seems that I can work around Error 1 by selecting all items and applying \"Rotation & Scale\". I think this should not be required to get two objects to interact during simulation so I'm reporting the problematic file as-is. I cannot figure out the reason nor workaround for Error 2.\n\n$ apt policy blender\nblender:\n```\nInstalled: 2.90.1--release~98526-3e85bb34d0d-0thomas~bionic0\nCandidate: 2.90.1--release~98526-3e85bb34d0d-0thomas~bionic0\nVersion table:\n```\n *** 2.90.1--release~98526-3e85bb34d0d-0thomas~bionic0 500\n 500 ubuntu bionic/main amd64 Packages\n", "LineArt; Crash after press play in a scene with LineArt modifier\nOperating system: Linux-5.4.0-105-generic-x86_64-with-glibc2.27 64 Bits\nGraphics card: GeForce GT 630/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.144\n\nBroken: version: 3.2.0 Alpha\n\nNo idea what crashes blender. Just press play and wait some seconds.\n\nI would love to help solving this issue, so when someone could remind me where the crashreport usually lands in Linux, i could share that as well.\n[Narrator.blend](Narrator.blend)\n\n", "Clicking \"Bake All Dynamics\" causing various crashes.\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 \"Bake All Dynamics\" is beyond finicky and crashes Blender in many different use cases. Many little \"tricks\" are needed to make it work. I am using Disk Cache for all below situations, but I believe the crashes happen with or without this.\n\nSituations where it crashes:\nClicking \"Bake All Dynamics\" within the Cloth cache settings. It seems it's required to click \"Bake All Dynamics\" button within the context of the Rigid Body system, or else it crashes instantly.\n\nClicking \"Bake All Dynamics\" in the context of hair dynamics seems to do nothing. Same goes for \"Update All to Frame\"\n\nIf a rigid body simulation has been baked, clicking \"Delete All Bakes\", then clicking \"Bake All Dynamics\" immediately will also crash blender. The only workaround for this is to \"move\" an object even if using a zero value, before clicking \"Bake All Dynamics\" again. This prevents the crash. \n\n\nCreate a Rigid Body Sim, create a Cloth Sim. Check \"Disk Cache\" as an option. Try the various methods listed above.\n\n", "The version over 3.5 (3.6 and 3.6.2) crashes for me after using control of view.\nOperating system: Linux-6.2.0-32-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: Mesa Intel(R) Iris(R) Plus Graphics 650 (Kaby Lake GT3e) (KBL GT3) Intel 4.6 (Core Profile) Mesa 23.0.4-0ubuntu1~22.04.1\n\nBroken: 3.6 and 3.6.2\nWorked: version: 3.5.0\n\n\nI have quite simple scene: 1 table, 1 chair. I change selection from chair to table f.x., then deselection or I make zoom out, the screen freezes, Blender proposes me to closing because not responding\n\n", "NLA: Action Track Hold Forward Inconsistency\nBug Report: #66946 (NLA strip unexpectedly auto-switching from Hold to Hold Forward)\n\n**Problem:** For the Action Track (non pushed action), extrapolation `None` and `Hold` is respected but `Hold_Forward` is not. It's a source of confusion. \n\n**Solution:** [Originally proposed by angavrilov]]. We treat extrapolation `Hold_Forward` as bounded on the left and infinite on the right.*FModifiers note:*It's important to note that the Action Track does not evaluate the same as normal strips which is [[https:*developer.blender.org/T66946#723602 |intentional](https:*developer.blender.org/T66946#724251). FModifiers will affect the track's boundaries so keyframes don't necessarily define the Action Track's evaluation bounds. So adding a default cyclic modifier to channels effectively makes the Action Track's evaluation bounds infinite. Even extrapolation `None` in this case appears to not work properly. This behavior is still intentional even though it appears broken. The user-side solution is to restrict the modifier's frame range. ", "Slow EEVEE timeline scrubbing when using Scene World material\nOperating system: Arch Linux\nGraphics card: Intel UHD 620 (`iris` with `INTEL_DEBUG=reemit`)\n\nBroken: `0781c22ceedc`, `2.90`\nWorked: \n\n\nScrubbing through the timeline on an empty scene is slow when viewing through EEVEE and Scene World enabled, even though the node graph for it is a simple Background Shader node.\n\nThis also happens when *nothing* is connected to World's material output.\n\n[slow_scrub.mp4](slow_scrub.mp4)\n\nYou can see in the first part of the video, when using LookDev and have Scene World disabled, the scrubbing is relatively fluid and very close to the cursor. After enabling Scene World you can see that the scrubbing is lagging behind the cursor.\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n1. Create a new scene\n2. Delete everything (not really necessary)\n3. Try scrubbing the timeline without Scene World in LookDev\n4. Try scrubbing the timeline *with* Scene World in LookDev\n5. Notice that the latter is less responsive\n\n**Note**\n\nI have only experienced this on this GPU (probably due to its low-performance), however I still feel this is a weird bug.", "crash freeze with ellie_animation.blend file\nOperating system: macOS-10.15.7-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon RX 580 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.10.23\n\nBroken: version: 3.2.0\nv3.0.1 also broken for this file\n\nwhen opening the demo file ellie_animation.blend the Blender crash freezes with spinning beachball.\n\nopen the demo file ellie_animation.blend \nBlender has spinning beachball\nmacOS Activity Monitor built-in utility shows Blender (Not responding). \nI have to force quit blender.\n\nother blender files I have work ok. other blender demo files work ok." ]
[ "BGE:: Motion Actuator:: The code for Force apparently overwritten with code for LinV\nWin7 64 bit, 16 GB RAM, an AMD 7xxx GPU, third gen i7 processor\n\nBroken: hash 254282c\nWorked: hash 83a36b2 (buildbot build done 4th of September)\n\nForce movement is now behaving like LinV as opposed to actual force, could've been an error introduced when cleaning or pasting code\n\nOpen the .blend and press 'P'.\n\n**.blend**\n[Bug.blend](Bug.blend)\n" ]
Dragging incorrect object into reference field - Crashes Blender Operating system: Windows 7 Graphics card: GT750M Broken: 2.80, March 19, 22:51:20 - 2eead4868834 Worked: This has been happening in all 2.8 beta releases I've tried. Dragging an incorrect object (such as a cube) to a field that asks for an object reference (ex. "Taper Object"), then directly clicking in that field causes Blender to shutdown. 1. Create a Text object and Cube. 2. Select the text then go to the "Object Data"/"a" tab. 3. Under "Geometry", drag the Cube layer into the "Taper Object" field 4. Nothing will happen clearly, BUT without moving the mouse out of the field, click it. (If you move the cursor out of the field first, then click, it does not crash.) 5 Blender will crash and close. ** This happens with most "reference" fields I believe. Note: An expert blender user wouldn't attempt this, but I am a new user and tend to try weird things in order to learn. I apologize.
[ "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", "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", "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", "Adding new hook while in Edit mode breaks when trying to undo/redo the operator\nWin7 (32bit)\n\nBroken: 2.78a\n\n\n- Add Path from Curve menu, add new Armature\n- Assign Bone to control point as Hook\n- Blank Hook modifier appears along with real one\n\nScreencast: [screencast0001-0250.mp4](screencast0001-0250.mp4)\n", "Bug when working with the Child Of constraint and the Selection to Cursor command\nBroken: version: 3.0.0 Alpha\nWorked: Never\n\nWhen working with the Child Of constraint the `Select To Cursor` command does not work correctly.\n\n- Open attached file\n- In the 3d View press {key Shift S} and `Select To Cursor`\n[Bug_ChildOf_Selection2Cursor.blend](Bug_ChildOf_Selection2Cursor.blend)\n\n---\n**Original Report:**\nWhen working with the Child Of constraint, it is impossible to use it several times by enabling and disabling the influence of the constraint. \nHe second time the offset is different and the child object jumps away from the desired position. \nIt's hard to put it in the right place. I tried to use a 3D cursor for this, but the Select To Cursor command does not work correctly when working with this the Child Of constraints.", "EXCEPTION_ACCESS_VIOLATION when baking between linked objects\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.59\n\nBroken: version: 2.82 (sub 7)\nWorked: (optional)\n\nWhen experimenting with the idea of having linked duplicate objects and bake materials between them I found a reproducible crash.\n```\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF63BB28F6E\nModule : C:\\Program Files\\Blender Foundation\\Blender 2.82\\blender.exe\n```\n\n- Oppen attached file\n- Try to bake the textures (blender crashes)\nSometimes it doesn't crash the first time but always atleast on the second or third attempt.\n\n[mushroom.blend](mushroom.blend)\n", "GPU Subdivision: Crash on applying Subdivision Surface Modifier\nOperating system: Win 10 22H2 10.0.19041\nGraphics card: Intel® HD Graphics 5500 Driver version: 20.19.15.5171\n\nBroken: All versions after 2.93.11\nWorked: 2.93.11\n\nBlender crashes when applying the Subdivision Surfaces modifier. Tested with various different geometries (meshes, NURBS)\nCrash probably occurs with old intel GPUs\n\n- Start Blender\n- Apply SS modifier to cube OR delete cube, add another object (cube? lol), add modifier to that", "Regression: Attempt to move object with Copy Location (with Offset) crashes\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.67\n\nBroken: version: 3.4.0 Alpha\nWorked: version: 3.4.0 Alpha\n\nA consistent crash when trying to move an object with COPY LOC w/ Offset enabled.\n\n\n1. Open the attached blend file\n\n2. Move the pre-selected object in any direction, you may have to do this two or three times\n\n3. program will crash with EXCEPTION_ACCESS_VIOLATION\n\nThis is happening every time.\n\n```\nStack trace:\nblender.exe :0x00007FF73E03C510 blender::bounds::min_max<blender::VecBase<float,3> >\nblender.exe :0x00007FF73E03BD30 blender::FunctionRef<void __cdecl(blender::Bounds<blender::VecBase<float,3> > &)>::callback_fn<<lam\ntbb.dll :0x00007FF9998C4FD0 tbb::interface7::internal::isolate_within_arena\nblender.exe :0x00007FF7425212F0 blender::CacheMutex::ensure\nblender.exe :0x00007FF73E042390 BKE_mesh_minmax\nblender.exe :0x00007FF73E0409F0 BKE_mesh_boundbox_get\nblender.exe :0x00007FF73E02E940 BKE_object_boundbox_get\nblender.exe :0x00007FF73E02F410 BKE_object_dimensions_get\nblender.exe :0x00007FF73E613520 RNA_property_float_get_index\nblender.exe :0x00007FF73E235050 dtar_get_prop_val\nblender.exe :0x00007FF73E235410 evaluate_driver\nblender.exe :0x00007FF73E168590 calculate_fcurve\nblender.exe :0x00007FF73E156270 BKE_animsys_eval_driver\nblender.exe :0x00007FF73E4464F0 blender::deg::`anonymous namespace'::evaluate_node\nblender.exe :0x00007FF73E446320 blender::deg::`anonymous namespace'::deg_task_run_func\nblender.exe :0x00007FF7425175C0 tbb::internal::function_task<Task>::execute\ntbb.dll :0x00007FF9998CF220 tbb::recursive_mutex::scoped_lock::internal_try_acquire\ntbb.dll :0x00007FF9998CF220 tbb::recursive_mutex::scoped_lock::internal_try_acquire\ntbb.dll :0x00007FF9998C4FD0 tbb::interface7::internal::isolate_within_arena\ntbb.dll :0x00007FF9998CA120 tbb::task_scheduler_init::terminate\ntbb.dll :0x00007FF9998CD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FF9998CD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FF9A5D192C0 recalloc\nKERNEL32.DLL :0x00007FF9A6F72690 BaseThreadInitThunk\nntdll.dll :0x00007FF9A882AA40 RtlUserThreadStart\n```\n\n", "Regression: Crash when sculpting shape keys in 3.6.2 release\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.99\n\nBroken: version: 3.6.2\nWorked: 3.5 did not crash, I'm told.\n\n**Description**\nA user in a Discord community shared a file which was crashing for them while in Sculpt mode. I could reproduce the crash, so I simplified the file and found repro steps.\n<video src=\"attachment\" title=\"2023-09-14 00-35-34.mp4\" controls></video>\n\nAs you can see, it takes a few seconds of aggressively dragging the shape key value to get the crash to occur.\nAnother way to get the crash is to just make sculpt brush strokes. I found the shape key slider dragging easier, but I could get it to crash with sculpt strokes too, which was the original complaint from the user.\nMaybe worth noting that, as far as I can tell, if the shape key is not this extreme in its effect, then it seems even harder or impossible to produce the crash.\n\n- File: [Vessa_clean5.blend](attachment)\n- Make sure you're in sculpt mode (I don't think it can crash otherwise)\n- Drag the shape key value around for several seconds, or make a few dozen sculpt strokes\n- Should crash eventually.\n\n", "Fix bad behavior of Armature Join operator\nCurrently, armature 'Join' operator empties its source Armature IDs, while not deleting them. This is both fairly useless, and inconsistent with other 'Join' operations on e.g. Meshes, which do leave source obdata untouched.\n\nIt should instead probably operate on temporary out-of-main copies of the source armatures data, and also leave the original data unchanged.\n\nAlternative option would be to effectively delete the emptied source armature IDs, together with all the objects using them, but this is probably not the desired behavior either.\n\nIssue revealed while investigating #96452 (Armature corrupted after undo), see also [#96452.blend](T96452.blend) for a reproducible case.", "Error reporting in modifiers\n[D11591: Alembic: import arbitrary attributes](D11591) adds some error reporting for attribute reading. It would be nice to formalize this, and extend it to be applicable in other areas, Alembic I/O or otherwise.\n\nOne area of improvement would be to stop outputting to the console while telling users to look it: on some platform, or depending on how Blender was started, there may not be a console readily available, and Blender would need to be restarted with a console.\n\nThis can fixed by using `ReportLists` where applicable.\n\nFurther, modifiers should have the ability to carry multiple error messages as multiple things can go wrong (e.g. if multiple attributes could not be imported, we should have one error per attribute). This would be the responsability of modifier type. [D15492: Modifiers: add a callback to copy the error message](D15492) introduces some API for modifiers to manage their own errors.\n\n----------------\n\n**Discussion summary**\n\nRather than [D15492](D15492), extend `ModifierData` with an optional `ReportList*` which would help differentiate between info/warning/error, and have it all displayed in the UI generically.\n\nSee [P3197](P3197.txt) for a quick implementation. Here is an example, based on [D11591: Alembic: import arbitrary attributes](D11591):\n\n![Capture d’écran_2022-09-15_20-07-07.png](Capture_d_écran_2022-09-15_20-07-07.png)", "Geo Nodes crash, when updating old node group with new (using user_remap()) \nOperating system: Linux-5.15.21-1-MANJARO-x86_64-with-glibc2.33 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.47.03\n\nBroken: version: 3.1.0 Beta\nWorked: I think it always crashed\n\nLets say I have two geo nodes: **old_node** group and **new_node** group. I want to update old to new using python:\n\n```\nold_ng.user_remap(new_ng)\n```\n![image.png](image.png)\n![image.png](image.png)\nBlender will crash after running code above, if scene has Cube object with geonodes modifier that uses **old_ng**. Crash happens only if modifiers tab is visible, and you re-select the cube. It wont crash, if new nodegroup does not have additional input.\n\n1. Run script from attached blend file ( it remaps old_ng to new_ng) \n2. re-select 'CubeOld' object. Blender will crash\n\n [gn_update_crash.blend](gn_update_crash.blend)\n\n", "Recursive Purge Orphans datablocks on file save\nFully deleting datablocks from a blend file doesn't happen as easily as most users might expect, since \"delete\" is often used in the UI when \"un-link\" is what is actually meant. This can cause a lot of confusion and uncertainty during production. Proper deletion of datablocks requires that they are first un-linked, then they can be purged via File->Clean Up->Recursive Unused Datablocks. This works beautifully, and I would like to propose adding an option to have this operation executed after existing deletion operators. For example, after deleting a collection of objects, it would then also delete everything that was used only by those objects, such as their mesh and shape key datablocks, materials, actions, textures, etc.\n\nMy previous proposal was to have an option to execute Recursive Purge only on file save, which seemed to make sense to everyone I talked to at the time. (@dr.sybren @mont29 @JulianEisel @SimonThommes ) \nI still think that solution would be a step forward, but the new proposal above would achieve the same goals in an even more foolproof way. \n\n### Use case\nCurrently, this can very easily happen:\n- Animator duplicates an overridden character. All its objects get a .001 suffix.\n- Animator deletes that copy, saves their file, and later re-opens it. Only one \"layer\" of unused objects has been cleaned, so there can still be orphan object datablocks lying around unseen.\n- Animator duplicates the character again. Now the number suffix of their objects are all over the place. Some of them have .001 and others have .002.\n\nAs they continue working and duplicating characters, the old, unused objects slowly get deleted, and the name suffixes really get all over the place. It's not nice to get your objects names all mixed up like this, as things get really confusing when trying to troubleshoot problems in a production file, since everywhere where one object references another, the mismatching suffixes give the troubleshooter anxiety and uncertainty. The only way to avoid this currently is to tell the entire production team to always run a recursive Purge after deleting anything, which is very error-prone. \n\n\n### Potential issues\n\n- ~~The current recursive purge purges Text datablocks, which is bad because they don't have the possibility of a \"Fake User\", so they should be excluded (or better yet, be included in the \"fake user\" system, and get a fake user by default). ~~ (Fixed by [D10983](D10983))\n- Actions don't have fake user enabled by default. The long standing issue of Action datablocks \"disappearing\" on users and making them lose hours of work if they forget to click Fake User would be exacerbated by this change. This could be trivially fixed by giving Actions a fake user on creation, and forcing users to clean up their unused Actions themselves.", "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)", "Blender Crashes when trying to create a Pivot Constraint for armature\nOperating system: Windows 11\nGraphics card: NVIDIA GeForce RTX 3050 Laptop GPU\n\nBroken: 3.33, 3.34, 3.35 Beta\nWorked: 2.79\n\nWhen trying to set a bone in the Pivot Constraint for the Armature, it crashes.\n\n1. Create an armature.\n2. Create a Pivot constraint from \"Object Constraint Properties > Add Object Constraint > Relationship > Pivot\".\n3. Select the armature in the Target field.\n4. Then select the Bone in the Bone field. (Blender crashes)\n\n" ]
[ "Drag and drop causes null pointer exception\nOperating system:\nGraphics card:\n\nBroken:\n2.80, a3261aad130e, 2019-01-04\nWorked:\n2.79, f4dc9f9d68b, 2018-03-22\n\nThere is a null pointer exception in the search callback for properties. It happens when the mouse cursor is not moved off the property after a drop event and the selection menu is opened instead.\n\nOpen default startup .blend.\nDuplicate the camera.\nSelect Scene tab in Properties window.\nSelect \"Camera.001\" as Camera.\nDrag \"Camera\" from Outliner window to the Camera property in Scene tab.\nDon't move the mouse. (Moving the mouse away from the button avoids the exception)\nClick to open the selection menu.\n\n**Possible fix**\nSetting but->free_search_arg to false during drop will fix the null pointer exception but probably introduces memory that is never freed.\n[ui_but_drop.diff](ui_but_drop.diff)" ]
e key not working in Python console on its own Windows 10 Broken: (2.79.1 ef8bbc8, see splash screen) Worked: (2.79 5bd8ac9) e key not working on its own in Python console. When using the current nightly build referenced above, attempting to type the lowercase e (or capital E when Caps Lock is on) does not currently work. Shift+E does seem to work for creating lowercase e (when with Caps Lock on) or upper case E (when Caps Lock is off).
[ "Space Mouse not working properly\nOperating system: Mac OS Ventura 13.3.1 (a)\nGraphics card: Apple M1 Max\n\nBroken: 3.5.0\nWorked: 3.0.0\n\nNo buttons of the Spacemouse work anymore.\nEverything worked with Blender 3.0.0 and 3D Connexion Driver 10.7.0.\n\n1. Install latest 3D Connexion Driver 10.8.0.\n2. Set up some buttons in 3DxWare 10 like:\n a. \"Button 1\" = Keystroke \"Tab\".\n b. \"Button 2\" = Keystroke \"1\".\n c. \"Button 3\" = Keystroke \"2\".\n3. Start Blender.\n4. Try to switch between Edit and Object mode with \"Button 1\":\n a. No Function.\n5. Try to switch between select Modes with \"Buttons 2-3\":\n a. No Function.\n6. Try to select more Objects with holding \"shift\" on Space Mouse:\n a. No Function.\n\nI miss the combination so hard, it's impossible to work without my space mouse, I'm used to it for a decade. :(\nThe Space Mouse works fine in all other Programms, its an Blender Issue exclusively.\n\nAdditional Infos:\nSometimes restarting Blender multiple Times, re-installing it, fixes temporary the function of the basic Keys \"shift, cmd, etc\". The other buttons never work. They worked always in the past and still work in all other programs where I use the mouse. ", "Texture stencil \"Reset Transform\" doesn't work properly\n**System information**\nLinux Mint 17.3 (x86_64)\nLinux Mint 18 (x86_64)\nWindows 8.1 64bit\n\nNvidia Geforce GT640\nNvidia Geforce 820M\n\nBroken: 2.78, 2.77a\n\nIn texture paint mode (wether in 3D or 2D), the \"Reset Transform\" under \"Texture\" doesn't work once you clicked on the \"Reset Transform\" under \"Texture Mask\".\n![image.png](image.png)\n\n\n - Open this .blend file [stencil Reset transform bug.blend](stencil_Reset_transform_bug.blend)\n\n - Click on the upper \"Reset transform\"\n\n - it works.\n\n - revert file\n\n - click on the lower reset transform, then on the upper one\n\n - it doesn't work.", "Force keyframe with “insert only needed” option on\nBroken: 2.80\n\nI suppose this was intended not a bug, but from an animator perspective it seems like a bug.\n\nWhy when \"insert only needed\" options is ON I can't insert keyframes manually? I only get \"Keying set failed to insert any keyframes\" info\n\nInserting manually only works if you do it outside the current range of animation, but then it removes the key frames next to it. I know there were flat, but it's frustrating when the software deletes keys from my animation. Is it possible to disable this option?\n\nI usually put keys on all available attributes so I don't accidentally change the pose, but on the in-betweens I like to have only keys on changed attributes\n\nIs there a possibility to forcefully insert a keyframe? or just set Autokey to insert only modified attributes? \n\nI somewhat got the functionality I wanted using KeyinSets with overriding the ION option but that worked only when Target ID-Block was set for a specific object. But creating & switching specific keyingsets for all animated object is way to troublesome while animating\n\nCheck the \"insert only needed\" in Preferences > Animation.\nManually add 2 keys for an object e.g. frame 0 & 10. Then try the same keyframe on frame 5. -> Keying set failed to insert any keyframes\" \nAlso later try setting keyframe on frame e.g 15 - > Keyframe on 10 disappears ", "`outliner.object_operation (select hierarchy)` does not change active object when directly called through a key event\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 526.98\n\nBroken: version: 3.5.1\n\n\"outliner.object_operation\" has an inconsistent behaviour when assigned to a key:\nwhen I go to the outliner and I select a hierarchy with the \"right-click menu\" > \"select hierarchy\" I just click on the object that has a hierarchy that I want to select.\n\nIf I assign this \"outliner.object_operation\" \"select hierarchy\" to a key for example \"right click\" + \"alt\" when I click on the same object by pressing \"alt\" sometimes it will not perform the correct selection.\n\nI recorded a video to explain better the problem, sorry for my voice I'm a bit sick :( \n7E_2Zra_3CY\n\n\n- Assign \"outliner.object_operation\" \"select hierarchy\" to \"right click\" + \"alt\" .\n- Alt+right click on the hierarchy.\n- \"select hierarchy\" does work, but it selects the hierarchy of the active object instead from the object under the mouse pointer.\n - Expected: \"select hierarchy\" if performed with a mouse click, should select the object under the mouse pointer and select the hierarchy.\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", "Windows Lock Screen (Windows+L) writes a single character 'l' in the Text Editor\nOperating system: Windows 10 Pro 64-bit (10.0, Build 18363)\nGraphics card: NVIDIA GeForce 920M\n\nBroken: 2.83.3\n\nWindows Lock Screen (Windows+L) writes a single character 'l' in the Text Editor.\n\n- Open Blender.\n- Open a Text Editor.\n- Create a new text by pressing the \"+ New\" button.\n- Move your mouse on the Text Editor area.\n- Press Windows + L\n- Login by entering your password if you have.\n- Check that there is a letter l (lowercase of L) in the Text Editor.\n\nI'm a coder with python script and I can no longer use Windows + L, it's dangerous. The thing that makes me confuse is I used Blender Script since a few years, I always press Windows+L all the time, since Blender 2.79 which also have the bug, but I've never remark that bug, but I remark it today. If I understand, my code is full of letters 'l'. I tried to restart Windows but the bug is still there. I updated Windows recently about a couple weeks ago.", "Themes: Spreadsheet Editor \"Region Text Highlight\" setting does not work\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 3.3.0 Alpha\n\nIn the spreadsheet editor the leftmost element where you can select the different contexts is called \"region\".\n![image.png](image.png)\n\nThe text color is controlled by the \"Region Text\" property.\nThe text highlight color seems to be hardcoded to black, even though there is a \"Region Text Highlight\" setting.\n\n![image.png](image.png)", "Hitting 'Escape' while editing a shortcut enters that key on Windows, while on linux it cancels edition\nWindows 7 64bits, nvidia gt540m CUDA 2GB, Intel i7 2GHz, 8GB ram\n\nBroken: 2.75 c6b042b\n\n\nWhen i do a search of a shortcut, and then if i want to assign a new value and then cancel, the tab disappear.\n\nBlender User Preferences > Input > Search by key-binding \"Ctrl Tab\" > Show key map and property of any tab > Clic on \"type of event\" to change the value > Press Esc to cancel > the tab disappear.\n", " Text object editing rich text and UI/UX\nCurrently, Blender includes these controls for editing rich text:\n\n{[F8029389](Screenshot_2019-11-11_at_18.22.23.png), size=full}\n\nUnfortunately, these buttons don't work in a very useful or intuitive or way. \n\n - You cannot toggle them to actually affect the selection\n - Bold, Italic & Bold+Italic fonts have to be loaded manually by the user\n - The only useful way to do use rich text formatting, is to use the operators, using shortcuts or via the Font menu:\n![Screenshot 2019-11-11 at 18.25.36.png](Screenshot_2019-11-11_at_18.25.36.png)\n\nWe can make this easier to use:\n\n - Make the toggles affect the selection\n", "Enable Python library optimizations for macOS\nTo match the same change in Linux: f222fe6a3a0750d1dfdb74f8db817c8f9f5b7236\n\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", "Tablet Pressure not working in New Window\nOperating system: Windows 10 20H1\nGraphics card: Nvidia 2070 8G\nDrawing Tablet: Huion Kamvas 16 Pro 2019\n[system-info.txt](system-info.txt)\n\nBroken: 2.92.0 and 2.93.6\n\nPen pressure not working on newly created window. Very repeatable. \n\n\n - Open Blender\n - Open Project\n - Create new Window from Main View\n - Move New window to Kamvas 16 Tablet\n - Use tablet pen to paint the mask. \n - **Pressure does not work.**\n - Verify by toggling Pen pressure button in radius and strength fields.\n - Use tablet pen again to verify\n - **Pressure still not working.**\n - Close The window on the Kamvas Tablet. \n - Move Main Window to Kamvas Tablet. \n - Use tablet pen to paint the mask. \n # Pressure is working.\n\n\nExpected behavior would be that the pressure works in the newly created window. The steps outlined above as well as the attached video evidence prove that the Tablet Pen is working In blender just not on the newly created window. \n[2021-11-23 03-52-41.mkv](2021-11-23_03-52-41.mkv)\n\n", "Curve Pen Error\nOperating system: macOS-13.3.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M2 Pro 1.2\n\nBroken: version: 4.0.0 Alpha\n\nNothing happened when I left click my mouse using Curve Pen in Edit Mode, but it is fine with blender on my windows laptop.\n\nI added a Bezier and I enter the edit mode, I deleted all the vertices and decided to draw a line using Curve Pen. However, it did not work.\n\n", "Support for binding additional keys\nThere are keys which aren't included in Blender's keymap.\n\nHowever it doesn't make sense for us to include all possible keys, as there are many which don't make sense (system-wake, calculator, eject, brightness-up, ... [see a full list ](keycodes)).\n\nRecently we have added some keys which can be useful.\n\n- Application key (used for context menu)\n- F20-24 (for users to have keyboards with additional F-Keys).\n\nThis task is to keep track of other possible additions to the keymap.\n\nOpen Topics:\n\n- How to handle non US keymaps?\n - We could support binding raw keycodes *(so we don't need to expand our fixed table of keys to include keys from all keyboard layouts).*\n - We could support keyboard layouts, which all include the US keymap, extending on it for keys it doesn't include. This could be selected as a preference.", "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)" ]
[ "Can't assign 'E' as hotkey in Clip Editor anymore\neOS 0.4.1. GTX980ti\n\nBroken: 2.79.1 cd845ae5092a76d7b830e2db3ff7f4ab6e58c50e\nWorked: 2.79.1 7719f7d27a9e1d7dc9d1040a6eb9e056ab3af8c1\n\n**Short description of error** \nAfter recent eyedropper commits the hotkey *E* for the tracking pie menu in the movie clip editor doesn't work. Also trying to assign *E* to any other operator does not work.\n\nOpen the Movie Clip Editor. Open a clip, movie or image. Then try to change any operator from Track or Solve panels to *E*. At least for me *E* does nothing anymore.\n" ]
Cycles Artefact / Never ending loop on prev. Multi lvl instancing. Operating system: Linux-4.15.0-72-generic-x86_64-with-debian-buster-sid 64 Bits Graphics card: GeForce 610M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.116 Broken: version: 2.82 (sub 6) Worked: (optional) I have multi level instanceing where i instance an instance etc.. Problem happens that when i render this.. it produce artefacts like missing data or clipped image. When i want to prev render in viewport.. it makes 1 sample and after that it automaticly refresh like i would change some data.. and it stays in that loop forever. Fire up prev render mode in viewport. look that it never goes beyond 1 sample it stays in loop like there is some loop of data refreshing. And When u Render F12 it produce artefacts.. The whole project have only emission shader.. no HDRI etc. so there should be absolutly no noise not only we have noise we also have lack of proper data. ![Zrzut ekranu z 2019-12-31 17-32-42.png](Zrzut_ekranu_z_2019-12-31_17-32-42.png) ![Zrzut ekranu z 2019-12-31 17-33-12.png](Zrzut_ekranu_z_2019-12-31_17-33-12.png) [forged_carbon.blend](forged_carbon.blend)
[ "Artifacts when composing render passes with SSS, EEVEE and SSR\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.3.0 Beta\nWorked: I'm not sure this behavior is new. Blender 3.2 displays the same behavior.\n\nWhen compositing render passes that have been generated using EEVEE, and an object has Subsurface Scattering enabled, and Screen Space Reflections are enabled, and Half Res Trace is disabled, artifacts are generated. The combined pass, however, correctly renders.\n\n![image.png](image.png)\n*What I get (demo file included below)*\n\n![image.png](image.png)\n*What I should get*\n\nNote: if Half Res Trace is enabled, the problem disappears.\nAlso, if Cycles is used to render the same scene, the passes do not display these artifacts.\n\n\n\n\n- Create a file that uses EEVEE as renderer.\n- Enable Screen Space Reflections. Disable Half Res Trace.\n- Create an object with Subsurface Scattering\n- Enable the following necessary render passes: Diffuse Light, Diffuse Color, Specular Light, Specular Color\n# In compositing, mix as follows the passes: multiply Diffuse Light and Diffuse Color; multiply Specular Light and Specular Color; add them.\n\nChanging the roughness can make the effect more extreme. Having a very contrasty roughness map exacerbates the problem:\n\n![image.png](image.png)\n*a contrasty roughness map*\n\n![image.png](image.png)\n*the render showing the problem more extremely*\n\n![image.png](image.png)\n*how it should be*\n\nThe final result should be akin to the one posted above. You can compare the composited result with the one that is already combined: the combined one does not display the issue. Using Cycles for the same setup also works without problems.\n\nThe inconsistency of results mentioned above makes me believe this is a bug, and hence my report.\n\nDemo file: [sstest.blend](sstest.blend)", "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", "Extreme motion blur not rendering correctly in Cycles\nOperating system: Windows-10-10.0.16299 64 Bits\nGraphics card: x2 GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.17\n\n\nBroken: version: 2.80 (sub 51)\nWorked: (optional)\n\n\nI'm trying to recreate the zig-zag motion blur of bullet tracers seen in WWII aircraft combat footage.\nThis is a test showing the effect I'm aiming for rendered with Redshift\n![Tracers.jpg](Tracers.jpg) \n\nIn Blender the blur seems to be angular as if it does not obey the sub frame sampling.\n![blur_0023.jpg](blur_0023.jpg)\n\nParticles must be baked otherwise they do not render properly\nAlso Blender crashes several times while rendering this scene. (CPU & GPU)\n\nPlease see attached simple Blend file.\n[BlurTest.blend](BlurTest.blend)\n\n\n\n", "Cycles does not respect the texture alpha mode\nOperating system: Gentoo Linux \nGraphics card: AMD 290x\n\nBroken:\n2.79b\n2.80 f15205b93f56e454b76d5a222fdb9a9665b99907 2018-01-02\n\nEevee respect the alpha mode in the texture settings, however cycles does not.\n\n[alpha_test_pack.blend](alpha_test_pack.blend)\n\n1. Load the attached .blend file\n2. Change the texture settings for the `Alpha:` setting for the image texture node (with use alpha on).\n3. Notice that in cycles the `Alpha:` setting has not effect, the texture alpha is always premultilied.", "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)", "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", "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.", "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.", "Re-render after saving a render result as image with 'Copy' option turned OFF makes blender unresponsive\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.86\n\nBroken: versions 2.79 & 2.81 (sub 16)\nWorked: (optional)\n\nRender with F12, save the rendered image with 'Copy' turned off, and render again. This makes (parts of) Blender unresponsive.\n\n - Render the default cube.\n - Image - Save as, and uncheck Copy in the options.\n - Click Save as image.\n - Re-render the image.\n - Press {key Escape} to close the render window (it doesn't).\n - Press {key F12} to re-render (it doesn't).\n\nStrangely enough some parts of Blender are still responsive. For example {key Shift F12} still switches to the timeline.\n", "Links persist invisibly after their source sockets are removed\nBroken: Probably forever (e.g. 3.0, 3.1)\nWorked: N/A\n\nIf the output socket of a node is removed, the input socket it was connected to does not show a button to input a value. It acts like it's still connected.\n\n**Detailed replication**\n1. Go into the Shader Editor\n2. Create the *Voronoi Texture* node and a *Math* node\n3. Set the *Voronoi Texture* node to 4D, and plug its new W output into the *Math* node\n4. Set the *Voronoi Texture* node to 3D. Observe that the input on the *Math* node still acts like it's connected\n5. Click and drag from that input on the *Math* node. A bogus wire will appear from the *Voronoi Texture* node, coming from where the W output used to be.\n\nYou can then plug this wire into another socket. It will disappear again once you let go. If you set the *Voronoi Texture* node back to 4D, the wires will re-appear.\n\nVideo example:\n\n[XwBMq60aMI.mp4](XwBMq60aMI.mp4)\n\n**Another example:**\n\n{[F13079601](free-socket.blend), size=full}\n\nIn this case you can even save the file in this state where you can't see or edit the value of the node until you disconnect it.\n\n![image.png](image.png)", "A combination of shader nodes causes lack of material emission at any brightness (Cycles)\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.49\n\nBroken: version: 3.4.0(tested as well on 3.3.0 and 3.5.0 alpha)\nWorked: (none)\n\nA difference of bevel node and normal coordinates produces no light at any emission level. Clipping the result due to suspicion about negative brightness has no result.\nNote: adding any value to the result adds corresponding emission, but despite visuals, brightness from combination above does not.\n![2023-02-09_18-31-21.png](attachment)\n\n- Open attached file\n[cycles_where_is_emission__bug.blend](attachment)\n\n\n", "Edge masking artefacts on higher subdiv levels when removing the mask from lower subdivs\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.50\n\nBroken: version: 2.90 (sub 2)\n\nThis is a follow-up report on this bug report I made: T76386\n\nTo quickly summarise, there are still masking artefacts that aren't removed when you delete a mask at a lower subdiv level. It only deletes the mask that all subdiv levels share, but in the process the edges of the mask remain at the higer levels because said geometry doesn't exist on the lower levels. This causes problems like these to occur:\n[Desktop 2020.05.17 - 00.35.46.01.mp4](Desktop_2020.05.17_-_00.35.46.01.mp4)\n\n\n1) Take a cube and subdivide it.\n\n2) Go down to level 0 and try to mask the mesh, which will be completely invisible. Then pick any subdiv level above it and mask.\n\n3) Remove the mask at a lower subdiv above level 0 and then move up one level. The mask edges should still be there.\n\n4) Repeat 3) until you reach the highest subdiv level.", "Cycles: Bump node doesn't generate anything in certain conditions\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.25\n\nBroken: version: 3.3.0\nWorked: all versions from 2.79 to 3.4.0 alpha are affected, there is no working build\n\nI'm trying to generate a normal map using Bump node and color output of the env map as height map, it doesn't work on Cycles while it works on Eevee. Seems like the \"reflection\" output of Texture coordinate node is broken, but it works fine when I'm using another outputs though\n\nOpen the project, then click on viewport Rendered mode button - it'll start Cycles which for some reason can't generate bump map, then switch to Material preview mode - it'll start eevee which works as expected\n[bug_report.blend](bug_report.blend)\n\nEdit: typos and bad english grammar fixed, I believe", "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", "\"Z\" changed to \"depth\" breaks consistency in compositing and in Render layers\n\nwin7 gtx 550ti\nOperating system and graphics card\n\nBroken by: 4cf7fc3b3a\n\n\"Z\" changed to \"depth\" breaks consistency in compositing and in Render layers\n\n\n- Make sure that the **z**-pass is checked in the Render Layers tab\n- Open node editor, notice that the**z**-pass is now **depth**-pass\n- Notice as well that everywhere else it is still consider as**z**-pass even in the manual z_combine.html\n\n![zed.png](zed.png)\n\nAlthough **depth** is more meaningful name, it is breaking consistency. Suggestion: we bring back the old behavior or we change everywhere to z-depth or depth.\n" ]
[ "Cycles - Viewport render preview stucked on the first sample - in a scene a DupliVerts objet parenting instances owned by more than one Groups\nBlender 2.78 (2.78 2016-10-24, Blender Foundation)\nMac Book Pro Retina 2013\n2.6 Ghz Intel Core i7 - 16GO 1600 MHz DDR3\nOSX 10.9.2\n\nUsing Cycles\n\nIn my scene with a parent DupliVerts object (Properties /Object / Duplication / Verts), with inside of if instances of Group.\nWhen those childs instances are from one group, that's ok.\nBut when they are from several groups, the 3D viewport render preview is stucked to the sample 1, rendered without ending !\n\nGood for heating the room ;)\n\nTo test, simply [Shift] - [x] in 3d the viewport in my blend to see this issue\nHope this help, keep the good work !\n[DupliVerts_and_Groups_BUG_with_Render_ViewPort_Cycles.blend](DupliVerts_and_Groups_BUG_with_Render_ViewPort_Cycles.blend)" ]
Blender 3.2.0 make crash April 30, 2022 Operating system: macOS-12.4-x86_64-i386-64bit 64 Bits Graphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.8.52 Broken: version: 3.2.0 Alpha Blender 3.2.0 Alpha {[F13041788](IMG_0273.MOV)}make crash during document open iMac 27" Retina Display 5K 2017 Blender 3.2.0 make crash for Mac only. Do not use Windows. ![image.png](image.png) [Holy Spirit SuperNatural 1.0.1 3.blend](Holy_Spirit_SuperNatural_1.0.1_3.blend) See youtube: J0JXuRiPR8s
[ "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", "LineArt; Crash after press play in a scene with LineArt modifier\nOperating system: Linux-5.4.0-105-generic-x86_64-with-glibc2.27 64 Bits\nGraphics card: GeForce GT 630/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.144\n\nBroken: version: 3.2.0 Alpha\n\nNo idea what crashes blender. Just press play and wait some seconds.\n\nI would love to help solving this issue, so when someone could remind me where the crashreport usually lands in Linux, i could share that as well.\n[Narrator.blend](Narrator.blend)\n\n", "Crash with lineArt modifier and Armature\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 3.0.0 Alpha\nExperienced with 2.93.2\n\nHaving a line art object in the scene applied to an object 'A' when there is an armature on object 'B' makes blender very unstable. A simple scroll in the timeline will crash instantly.\n\n\nIn the attached file, what I did : \n- Create a cube, subdivided along Y, add a simple armature, keyframe it with a simple motion.\n- Duplicate the cube, apply the armature.\n- Select the second cube, shift-a -> Object Line Art\nFrom there : \n- Scroll the timeline... Crash.\n\nIf I delete the animated cube, scrolling works fine. Disabling it in viewport as well.\n\n\nI also tried adding a simple cube, instead of duplicating the initial \"armatured\" cube, and adding the Object Line Art to it, but the same crash occurs.\n\n[LineArtCrash.blend](LineArtCrash.blend)\n\n", "Crash to login screen on macOS Ventura when enabling caustics and smooth shading.\nOperating system: macOS 13.1\nProcessor: 2.6GHz Intel Core i7\nGraphics card: AMD Radeon Pro 5500M 8 GB\nMemory: 16GB 2667MHz DDR4\n\nBroken: 3.4.1\n\nBlender/macOS crashes to login screen when enabling smooth shading on an object with \"Cast Shadow Caustics\" enabled.\n\nCreate a scene with:\n\n - A light with \"Shadow Caustics\" enabled\n - An object with \"Cast Shadow Caustics\" enabled and a transmissive material applied\n - An object with \"Receive Shadow Caustics\" enabled\n\nSet render engine to Cycles and device to GPU compute (crash does not occur with CPU compute).\nSwitch viewport mode to Rendered.\nSelect the cast shadow caustics object and enable smooth shading.\n\nmacOS will hang before crashing to a login screen.\n\nsystem.log reports:\n\nsessionlogoutd[4795]: DEAD_PROCESS: 3681 console\n\nConsole.app also lists a crash report for WindowServer (example crash report is attached).\n\n[Caustics-Crash-on-Shade-Smooth.blend](Caustics-Crash-on-Shade-Smooth.blend) [WindowServer-2023-01-19-171731.ips](WindowServer-2023-01-19-171731.ips)", "Crash playing animation with rigid body\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.20\n\nBroken: version: 2.83.1\n\nAfter opening a blend file (ver BLENDER-v280RENDH). The frame starts at 25 upon opening it. I changed the frame to 0. I pressed space to play then the application closes.\n\n[Whiskers Away.blend](Whiskers_Away.blend) \n- Open file\n- Rewind to frame 1 {key Shift Left}\n- Seek to frame 0 {key Left}\n- Play animation\n\nCrash doesn't happen every time. Redo all steps in such case. There is about 30% probability to reproduce successfully.", "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", "Crash while using several rigid bodies and some force fields.\nOperating system: Darwin-18.7.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon R9 M370X OpenGL Engine ATI Technologies Inc. 4.1 ATI-2.11.20\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\nThe scene is pretty simple, a house with some elements used as rigid bodies and some force field, vortex and wind force are applied.\n\nWhen I play the animation, it starts and around frame 140-200 it crashes.\n\nAttached blend file. The only thing to do is to play the animation and wait for the crash.\nAttached crash report.[Blender_2019-08-26-215345_MacBook-Pro-de-Kote.crash](Blender_2019-08-26-215345_MacBook-Pro-de-Kote.crash)\n\n[casaFalla.blend](casaFalla.blend)\n\n", "Fractured object crashes Render\nOperating system: macOS-13.3-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 560X OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.10.12\n\nBroken: version: 3.4.1\n\nRendering image crashes Blender\n\nThe attached file is the output of a fractured cube using RBDLabs, nothing else. It's a series of 965 simple static meshes. When displaying rendered shading in viewport, all is well. When doing Render > Render Image, then Blender crashes. Happens on my Mac M1 and Mac Intel, on Blender 3.3.4, 3.4.1, 3.5 and 3.6 alpha. If I delete the 115 last cells or the 134 first ones, then the render will properly happen. Thanks !\n\n", "Extremely frequent crashing when using the compositor. Especially when using the glare node.\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.99\n\nBroken: version: 3.6.2\nWorked: I believe it was far more stable before the realtime compositor implementation. (Blender 3.3-ish)\n\nBlender crashes extremely frequently when using the compositor on my system, especially when the glare node is being used at all. Does not seem related to vram or system specs, and looking through logs has not come up with any errors - it just closes.\n\nAdjust compositor glare node values with the viewer enabled. It seems to crash within a minute of doing so, usually sooner.\n\n", "Blender randomly crash without reason in 'glDrawElementsInstancedBaseVertex' (in 'OVERLAY_wireframe_draw' or 'workbench_draw_sample')\n|Operating system:|macOS-10.14.6-x86_64-i386-64bit 64 Bits|@MaciejSobolewski\n| -- | -- | -- |\n||macOS Big Sur 11.1 2.4 GHz 8-Core Intel Core i9 64 GB 2667 MHz DDR4|@RonMartin\n||Darwin-18.7.0-x86_64-i386-64bit 64 Bits|@aayerbe\n||Darwin-20.3.0-x86_64-i386-64bit 64 Bits|@Chyiik\n||Mac OS X 10.14.6 (18G7016)|@sahrul\n||macOS 11.2.3 (20D91)|@fahr\n||macOS-10.14.6-x86_64-i386-64bit 64 Bits|@didi404\n---\n|Graphics card:|AMD Radeon Pro 460 OpenGL Engine ATI Technologies Inc. 4.1 ATI-2.11.23|@MaciejSobolewski\n| -- | -- | -- |\n||Intel UHD Graphics 630 1536 MB|@RonMartin\n||Intel Iris Pro OpenGL Engine Intel Inc. 4.1 INTEL-12.10.25|@aayerbe\n||AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.2.15|@Chyiik\n||Intel Iris Plus Graphics 640|@sahrul\n||AMD FirePro [D700](D700)|@fahr\n||AMD Radeon Pro 570X|@didi404\n\nBroken: 2.91, 2.92, 2.93.0 Alpha, commit date: 2021-04-01 21:49\nWorked: 2.81, 2.90\n\nBlender crashes randomly on Mac OS\nIt can crash randomly after startup even if we do nothing like this example.\n\nIt has also been reported that it happens often when try to save the file after several minutes of work (#86565).\n\nCrash Log 1:\n```lines=25\nProcess: Blender [6485]\nPath: /Applications/Blender 2.93/Blender.app/Contents/MacOS/Blender\nIdentifier: Blender\nVersion: 2.93.0 (2.93.0 2021-04-01)\nCode Type: X86-64 (Native)\nParent Process: ??? [1]\nResponsible: Blender [6485]\nUser ID: 501\n\nDate/Time: 2021-04-03 13:43:19.501 +0200\nOS Version: Mac OS X 10.14.6 (18G8022)\nReport Version: 12\nBridge OS Version: 3.0 (14Y906)\nAnonymous UUID: 5527B0F5-C330-CDA4-B73E-9CB133041D4E\n\nSleep/Wake UUID: DBADD923-7C0B-4D5E-AEFC-935ECD0B12BA\n\nTime Awake Since Boot: 850000 seconds\nTime Since Wake: 1600 seconds\n\nSystem Integrity Protection: enabled\n\nCrashed Thread: 0 Dispatch queue: com.apple.main-thread\n\nException Type: EXC_BAD_ACCESS (SIGSEGV)\nException Codes: KERN_INVALID_ADDRESS at 0x0000000000000e2c\nException Note: EXC_CORPSE_NOTIFY\n\nTermination Signal: Segmentation fault: 11\nTermination Reason: Namespace SIGNAL, Code 0xb\nTerminating Process: exc handler [6485]\n\nVM Regions Near 0xe2c:\n--> \n __TEXT 000000010cad1000-0000000118885000 [189.7M] r-x/r-x SM=COW /Applications/Blender 2.93/Blender.app/Contents/MacOS/Blender\n\nThread 0 Crashed:: Dispatch queue: com.apple.main-thread\n0 GLEngine \t0x00007fff3cfe28b5 gleRunVertexSubmitImmediate + 6085\n1 GLEngine \t0x00007fff3cf4c29c glDrawElementsInstancedBaseVertex_GL3Exec + 681\n2 libGL.dylib \t0x00007fff3c2fcd02 glDrawElementsInstancedBaseVertex + 45\n3 org.blenderfoundation.blender \t0x000000010d27bf05 draw_call_single_do + 469\n4 org.blenderfoundation.blender \t0x000000010d27b68c drw_draw_pass_ex + 1692\n5 org.blenderfoundation.blender \t0x000000010d27afdf DRW_draw_pass + 31\n6 org.blenderfoundation.blender \t0x000000010d2d2819 OVERLAY_wireframe_draw + 41\n7 org.blenderfoundation.blender \t0x000000010d2c2499 OVERLAY_draw_scene + 393\n8 org.blenderfoundation.blender \t0x000000010d2724fa drw_engines_draw_scene + 186\n9 org.blenderfoundation.blender \t0x000000010d274643 drw_draw_depth_loop_impl + 1299\n10 org.blenderfoundation.blender \t0x000000010db9670f ED_view3d_depth_override + 239\n11 org.blenderfoundation.blender \t0x000000010dbbe460 ED_view3d_autodist + 48\n12 org.blenderfoundation.blender \t0x000000010db9dc9a ED_view3d_cursor3d_position + 234\n13 org.blenderfoundation.blender \t0x000000010db9dd80 ED_view3d_cursor3d_position_rotation + 144\n14 org.blenderfoundation.blender \t0x000000010db9e417 ED_view3d_cursor3d_update + 279\n15 org.blenderfoundation.blender \t0x000000010db9e7f1 view3d_cursor3d_invoke + 145\n16 org.blenderfoundation.blender \t0x000000010d152629 wm_operator_invoke + 521\n17 org.blenderfoundation.blender \t0x000000010d153bd8 wm_handler_operator_call + 648\n18 org.blenderfoundation.blender \t0x000000010d1531c4 wm_handlers_do_intern + 1588\n19 org.blenderfoundation.blender \t0x000000010d14ec16 wm_handlers_do + 774\n20 org.blenderfoundation.blender \t0x000000010d14e2de wm_event_do_handlers + 2862\n21 org.blenderfoundation.blender \t0x000000010d146b80 WM_main + 32\n22 org.blenderfoundation.blender \t0x000000010cc3691b main + 907\n23 libdyld.dylib \t0x00007fff5f1f93d5 start + 1\n\n(...)\n\nThread 0 crashed with X86 Thread State (64-bit):\n rax: 0x0000000000000e2c rbx: 0x0000000000000011 rcx: 0x00007fff3cfe28b5 rdx: 0x00007fff3cfe3ec8\n rdi: 0x0000000000000004 rsi: 0x0000000000c00000 rbp: 0x00007ffee312d230 rsp: 0x00007ffee312d090\n r8: 0x0000000000000211 r9: 0x00006000055d9f50 r10: 0x000000000000108c r11: 0x0000000000000001\n r12: 0x0000000000000000 r13: 0x0000000000000000 r14: 0x0000000000000000 r15: 0x0000108c00049800\n rip: 0x00007fff3cfe28b5 rfl: 0x0000000000010213 cr2: 0x0000000000000e2c\n \nLogical CPU: 4\nError Code: 0x00000004\nTrap Number: 14\n\n\nBinary Images:\n 0x10cad1000 - 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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 - 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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 - 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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> 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/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", "Particle instance modifier can crash when create from Children is checked and Normal is not\nOSX 10.11.6, xeon w3680 6core 12thread \n[system-info.txt](system-info.txt)\n2.69.7 5bd8ac9\nalso Nightly 2.79 34fe3f9c069\n\n\nUsing a particle instance modifier with Children checked and Normal not checked and then attempting to change certain parameters of the particle system such as in the velocity or children tabs causes a crash. Enabling Normal in the particle instance modifier prevents this from happening.\nCreate a Plane with a hair type particle system.\nCreate a cube with a particle instance modifier and set the object to the Plane with the particle system.\nCheck the box for Children and uncheck the box for Normal.\nGo to the particle system on the Plane and check Advanced. \nDrag any of the values in Velocity or Children and soon it will crash.\n[Crash_ParticleInstance.zip](Crash_ParticleInstance.zip)", "Crashing while viewing animation in Cycles\nOperating system: macOS-13.0.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Max Apple 4.1 Metal - 83\n\nBroken: version: 3.4.0\n\nWill crash seconds after playing animation in viewport when Cycles is selected and in render view. Both CPU and GPU crash. Does not crash when removing the Subdivision Surface Modifier so polycount may be a factor? This is a brand new Apple M1 Max computer from BestBuy with nothing else installed. Also tried initializing a render to video file and crashed as well. (Note: This is an error strictly with Apple M1 computers as I have tested it on an Apple intel MacBook Pro and it works just fine.) Thank you and happy holidays!\n\n1. Load file. It is a mesh plane with default cloth and subdivision modifiers acting on a wind force.\n2. Make sure Cycles is selected as Render Engine.\n3. Select Viewport Shading to Rendered (to view cycles render)\n4. Push play. Will crash or freeze seconds after play.\n\n[Cloth_Cycles_Crash.blend](Cloth_Cycles_Crash.blend)\n\n[Blender 3.4 Crash Report 12.13.22.rtf](Blender_3.4_Crash_Report_12.13.22.rtf)\n[Blender 3.5 Crash Report 12.14.22.rtf](Blender_3.5_Crash_Report_12.14.22.rtf)", "Crash on purging orphans\nOperating system: Windows 8.1, Windows 10\nGraphics card: GTX 770, RTX 2060\n\nBroken: 3.3 LTS, 3.5\nWorked: unsure\n\nWhen browsing through material search list fast enough (with textures loaded or not [purple as shown in video]) and then deleting the object + purging orphans, blender crashes.\n\n- Open uploaded file\n- Scroll through materials from dropdown\n- Switch to object mode and delete object\n- In outliner, execute Purge operation from `Orphan Data` display mode\n[#103820.blend](T103820.blend)\n[sample.blend](sample.blend)\n[3.3.lts.mp4](3.3.lts.mp4)", "Cycles HIP device crash on rendering on latest AMD Adrenaline Driver\nOperating system: Windows 11 Pro for Workstation\nGraphics card: AMD Radeon RX 6750XT (Driver: AMD Adrenaline 23.7.1, 23.7.2 23.8.1 23.9.1)\n\nBroken: 3.6.1 LTS (On latest driver)\nWorked: 3.6.1 LTS (On old driver: AMD Adrenaline 23.5.2)\n\nAfter synchronizing objects, Blender crash\nBut render the default cube scene Blender works well even using 23.7.1 driver\n\nBased on the default startup or an attached .blend file (as simple as possible).\nScene is from Blender official demo file: \nbarbershop_interior/\nCrash log file: \n\n", "Intel GPUs: 3.6.2 crash on initializing Eevee rendered view\nOperating system: Linux-6.5.3-300.fc39.x86_64-x86_64-with-glibc2.38 64 Bits, WAYLAND UI\nGraphics card: Mesa Intel(R) Arc(tm) A770 Graphics (DG2) Intel 4.6 (Core Profile) Mesa 23.2.0-rc3\n\nBroken: version: 3.6.2\nWorked: 6 months ago :)\n\nBlender crashes when you opened the attached project and switch to rendered view.\n\n" ]
[ "Regression: Crash Using Text on Curve\nOperating system: macOS-12.3.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Apple 4.1 Metal - 76.3\n\nBroken: version: 3.2.0 Alpha\nWorked:3.1.2\n\nIf I create a curve such as a circle and create a text object set the curve in \"Text on Curve\" in the object data properties blender crashes \n\n- Add Text\n- Add a curve\n- In the Text `Object Data Properties`, go to {nav Font > Transform} and set the Curve in `Text on Curve`\nBlender Crashes \n\n[Based on the default startup or an attached .blend file (as simple as possible)][test.blend](test.blend)\n\n[test.blend](test.blend)\n\n[error.txt](error.txt)\n\n\n\n" ]
Blender 2.79a RC crashes with Radeon Pro DUO windows 7 x64 Radeon Pro Duo Polaris Broken:2.79a RC 61335d853d1 Worked: 2.79 offical render defualt cube and it will crash while rendering with GPU Open default scene and render with GPU and it will crash See attached console log. ![2.79aRC Error.jpg](2.79aRC_Error.jpg)
[ "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", "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", "OPTIX_ERROR_INTERNAL_ERROR when rendering using Cycles with OptiX\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.99\n\nBroken: version: 3.6.2\nAlso tested on:\n- 3.0.0 — got same error\n- 2.93.18 — same error but different line of code\n\nOPTIX_ERROR_INTERNAL_ERROR when rendering with OptiX.\n\nError on 3.6.2\n![image](attachment)\n\nError on 2.93.18\n![image](attachment)\n\nThe issue is **not** presented when I'm using _NVIDIA Studio Driver 472.84_. However I've tried several newer versions and got this error for all of them.\n\n\n1. Open blender (just the default cube)\n2. Edit -> Preferences -> System -> OptiX -> NVIDIA GeForce GTX 1060 6GB\n3. Render Engine: Cycles\n4. Device: GPU Compute\n5. Shading (Z) -> Rendered or Render Image (F12)\n\n", "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?", "Error baking particles in OSX\nOperating system: Darwin-17.7.0-x86_64-i386-64bit 64 Bits\nGraphics card: NVIDIA GeForce GTX TITAN X OpenGL Engine NVIDIA Corporation 4.1 NVIDIA-10.33.0 387.10.10.10.40.135\n\nBroken: version: 2.83.1\n\nI have two particle emisor and when I try to bake it crash.\nI try it in Linux and work perfectly!\n[TEST_ERROR.crash.txt](TEST_ERROR.crash.txt)\n\n[TEST_ERROR1.blend](TEST_ERROR1.blend)\n\n- Open file\n- Bake particles\n\n", "Hair particles crashing when baking or animating\nOperating system: windows 10 64 , windows 8 64\nGraphics card: intel, nvidia\n\nBroken: blender-2.81-9bd0d8b5505a-windows64\nWorked: (optional)\n\nwhen trying to bake a hair particles the system hangs giving this message\n\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF7CEBD24A4\nModule : C:\\Users\\dribeiro\\Desktop\\blender-2.81-9bd0d8b5505a-windows64\\blender.exe\n\n\nopen the file\nclick 'play' on timeline or bake on hair particles\n\nNEW INFO\nremoving the hair particles the animation runs normally\n[giselle.blend](giselle.blend)", "Blender crashes 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)", "Blender crashes when using bpy.ops.view3d.view_orbit with a custom context\nOperating system: Linux-5.15.11-arch2-1-x86_64-with-glibc2.33 64 Bits\nGraphics card: AMD RENOIR (DRM 3.42.0, 5.15.11-arch2-1, LLVM 13.0.0) AMD 4.6 (Core Profile) Mesa 21.3.2\n\nAlso tested on WIndows:\n\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: AMD Radeon(TM) Graphics ATI Technologies Inc. 4.5.14756 Core Profile Context 20.40.32 27.20.14032.8\n\nBroken (Linux): version: 3.0.0\nBroken (Windows): version: 3.0.0\nWorked: Never, the crash happens in 2.7 and 2.6 doesn't seem to support the override thing (I haven't tested subversions)\n\nBlender crashes when using `bpy.ops.view3d.view_orbit` with a custom context\n\nRun this in the Python console:\n```\narea = [n for n in bpy.context.screen.areas if n.type == \"VIEW_3D\"][0]\noverride = bpy.context.copy()\noverride['area'] = area\nbpy.ops.view3d.view_orbit(override, type='ORBITLEFT')\n```\n\n[blender.crash.txt](blender.crash.txt)", "Blender 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", "Rendering instability from Blender 3.5 to 36+\nOperating system: macOS 13.4.1\nGraphics card: Apple/AMD W6800X Duo\n\nBroken: 3.6 to 4.0\nWorked: 3.5.1\n\nI get substantial instability when rendering animation sequences in Blender 3.6 and above, compared to 3.5. For example, I've built a large scene with lots of assets and displaced ground material. Today I left Blender 3.5 rendering and have outputted all 250 frames without a single issue using the GPU.\n\nBut previously in 3.6 I get a variety of frames – sometimes 30 or 40, sometime just a single frame – before I have to reboot Blender and start the rendering process again. I've tried all sorts of tricks, like using tiling to render and even switching to CPU-only, but in all cases, the animation process will eventually crash Blender. I thought it might be a VRAM issue, but my dual card has 32GB! My Mac Pro is a standard system with 64GB RAM and no strange or non-Apple additions – it should be rock solid.\n\nI don't have one specific scene to give you, but I've experienced all manner of instability since 3.6 came out – there is obviously a core difference in the app from 3.5 to 3.6+. However, I am really keen to help find the culprit. If you let me know what you need, I can provide crash reports or debug information, just point me in the right direction. Thanks!\n\n", "Blender 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.", "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 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", "Fractured object crashes Render\nOperating system: macOS-13.3-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 560X OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.10.12\n\nBroken: version: 3.4.1\n\nRendering image crashes Blender\n\nThe attached file is the output of a fractured cube using RBDLabs, nothing else. It's a series of 965 simple static meshes. When displaying rendered shading in viewport, all is well. When doing Render > Render Image, then Blender crashes. Happens on my Mac M1 and Mac Intel, on Blender 3.3.4, 3.4.1, 3.5 and 3.6 alpha. If I delete the 115 last cells or the 134 first ones, then the render will properly happen. Thanks !\n\n", "Crash when importing Collada .dae file\nOperating system: macOS 10.15.7 (19H114)\nGraphics card: AMD Radeon Pro 5500M 8 GB graphics\n\nBroken: 2.91.0 (2.91.0 2020-11-25)\nWorked: N/A\n\nI exported the attached .dae file from SceneKit on iOS. When I try to open it in Blender, it crashes. It's worth noting that [Apple's documentation ](1523577-write) for the SceneKit → .dae export says it should work only on macOS, but I was able to use it on the iOS simulator. It's possible that I'm using some sort of unsupported configuration, but Blender should at least report an error instead of crashing. And if there's something wrong with the .dae file, I'd like to report it to Apple.\n\n1. Open Blender.\n2. Choose **File** → **Import** → **Collada (Default) (.dae)**.\n4. Choose the attached Juggler.dae file.\n5. Try to import with default options: all checkboxes are Unchecked under Import Data Options, Armature Options, and Keep Bind Info.\n6. Crash.\n\n[juggler.dae](juggler.dae)\n\n[Blender_2020-12-29-143229_A9918.crash](Blender_2020-12-29-143229_A9918.crash)" ]
[ "Failed loading render kernel\nWindows 10 1709, msi vega rx 56\n\nBroken: 2.79a 61335d853d1\nWorked: 2.79 5bd8ac9\n\nAny gpu cycles render attempt cause this fail.\n\n**Console**\nDevice init success\nCompiling OpenCL program split\nOpenCL build failed with error CL_BUILD_PROGRAM_FAILURE, errors in console.\nOpenCL program split build output: source\\kernel/geom/geom_object.h:173:48: error: no member named 'lamp' in 'struct ShaderData'\n```\n Transform tfm = lamp_fetch_transform(kg, sd->lamp, false);\n ~~ ^\n```\n1 error generated.\n\nerror: Clang front-end compilation failed!\nFrontend phase failed compilation.\nError: Compiling CL to IR\n\nError: Failed loading render kernel, see console for errors\n\nAL lib: (EE) ALCmmdevPlayback_mixerProc: Failed to get padding: 0x88890004", "Failed loading render kernel\nWindows 10 Pro, Dual RX480 8GB\n\nBroken: 2.79a RC\nWorked: (optional)\n\n\nError occur when switching to GPU Compute preview. \n\narchipack: ready\narchimesh: Imported multifiles\nmeasureit: Imported multifiles\npath not found\nRegistered Hard Ops 9 with 106 modules\nPython Remote Debugging Server not found\npath not found\nDevice init success\nDevice init success\nCompiling OpenCL program split\nOpenCL build failed with error CL_BUILD_PROGRAM_FAILURE, errors in console.\nOpenCL program split build output: source\\kernel/geom/geom_object.h:173:48: error: no member named 'lamp' in 'struct ShaderData'\n```\n Transform tfm = lamp_fetch_transform(kg, sd->lamp, false);\n ~~ ^\n```\n1 error generated.\n\nerror: Clang front-end compilation failed!\nFrontend phase failed compilation.\nError: Compiling CL to IR\n\n\n\nSwitch render device from CPU to GPU compute.\n\nBased on a (as simple as possible) attached .blend file with minimum amount of steps\n", "Compiling Cycles for GPU Redering on 2.79a RC1\nOS: Windows 10 64b\nGPU: Radeon R9 390\nCPU: AMD FX 6300\n\n2.79a RC1 (01/30/2018)\n\n\nGetting errors while trying to render through GPU.\nSame error for \"Feature Set\" Supported and Experimental.\nRender is fine through CPU.\nReally hope that I'm contributing.\nRegards !\n\n![Blender_2.79aRC1_GPUCyclesCompileError_Experimental_BW.png](Blender_2.79aRC1_GPUCyclesCompileError_Experimental_BW.png)\n\n![Blender_2.79aRC1_GPUCyclesCompileError_Csl.JPG](Blender_2.79aRC1_GPUCyclesCompileError_Csl.JPG)\n\n![Blender_2.79aRC1_GPUCyclesCompileError.JPG](Blender_2.79aRC1_GPUCyclesCompileError.JPG)\n\n\n", "Blender 2.79a rc gpu vega 56 rendering failed\nWindows 10 proffesional Radeon Vega 56 driver 18.1.1\n\nBroken: Blender 2.79a rc\nWorked: 2.79 1eeb846\n\n**Gpu rendering not working on Radeon Vega 56 test scene pavillon_barcelone_v1.2, \nRender fails on any scene with the same console output...\n\nconsole output:\n\nDevice init success\nCompiling OpenCL program split\nOpenCL build failed with error CL_BUILD_PROGRAM_FAILURE, errors in console.\nOpenCL program split build output: source\\kernel/geom/geom_object.h:173:48: error: no member named 'lamp' in 'struct ShaderData'\n```\n Transform tfm = lamp_fetch_transform(kg, sd->lamp, false);\n ~~ ^\n```\nsource\\kernel/kernel_shadow.h:470:49: warning: use of logical '&&' with constant operand\n```\n if(!kernel_data.integrator.transparent_shadows &&\n ^\n```\nsource\\kernel/kernel_shadow.h:470:49: note: use '&' for a bitwise operation\n```\n if(!kernel_data.integrator.transparent_shadows &&\n ^~\n &\n```\nsource\\kernel/kernel_shadow.h:470:49: note: remove constant to silence this warning\n```\n if(!kernel_data.integrator.transparent_shadows &&\n ~^~\n```\n1 warning and 1 error generated.\n\nerror: Clang front-end compilation failed!\nFrontend phase failed compilation.\nError: Compiling CL to IR**\n\n" ]
Weird oscillations in parented rigid body simulation Operating system: Windows-10-10.0.16299 64 Bits Graphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 416.16 Broken: version: 2.81 (sub 1) Worked: 2.79 Weird oscillations in parented rigid body simulation - Start blender, copy-paste the cube, move Cube.001 so they're both next to each other - Make both cubes as rigid bodies - Set Cube type to 'Passive' - Make Cube the parent of Cube.001 - Play animation - Expected: Cube.001 falls down # Actual: Cube.001 rapidly oscillates between the starting position and the falling position [untitled.blend](untitled.blend)
[ "Rigid Body Constraints break when copying its empty object\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 446.14\n\nBroken: version: 2.90.0 Alpha\n\nCopying a rigid body constraint via CTRL+C / CTRL+V breaks it permanently (you have to remove and re-add the constraint to make it work again).\n\n- Create a simple rigid body constraint setup. You can use this file to start: [bug_rigidbodyconstraints_copy.blend](bug_rigidbodyconstraints_copy.blend)\n- Select all objects\n- CTRL+C to copy\n- CTRL+V to paste\n- Move the new objects a bit to avoid clipping, and play the animation - the active object just falls down\n- Fixed by removing and manually re-creating the constraint on the Empty.001 object\n\nThis does not happen when using SHIFT+D to duplicate.\n\n---\n\nSeems like the dependency graph loses the connections between the constraint and the rigid body objects after copying.\n\nWorking (before copy): ![bug_rigidbodyconstraints.svg](bug_rigidbodyconstraints.svg)\n\nBroken (after copy): ![bug_rigidbodyconstraints_copy.svg](bug_rigidbodyconstraints_copy.svg)", "Object with follow-path constraint jumps off path, continuing slightly displaced.\nOperating system: Linux, Debian 10 (Buster)\nGraphics card: Secret (970)\n\nBroken: (example: 2.81 alpha, 2019-08-09 a571ff2c16c6, master as found on the splash screen)\nWorked: Unsure\n\nEmpty leaps off path.\n\nLoad attached blend. Move forward about 12 or so frames and you'll see the Empty jump off the path a bit. Increasing the curve resolution draws it increasingly closer to the visible path.[cam-follow-path.blend](cam-follow-path.blend)", "Rigid Body Constraints ignoring keyed rotation limits\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.79\n\nBroken: version: 3.5.1\n\n\nRigid Body Constraint limits seems to be only taking initial values, ignoring keyed values.\n\n\n1. Open attached blend file\n2. Verify that `Constraint.002` object has Rigid Body Constraint, Generic type, and Z upper angular limit keyed (from frame 1->40, 90->20 deg).\n3. Play animation.\n4. From frame 40 and on, that Z upper angular limit is keyed to be 20 deg, but the cube being hit will still rotate to 90 degrees (expecting limited to 20 deg).\n\nTested \"Generic\", \"Hinge\", \"Generic Spring\", none respects the keyed rotation limit.\n\n-----\n\nOriginal description:\n\n\nGeneric and Generic Spring constraints will ignore keyframed changes in their lower and upper limits.\n\n1. Create 4 Rigid body cubes and a passive ground plane under them.\n2. Line 3 of the cubes up on the X axis.\n3. Connect each of the 3 cubes with rigid body constraints set to generic.\n4. Set one of the cubes on the end to animated.\n5. Select the constraint between the animated cube you just made and the next one in line and set all limits to 0.\n6. Select the next constraint in the line and set all angular rotation limits to zero except the z angle upper limit, set that to 90.\n7. Set a keyframe on the upper limit Z axis of that same constraint on frame 1.\n8. Go to frame 40 and set the upper limit Z axis to 20 and keyframe it.\n9. Take the 4th cube you made and position it behind the cube on the end that is not set the animated.\n10. Take that same cube and make it animated and keyframe it on frame 40.\n11. Move that 4th cube to hit the none animated cube at the end of the line and keyframe it.\n12. Then hit play, the constraint will ignore the changed upper limit and rotate to 90 even though it shows as being only 20 in the properties panel.", "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.", "Crash when deleting one rigidbody from constraint during simulation\nOperating system: Windows 11\nGraphics card: NVIDIA GeForce RTX 3080 Laptop GPU\n\nBroken: master branch\nWorked: Don't know if it ever worked\n\nDeleting one rigidbody that is part of a constraint during simulation causes a crash.\n\n**Steps to Reproduce**\n- Add two cubes to a scene. Add a rigidbody to both cubes.\n- Add an empty object to the scene. Add a fixed rigidbody constraint to the cube. Set the cubes as the first and second object in the constraint.\n- Play the simulation for a few frames and then pause the simulation.\n- Delete either cube, then continue playing the simulation.\n- Crash", "Bendy Bones Head swing gradually locks up, when Tail handle vector approaches Head-inverted rotation, resulting in Bone swing flipping.\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.39\n\nBroken: version: 3.1.0\n\nIn Bendy Bones, the closer end Handle vector gets to reverse orientation of Bone Head, the more bone head swing locks up, resulting in swing flipping.\nIn theory this could be a feature, if the lock-up would be relative to the bone head roll. Unfortunately direction of the lock is practically unconstrollable. In practice this means flipping of horizontal character necks when looking back, flipping of no-joint bendy knees/elbows etc.\n\nPlay animation, swing flipping is visible on the rightmost sample.\n[bendy-test.blend](bendy-test.blend)", "Cycles render artifacts relating scene scale\nOperating system: Windows 10\nGraphics card: tested multiple graphics cards with same issue\n\nBroken: 2.83.6 (file originally made in 2.79 and had the same issue)\n\nThere exists in the blend file data only two objects - the camera and a simple plane. Yet when rendering, the result does not match the viewport and there seems to be another ghost object appearing in the scene.\n\nBased on the following startup file: [strange-error.blend](strange-error.blend)\n\n1. Switch to rendered view in the viewport. This is how things should look.\n2. Now render the current frame at frame 97. Notice the strange ghosting effect in the center of the frame.", "Multi-object mode support (parent task)\nThis is a parent task to manage to todo's for multi object editing.\n\nThere are many small todo's.\n\n### Reference Patches:\n\nFor anyone interested in helping out, here are some example commits which can be used as a reference.\n\n- Edit Mesh Face Poke - 3a9669bfff *Committed without indentation, so you can see lines changed more easily.*\n- Edit Mesh Flip Normals - 4704f2687a\n- Pose Mode: Flip Quaternions - 7560aabf71\n\n\nOther commits may be useful too.\n\n### Object Loops\n\nThere is some duplicate code for looping over objects.\n\nWe'll keep the option of having a way of simplifying the looping open.\n\n----\n\nNote: to collect operator ID's.\n\n- this script helps copy them from menus: [P656](P656.txt)\n- this is a more efficient version that watches the x11 clipboard so you can hover over items and press Ctrl-C: [P657](P657.txt)", "Generic Rigid Body Constraint Bug\nOperating system: Windows 10\nGraphics card: Radeon RX 470\n\nBroken: 2.83.0\nWorked: Unknown if it ever worked\n\nAngle limit not only doesn't work but causes weird neverending twitching back and forth\nUPDATE:\nTwitching happens for both cases when both rigid bodies are active and when one of them is passive.\n[M0DJ38oWQo.mp4](M0DJ38oWQo.mp4)\n\n1. Add 2 rigid bodies, 1 active, 1 passive animated\n2. Position them active on top, passive on the bottom\n3. Add an empty in between them, add a rigid body constraint to it, select the 2 rigid bodies in its settings, uncheck disable collisions.\n4. Change the joint type to Generic, limit location to 0-0 on each axis.\n5. Play. Now it works, once you select the passive RB and move it it should behave normal.\n6. Undo. Check angle limit on Z and choose some angle range (I had it set to -30 to 30).\n7. Play. Move the passive RB and watch it breaking.\n", "Particles appear above where they should not appear (with rigid bodies)\nOperating system: Darwin-19.6.0-x86_64-i386-64bit 64 Bits\nGraphics card: NVIDIA GeForce GTX 780M OpenGL Engine NVIDIA Corporation 4.1 NVIDIA-14.0.32 355.11.11.10.10.143\n\nBroken: version: 2.92.0\nWorked: 2.79\n\nI have a cube that is an active rigid body that falls on a floor (another cube) that is a passive rigid body. The falling cube has a particle system. I tell the particles to start in the frame that coincides with the impact of the cube with the floor and to finish emitting one frame behind. The problem is that at the moment of impact this particle appears in the air, I attach an image of when it appears and then when it disappears everything continues normally. Particles only appear above when it coincides with the same frame in which there is a collision in the rigid body. In 2.79 this does not happen. In 2.92 and 2.93 if it happens. Greetings, I attach an example scene made with 2.92 stable.\n\n1 add cube an scale (this is the ground) \n2 add pasive rigid body to ground\n3 create a cube an put an raise it up a little\n4 add rigid body active to the cube above\n5 add particles to the cube above\n6 in the same frame as when the top cube collides with the ground and to finish broadcasting one frame later\n7 Now we play and we see that at the moment of impact, particles appear above where they should not appear.\n\n![Captura de pantalla 2021-04-09 a las 10.12.18.png](Captura_de_pantalla_2021-04-09_a_las_10.12.18.png)\n![Captura de pantalla 2021-04-09 a las 10.12.29.png](Captura_de_pantalla_2021-04-09_a_las_10.12.29.png)\n\n[particles_bug_when_collide_rigid_body.blend](particles_bug_when_collide_rigid_body.blend)", "rigid body behaves incorrectly when there is a cloth simulation on a passive object\nOperating system: Ubuntu 20.04\nGraphics card: Geforce MX230\n\nBroken: 3.2.1\n\nrigid body does not take into account cloth simulation, even if it is noted that the shape for collisions is a mesh after all modifiers\n[2022-07-19 22-53-31.mp4](2022-07-19_22-53-31.mp4)\n1. create an object with a rigid body\n2. create an object with cloth simulation and rigid body\n3. play simulation", "After Remove Rigid Body World. The rigidbody setting will be lost.\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 don't know.\n\nAfter click the Remove Rigid Body World button. The object's rigidbody setting was lost.\nIts setting should be preserved, just like the rigidbody constraint setting.\n\n\n1. Create a cube.\n2. Enable rigidbody for the cube.\n3. Play 5 frame.\n4. Click the Remove Rigid Body World button.\n5. Recheck the cube's rigidbody setting. It can be found lost the rigidbody setting.\n", "Particle Instance from interpolated children works unexpected\nOperating system: win10 74bit\n\nBroken: 2.8, 2.79b\n\n\"Children\" option works good only with \"Along path\". Otherwise it just duplicates extra geometry where parent particles are located. \n\nOpen file and enable \"Children\" option, see how poly count is changed without visual appearance. Then check both \"Children\" and \"Along Path\" to see the difference.\n[Particle_instance_child.blend](Particle_instance_child.blend)", "Blender Mantaflow gas fire and smoke simulation - Adaptive Domain moves problem!\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.5.0\nTHE SAME BEHAVIOUR FOR Blender versions 3.3.1 and 3.4.1.\n\n\nIf Noise is ON then:\nsometimes Adaptive Domain position jumps between two consecutive frames and smoke jumps too.\n\nAdaptive Domain jumps problem\n(even if Domain is static - must be much larger)\n\nsometimes Adaptive Domain position jumps between two consecutive frames and smoke jumps too which is noticeable for the viewer and not acceptable.\n\nSee \"Adaptive Domain jump - Noise ON OFF.png\"… the camp fire simulation according to the book \"Learn Blender Simulations the Right Way\".\n\nIf Noise OFF, OK! Seems Noise OFF is solution to these problems but then smoke does not look good. Or Adaptive Domain OFF but then render time is soaring.\n\nBlend files without simulation data (too big) in \"AD boundary jumps\" directory shows the problem, in my simulation data most remarkable jump was between frames 353 and 354.\n\nuploaded files \"AD moves problems.7z\"\n\n\n- Open file QuickSmoke4.blend\n- Bake data + noise\n- Check next frame (353 -> 354)\n\nDomain will move.\n", "Some bone animations break upon performing unrelated actions\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.79\n\nBroken: version: 3.2.0\nWorked: Unsure\n\nI have noticed that sometimes, doing random actions will break existing working animations in a blender project, but only for some bones. I'm not even sure what random actions will cause this - I've always had to resort to just loading from the last saved version. However, I do have a way to reproduce this issue almost 100% of the time really easily:\n\n*Open this blender file:\n*Select the armature (It's called \"Armature\")\n*Open the action \"Reload\" in the action editor\n*Play the animation, see that it is working\n*Now, turn on or off the fake user save toggle button (the shield icon)\n*Play the animation again, notice how the wrists no longer move, but everything else still moves.\n\n[template.blend](template.blend)\n\nThis can also be prevented by:\n- open file\n- select the armature (It's called \"Armature\")\n- go to posemode\n- select all bones\n- go back to objectmode \n- continue with the steps above (\"*Open the action \"Reload\" in the action editor\")\n- bug does not occur\n\nNote this does not have to be the the fake user save toggle button (the shield icon), e.g. toggling Manual Frame Range in the Action Editor triggers this, too\n\nworkaround (until this is fixed for good):\n\n- go to posemode\n- select all bones\n- change any setting that triggers re-evaluation of the action (this might be clicking the fake user save toggle button (the shield icon) again, or toggling Manual Frame Range in the Action Editor, or changing a keyframe or curve visibility in the Graph Editor\n- Action is working again\n" ]
[ "A wind generator connected to a rigid body - flashing anomaly\nOperating system: Windows-10-10.0.16299 64 Bits\nGraphics card: GeForce GT 730M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 389.08\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\nI designed a drone which is made by 4 rigidbodies and 4 WindForceField\nWhen I started, then the drone will fly with strange direction because an engine flashing between the start and actual point. This flashing cause the difference of the lifting power. I know the approach and I use empties.\nBut :)\nIf you placed a cube (rigidbody), then the drone will working good. I can't figure out what is the right design for this. \nI think I don't created cyclic connections so I think this is a bug.\n\n[2019-12-06 14-35-49.mp4](2019-12-06_14-35-49.mp4)\n\n1. Load the attached blend file and SPACE (bad)\n2. Add a cube and add a rigid body to it and SPACE (good)\n\n[bot6.blend](bot6.blend)\n\n", "Bug on Rigid Body Simulation when an object is parented to another\nOperating system: Windows 10\nGraphics card: GTX 1060 6G\n\n2.80\n\nBug on Rigid Body Simulation when an object is parented to another\n\nPlease check the video......\n[BL280BUG.mp4](BL280BUG.mp4)\n\nMore, I have some questions on Rigid Body. I want to ask something, coding and algorithm, to the developers who work on it...\nHow can I reach them?\n\nThanks." ]
crash and textures artifacts in cycles (CPU and GPU) Win 7 x64, RX 480 Broken: 4d12441 when a file becomes too complexe, textures start to become white or pink and render crashes blender either at begin or end. I'm still investigating to find a way to reproduce the error on a manageable file. But for the record in between, this is how it looks right: ![bug texture complexe files correct.JPG](bug_texture_complexe_files_correct.JPG) in the file where the bug first happened (note the white borders): ![bug texture complexe files variante with white borders.JPG](bug_texture_complexe_files_variante_with_white_borders.JPG) and after I removed nearly everything except the object with the problematic textures: ![bug texture complexe files.JPG](bug_texture_complexe_files.JPG) The object is a linked group and was thus never modified in any way between the shots. Reloading the file after deleting some materials in the file removes the bug and replacing some materials with dummy ones (so keeping the exact same material number and structure) also removes the artifact, but not the crash. Viewport render is fine in the file where the white border appear. CPU render seem less prone to this random behavior, but the crash is still there. Opening the production file with a debug build crashes right away with a useless stacktrace with 0x0000 everywhere Any hint on how to narrow down the bug and provide a file without it being the original one is welcome.
[ "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", "Crash - Blender crashes if an assetbrowser editor has no asset library ref.\nOperating system: Linux-6.0.9-arch1-1-x86_64-with-glibc2.36 64 Bits\nGraphics card: NVIDIA GeForce GT 1030/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 520.56.06\n\nBroken: version: 3.5.0 Alpha\nWorked: version: 3.4.0 Beta\nFor this particular file, crash started to happen after 1efc94bb2f\n\nLooks like the asset lib ref is None and it crashes? It looks blank but may have an underlying variable. \n\nNot completely sure how to reproduce this error from scratch.. Could be a legacy ref issue? To get this crash, I needed to open an old file.\nI duplicated the workspace that causes the issue and gave it a ref. \n![Asset_EditorCrash.png](Asset_EditorCrash.png)\n\n\n\nFrom the [**crash-Asset_Editor.blend**] file:\n1. Open blender\n2. Switch to workspace \"Asset_Library_Ref=None\"\n\n----\nYou can open this file in Stable and Beta without any problems.\n[crash-Asset_Editor.blend](crash-Asset_Editor.blend)\n\nThe crash report doesn't give anything to go by.\n[crash-Asset_Editor.crash.txt](crash-Asset_Editor.crash.txt)\n\n\n", "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)", "Cycles crashes on viewport rendering in CUDA driver\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.3.0\nWorked: 3.2\n\nThe crash happens while navigating the viewport in shading mode, using Cycles.\n\nThis crash reappeared in the latest 3.3 release. It happened in older releases, then it got stable, but now it's back again.\nApparently, it has to do with Cuda.\nIt's not happening in one particular scene only, but rather randomly regardless of the complexity of the scene.\n\n[Cave-CloseUp-v006.crash.txt](Cave-CloseUp-v006.crash.txt)\n\n[Cave-CloseUp-v005.crash.txt](Cave-CloseUp-v005.crash.txt)\n\n[blender.crash.txt](blender.crash.txt)", "Cycles - 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", "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)", "Texture Paint - bad behaving operator \"Save All Images\"\nGo to Texture Paint Mode with some Textures loaded. In T-Panel go to the Slots Tab. There you will find a Button labeled \"Save All Images\". However, do not push this Button !\nThis Button overwrites all involved/edited Textures in the Texture Paint Slots at once and instantly, without further inquiry, to the directory of the origins.\n\nIt's not a bug, it's working pretty well !\n\n \n", "Inconsistent 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", "Same pattern looks different for Cycles and Eevee\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.1.1\n\nThis is the difference\n\n![изображение.png](изображение.png)\n![изображение.png](изображение.png)\n\nsimplified file\n[pixels tiled1.blend](pixels_tiled1.blend)\n\n\nold file \n[pixels tiled.blend](pixels_tiled.blend)\n\nI suppose the difference in Color Ramp or Noise node.\n", "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)", "Crash when trying to show a Workspace using a deleted Screen.\nIf a Screen ID is deleted, and one then try to show a Worspace using it, Blender will crash.\n\nSetting to low prio since deleting a Screen ID is not easy to do for end user currently (you'll have to use py console, e.g. `bpy.data.batch_remove(ids=(bpy.data.screens- [x],))`), but still, this is violating general design and expected sane behavior of ID handling.\n\nThink solution should be either:\n* Deleting Screens IDs should be forbidden (not ideal, since it kind of breaks general ID design, but should be doable).\n* Deleting Screens IDs should also delete matching Workspace (not ideal either, there should not be that kind of relationships between IDs, but we already have similar things between objects and obdata...).\n* Or (probably the sanest thing to do) a Workspace should handle gracefully the case where it has no assigned Screen.", "Particle instance modifier can crash when create from Children is checked and Normal is not\nOSX 10.11.6, xeon w3680 6core 12thread \n[system-info.txt](system-info.txt)\n2.69.7 5bd8ac9\nalso Nightly 2.79 34fe3f9c069\n\n\nUsing a particle instance modifier with Children checked and Normal not checked and then attempting to change certain parameters of the particle system such as in the velocity or children tabs causes a crash. Enabling Normal in the particle instance modifier prevents this from happening.\nCreate a Plane with a hair type particle system.\nCreate a cube with a particle instance modifier and set the object to the Plane with the particle system.\nCheck the box for Children and uncheck the box for Normal.\nGo to the particle system on the Plane and check Advanced. \nDrag any of the values in Velocity or Children and soon it will crash.\n[Crash_ParticleInstance.zip](Crash_ParticleInstance.zip)", "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", "Crash when deleting ViewLayer while rendering\nOperating system: Linux-5.4.0-66-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 750 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.66\n\nBroken: version: 2.92.0\n\nA crash will happen when deleting a ViewLayer while rendering stills or animations, for any render_display_type\n\n- In the default scene, add a new ViewLayer\n- Set the renderer to Cycles so that you can see the render progress. In Eevee you could set up a little animation to get the same problem.\n- Start a normal render\n- While Blender is still rendering, delete the new ViewLayer that you just added and that was being in use when the render process was called\n- A crash happens with a Segfault, even after some time.\n\nThis problem looks to me as just an unhandled context change, because I noticed that if you delete the current scene or the current camera used while rendering animations, those context changes are appropriately handled and the render process is effectively stopped without a crash.\n", "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 " ]
[ "carve boolean modifier make some files impossible to open or very unstable.\nWin 7 x64\n\nBroken: 2.79 testbuild2 VS2015 (VS2013 opens as well as Linux versions)\n\nSome carve modifier makes complex files impossible to open. Changing them to Bmesh mode make those files to work again.\n\nI couldn't make a file to reproduce the error. What is sure is that the object in this file makes the original file to not open in VS2015 builds and prints a lot of memory leaks on Linux with ASAN.\n[buggy carve.blend](buggy_carve.blend)\nWhen this object is removed or changed to bmesh in the boolean modifier option, the file opens again on VS2015 builds.\nEven on 2013 builds, the original file with this object is very unstable. It randomly but often crashes at render start or end or when undoing." ]
Crash upon showing rig in 3D-viewport Operating system: Linux-5.10.89-1-MANJARO-x86_64-with-glibc2.33 64 Bits Graphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 495.44 Broken: version: 3.1.0 Alpha Worked: I'll do a bisect in a minute and edit this. I have an earlier alpha 3.1 build where the file doesn't crash. When showing the rig object in this file, Blender crashes. [bug_maybe_1.blend](bug_maybe_1.blend) Press ctrl-space to show the 3D-viewport and trigger the crash. It's worth noting that I made this file while working on my addon ( a custom node tree), but I have removed all that stuff from the file, so it probably isn't responsible.
[ "crash when rendering with optics\nOperating system: windows\nGraphics card: 3060\n\n**Error**\n\n```\n# Blender 3.4.1, Commit date: 2022-12-19 17:00, Hash 55485cb379f7\n\n# backtrace\nException Record:\n\nExceptionCode : EXCEPTION_ACCESS_VIOLATION\nException Address : 0x00007FF7B98A5710\nException Module : blender.exe\nException Flags : 0x00000000\nException Parameters : 0x2\n\tParameters[0] : 0x0000000000000001\n\tParameters[1] : 0x0000000000000000\n\n\nStack trace:\nblender.exe :0x00007FF7B98A56F0 blender::default_construct_n<blender::SimpleMapSlot<std::pair<int,int>,blender::meshintersect::ITT_\nblender.exe :0x00007FF7B98B6730 blender::Array<blender::SimpleMapSlot<std::pair<int,int>,blender::meshintersect::ITT_value>,1,blend\nblender.exe :0x00007FF7B98B5770 blender::Map<std::pair<int,int>,blender::meshintersect::ITT_value,0,blender::PythonProbingStrategy<\nblender.exe :0x00007FF7B98B7570 blender::meshintersect::trimesh_nary_intersect\nblender.exe :0x00007FF7B98BE4D0 blender::meshintersect::boolean_trimesh\nblender.exe :0x00007FF7B98BE240 blender::meshintersect::boolean_mesh\nblender.exe :0x00007FF7B94D43D0 blender::meshintersect::direct_mesh_boolean\nblender.exe :0x00007FF7B3ACF380 exact_boolean_mesh\nblender.exe :0x00007FF7B3ACE760 modifyMesh\nblender.exe :0x00007FF7B37C78F0 modifier_modify_mesh_and_geometry_set\nblender.exe :0x00007FF7B37C6190 mesh_calc_modifiers\nblender.exe :0x00007FF7B37C5F80 mesh_build_data\nblender.exe :0x00007FF7B37C8560 makeDerivedMesh\nblender.exe :0x00007FF7B3759B30 BKE_object_handle_data_update\nblender.exe :0x00007FF7B3759990 BKE_object_eval_uber_data\nblender.exe :0x00007FF7B39AA920 blender::deg::`anonymous namespace'::evaluate_node\nblender.exe :0x00007FF7B39AA6C0 blender::deg::`anonymous namespace'::deg_task_run_func\nblender.exe :0x00007FF7B92A2780 tbb::internal::function_task<Task>::execute\ntbb.dll :0x00007FFA475AF220 tbb::recursive_mutex::scoped_lock::internal_try_acquire\ntbb.dll :0x00007FFA475AF220 tbb::recursive_mutex::scoped_lock::internal_try_acquire\ntbb.dll :0x00007FFA475A4FD0 tbb::interface7::internal::isolate_within_arena\ntbb.dll :0x00007FFA475AA120 tbb::task_scheduler_init::terminate\ntbb.dll :0x00007FFA475AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFA475AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFA60E41B20 configthreadlocale\nKERNEL32.DLL :0x00007FFA61A27600 BaseThreadInitThunk\nntdll.dll :0x00007FFA63722680 RtlUserThreadStart\n\n\nThreads:\nThread : 00004b34\nntdll.dll :0x00007FFA6376D6D0 NtDelayExecution\nblender.exe :0x00007FF7B9267160 BLI_thread_is_main\n```\n\nuse a lot of boolean modifiers(4-6) and high subdivision modifier level(3) and set it to display the changes only on the render and use optix\n\n", "(Linux; AMD Radeon GPU) Rendering a complex scene with eevee crashes desktop environment / causes rendering and viewport artifacts\n```\nOperating system: EndeavourOS Linux / Fedora Linux (Same issue on both distros)\nGPU: AMD Radeon RX 6800 XT (16 GB VRAM)\nCPU: AMD Ryzen 5 3600\n```\n\n```\nrenderer:\t'AMD Radeon Graphics (renoir, LLVM 15.0.7, DRM 3.49, 6.1.18-200.fc37.x86_64)'\nvendor:\t\t'AMD'\nversion:\t'4.6 (Core Profile) Mesa 22.3.7'\ndevice type:\t'AMD'\nbackend type:\t'OPENGL'\n```\n\nBroken: 3.4.1, 55485cb379f7, blender-v3.4-release; 3.5.0 Release Candidate, d5d8246441a5, blender-v3.5-release (both version exhibit the issue)\n\nWhen rendering complex scenes in Eevee (Scenes with many different objects), one of the following occurs:\n\n 1. On **X11**: Computer freezes for about 5 seconds before all monitors cut to black. After about 5 seconds on a black screen, the login screen appears and I can log in as normal, as if I logged out. All of the applications have closed.\n 2. On **Wayland**: Render finishes rendering, but many of the objects appear broken; they are semi transparent or appear as if they were using the holdout shader. Returning to the viewport causes all objects with transparency to flicker randomly and appear distorted. Occasionally, the desktop of the computer itself will become broken and artifacted, only logging out or restarting fixes it. This usually isn't possible, however, as after a short while everything all displays cut to a black screen. Unlike X11, however, the only way to recover from this is to restart the PC by holding down the power button.\n\nThis issue **only occurs on linux and does not occur on my Windows 10 partition**, even with the exact same settings and scene. It also only occurs when actually trying to render the scene. In the viewport everything works just fine, even on rendered view where everything looks the same as it should in the render.\n\nThis issue seems to occur regardless of the GPU Usage; even when I limit the GPU clock and power draw significantly it still happens.\n\nThe attached .blend file is an example of a simple scene which triggers the bug. It seems to occur no matter what the render settings are set to.\n\n", "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", "Blender 3.6 problem by rendering scene on EEEVEE (Freeze and crash GL_INVALID_FRAMEBUFFER_OPERATION : Cubemap Workaround End9)\nOperating system: Windows 11 Home\nGraphics card: Radeon Graphics\n\nBroken: (example: 3.6, as found on the splash screen)\n\n\nBlender 3.6 doesn't render the scene as blender demo file in EEVEE\nOpen Blender splash fox of blender 2.90\nRender the scene\nFreeze and crash of blender when rendering on EEVEE\n\n", "Crash on Mac when starting with `--debug-gpu` flag\nOperating system: Mac OS Ventura 13.1\nGraphics card: Apple M1 Max\n[system-info.txt](system-info.txt)\n\nBroken: 3.4.1\nWorked: 3.3.2\n\nBlender won't start on a Mac when starting with `--debug-gpu` flag.\nThe terminal output is this:\n\n```\n/Applications/Blender\\ 3.4.1.app/Contents/MacOS/Blender --debug-gpu\nRead prefs: /Users/vollstock/Library/Application Support/Blender/3.4/config/userpref.blend\nWARN (gpu.debug): source/blender/gpu/opengl/gl_debug.cc:165 init_gl_callbacks: Failed to hook OpenGL debug callback. Use fallback debug layer.\nzsh: segmentation fault /Applications/Blender\\ 3.4.1.app/Contents/MacOS/Blender --debug-gpu\n```\n\n\nStart with the flag\n\n```\n/Applications/Blender.app/Contents/MacOS/Blender --debug-gpu\n```", "Render procedural crashes Blender when trying to render\nOperating system: macOS-10.15.7-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro Vega 64 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.10.18\n\nBroken: version: 3.2.0 Alpha\n\nRender procedural crashes Blender when trying to render\n\nLoad the attached alembic in the file, go Cycles experimental, turn on Use Render Engine Procedural and render.\n\n[Particles_BlastV_v01.abc.zip](Particles_BlastV_v01.abc.zip)\n\n", "Crash when adding materials\nOperating system: Linux-5.18.9-200.fc36.x86_64-x86_64-with-glibc2.35 64 Bits\nGraphics card: Mesa Intel(R) UHD Graphics 630 (CFL GT2) Intel 4.6 (Core Profile) Mesa 22.1.3\n\nBroken: version: 3.2.0\n\nBlender crashes when adding a second material (sometimes you need to add some more to crash it)\n\n1. Open the appended .blend file.\n2. Select the object.\n3. Go to material tab.\n4. Try to add a second material.\n\n[crash.blend](crash.blend)", "Crash when shading\nModel: HP Probook x360 435 G7 (independently upgraded SSD and RAM)\nOperating system: Windows 11 Pro 22H2 22621.1555\nGraphics card: AMD Radeon Graphics (Built-in graphics of AMD Ryzen 5 4500U with Radeon Graphics)\n\nBroken: 3.5.1 and 3.3.1 were tested, both had this issue.\nWorked: 3.1.2 – At the time of issue creation, there are no newer versions that have worked, including the latest build of 3.6.0 Alpha.\n\nBlender freezes for a second or so, and then crashes.\n\nI don't know if it *is* reproducable, but I have tested multiple conditions under which it crashes. These conditions are accompanied with the crash logs of that test. The problem does not seem to be (V)RAM usage, as the usage remains constant from before Blender is opened to long after.\n- Press F12 to Render Image: Crash [Log](itihmb)\n- Select Default Cube, Click on Shading workspace: Crash [Log](nxyeck)\n- Select Default Cube, Go to Materials tab: Crash [Log](ixgrhp)\n- Change Viewport Shading mode to Material Preview: Crash [Log](diwmma)\n- Change Viewport Shading mode to Render Preview: Crash [Log](ztajes)\n- DEL to delete Default Cube, SHIFT+A M P to create a Plane, Go into Materials Tab, Create Material: Crash [Log](gcaded)\n- Change Render Engine to Cycles, Press F12 to Render Image: **No** crash\n- Change Render Engine to Cycles, Click on Shading workspace: Crash [Log](chmkgj)\n- Change Render Engine to Cycles, Go to Materials tab: **No** crash\n- Change Render Engine to Cycles, Change Viewport Shading mode to Material Preview: Crash [Log](fhfyfo)\n- Change Render Engine to Cycles, Change Viewport Shading mode to Render Preview: **No** crash\n- Change Render Engine to Cycles, DEL to delete Default Cube, SHIFT+A M P to create a Plane, Go into Materials Tab, Create Material: **No** crash\n- Change Render Engine to Workbench, Press F12 to Render Image: **No** crash\n- Change Render Engine to Workbench, Click on Shading workspace: **No** crash\n- Change Render Engine to Workbench, Go to Materials tab: **No** crash\n- Change Render Engine to Workbench, Change Viewport Shading mode to Material Preview: **No** crash\n- Change Render Engine to Workbench, Change Viewport Shading mode to Render Preview: **No** crash\n- Change Render Engine to Workbench, DEL to delete Default Cube, SHIFT+A M P to create a Plane, Go into Materials Tab, Create Material: **No** crash\nThank you for your help.\n\n", "Blender crashes with Noise Texture Node + Hair Particle System + Eevee\nOperating system: Darwin-19.6.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon RX 480 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.10.18\n\nBroken: 8dc95f61f3\nBroken: version: 2.92.0\nBroken: version: 2.91.2\nWorked: version: 2.83.12\n\nBlender 2.92 with AMD crashes with **Noise Texture Node**and **Hair Particle System** with render engine Eevee.\nWith Blender 2.91.2 with AMD it doesn't crash but colors are incorrect.\n\nWith 8dc95f61f3 with Intel GPU, there's no crash but colors are incorrect in the same way as in AMD - 2.91.2.\n\n1. Open attached .blend file\n2. Viewport shading to: Render \n3. Play animation by tapping space bar\n\n[particle_loop.blend](particle_loop.blend)\n[blender_2_92_crash.txt](blender_2_92_crash.txt)\n\n**Blender 2.92**\n[blender_2_92.mp4](blender_2_92.mp4)\n\n**Blender 2.91**\n[blender_2_91_2.mp4](blender_2_91_2.mp4)\n\n**Blender 2.83.12**\n[blender_2_83_12.mp4](blender_2_83_12.mp4)", "Crash 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", "SpaceView3D.draw_handler_add with PRE_VIEW draw type does not result in visible draws\nOperating system: MacOS 11.6.3, Ubuntu 18.04 LTS (issue exists in both)\nGraphics card: Intel UHD 630, Nvidia Quadro RTX 400 (issue exists in both)\n\nBroken: 2.93 LTS, latest master (b626edd751d64b269da12ef8e774ced2836c3c9e)\nBroken: 2.83.0\nWorked: 2.82\n\nBroke between good 189e96ba68 and bad d95e9c7cf8\n\n1. Startup Blender\n2. Go to scripting tab and create a new script\n3. Copy \"Triangle with custom shader\" code from: gpu.html\n4. Change draw_type param in draw_handler_add from\n```\n'POST_VIEW'\n```\nto\n\n```\n'PRE_VIEW'\n```\n5. Run script.\n\nExpected behavior:\nThe drawn triangle is visible.\n\nActual behavior:\nThe drawn triangle is not visible.\n", "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```", "EXCEPTION_ACCESS_VIOLATION error when trying to change object viewport color with the viewport compositing enabled in depsgraph_update_post\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 680/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.27\n\nBroken: version: 3.5.0\nWorked: 3.4\n\nThis error occurs only if the viewport compositor is enabled - rendered mode of the viewport and Compositor = Always.\nWhen trying to change the viewport color of the object by script on depsgraph update event, this error occurs.\n\nThe short script example:\n```\nimport bpy\n\ndef on_depsgraph_update_post(scene, depsgraph):\n if depsgraph.id_type_updated('SCENE'):\n for obj in depsgraph.updates:\n if isinstance(obj.id, bpy.types.Object):\n print('change object color')\n bpy.data.objects[obj.id.name].color = (1, 0, 0, 0)\n\nbpy.app.handlers.depsgraph_update_post.append(\n on_depsgraph_update_post\n)\n```\nAfter executing this script in the Text editor, switching to the \"Rendered\" mode of the 3D Viewport and enabling viewport compositing - when adding or copying the object - Blender throws an error.\n\nThis occurs only if the viewport compositing is enabled, if it is not used - code works as expected.\n\nError occurs on 3.5 and 3.6 alpha.\n\n1. I attached .blend file with the example\n2. Open .blend file\n3. Switch the viewport to the \"Rendered\" mode (z - Rendered)\n4. Execute script in the Text editor\n5. Try to copy cube (shift + d)\n6. Error throws\n\n", "Debug information not generated upon crash.\nOperating system: Arch Linux 6.4.12-arch1-1\nGraphics card: AMD ATI Radeon 680M\n\nBroken: 3.6.2\nWorked: Could not determine (tried up to 3.5.1, which does not work without a full system downgrade)\n\nBlender crashes immediately upon launch.\n\nLaunching from the command line, I get this:\n```\nWriting: /tmp/blender.crash.txt\nSegmentation fault (core dumped)\n```\n\nThe contents of /tmp/blender.crash.txt are this:\n```\n# Blender 3.6.2, Commit date: 2023-08-14 14:05, Hash ffe93138751e\n\n# backtrace\n\n# Python backtrace\n```\n\nPassing the --debug-all flag, I get no errors. I attached the output of this command as a text file.\n\nWhile Blender crashing on startup is not in and of itself an issue worthy of reporting, the lack of any debug information immediately makes the problem impossible to tackle independently. I have no idea what my next steps should be here.\n\nLaunch blender.\n\n", "Problem with stop animation when View Viewport Render Animation\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.17\n\nBroken: version: 3.5.0\n\nThere is big gap and Problem with **stop** animation when View -> Viewport Render Animation is started in blender, eg. when it's selected accidentally and as alternative to View -> Viewport Render Image.\n\nTry to stop this animation. By me when I made this mistake not found solution other by kill blender process, cos stop button not was available or \"x\" btn like render (in case render view updating each image on Evee rendering process).\nNo imagine some big project and situation that user must waiting to finish, and he is not sure about saved file and blender is hanged due this process.\n\n" ]
[ "Segfault with GPU subdivision on a custom bone shape\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.29\n\nBroken: version: 3.1.0 Alpha\n\nCrash when a custom bone shape has a subdivision modifier and GPU subdivision is enabled\n\n[GPU Subdiv Crash.blend](GPU_Subdiv_Crash.blend)\nEnable OGL Subdivision\nAdd a Subdivision modifier to the selected object\n", "Crash on production file due to OpenSubdiv OpenGL backend\nOperating system: Linux-5.11.0-46-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.86\n\nBroken: version: eed45d2a239 (note: needs d25fa3250aa to prevent freezing and getting the crash)\nWorked: 3.0, eed45d2a239~\n\nCrash on production file since OpenSubdiv OpenGL changes.\n\n* Disable \"Override Auto Resync\" from the User Preferences (enable Developers Extra then go to the Experimental tab). [*not needed, but it make file load time to go down*]\n* Open the file: [030_0020_A.lighting.blend ](sprite_fright_030_0020_A.zip) (255MB).\n\nCrash on: `DRW_mesh_batch_cache_create_requested`\nFull backtrace: [P2730](P2730.txt)\n\n---\n\nIf you are in a debug build, disable crash on assert. There are some unrelated asserts in this file such as:\n`BLI_assert failed: modifier.c:987 (...) , CD_NORMAL) == 0'`\n\n\n\n\n" ]
Transform values not able to be typed in Operating system: Windows 10 Graphics card: MSI nvidia geforce gtx 1080 gaming x Processor: AMD 1800X ryzen 32gb ram 2933mhz Broken: 2.80 2018-12-28-23.19 Hash: 7c438e5366b2 ***location rotation and scale only slider works and side buttons but can not get a rounded number eg: 1m on first, second or more objects in scene! can not type in exact amount! in any fields to get full accuracy*** start up, select cube and then try to use transform position X Y or Z by typing in accurate details nothing happens! Add plane you have to use the slider as no specific typed amount is able to be entered and slider sticks! it is not a big issue but in previous version i have seen other typing in values Thanks for the great job Happy New year Richard
[ "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", "Autoscroll not working in lists that can be text searched (template_ID), works in others (e.g. template_node_view)\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.86\n\nBroken: version: 3.4.0\n\nUnlike other similar places in Blender, the Scenes list does not autoscroll when hovering the mouse over one of the direction triangle icons.\n![image.png](image.png)\n\n\n\n", "Insufficient transform precision?\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.39\n\nBroken: version: 3.0.1\n\nIn rigs, and to a lesser degree in geometry itself, there is percievable jiggle in moving objects that are further from world origin.\n\nWe are working on an animation feature film, which has lots of open nature scenes. That assumes moderately large object dimensions and distances (1-10 kilometers) in relation to life sized character close-ups. In shots that are not located in the center of the coordinate system there is a visible jiggle in bone locations and resulting geometry. Same jiggle can be seen in plain geometry objects that are further from origin, however in characters it becomes a problem already at a 100m from the world origin, probably due to many layers of transform/parent/constraint relationships multiplying the error.\n\nInsufficient floathing point precision? #90125 might be of same nature but in rotation.\nEdit: just to be clear this is about precision of transforms and calculated final world coordinates. Never encountered problems with precision of the stored geometry data.\n\n[var.blend](var.blend)\nPress play. Vertex motion gets quantized.\n", "Proportional editing lag\nWin7 x64, GTX 460\n\nBroken: 2.73, 2.74\nWorked: 2.63 \n\nWith proportional editing on, I get a few seconds freeze when activate translating (G); than after freeze, \neverything goes ok. I thought that the problem was a large mesh, but 2.63 works great and without lags in the same file. \n\nMy \"bugged\" file is the one, I am working with. If it is possible, can i sent it in private and not give it to the world here?\n\nThank you!", "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", "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", "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", "\"Whole Character\" keying set not working properly with autokey enabled\nOperating system: macOS-11.5.2-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575X OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.6.20\n\nBroken: version: 2.93.4\n\nUsing the keying set \"Whole character\" with autokey enabled creates a keyframe only for the selected bone and not for all bones and properties.\n\n- Open attached file or create a new armature with more than one bone, add a few bone properties to each bone.\n- Enable autokey and set \"Whole Character\" as the keying set.\n- Move one bone and you can see that only the transform values are keyed.\n- If you enable \"Only active keying set\" in the autokey options and move the bone, a keyframe for the custom properties of the selected bones, at least, will be created, but other bones and properties will be unaffected.\n[bugreport.blend](bugreport.blend)\n", "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)}", "Randomize Transform + Affect Only Origins, not working\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.09\n\nBroken: version: 3.1.0 Alpha\n\nRandomize Transform not working as expected with Affect Only = origin. Whole object is transformed rather than just origin.\n\nin the 3d view port go Options > Affect Only and tick Origins\nselect default cube\nTransform the cube using Object>Transform>Randomize Transform\n\nCube moves/rotates/scales when I'd expect only the origin to be affected\n\n", "Add sticky keys support for accessibility\nOperating system: Windows 10\nGraphics card: Geforce GTX-970m\n\nblender-2.80.0-git.1fa527bfa3a-windows64\n\n\nSticky keys not working properly.\nSfZ7Ua-ReuQ", "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", "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", "Curves: Edit mode transform pivot on individual origins does not work\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: Radeon RX 570 Series ATI Technologies Inc. 4.5.0 Core Profile Context 23.2.1.230210\n\nBroken: version: 3.6.0 Alpha\nWorked: n/a\n\nAlso 3.5 beta.\n\nIn curves edit mode, transform pivot on individual origins does not work.\n\nPivot on active element also does not work, but it seems curves edit doesn't have the concept of active element at all, so not sure if this is a limitation right now.\n\n[CurvesEditTransformPivot.mp4](attachment)\n\n", "Motion Paths not updating when working on the graph editor\nOperating system: Windows 10\nGraphics card: 1050 TI\n\nBroken: 3.5\nWorked: Supposedly never worked due to the way the code is set up.\n\n\nMoving the F-curve for key-framed object will not update motion paths.\n\n\n- Do some location key frames on the default cube.\n- Calculate the cube's motion path in the object properties tab.\n- Move the f-curve key frames on the default cube, motion path does not update.\n - Move the object directly, only the motion path of the current frame is updated.\n\n" ]
[ "not abler to type in folder names when trying to save work either \nOperating system: Windows 10\nGraphics card: MSI Nvidia Geforce 1080 gaming x\nprocessor: AMD 1800X 32GB ram running 2933mhz\n\nBroken: 2.80 2018-12-28 23.19 Hash:7c438e5366b2\n\n\n**it appears that trying to type anything in to any field has been disabled**\n\n****open any scene and then try to save nothing is able to be typed in to the fields by keyboard so you can not save work unless in a untitled.blend file****\n\nRegards\n\nRichard" ]
Hair doesn't work, simple turnaround animation. Operating system: Windows-10-10.0.18362 64 Bits Graphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.12 Broken: version: 2.82 (sub 1) Worked: (2.79) [Simple turnaround animation of character, fails, with hair unconnected to body] Simple character, hair applied. Renders static face forward, but errors on any of the frames of the turn-around animation, with the hair unconnected to the body. I posted it to a forum thread, where it was suggested that a Bug Report be made.[raccoon_v7.zip](raccoon_v7.zip)
[ "Regression: Vertex colors are now broken in hair strands\nOperating system: Gentoo Linux kernel 5.18.0-gentoo\nGraphics card: RX 480\n\nBroken: 3.2.0, 3.3.0\nWorked: 3.1.0\n\nCaused by b9799dfb8a\n\n\nVertex colors are strange and patchy when moving from 3.1.0 to 3.2.0 or later: \n![2022-06-11-155614_1280x998_scrot.png](2022-06-11-155614_1280x998_scrot.png)\n\n![2022-06-11-155621_1280x998_scrot.png](2022-06-11-155621_1280x998_scrot.png)\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n1. Make something with vertex colours and a hair system which utilises them in Blender 3.1.0. In my instance I used geometry nodes to generate them; this may differ when making them manually as one of my other projects which does it manually does not seem to exhibit this issue. \n2. Open file in Blender 3.2.0. \n\nI created the following .blend file to demonstrate the issue: [Color_test_3s.blend](Color_test_3s.blend)", "UV Editing move/scale/rotate tool, add option to respect pins\nFor Live Unwrap to work correctly, the move/scale/rotate etc tools all allow the user to move the *pinned* UVs, while the live unwrap algorithm moves all the other UVs in a nice manner.\n\nHowever, without Live Unwrap, the \"Pin\" concept could be extended to actually Pin the UVs in place.\n\nThis is a feature request to add an option to actually Pin the Pinned UVs when using the move tool, with an additional option to respect the falloff parameters around the pinned UVs as well as the user selection.\n\nFrom a design perspective, this should probably consider the \"Grab\" Sculpt tool and the generic Transform tool as well.\n\n", "Front Faces sometimes doesn't work with the Mask tool\nOperating system:\nGraphics card:\n\n3.5.0 beta 24/2/2023\n\n**lasso mask brush mask outside the border when symmetry enable**\n![GIF](attachment)\nThe same as #103163 but in a more extreme case\n\n- Open attached .blend file\n- (optionally) Disable `X axis` mirror\n- Use Lasso or Box Mask tool in the region indicated\n\n[untitled.blend](https://projects.blender.orgattachment)\n", "Self-referencing driver works in viewport, but not in render.\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: GeForce GT 730/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.35\n\nBroken: version: 2.82 (sub 6)\nWorked: (optional) 2.79b\n\nRotation property of object is updated in viewport, but not in render.\nIf run same script in 2.79 - all works fine both in viewport and render.\n\n```\ndef rotator():\n var1=bpy.data.objects[\"Suzanne\"].rotation_euler.z\n var3=bpy.data.scenes[\"Scene\"].render.fps\n\n new_value=var1+math.radians(var3)\n\n return new_value\n```\n\n\n[Script_bug_2.8.2.blend](Script_bug_2.8.2.blend)\n\n- run the file Script_bug_2.8.2 ('Run script', 'Update Dependecies')\n- play in the viewport - the animation works correctly\n- render (Ctrl + F12) - the animation does not work;\n\nViewport:\n[bug_video_render0001-0050.mkv](bug_video_render0001-0050.mkv)\n\nRender:\n[bug_video_render_20001-0050.mkv](bug_video_render_20001-0050.mkv)\n\n2.79 file:\n[Script_work_2.79.blend](Script_work_2.79.blend)\n\n", "Rigid body baked cache not invalidated\nOperating system: Windows 10 Pro 64-bit\nGraphics card: 4095MB NVIDIA GeForce GTX 1080 (NVIDIA)\n\nblender-2.80rc1-windows64\nWorked: (optional)\n\nSimple physics object is trapped in previous (deleted) animated properties.\n\nI have included a blend file which consist of just a cube with physics properties added.\nIt is supposed to fall but it moves to the origin and stays there.\nThe file is a working file from which everything has been deleted and a cube added.\nRun the animation and the cube will behave oddly.\nIf the cube is deleted and a different mesh added, say a sphere and moved and basic physics assigned. It will do the same.\nThis is likely to be a problem with my file from which everything has been deleted??\n[physics-problem.blend](physics-problem.blend)", "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)", "Skin modifier does not work on meshes created from scratch during evaluation (primitives, etc.)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.11\n\nBroken: version: 3.0.0 Alpha\nWorked: NA\n\nSkin Modifier does not work with Geometry Nodes Mesh Primitives, see attached blend file.\n\nOpen attached file, note that Skin Modifier has no effect.\n\n[GN_skin_modif_bug.blend](GN_skin_modif_bug.blend)\n", "Grease Pencil Relationship Parenting problem\nScreen \n- Huion (on a $100 computer arm )\n- Viano TV\n\nOperating System \n- 64 bit Windows 10 Pro\n- Version 4\n- Pen Touch Support\n\nProcessor \n- Intel Core i7-8700k CPU @3.70GHz 3.70GHz\n\nRam \n- 32 GB\n\nGraphics card \n- NVIDIA GeForce GTX 1070\n- NVIDIA GeForce GTX 960\n\n[system-info.txt](system-info.txt)\n\nBroken: version: 3.0.0\nWorked: I am not sure if this has ever worked\n\n[Realationship Transformation Bug.m4v](Realationship_Transformation_Bug.m4v)\n\nAttached you will find the blend file\n[Relationship.blend](Relationship.blend)\nIf you need more information let me know\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", "Curl/wave-kinked hair does not follow emitter rotation\nOperating system: macOS Monterey 12.2.1\nGraphics card: MacBook Air (M1, 2020)\n\nBroken: 3.0.1, dc2d18018171, master, 2022-01-25\n\nWhen an object is emitting curl/wave-kinked hair and then is rotated, its hair unexpectedly changes within the object's local space. This is a duplicate of #43753, but #43753 has been closed and archived. This is still a problem, so I’m opening a new report.\n\n1. Open the attached Blender file.\n2. Render an image to Slot 1.\n3. Rotate both the Sphere object and the Camera Pivot on the Z axis.\n4. Render another image to Slot 2. The images are different.\n\nBlender file:\n[Blender hair bug.blend](Blender_hair_bug.blend)\n\nThe same hairy UV sphere when rotated by 0°, 90°, 180°, and 270° (and with camera pivoting around the sphere):\n![Blender hair bug render (180°).png](Blender_hair_bug_render__180__.png) ![Blender hair bug render (270°).png](Blender_hair_bug_render__270__.png) ![Blender hair bug render (0°).png](Blender_hair_bug_render__0__.png) ![Blender hair bug render (90°).png](Blender_hair_bug_render__90__.png)\n", "2.8 - Dynamic Paint and Rigid body does not work\nOperating system: Linux-5.0.1-050001-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 960/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.43\n\n\nBroken: version: 2.80 (sub 51)\nWorked: 2.79\n\n\nThis file is for 2.79.\n[dynamic_paint_paint-Rigid Body-2.79.blend](dynamic_paint_paint-Rigid_Body-2.79.blend)\nI can not see paint results in LookDev/Rendered mode in 2.8. I also could not recreate the scene from scratch in 2.8", "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", "Comb brush improvements\n# Motivation\nComb brushes currently don't work all that well. It takes several brush strokes to push hair into a different direction and align it. Curves tend to drift away from the brush, especially close to the tips.\n\nA good combing brush should feel almost like a real, physical hair comb. It should \"grip\" the hair without letting it drift out of the brush region, while allowing slippage in the hair direction.\n\n# Current problems\nGoal positions for vertices are correctly computed by the brush and initially applied. But then segment length and collision constraints get solved, which moves points away from initial positions. Large brush strokes in particular cause large corrections for length constraints, which diminishes the brush effect.\n![image](attachment)\n\nEspecially points at the tip tend get corrected so much that the initial displacement of the comb brush is quickly lost. That is because the length constraint works from the root upwards and only moves the end point of each segment. This \"follow the leader\" solution has the advantage that it only requires one iteration for a perfect length constraint, but the downside is that it artificially overcorrects curve tips. This issue has been described in section 3.1 of \"Fast Simulation of Inextensible Hair and Fur.\" (Müller et al.).\nFTLHairFur.pdf\nRecently a correction factor was introduced (#104589) to make curve tips more responsive, but only partially solves the problem.\n\n# What is the desired behavior?\nCombing should feel like a physical comb. Hairs between the teeth of a comb are constrained in their lateral movement, but can move (with some friction) along the direction of the hair.\n<img src=attachment width=\"300\">\n\nThis suggests that, rather than just an initial point offset, combing should be implemented as a constraint itself. This gives greater control over the priority and weighting of brush influence relative to other constraints. The solver can then try to satisfy segment lengths, collisions, and brush constraints at the same time, rather than overriding brush goals immediately.\n\n# Irrelevant aspects of real combs\nReal physical combs are open to one side to make inserting hair easier. If that side faces down the hair will fall out. This is not a feature we need to replicate. Instead the hair should generally be restrained laterally, but move freely in the longitudinal direction.\n\nReal combs also only work if held at a right angle to the hair direction. Brushes in Blender don’t usually have an orientation, so we can assume that this is always the case.\nCombs are also generally planar, while Blender brushes are spheres or cylinders (depending on projection mode). We don’t need all hair constraints to lie in the same plane.\n\nReal hair has some friction when dragged through a comb. This is a useful feature because it extends the influence of the brush beyond the immediate brush position. But we can simplify the brush and assume a moderate constant amount of friction with a simple tool setting (or disable friction altogether).\n\n# Formulating a comb brush constraint\nAll existing curve editing features can be understood as a simplified position-based constraint system. The goal now is to define an *objective function* that describes a suitable \"comb constraint\" and improve the curve constraint solver so that it supports this new constraint in addition to existing length and collision constraints.\n\nAn formulation of such a constraint can be found in section 5.1 *Keyhole Constraint* of \"A robust and efficient Lagrangian Constraint Toolkit for the Simulation of 1D Structures\" by Adrien Theetten.\nTheetten-2009-JCAD.pdf\n\nThe constraint minimizes the distance to a goal point. The goal is found at the beginning of the stroke by looking on each curve for the closest point to the brush center. The key difference to a simple \"grab\" constraint is that the point parameter `u` along the curve is also a variable, meaning that the point can slide along the curve to minimize deformation, as long as the deformed curve still goes through the goal point.\n\nIt must be noted that the curve has to be differentiable for this to work properly. A simple cubic spline interpolation helps generate a smooth gradient to move the keyhole point in the right direction along the spline.\n\n# Test implementation\nA test implementation shows the improved behavior of the constraint-based brush: The curves are following the brush much more strictly and it only takes a single stroke to align curves.\n![image](attachment)\n\nCode: 105769\n\nA few further improvements should be considered for a full feature:\n* The constraint solver should be generalized to support additional constraints in the future.\n* Length constraints should apply to both sides of a segment equally instead of the follow-the-leader approach (solving from the root up). This will require more iterations but make it more compatible with other constraints. Zero weights for root points ensure pinning to the surface.\n* Some simplified stiffness constraints for segment angles can help avoid the \"floppiness\" of curves.\n* Better collision handling is needed. Collision constraints should not attempt to solve length constraints simultaneously, since that only works for the last-solved segment and makes the solution very non-linear.\n* The comb constraint is solved with a linear projection. A few iterations of gradient descent or a similar method for just this constraint type might improve convergence.\n* Currently `segment_length` and similar constraint constants are recomputed at the start of each brush stroke. This is susceptible to drift over multiple brush strokes, as any residual error of the solver is carried over into the next stroke. While improving convergence of the solver alleviates this issue it shouldn't be expected to get a totally accurate solution every time. `segment_length` and other (supposed) constants should be persistent as attributes and only change when e.g. grow/shrink brushes modify them.", "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)", "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." ]
[ "Hair Dynamics: cannot generate a valid particle cache\nOperating system: 4.20.12-gentoo Linux\nGraphics card: Radeon(TM) Pro WX9100 (VEGA10, DRM 3.27.0, 4.20.12-gentoo, LLVM 6.0.1)\n\nBroken: 2.80 (sub 48) commit hash: bf9904ec8018 Build: 2019-03-13 01:14:16 Linux Release branch: blender2.7\n\nWorked: (optional) 2.79b commit hash and date unknown; compiled from Gentoo repository\n\nFails to make a valid particle cache when rendering a dynamic hair system via Cntl + F12. Hair particle motion appears compromised after the first frame. see video clip **dyn_on.mkv**.\n\n**Require**\nA .blend file with a mesh object that has a hair particle system defined on it. Hair dynamics is turned on in the particle system properties panel. The file should have been previously saved without a cache. Blend file **dyn_on.blend** provided for this requirement. \n\n1. Open **dyn_on.blend**\n2. Cntl + F12 to render animation (implicitly build in-memory cache)\n3. Observe:\n```\n a. Cache indicator on timeline shows only 1 or 2 valid initial frames; remaining 248 - 249 frames are invalid.\n b. Hair particles exhibit only limited rotational dynamics. They do not follow the surface of the sphere (i.e., they appear \"unanchored\"), nor do they seem affected by gravity. See **dyn_on.mkv** video clip.\n c. After the last frame has been rendered, click on the rewind control in the timeline. The cache section in the Particles properties reports the state of the cache: \"1 frames in memory (216 KB), not exact since frame 0\"\n```\n\n**Workaround**\n1. Bake particle dynamics first or\n2. Run the animation through in the 3D viewport to create an in-memory or on disk cache before rendering.\n\nRendering with an in-memory, on-disk, or with baked dynamics appears to generate an unaffected animation. See **dyn_on_cache.mkv** video clip.\n\n**Notes:**\n1. Examples rendered in Cycles, but EEVEE and Workbench rendering does not change behavior.\n2. Hair particles rendered with a collection of simple mesh geometry in the examples, but rendering with single mesh objects or rendering hair paths does not change behavior.\n3. Running in single thread mode (-t 1 on command line) does not change behavior.\n4. Rendering via CPU or GPU does not change behavior.\n5. Problem seems specific to hair particle systems. Emitter particle systems without pre-computed caches can be rendered with Cntl + F12; the cache seems fully valid in the time line, dynamics of falling emitter particles do not seem unusual and the cache section in the Particles properties reports that there are 250 valid frames in memory at the conclusion of the animation.\n\n**Related:**\n#62439 describes a failure in particle updates which seems very similar in appearance exhibited by particles in video clip **dyn_on.mkv.**\n\n[dyn_on_cache.mkv](dyn_on_cache.mkv) - dyn_on_cache.mkv\n[dyn_on.mkv](dyn_on.mkv) - dyn_on.mkv\n[dyn_on.blend](dyn_on.blend) - dyn_on.blend\n" ]
Lag with interface. File>open. Sound actuator>open. Windows 8.1 64 bits GTX660 Hello!/Bonjour! **Blender Version: 2.73.7 64 bits** Broken: (2.73.7 hash b9ffd70) Worked: (2.73.7 hash f60b422) **Video: lagBlender.avi ``` Bisect: bisectLagBlender.txt ``` Lag when File>open, File>save, Actuator sound>open etc...** **Exact steps for others to reproduce the error: File>open on windows 8.1. I think it's the same bug mentionned in this thread T43684 but I'm not sure** The bug has been introduced with this commit: b9ffd70960c5047a003fadf2363bfed50095d79b Thanks!
[ "Clearing followed by setting a listbox created by UILayout.prop_search while keeping the mouse on the listbox crashes Blender\nOS: Ubuntu 16.04 x86_64\nGfx: Intel HD Graphics 530 (Skylake GT2) (driver: GL 4.5 (Core Profile) Mesa 17.3.0-devel)\n\nBroken:\n- 2.79-42a562496b5-linux-glibc219-x86_64 (latest build)\n- 2.79-5bd8ac9abfa-linux-glibc219-x86_64\n- 2.76b\n\nClearing followed by setting a listbox created by UILayout.prop_search while keeping the mouse on the listbox either crashes Blender or leads to unexpected behaviour.\n\nConsistently reproducible.\n1. Open the default startup blender file\n2. Open a textblock and paste and run the code provided in Appendix A\n3. In the 3D viewport, press SPACE and type \"Crashable\", then select \"Crashable Operator\" => at the right an operator panel will be drawn\n4. In the operator panel, click on the field next to \"Obj:\" and select e.g., \"Camera\" from the list\n5. Click the X sign right to \"Camera\" while keeping the mouse pointer pointed at the field\n6. Click again on the field\n\n**Expected behaviour of step 6.**\nStep 6 should be able to behave as step 4, i.e., one should be able to again select something from a non-empty list\n\n**Observed behaviour after step 6**\nOne of following, probably depending on how Blender's memory was allocated:\n - Crash\n - The list is empty\n\n**Appendix A**\n\n```\nimport bpy\n\n\nclass CrashableOperator(bpy.types.Operator):\n bl_idname = \"object.crashable_operator\"\n bl_label = \"Crashable Operator\"\n bl_options = {'REGISTER', 'UNDO'}\n\n obj = bpy.props.StringProperty(name=\"Obj\")\n\n def draw(self, context):\n self.layout.prop_search(self, \"obj\", context.scene, \"objects\")\n\n def execute(self, context):\n return {'FINISHED'}\n\n\ndef register():\n bpy.utils.register_class(CrashableOperator)\n\n\ndef unregister():\n bpy.utils.unregister_class(CrashableOperator)\n\n\nif __name__ == \"__main__\":\n register()\n```\n\n**Terminal output upon crash**\n\n```\n$ blender\nRead new prefs: /home/elias/.config/blender/2.76/config/userpref.blend\nWriting: /tmp/blender.crash.txt\nSegmentation fault (core dumped)\n```\n\n**Contents of \"blender.crash.txt\"**\n\n\n```\n# Blender 2.76 (sub 0), Commit date: 1970-01-01 00:00, Hash unknown\nbpy.context.area.type = 'TEXT_EDITOR' # Property\nbpy.ops.text.run_script() # Operator\nbpy.ops.object.crashable_operator() # Operator\nbpy.ops.object.crashable_operator(obj=\"Camera\") # Operator\nbpy.ops.object.crashable_operator(obj=\"\") # Operator\nbpy.ops.object.crashable_operator(obj=\"\") # Operator\n\n# backtrace\nblender(BLI_system_backtrace+0x30) [0x1361b10]\nblender() [0x97a98e]\n/lib/x86_64-linux-gnu/libc.so.6(+0x354b0) [0x7f242a7894b0]\nblender(rna_ID_refine+0x4) [0x11bac84]\nblender(rna_pointer_inherit_refine+0x66) [0x11a9af6]\nblender() [0x1273ae2]\nblender(RNA_property_collection_begin+0x15c) [0x11b161c]\nblender() [0xb654ae]\nblender(ui_searchbox_update+0x6a) [0xb7514a]\nblender() [0xb57089]\nblender() [0xb59f6d]\nblender() [0xb5a027]\nblender() [0xb5d7ad]\nblender() [0xb5ebe6]\nblender() [0xb5f433]\nblender() [0x985e81]\nblender() [0x986251]\nblender(wm_event_do_handlers+0x5f6) [0x9868e6]\nblender(WM_main+0x18) [0x97cfd8]\nblender(main+0xef4) [0x95ce04]\n/lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xf0) [0x7f242a774830]\nblender(_start+0x29) [0x97a2b9]\n```", " 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)", "Basic File Browser UI/UX reiteration\n**This topic requires better focus to be discussed.** Some aspects of the proposal (\"Setting\" status) can be looked at separately, while the rest of the proposal needs better communication and broader consensus to move forward. Keeping the original text for a later iteration.\n\n> Original text:\n> After investigating the updated File Browser functionality in Blender 2.8, a few changes should be introduced:\n> ~~- [ ] [D12667](D12667): Restore single-click navigation of folders (selection is possible with right-click) in the Blender keymap. The industry compatible keymap can keep double click.~~\n> ~~- [ ] [D12668](D12668): Move file name field under file path field (as in 2.7)~~\n> - [ ] Save the status of the \"Settings\" region across sessions\n> ~~- [ ] Re-introduce parent folder `..` navigation. Allows for fast file browsing (no need to switch context between files list and navigation menus)~~\n> The goal of these changes is to allow for faster and more focused interaction with files. Artists often browse through hundreds of files and folders everyday and having a more compact and responsive interface helps.", "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", "Region Overlap does not work on VSE editors\nOperating system:\t\tWindows 7\nGPU:\t\t\t\tRadeon Vega 64\nGPU Software Version:\t20.4.2 (2020.0515.1537.28108)\nCPU:\t\t\t\tIntel Core i7-5960X\n\n**Blender Version(s)**\n*(listed are versions tested)*\n\nWorking:\t\t\t\t`2.79 (sub 00), branch: master, commit date: 2018-03-22 14:10, hash: f4dc9f9d68b, type: Release, build date: 2018-03-22, 09:59 AM`\nBroken:\t\t\t\t` 2.80 (sub 75), branch: master, commit date: 2019-07-29 14:47, hash: f6cb5f54494e, type: Release, build date: 2019-07-29, 09:44 AM`\nBroken:\t\t\t\t` 2.81 (sub 16), branch: master, commit date: 2019-11-20 14:27, hash: 26bd5ebd42e3, type: Release, build date: 2019-11-20, 16:33:00`\nBroken:\t\t\t\t` 2.82 (sub 07), branch: master, commit date: 2020-02-12 16:20, hash: 77d23b0bd76f, type: Release, build date: 2020-02-13, 01:56:46`\nBroken:\t\t\t\t` 2.83.3 LTS, branch: master, commit date: 2020-07-22 06:01, hash: 353e5bd7493e, type: Release, build date: 2020-07-22, 04:04:56`\nBroken:\t\t\t\t` blender-2.90.0-4f59e4bddcb0-windows64` (BF Build Bot)\nBroken:\t\t\t\t` blender-2.91.0-21fec9513969-windows64` (BF Build Bot)\n\n\n| ![2.79.png](2.79.png) | ![2.90.png](2.90.png) |\n| -- | -- |\n\n\n[No Overlap.blend](No_Overlap.blend)", "File save is very slow under Big Sur, \"Listing Dirs...\" for minutes\nOperating system:\n```\nSystem Version:\tmacOS 11.1 (20C69)\nKernel Version:\tDarwin 20.2.0\n```\n\nGraphics card:\n```\nChipset Model:\tIntel Iris Graphics 540\nType:\tGPU\nBus:\tBuilt-In\nVRAM (Dynamic, Max):\t1536 MB\n```\n\n2.91.0 2020-11-25 08:34\n0f45cab862b8\n\n2.83 worked fine, but under Catalina\n\nSince updating to macOS Big Sur, saving of new files & even opening files has been extremely slow. The status bar indicates \"Listing Dirs...\" for several minutes before file access proceeds.\nBlender also had `com.apple.quarantine` attribute, but removing it didn't fix the slow saving/listing.\n\nIt happens with Desktop folder. Problem seems related to the OS itself.\nTried giving Full Disk Access, as well as specific folder access to Blender too.", "Audio Scrubbing bug\nOperating system: Windows 10 64-bit\nGraphics card: RTX 2070 Super\n\nBroken: (2.90, 2.91, 2.92 Alpha, 3.0)\n\nEnabling \"Audio Scrubbing\" with \"AV-sync, Frame Dropping, and No Sync\" causes an issue with animations in the 3D Viewport and Timeline \n(AV-sync issue)\n1. Open a default Blender file.\n2. Create basic animation with any mesh, just something to show keyframe movement. Frames 1 - 250 should be enough for this procedure.\n3. In the timeline window, click \"Playback\" and switch \"Audio\" to \"AV-sync\" and enable \"Scrubbing\". A sound file is **not** needed for this step.\n4. Hit spacebar. The timeline cursor and animation should move as intended.\n5. Hit spacebar again to stop the timeline cursor and animation.\n6. Now the tricky part! Move the timeline cursor in any direction on the timeline, then **instantly** hit spacebar again. It may take a few tries but when it does work, the animation and the timeline cursor will not move. Yet, the \"FPS counter\" in the top left corner and the \"Anim Player\" icon will stay visible as if the animation is playing.\n7. Press spacebar to stop the \"ghost\" animation.\n\n(Frame Dropping and No Sync issue)\n1. Using the same file from above, add a sound clip in the \"Video Sequence\" editor.\n2. In the timeline window, click \"Playback\" and switch \"Audio\" to either \"Frame Dropping\" or \"No Sync\" and enable \"Scrubbing\". A sound file **is** needed for this step.\n3. Hit spacebar. The timeline cursor, animation, and sound should play as intended.\n4. Hit spacebar again to stop the timeline cursor and animation.\n5. Same as before, move the timeline cursor in any direction on the timeline, then **instantly** hit spacebar again. It may take a few tries but when it does work, the animation and timeline cursor will move but the sound will not play.\n6. Hit spacebar to stop the animation.\n\nWith both examples above, issues only popped up when \"Scrubbing\" was enabled. Disabling it did not produce the same results.![Blender Scrubbing Bug.PNG](Blender_Scrubbing_Bug.PNG)\n\n\n", "lost 90% of my progress\nOperating system:\nGraphics card:\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\ni was 90% through my build and had forgetten to save although i havent made saving every five minutes my priority anyways i was almost done when it freezes then crashes and all of mt work is now gone this has already happened once but i didnt lose anything so i therefore didnt report it\n\n", "Crashing and freezing when working on files with assets\nOperating system: macOS-12.6.5-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon RX 580 1.2\n\nBroken: version: 3.5.0\n\nCrashing and freezing when working on files with assets\n\nif I open the demo file cube_diorama.blend the whole system freezes and either crashes or logs out needing to login again.\nevery blender crash a WindowsServer log is created.\n\n cube_diorama.blend never crashed in previous versions of blender for me.\n\n", "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)", "Wintab rarely gets into a bad state and prevents Blender startup\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.40\n\nBroken: version: 4.0.0 Alpha\nWorked:\n\nFor a few months now, I have been getting a fairly rare, but reoccurring issue (maybe once a week on average) where Wintab gets into some erroneous state and prevents Blender from starting if the Tablet API setting of the Input preferences is set to `Wintab` or `Automatic`.\nWhen Wintab gets into this erroneous state and Blender is already open, Blender will crash if I attempt to open the User Preferences. I'm not sure what else might cause a crash when Blender is already open.\n\nBy adding extra logging to a custom build of Blender, I've determined that the crash when starting Blender occurs when calling the `open` (`WTOpenA`) function: GHOST_Wintab.cc#L85\n\nMy drawing tablet's software also reports an exception in `WTOpen`, the value of which appears to equal 0xC0000005 which I think indicates a `STATUS_ACCESS_VIOLATION` according to 596a1078-e883-4972-9bbc-49e60bebca55.\n![image](attachment)\n\nIn the drawing tablet's software, this exception only occurs if I actually connect the tablet to my PC, whereas Blender crashes even when the tablet is not connected.\n\nCurrently, if I don't actually need my tablet, I'm working around the issue by starting Blender headless, changing the Tablet API setting to Windows Ink, and then starting Blender normally.\n\nI have already tried updating the drivers for my tablet to the newest version and it made no difference.\n\nIf I start Blender with `--debug-wintab`, all that's printed is:\n```\nPS D:\\Downloads\\temp\\blender-4.0.0-alpha+main.dd9a92785acc-windows.amd64-release> .\\blender.exe --debug-wintab\nRead prefs: \"C:\\Users\\Thomas\\AppData\\Roaming\\Blender Foundation\\Blender\\4.0\\config\\userpref.blend\"\nLoading Wintab for window 00000000000910C4\nPS D:\\Downloads\\temp\\blender-4.0.0-alpha+main.dd9a92785acc-windows.amd64-release>\n```\n\nEvery version of Blender I've tried between 2.79 and 4.0.0a crashes unless I have the Tablet API set to `Windows Ink`.\n\nI don't know the specifics of how Wintab is handled, but could it be possible to either catch the exception in `WTOpen` and allow Blender to continue loading, or to check for a connected tablet before attempting to call `WTOpen`, similar to what my tablet's software appears to be doing?\n\nUnfortunately, Wintab getting into this erroneous state where it crashes in `WTOpen` occurs too rarely for me to figure out how to reproduce it and I'm not even sure if it's Blender that is causing it to get into this state in the first place.\n\n", "Regression: Unable to move camera/area light with gizmo (intel GPU)\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: Intel(R) UHD Graphics Intel 4.5.0 - Build 30.0.101.1122\n\nBroken: version: 3.2.0, 3.3\nWorked: 3.1\nCaused by 5045968f24\n\ni cant move my camera using move tool or tranform tool on left side bar\n\n- select camera\n- Choose move or transform tool\n- Move camera with gizmo (won't be able to move)\n\n[bug camera.blend](bug_camera.blend)\n[blender 3.2.mkv](blender_3.2.mkv)", "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?", "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", "Regression: Attempt to move object with Copy Location (with Offset) crashes\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.67\n\nBroken: version: 3.4.0 Alpha\nWorked: version: 3.4.0 Alpha\n\nA consistent crash when trying to move an object with COPY LOC w/ Offset enabled.\n\n\n1. Open the attached blend file\n\n2. Move the pre-selected object in any direction, you may have to do this two or three times\n\n3. program will crash with EXCEPTION_ACCESS_VIOLATION\n\nThis is happening every time.\n\n```\nStack trace:\nblender.exe :0x00007FF73E03C510 blender::bounds::min_max<blender::VecBase<float,3> >\nblender.exe :0x00007FF73E03BD30 blender::FunctionRef<void __cdecl(blender::Bounds<blender::VecBase<float,3> > &)>::callback_fn<<lam\ntbb.dll :0x00007FF9998C4FD0 tbb::interface7::internal::isolate_within_arena\nblender.exe :0x00007FF7425212F0 blender::CacheMutex::ensure\nblender.exe :0x00007FF73E042390 BKE_mesh_minmax\nblender.exe :0x00007FF73E0409F0 BKE_mesh_boundbox_get\nblender.exe :0x00007FF73E02E940 BKE_object_boundbox_get\nblender.exe :0x00007FF73E02F410 BKE_object_dimensions_get\nblender.exe :0x00007FF73E613520 RNA_property_float_get_index\nblender.exe :0x00007FF73E235050 dtar_get_prop_val\nblender.exe :0x00007FF73E235410 evaluate_driver\nblender.exe :0x00007FF73E168590 calculate_fcurve\nblender.exe :0x00007FF73E156270 BKE_animsys_eval_driver\nblender.exe :0x00007FF73E4464F0 blender::deg::`anonymous namespace'::evaluate_node\nblender.exe :0x00007FF73E446320 blender::deg::`anonymous namespace'::deg_task_run_func\nblender.exe :0x00007FF7425175C0 tbb::internal::function_task<Task>::execute\ntbb.dll :0x00007FF9998CF220 tbb::recursive_mutex::scoped_lock::internal_try_acquire\ntbb.dll :0x00007FF9998CF220 tbb::recursive_mutex::scoped_lock::internal_try_acquire\ntbb.dll :0x00007FF9998C4FD0 tbb::interface7::internal::isolate_within_arena\ntbb.dll :0x00007FF9998CA120 tbb::task_scheduler_init::terminate\ntbb.dll :0x00007FF9998CD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FF9998CD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FF9A5D192C0 recalloc\nKERNEL32.DLL :0x00007FF9A6F72690 BaseThreadInitThunk\nntdll.dll :0x00007FF9A882AA40 RtlUserThreadStart\n```\n\n" ]
[ "File Browser is unusable on Windows Machines\nWindows 7 x64, gtx 580\n\nBroken: 2.73-c439d14\nWorked: 2.73-4ae6d58\n\nFile browser (file open / file save) is unusable under windows 7 x64. \n\n1) Go onto a windows computer\n2) try saving as\n3) wait 10-15 seconds for it to load the current directory\n4) try changing directories and notice you get 1 frame update every 5 seconds (hover highlight and what not), makes changing directories / which file to load very hard." ]
GP: Only "Line" stroke method works, "Dots" and "Squares" don't Operating system: Linux-5.3.0-40-generic-x86_64-with-debian-buster-sid 64 Bits Graphics card: GeForce GT 630/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.116 Broken: version: 2.83 (sub 7) Worked: (optional) GP: Only "Line" stroke method works, "Dots" and "Squares" don't Open Blender 2D Set stroke method from "Line" to "Dots" or "Squares" Make a stroke You will not see the stroke you made unless you switch back to "Line"
[ "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)", "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.", "mask visibility in sculpt mode using shape keys or generative modifiers\nOperating system: Windows 10\nGraphics card: nvidia 1060 Ti\n\n2.8 RC2\n\nIf you have a mesh with a mask and create a shape key, the mask will be no longer visible, still active but not visible.\n\n\n- Add UV Sphere\n- Sculpt mode\n- Paint a mask\n- Create shape keys\n\n\nOr from the default startup:\n- in sculptmode, `Mask` > `Invert Mask` (default cube should turn dark)\n- strokes dont have an effect now (this is expected)\n- add **any** generative modifier to the default cube (e.g. triangulate)\n- back in objectmode, save the file\n- reload the file\n- enter sculptmode\n- no mask is visible\n- strokes dont have an effect now (this is confusing since you are not aware masks prevent an effect since you dont even see the masks)\n\n(note we have the option `Use Deform Only` in sculptmode which might be exactly for that purpose, still not being able to use masks with generative modifiers should be more clear)", "Rotate drawing canvas (viewport)\nThis is a requested feature for all 2D artists, texture painters and sculptors.\nWe need a way of rotating the full viewport as other softwares do, because sometimes is easier draw from left to right instead of drawing vertical, especially for lines.\n\nThere are some add-ons already for that, but these are partiall solutions and only works in some situations. We need a more general solution.\n\nThis is general problem for any mode that need to use a pen for drawing.", "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.", "Sculpt: Grid overlay for Grab active point do not work.\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.47\n\nThis seems to be issue only with Nvidia GPUs on windows.\n\nBroken: version: 3.0.0 Alpha\n\n\nGrid overlay for Grab active point do not work.\n[2021-07-18_18-56-46.mp4](2021-07-18_18-56-46.mp4)\n\n\n**Steps to reproduce**\n[#89942.blend](T89942.blend)\n\n- Open file\n- Check if wireframe overlay is drawn under cursor\n\nWhat fixes this is to have any transform gizmo visible while using brush, then it works until Blender is restarted.\n\n\nFrom #92703:\n\n> This was proposed on the blenderartists thread, I have no idea if it works or if it could broke the preview on the AMD cards\n> ![Code.png](Code.png) \n> If you know how to compile you can fix it by erasing ! from the line 1157 : if (!depth_test) {\n> to read like so: if (depth_test) {\n\n\n", "API: Drawing artifact when drawing inside Gizmo and blend mode is enabled\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.96\n\nBroken: version: 3.2.0 Release Candidate\n\nDrawing artifact when drawing inside Gizmo.draw and blend mode is enabled.\nLook at the line across each graphic/rectangle.\n![image.png](image.png)\n\n[GizmoDrawingIssueBlendAlpha.blend](GizmoDrawingIssueBlendAlpha.blend)\n1. Open the provided .blend file.\n2. Run the script\n3. Look at the simple rectangle and the transparent line across the rectangle\n4. Now try again but remove both 'gpu.state.blend_set' lines\n5. Rectangle is ok\n\nNote: the same drawing code from a [draw callback ](bpy.types.Space.html?highlight=draw_handler#bpy.types.Space.draw_handler_add) works fine without artifact.\n", "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", "Autoscroll not working in lists that can be text searched (template_ID), works in others (e.g. template_node_view)\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.86\n\nBroken: version: 3.4.0\n\nUnlike other similar places in Blender, the Scenes list does not autoscroll when hovering the mouse over one of the direction triangle icons.\n![image.png](image.png)\n\n\n\n", "GPencil: New operator to set Stroke start point\nThis operator allows to set the start point for any cyclic stroke.\n\n[SetStartPoint.mp4](SetStartPoint.mp4)", "Grease Pencil Arrange Stroke operator does not function with Curve Editing\nOperating system: Linux 64-bit\nGraphics card: GTX 1080 ti\n\n2.93.5 and 3.0.0 alpha\n\nIn edit mode, \"Arrange Stroke\" operator does not work when use_curve_edit is enabled.\n\n[GP_arrange_bug.blend](GP_arrange_bug.blend)\n\n - Open attached file\n - Use any of the Arrange Stroke operators on the selected stroke\n # Disable Curve Editing and try again to see that it otherwise works as intended\n\n", "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.", "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", "Texture paint Backface culling option does not work if symmetry is enabled\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.11\n\nBroken: version: 3.6.1\nWorked: never since implemented in e2d60d180ed8 afaict\n\nWhile in the texture paint mode, the backface culling option of the brush is sometimes ignored, allowing painting onto backfaces. It only seems to affect certain objects. I could not discern why. See the attached blend file.\n\n1. Open attached blend file.\n2. Paint on the backfaces of the mesh; observe bug.\n3. Select cube\n4. Paint on the backfaces of the cube; observe no bug.\n\n", "Click-and-Drag the Cursor with Snapping enabled and an Active Object selected missplaces the Cursor\nOperating system: Linux-5.2.9-125.current-x86_64-with-glibc2.9 64 Bits\nGraphics card: GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.40\n\n\nBroken: version: 2.80 (sub 75)\nWorked: None so far\n\n\nDragging the cursor and snapping it to a Vertex while having the Target set to Active makes the cursor snap to a point in space that is directly related to where you start your *click-and-drag* instruction in reference to the selected object's origin. \n\n1) Change snapping to Vertex, Edge or Face\n2) Change snapping target to Active\n3) Set active tool to Cursor\n4) Activate snapping during transform\n5) Select default cube\n6) Drag Cursor over cube\n\n**Important notes**\n\n- If you deselect everything it works, but while there's an object selected the snapping won't work.\n\n- The problem also happens in Edit Mode, but only if there's an object selected in Object Mode. If you deselect everything in Object Mode and then go back to Edit Mode it works as intended.\n\n- As far as I can tell the _offset_ of the snapping is directly related to where you start your click-and-drag in regards to the Objects Origin.\n\n- There's a BlenderArtist Topic in which some have tested the behavior in Blender 2.81: 1177897\n\n- I recorded a video showing the problem: [blender_bug_report_complete.mkv](blender_bug_report_complete.mkv)\n\n- I also uploaded the blend file I used to record the video: [bug_report_cursor_snapping.blend](bug_report_cursor_snapping.blend)" ]
[ "[Grease Pencil] Airbrush doesn't paint anything\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\n\nBroken: version: 2.83 (sub 7)\nWorked: (optional)\n\nIn latest build of 2.83 the airbrush doesn't paint but in 2.82 it's working. See screencast below, please!\n\nStart 2.83\n\n - use 2d animation workspace\n - chose Airbrush\n - try paint\n - here it!\n\n\n[airbrush_glitch.blend](airbrush_glitch.blend)\n[airbrush_glitch.mp4](airbrush_glitch.mp4)\n\n" ]
blender closes when you open the file browser Operating system: Linux mint 19 Graphics card: intel Graphics 6000 Broken: blender-2.81-3e81c1c1d5fd-linux-glibc217-x86_64 Worked: (optional) 1. go to the menu file 2. click on inport or export after doing this the program closes
[ "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", "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?", "Blender GUI freezes when using activate_init = True\nOperating system: W10 64bit\nGraphics card: nVidia GTX 970\n\nBroken: blender-2.83-71b1ee940bb0-windows64\n\n\nOnce this bug T71112 was fixed I tried to \"use activate_init = True\" in my addon, but I'm still getting Blender GUI to freeze.\n\n* Open up [bugreport.blend](bugreport.blend) and run the script in Text Editor\n* Search for \"Name Location\" operator and run it\n* Type a text and hit OK. An Empty object is placed into the scene, named by what you typed in, but whole GUI becomes unresponsive.\n", "Blender 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 window don't close from Windows taskbar thumbnail\nWindows 10x64 Home Ru Version 1607 Build 14393.639\nNVIDIA GeForce GTX 970 with 378.66 NVIDIA drivers\nIntel Core i7-4790K\n[system-info-2.78c.txt](system-info-2.78c.txt)\n\nBroken:\n2.78c x64 e92f235283\n2.79 testbuild2 x64 248bba81e7a\n2.79 daily build x64 66383ea\n2.26\nWorked: (optional)\n2.04\n\nWhen rendering to separate window, this windows won't close by clicking on \"close\" button in the Windows taskbar thumbnail (If blender main window or render window is active, close button may sometimes work).\nBut after that render window will close automaticaly when blender window is activated (on mouseover, atl-tab etc.)\nWith blender 2.04 button is work, but it close blender instead render window.\n\n1. Switch render display to \"New Window\"\n2. Render by F12\n3. Click somewhere outside to deactivate blender.\n4. Try to close render widow from Windows taskbar thumbnail - close button is not work.\n5. Move mouse over blender - render window will close automatically.\n![0001-0664.gif](0001-0664.gif)\n", "MultiRes+Solidify while trying to use Sculpt Mode cause Blender to crash\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.30\n\nBroken: version: 2.81 (sub 12)\nWorked: (optional)\n\nI tried deactivating one modifier while keeping the other one active to see if Blender would crash, but this was not the case. Only when I used both simultaneously did the program reliably crash every time, regardless of brush.\n\nAdd the modifiers that are active in the video and follow along. \n[Desktop 2019.09.23 - 00.49.39.02.mp4](Desktop_2019.09.23_-_00.49.39.02.mp4)\n", "Blender 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)", "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", "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)", "Fluid inside Effector / Fluid Inside Closed Object not Working\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: 3.2.0\nWorked: 2.83 (#104938)\n\nFluid simulation stops flowing while inside effector whether the effector its one mesh or separate mesh.\nThis also works, when I created a holes in the mesh, but I really need to close it completely for my actual project.\n\n\n[Fluid Inside Effector.mp4](Fluid_Inside_Effector.mp4)\n\n![image.png](image.png)\n\n[Fluid Inside Effector.blend](Fluid_Inside_Effector.blend)\n", "Crash on deleting driver\nOperating system: Linux neo 5.10.68-1-MANJARO #1 SMP PREEMPT Wed Sep 22 12:29:47 UTC 2021 x86_64 GNU/Linux\nGraphics card: nvidia GTX 970\n\nBroken: (\n```\n3.0.0-alpha+master.a3027fb09416-linux.x86_64\n```\n)\nWorked: (?)\n\nI duplicated a Text strip via <shift><D>. I don't know where that driver on Location X came from. The original didn't have one. I then wanted to delete that driver. After deleting it and moving the current frame blender crashed.\n\n- Load attached file\n- Delete driver of 'Location X'\n- Press Cursor keys Left/Right a few times till crash.\n[crash.blend](crash.blend)", "Eevee crashes when rendering some of the Blender Studio rigs\nOperating system: Windows 10 Home\nGraphics card: Intel(R) HD Graphics 4600\n\nAlso tested on Debian 11 on both GNOME and MATE. It didn't make much of a difference, the GNOME session crashes and takes me back to the login manager meanwhile on MATE the program gets killed after it freezes for too long. I'd say that this is just a difference in the behaviour of the two desktop environments, but I can't say for sure.\n\nAlso asked a friend of mine to test it on their MacBook Pro, they claim to have seen the same results as I have. Just keep in mind that they're busy and I don't have access to their hardware.\n\nTried opening it on multiple versions:\n3.0.1 (stable), 3.5.1 (stable) and 4.0.0 (alpha) with [66d20c8723e6](66d20c8723e6) being the latest commit.\n\n(Windows/Linux/Mac)\nWhen opening it from the list of recent files I see the Blender project being displayed on the screen, but apparently for only one frame then freezes. I can see the prompt that asks for script execution to be enabled, the model itself, the pose library, etc. It just freezes afterwards.\nSame thing happens for when opening it via File -> Open, but I only see the default cube project before the crash.\nGot it from .\n\n1. Run Blender\n2. Open `ellie_animation.blend`\n\nSomething else worth noting is that apparently a group of people on the Blender Artists forums are experiencing the same issue: 1342795\n\n`blender-stdout.txt` and `blender-stderr.txt` were generated like so:\n`C:\\Users\\Mustafa\\blender-4.0.0-alpha+main.66d20c8723e6-windows.amd64-release>blender --factory-startup --debug-all > blender-stdout.txt 2> blender-stderr.txt`\nI've even provided a file (`gdb-blender.txt`) containing the output of interactively debugging blender with the GNU Debuger, in case you'll need it.\nAll debug logs and related files were created on Windows.\n\nThanks in advance! It'd take a miracle to get such a huge open source project going and you're doing a great job, I appreciate your hard work on Blender.\n", "Blender crashes 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", "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 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)" ]
[ "2.81 Crash when trying to File-Open, File-Save, etc.\nOperating system: Linux-4.15.0-58-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: Mesa DRI Intel(R) Ivybridge Mobile Intel Open Source Technology Center 4.2 (Core Profile) Mesa 19.0.8\n\nBroken: version: 2.81 (sub 8)\n\nWorked: version: 2.81 (sub 3), branch: master, commit date: 2019-08-20 22:35, hash: daba3e871ff5, type: Release\nbuild date: 2019-08-21, 01:08:15\n\nCrash when trying to open, save, etc.\n\nStart Blender\nSelect File-Open or File-Save, etc.\nCrash\n\nYesterday's build also had this problem.\nProblem occurs even with Factory Settings.\nEdit, Render, etc. tab selections work OK; only File tab selections crash.\n\n\n" ]
Heap-use-after-free when closing Save File editor in full screen mode Broken: 2.83 beta (b75ce05c3b) Worked: the commit before it Closing the File Save editor causes a heap-use-after-free error. - Build Blender in debug mode with ASAN enabled - Run `--factory-startup --python-expr "import bpy; bpy.context.preferences.view.filebrowser_display_type = 'SCREEN'"` - Press {Key Esc} to close the splash. - Press {Key Ctrl+S} and immediately {Key Esc} to close the File Save editor. - Blender exits because ASAN detected a heap-use-after-free error. Bisecting showed that this was introduced in b75ce05c3b.
[ "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", "Blender crashes when calling ArgumentParser.parse_args() if sys.argv is anything other than [\"path/to/blender.exe\"]\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 980 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.18\n\nBroken: version: 3.5.1\n\nBlender crashes when calling `ArgumentParser.parse_args()` if `sys.argv` is anything other than `[\"path/to/blender.exe\"]`\nI discovered this bug while trying to run a script using the `exec()` function. Any script that uses argparse makes blender crash.\n\nYou can run this code\n```Py\nimport argparse\nimport sys\nimport bpy\n\nsys.argv = [bpy.app.binary_path]\nsys.argv.append(\"--some_arg\") # Comment this line and everything works fine\n\nparser = argparse.ArgumentParser()\nargs = parser.parse_args()\n```\n\n", "Segfault on unregistering operator/menu with open props dialog.\nOperating system: Linux\nGraphics card: Intel\n\nBroken: 2.92, 2.93\n\n\nWhen an operator currently has a `wm.props_dialog_(self)` open, unregistering it will cause a segfault.\n\nThis only seems to happen reliably when the module it's from has at least one `bpy.types.Menu` subclass that's also been registered.\n\nThe displayed values of property fields in the dialog will sometimes flicker and switch values with each other for a split second before the segfault.\n\n\n[InvokeSegfault.blend](InvokeSegfault.blend)\n\n1. Open the attached file.\n\n2. Invoke the operator from the 3DView toolbar.\n\n3. Use a system hotkey (E.G. `ALT`+`TAB`) to switch to the window with the text editor space while leaving the props dialog open.\n\n4. Run the script again from the text editor window.", "RAM fills up when switching scenes\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.29\n\nBroken: version: 3.0.0\n\n\nIf the user switches from one scene to another the systems RAM fills up.\n\n1. open a task manager or something to watch RAM usage\n2. Create Suzanne and subdivide it to get a somewhat heavy object\n3. Duplicate Suzanne several 100 times to get a somewhat complex scene so that you can see your see RAM usage increase\n4. Click the \"New Scene\" Button and hit \"Linked Copy\"\n5. Repeat step 4 a couple of times and note that RAM usage will increase\n6. If RAM usage exceeds the available system RAM Blender will crash\n\nBlender apparently fails to clear the RAM from unused scenes when switching to or creating a new scene.\n\n\n", "Crash guide during render complete August 29, 2022\nOperating system: macOS-13.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.9.44\n\nBroken: version: 3.3.0 Beta\n\nBlender 3.3 Beta crash guide during render August 29, 2022\n\n\nNot matter all version 3.0 to 3.4 keep me crash. Do not use Windows. Only for Macintosh.\n\n![image.png](image.png)\n\n[Blender-2022-08-29-092340.ips](Blender-2022-08-29-092340.ips)\n\n[Armor wear 1.0.0.blend](Armor_wear_1.0.0.blend)\n\n![image.png](image.png)\n\nT100328\n@Nurb2Kea\nRender 600 (complete render cause crash guide)\n", "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)", "Weird behavior of collapsed area in the preferences editor.\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 472.47\n\nBroken: version: 3.0.1\nWorked: \n\nIf you open the Preferences editor NOT with edit menu but by changing editor type, there has always been a weird behavior with a collapsed \"area\" in the bottom left of the editor, where a cut scrollbar appears but doesn't lead to anything. Wouldn't be better to make this editor exactly the same way of opening it with Edit, with the 3 lines with saving options and without the \"Preferences\" menu in the top left?\n\n- Open Blender\n- change any editor with the Preferences editor.\n- Expand collapsed header from the bottom\n\n[2022-02-04 13-14-26.mp4](2022-02-04_13-14-26.mp4)", "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", "Panel order is not saved when preferences window closes\nWindows 10, GTX 1660\n\nversion: 2.83 (sub 7), branch: master (modified), commit date: 2020-03-10 07:58, hash: 1aa7c4c28a06, type: \nbuild date: 2020-03-10, 08:52:15\n\nWithin the Preferences Editor, you can change the ordering of various sections but the changes are not retained when you close the Preferences Editor.", "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", "use after free Fluid sim seg fault\nIn Debian testing, and Debian stable.\n\nbroken: blender 3.0.0 f7b22fc3d27113715e8726c69ab3264e1d487439\nbroken: Blender 2.93.0, Commit date: 2021-05-10 22:16, Hash ce62d650945f \nbroken: blender 2.92\n\nSegfaults on bake of modular fluid sim.\nReproducible each time I run blender on it.\n(Building a debug build now. the crash text isn't so useful yet).\n\n1. Load .blend (attached)\n2. Bake fluid\n3. Segfault\n\n[flu.blend](flu.blend)\nAsan report on f7b22fc3d27113715e8726c69ab3264e1d487439 [T88475_asan_use_after_free.txt](T88475_asan_use_after_free.txt)\nTwo crash reports on blender 2.92: \n[Blender_2021-05-22-145034_MACBOOKAIR.crash](Blender_2021-05-22-145034_MACBOOKAIR.crash)\nSimilar to #88113#1157996: [Blender_2021-05-22-193554_MACBOOKAIR.crash](Blender_2021-05-22-193554_MACBOOKAIR.crash)", "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", "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", "The Tool Selector Window close one time every two times, when opened too closed to the bottom border of the screen\nOperating system: Windows 10\nGraphics card: GTX 1080\n\nBroken: 2.80\nWorked: (optional)\n\nThe Tool Window, open and close immediately, choosing the tool under the mouse cursor, if the tool window is opened too close from the bottom of the screen.\n\n1) In Edit > Preferences > Keymap, set the \"Space Bar action\" to \"Tools\"\n2) On the 3D viewport, place your mouse cursor in the top area of the viewport\n3) press the spacebar, the tool menu open without any problem, and you can choose a tool with a shortcut key (for example press B to choose the Box selection)\n4) You can repeat that several times in a row without any problems.\n5) Now move your mouse cursor much more closer to the bottom border of the screen, so that you know that the tool window will have to be shifted upward to be displayed correctly.\n6) Press the spacebar a first time. This is ok, you can select your tool\n7) Now press the spacebar a second time. This time, the tool window open and intermediately closed, and the tool selected is the one that is under your mouse cursor.\n8) Press the spacebar again: the tool window open normally\n9) Press the spacebar again: the bug reappear\n10) Now on, every one time over two, the bug appear.\n\n**Expected behavior**\nThe Tool Window should open and stay opened consistently, no matter where the mouse cursor is placed on the screen, when the spacebar is pressed.", "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." ]
[ "Crash on saving or opening files with the Full Screen file browser window preference\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1080 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 2.90 (sub 2)\n\nThe file browser crashes when the Full Screen\n[crash.txt](crash.txt)\n\n\n- Fresh factory settings\n- Go to preferences/Interface/Editors/Temporary Windows\n- Set the File Browser to Full Screen ![image.png](image.png)\n- Now save the blend file\n\n\n" ]
Crash on default scene in look dev and eve Operating system: Darwin-16.7.0-x86_64-i386-64bit 64 Bits Graphics card: NVIDIA GeForce GT 750M OpenGL Engine NVIDIA Corporation 4.1 NVIDIA-10.17.5 355.10.05.45f01 Broken: version: 2.83.2 Crash when selecting Look Dev view or Evee in Viewport Shading mode When I open Blender to the default scene it works in shaded viewport mode. I can move around the scene and manipulate objects so WIREFRAME or SHADED work fine. Selecting either LOOK DEV or Evee, **crashes** the program. Thank you!
[ "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```", "LineArt; Crash after press play in a scene with LineArt modifier\nOperating system: Linux-5.4.0-105-generic-x86_64-with-glibc2.27 64 Bits\nGraphics card: GeForce GT 630/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.144\n\nBroken: version: 3.2.0 Alpha\n\nNo idea what crashes blender. Just press play and wait some seconds.\n\nI would love to help solving this issue, so when someone could remind me where the crashreport usually lands in Linux, i could share that as well.\n[Narrator.blend](Narrator.blend)\n\n", "rendering 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", "Crash when auto script execution is enabled\nOperating system: Windows 10 64-bit operating system, x64-based processor\nGraphics card: NVIDIA GeForce RTX 2060\n\nBroken: Blender 4.0.0 7372b3bdda35 and later\nWorked: never? 2.93 fails too\n\nBlender daily build crashes immediately on launch. The blender start screen isn't shown at all, only a grey window which then immediately closes. The crash log indicates that it is a memory EXCEPTION_ACCESS_VIOLATION (see log file attached).\n\n- Open preferences, enable `auto script execution`\n- Save prefs and close blender\n- Rename attached file and replace it with existing startup file\n- Launch blender (crash)\n\n- - -\n<details>\n <summary> Original report </summary>\nStart Blender through Steam, Blender Launcher, blender_debug_log.cmd, blender_debug_gpu.cmd, or blender_debug_gpu_glitchworkaround.cmd.\nA grey window opens with the Blender logo in the top bar.\nThe window closes as Blender crashes.\n\n[ Crashing_4-0-0_daily.blend](https://projects.blender.orgattachment)\n</details>", "Blender crashes when using bpy.ops.view3d.view_orbit with a custom context\nOperating system: Linux-5.15.11-arch2-1-x86_64-with-glibc2.33 64 Bits\nGraphics card: AMD RENOIR (DRM 3.42.0, 5.15.11-arch2-1, LLVM 13.0.0) AMD 4.6 (Core Profile) Mesa 21.3.2\n\nAlso tested on WIndows:\n\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: AMD Radeon(TM) Graphics ATI Technologies Inc. 4.5.14756 Core Profile Context 20.40.32 27.20.14032.8\n\nBroken (Linux): version: 3.0.0\nBroken (Windows): version: 3.0.0\nWorked: Never, the crash happens in 2.7 and 2.6 doesn't seem to support the override thing (I haven't tested subversions)\n\nBlender crashes when using `bpy.ops.view3d.view_orbit` with a custom context\n\nRun this in the Python console:\n```\narea = [n for n in bpy.context.screen.areas if n.type == \"VIEW_3D\"][0]\noverride = bpy.context.copy()\noverride['area'] = area\nbpy.ops.view3d.view_orbit(override, type='ORBITLEFT')\n```\n\n[blender.crash.txt](blender.crash.txt)", "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 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", "Intel GPUs: 3.6.2 crash on initializing Eevee rendered view\nOperating system: Linux-6.5.3-300.fc39.x86_64-x86_64-with-glibc2.38 64 Bits, WAYLAND UI\nGraphics card: Mesa Intel(R) Arc(tm) A770 Graphics (DG2) Intel 4.6 (Core Profile) Mesa 23.2.0-rc3\n\nBroken: version: 3.6.2\nWorked: 6 months ago :)\n\nBlender crashes when you opened the attached project and switch to rendered view.\n\n", "Crash 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", "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", "Blender (2.91) crashes on change frame with handler set to render scene\n\nOperating system: Catalina (10.15.7)\nGraphics card: \n![Screen Shot 2021-01-19 at 12.35.10 PM.png](Screen_Shot_2021-01-19_at_12.35.10_PM.png)\n\n2.91.0\n\nI want to have the scene rendered automatically every time the frame changes.. so I set a post frame change handler do just that (according to blender documentation: bpy.app.handlers.html#bpy.app.handlers.frame_change_post)\n\nPaste this in the Blender console to setup the handler: \n\n```\nimport bpy\n\ndef my_handler(scene):\n bpy.ops.render.render(use_viewport=True)\n \nbpy.app.handlers.frame_change_post.append(my_handler)\n```\n\nHowever, blender crashes as soon as I change the frame.\n\n- Open attached file\n- Run script\n- Change frame\n[handler_ops_render_crash.blend](handler_ops_render_crash.blend)\n\n\n", "Crash after executing the script\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.98\n\nBroken: version: 3.6.1 Release Candidate\n\nApplication crashes when clicking on the script run button\n\n1/ launch Blender\n2/ click on \"Scripting\" tab; click \"New\"\n3/ paste the following chatgpt generated script and run it: \n```\nimport bpy\nfrom math import sqrt, sin, cos\n\n# Define the vertices of the tetrahedrons\nvertices1 = [\n (1, 1, 1),\n (-1, -1, 1),\n (-1, 1, -1),\n (1, -1, -1)\n]\n\nvertices2 = [\n (1, -1, -1),\n (-1, 1, -1),\n (-1, -1, 1),\n (1, 1, 1)\n]\n\n# Define the faces of the tetrahedrons\nfaces1 = [\n (0, 1, 2),\n (0, 2, 3),\n (0, 3, 1),\n (1, 3, 2)\n]\n\nfaces2 = [\n (0, 1, 2),\n (0, 2, 3),\n (0, 3, 1),\n (1, 3, 2)\n]\n\n# Create new meshes and objects\nmesh1 = bpy.data.meshes.new(\"Tetrahedron1\")\nobj1 = bpy.data.objects.new(\"Tetrahedron1\", mesh1)\n\nmesh2 = bpy.data.meshes.new(\"Tetrahedron2\")\nobj2 = bpy.data.objects.new(\"Tetrahedron2\", mesh2)\n\n# Set the object locations and scene context\nobj1.location = (-2, 0, 0)\nbpy.context.scene.collection.objects.link(obj1)\n\nobj2.location = (2, 0, 0)\nbpy.context.scene.collection.objects.link(obj2)\n\n# Create the vertices and faces of the meshes\nmesh1.from_pydata(vertices1, [], faces1)\nmesh1.update(calc_edges=True)\n\nmesh2.from_pydata(vertices2, [], faces2)\nmesh2.update(calc_edges=True)\n\n# Hinge the tetrahedrons together by one edge\nedge1 = mesh1.edges[0]\nedge2 = mesh2.edges[2]\n\nbpy.ops.object.select_all(action='DESELECT')\nobj1.select_set(True)\nobj2.select_set(True)\n\nbpy.context.view_layer.objects.active = obj2\nbpy.ops.object.mode_set(mode='EDIT')\nbpy.ops.mesh.select_all(action='DESELECT')\nedge2.select = True\nbpy.ops.mesh.edge_face_add()\nbpy.ops.object.mode_set(mode='OBJECT')\n\n# Add an armature to the tetrahedrons\nbpy.ops.object.armature_add()\narmature = bpy.context.object\narmature.name = \"HingeArmature\"\narmature.location = (0, 0, 0)\n\n# Add bones to the armature\nbpy.ops.object.mode_set(mode='EDIT')\nbone1 = armature.data.edit_bones.new('Bone1')\nbone1.head = (0, 0, 0)\nbone1.tail = (-2, 0, 0)\nbone1.use_deform = False\n\nbone2 = armature.data.edit_bones.new('Bone2')\nbone2.head = (0, 0, 0)\nbone2.tail = (2, 0, 0)\nbone2.use_deform = False\n\nbpy.ops.object.mode_set(mode='OBJECT')\n\n# Parent the tetrahedrons to the armature\nobj1.parent = armature\nobj1.parent_type = 'BONE'\nobj1.parent_bone = 'Bone1'\n\nobj2.parent = armature\nobj2.parent_type = 'BONE'\nobj2.parent_bone = 'Bone2'\n\n# Animate the hinge\nframes = 30\n\nfor frame in range(frames):\n bpy.context.scene.frame_set(frame)\n\n angle = frame / frames * 2 * 3.14159265\n\n bone1.tail = (-2 * cos(angle), 0, -2 * sin(angle))\n bone2.tail = (2 * cos(angle), 0, 2 * sin(angle))\n\n bone1.keyframe_insert(data_path='tail')\n bone2.keyframe_insert(data_path='tail')\n```", "EEVEE: User preference settings (anisotropy, texture size limit) affect rendering\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 960/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\n[Viweport texture limit size affects eevee rendering.]\n\nWhen I change the \"texture limit size\" setting it also limits the size of the texture in the render.\nAs the setting is in the \"viewport\" tab I believe it should only affect the viewport, not the rendering.\n![image.png](image.png)\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", "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" ]
[ "2.83 Crash on Startup\nOperating system: Darwin-16.7.0-x86_64-i386-64bit 64 Bits\nGraphics card: NVIDIA GeForce GTX 780M OpenGL Engine NVIDIA Corporation 4.1 NVIDIA-10.17.5 355.10.05.45f01\n\nBroken: version: Blender 2.83 Alpha, March 29, 23:40:07 - a103d09df485, macOS 64 bit\n\nApp crashs on startup, doesn't matter if I click icon or run it from Terminal.\n\nFrom [previous report ](T74922) I used suggested command with the same result.\n\n```\n./Blender\\ 3.app/Contents/MacOS/blender --debug-all >> ~/Downloads/T74922log.txt\n```\nHere is requested TXT output with packed Terminal output as well. \n*Application Support/Blender* folder was moved out before running Terminal.\n[iMac(F).zip](iMac_F_.zip)\n\nNote as extension: Running one even older iMac it totally freezes OS, I have to use power button to restart. I dont expect so much support for this machine, just as it goes - 2.81 was working, 2.82 partially without eevee or with crash Workench's Shadow ON ... version 2.83 as mentioned. Operating system: Darwin-15.6.0-x86_64-i386-64bit 64 Bits\nGraphics card: NVIDIA GeForce 9400 OpenGL Engine NVIDIA Corporation 3.3 NVIDIA-10.0.52 310.90.10.05b46\n[iMac(G).zip](iMac_G_.zip)\n\nThank you for help" ]
Random System Freezes while using Blender **Update** This seems to be a bug in the i915 graphics driver ... there is an open ticket over at their bug tracker: 2380 Operating system: Arch Linux (current as of 2020-08-24) Graphics card: Intel Integrated 10th Gen system-info.txt: [system-info.txt](system-info.txt) Broken: (2.83.5, 2.91.0 alpha) Worked: none Graphical System Output is frozen system wide. Only fix able by restarting X or Wayland. Sometimes the last two frames flicker back and forth randomly. This happens randomly after a while after running a short Python script several times. Mostly while simply rotating the scene. I am using the Scripting Layout at that point. **Comment** Honestly I have no idea if this is even a blender problem ... but so far this has only manifested while running blender. As stated above I tried both X, Wayland and at least two versions of Blender. One of the builds had what I think was a cpu renderer option, which also crashed after a while. Is there a way to write debug output to a file that persists a reboot via console? **edit:** Reproducable on: - Gnome (X, Classic and Wayland) and XFCE - X and Wayland - Two Blender Versions - i915 (intel driver) with and without "enable_guc=2" and "enable_fbc=1" The only thing I can not rule out is that it's the Intel Graphics Driver ... but I can't really circumvent that one. Python Script that was mentioned: [script.py](script.py)
[ "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", "Segfault after F12 render with multi-GPU Intel ARC A770 and experimental oneAPI packages on Debian\nOperating system: Linux-6.4.0-1-amd64-x86_64-with-glibc2.37 (Debian sid)\nGraphics card: two identical Intel ARC A770 Limited Edition 16GB\n\nBroken: 3.6.1, 4.0.0 Alpha, branch: main, commit date: 2023-07-25 19:23, hash: aebc743bf1c7\nWorked: 3.4, 3.4.1, 3.5.1\n\nSegfault when rendering Victor benchmark scene with F12 with second Intel ARC A770. This happens only when the second GPU is chosen as rendering device in Cycles. If both GPUs are selected first one seems to work correctly, but the second one causes a crash/error.\nEmbree on GPU does not seems to matter.\n\nBoth F12 and viewport renders with the second GPU give:\n`oneAPI kernel \"shader_eval_curve_shadow_transparency\" execution error: got runtime exception \"Native API failed. Native API returns: -50 (PI_ERROR_INVALID_ARG_VALUE) -50 (PI_ERROR_INVALID_ARG_VALUE)\"`\n\nRelevant info:\nI'm using following packages from experimental sources (I'm impatient I know :) ), so this crash might be very well caused by their incompatibility with Debian sid:\n`libigc1` - 1.0.13822.1-1\n`libigdfcl1` - 1.0.13822.1-1\n`intel-opencl-icd` - 23.13.26032.7-1\nRest of the packages, including all dependencies are from Debian sid.\n\nFull backtrace:\n\n```\n(gdb) backtrace full\n#0 0x0000000001cfee77 in ?? ()\nNo symbol table info available.\n#1 0x0000000001cffab9 in ?? ()\nNo symbol table info available.\n#2 0x0000000001b0fa9c in ?? ()\nNo symbol table info available.\n#3 0x0000000000f376a3 in ?? ()\nNo symbol table info available.\n#4 0x00007fffebaa63ec in start_thread (arg=<optimized out>) at ./nptl/pthread_create.c:444\n ret = <optimized out>\n pd = <optimized out>\n out = <optimized out>\n unwind_buf = {cancel_jmp_buf = {{jmp_buf = {140737147199792, -8317621660586406251, -286296, 11, 140737488344416, 140734520795136, 8317937541230038677, 8317594907036290709}, mask_was_saved = 0}}, priv = {\n pad = {0x0, 0x0, 0x0, 0x0}, data = {prev = 0x0, cleanup = 0x0, canceltype = 0}}}\n not_first_call = <optimized out>\n#5 0x00007fffebb26a1c in clone3 () at ../sysdeps/unix/sysv/linux/x86_64/clone3.S:81\nNo locals.\n(gdb)\n```\n\n1. On Debian sid install experimental packages mentioned above.\n2. Set second ARC GPU as a rendering device in Blender. \n3. Open Victor benchmark scene.\n4. Hit F12 and wait for the crash.", "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", "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 ", "Crash on startup with LibDecor on Wayland\nAlmaLinux 9.2, probably Rocky Linux 9.2 and RHEL 9.2 as well, although I did not try those too. \"Bug for bug compatible...\"\n\nBroken: Blender 3.6.0 Beta (hash 2533576802f5 built 2023-05-25 23:31:27)\n\nBlender 3.6.0 does not use Wayland on AlmaLinux 9.2, stating Blender from the commandline produces the following messages:\n\n```\n[antonraves@mail libdecor]$ /opt/blender/blender\nGHOST/Wayland: wl_registry@2: error 0: invalid version for global zwp_pointer_gestures_v1 (15): have 1, wanted 3\nPlugin \"GTK3 plugin\" uses conflicting symbol \"png_free\".\nlibdecor-cairo-WARNING: Could not get required globals\nFailed to load plugin 'libdecor-cairo.so': failed to init\nNo plugins found, falling back on no decorations\nRead prefs: \"/home/antonraves/.config/blender/3.6/config/userpref.blend\"\nWriting: /tmp/blender.crash.txt\nSegmentation fault (core dumped)\n```\n\nInstall Blender into the /opt/blender directory and launch Blender from the command line with:\n\n`/opt/blender/blender`\n\nAnd you will see that bit of error messages appear:\n\n```\n[antonraves@mail libdecor]$ /opt/blender/blender\nGHOST/Wayland: wl_registry@2: error 0: invalid version for global zwp_pointer_gestures_v1 (15): have 1, wanted 3\nPlugin \"GTK3 plugin\" uses conflicting symbol \"png_free\".\nlibdecor-cairo-WARNING: Could not get required globals\nFailed to load plugin 'libdecor-cairo.so': failed to init\nNo plugins found, falling back on no decorations\nRead prefs: \"/home/antonraves/.config/blender/3.6/config/userpref.blend\"\nWriting: /tmp/blender.crash.txt\nSegmentation fault (core dumped)\n```\n\nDe-install libdecor from the system and Blender will run on that same system but with X11...\n\n", "gpu.types.GPUOffScreen together with gpu.state.depth_test_set causes blender ui to be unresponsive\n(reporting from different os, those are copied from system-info.txt generated by blender)\nOperating system: Windows-10-10.0.19043-SP0\nGraphics card: GeForce GTX 760/PCIe/SSE2, 4.5.0 NVIDIA 461.92\n\nBroken: version: 3.1.2, branch: master, commit date: 2022-03-31 17:40, hash: cc66d1020c3b, type: release\nWorked: ?\n\n`gpu.types.GPUOffScreen` together with `gpu.state.depth_test_set` causes blender ui to be unresponsive, nothing can be clicked, blender have to be killed. if `gpu.state.depth_test_set` is set to `'NONE'` after drawing is finished, problem goes away. this happens on windows, on mac it works.\n\nexample code is from: gpu.html#copy-offscreen-rendering-result-back-to-ram with marked modifications\n\n- Open text editor in default scene\n- Paste and run the attached code\n```\nimport bpy\nimport gpu\nimport random\nfrom mathutils import Matrix\nfrom gpu_extras.presets import draw_circle_2d\n\nIMAGE_NAME = \"Generated Image\"\nWIDTH = 512\nHEIGHT = 512\nRING_AMOUNT = 10\n\n\noffscreen = gpu.types.GPUOffScreen(WIDTH, HEIGHT)\n\nwith offscreen.bind():\n fb = gpu.state.active_framebuffer_get()\n fb.clear(color=(0.0, 0.0, 0.0, 0.0))\n \n # one line added here ----------------------------------------------------\n gpu.state.depth_test_set('LESS_EQUAL')\n # ------------------------------------------------------------------------\n\n with gpu.matrix.push_pop():\n # reset matrices -> use normalized device coordinates [-1, 1]\n gpu.matrix.load_matrix(Matrix.Identity(4))\n gpu.matrix.load_projection_matrix(Matrix.Identity(4))\n\n for i in range(RING_AMOUNT):\n draw_circle_2d(\n (random.uniform(-1, 1), random.uniform(-1, 1)),\n (1, 1, 1, 1), random.uniform(0.1, 1),\n segments=20,\n )\n \n - and one line here ------------------------------------------------------\n - gpu.state.depth_test_set('NONE')\n # ------------------------------------------------------------------------\n\n buffer = fb.read_color(0, 0, WIDTH, HEIGHT, 4, 0, 'UBYTE')\n\noffscreen.free()\n\n\nif not IMAGE_NAME in bpy.data.images:\n bpy.data.images.new(IMAGE_NAME, WIDTH, HEIGHT)\nimage = bpy.data.images[IMAGE_NAME]\nimage.scale(WIDTH, HEIGHT)\n\nbuffer.dimensions = WIDTH * HEIGHT * 4\nimage.pixels = [v / 255 for v in buffer]\n```\n\n", "Rendering object in Cycles X preview hard crashes whole system\nOperating system: Windows 10 x64\nGraphics card: nVidia RTX 8000\n\nBroken: blender-3.5.0-alpha+universal-scene-description.1f9e90bb1cf3-windows.amd64-release\n\nRendering of scene in Cycles preview hard crashes whole system. System screen goes to black and the fans go to max.\n\nLoad blend file at link: brutes_set1C_trimmed.blend?dl=0\n\nSet screen to Render preview and navigate around.\n\n", "Render glitches on cycles when 'Motion Blur' and 'Use Limit Surface' are turned on. \nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89\n\nBroken: version: 2.92.0\nAlso broken in: 2.93.0 Alpha, branch: master, commit date: 2021-03-20 21:00, hash: 9ca67c47a152, type: Release\nbuild date: 2021-03-20, 23:00:48\nWorked: unknown. This file was created within 2.92\n\nWhen rendering this file I get (for me) random glitches in the render, when Motion Blur is active in Cycles.\nIn the attached file you can see this in for example frames 13,46,77 and 153 (amongst others) for the figure on the left and in frames 57,65 and 82 for the figure on the right.\nTurning off motion blur makes the glitches go away. It happens - for me - both with CPU only and with GPU renders.\n\nThe only objects - as far as I can tell - that produce these glitches are the two 'jasjes' with the material called 'overhemd'. (changing 'overhemd' to a different color also changes the glitches to that same color) Apart from the very obvious triangular glitches, you can also see some sort of wrinkly render errors near the ties on the shirt that only appear when the glitch is visible.\n\nFrame (13) with a glitch: ![Renderglitch_frame13.jpg](Renderglitch_frame13.jpg)\nFrame (14) without a glitch: ![Noglitch_frame14.jpg](Noglitch_frame14.jpg)\n\nThe objects started out as duplicates of each other.\n\n- Open attached file\n- Render frame 153 (or any of these: 13, 46, 77)\n\nI'm sorry the file is as large as it is, but I haven't had this happen in other renders/files yet, so I couldn't reproduce with another file.\nPlease let me know if you prefer to get Dropbox links instead of an actual upload.\n\n[Statler_en_Waldorf_animatie_013.blend](Statler_en_Waldorf_animatie_013.blend)", "Reliable GPU hang on common Intel cards (Linux)\nOperating system: Linux Fedora 32\nGraphics card: UHD Graphics 620 (rev 07) Intel\n\nBroken: 2.80.x, 2.90.0-x\n\n\n\nBlender crashes the computer, freezing, dmesg command shows a GPU Hang error.\n\n\nOnly with Intel GPU (Intel Corporation UHD Graphics 620 (rev 07) here)\n\nOpen the given blend file [F8892221](gpuhangtest.blend) (Thanks @HDMaster84 ) and activate lookdev or render view - the graphic server hangs.\n\nI followed the dmesg output that says to create an issue on freedesktop gitlab: 2422 (you can see my dmesg and gpu error) - anyway, thos problem only happens with Blender.\n\nThe problem started from 2.80 if I'm not wrong, not with others earlier versions.\n\n", "Closing System Console can lead to loss of work\nOperating system: Windows\n\nAny\n\n* Start Blender\n* Toggle the System Console (2.83 and newer `Windows > Toggle System Console`\n* Press the - [x] button on the system console", "Cycles noise texture with high distortion differences between CPU and CUDA\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: Quadro M4000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 411.63\n\nBroken: version: 2.82 (sub 3)\nWorked: (optional)\n\nCycles appear to produce different random values for CUDA tiles and CPU tiles.\n\nOpen [TileBug_CUDA+CPU.blend](TileBug_CUDA_CPU.blend) and compare rendered view with rendered output.\nImages of the bug in isolation.\nCPU Only - Fine:\n![Report_CPU.jpg](Report_CPU.jpg)\nCUDA Only - Fine:\n![Report_CUDA.jpg](Report_CUDA.jpg)\nCPU + CUDA - Bugs out:\n![Report_CUDA+CPU.jpg](Report_CUDA_CPU.jpg)\n\nIn addition, I had some even more strange artefacts in a real render.\nThe random effect is more subtle here, but it's there. But the other ones I can't really reproduce, not sure what is going on with that:\n![CUDA+CPU_Bug_Tiles_and_RandomLookupIssues.jpg](CUDA_CPU_Bug_Tiles_and_RandomLookupIssues.jpg)\n\nI can't update drivers, due to other software requiring certain certified drivers. Windows 10 is up to date.", "Creating custom orientation fails in seemingly random situations\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: 2.90.0 Alpha\nBroken: version: 2.83 latest\nBroken: version: 2.82 a release\nWorked: 2.79 (sub 7), branch: blender2.7, commit date: 2019-06-27 10:41, hash: e045fe53f1b0\n\nCreating a custom orientation seems to be hit or miss. It often fails in situations where it probably should not, probably due to some degenerate matrix condition or otherwise. \n\n[bad-custom-orientation.blend](bad-custom-orientation.blend)\n- Open the attached .blend\n- The faces are already selected : the -X and the +Z faces of the default cube\n- Try to create a custom orientation \n- Experience failure -- `Unable to create orientation`\n\n- Select the +X and +Z faces instead\n- Try to create a custom orientation now\n- Success\n\n- Other combinations of 2 faces for the default cube will also fail. 2.79 seems to be better at succeeding here in general (the only 2-face combination that fails in 2.79 is the -Z and +Z case)\n\n", "Some GUI Pannel takes forever to load\nHello,\nOperating system: windows 10\nGraphics card: NVDIA RTX a2000 with latest driver\nIntel I7 with desactivated integrated gpu\n\nBroken: 3.5, 3.6\n\nBlender starting up is very slow\nmore importantly GUI is unresponding ( often around 25 sec ) when accessing to:\n>\"shading\" panel\n>Window explorer ( loading an image texture for example)\n>Material preview mode\n>Display render preview\n>Accessing preferences\n>Rendering window\n\nNo problem for modeling rendering etc. loading theses GUI parts seems to be the only lag itself.\n\nWhat i've tried:\n>Disable all addons\n>Factory user prefs\n>Deleted user pref app data folder\n>Updating driver to the latest version\n\ntried on 3.5. > Still the same\n\nThe lag is present even with the most basic file available\nIt has always been like so since i installed my pc.\n\nThanks\n\n", "Blender 3.6 problem by rendering scene on EEEVEE (Freeze and crash GL_INVALID_FRAMEBUFFER_OPERATION : Cubemap Workaround End9)\nOperating system: Windows 11 Home\nGraphics card: Radeon Graphics\n\nBroken: (example: 3.6, as found on the splash screen)\n\n\nBlender 3.6 doesn't render the scene as blender demo file in EEVEE\nOpen Blender splash fox of blender 2.90\nRender the scene\nFreeze and crash of blender when rendering on EEVEE\n\n", "Blender 2.91 crashes when enabling Archipack addon\nOperating system: Linux-5.8.0-23-generic-x86_64-with-debian-bullseye-sid 64 Bits\nUbuntu 20.10 Groovy Gorilla (development branch)\nGraphics card: Mesa Intel(R) UHD Graphics 620 (KBL GT2) Intel 4.6 (Core Profile) Mesa 20.2.0\n\nBroken: version: 2.91.0 Alpha\n\nBlender crashes after enabling Archipack addon. Terminal says 'Aborted (core dumped).' Also, Blender doesn't record a crash.txt (that I can find). \n\nStart Blender>Edit>Preferences>Addons>Enable Archipack addon.\n\n[CoreDump.mp4](CoreDump.mp4)\n" ]
[ "Blender 2.83 crashing and lagging when rendering the viewport (cycles).\nOperating system: Arch Linux\nGraphics card: GTX 1050 ti\nDriver: nvidia-lts-1:440.82-19\n\nBroken: Blender 2.83 LTS (Tesded with and same issue with blender from blender.org website, Snap package and from the Arch Community Repository)\nWorked: There was no problems in 2.82a\nSuspected culprit: d712f1f83a\n\n**Description of the error**\nThe render view (the viewport typically when working with shaders) causes the interface to get extremely lag and sometimes totally stuck when rendering the viewport. Didn't find any issue rendering 250 frames of animation, but most of the times I'm working with the nodes shades setup and I change some nodes making the viewport start rendering, using cycles, it gets stuck for something like 10 seconds and then it can crash or just continue.\n\nBut I haven't been able to use blender for more than 5 minutes without a crash with this problem and lagging even when I simply change the view position on the viewport. I have tested many other files and they all have this same problem. Also happened when using CPU rendering instead of GPU. \n\nI tried using the option debug-all but I don't think there is any hint there at all. \n\n\n```\nShader name: default_empty\nNumber of SVM nodes: 3\nPeak stack usage: 0\nTime (in seconds):\nFinalize: 0.000000\n Surface: 0.000002\n Bump: 0.000000\n Volume: 0.000001\n Displacement: 0.000001\nGenerate: 0.000004\nTotal: 0.000005\nI0605 16:02:45.568426 1404890 svm.cpp:66] Compilation summary:\nShader name: shader\nNumber of SVM nodes: 5\nPeak stack usage: 0\nTime (in seconds):\nFinalize: 0.000000\n Surface: 0.000004\n Bump: 0.000000\n Volume: 0.000000\n Displacement: 0.000001\nGenerate: 0.000005\nTotal: 0.000005\nI0605 16:02:45.568414 1404906 svm.cpp:66] Compilation summary:\nShader name: shader\nNumber of SVM nodes: 5\nPeak stack usage: 0\nTime (in seconds):\nFinalize: 0.000001\n Surface: 0.000003\n Bump: 0.000000\n Volume: 0.000002\n Displacement: 0.000001\nGenerate: 0.000006\nTotal: 0.000007\nI0605 16:02:45.568498 1404889 constant_fold.cpp:46] Folding Base Height::Value to constant (0.2).\nI0605 16:02:45.568521 1404889 constant_fold.cpp:46] Folding Cone Height::Value to constant (1.4).\nI0605 16:02:45.568538 1404889 constant_fold.cpp:46] Folding Radius::Value to constant (0.45).\nI0605 16:02:45.568555 1404889 constant_fold.cpp:46] Folding SideLengh::Value to constant (0.9).\nI0605 16:02:45.568574 1404889 constant_fold.cpp:46] Folding punchin::Value to constant (-2.15).\nI0605 16:02:45.568588 1404889 constant_fold.cpp:46] Folding Margin::Value to constant (3.8).\nI0605 16:02:45.568603 1404889 constant_fold.cpp:46] Folding NoiseNoise::Value to constant (-0.495).\nI0605 16:02:45.568615 1404889 constant_fold.cpp:46] Folding stripe::Value to constant (-0.04).\nI0605 16:02:45.568629 1404889 constant_fold.cpp:46] Folding midlevel::Value to constant (0.08).\nI0605 16:02:45.568642 1404889 constant_fold.cpp:46] Folding Displacement.001::Value to constant (1).\nI0605 16:02:45.568656 1404889 constant_fold.cpp:46] Folding DirtStrenght::Value to constant (2.7).\nI0605 16:02:45.568673 1404889 constant_fold.cpp:58] Folding Combine XYZ.001::Vector to constant (0.45, 0.45, 0).\nI0605 16:02:45.568691 1404889 constant_fold.cpp:58] Folding Combine XYZ.001::Vector to constant (0.45, 0.45, 0).\nI0605 16:02:45.568706 1404889 constant_fold.cpp:46] Folding Math.001::Value to constant (-0.9).\nI0605 16:02:45.568719 1404889 constant_fold.cpp:46] Folding Math.004::Value to constant (4.7).\nI0605 16:02:45.568735 1404889 constant_fold.cpp:58] Folding Vector Math.005::Vector to constant (0.2475, 0.2475, 0.2475).\nI0605 16:02:45.568754 1404889 constant_fold.cpp:58] Folding Combine XYZ::Vector to constant (-0.9, -0.9, 0).\nI0605 16:02:45.568773 1404889 constant_fold.cpp:46] Folding Math.001::Value to constant (-4.7).\nI0605 16:02:45.568795 1404889 constant_fold.cpp:58] Folding Vector Math.005::Vector to constant (-0.45, -0.45, 0).\nI0605 16:02:45.568812 1404889 constant_fold.cpp:58] Folding Combine XYZ::Vector to constant (-4.7, -4.7, 0).\nI0605 16:02:45.568837 1404889 constant_fold.cpp:58] Folding Vector Math.005::Vector to constant (-4.25, -4.25, 0).\nI0605 16:02:45.568871 1404889 constant_fold.cpp:113] Folding Math.002::Value to socket convert_color_to_float::value_float.\nI0605 16:02:45.568920 1404889 constant_fold.cpp:113] Folding Mix Shader.001::Closure to socket Mix Shader::Closure.\nI0605 16:02:45.569067 1404889 graph.cpp:675] Deduplicated 9 nodes.\nI0605 16:02:45.570071 1404889 svm.cpp:66] Compilation summary:\nShader name: cone\nNumber of SVM nodes: 4000\nPeak stack usage: 61\nTime (in seconds):\nFinalize: 0.000878\n Surface: 0.000478\n Bump: 0.000175\n Volume: 0.000035\n Displacement: 0.000051\nGenerate: 0.000739\nTotal: 0.001618\nI0605 16:02:45.570232 1404906 device_cuda_impl.cpp:819] Buffer allocate: __svm_nodes, 64,640 bytes. (63.12K) in device memory\nI0605 16:02:45.570369 1404906 device_cuda_impl.cpp:819] Buffer allocate: __shaders, 256 bytes. (256) in device memory\nI0605 16:02:45.570436 1404906 svm.cpp:158] Shader manager updated 8 shaders in 0.0022831 seconds.\nI0605 16:02:45.570477 1404906 object.cpp:676] Total 1 objects.\nI0605 16:02:45.570567 1404906 device_cuda_impl.cpp:819] Buffer allocate: __objects, 176 bytes. (176) in device memory\nI0605 16:02:45.570607 1404906 geometry.cpp:1231] Total 1 meshes.\nI0605 16:02:45.576633 1404906 geometry.cpp:1307] Updating images used for true displacement.\nI0605 16:02:45.576761 1404906 device_cuda_impl.cpp:819] Buffer allocate: __object_flag, 4 bytes. (4) in device memory\nI0605 16:02:45.576845 1404906 device_cuda_impl.cpp:819] Buffer allocate: __object_volume_step, 4 bytes. (4) in device memory\nUI_menutype_draw: opening menu \"NODE_MT_editor_menus\"\nI0605 16:02:45.577569 1404906 device_cuda_impl.cpp:819] Buffer allocate: __tri_shader, 204,544 bytes. (199.75K) in device memory\nI0605 16:02:45.577716 1404906 device_cuda_impl.cpp:819] Buffer allocate: __tri_vnormal, 499,728 bytes. (488.02K) in device memory\nI0605 16:02:45.577925 1404906 device_cuda_impl.cpp:819] Buffer allocate: __tri_vindex, 818,176 bytes. (799.00K) in device memory\nI0605 16:02:45.578192 1404906 device_cuda_impl.cpp:819] Buffer allocate: __tri_patch, 204,544 bytes. (199.75K) in device memory\nI0605 16:02:45.578296 1404906 device_cuda_impl.cpp:819] Buffer allocate: __tri_patch_uv, 249,864 bytes. (244.01K) in device memory\nI0605 16:02:45.578438 1404906 device_cuda_impl.cpp:819] Buffer allocate: __patches, 8,192 bytes. (8.00K) in device memory\nI0605 16:02:45.579053 1404906 device_cuda_impl.cpp:819] Buffer allocate: __prim_tri_verts, 2,454,528 bytes. (2.34M) in device memory\nI0605 16:02:45.579543 1404906 device_cuda_impl.cpp:819] Buffer allocate: __attributes_map, 96 bytes. (96) in device memory\nI0605 16:02:45.579593 1404906 device_cuda_impl.cpp:819] Buffer allocate: __attributes_float3, 9,248 bytes. (9.03K) in device memory\nI0605 16:02:45.580037 1404906 device_cuda_impl.cpp:819] Buffer allocate: displace_output, 495,104 bytes. (483.50K) in device memory\nI0605 16:02:45.580083 1404906 device_cuda_impl.cpp:819] Buffer allocate: displace_input, 499,728 bytes. (488.02K) in device memory\nUI_menutype_draw: opening menu \"TIME_MT_editor_menus\"\n[1] 1404486 abort (core dumped) ~/programs/blender-2.83.0-linux64/blender --debug-all\n\n```\n\nThis is another crash:\n\n\n```\n\n(...)\n\nwm_event_do_handlers: Handling event\nwmEvent type:220 / RET, val:2 / RELEASE,\n prev_type:154 / NUMPAD_4, prev_val:2 / RELEASE,\n shift:0, ctrl:0, alt:0, oskey:0, keymodifier:0, is_repeat:0,\n mouse:(1841,556), ascii:'', utf8:'', pointer:0x7f4ac0f5d3f8\nUI_menutype_draw: opening menu \"VIEW3D_MT_editor_menus\"\n\nwm_event_do_handlers: Handling event\nwmEvent type:11 / WHEELDOWNMOUSE, val:1 / PRESS,\n prev_type:220 / RET, prev_val:1 / PRESS,\n shift:0, ctrl:0, alt:0, oskey:0, keymodifier:0, is_repeat:0,\n mouse:(1271,660), ascii:'', utf8:'', pointer:0x7f4abfe5bdf8\nI0605 03:34:47.383342 1303666 camera.cpp:511] Camera is outside of the volume.\n\nwm_event_do_handlers: Handling event\nwmEvent type:11 / WHEELDOWNMOUSE, val:1 / PRESS,\n prev_type:220 / RET, prev_val:1 / PRESS,\n shift:0, ctrl:0, alt:0, oskey:0, keymodifier:0, is_repeat:0,\n mouse:(1271,660), ascii:'', utf8:'', pointer:0x7f4abfe5bdf8\nI0605 03:34:47.507941 1303635 device_cuda_impl.cpp:819] Buffer allocate: work_tiles, 40 bytes. (40) in device memory\nI0605 03:34:47.521967 1297814 device_cuda_impl.cpp:819] Buffer allocate: RenderBuffers, 11,419,200 bytes. (10.89M) in device memory\nI0605 03:34:47.522083 1303666 camera.cpp:511] Camera is outside of the volume.\nI0605 03:34:47.522354 1303635 device_cuda_impl.cpp:819] Buffer allocate: work_tiles, 40 bytes. (40) in device memory\nI0605 03:34:47.536906 1303666 camera.cpp:511] Camera is outside of the volume.\nI0605 03:34:47.537266 1303635 device_cuda_impl.cpp:819] Buffer allocate: work_tiles, 40 bytes. (40) in device memory\nI0605 03:34:47.560497 1303666 camera.cpp:511] Camera is outside of the volume.\nI0605 03:34:47.560959 1303635 device_cuda_impl.cpp:819] Buffer allocate: work_tiles, 40 bytes. (40) in device memory\nI0605 03:34:47.614507 1303666 camera.cpp:511] Camera is outside of the volume.\nI0605 03:34:47.615080 1303635 device_cuda_impl.cpp:819] Buffer allocate: work_tiles, 40 bytes. (40) in device memory\nI0605 03:34:47.756260 1303666 camera.cpp:511] Camera is outside of the volume.\nI0605 03:34:47.757364 1303635 device_cuda_impl.cpp:819] Buffer allocate: work_tiles, 40 bytes. (40) in device memory\nI0605 03:34:47.902868 1303666 camera.cpp:511] Camera is outside of the volume.\nI0605 03:34:47.903980 1303635 device_cuda_impl.cpp:819] Buffer allocate: work_tiles, 40 bytes. (40) in device memory\n\nwm_event_do_handlers: Handling event\nwmEvent type:10 / WHEELUPMOUSE, val:1 / PRESS,\n prev_type:220 / RET, prev_val:1 / PRESS,\n shift:0, ctrl:0, alt:0, oskey:0, keymodifier:0, is_repeat:0,\n mouse:(1124,699), ascii:'', utf8:'', pointer:0x7f4abfe593f8\nI0605 03:34:48.050220 1297814 device_cuda_impl.cpp:819] Buffer allocate: RenderBuffers, 91,353,600 bytes. (87.12M) in device memory\nI0605 03:34:48.050329 1303666 camera.cpp:511] Camera is outside of the volume.\nI0605 03:34:48.052258 1303635 device_cuda_impl.cpp:819] Buffer allocate: work_tiles, 40 bytes. (40) in device memory\nI0605 03:34:48.066417 1303666 camera.cpp:511] Camera is outside of the volume.\nI0605 03:34:48.067525 1303635 device_cuda_impl.cpp:819] Buffer allocate: work_tiles, 40 bytes. (40) in device memory\nI0605 03:34:48.092654 1303666 camera.cpp:511] Camera is outside of the volume.\nI0605 03:34:48.093850 1303635 device_cuda_impl.cpp:819] Buffer allocate: work_tiles, 40 bytes. (40) in device memory\nI0605 03:34:48.151859 1303666 camera.cpp:511] Camera is outside of the volume.\nI0605 03:34:48.153138 1303635 device_cuda_impl.cpp:819] Buffer allocate: work_tiles, 40 bytes. (40) in device memory\n\nwm_event_do_handlers: Handling event\nwmEvent type:2 / MIDDLEMOUSE, val:1 / PRESS,\n prev_type:220 / RET, prev_val:1 / PRESS,\n shift:0, ctrl:0, alt:0, oskey:0, keymodifier:0, is_repeat:0,\n mouse:(1144,703), ascii:'', utf8:'', pointer:0x7f4abfe59338\nI0605 03:34:48.490563 1303666 camera.cpp:511] Camera is outside of the volume.\nI0605 03:34:48.491914 1303635 device_cuda_impl.cpp:819] Buffer allocate: work_tiles, 40 bytes. (40) in device memory\nI0605 03:34:48.510012 1303666 camera.cpp:511] Camera is outside of the volume.\nI0605 03:34:48.511392 1303635 device_cuda_impl.cpp:819] Buffer allocate: work_tiles, 40 bytes. (40) in device memory\nI0605 03:34:48.543624 1303666 camera.cpp:511] Camera is outside of the volume.\nI0605 03:34:48.545732 1303635 device_cuda_impl.cpp:819] Buffer allocate: work_tiles, 40 bytes. (40) in device memory\nSkipping auto-save, modal operator running, retrying in ten seconds...\n\nwm_event_do_handlers: Handling event\nwmEvent type:2 / MIDDLEMOUSE, val:2 / RELEASE,\n prev_type:220 / RET, prev_val:2 / RELEASE,\n shift:0, ctrl:0, alt:0, oskey:0, keymodifier:0, is_repeat:0,\n mouse:(1221,703), ascii:'', utf8:'', pointer:0x7f4abfe930b8\nI0605 03:34:59.571421 1297814 device_cuda_impl.cpp:819] Buffer allocate: RenderBuffers, 11,419,200 bytes. (10.89M) in device memory\nI0605 03:34:59.750665 1303666 camera.cpp:511] Camera is outside of the volume.\nI0605 03:34:59.775646 1303635 device_cuda_impl.cpp:819] Buffer allocate: work_tiles, 40 bytes. (40) in device memory\nI0605 03:35:00.032346 1303666 camera.cpp:511] Camera is outside of the volume.\nI0605 03:35:00.032780 1303635 device_cuda_impl.cpp:819] Buffer allocate: work_tiles, 40 bytes. (40) in device memory\n[1] 1297814 abort (core dumped) ~/programs/blender-2.83.0-linux64/blender --debug-all\n\n```\n\n\nThose lines like this:\n\n\n```\nI0605 03:34:59.750665 1303666 camera.cpp:511] Camera is outside of the volume.\nI0605 03:34:59.775646 1303635 device_cuda_impl.cpp:819] Buffer allocate: work_tiles, 40 bytes. (40) in device memory\n```\n\nThey always come when the interface gets stuck when the preview renderer is starting.\n", "Blender 2.90.1 lags and crashes unpredictably\nOperating system: Linux-5.4.72-1-lts-x86_64-with-glibc2.29 64 Bits\nGraphics card: Mesa Intel(R) UHD Graphics 630 (CFL GT2) Intel 4.6 (Core Profile) Mesa 20.2.1\n\nBroken: version: 2.90.1\nWorked: 2.82\n\nBlender intermittently lags when performing various tasks, such as adding a subdivision surface modifier or moving to rendered mode. After several lags, Blender crashes with no crash log.\n\nUnfortunately, there is no exact formula to make the program crash. I start the program in debug mode using: blender --debug > blender-debug.log 2>&1\n\nAt the time of the last crash, here was the information contained in the log:\nSwitching to fully guarded memory allocator.\nBlender 2.90.1\nBuild: 2020-09-29 00:05:18 Linux Release\nargv- [x] = blender\nargv- [x] = --debug\nRead prefs: /home/cmhughes/.config/blender/2.90/config/userpref.blend\nread file /home/cmhughes/.config/blender/2.90/config/startup.blend\n```\nVersion 290 sub 8 date 2020-09-23 06:43 hash 3e85bb34d0d7\n```\nread file /home/cmhughes/.config/blender/2.90/config/startup.blend\n```\nVersion 290 sub 8 date 2020-09-23 06:43 hash 3e85bb34d0d7\n```\nWriting homefile: '/home/cmhughes/.config/blender/2.90/config/startup.blend' Info: Total files 0 | Changed 0 | Failed 0\nok\nInfo: Deleted 3 object(s)\n\nread file \n```\nVersion 283 sub 8 date 2020-03-12 14:53 hash 63ee3db96107\n```\nread file \n```\nVersion 282 sub 7 date 2020-02-12 16:20 hash 77d23b0bd76f\n```\nmesh_ensure_tessellation_customdata: warning! Tessellation uvs or vcol data got out of sync, had to reset!\n```\n CD_MTFACE: 0 != CD_MLOOPUV: 1 || CD_MCOL: 0 != CD_MLOOPCOL: 0\nFile \"<string>\", line 1\n .\n ^\n```\nSyntaxError: unexpected EOF while parsing\n```\nFile \"<string>\", line 1\n .\n ^\n```\nSyntaxError: unexpected EOF while parsing\nInfo: Deleted 1 object(s)\n\n\nAdditionally, looking at my system journal, I find an audit entry that mentions an \"ANOM_ABEND\" occurred:\nANOM_ABEND auid=1000 uid=1000 gid=1000 ses=1 pid=558135 comm=\"blender\" exe=\"/usr/bin/blender\" sig=6 res=1\n\nThis abend resulted in a systemd-coredump. There 40 Stack trace entries that follow. If you feel these entries are meaningful to your research, I will be happy to provide them.\n\nAny assistance you can provide will be greatly appreciated. I have been using blender on and off for the last 7 years, or so. I really enjoy the product and would like to be able to create, again.\n\nThank you for your time.\n\n\n" ]
Shader Editor not work drag vertex Operating system: Darwin-18.6.0-x86_64-i386-64bit 64 Bits Graphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-2.9.26 Broken: version: 2.80 (sub 70) Worked: (optional) ............................................................................................................ Please do use MacOS 10.14.5 Mojave and do not use Windows. ............................................................................................................ Blender 2.79b I can drag vertex while MagicMouse move. Blender 2.80 I can't drag vertex while MagicMouse move. Shader Editor I just copy and paste some one did to send us example drag vertex. d7afc7bbb78ce044d43f2da57fc7c2f3 ............................................................................................................ Blender 2.79b this one I can drag vertex on below Node Editor. ![Screen Shot 2019-05-21 at 12.37.49 PM.png](Screen_Shot_2019-05-21_at_12.37.49_PM.png) ............................................................................................................ Blender 2.80 this one I am tried drag vertex not work for me Shader Editor. Miss "Active and select" ![Screen Shot 2019-05-21 at 12.38.30 PM.png](Screen_Shot_2019-05-21_at_12.38.30_PM.png)
[ "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.", "Using Viewport Navigation Gizmos can execute tool gizmos or sculpting\nOperating system: Darwin-19.5.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.9.15\n\nBroken: version: 2.91.0 Alpha\nWorked: never worke in 2.8+\n\nLeft Mouse dragging on those two buttons can lead to unexpected/undesired behavior. \n![buttons.png](buttons.png)\nThe dragging executes whatever tool is currently active:\n- if the selection tool is active, a selection is drawn\n- if the move tool is active and an object selected, the object is moved\netc.\n\nWhy this is a problem:\nIf one of these two buttons get accidentally dragged a little, it can apply a tiny yet destructive change to your scene which isn't noticed at first (as this behavior is unexpected).\n\n\n\nThis example is for the move tool:\n1. Open a new scene\n2. Activate the move tool\n3. Select the cube\n![01.png](01.png)\n4. Drag the camera or perspective button to the side\n5. See how the cube is moved\n![02.png](02.png)\n\n\nThis example is for sculpting:\n1. Open new sculpting scene\n![1.png](1.png)\n2. Drag the camera or perspective button to the side\n3. See how the mesh gets distorted\n![2.png](2.png)\n\nThanks\n", "Grease Pencil Arrange Stroke operator does not function with Curve Editing\nOperating system: Linux 64-bit\nGraphics card: GTX 1080 ti\n\n2.93.5 and 3.0.0 alpha\n\nIn edit mode, \"Arrange Stroke\" operator does not work when use_curve_edit is enabled.\n\n[GP_arrange_bug.blend](GP_arrange_bug.blend)\n\n - Open attached file\n - Use any of the Arrange Stroke operators on the selected stroke\n # Disable Curve Editing and try again to see that it otherwise works as intended\n\n", "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", "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", "Data Transfer doesn't work in some situations (geometry nodes modifier preceeding the Data Transfer modifier)\nOperating system: Windows 10\nGraphics card: Nvidia GeForce GT960\n\nBroken: 3.5.0 (2023/01/11)\n\nData Transfer does not work on geometry generated by Geometry Nodes\n\nError is set up in the attached file:\n\n[Color Transfer Test.blend](Color_Transfer_Test.blend)\n\nDoesnt work in `Material` or `Rendered` viewport mode either.\n\n[Color Transfer Test 2.blend](Color_Transfer_Test_2.blend)\n\nI don't know if it's related (it feels like it is) but even setting color inside a geometry node (on geo node created meshes) doesn't work in Material or Rendered viewport modes.\n\n[GeometryNodesColorBug.blend](GeometryNodesColorBug.blend)", "Vertex Paint Viewport Overlays stencil mask not working\nplatform: Windows-10-10.0.19042-SP0\nGraphics card: 1080\n\nBroken: 3.1.0 Alpha \n```\n commit date: 2021-11-14 00:26 hash: 7e82c840b7a4\n build date: 2021-11-15, 00:51:48\n```\n\nWorked: Has'nt worked for ages\n\nGo to vertex paint mode, select some polys on a model.\nGo to overlay options/vertexpaint/stencil mask opacity the slider does nothing to unselected polys overlay.\n\n\n![Overlays_Notworking.jpg](Overlays_Notworking.jpg)\n\n", "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", "Regression: mantaflow Domain \"Guides\" (velocity source) not working \nOperating system: Windows 11 Pro\nProcessor 12th Gen Intel(R) Core(TM) i9-12900K \nGraphics card: asus dual geforce rtx 3060 12gb gddr6\nRAM:32.0 GB \n\nnot worked: (3.1.2)\nWorked: (2.82.7)\n\nTo simulate the spraying of water fluid, I use the Guide Domain tool so that the water particles react with the smoke coming out of the flow and the spraying mode was simulated, but this simulation does not work in version 3.1.2, but in version 2. 82.7 works properly\nIs this a bug?\nPlease watch the videos\n[3.1.2 not work.mp4](3.1.2_not_work.mp4)\n[2.82 work.mp4](2.82_work.mp4)\n\nfile:[3.1.blend](3.1.blend)", "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", "Weight paint vertex select difficult to see (depends on surface color)\nThis is an issue since 3.2x\n\n**Short description of the issue**\nVertex selection is difficult to see in some cases, depending on the surface color.\n\nChanging the view-port shading \"Color\" can make the unselected vertex color match the selected vertices color.\n\n<video src=\"attachment\" title=\"screenshot.webm\"></video>\n\n**Exact steps for others to reproduce the issue**\n- Open attached .blend file.\n", "MetalRT: Rendering being unresponsive with AO node\nOperating system: Ventura 13.4.1\nGraphics card: Apple M1 Max 32 Core\n\nBroken: Blender 3.6 LTS\nWorked: Blender 3.5.1\n\nAfter downloading the newest Version of Blender it seems that using the Ambient Occlusion Node need leads to Blender being unresponsive. Sample count stays on 0 and neither Viewport nor F12 Render is starting as expected. Trying to quit, Blender crashes completely.\n\n- Add new material\n- Add Ambient Occlusion Node\n- Select cycles and GPU\n- Enable MetalRT\n- Start Viewport Rendering.\n\n", "Text Editor scrolling lag, macOS Metal backend\nOperating system: macOS-12.6.3-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 455 1.2\n\nBroken: version: 4.0.0 Alpha\nWorked: OpenGL\n\nThere is a lag when scrolling in Text Editor. (macOS, Metal backend)\n\n- In text editor, open a big text (like `gizmo_custom_geometry.py` from Templates)\n- Try using MMB-drag or try scrolling on the trackpad\n\nMMB-drag: you will see some page lag from the cursor, while with OpenGL the page moves with the cursor.\n\nTrackpad: if you scroll, stop and hold; the text will continue scrolling after you stop your fingers. When using the OpenGL backend it stopped immediately.\n\n", "Problems due to leftover Nvidia drivers\nOperating system: Windows 11 Home\nGraphics card: Intel Arc a770 16gb Limited Edition (latest drivers)\n\nBroken: (Blender 3.3, 3.5 and 4.0) Trying to work out if it is just my GPU that is the issues\n\n\nBlender 3.5.1 will not allow me to access editor preferences, and won't allow me to render in Cycles. CPU or GPU. Eevee works.\n\nBlender 3.3 allows me to access editor preferences, but still won't allow me to render in Cycles. CPU or GPU. Eevee works.\n\nBlender 4.0 allows for editor preferences, same issue with Cycles. Eevee works fine.\n\nBy not allowing me to access editor preferences or Cycles I mean it crashes.\n\nI have tried to converse with Intel engineers with a video of the crashes but they seem incompetent with knowing how to enable GPU rendering in their own tests.\n\n", "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" ]
[ "\"Dots\" in node editor can no longer be selected by just clicking on them\n**System Information:**\nOperating System: Windows 10 64bit\nGraphics card: GTX 950M\n\n**Blender Version:**\nBroken: 2.80 Beta e78770039397\nWorked: One of the older Blender 2.80 Betas and Blender 2.79\n\n**Short description of error:**\nThe little dots made in node editors by Shift+Click+Dragging the mouse can not be selected by just clicking on the dot as you used to be able to do in older versions of Blender.\n\n![Example of dot.PNG](Example_of_dot.PNG)\n\n**Exact steps for others to reproduce the error:**\n1. Open Blender.\n2. Open a node editor with a set of nodes connected by \"noodles\"\n3. Create a \"dot\" somewhere along the \"noodle\" by holding down Shift then clicking and dragging across the \"Noodle\"\n4. Deselect the \"dot\"\n5. Try to reselect the dot by just clicking on it (left or right click)\n6. Neither of these options will work. If you test this in Blender 2.79, it will work.\n\n" ]
LookDev randomly assigning same material to all assets Operating system: Windows 10 1809 Graphics card: GTX 970 / 430.64 Broken: blender-2.80-b3f96da2e605-win64 Worked: blender-2.80-828efef15175-win64 at least I haven't encountered it. Sometimes when LookDev mode is on it doesn't show materials as supposed to. All scene materials became one single material with what looks like maxed metalness, demonstration: watch?v=1Fh789GUKrE Glowing segment is Emissive shader and everything else is Principled or with no materials at all. It kinda looks like #64749 but doesn't happen all the time. Unfortunately I wasn't able to find reliable reproducible way to approach this issue, it happens randomly when you switching to LookDev mode from Solid and\or toggling off\on overlays.
[ "Alpha textures do not work with holdout collection in Eevee\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\n\nBroken: version: 2.93.0 Beta\nWorked: None\n\nWhen setting a collection to holdout in Eevee, objects with an alpha texture will display as the entire object being held out, but the expected behaviour is possible using a Holdout shader. This can be very inconvenient as then you have to duplicate and remove all models using alpha textures from the collection and create unique materials for them.\n![holdoutcollection.png](holdoutcollection.png)\nThe collection set to holdout.\n\n![holdoutmaterial.png](holdoutmaterial.png)\nThe expected behaviour using a material with alpha blend to hold out the object.\n\n - Create an object using an alpha texture (blend mode doesn't seem to matter) in Eevee\n - Set the collection containing it to holdout\n\n\n[HoldoutAlpha.blend](HoldoutAlpha.blend)\n", "Crash clicking on Material Preview\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92\n\nBroken: version: 2.92.0\n\nSometime, clicking on Material Preview button (Eevee) Blender 2.92 crashes without a reason.\nSee file and log attached\nThank you\n[Rocks_Pack.crash.txt](Rocks_Pack.crash.txt)\n\n-\n\n[Rocks_Pack.blend](Rocks_Pack.blend)", "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`.", "Set Material Index node does not work on some GN-created geometry\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 537.13\n\nBroken: version: 3.6.2\nWorked: Never.\n\nThe scene contains 3 objects:\n1. Mesh object with GN which creates Mesh Cube primitive\n2. Curve object with GN which creates Mesh Cube primitive\n3. Curve object with GN which creates geometry using Curve to Mesh node\n\nAll 3 objects have their Material linked to Object, not Object Data\n\nThe Set Material Index node works on 1. and 2. but does not work on 3.\n\n1. Open the attached blender file: [curvematerialbug.blend](attachment)\n2. Check Geometry Nodes setups on all 3 objects\nResult: Set Material Index Node does not work on Geometry generated by Curve to Mesh node.\nExpected: Set material Index Node works on any geometry.\n\n", "Slow reaction when assigning a new material\nOperating system: Linux-6.1.0-9-amd64-x86_64-with-glibc2.36 64 Bits\nGraphics card: AMD ARUBA (DRM 2.50.0 / 6.1.0-9-amd64, LLVM 15.0.6) X.Org 4.5 (Core Profile) Mesa 22.3.6\n\nBroken: version: 3.6.0 Alpha\n\n\n\n\nhello,\neverything in blender is working very good except for one problem which is (( assigning a new material ))\nit's doing it but it's taking too much time for each choice in material picker or color picker, i opened blender in terminal and it's doing a lot of things, i copied some of the long list lines and attach it in a normal text file.\nit is doing the same in:\nblender 3.3 - 3.4 - 3.5 and 3.6 on linux debian 11 mate with x.org x11 and gnome with wayland.\nblender 3.3 - 3.4 - 3.5 and 3.6 on linux debian 12 mate with x.org x11 and gnome with wayland.\nblender 3.3 - 3.4 - 3.5 and 3.6 on linux fedora 37 mate with x.org x11 and gnome with wayland.\nblender 3.3 - 3.4 - 3.5 and 3.6 on linux fedora 38 mate with x.org x11 and gnome with wayland.\nblender 3.3 - 3.4 - 3.5 and 3.6 on linux manjaro 22.0 mate with x.org x11 and gnome with wayland.\n\n", "GP Fill Tool not working on Mac with Metal GPU Backend\nOperating system: macOS-13.4-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.12.7\n\nBroken: version: 3.5.1\n\nWhen my GPU Backend is set to Metal, the Fill Tool in Grease Pencil is not working. It either doesn't fill, or fills randomly (and yes, my shapes are closed). If I switch my GPU Backend to OpenGL, the Fill Tool works as expected (although I have to click twice)\n\n<video src=\"attachment\" title=\"IMG_8032.MOV\" controls height=\"360\"></video>\n\nWith the Metal Backend turned on in Preferences...\n1. I open a new 2D Animation file.\n2. I select Ink Pen as my brush type.\n3. I draw some simple shapes.\n4. I switch to the Fills layer.\n5. I switch to the Fill Tool.\n6. I switch to a fill material.\n7. I click inside the drawn shapes.\n8. Some shapes fill and some shapes don't.\n\nIn this file there is a case where the Fill tool works with OpenGL but not with Metal: [fill_metal_bug.blend](attachment)", "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.", "Material preview does not refresh when switching Workspaces\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.17\n\nBroken: version: 2.80 (sub 57)\nAs well as older 2.80, 2.79b etc. This is not a recently introduced issue.\n\nWhen you switch to a new Workspace that has the Material Preview visible, it will not refresh if the material has been changed while away from that Workspace.\n\nOpen default scene. In Properties, switch to Material tab and expand the Preview section.\nSwitch to Shading Workspace and do the same thing.\nChange the Base Color of the object.\nSwitch back to the Layout Workspace and note the preview does not update.\n\nAFAIK, it has always been like this but before Workspaces it wasn't as noticeable.\n\nIn other cases the preview refresh is extremely aggressive, for example it fires even if you just click on a node in the Shader Editor, start to drag a node, etc. Might improve general system performance if it only got triggered when something actually changes, but a simple solution to the not-refreshing problem would be to just always trigger the refresh when you switch to a workspace where at least one preview is visible.", "Crash when change material on render with python\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.79\n\nBroken: version: 2.8+, 2.9 - 2.93.0 Alpha\n\nHey :)\nI’m trying to change material on a few objects during \"frame change\" with python.\nIn a viewport everything works fine but during Animation Rendering(cycles or eevee) it crashes immediately or a few frames later.\nMy system can’t handle more than 500 cubes.\n![change_mat.gif](change_mat.gif)\n\n- Open \"change_mat.blend\"\n- Run script \"change_mat\" from Text Editor\n- Change Frame in Time-Line (0,1,2) // All cubes in the scene/viewport change their active material (Red, Green, Blue)\n- Press \"Render Animation\" => Crash // If it does not crash then duplicate more cubes\n\n[change_mat.blend](change_mat.blend)\n[change_mat.crash.txt](change_mat.crash.txt)\n\nMany Thanks!\n", "Material rendered as black with motion blur and intersecting geometry (was:motion blur bug in geometry nodes)\nOperating system: Linux-5.13.0-23-generic-x86_64-with-glibc2.34 64 Bits\nGraphics card: Mesa DRI Intel(R) HD Graphics 4600 (HSW GT2) Intel Open Source Technology Center 4.5 (Core Profile) Mesa 21.2.2\n\nBroken: version: 3.0.0\n\nwhen i turned on motion blur seems that exactly when a instance intersects another instance is rendered as black\n\nwhen motion blur is turned on and two instances instect each other its rendered as black\nif frame 27 is rendered u are able to see the bug\n![Screenshot_20220109_153550.png](Screenshot_20220109_153550.png)\n[domino line.blend](domino_line.blend)\n\nedit (Martijn) : Renamed to make the problem slightly clearer. \nIt doesn't happen every time, when rendering with Optix I can reasonably reliably reproduce it.\n", "HDRI Preview Spheres appear in surface reflections\n\n\nBroken: version: 2.82 (sub 7)\nMaster\n\nWhen using material shading and overlays in the viewport, the gizmo at the bottom-left corner (sphere displaying the environment map used for preview) is reflected by shiny surfaces in the 3D world, despite technically being a part of the UI. Using the icon to show / hide overlays affects this, the reflection also disappears when overlays are hidden.\n\nShould work in any setup, if there are issues replicating this let me know and I'll extract the relevant part from my project's blend file. Just add a plane, lower its material roughness so it's shiny, move the view upward so the overlays appear under it, and you should see the strange reflection.\n\n![Screenshot_20200224_210232.png](Screenshot_20200224_210232.png)\n\n[HDRI_reflected_in_viewport.blend](HDRI_reflected_in_viewport.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", "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", "Statistics Viewport Overlay Showing Incorrect Value\nOperating system: Windows 11\nGraphics card: Nvidia GeForce RTX 1650\n\nBroken: 3.6\nWorked: Every other version I've used so far\n\nWhile working in the viewport, the \"Viewport Overlay: statistics (edges count)\" glitches out and shows the wrong number. Sometimes being absurdly high. The image shows the main objects in my scene with the most geometry, mostly being 2k to 10k faces each. It gets a bit annoying when I can't see the right count. I'm not sure how to reproduce the error on command, but I'll keep looking!\n\nBased on the default startup or an attached .blend file (as simple as possible).\nIt happens mostly while I swap in and out of pose mode but then again, I'm not too sure. However, this is usually the last action I take before I notice. I'm sorry for the insufficient information, but I hope you find the problem.\n\n", "AgX has banding-like issues on hyper saturated gradients\nBroken: a9053f7efbe8b25429b11bccd679dbe81ea60e3f (introduction of AgX)\n\n\nWhen using the sRGB display device and the AgX view transform, fully-saturated colors can exhibit banding-like issues. It doesn't appear to be actual banding, but subjectively feels similar.\n\nThis issue was discovered by @eyecandy while testing AgX at Blender Studio, and the concern is that for more cartoony styles that tend to have a lot of single-color materials, this could manifest as visually objectionable artifacts.\n\nHere's a comparison between Filmic and AgX that highlights the issue:\n\n| Filmic | AgX |\n|----|----|\n| ![lights_on_plane_filmic.jpg](attachment) | ![lights_on_plane_AgX.jpg](attachment) |\n\n\n1. Load ![lights_on_plane.exr](attachment) into Blender (e.g. as a texture on a plane with an emissive material).\n2. Set the color management display device to sRGB.\n3. Set the color management view transform to AgX.\n\n" ]
[ "LookDev turned to black\nOperating system: Linux-5.0.0-15-generic-x86_64-with-debian-buster-sid 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 72)\nWorked: (optional)\n\n\nLookDev turned to black\n\nOpen the linked file\nIn LookDev view mode select an object and change to Edit mode \nWire view mode \nObject mode\nLookDev mode \n\nall the objects turned to black\n\nchange to edit mode and it s back to normal\n\n\n[200Biskra.7z](200Biskra.7z)\n" ]
Aliasing in Image Editor Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: Intel(R) HD Graphics 630 Intel 4.5.0 - Build 27.20.100.9126 Broken: version: 2.91.0 Rendered image shows with aliasing when i choose scale 1:1 via menu or numpad 1, but always perfectly when i set zoom by mouswheel. On the picture left side is Blender Image Editor, right side - same image, opened in XnViewer ![Fq9uxdQ1aZI.jpg](Fq9uxdQ1aZI.jpg) Set scale in Image Editor to 100% by choose 1:1 in Fractional zoom submenu It works with any image
[ "Low unit scale values show wrong Values and Units in sliders\nOperating system: Linux-5.8.0-2-amd64-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.66\n\nBroken: version: 2.91.0 Alpha\nWorked: not in 2.80 or 2.83\n\nWhen the unit scale is too low (< 0.0001 e.g. 0.00009), the values in all sliders will jump up to the value they would have with a unitscale of 1.0. This causes problems with the clipping planes of the viewport camera (didn't do this in 2.80). This seems to be independend of the unit system (metric/imperial).\n\nIf this is a known limitation then the shown precision of the unit scale slider should reflect that. Also a fix for the clipping plane issue is needed as that did work in 2.80.\n\nBased on default startup.\n1. In Scene Settings: enable seperate units\n2. set unitscale of 0.00009 or less (metric r imperial)\n3. observe what the dimensions sliders tell you about the dimension of the default cube.\n4. observe the buggy floor grid in the viewport probably due to the same bug in the clipping sliders (wasn't there in 2.80)\n", "GPencil: Texture Image Alpha pass through grease pencil strokes\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.87\n\nBroken: version: 2.83.1\n\nContext: Using texture image to make some kind of 2d fur on top of a GPencil Object\n\nThe Image Texture used to make some fur is mostly transparent and the brush used to make the colored part is a texture paint brush with Cloud Mask (it was made entirely in Blender with Blender tools).\n\nWhen on top of the GPencil object, the part of the Image Texture that is only half transparent(between 99%-1% transparent), makes the GPencil color disappear, even when moving the center point behind the one of the fur images.\n\nOn the contrary, when on top of another Image Texture (imported to be used as camera mapping), the Image Texture of the fur doesn't impact the transparency of that one.\nNotice that the Image texture boundary, even from the imported one, has problems with clipping and always makes a white line appear.\n\n- Open attached .blend file\n- Zoom in and out to notice the alpha transparency influencing the GP object\n\nThanks for your help!\n\n![from_further_away.PNG](from_further_away.PNG)\n\n![close_up.PNG](close_up.PNG)\n\n![render.png](render.png)\n\n[bug_alpha.blend](bug_alpha.blend)", "Edge Sliding with subdivision surface is extremely laggy (caused by \"bad\" UVs and UV Smoothing in the modifier)\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56\n\nBroken: version: 3.4.0\n\nSo I've been modelling a raptor the last week and I noticed that viewport performance in edit mode was extremely laggy with subdivision surface modifier enabled. I checked the face count and it was just 150k faces which is not a lot at all. It's definitely a modifier problem because when I apply the subd modifier the lag goes away completely even when sliding twice the amount of edges around. I thought that was maybe a hardware issue so I opened task manager and while sliding edges with subd on I get like 4 fps with severe stuttering to top it off. All that while the cpu was at 10% usage and 5% gpu usage with memory barely touched (6gb used out of 64gb). I have nothing else running in the background like an ativirus or music app, I have the latest version of windows 10, latest gpu and chipset drivers, latest bios etc... I even have gpu subdivision enabled without autosmooth to make sure it actually works properly. I even run an sfc/scannow to check for other kinds of issues but nothing changed. Subd in edit mode however is not only slow when sliding edges and vertices but also in adding loop cuts or insetting faces. It is extremely frustrating so it would be great if you could fix this. I know edit mode was not made to handle massive polycounts but 150k is again not a whole lot and definitely comfortable to run on my PC. Here is the file to see for yourselves.\n\n- Open attached .blend\n- Execute Edge slide/loop cuts/inset faces\n[Broken Subd.blend](Broken_Subd.blend)\n\n", "VSE: Separate images does not handle resolution correctly\nOperating system: Windows 11 Home 64 bit\nGraphics card: NVidia GeForce 2060 RTX SUPER\n\nBroken: 3.0.1\n\n- Add image sequence to VSE where each image has different resolution\n- Separate images to discrete strips\n\nCheck resolution of separated strips - they are all same, but they should not be.\n\n\n\n\n\n\n\n", "Render Result not applying the compositor if the region is cropped\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\nWhen you render just a small region (to save time) and make the composite in full size (fullHD), it isn't taken into account in the final result. \nHaving the resulting file (in this case full size - fullHD) without the compositing taken into account, makes no sense.\n\nThis really limits the use of both *render region* and *Compositor*\n\nWorkaround is *File Output* node but that doesnt support video output.\n![COMPOSITOR x RENDERREGION.jpg](COMPOSITOR_x_RENDERREGION.jpg)\n\nThanks and regards\n\n\n\n- Open attached file\n- render it and compare the compositor preview with the render result output\n\n[Test.blend](Test.blend)\n\n", "Viewport: anti-alising on normal lines\nNormals on faces/vertices are not antialiased:\n\n![image](attachment)\n\nTo see them, enable them at the bottom of the 3D Viewport Overlay popover:\n![image](attachment)\n\nThis issue is similar to what was covered in #107394", "Cycles adaptive subdivision tasks\nAdaptive subdivision and displacement needs some work still to be considered stable and fully supported. This task is to keep track of what needs to be done.\n\nSubdivision:\n* #49159: Normal maps do not work, no tangents are computed.\n* #49585, also #86684: Adaptive subdivision setting linking issue (Make adaptive subdivision a proper modifier setting so it is copied correctly)\n* #49431: Missing smooth (face-varying) UV subdivision.\n* #73395: Pointiness not working with subdivision\n* #73403: Missing vertex colors\n* Motion blur not working ([test file ](open?id=12qOQg-5YSj4rTwwwFU3VFQJBE7-pPRNp), report #83639)\n* Support for instances, two strategies both worth trying:\n**Object space dicing option so users can manually set it for all instances** Bin instances according to distance from camera, so we have about log(N)\n* Grid primitive to reduce memory usage\n* Optimizations, reduce memory allocations, .. (#73564 (Adaptive subdivision modifier takes to much memory ))\n* In Blender 2.8, Blender subdivides the mesh itself which leads to too much memory usage.\n* #78055: panorama dicing works poorly compared to matching perspective camera\n* #92893 (\"Persistent Data\" stops \"Adaptive Subdivision Surface\" from working properly.)\n* #97364 (Adaptive subdivision breaks attributes passed from geometry nodes to shader editor)\n\nDisplacement:\n* Fast BVH refit updates when tweaking displacement shader\n* Better results for bump from vector displacement.\n* Vector displacement tangents compatible with other software.", "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", "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", "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.", "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", "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.", "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)", "weird viewport visual glitch\nOperating system: Windows 11 64 bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti Gaming X Trio\n\nBroken: version: 3.3.1\nWorked: cant bother sorry\n\nits like the position of the viewport has an offset relative to the orientation of the camera, and the viewport has a set size and cant change.\n\nfirst go to the layout workspace and have an animation playing (must have an animation playing for the bug to happen), then create a new viewport by sliding it like im doing in the video. then change the viewport into rendering mode like im doing in the video and when you resize the viewport, it has a set size and cant be changed and the position of all parts have an offset according to the position and orientation of the camera.\n\n", "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." ]
[ "Horizontal stripe artifacts in image editor\nBroken: 2.91.0, 2.92.0 (ba740ad2abc6)\nWorked: 2.90.1\n\nHorizontal artifacts across newly rendered images in image viewer. Exported images are clean and do not contain the artifacts.\n\n**Exact steps for others to reproduce the error - A**\nRender display in current master:\n![image.png](image.png)\n\nIn Blender 2.90\n![image.png](image.png)\n\nExample file: [image_editor_line_drawing_error.blend](image_editor_line_drawing_error.blend)\n\nNote: The problem seems to happen only when the \"Interface Resolution Scale\" (in User Preferences) is different than 1.0 (e.g., 1.3).\n\n**Exact steps for others to reproduce the error - B**\nDefault startup, simply render the default scene untouched. Additionally, the issue is visible regardless of rendering engine or other rendering settings such as samples, integrator, etc. The artifacts are more visible with a smooth-shaded Suzanne /w subdivision surface modifier levels 3 or 4, particularly around the top of the ear, although they are visible with the upper edges of the default cube. Selecting fractional zoom level 1:1 does not mask the artifacts, suggesting they are not scaling artifacts.\n\nI have attached several files:\n\nDefault scene cube screenshot section:\n![292-cube.png](292-cube.png)\n\nCube replaced /w smooth shaded monkey /w subdiv modifier:\n![292-monkey.png](292-monkey.png)\n\nCropped, scaled, and level-adjusted excerpt of the prior image to more readily show the artifact:\n![292-monkey_edited.png](292-monkey_edited.png)\n\nSaved .blend of the prior render, just in case it should be useful:\n[292-monkey.blend.gz](292-monkey.blend.gz)" ]
Blender crashes when changing Preview Render Type in Material Properties Operating system: Linux-5.4.0-109-generic-x86_64-with-glibc2.31 64 Bits Graphics card: AMD FirePro W7100 (TONGA, DRM 3.35.0, 5.4.0-109-generic, LLVM 10.0.0) X.Org 4.6 (Core Profile) Mesa 20.0.5 Broken: version: 3.1.2 (still broken in current alpha version 3.2.0 alpha) Crash when changing Preview Render Type in the material Properties space inside the Properties Editor area. {[F13014713](Screenshot_from_2022-04-21_19-27-35.png), size=full} Open Blender, no previous files loaded. In the Properties Editor area, activate the Material Properties Editor, unfold "Preview" Panel, then change Preview Render Type by clicking on one of the icons right next to the preview picture. (In my case, the preview image sometimes is there, sometimes not. I have not been able to figure out the conditions under which it appears or not.) Blender crashes with the following message in the console: ```me@mycomputer /dev/shm/blender-3.2.0-alpha+master.b67ccc333a55-linux.x86_64-release % ./blender ERROR (gpu.shader): GPU_material_compile Linking: ``` | Error: unresolved reference to function `coordinate_camera' ``` ERROR (gpu.shader): subdiv patch evaluation Linking: ``` | Error: Too many compute shader storage blocks (9/8) ``` Writing: /tmp/blender.crash.txt zsh: segmentation fault (core dumped) ./blender ``` The file /tmp/blender.crash.txt is attached.{F13014702} > Blender totally rocks! Thanks for all your dedication!
[ "Keyed Particle Duration Crash\nOperating system: Windows 7 64\nGraphics card: nVidia GeForce GTX 970\n\nv.2.80.60\nDate: 2019-05-10 22:21\nHash: de9d846353bd\n\nBlender will sometimes crash when a keyed physics type particle system references more than one particle system. This usually occurs when attempting to change the duration setting of the second particle system.\n\nIn the provided file, change the duration setting in the particle system settings. Blender will crash.\n\n[Keyed Particle Duration Crash.blend](Keyed_Particle_Duration_Crash.blend)", "Cycles GPU Out of memory in viewport Metal Backend\nOperating system: macOS-13.4.1-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 560X 1.2\nAdditional Hardware : eGPU Razer Core X with AMD Radeon 5700 XT\n\nBroken: version: 3.6.0\nWorked: version 3.3.8 \n\nGPU Out of Memory in cycles with a simple scene one object and one Sun Light\n\nLoad Scene \nSwitch to render mode \nNavigate in the scene in rendered mode changing the view, after some pan and zoom the error gpu memory error is showed and blender crash. \n\nSame scene in blender 3.3.8 is working fine.\n\nBlender 3.6.0 is using 11.55 GB of Memory\nBlender 3.3.8 is using 566 MB of Memory with the same scene in rendered mode.\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", "Crash guide during render complete August 29, 2022\nOperating system: macOS-13.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.9.44\n\nBroken: version: 3.3.0 Beta\n\nBlender 3.3 Beta crash guide during render August 29, 2022\n\n\nNot matter all version 3.0 to 3.4 keep me crash. Do not use Windows. Only for Macintosh.\n\n![image.png](image.png)\n\n[Blender-2022-08-29-092340.ips](Blender-2022-08-29-092340.ips)\n\n[Armor wear 1.0.0.blend](Armor_wear_1.0.0.blend)\n\n![image.png](image.png)\n\nT100328\n@Nurb2Kea\nRender 600 (complete render cause crash guide)\n", "Blender 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", "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 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.", "EEVEE: Shader error for incorrect type connected to a AOV Output\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 527.56\n\nBroken: version: 4.0.0 Alpha\n\n\n![image](attachment)\n\n```Cpp\nShader Nodetree Error: Invalid implicit socket conversion\nERROR (gpu.shader): GPU_material_compile FragShader:\n |\n 8604 | node_output_aov(vec4_from_Closure(tmp34), node_tree.u36, cons37, tmp38);\n |\n | Error: C1503: undefined variable \"vec4_from_Closure\"\n |\n 8622 | node_output_aov(vec4_from_Closure(tmp72), node_tree.u74, cons75, tmp76);\n |\n | Error: C1503: undefined variable \"vec4_from_Closure\"\n```\n\n1. Material node tree:\n a. Add `AOV Output`.\n b. Connect `Principled BSDF` to a `AOV Output`.\nSee terminal.\n\n", "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.", "Crash/Bugs with material's Surface dropdown + undo\nOperating system: Linux-4.15.0-45-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 435.21\n\nBroken: version: 2.83 (sub 4)\nAlso confirmed to crash in 2.80.\nWorked: 2.79b does not crash (works as expected)\n\nWhen changing the surface/volume in material properties (the list view of the shader nodetree) and undo, opening the dropdown directly afterwards again can crash Blender.\n\n- Download repro blend file (it's just a Cube with a Principled BSDF) [shaderlistRepro.blend](shaderlistRepro.blend)\n- In Properties Editor, click on Surface (Principled BSDF) and select any option in the dropdown\n- Move your mouse over the Surface dropdown and keep it there!\n- Press CTRL+Z to undo\n- Click on the Surface (Principled BSDF) dropdown again (your mouse may not leave the dropdown box)\n- Blender crashes\n\nThe same happens when done with the Volume dropdown instead.\n\n[2020-02-24 15-09-16.mp4](2020-02-24_15-09-16.mp4)\n\n**Possibly related issue**\nIn another file, doing the exact same steps as above has some other effects:\n- Either it spawns this popup (clicking any of these options crashes Blender) ![image.png](image.png)\n- Or it spawns a blank popup ![image.png](image.png)\nThis is the reproduction file which caused this: [shaderlistRepro2.blend](shaderlistRepro2.blend)\n\nWhich effect happens is really inconsistent and I am not sure how to reproduce one or the other.", "Assertion Failure: Moving Keyframe in Graph Editor beyond enum range\nOperating system: Linux Mint Mate 19\nGraphics card: Nvidia GTX 850M\n\nBroken: master 2020-11-12 @ Merge branch 'blender-v2.91-release' only on debug builds 987732181f779ca792de933aa5f001168b1f6f26\nWorked: Anything that is not a debug build will not show any problems\n\nThis issue is split off from #44219 (Pose Breakdowner bug in Gooseberry rigs)\nMoving a keyframe of an enum in the graph editor allows it to go beyond the range of the enum. This causes an assert to fail\n\n\n\n* Open the file\n* Move the keyframe up\n* Blender crashed as soon as you exceed the enum range\n[enum_property_crash.blend](enum_property_crash.blend)", "GPencil: Blender crash when GP3 enabled & you open the default 2D animation file\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.23\n\nBroken: version: 4.0.0 Alpha\nWorked: 3.6\n\nBlender crash when GP3 enabled & you open the default 2D animation file & use the Draw tool\n\n- enable GP3 under the experimental features\n- save preferences and restart Blender\n- do File > New > 2D Animation\n- try to draw something.\n\nSince my 2D animation file is customized, I included it below.\n\n", "Texture properties not working with OSL enabled and unpacked textures\nOperating system: Linux-5.11.7-arch1-1-x86_64-with-glibc2.33 64 Bits\nGraphics card: Mesa DRI Intel(R) HD Graphics 520 (SKL GT2) Intel Open Source Technology Center 4.6 (Core Profile) Mesa 20.3.4\n\nBroken: version: 2.92.0\nBroken: version: 2.93.0 Alpha\n\nI have a texture with RGB channels set to 1 and alpha set to 0. When trying to use this texture with OSL, the alpha property (at least) of the image texture node does not work when the texture is unpacked. I set it to channel packed, expecting the color data to be always white. The problem is that when the texture is unpacked, the color data is black.\n\n1. Open the attached file.\n2. Set viewport shading to rendered.\n3. The plane shows as white (as it should).\n4. Unpack the texture.tga file.\n5. Toggle between preview and rendered viewport shading to refresh.\n6. The plane now shows as black.\n7. Pack the texture again.\n8. The plane shows as white again.\n\n[bug.blend](bug.blend)", "EEVEE: Crash if computation is too heavy for the system (TDR issue)\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.64\n\n\nBroken: version: 2.80 (sub 72)\nWorked: (optional)\n\n\nAny time I try to render an image sequence in any format in Eevee, it constantly crashes the whole program on the first frame. I was able to render before until I changed some camera location animations and adding a focusing animation. As well as changing the camera sensor size. I am rendering in 4K I have attached the log file.\n[blender_debug_output.txt](blender_debug_output.txt)\n\n[blender_system_info.txt](blender_system_info.txt)\n\n[NebulaV2.blend](NebulaV2.blend)", "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" ]
[ "Adding subdivision surface modifier to default cube causes silent crash.\n|Operating system: |Debian (Linux)\n| -- | -- |\n|Graphics card: |Advanced Micro Devices, Inc. [AMD/ATI] Ellesmere [Radeon RX 470/480/570/570X/580/580X/590] (rev e7)\n||AMD RENOIR (DRM 3.41.0, 5.13.0-40-generic, LLVM 12.0.0) (integrated into `AMD Ryzen 5 5500U`)\n||AMD FirePro W7100 (TONGA, DRM 3.35.0, 5.4.0-109-generic, LLVM 10.0.0) X.Org 4.6 (Core Profile) Mesa 20.0.5\n\nBroken: 3.1.2 Linux 64\n(example: 2.79b release)\n(example: 2.80, edbf15d3c044, blender2.8, 2018-11-28, as found on the splash screen)\nWorked: 2.93.5\n\nBlender closes abruptly when I add a subdivision surface modifier to the default cube.\n\nDownload and unpack blender 3.1.2.\nLaunch blender.\nUnder \"New File\" on the splash screen, choose \"General.\"\nThe default cube is already selected.\nUsing the interface on the right, choose the wrench-labeled \"Modifier Properties\" tab, select \"Subdivision Surface\" from the \"Generate\" column in the \"Add Modifier\" dropdown.\nBlender crashes.\n\nI launched blender from a command line to capture this output:\n\n```\nRead prefs: /home/jason/.config/blender/3.1/config/userpref.blend\nERROR (gpu.shader): subdiv patch evaluation Linking: \n | Error: Too many compute shader storage blocks (9/8)\n\nWriting: /tmp/blender.crash.txt\nSegmentation fault\n```\n\nThe content of /tmp/blender.crash.txt follows:\n\n```\n# Blender 3.1.2, Commit date: 2022-03-31 17:40, Hash cc66d1020c3b\nbpy.context.space_data.context = 'PARTICLES' # Property\nbpy.context.space_data.context = 'MODIFIER' # Property\nbpy.ops.object.modifier_add(type='SUBSURF') # Operator\n\n# backtrace\n./blender(BLI_system_backtrace+0x20) [0xb340860]\n./blender() [0x113106d]\n/lib/x86_64-linux-gnu/libc.so.6(+0x37840) [0x7f594d0b3840]\n./blender(GPU_shader_bind+0x13) [0x9dd1d83]\n./blender(draw_subdiv_extract_pos_nor+0x11e) [0x16fbc0e]\n./blender() [0x175ff6b]\n./blender(mesh_buffer_cache_create_requested_subdiv+0x43d) [0x17519fd]\n./blender(DRW_create_subdivision+0x43e) [0x16fd2be]\n./blender(DRW_mesh_batch_cache_create_requested+0xc6d) [0x176d84d]\n./blender() [0x16fee78]\n./blender(DRW_draw_render_loop_ex+0x40d) [0x170066d]\n./blender(view3d_main_region_draw+0x8f) [0x21ebebf]\n./blender(ED_region_do_draw+0x851) [0x1a6b441]\n./blender(wm_draw_update+0x533) [0x156f873]\n./blender(WM_main+0x30) [0x156cdc0]\n./blender(main+0x31d) [0x101c4bd]\n/lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xeb) [0x7f594d0a009b]\n./blender() [0x112d97c]\n\n# Python backtrace\n```\n\nI saw, in an issue reported by a windows user, a suggestion to turn off GPU Subdivision under preferences. I have done this and it seems to be a successful work-around.\n\nI just downloaded this version of blender and immediately had this problem after unpacking and launching. I had not turned on the GPU Subdivision preference or made any other preference changes before encountering the problem.\n\nI reasoned this is not a duplicate issue of the one I saw from the windows user because the behaviour they saw was different (not a silent crash).", "Crash on linux with amd gpu with two subdivision modifiers\nOperating system: Linux Mint 20.3, core 5.13.0.40 and 5.4.0.109\nGraphics card: AMD Ryzen 5 5500U\n\nTested on 3.1.2, 3.1.1\n\nSame file works on Windows 11 with NVIDIA RTX 2060 and worked on Linux with Intel integrated GPU (linux pc is sold, can't test it anymore)\n\n\n\n> Add to mesh first \"subdivision surface\" modifier. Change type from Catmull-clark to Simple (don't touch levels viewport!)\n> Add secint \"subdivision surface\" modifier.(don't touch Catmull-clark). Set \"levels viewport\" from 1 to 0.\n> App will crash. You can do the same but with another order. Mesh can dissapear and file can become broken (if you save it). \n> But it will be fine on another PC\n> I think it's problem with AMD drivers on Linux\n\n\n\n> # backtrace\n> /home/nike/blender-3.1.2/blender312(BLI_system_backtrace+0x20) [0xb340860]\n> /home/nike/blender-3.1.2/blender312() [0x113106d]\n> /lib/x86_64-linux-gnu/libc.so.6(+0x430c0) [0x7f8eac4e00c0]\n> /home/nike/blender-3.1.2/blender312() [0x16fb9bd]\n> /home/nike/blender-3.1.2/blender312(DRW_create_subdivision+0x159) [0x16fcfd9]\n> /home/nike/blender-3.1.2/blender312(DRW_mesh_batch_cache_create_requested+0xc6d) [0x176d84d]\n> /home/nike/blender-3.1.2/blender312() [0x16fee78]\n> /home/nike/blender-3.1.2/blender312(DRW_draw_render_loop_ex+0x40d) [0x170066d]\n> /home/nike/blender-3.1.2/blender312(view3d_main_region_draw+0x8f) [0x21ebebf]\n> /home/nike/blender-3.1.2/blender312(ED_region_do_draw+0x851) [0x1a6b441]\n> /home/nike/blender-3.1.2/blender312(wm_draw_update+0x533) [0x156f873]\n> /home/nike/blender-3.1.2/blender312(WM_main+0x30) [0x156cdc0]\n> /home/nike/blender-3.1.2/blender312(main+0x31d) [0x101c4bd]\n> /lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xf3) [0x7f8eac4c10b3]\n> /home/nike/blender-3.1.2/blender312() [0x112d97c]\n\n\n\n**system-info.txt:**\n\n> = Blender 3.1.2 System Information =\n> \n> \n> Blender:\n> \n> version: 3.1.2, branch: master, commit date: 2022-03-31 17:40, hash: cc66d1020c3b, type: release\n> build date: 2022-04-23, 23:35:09\n> platform: 'Linux-5.13.0-40-generic-x86_64-with-glibc2.31'\n> binary path: '/home/nike/blender-3.1.2/blender312'\n> build cflags: -Wall -Wcast-align -Werror=implicit-function-declaration -Werror=return-type -Werror=vla -Wstrict-prototypes -Wmissing-prototypes -Wno-char-subscripts -Wno-unknown-pragmas -Wpointer-arith -Wunused-parameter -Wwrite-strings -Wlogical-op -Wundef -Winit-self -Wmissing-include-dirs -Wno-div-by-zero -Wtype-limits -Wformat-signedness -Wrestrict -Wnonnull -Wabsolute-value -Wuninitialized -Wredundant-decls -Wshadow -Wno-error=unused-but-set-variable -Wimplicit-fallthrough=5 -std=gnu11 -msse -pipe -fPIC -funsigned-char -fno-strict-aliasing -ffp-contract=off -msse2 -D_GLIBCXX_USE_CXX11_ABI=0 \n> build cxxflags: -Wuninitialized -Wredundant-decls -Wall -Wno-invalid-offsetof -Wno-sign-compare -Wlogical-op -Winit-self -Wmissing-include-dirs -Wno-div-by-zero -Wtype-limits -Werror=return-type -Wno-char-subscripts -Wno-unknown-pragmas -Wpointer-arith -Wunused-parameter -Wwrite-strings -Wundef -Wformat-signedness -Wrestrict -Wno-suggest-override -Wuninitialized -Wundef -Wmissing-declarations -Wimplicit-fallthrough=5 -msse -pipe -fPIC -funsigned-char -fno-strict-aliasing -ffp-contract=off -msse2 -D_GLIBCXX_USE_CXX11_ABI=0 \n> build linkflags: -Wl,--version-script='/home/blender/git/blender-v310/blender.git/source/creator/blender.map'\n> build system: CMake\n> \n> Python:\n> ====================================\n> \n> version: 3.10.2 (main, Jan 27 2022, 14:00:16) [GCC 9.3.1 20200408 (Red Hat 9.3.1-2)]\n> file system encoding: utf-8:surrogateescape\n> paths:\n> \t'/home/nike/blender-3.1.2/3.1/scripts/startup'\n> \t'/home/nike/blender-3.1.2/3.1/scripts/modules'\n> \t'/home/nike/blender-3.1.2/3.1/python/lib/python310.zip'\n> \t'/home/nike/blender-3.1.2/3.1/python/lib/python3.10'\n> \t'/home/nike/blender-3.1.2/3.1/python/lib/python3.10/lib-dynload'\n> \t'/home/nike/blender-3.1.2/3.1/python/lib/python3.10/site-packages'\n> \t'/home/nike/blender-3.1.2/3.1/scripts/freestyle/modules'\n> \t'/home/nike/blender-3.1.2/3.1/scripts/addons/modules'\n> \t'/home/nike/.config/blender/3.1/scripts/addons/modules'\n> \t'/home/nike/blender-3.1.2/3.1/scripts/addons'\n> \n> Python (External Binary):\n> ====================================\n> \n> binary path: '/home/nike/blender-3.1.2/3.1/python/bin/python3.10'\n> version: Python 3.10.2\n> \n> Directories:\n> ====================================\n> \n> scripts:\n> \t'/home/nike/blender-3.1.2/3.1/scripts/modules'\n> \t'/home/nike/blender-3.1.2/3.1/scripts'\n> \t'/home/nike/.config/blender/3.1/scripts'\n> user scripts: '/home/nike/.config/blender/3.1/scripts'\n> pref scripts: None\n> datafiles: '/home/nike/.config/blender/3.1/datafiles'\n> config: '/home/nike/.config/blender/3.1/config'\n> scripts : '/home/nike/.config/blender/3.1/scripts'\n> autosave: '/home/nike/.config/blender/3.1/autosave'\n> tempdir: '/tmp/blender_Qp9hfX/'\n> \n> FFmpeg:\n> ====================================\n> \n> avcodec: '58, 134, 100'\n> avdevice: '58, 13, 100'\n> avformat: '58, 76, 100'\n> avutil: '56, 70, 100'\n> swscale: ' 5, 9, 100'\n> \n> SDL:\n> ====================================\n> \n> Version: 2.0.10\n> Loading method: dynamically loaded by Blender (WITH_SDL_DYNLOAD=ON)\n> \n> Other Libraries:\n> ====================================\n> \n> OpenColorIO: 2, 0, 0\n> OpenImageIO: 2, 2, 15\n> OpenShadingLanguage: 1, 11, 14\n> OpenSubdiv: 0, 0, 0\n> OpenVDB: 8, 0, 0\n> Alembic: 1, 7, 16\n> USD: 0, 21, 2\n> \n> GPU:\n> ====================================\n> \n> renderer:\t'AMD RENOIR (DRM 3.41.0, 5.13.0-40-generic, LLVM 12.0.0)'\n> vendor:\t\t'AMD'\n> version:\t'4.6 (Core Profile) Mesa 21.2.6'\n> extensions:\n> \tGL_AMD_conservative_depth\n> \tGL_AMD_depth_clamp_separate\n> \tGL_AMD_draw_buffers_blend\n> \tGL_AMD_framebuffer_multisample_advanced\n> \tGL_AMD_gpu_shader_int64\n> \tGL_AMD_multi_draw_indirect\n> \tGL_AMD_performance_monitor\n> \tGL_AMD_pinned_memory\n> \tGL_AMD_query_buffer_object\n> \tGL_AMD_seamless_cubemap_per_texture\n> \tGL_AMD_shader_stencil_export\n> \tGL_AMD_shader_trinary_minmax\n> \tGL_AMD_texture_texture4\n> \tGL_AMD_vertex_shader_layer\n> \tGL_AMD_vertex_shader_viewport_index\n> \tGL_ANGLE_texture_compression_dxt3\n> \tGL_ANGLE_texture_compression_dxt5\n> \tGL_ARB_ES2_compatibility\n> \tGL_ARB_ES3_1_compatibility\n> \tGL_ARB_ES3_2_compatibility\n> \tGL_ARB_ES3_compatibility\n> \tGL_ARB_arrays_of_arrays\n> \tGL_ARB_base_instance\n> \tGL_ARB_bindless_texture\n> \tGL_ARB_blend_func_extended\n> \tGL_ARB_buffer_storage\n> \tGL_ARB_clear_buffer_object\n> \tGL_ARB_clear_texture\n> \tGL_ARB_clip_control\n> \tGL_ARB_color_buffer_float\n> \tGL_ARB_compressed_texture_pixel_storage\n> \tGL_ARB_compute_shader\n> \tGL_ARB_compute_variable_group_size\n> \tGL_ARB_conditional_render_inverted\n> \tGL_ARB_conservative_depth\n> \tGL_ARB_copy_buffer\n> \tGL_ARB_copy_image\n> \tGL_ARB_cull_distance\n> \tGL_ARB_debug_output\n> \tGL_ARB_depth_buffer_float\n> \tGL_ARB_depth_clamp\n> \tGL_ARB_derivative_control\n> \tGL_ARB_direct_state_access\n> \tGL_ARB_draw_buffers\n> \tGL_ARB_draw_buffers_blend\n> \tGL_ARB_draw_elements_base_vertex\n> \tGL_ARB_draw_indirect\n> \tGL_ARB_draw_instanced\n> \tGL_ARB_enhanced_layouts\n> \tGL_ARB_explicit_attrib_location\n> \tGL_ARB_explicit_uniform_location\n> \tGL_ARB_fragment_coord_conventions\n> \tGL_ARB_fragment_layer_viewport\n> \tGL_ARB_fragment_shader\n> \tGL_ARB_framebuffer_no_attachments\n> \tGL_ARB_framebuffer_object\n> \tGL_ARB_framebuffer_sRGB\n> \tGL_ARB_get_program_binary\n> \tGL_ARB_get_texture_sub_image\n> \tGL_ARB_gl_spirv\n> \tGL_ARB_gpu_shader5\n> \tGL_ARB_gpu_shader_fp64\n> \tGL_ARB_gpu_shader_int64\n> \tGL_ARB_half_float_pixel\n> \tGL_ARB_half_float_vertex\n> \tGL_ARB_indirect_parameters\n> \tGL_ARB_instanced_arrays\n> \tGL_ARB_internalformat_query\n> \tGL_ARB_internalformat_query2\n> \tGL_ARB_invalidate_subdata\n> \tGL_ARB_map_buffer_alignment\n> \tGL_ARB_map_buffer_range\n> \tGL_ARB_multi_bind\n> \tGL_ARB_multi_draw_indirect\n> \tGL_ARB_occlusion_query2\n> \tGL_ARB_parallel_shader_compile\n> \tGL_ARB_pipeline_statistics_query\n> \tGL_ARB_pixel_buffer_object\n> \tGL_ARB_point_sprite\n> \tGL_ARB_polygon_offset_clamp\n> \tGL_ARB_program_interface_query\n> \tGL_ARB_provoking_vertex\n> \tGL_ARB_query_buffer_object\n> \tGL_ARB_robust_buffer_access_behavior\n> \tGL_ARB_robustness\n> \tGL_ARB_sample_shading\n> \tGL_ARB_sampler_objects\n> \tGL_ARB_seamless_cube_map\n> \tGL_ARB_seamless_cubemap_per_texture\n> \tGL_ARB_separate_shader_objects\n> \tGL_ARB_shader_atomic_counter_ops\n> \tGL_ARB_shader_atomic_counters\n> \tGL_ARB_shader_ballot\n> \tGL_ARB_shader_bit_encoding\n> \tGL_ARB_shader_clock\n> \tGL_ARB_shader_draw_parameters\n> \tGL_ARB_shader_group_vote\n> \tGL_ARB_shader_image_load_store\n> \tGL_ARB_shader_image_size\n> \tGL_ARB_shader_objects\n> \tGL_ARB_shader_precision\n> \tGL_ARB_shader_stencil_export\n> \tGL_ARB_shader_storage_buffer_object\n> \tGL_ARB_shader_subroutine\n> \tGL_ARB_shader_texture_image_samples\n> \tGL_ARB_shader_texture_lod\n> \tGL_ARB_shader_viewport_layer_array\n> \tGL_ARB_shading_language_420pack\n> \tGL_ARB_shading_language_include\n> \tGL_ARB_shading_language_packing\n> \tGL_ARB_sparse_buffer\n> \tGL_ARB_spirv_extensions\n> \tGL_ARB_stencil_texturing\n> \tGL_ARB_sync\n> \tGL_ARB_tessellation_shader\n> \tGL_ARB_texture_barrier\n> \tGL_ARB_texture_buffer_object\n> \tGL_ARB_texture_buffer_object_rgb32\n> \tGL_ARB_texture_buffer_range\n> \tGL_ARB_texture_compression_bptc\n> \tGL_ARB_texture_compression_rgtc\n> \tGL_ARB_texture_cube_map_array\n> \tGL_ARB_texture_filter_anisotropic\n> \tGL_ARB_texture_float\n> \tGL_ARB_texture_gather\n> \tGL_ARB_texture_mirror_clamp_to_edge\n> \tGL_ARB_texture_multisample\n> \tGL_ARB_texture_non_power_of_two\n> \tGL_ARB_texture_query_levels\n> \tGL_ARB_texture_query_lod\n> \tGL_ARB_texture_rectangle\n> \tGL_ARB_texture_rg\n> \tGL_ARB_texture_rgb10_a2ui\n> \tGL_ARB_texture_stencil8\n> \tGL_ARB_texture_storage\n> \tGL_ARB_texture_storage_multisample\n> \tGL_ARB_texture_swizzle\n> \tGL_ARB_texture_view\n> \tGL_ARB_timer_query\n> \tGL_ARB_transform_feedback2\n> \tGL_ARB_transform_feedback3\n> \tGL_ARB_transform_feedback_instanced\n> \tGL_ARB_transform_feedback_overflow_query\n> \tGL_ARB_uniform_buffer_object\n> \tGL_ARB_vertex_array_bgra\n> \tGL_ARB_vertex_array_object\n> \tGL_ARB_vertex_attrib_64bit\n> \tGL_ARB_vertex_attrib_binding\n> \tGL_ARB_vertex_buffer_object\n> \tGL_ARB_vertex_shader\n> \tGL_ARB_vertex_type_10f_11f_11f_rev\n> \tGL_ARB_vertex_type_2_10_10_10_rev\n> \tGL_ARB_viewport_array\n> \tGL_ATI_blend_equation_separate\n> \tGL_ATI_meminfo\n> \tGL_ATI_texture_float\n> \tGL_ATI_texture_mirror_once\n> \tGL_EXT_EGL_image_storage\n> \tGL_EXT_EGL_sync\n> \tGL_EXT_abgr\n> \tGL_EXT_blend_equation_separate\n> \tGL_EXT_demote_to_helper_invocation\n> \tGL_EXT_depth_bounds_test\n> \tGL_EXT_draw_buffers2\n> \tGL_EXT_draw_instanced\n> \tGL_EXT_framebuffer_blit\n> \tGL_EXT_framebuffer_multisample\n> \tGL_EXT_framebuffer_multisample_blit_scaled\n> \tGL_EXT_framebuffer_object\n> \tGL_EXT_framebuffer_sRGB\n> \tGL_EXT_memory_object\n> \tGL_EXT_memory_object_fd\n> \tGL_EXT_packed_depth_stencil\n> \tGL_EXT_packed_float\n> \tGL_EXT_pixel_buffer_object\n> \tGL_EXT_polygon_offset_clamp\n> \tGL_EXT_provoking_vertex\n> \tGL_EXT_semaphore\n> \tGL_EXT_semaphore_fd\n> \tGL_EXT_shader_image_load_formatted\n> \tGL_EXT_shader_image_load_store\n> \tGL_EXT_shader_integer_mix\n> \tGL_EXT_shader_samples_identical\n> \tGL_EXT_texture_array\n> \tGL_EXT_texture_compression_dxt1\n> \tGL_EXT_texture_compression_rgtc\n> \tGL_EXT_texture_compression_s3tc\n> \tGL_EXT_texture_filter_anisotropic\n> \tGL_EXT_texture_integer\n> \tGL_EXT_texture_mirror_clamp\n> \tGL_EXT_texture_sRGB\n> \tGL_EXT_texture_sRGB_R8\n> \tGL_EXT_texture_sRGB_decode\n> \tGL_EXT_texture_shadow_lod\n> \tGL_EXT_texture_shared_exponent\n> \tGL_EXT_texture_snorm\n> \tGL_EXT_texture_swizzle\n> \tGL_EXT_timer_query\n> \tGL_EXT_transform_feedback\n> \tGL_EXT_vertex_array_bgra\n> \tGL_EXT_vertex_attrib_64bit\n> \tGL_EXT_window_rectangles\n> \tGL_IBM_multimode_draw_arrays\n> \tGL_INTEL_blackhole_render\n> \tGL_KHR_blend_equation_advanced\n> \tGL_KHR_context_flush_control\n> \tGL_KHR_debug\n> \tGL_KHR_no_error\n> \tGL_KHR_parallel_shader_compile\n> \tGL_KHR_robust_buffer_access_behavior\n> \tGL_KHR_robustness\n> \tGL_KHR_texture_compression_astc_ldr\n> \tGL_KHR_texture_compression_astc_sliced_3d\n> \tGL_MESA_framebuffer_flip_y\n> \tGL_MESA_pack_invert\n> \tGL_MESA_shader_integer_functions\n> \tGL_MESA_texture_signed_rgba\n> \tGL_NVX_gpu_memory_info\n> \tGL_NV_alpha_to_coverage_dither_control\n> \tGL_NV_compute_shader_derivatives\n> \tGL_NV_conditional_render\n> \tGL_NV_copy_image\n> \tGL_NV_depth_clamp\n> \tGL_NV_packed_depth_stencil\n> \tGL_NV_shader_atomic_int64\n> \tGL_NV_texture_barrier\n> \tGL_NV_vdpau_interop\n> \tGL_OES_EGL_image\n> \tGL_S3_s3tc\n> \n> Implementation Dependent GPU Limits:\n> ====================================\n> \n> Maximum Batch Vertices:\t3000\n> Maximum Batch Indices:\t3000\n> \n> GLSL:\n> Maximum Varying Floats:\t128\n> Maximum Vertex Attributes:\t16\n> Maximum Vertex Uniform Components:\t16384\n> Maximum Fragment Uniform Components:\t16384\n> Maximum Vertex Image Units:\t32\n> Maximum Fragment Image Units:\t32\n> Maximum Pipeline Image Units:\t192\n> \n> Cycles:\n> ====================================\n> \n> \n> CPU device capabilities: SSE2 SSE3 SSE41 AVX AVX2\n> \n> Enabled add-ons:\n> ====================================\n> \n> io_anim_bvh (version: (1, 0, 0), path: /home/nike/blender-3.1.2/3.1/scripts/addons/io_anim_bvh/__init__.py)\n> io_curve_svg (version: UNKNOWN, path: /home/nike/blender-3.1.2/3.1/scripts/addons/io_curve_svg/__init__.py)\n> io_mesh_ply (version: (2, 2, 0), path: /home/nike/blender-3.1.2/3.1/scripts/addons/io_mesh_ply/__init__.py)\n> io_mesh_stl (version: (1, 1, 3), path: /home/nike/blender-3.1.2/3.1/scripts/addons/io_mesh_stl/__init__.py)\n> io_mesh_uv_layout (version: (1, 1, 1), path: /home/nike/blender-3.1.2/3.1/scripts/addons/io_mesh_uv_layout/__init__.py)\n> io_scene_fbx (version: (4, 29, 1), path: /home/nike/blender-3.1.2/3.1/scripts/addons/io_scene_fbx/__init__.py)\n> io_scene_gltf2 (version: (1, 8, 19), path: /home/nike/blender-3.1.2/3.1/scripts/addons/io_scene_gltf2/__init__.py)\n> io_scene_obj (version: (3, 9, 0), path: /home/nike/blender-3.1.2/3.1/scripts/addons/io_scene_obj/__init__.py)\n> io_scene_x3d (version: (2, 3, 0), path: /home/nike/blender-3.1.2/3.1/scripts/addons/io_scene_x3d/__init__.py)\n> cycles (version: UNKNOWN, path: /home/nike/blender-3.1.2/3.1/scripts/addons/cycles/__init__.py)\n> pose_library (version: (2, 0), path: /home/nike/blender-3.1.2/3.1/scripts/addons/pose_library/__init__.py)\n\n\n" ]
OptiX Denoiser created a horizontal yellow ribbon Operating system: Windows-10-10.0.22000-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 3080 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65 Broken: version: 3.1.0 Beta Worked: n.a. The OptiX Denoiser creates a yellow ribbon with the attached scene. The resolution of the picture seems to cause the effect. At smaller sizes, it looks fine. Blender 3.01 is freezing (actually) when the OptiX denoiser comes into account. - Load attached scene - Render - Check result Workaround: Switch to OIDN The yellow ribbon will be changed to greenish by the compositor tree. ![image.png](image.png) [220216_Blender_OptiX_Bug.blend](220216_Blender_OptiX_Bug.blend)
[ "Ambiant Occlusion cycle node gives artecacts when the mesh has Custom Split normals\nOperating system: win 10 \nGraphics card: Geforce RTX 2070\n\n**Blender Version** \nBroken: 2.90.0 alpha\nWorked: N/a\n\nOn my mesh , with custom normals, (i applied a withged normal modifier) \nI had to clear the custom split normal date to get rid of artefacts given with the Ambiant Occlusion node in Cycles\n![ao_norm.jpg](ao_norm.jpg)\n\nAlso seen with smooth shader:\n![ao_suzanne.jpg](ao_suzanne.jpg)\n\nAnother way to have this bug (without Custom Split normals): \n- Create a suzanne.\n- Smooth the normals \n- Use Cycles render. \n- Add an Ambient occlusion node and plug it on an Emit shader\n[cycles_ao_smooth_normals_bug.blend](cycles_ao_smooth_normals_bug.blend)", "EEVEE: Volumetric simulation show ghosting in playback\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: ALL versions up to and including version: 2.91.0 Alpha\n\n\n\nHere's the video of the problem, as can be seen, I have to stop playback to clear the viewport vdb data from the previous frames. Left is EEVEE viewport, right is solid mode (so you can see what the eevee viewport should be displaying:\n\nIt isn't related to EEVEE volume optimisation as I have tried reducing the number of voxels displayed and also reducing the volume samples, viewport samples, and turning off the denoiser. \n\nlatest gpu driver and blender version, resetting blender to factory defaults doesn't help.\n\n[2020-08-20 04-22-55.mp4](2020-08-20_04-22-55.mp4)\n\nHere's the blend file:\n\n[vdb playback bug.rar](vdb_playback_bug.rar)\n```\n\n```\nP.S, the fps is Extremely slow compared to other 3d apps I've tested this sim in (with shading). Is this due to all of the surplus vdb data not being cleared? Perhaps there needs to be an option to cache to RAM if reading from disk is the cause?\n", "Eevee volume ghosting on animation playback\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.41\n\nBroken: version: 2.83 (sub 13)\nWorked: not known VDB imports only in 2.83\n\nPlay back of imported VDB in eevee creates ghosting \n\nImport VDB\n>scale to 0.01 \n>edit frame range to match sequence ie 240 \n> add Sun \n> edit Volume Shadows \n> Edit Blackbody emission to 10 show fire from temperature \n>play sequence \n\n\n![image.png](image.png)\n\n\n\n\n", "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.", "Viewport performance slows down when using OptiX Denoiser on Windows machine with dual GPUs.\nOperating system: \nWindows 11 (Windows 10 has the same bug)\nGraphics card: \n2x Geforce RTX 3090\nGraphics driver\nNvidia Driver 511.65 / 511.79 / 472.12 ...\n\nBroken: \nBlender 3.10 05697470abd0d / All versions of 3.1, 3.0 and 3.2 are the same.\n\nWorked: \nBlender 2.90\n\nViewport render slows down when using the OptiX viewport denoiser with two GPUs enabled using OptiX.\nIf you check only one GPU, it will work at a normal speed.\n\nAs far as I know, it is a bug in Windows 10 and Windows 11, probably it works normally in Linux.\n\n1. Run Blender on Windows.\n2. Check the two GPUs on OptiX in Preferences.\n3. Turn on Viewport Denoiser (OptiX)\n4. Rotate the basic cube. It's slowly rendered.\n5. Uncheck one GPU. It works fast normally.\n\n[1.mp4](1.mp4)", "Multiscatter GGX Refraction Roughness Bug\nOperating system:Windows 10\nGraphics card: 2080Ti\n\n**3.6**\nBroken: (Multiscatter GGX and Refraction Roughness Bug)\nWorked: (Version 3.3 works as expected. After that there´s the issue)\n\n**Cycles Objects don´t get blurrier the farther they are away from the glass (bug works only with thickness in Glass) **\n\n1. create a Plane, give it a bit of thickness\n2. Create Cylinder and place one end close the the glass and the other away from it\n3. Create Principled Shader, Set Roughness to 0.5, Set Transmission to 1. You should get frosted Glass\n4. Look through the camera in a way that the cylinder is behind the glass. \n5. The Cylinder should be sharper with the end touching the glass and blurrier with the other end\n6. Switch from GGX to Multiscatter GGX inside the principled shader.\n7. Now the Cylinder doesnt get blurry the farther it is from the glass.\n\n\nPlease improve Transparency and Metal in general in Blender.\nThanks :-)\n\n", "GPencil: Airbrush draw tool with solid stroke has transparency artifacts\nOperating system: Win 11, GTX 3080, Wacom Tablet\n\n\n\nBroken: 2cd7e70c18a8\nWorked: ~~3.3.0~~\n\nThe airbrush tool has artifacts around the stroke during drawing. Also what is drawn during stroke has nothing to do with the final result visually. Please see the video for the issue.\n\n\n\n- New scene -> 2d Animation\n- Select Airbrush tool from the tool pane\n- Switch to `solid stroke` material from header\n- Draw\n\n[image](attachment)\n[blender_lOlSgoorkK.mp4](attachment)\n", "EXCEPTION_ACCESS_VIOLATION error when trying to change object viewport color with the viewport compositing enabled in depsgraph_update_post\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 680/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.27\n\nBroken: version: 3.5.0\nWorked: 3.4\n\nThis error occurs only if the viewport compositor is enabled - rendered mode of the viewport and Compositor = Always.\nWhen trying to change the viewport color of the object by script on depsgraph update event, this error occurs.\n\nThe short script example:\n```\nimport bpy\n\ndef on_depsgraph_update_post(scene, depsgraph):\n if depsgraph.id_type_updated('SCENE'):\n for obj in depsgraph.updates:\n if isinstance(obj.id, bpy.types.Object):\n print('change object color')\n bpy.data.objects[obj.id.name].color = (1, 0, 0, 0)\n\nbpy.app.handlers.depsgraph_update_post.append(\n on_depsgraph_update_post\n)\n```\nAfter executing this script in the Text editor, switching to the \"Rendered\" mode of the 3D Viewport and enabling viewport compositing - when adding or copying the object - Blender throws an error.\n\nThis occurs only if the viewport compositing is enabled, if it is not used - code works as expected.\n\nError occurs on 3.5 and 3.6 alpha.\n\n1. I attached .blend file with the example\n2. Open .blend file\n3. Switch the viewport to the \"Rendered\" mode (z - Rendered)\n4. Execute script in the Text editor\n5. Try to copy cube (shift + d)\n6. Error throws\n\n", "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**", "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", "Shader Mix RGB node color burn and color dodge operations clamp incorrectly.\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\nShader Mix RGB node clamps the output color when using color burn and color dodge blending mode when it shouldn't\n\n\nWhen using the mix rgb node in the shader editor the color burn and color dodge blending modes both clamp the output of the node. Color burn clamps it to a 0 to 1 range while color dodge clamps it to a -infinity to 1 range, despite the factor being 0.\nColor dodge doesn't match EEVEE, which clamps the lower bound to 0 instead of -infinity.\n\nTest file:\n[Color_blend_test_file_HDR_input.blend](Color_blend_test_file_HDR_input.blend)\n\nThank you and have a great day!", "The 3d cursor looks very dim on AMD cards with the Mesa driver.\nOperating system: Gentoo Linux\nGraphics card: AMD Vega64\n\nBroken: All current Blender versions (2.93 to 3.5)\n\nThe 3D cursor in the viewport seems to be drawn with transparency.\nHowever this is only an issue on AMD cards it seems.\nIt started happening 4-5 months ago, so this is most certainly a driver issue.\n\nOpen the default cube scene and observe that the 3D cursor looks very dim:\n![screenshot.png](screenshot.png)", "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", "OPTIX_ERROR_INTERNAL_ERROR when rendering using Cycles with OptiX\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.99\n\nBroken: version: 3.6.2\nAlso tested on:\n- 3.0.0 — got same error\n- 2.93.18 — same error but different line of code\n\nOPTIX_ERROR_INTERNAL_ERROR when rendering with OptiX.\n\nError on 3.6.2\n![image](attachment)\n\nError on 2.93.18\n![image](attachment)\n\nThe issue is **not** presented when I'm using _NVIDIA Studio Driver 472.84_. However I've tried several newer versions and got this error for all of them.\n\n\n1. Open blender (just the default cube)\n2. Edit -> Preferences -> System -> OptiX -> NVIDIA GeForce GTX 1060 6GB\n3. Render Engine: Cycles\n4. Device: GPU Compute\n5. Shading (Z) -> Rendered or Render Image (F12)\n\n", "Resetting singular values in the Themes disables them\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68\n\nBroken: version: 2.93.5\n\nInstead of globally resetting the default themes, if I use the \"Reset to default\" for a color or a value, it simply puts it to black/0.0.\n[2021-10-27 14-12-52.mp4](2021-10-27_14-12-52.mp4)\n\nGo to themes and right click a color or value.\n[Based on the default startup]\n\n" ]
[ "Renderings vom 2.9 LTS produce different results than 3.0\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.0\nWorked: 2.93.5\n\nRender looks broken in 3.0 with denoising\n\nDownload view?usp=sharing\n\nRender it with the settings in that exact same resolution with denoising enablebed. The denoised image hast some strange light shining on the humans in the very front row. the noisy image does not have that. It works as expected in 2.9 LTS\n\nThis image shows the artifact. It's the \"yellow\" arms in the bottom of the image that only shows up after denoising.\n![#93710 Denoising Artifacts.jpg](T93710_Denoising_Artifacts.jpg)\n\n---\n\nHere is a simplified file and set of steps provided by @Alaska \n\n> 1. Create a new .blend file, add an object to it that fills the entire view of the camera, and change the render engine to Cycles.\n> 2. Change the render resolution to `9464 x 4320` (I couldn't reproduce the issue with other render resoltuions)\n> 3. Ensure `Adaptive Sampling` is on. You can reduce the `Max Samples` parameter to something like 64 to speed up renders.\n> 4. Enabling Denoising for final renders and change the denoiser to `OptiX` with the passes set to `Albedo and Normal`\n> 5. Ensure `Use Tiling` is enabled and the tile size is less than the render resolution.\n> 6. Go to the `Render Properties` tab and enable ONLY these render passes.\n> - Combined\n> - Z\n> - Diffuse Color\n> - Emission\n> - Ambient Occlusion\n> 7. Render the image and notice the artifact.\n> \n> Here is a file with steps 1-6 done for you.\n> [#93710 Simplified.blend](T93710_Simplified.blend)\n> \n> The artifact is the horizontal line near the top of this image:\n> ![#93710 - Simplified Artifact.jpg](T93710_-_Simplified_Artifact.jpg)" ]
Physics does not work when link same collection and configure same riggied body world to other scenes ( sometime crash too) Operating system: Windows-10-10.0.19044-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 3080 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.59 Broken: version: 3.1.2 Physics does not work when copy same structure to other scenes ( sometime crash too) Take a look in the file, "Scene" the original scene, everything works. when you toggle to other scenes the physics does not work. even if you set FPS and frames configuration to same as in "Scene" Attached example [physics_bug.blend](physics_bug.blend)
[ "Object Info Random - inconsistent result\nOperating system: Win10 64\nGraphics card: gtx1050ti\n\nBroken: 2.79, 2.8\n\n*Random* output from **Object Info** depends on every object in scene, even *Empties*!\nThere are two identical scene sets with linked objects, but *Empty* belongs to *Scene.001* only. *Cube* is instanced via duplifaces and *Random* produces different result if *Empty* isn't linked in both scenes.\n\nOpen file, viewport render Scene and Scene.001\n[Obj_info_Random_out.blend](Obj_info_Random_out.blend)", "Armature Symmetrize silently does nothing when no bones are selected\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: Intel(R) UHD Graphics Intel 4.5.0 - Build 27.20.100.8729\n\nBroken: version: 3.5.0 Alpha\nWorked: never AFAIK\n\nArmature Symmetrize does nothing when there are no bones selected.\n\n1. Open the attached blend file\n2. In the Armature menu, choose Symmetrize.\n3. See nothing happening. This is what this report is about.\n4. Press {key A} to select all bones.\n5. Run the Symmetrize operator again.\n6. See that the armature is now symmetrized. This is what I'd expect to happen when no bones are selected.\n\nExpected behaviour would be that when nothing is selected the armature gets symmetrized as if all bones are selected.\n\n[symmetrize-bugreport.blend](symmetrize-bugreport.blend)", "Duplicating hair particles from one file to another is not working\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: Quadro RTX 3000 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.25\n\nBroken: version: 3.3.0\nWorked: I don't know. And at least, v3.2.1 is also affected.\n\nFor Eevee rendering, duplicating the hair particles within the same file is working as expected, because the duplication and the original hair look exactly the same. \nHowever, duplicating the hair particles from one file to another is not working for Eevee rendering, because they do not look identical. \nMoreover, under the Eevee rendering, the duplicated hair can no longer be controlled by the particle system. (In comparison, Cycles rendering is not affected by this problem.)\n\nThe video to reproduce the error:\n[Duplicate hair under Eevee.mkv](Duplicate_hair_under_Eevee.mkv)\n\n**Steps to reproduce**\n[eevee hair test3.blend](eevee_hair_test3.blend)\n\n- Open file\n- Copy objects `LLonglash` and `LLonglash.001`\n- Open new file\n- Paste objects\n# Inspect hair shape\n\n", "Particle Info Node does not return particle information in light nodes\nOperating system: Windows 10 Home\nGraphics card: Nvidia GTX 1080 \n\nBroken: 3.2.0 e05e1e369187\nWorked: N/A\n\n\nThe [Particle Info Node](particle_info.html) does not properly output values when used inside light nodes. It outputs the same values for all particles regardless of index, age, or position.\n\nNote that driving material properties of particles does work as expected. This problem seems to only be for lights using the \"Use Nodes\" cycles feature.\n\n![image](attachment)\n\n1. Set the render mode to cycles\n1. Add a collection with a light in it\n1. Enable light nodes\n1. Import the \"Particle Info Node\" into the node graph and use one of the per-particle values to drive the color of the \"Light Output\" node\n1. Add a particle emitter\n1. Set the particle to the collection that houses the light\n1. Add a surface to cast light onto\n1. Render using cycles\n\nIn the attached `.blend` file each particle (rendered from frame 50) is expected to have a different light color. However, all lights within the particles are emitting the same color (see attached render).\n\n", "Copy Datablock button has different behaviour in Graph as Modifier\nOperating system: Windows-10-10.0.18363-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.77\n\nBroken: version: 3.3.0\n\nThe button to duplicate the current node tree works as such in the node graph but on the modifier, it creates a new node tree.\nIn other areas of Blender (eg materials) the same button duplicates current datablock.\n![image.png](image.png)\n![image.png](image.png)\n\nAdd a new geometry node tree\nAdd a node\nClick the Copy Node group button in graph and see graph is duplicated\nClick the Copy Node group button in modifier and see graph is replaced\n[2022-09-15 11-14-53.mp4](2022-09-15_11-14-53.mp4)\n", "Make Instances Real doesn't work for geometry instances\nOperating system: Windows-10-10.0.18363-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 750/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.41\n\nBroken: version: 3.0.0\n\nWhen I want to make instances real on object that has geometry nodes, blender create duplicate of whole mesh, togather with instances, on each place (point) where single instance mesh should be. I have attached screenshots and test scene that reproduces the bug. \n\nOpen .blend file I sent you, hover with mouse over 4 instaced spheres, and pres ctrl+A... select make instances real. You will see that geometry nodes instances are not created properly (whole geometry is duplicated on each geometry node point).\n\nSimilar thing happens when instancing collections, and trying to make them real - the parent relationship/hiararchy is not working. So there is a bug there also.[geom_nodes_bug.zip](geom_nodes_bug.zip)\n![blend01.jpg](blend01.jpg)\n\n![blend02.jpg](blend02.jpg)\n\n![blend03.jpg](blend03.jpg)", "particle system locations not as expected\nOperating system: macOS-11.4-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.5.14\n\nBroken: version: 3.0.0 Alpha\n\nif i parent an animated cube vertex to a vertex with a particle system and rotate that cube, it works fine. \nIf i copy that vertex with the particle system to another position - the locations get a bit weird.\n\n- tab -> edit mode\n- select vertex\n- Shift-D -> double vertex\n- Mesh -> Separate -> selection\n- rename that to vertex (not important, just for me)\n- add a default particle system to vertex\n- select vertex, ctrl select cube -> edit mode -> ctrl-p\n- select vertex -> origin to geometry -> run\n- works fine\n- select cube, insert keyframe scale/rot/loc\n- go to frame 100\n- location.z: 8 rotation.z: 360*8 -> keyframe both\n- run, works fine, all locations as expected\n![image.png](image.png)\n- select the vertex\n![image.png](image.png)\n- shift-d X -2\n![image.png](image.png)\nrun -> weird location \"disorders\"\n![image.png](image.png)\n\n[particle_bug.blend](particle_bug.blend)\n\n---\nor\n\n- open .blend file\n- select Vertex from outliner\n- {key Shift D} and place the duplicate Vertex anywhere\n- Play animation\n\n[#90494.blend](T90494.blend)\n\n---\nVideo:\n[particle_bug.mov](particle_bug.mov)", "Generic Rigid Body Constraint Bug\nOperating system: Windows 10\nGraphics card: Radeon RX 470\n\nBroken: 2.83.0\nWorked: Unknown if it ever worked\n\nAngle limit not only doesn't work but causes weird neverending twitching back and forth\nUPDATE:\nTwitching happens for both cases when both rigid bodies are active and when one of them is passive.\n[M0DJ38oWQo.mp4](M0DJ38oWQo.mp4)\n\n1. Add 2 rigid bodies, 1 active, 1 passive animated\n2. Position them active on top, passive on the bottom\n3. Add an empty in between them, add a rigid body constraint to it, select the 2 rigid bodies in its settings, uncheck disable collisions.\n4. Change the joint type to Generic, limit location to 0-0 on each axis.\n5. Play. Now it works, once you select the passive RB and move it it should behave normal.\n6. Undo. Check angle limit on Z and choose some angle range (I had it set to -30 to 30).\n7. Play. Move the passive RB and watch it breaking.\n", "Rigid Body Constraints break when copying its empty object\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 446.14\n\nBroken: version: 2.90.0 Alpha\n\nCopying a rigid body constraint via CTRL+C / CTRL+V breaks it permanently (you have to remove and re-add the constraint to make it work again).\n\n- Create a simple rigid body constraint setup. You can use this file to start: [bug_rigidbodyconstraints_copy.blend](bug_rigidbodyconstraints_copy.blend)\n- Select all objects\n- CTRL+C to copy\n- CTRL+V to paste\n- Move the new objects a bit to avoid clipping, and play the animation - the active object just falls down\n- Fixed by removing and manually re-creating the constraint on the Empty.001 object\n\nThis does not happen when using SHIFT+D to duplicate.\n\n---\n\nSeems like the dependency graph loses the connections between the constraint and the rigid body objects after copying.\n\nWorking (before copy): ![bug_rigidbodyconstraints.svg](bug_rigidbodyconstraints.svg)\n\nBroken (after copy): ![bug_rigidbodyconstraints_copy.svg](bug_rigidbodyconstraints_copy.svg)", "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", "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", "Crash with lineArt modifier and Armature\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 3.0.0 Alpha\nExperienced with 2.93.2\n\nHaving a line art object in the scene applied to an object 'A' when there is an armature on object 'B' makes blender very unstable. A simple scroll in the timeline will crash instantly.\n\n\nIn the attached file, what I did : \n- Create a cube, subdivided along Y, add a simple armature, keyframe it with a simple motion.\n- Duplicate the cube, apply the armature.\n- Select the second cube, shift-a -> Object Line Art\nFrom there : \n- Scroll the timeline... Crash.\n\nIf I delete the animated cube, scrolling works fine. Disabling it in viewport as well.\n\n\nI also tried adding a simple cube, instead of duplicating the initial \"armatured\" cube, and adding the Object Line Art to it, but the same crash occurs.\n\n[LineArtCrash.blend](LineArtCrash.blend)\n\n", "Crash when change material on render with python\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.79\n\nBroken: version: 2.8+, 2.9 - 2.93.0 Alpha\n\nHey :)\nI’m trying to change material on a few objects during \"frame change\" with python.\nIn a viewport everything works fine but during Animation Rendering(cycles or eevee) it crashes immediately or a few frames later.\nMy system can’t handle more than 500 cubes.\n![change_mat.gif](change_mat.gif)\n\n- Open \"change_mat.blend\"\n- Run script \"change_mat\" from Text Editor\n- Change Frame in Time-Line (0,1,2) // All cubes in the scene/viewport change their active material (Red, Green, Blue)\n- Press \"Render Animation\" => Crash // If it does not crash then duplicate more cubes\n\n[change_mat.blend](change_mat.blend)\n[change_mat.crash.txt](change_mat.crash.txt)\n\nMany Thanks!\n", "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)", "bpy.ops.object.transform_apply no working after physics simulation\nOperating system: Windows 10 Pro\nGraphics card: 2x Nvidia 1080 GTX\n\nBroken: 2.8, b46245470f79, 2018-04-18\nWorked: 2.7x\n\nWhen running a rigid body simulation, it is not currently possible to apply transformation to freeze a specific frame. If you start scrubbing in the timeline, the object either goes back to original position or jumps to random position that was generated during the simulation.\n\n - add a plane and add a passive rigid body\n - add a suzanne and add an active rigid body\n - run the simulation\n - choose a frame\n - select the suzanne object\n - apply transformation/apply visual transformation\n # scrub in the timeline\n\n\n\n\nBased on the default startup or an attached .blend file (as simple as possible)." ]
[ "simulation in new scene causes crash in original scene's simulation\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.19\n\nBroken: version: 2.83 (sub 6)\nWorked: (optional)\n\n**steps**\n- make cube an active rigid body. \n- play simulation\n- then click on new scene button and on full copy.\n- in the new scene, rewind playhead to frame 0\n- run the simulation.\nBlender should crash.\n\nThere are more ways to cause crash when full scene copy is done (see comments), but I guess these will stem from single issue.", "Blender shuts down when playing a Rigid Body animation in a (full copy) scene\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce 940MX/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67\n\nBroken: version: 2.90.0 Beta\nWorked: (until blender 2.80)\n\n[OMG...I am excited to report this is my first time reporting....you have no idea how shocked I am when I discovered this problem...Its very simple to spot but no one reported. \nI have tested this bug on v2.79,v2.80, and on more recent versions of v2.83.4 and v2.90.0Beta ...I think the bug started on v2.80 and no one discovered it....rigid body physics animation miss behaves and even crashes if you change between scenes with a (full copy) scene]\n\n[step1. make the default cube a rigid body,\n step2. make a new scene with (full copy), \nstep3. play the animation on the second scene and stop it after a few frames, \nstep4. change the scene to the first scene and play the animation for a few frames,\n repeat the last to steps until it crashes]\n[Based on the default startup]\n\nThanks! \nI am very proud of you guys!", "Crash when switching scene during physics simulation\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.90.1\nWorked: I never have seen this work\n\nBlender crashes when switching between scenes during a physics simulation. The 2nd scene was a full copy of the first.\n\n1. Open attached Physics.blend\n2. Change scene to *With Animation*\n3. Create a new Full Copy scene (should be named *With Animation.001*\n4. Press *Play Animation* to start physics simulation.\n5. While the animation is playing through the first time, switch back to *With Animation* scene.\n6. While animation still playing through first time, switch to *With Animation.001*.\n\n**Notes**\nI noticed that if I let the physics simulation play 1 time through before switching scenes, the crash does not occur.\n\n[blender_system_info.txt](blender_system_info.txt)\n\n[blender_debug_output.txt](blender_debug_output.txt)\n\n[Physics.crash.txt](Physics.crash.txt)\n\n[Physics.blend](Physics.blend)" ]
the source value on the initial velocity liquid simulation crashes blender Operating system: windows 10 pro Graphics card: gtx 1070ti cpu: ryzen 2700x 16gb ram Broken: blender 2.93.1 fluid simulation oftenly crashes blender when changing the source value on in the initial velocity tab and over all general quarks such as the simulation stops working halfway through if i use a source value which is close to 2 [malabali.blend](malabali.blend)
[ "Crash creating \"position\" attribute with the wrong type while in Edit mode\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.41\n\nBroken: 3.5.0 and 3.6.0 Alpha\nWorked:\n\nWhile in Edit mode, attempting to create an attribute called `\"position\"` that has type not set to `\"FLOAT_VECTOR\"` will crash Blender.\n\nI couldn't get any other attributes to crash when added while in Edit mode.\nCreating the `\"position\"` attribute with the correct type, but incorrect domain does not cause a crash either.\n\nI can't imagine a use case for users wanting to do this, but it came up while I was determining the extent of 107228 and isn't really the same issue.\n\n1. Select a mesh object\n1. Enter Edit Mode\n1. Either:\n 1. Run `bpy.context.object.data.attributes.new(\"position\", \"FLOAT\", \"POINT\")` from the Python Console\n 1. Create a new attribute called \"position\" using the `bpy.ops.geometry.attribute_add` operator and set the `Data Type` to anything other than `Vector`: ![image](attachment)", "Crash after copy pasting a material onto itself and switching to render\nOperating system: ArchLinux\nGraphics card: NVIDIA 3090\n\nBroken: Current main.\nWorked: Never.\n\n\nBlender crashes when copy pasting a material onto itself (via UI), then creating a new material slot, and then switching to the rendered view.\n\n1. Open a new scene in blender.\n2. Select the cube and go to its material tab.\n3. Next to the material list, on the right, click the down arrow and do Copy Material.\n4. From the same menu now do Paste Material.\n5. Add a new material slot using the + in the materials tab.\n6. Switch to rendered view.\n\nAttached a crash stacktrace taken with gdb, and main build with debug.\n\nIf it's useful, the crash was taken with a manually built blender, so it was a factory startup with Eevee as a renderer, but it also crashes when using Cycles.\n", "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 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)", "Rigid body bugs\nOperating system: macOS-10.15.7-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.10.21\n\nBroken: version: 2.93.1\n\nSimulation somehow broken for small (less than 1 cm) or light (less then 100 grams) objects. In first example below object stay still between bouncing and small shivering. And that is just one example. Another examples are – reaching speed of light instantly (one frame), partial simulation when one object (or some objects) acts like it suppose to, but others act completely inadequate, two or three similar parts in one simulation (example 2). I tried different options but nothing helped. \"Substeps per frame\" and \"Solver iterations\" seems not working because there are no actual changes with different values or simulation just goes nuts.\n\n[r_body-bug.blend](r_body-bug.blend)\n[r_body-bug2.blend](r_body-bug2.blend)\n", "Rendering animation freezes with particle system\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.91.2\nWorked: 2.83LTS (not sure, this is said in most of the comments)\n\nI am trying to render out an animation based on the CGBoost Blender Launchpad Tutorial. Every time I try to render, it will render around 50-400 frames and then it will just stop rendering new frames. My CPU usage goes straight up to 100% when that happens and my GPU usage drops down to 0%. The Blender UI is still responsive, it is just that the render seems to get stuck on a frame. If I cancel the render, then Blender becomes totally unresponsive and I have to force quit via the Task Manager.\n\nIssue happens in both EEVEE and Cycles\n\n**Workarounds (picked up from comments)**\n- Render animation from command line\n- Check lock interface: {nav Render > Lock interface}\n\n1. Open attached Blend file \n2. Press Ctrl-F12 to render out animation.\n3. Wait for render to freeze on a frame. This can happen within the first few frames or after 400-500 frames. It seems random.\n4. Examine CPU and GPU usage.\n\n[Blender Launchpad.blend](Blender_Launchpad.blend)\n[ING BG.blend](ING_BG.blend) (File provided by @Megaseppl: #85267#1122053)", "Surface tension is not working\nOperating system:Windows-10-10.0.19041-SP0 64Bits\nGraphics card:NVIDIA GeForce RTX 2080/PCIe/SSE2\n\nBroken:3.1.0 Alpha, branch: K-Cycles, commit date: 2022-01-16 15:45, hash: 164a13275cf8\nWorked: \n\nIn mantaflow fluid simulation, change the value of 'surface tension' does not work at all, My cpu is Intel(R) Core(TM) i7-9700K CPU @ 3.60GHz 3.60 GHz, i tried different version of blender, it didn't work either\n[surface1.blend](surface1.blend)", "Python exception typing units into a spinner that accepts units\nMac OSX\n\n2.79a\n\nTyping in \"10 px\" in a field that accepts units raises a Python exception\n\nSelect Blender Render\nGo go the render tab\nScroll down to \"Bake\"\nType in \"10px\" into the \"Margin\" spinner, hit enter\n\n('unexpected EOF while parsing', ('<string>', 1, 4, '10px'))\n\nInput value does not save\n\nInput value should accept and strip px and behave correctly", "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)", "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", "use after free Fluid sim seg fault\nIn Debian testing, and Debian stable.\n\nbroken: blender 3.0.0 f7b22fc3d27113715e8726c69ab3264e1d487439\nbroken: Blender 2.93.0, Commit date: 2021-05-10 22:16, Hash ce62d650945f \nbroken: blender 2.92\n\nSegfaults on bake of modular fluid sim.\nReproducible each time I run blender on it.\n(Building a debug build now. the crash text isn't so useful yet).\n\n1. Load .blend (attached)\n2. Bake fluid\n3. Segfault\n\n[flu.blend](flu.blend)\nAsan report on f7b22fc3d27113715e8726c69ab3264e1d487439 [T88475_asan_use_after_free.txt](T88475_asan_use_after_free.txt)\nTwo crash reports on blender 2.92: \n[Blender_2021-05-22-145034_MACBOOKAIR.crash](Blender_2021-05-22-145034_MACBOOKAIR.crash)\nSimilar to #88113#1157996: [Blender_2021-05-22-193554_MACBOOKAIR.crash](Blender_2021-05-22-193554_MACBOOKAIR.crash)", "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 while using several rigid bodies and some force fields.\nOperating system: Darwin-18.7.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon R9 M370X OpenGL Engine ATI Technologies Inc. 4.1 ATI-2.11.20\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\nThe scene is pretty simple, a house with some elements used as rigid bodies and some force field, vortex and wind force are applied.\n\nWhen I play the animation, it starts and around frame 140-200 it crashes.\n\nAttached blend file. The only thing to do is to play the animation and wait for the crash.\nAttached crash report.[Blender_2019-08-26-215345_MacBook-Pro-de-Kote.crash](Blender_2019-08-26-215345_MacBook-Pro-de-Kote.crash)\n\n[casaFalla.blend](casaFalla.blend)\n\n", "Viscosity instability in mantaflow\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.98\n\nBroken: version: 3.3.1\n\nI'm pretty new too blender so I might be doing something wrong but anyway I've been experimenting with viscosity and higher resolutions cause the liquid to \"explode\" I tried for a week to find the problem and couldn't figure out what's causing it so I assume its a bug\n\nDemonstration:\n[[agbOUYPQpJ0]]\n\nOpen the .blend and play it or bake data at a high resolution (150 in my case) and see the instability, This scene is slightly complex but I can confirm just a domain and inflow will do the same \n[House flood 2.blend](House_flood_2.blend)\nSimplified scene, 128 res, 2 m domain\n[Instability demo.blend](Instability_demo.blend)\nSimplified scene with cache\n[Instability demonstration zipped.zip](Instability_demonstration_zipped.zip)\nIncase this helps\n[system-info.txt](system-info.txt)\n", "Blender 3.2 crash when extracting mesh draw cache\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.96\n\nBroken: version: 3.2.0\nWorked: 3.1\n\nBlender 3.2 constantly crash on heavy load.\n\nI have loaded my scene that has a lot of particles. tried to playback the timeline. after maximum 3 frames, Blender just closes without any error messages.\n[HourglassBuildUp-JUNE30.blend](HourglassBuildUp-JUNE30.blend)\n\n" ]
[ "Program Close after free data liquid simulation\nOperating system: Linux-5.8.0-7642-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce 940MX/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.56\n\nBroken: version: 2.92.0\n\nBlender Window Close when free data liquid\n\nFree Data of fluid liquid simulation using modular cache. I'm just free the first data button.\n\n\nLOG: \n\n./applications/blender/blender-2.92.0-linux64/blender\nRead prefs: /home/user/.config/blender/2.92/config/userpref.blend\nregister\nRead blend: /home/user/WORK/blend.blend\nInfo: Saved \"blend.blend\"\n\nTraceback (most recent call last):\n```\nFile \"<string>\", line 1, in <module>\nFile \"<string>\", line 169, in bake_fluid_data_15\nFile \"<string>\", line 164, in bake_fluid_process_data_15\nFile \"<string>\", line 136, in liquid_adaptive_step_15\nFile \"<string>\", line 221, in liquid_step_15\n```\nRuntimeError: GridCg::iterate: The CG solver diverged, residual norm > 1e30, stopping.\nError raised in extern/mantaflow/preprocessed/conjugategrad.cpp:562\nterminate called after throwing an instance of 'Manta::Error'\n```\nwhat(): can't clean grid cache, some grids are still in use\n```\nError raised in extern/mantaflow/preprocessed/fluidsolver.cpp:33\nAborted (core dumped)\n\n\n", "Mantaflow simulation stops and crashes at the end of the bake (or when closing blender): The CG solver diverged, residual norm > 1e30, stopping.\nBroken: version: 3.0.0 Alpha\nWorked: -\n\nCrash baking fluid simulation.\n\n\nOpen the file and bake all its frames (or only frame 181 to 183).\n\n[beach.blend](beach.blend)\n\n```\nTraceback (most recent call last):\n File \"<string>\", line 1, in <module>\n File \"<string>\", line 169, in bake_fluid_data_5\n File \"<string>\", line 164, in bake_fluid_process_data_5\n File \"<string>\", line 136, in liquid_adaptive_step_5\n File \"<string>\", line 221, in liquid_step_5\nRuntimeError: GridCg::iterate: The CG solver diverged, residual norm > 1e30, stopping.\nError raised in extern/mantaflow/preprocessed/conjugategrad.cpp:562\n(...)\nterminate called after throwing an instance of 'Manta::Error'\n what(): can't clean grid cache, some grids are still in use\nError raised in extern/mantaflow/preprocessed/fluidsolver.cpp:33\nAborted (core dumped)\n```\n\nComplete output: [P2568](P2568.txt)", "Mantaflow crash\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.47\nCPU: intel core i5 10300h\n\nBroken: version: 3.0.0 Release Candidate\n\nthis is a video that explains everything\n[blender bug mantaflow.mp4](blender_bug_mantaflow.mp4)\nwell the is the blend file\n[the mantaflow crash.blend](the_mantaflow_crash.blend)\n\nBTW sorry for my English\nopen the file\ngo to rigid body world bake it\ngo to the cube of the simulation and bake the mantaflow simulation\n\n", "MantaFlow (liquid fluids) Crash on Bake All\nOperating system: Linux-6.2.13-arch1-1-x86_64-with-glibc2.37 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 530.41.03\n\nBroken: version: 3.5.0\n\nI have two scenes that when I hit bake all in mantaflow it starts to bake but it gets to a point where it closes blender. Each scene gives a slightly different error output so I am including the two as they are quite similar and maybe it can give more clues as to what might be happening. I tried in OpenVDB and Uni Cache, but the result was the same.\n\n**MantaFlowCrash2.blend:**\n```\nWriting: /tmp/MantaFlowCrash2.crash.txt:\nBlender 3.5.0, Commit date: 2023-03-29 02:56, Hash 1be25cfff18b\n\nbacktrace\n\nPython backtrace\n File \"<string>\", line 146 in liquid_step_5\n File \"<string>\", line 136 in liquid_adaptive_step_5\n File \"<string>\", line 164 in bake_fluid_process_data_5\n File \"<string>\", line 169 in bake_fluid_data_5\n File \"<string>\", line 1 in <module>\n```\n\n \n**MantaFlowCrash.blend:**\n```\nTraceback (most recent call last):\n File \"<string>\", line 1, in <module>\n File \"<string>\", line 169, in bake_fluid_data_6\n File \"<string>\", line 164, in bake_fluid_process_data_6\n File \"<string>\", line 136, in liquid_adaptive_step_6\n File \"<string>\", line 221, in liquid_step_6\nRuntimeError: GridCg::iterate: The CG solver diverged, residual norm > 1e30, stopping.\nError raised in extern/mantaflow/preprocessed/conjugategrad.cpp:562\nTraceback (most recent call last):\n File \"<string>\", line 1, in <module>\n File \"<string>\", line 169, in bake_fluid_data_6\n File \"<string>\", line 164, in bake_fluid_process_data_6\n File \"<string>\", line 136, in liquid_adaptive_step_6\n File \"<string>\", line 221, in liquid_step_6\nRuntimeError: GridCg::iterate: The CG solver diverged, residual norm > 1e30, stopping.\nError raised in extern/mantaflow/preprocessed/conjugategrad.cpp:562\nTraceback (most recent call last):\n File \"<string>\", line 1, in <module>\n File \"<string>\", line 169, in bake_fluid_data_6\n File \"<string>\", line 164, in bake_fluid_process_data_6\n File \"<string>\", line 136, in liquid_adaptive_step_6\n File \"<string>\", line 221, in liquid_step_6\nRuntimeError: GridCg::iterate: The CG solver diverged, residual norm > 1e30, stopping.\nError raised in extern/mantaflow/preprocessed/conjugategrad.cpp:562\nterminate called after throwing an instance of 'Manta::Error'\n what(): can't clean grid cache, some grids are still in use\nError raised in extern/mantaflow/preprocessed/fluidsolver.cpp:33\n```\n\n\nTo reproduce the error just open the scene and hit bake all in the mantaflow domain options.\n\n", "Terminate called after throwing an instance of ‘Manta::Error’\nOperating system: openSUSE Tumbleweed 20220226\nGraphics card: GeForce RTX 3070\n\nBroken: 3.1 as of 20220225T171807 with hash 7aa0be4b32b\n\n\nwhile rendering a scene, Blender throws following error, and terminates:\n\nterminate called after throwing an instance of 'Manta::Error'\n```\nwhat(): can't clean grid cache, some grids are still in use\n```\nError raised in extern/mantaflow/preprocessed/fluidsolver.cpp:33\nAbgebrochen (Speicherabzug geschrieben)\n\nTranslated: Killed (core dump written). Unfortunately, this is a lie.\n\nI’ve prepared the system to produce a real core dump now, and will follow up with a backtrace, if I’m able to reproduce the crash.\n\nThe blend file cannot be shared for now. ", "Mnataflow Fluid error\nOperating system: MacOS\nGraphics card: M1 \n\nBroken: (3.3 LTS, 3.4, 3.4.1, 3.5 (alpha)\n\nTraceback (most recent call last):\n```\nFile \"<string>\", line 1, in <module>\nFile \"<string>\", line 169, in bake_fluid_data_7\nFile \"<string>\", line 164, in bake_fluid_process_data_7\nFile \"<string>\", line 136, in liquid_adaptive_step_7\nFile \"<string>\", line 221, in liquid_step_7\n```\nRuntimeError: GridCg::iterate: The CG solver diverged, residual norm > 1e30, stopping.\nError raised in extern/mantaflow/preprocessed/conjugategrad.cpp:562\n\nMake simulation in Mantaflow. What's more interesting, that this error occures at small resolution, higher than 128 is okay." ]
Problem seeing vertices/edges in edit mode with orthographic view Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.59 Broken: version: 2.93.1 Worked: Never Problem seeing vertices/edges in edit mode with orthographic view * Open the attached project to test. * Ensure that your view is in orthographic mode. * Select the “Icosphere_Huge” object. * Go to edit mode. * Zoom in and out with the mouse wheel. Despite being in edit mode, the sphere appears pretty much like in object mode is not zoomed enough. When zooming close enough, the vertices and the edges appear normally like they should in edit mode. When entering in edit mode and trying to select the vertices, none of the vertices were selected as long as the edit mode view continued to appear like the object mode view. * Do the same thing with the small sphere like demonstrated in the video. The edit mode is shown normally, but not all vertices were selected with Circle Select. You can look at the video below to see the behavior that I had. Note: I've just reported another bug with the vertex selection on huge objects (#90203). I also had this bug above and I believe there is a connection between the two bugs. This is why I’m mentioning it here. [Problem_seeing_vertices_in_edit_mode_with_orthographic_view.blend](Problem_seeing_vertices_in_edit_mode_with_orthographic_view.blend) [Problem_seeing_vertices_in_edit_mode_with_orthographic_view.mp4](Problem_seeing_vertices_in_edit_mode_with_orthographic_view.mp4)
[ "Edit Dyntopo Detail Size: Add resolution value for visual feedback\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\n## Issue\n\nWhen using the `sculpt.dyntopo_detail_size_edit` on `R` while Dyntopo is set to 'Constant' or 'Manual' Detailing in the dyntopo settings, \nit can easily happen that the overlay doesn't show the wires that indicate the resolution.\nThis happens when the value is much higher than the current brush size, like when working on a very small object.\n\n![Screenshot_20230328_203322.png](attachment)\n\n## Suggestion\n\nIt would be give better feedback to the user that this is happening by displaying the 'Resolution' value\n- in the header\n- in the viewport itself, like with `object.voxel_size_edit` on the same shortcut.\n\nThe first solution would be the easiest and most consistent with other operators.\nThe second solution is also very welcome but would need the text to be placed outside of the brush cursor (Perhaps even dynamically placed depending on the availible viewport space).\n\n![Screenshot_20230328_203346.png](attachment)\n\n", " LineArt: (Collection) Issue for Cameras in Orthographic View\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.3.1\nChecked in Blender version 3.4.0 Apha, commit date: 2022-10-08 02:26 - same issue\n\nFor orthographic Camera without any shifts - Line art modifier (for a Collection) showing lines for objects behind other objects - which otherwise should not be visible. And some lines are not visible which should be.\nHappens with contours option in the Line Art modifier. Slight rotation on z axis solves the issue.\n\nNoticed issue with some specific frames on my complete blend file.\n\nOpen attached blend file and go to front orthographic view.\n\n[BugReport01.blend](BugReport01.blend)\n\n", "Camera texture coordinate output in orthographic view is different from orthographic camera\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\n\nTexture coordinate camera output does not give expected results in the z component when viewing through the viewport in orthographic mode\n\nTexture coordinate camera output does not give expected results in the z component when viewing through the viewport in orthographic mode.\nTo see this seperate the z component and the problems will be directly visible.\nThis issue does not appear when viewing through a camera.\n\nTest file:\n[Camera_test.blend](Camera_test.blend)\n\nThank you and have a nice day!\n", "Design: Graph Editor Curve Display\nThere are a few issues with the display of curves in the Graph Editor mentioned in the Paper Cuts devtalk thread. However while technically simple to change the drawing, it needs to stay consistent and clear, which is why this Design task exists.\n\n**Issues**\n* Locked Curve keyframes look like they are active\n* Curves are drawn in the same thickness even outside the range they can be edited in ?sorting=hot#\n* Location/Rotation/Scale curves are not distuingishable at first glance 27?u=christophlendenfeld\n\n## Current State\n\nNormal\n![image](attachment)\n\nDisabled\n![image](attachment)\n\nLocked\n![image](attachment)\n\n## Proposed Solution\n\n* Locked curves have crosses instead of keyframes to indicate that they can't be selected. [#106052](106052)\n* Locked curves are always drawn as if they were unselected since you can do nothing with them even though they are selected.[#106052](106052)\n* Increase the dash length and spacing to reduce visual noise [#106052](106052)\n* Add preferences to modify the colors of FCurves based on their type. Will default to the current standard to not confuse existing users.\n![image](https://projects.blender.orgattachment)", "The object is not zoomed in Sculpt Mode when you click on Frame Selected\nOperating system: Windows-10-10.0.14393-SP0 64 Bits\nGraphics card: Intel(R) UHD Graphics 630 Intel 4.5.0 - Build 23.20.16.4944\n\nBroken: version: 2.91.0\n\nI don't know if it's a bug or if it should be. In Object Mode, when you click on Frame Selected, the object is centered and zoomed to the full screen, but in Sculpt Mode, the object is only centered on the screen, but not zoomed.\n\n[Frame_Selected.mp4](Frame_Selected.mp4)", "3D Paint Mode stencil disappears when panning viewport.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.76\n\nBroken: version: 2.93.4\n\nWhen panning viewport in 3D paint mode with stencil mask enabled, the stencil mask disappears when moving the viewport, however does not disappear when zooming it, which indicates it's not a technical limitation.\n\n1. Enter 3D paint mode\n2. Enable texture mask, select some texture and set mapping to stencil\n3. Navigate the viewport\nResult: The stencil disappears when moving the viewport, which makes it very difficult to line up stencil projection with the 3D geometry\nExpected: The stencil does not disappear when navigating the view\n\n", " 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)", "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", "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", "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", "Viewport render image not showing edge length and related info\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.92\n\nBroken: version: 2.90.0 Alpha\nWorked: 2.81\n\nViewport render image function not showing edge length and related info that is normally visible in viewport\nthis is not working since 2.83 but was working in previous versions\n\n- take any mesh\n- enable displaying of edge length (or face area, angles etc)\n- enter edit mode and select few edges to see the info in viewport\n- go to view - > viewport render image\n\nin 2.81 you would get that edge info visible in viewport rendering, now since 2.83 it is not working\n\n", "Weight paint mode can show influences of non selected vertexgroups (if weight is controlled by multiple dynamic paint brushes)\nOperating system: Linux-4.15.0-147-generic-x86_64-with-glibc2.27 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 455.45.01\n\nBroken: version: 2.93.1\n\nWeight paint mode can show influences of non selected vertexgroups (if weight is controlled by multiple dynamic paint brushes)\n\n[PBdynamicPaint_check.blend](PBdynamicPaint_check.blend)\n\n- open .blend\n- go to weightpaint mode\n- play animation\n- in the mesh properties, change from one vertexgroup to the other back and forth\n- influence of one group is (partially) still visible when switching to the other\n\n![Capture d’écran de 2021-07-21 19-51-32.png](Capture_d_écran_de_2021-07-21_19-51-32.png)", "In Particle Edit mode, Emitter particles are not visible in the viewport\nOperating system: Darwin-18.7.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 455 OpenGL Engine ATI Technologies Inc. 4.1 ATI-2.11.21\n\nBroken: version: 2.83 (sub 0)\nWorked: 2.79.7, 2.79b\n\nThe Particle Edit mode does not work with Emitter type particle. The particle (particle paths) are not visible in the viewport.\n\n- Open this file: [#73168-particle-edit-crash.blend](T73168-particle-edit-crash.blend) (or add a particle system, Emitter type, and bake to memory)\n- Switch to \"Particle Edit\" mode (particle disappear).\n- Click on Sidebar > \"Tool\" > \"Options\" > \"Viewport Display\" > \"Particles\" (blender crash).\n\nReports:\n\n[blender.crash.txt](blender.crash.txt)\n[macos.crash.txt](macos.crash.txt)", "X-Ray mode shows flickering edges of planar mesh\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.40\n\nBroken: version: 2.80, 2.83.20, 2.93.9, 3.2.0 release, 3.3.0 Alpha\nWorked: never, from what I can see. Didn't test older than 2.80.\n\nX-Ray solid shading of a mesh shows flickering edges when rotating the camera. \n\nThis could have something to do with the mesh being planar.\n\n- Open the attached file.\n- Rotate the viewport camera with {key MMB}.\n- See that some edges flicker into and out of existence.\n\n[bugreport.blend](bugreport.blend)\n\n[Desktop 2022.06.25 - 14.38.23.03.mp4](Desktop_2022.06.25_-_14.38.23.03.mp4)", "Bisect Tool rotation handle does not work from some preset orthographic views\nOperating system: Windows 10\nGraphics card: RTX 2070\n\nBroken: 2.91.2\n\n\nBisect Tool rotation handle does not work from some preset orthographic views.\n\n* Select default cube\n* Enter edit mode\n* Press numpad 1 to enter front orthographic view\n* Select all verts\n* Click bisect tool\n* Draw line across cube\n* Click circle widget to rotate bisection <- fails\n\nWorks fine from top orthographic view and from arbitrarily orientated perspective views." ]
[ "Unable to select certain vertices (regression from 2.79)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.38\n\nBroken: version: 2.91.0 Alpha\n\nSome vertices are impossible to select.\n\nAt first I thought it was because the vertices formed a concave area (see first file) but then I hit a second concave case (see second file).\n![image.png](image.png)\n\nWithout rotating or zooming the view try to select one of the marked vertices in both files.\n[Select1.blend](Select1.blend)\n[Select2.blend](Select2.blend)\n\n----\n\n2.79 worked in this case, open this file in 2.79 to test.\n\n[Select1(1)_279.blend](Select1_1__279.blend)" ]
weird bug appears in the viewport when swichting to sculpting tab preset System Information Operating system: Windows-7-6.1.7600-SP0 64 Bits Graphics card: Gallium 0.4 on llvmpipe (LLVM 3.8, 128 bits) VMware, Inc. 3.3 (Core Profile) Mesa 11.2.0 (git-aa91c51) Blender Version Broken: version: 2.81 beta eba4a4bd73ba date 2019-11-15 16:32 weird bug appears in the viewport when switching to sculpting tab preset...this apears in the default sculpting preset tab. in 2.80 i tried the same but appears properly... ![Captura5.PNG](Captura5.PNG)
[ "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", "Drivers not updating correctly when multiple drivers are relying on single property value change (viewport issue only)\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 417.35\n\nBroken: version: 2.81 (sub 10)\nAlso tested on 2.80 release version. Happened for me there for the first time so I've downloaded newest build to check if issue still occurs.\n\nWhen multiple drivers are linked into the same property, changing value of that property is not always propagated to all drivers. It looks like some sort of race condition, although I don't think it's caused by switching property back and forth and threads overlapping in that scenario, because even when doing this slowly, issue occurs. Issue also occurs when clicking arrows on a property instead of dragging left/right. \n\nSeems to be related to viewport displaying only. As presented at the end of linked video, rendering scene in such broken state is working correctly.\n\n1. Open provided blend file\n2. Select small cube at the bottom of the screen\n3. Cube has a property on it. Switch its value back and forth.\n4. When property is set to 0, only vertical bars should be visible. When property is set to 1, only horizontal bars should be visible.\n5. Not every time, but occasionally bar is visible when it shouldn't or the other way around.\n\nVideo of bug occurrence:\n\nwatch?v=5wrGXl3KnrQ&feature=youtu.be\n\n[bug-drivers.blend](bug-drivers.blend)", "Support Automasking For Texture Paint\nFor #96225 we need to make the auto-masking options from sculpt mode available for texture painting.", "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", "Default Value for Viewport Display Color's Alpha Wrong.\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2070 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.09\n\nBroken: version: 2.92.0 Alpha\nAlso tested on 2.83.8 and same problem.\nWorked: It do not think this has ever worked\n\nWhen reverting to the Default Value for Viewport Display Color the alpha gets down to 0.8 making the object semi transparent.\n\nOpen up a new scene.\nSelect the cube.\nGo to the materials tab.\nScroll down to \"Viewport Display\"\nRight Click on \"Color\"\n\"Reset to Default Value\"\nResult: RGB values go back to the default, but Alpha goes to 0.8\n\n\nThank you so much !", "Texture Paint: paint in image editor missing updates on certain specific conditions\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: Radeon RX 570 Series ATI Technologies Inc. 4.5.0 Core Profile Context 22.11.2.221130\n\nBroken: version: 3.5.0 Alpha\nWorked: 3.0?\n\nIn pre-3.5 versions updates are missing in other areas.\n\nPainting in image editor missing updates when specific conditions (probably making the image editor specific size to cause this issue?) are met (see steps below).\n\n[ImagePaintMissingUpdates.mp4](ImagePaintMissingUpdates.mp4)\n\n[ImagePaintMissingUpdates.blend](ImagePaintMissingUpdates.blend)\n\n- Download the above file\n- Use Blender with maximized window in a1080p monitor\n- In Preferences > Interface, set resolution scale to 1.05\n- Open the file, make sure not to change the zoom level in image editor\n- Try painting in image editor\n", "Bug with inconsistency combining workspaces and main windows (it happens in ALL BLENDER VERSIONS)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 770/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 3.0.0\n\nWhen working with more than 1 main window of the same Blender project, if new workspaces (Layout, Sculpting, Scripting) are added in one window, they are not properly displayed on the other. (See image for clarification)\n\nImportant! I have tried to reproduce the steps with the latest versions: 2.83.2, 2.93.9, 3.1.0 beta, 3.2.0 alpha (and older 2.93 and 2.83 installed versions) and the bug is the same in all of them. It seems to be a bug that has always existed.\n\n![Blender workspaces bug.png](Blender_workspaces_bug.png)\n1. Open a Blender project (no matter if it's new or already-existing one).\n2. Add a new main window (Window > New Main Window)\n3. Once both windows are open, add any new workspace on one of them - let's say it's WINDOW1 (+ Add Workspace > General > Scripting)\n4. Go to WINDOW2 and click on the new workspace 'Scripting' Tab that has appeared. See that the workspace is corrupted as it's not displaying the \"Scripting\" workspace.\n\nI have replicated the error myself on the attached Blender file:\n\n[Blender workspaces bug.blend](Blender_workspaces_bug.blend)\n", "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", "Weird Tab and redraw behavior in color popup\nOperating system: Linux-5.10.0-6-amd64-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA TITAN V/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 465.27\n\nBroken: version: 3.0.0 Alpha\nWorked: 2.93 has weird Tab behavior, but not redraw artifacts\n\nTab and redraw is not happening correct for RGBA color wheel popup. Almost as if sliders from different modes are drawn on top of the active ones.\n\n\n1. blender --factory-start\n2. World buttons\n3. Click on the Color to open color wheel popup\n4. Switch to RGB\n5. Click on the first slider (R)\n6. Start hitting Tab and see what happens with the values in the sliders (takes 4 times to tab from Blue channel to Alpha)\n\nIf you type values in the sliders things gets even more confusing.", "Workbench: Random object color disables transparency in solid view\nOperating system: Windows 10 64bit\nGraphics card: Nvidia RTX 2080ti\n\nBroken: 2.83.1 official\n\n![image.png](image.png)\n![image.png](image.png)\n\nWhen setting the color of the material in the viewport to be semitransparent (Alpha value = 0.1) it works if the color of the viewport objects is set to \"Material\" it works, while if the color is set to \"Random\" the object is not semitransparent anymore.\n\nBlend file to test:\n[bug.blend](bug.blend)", "Grease Pencil Onion Skin visible when disabled\nOperating system: Linux 64-bit\nGraphics card: GTX 1080 ti\n\nbroken 2.93.5 - 3.1\n\nGrease Pencil Onion Skins should not be visible in the Viewport when disabled in Viewport Overlay settings, or when Viewport Overlays are turned off. Nevertheless, they still appear in Wireframe View.\n[GP_onion_skin_bug.blend](GP_onion_skin_bug.blend)\n - Create a GP animation with Onion Skinning (example attached)\n - Disable Onion Skins in Viewport Overlay settings\n # Change Viewport Shading Method to Wireframe. The onion skins show up again!\n\n\n", "Switching to a mode that has a tool set which is not available for that object causes error [e.g Select Box tool is available if paint mask is enabled, if it is disabled it causes error]\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.92\n\nBroken: version: 2.83.0\n\n[when i try open vertex paint or weight paint , brush and color bar not coming to viewport]\n\n[after basic modeling something i apply all modifer and try to create uv but i cant do properly. So after unsuccessful attempt i tried to paint weight paint but color and other bar not coming to screen. But if i create new blend file and append it. Also work and i can create but after some paint also broke vertex paint file and mine locak vertex paint parts gone. btw i also cant open in new file as link...\n\n[try_007_gun.blend](try_007_gun.blend)\n\n![Ek Açıklama 2020-06-17 210549.jpg](Ek_Açıklama_2020-06-17_210549.jpg)\n", "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)", "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 ", "Cycles shading glitch\nOperating system: Windows 10\nGraphics card: AMD\n\nBroken: 3.4.1\nWorked: ?\n\nCycles shows incorrect shading, also different from Eevee. (The file is very simplified just to showcase the problem)\nI'm thinking it is a variation of T99933 bug but not sure so tell if that's the case\n\n[bug.blend](bug.blend)\n1) Open the file, switch to rendered view. Normals should look like this\n![1673442133.png](1673442133.png)\n2) In the material disconnect the alpha socket, now it should look different.\n![1673442141.png](1673442141.png)\nIs alpha supposed to affect normals at all?\n3) Repeat the same in Eevee, results look consistent" ]
[ "every object (shape) looks transparent in sculpting mode\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Gallium 0.4 on llvmpipe (LLVM 3.8, 256 bits) VMware, Inc. 3.3 (Core Profile) Mesa 11.2.0 (git-aa91c51)\n\nBroken: version: 2.82 (sub 7)\nWorked: (optional)\n\n[whole project looks tranparent]\n\n[-start blender with sculpting window , - default object looks transparent {[F8369261](blender.mp4)}]\n\n" ]
every object (shape) looks transparent in sculpting mode Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: Gallium 0.4 on llvmpipe (LLVM 3.8, 256 bits) VMware, Inc. 3.3 (Core Profile) Mesa 11.2.0 (git-aa91c51) Broken: version: 2.82 (sub 7) Worked: (optional) [whole project looks tranparent] [-start blender with sculpting window , - default object looks transparent {[F8369261](blender.mp4)}]
[ "Bisect Tool Todo\n## Bisect\n * - [ ] {icon circle color=yellow} We should add an updated Gizmo here ![bisect_manipulator](bisect_manipulator)\n\n *Comment: should this gizmo's plane be an outline (design looks opaque), also, it's quite different to the previous design, see: #54661 ~ ideasman42*\n\n *Answer: This design is more similar to what we have now, but makes it easier to rotate and move the bisect plane along specific axes. The blue plane here should be transparent, not opaque. ~ billreynish*\n\n * - [x] {icon circle color=yellow} We should add these options to the tool settings: Fill, Clear Outer, Clear Inner. Otherwise, users have to keep setting these settings for every bisect operation.\n * - [ ] {icon circle color=yellow} We should add an option called 'Only Selected' just like the Knife tool. Currently it always only applies to selected elements, but that makes many successive bisects annoying because you constantly have to select all. \n", "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.", "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.", "rigid-body bake to keyframes with visibility keyframes \nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.72\n\nBroken: version: 2.92.0\n\n\n\nI have a rigid-body object with visibility keyframes. and When I try to bake to keyframes I get an error:\n\n```\nPython: Traceback (most recent call last):\n File \"C:\\Program Files\\Blender Foundation\\Blender 2.92\\2.92\\scripts\\startup\\bl_operators\\rigidbody.py\", line 174, in execute\n bpy.ops.anim.keyframe_insert(type='BUILTIN_KSI_LocRot', confirm_success=False)\n File \"C:\\Program Files\\Blender Foundation\\Blender 2.92\\2.92\\scripts\\modules\\bpy\\ops.py\", line 132, in __call__\n ret = _op_call(self.idname_py(), None, kw)\nRuntimeError: Ошибка: Нет подходящей информации о контексте для активного ключевого набора\n\n\nlocation: <unknown location>:-1\n\nbpy.context.space_data.system_folders_active = 2\n «bug.blend» сохранено\nbpy.ops.rigidbody.bake_to_keyframes(frame_start=1, frame_end=250)\nPython: Traceback (most recent call last):\n File \"C:\\Program Files\\Blender Foundation\\Blender 2.92\\2.92\\scripts\\startup\\bl_operators\\rigidbody.py\", line 174, in execute\n bpy.ops.anim.keyframe_insert(type='BUILTIN_KSI_LocRot', confirm_success=False)\n File \"C:\\Program Files\\Blender Foundation\\Blender 2.92\\2.92\\scripts\\modules\\bpy\\ops.py\", line 132, in __call__\n ret = _op_call(self.idname_py(), None, kw)\nRuntimeError: Ошибка: Нет подходящей информации о контексте для активного ключевого набора\n\n\nlocation: <unknown location>:-1\n```\n\n\n\n\n[bug.blend](bug.blend)\n\n", "Vertex Paint Viewport Overlays stencil mask not working\nplatform: Windows-10-10.0.19042-SP0\nGraphics card: 1080\n\nBroken: 3.1.0 Alpha \n```\n commit date: 2021-11-14 00:26 hash: 7e82c840b7a4\n build date: 2021-11-15, 00:51:48\n```\n\nWorked: Has'nt worked for ages\n\nGo to vertex paint mode, select some polys on a model.\nGo to overlay options/vertexpaint/stencil mask opacity the slider does nothing to unselected polys overlay.\n\n\n![Overlays_Notworking.jpg](Overlays_Notworking.jpg)\n\n", "Selected object from hidden collection can be sculpted on\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 530 Intel 4.4.0 - Build 21.20.16.4542\n[system-info.txt](system-info.txt)\n![Captura2.PNG](Captura2.PNG)\n\nSelected object from hidden collection can be sculpted on. I think it shouldn't allow you to enter sculpt mode on a object which is not visible,\n\n- Create any base mesh.\n- Put that mesh in a new collection.\n- Hide that collection (clicking the eye in the outliner).\n- In the outliner select the object created, in the hidden collection.\n- Go to Sculpting tab. It will enter sculpting mode, although the object itself is not visible.\n\nObject will be invisible, but it can be sculpted.\n\n", "Black artefact when mixing transparency and glass at a certain ratio\nOperating system: WIn 10\nGraphics card: GTX 1080\n\n2.92\n\nBlack artefact appear on flatter surfaces when mixing 99.9% transparent and 0.1% glass shaders. Glass should be rough. \n\nMake a cube, switch to Cycles, add material, add Glass and Transparent Shaders, Mix them together, put factor on 0.999, increase Glass roughness, depending on roughness a entirely black circle will appear on the cube when viewed straight on. \n\n[TransBug.blend](TransBug.blend)", "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", "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)", "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.", "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", "Eevee contact shadows appearing from objects with shadows disabled\nOperating system: Windows 10\nGraphics card: RTX 3080\n\nversion: 3.5.1\n\nIssue:\nObjects in Eevee with the material setting \"Shadow Mode\" set to \"None\" still casts contact shadows.\n\nreplication:\nWith the default scene add a plane and scale it up so a visible shadow is being casted on it from the default cube, go into material settings of the default cube and set shadow mode to none. Then go to the default point light and enable contact shadows on it. (or view the blend file)\n\n", "Particle system behaves inconsistently in viewport and render when instance object visibility is disabled\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Quadro [P2200](SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.20\n\nBroken: version: 2.91.0 Beta\nWorked: The behavior was different in 2.80\n\nWhen the instance object of a particle system is disabled in the viewport the particles are also disabled in the viewport. However when the instance object is disabled in render they still appear in the render.\n\n1. Open the default scene.\n2. Create another object (B).\n3. Create a particle system modifier on the default cube (A).\n4. Set Particle Settings to Hair (A).\n5. Set Render -> Render As to \"Object\" (A)\n6. Set the Instance Object to the other object (B).\n7. Disable the object (B) in viewport and render\n8. Render the scene, observe that the object has particles rendered\n[particle_visibility_bug.blend](particle_visibility_bug.blend)\n", "New geometry nodes viewer overlay makes mesh edit mode overlays invisible\nOperating system: Linux-5.19.10-200.fc36.x86_64-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.65.01\n\nBroken: version: 3.4.0 Alpha, current master\n\n\n| {[F13588717](image.png) size=full} | {[F13588720](image.png) size=full} |\n| -- | -- |\n", "Add In Front/Visible option to lasso and box mask tools\nCurrently Box Mask and Lasso Mask create the mask through the object, which is not useful in some cases. There should be an in front option to change this behavior. \n\nImplementing this by checking the vertex normal and view direction is trivial, but it won't work as expected on models with occluded vertices facing toward the view. We should evaluate if it is possible to implement vertex occlusion test in sculpt mode. If it is not, then we can use the vertex normal implementation. " ]
[ "weird bug appears in the viewport when swichting to sculpting tab preset\nSystem Information\nOperating system: Windows-7-6.1.7600-SP0 64 Bits\nGraphics card: Gallium 0.4 on llvmpipe (LLVM 3.8, 128 bits) VMware, Inc. 3.3 (Core Profile) Mesa 11.2.0 (git-aa91c51)\n\nBlender Version\nBroken: version: 2.81 beta eba4a4bd73ba date 2019-11-15 16:32\n\nweird bug appears in the viewport when switching to sculpting tab preset...this apears in the default sculpting preset tab. in 2.80 i tried the same but appears properly...\n\n![Captura5.PNG](Captura5.PNG)" ]
BUG: Pivot Snapping leads to unexpected results. Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.19 Broken: version: 2.91.0 Alpha Blender Snapping does not work correctly when trying to snap to Grid. I included a 38 second video describing the problem/settings. Please watch the included video for a detailed description (a picture is worth a thousand words :) ) Blender is amazing, and I use 3D for a living and I am trying to move away from MAYA/MAX however, this is something that is integral to my workflow and the people I work with (videogames) Thank you for working on such an amazing product! Thank you, Chris{[F8718778](BUG_Pivot_Snapping.mp4)}
[ "No snapping for objects referenced in modifiers (even if disabled)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67\n\nBroken: version: 2.91.0 Alpha\nWorked: probably never; hopefully it's just an oversight. Even 2.79b is broken\n\nI've experienced this a handful of times but finally sat down to investigate from the user perspective here today (sorry, haven't looked at the code). But apparently the object you use as Simple Deform's \"origin\" will not be snap-able to the object that has Simple Deform on it. It doesn't matter if the modifier is enabled or disabled or if the settings actually produces no deformation, it always breaks snapping for the origin object.\n\n[snap-issue.blend](snap-issue.blend)\n\n- Open the attached .blend file OR follow next instructions to setup\n - Start with default scene and add an Empty to the scene\n - Add a Simple Deform modifier to the Cube\n - Set the Simple Deform's \"origin\" object to the Empty, the mode to \"Bend\" and the \"Angle\" to 0deg (to prevent any deformation)\n - Set the scene snapping mode to vertex\n\n- Grab the Empty and attempt to snap it to verts of the Cube -- it cannot snap (bug)\n\n- Disable the modifier and repeat the snap attempt -- it still cannot snap to the Cube (bug)\n\n- Create a new object and attempt to snap the empty to that new object -- it succeeds (the Sphere in the attached .blend file)\n\n- Delete the modifier and repeat the snap -- finally, it is able to snap to the Cube\n\n", "simulation in new scene causes crash in original scene's simulation\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.19\n\nBroken: version: 2.83 (sub 6)\nWorked: (optional)\n\n**steps**\n- make cube an active rigid body. \n- play simulation\n- then click on new scene button and on full copy.\n- in the new scene, rewind playhead to frame 0\n- run the simulation.\nBlender should crash.\n\nThere are more ways to cause crash when full scene copy is done (see comments), but I guess these will stem from single issue.", "Edit mode: Fill region operator wrong behavior.\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: since 2.79 till now. \nTested with 2.79b, 2.83.9, 2.92, 2.93 3ea1779365b5\n\n\nFill region operator fails with this geometry. Test my file.\n{[F9906012](9540941.png) size = full}\n[untitled.blend](untitled.blend)\n[2021-03-23_23-38-13.mp4](2021-03-23_23-38-13.mp4)\n", "Push/Relax/Breakdown pose operators may flip rotation of quaternion bones\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 750 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 2.93.8\n\nPush/Relax/Breakdown pose operators may flip rotation of quaternion bones\nWhen the animation plays, this bone suddenly rotates unnaturally.\n\n - Open the attached blend file\n - Use Push/Relax/Breakdown to the bone and set a keyframe.\n - Check the bone animation.\n[flip_when_use_breakdown.blend](flip_when_use_breakdown.blend)", "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)", "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", "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", "Clay Strip brush sensitivity BUG/Problem that appears only in Blender (works fine in ZBrush and Photoshop) \nOperating system:\n\nDevice name\tDESKTOP-V97J8T0\nProcessor\t12th Gen Intel(R) Core(TM) i7-12700F 2.10 GHz\nInstalled RAM\t32.0 GB (31.8 GB usable)\nSystem type\t64-bit operating system, x64-based processor\nPen and touch\tPen support\n\nGraphics card:\n\n3070 RTX\n\nBroken: 3.3.1\nWorked: 3.2.2 \n\n\nClay Strip brush sensitivity BUG/Problem that appears only in Blender (works fine in ZBrush and Photoshop). it works fine in blender when i push Wacom Intous tablet on max with pen\n\nVideo Link: 1J_NZ0-1Qqg", "Skewed Rotation Bug - Using snap invert with align rotation on skews the rotation of the Mesh\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: GeForce MX150/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 388.73\n\nBroken: version: 3.1.2\n\nWith align rotation enabled from the snapping menu, snapping an object to another using *snap invert (pressing the ctrl button)* works normally until you move your cursor before clicking ctrl to snap. In other words, moving your mouse cursor and snapping skews the rotation for the next time you try to snap again. In the steps below, I'll be snapping to *face* with *median* selected, but the bug is also there with *edge mode*, and even *center* and *active*.\n\n* From the snapping menu, select *Face mode*, and choose to snap with the *median*, and only turn on *align rotation.* Do not turn on *snap during transform (the magnet)*, we will use *ctrl* to snap onto the mesh using *snap invert.*\n* Do not delete the default cube. Instead, create a cylinder, and move it away from the cube, and scale it down. We will be snapping the cylinder onto one of the cube's faces to demonstrate this bug, so you can enter side view if you'd like.\n* Click the cylinder, and enter *edit mode.* Press 'A' to select all vertices. Click 'G' to enter Transform mode, and try not to move your cursor.\n* Click ctrl to snap the cylinder onto the cube using *snap invert*. Next, click the RMB to cancel the transformation.\n* Click 'G' to enter Transform mode again. Next, move your cursor a notable distance to the side of the cube's face. Click ctrl to snap the cylinder onto the cube's face. Again, click the RMB to cancel the transformation.\n* Finally, click 'G' again, and click ctrl to snap the cylinder onto the cube's face, and notice that the rotation has been skewed.\n* (Bonus info, not needed) To return to your original snap rotation, you have to cancel the transformation and enter it again to snap, even multiple times. \n\n1) Here's a screenshot of the skewed rotation\n![Screenshot (68).png](Screenshot__68_.png)\n\n2) Since this is a bit more difficult to reproduce, I have provided a video on how to exactly reproduce this bug: [Video](xw4vYG9MOIA)\n\n3) Finally, here's the blend file:\n[Skewed_rotation_bug.blend](Skewed_rotation_bug.blend)\n\nP.S. I would also appreciate it if you can mention how align rotation works in edit mode.\n\nThank you so much for you work. Very much appreciated!!", "Rigid body : the animation of the angle constraint parameters does not work with an animated object\nOperating system: windows 10\nGraphics card: gtx 1070\n\nBroken: 2.92\nWorked: don't know \n\n\nRigid body : A rigid body \"animated\" object + a another rigid body object connected with hinge rigid constraint. The animation of the angle constraint parameters does not work with an animated object. I have bugs sometimes also with other parameters like breakable . (see the blend)\n\n[rigidconstraint.blend](rigidconstraint.blend)\n\n", "Snap support for Grease Pencil objects\n**Description**\n**Big picture:** Make it possible for the snap options: `Vertices, Edges and Face`, to work on Grease Pencil objects\n\n**Use cases**:\n* Precisely positioning a Grease Pencil object on a Mesh in the 3DView\n* More flexibility in positioning the 3D Cursor\n\n**Design:**\n* Will work in conjunction with 3DView's snap system (no new interface required)\n\n**Engineer plan:**\n* Since Grease Pencil objects can be 3D, a BVHTree system may have to be implemented to snap to faces and occlusion test.\n* Another option is to work with a depth buffer.", "Creating custom orientation fails in seemingly random situations\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: 2.90.0 Alpha\nBroken: version: 2.83 latest\nBroken: version: 2.82 a release\nWorked: 2.79 (sub 7), branch: blender2.7, commit date: 2019-06-27 10:41, hash: e045fe53f1b0\n\nCreating a custom orientation seems to be hit or miss. It often fails in situations where it probably should not, probably due to some degenerate matrix condition or otherwise. \n\n[bad-custom-orientation.blend](bad-custom-orientation.blend)\n- Open the attached .blend\n- The faces are already selected : the -X and the +Z faces of the default cube\n- Try to create a custom orientation \n- Experience failure -- `Unable to create orientation`\n\n- Select the +X and +Z faces instead\n- Try to create a custom orientation now\n- Success\n\n- Other combinations of 2 faces for the default cube will also fail. 2.79 seems to be better at succeeding here in general (the only 2-face combination that fails in 2.79 is the -Z and +Z case)\n\n", "Simple ball shooting animation not working as before\nOperating system: win7\nGraphics card: gtx970m\n\nBroken: 2.80, 2.81a, 2.82a, 2.83-1239cab11ff9\nWorked: 2.79b\n\nI've tried to create a simple shooting ball and while the effect was ok with blender 2.79b it won't work the same\nway on the specified \"broken\" versions. I'm not sure if the way to make these type of animations has changed of\nif this it's really an existing bug. \n\nDemo: [Blender 2.79b vs 2.82](2020-04-09_16-14-38.mp4)\n\n\nYou'll find the .blend file ready to display the issue below.\n\n[test1.blend](test1.blend)", "Dependency graph cycles report only in the console\n**Broken:** 2.79, 2.81, ...\n\nWhen creating or loading files with dependency cycles issues there is no way of knowing of their existence without pro-actively checking the console.\n\nOpen file:\n\n[constraints_glitch.blend](constraints_glitch.blend)\n\n---\n\n**Original report**\n\n**Title**\nDynamic Paint seemingly breaks Shrinkwrap constraint\n\nBroken: 2.81, 892c3891ed0b (2019-10-24 19:00)\n\nUsing a Shrinkwrap constraint on an empty with the target mesh having Dynamic Paint enabled makes the constraint \"flicker\" on and off visually.\n\n[constraints_glitch.blend](constraints_glitch.blend)\n\nThere's a plane with Dynamic Paint enabled and a DP brush object made of 3 cubes:\n\n - A normal 1 meter cube\n\n - A 0.5 meter cube, hooked to an empty Floor-constrainted directly to the plane. This one works as normal and stays on the plane.\n\n - Another 0.5 meter cube, *but colored red.* This one is hooked to an empty which is Floor-constrained to another empty Shrinkwrapped to the plane.\n![dpglitch.gif](dpglitch.gif)\nIf you play the animation in this file, the red cube should go through the plane and maybe flicker.\nIf you remove the Dynamic Paint property from the plane and play the animation, the red cube should stay on top of the plane, like the other cube.", "Snap cursor gets too small sometimes\nBroken: version: 2.93.6 Release Candidate\nWorked: Never\n\nWhen the snap cursor doesn't snap anything (or is snapped to grid) and you zoom in on the scene, it gets too small.\n|![Screen Shot 08-16-22 at 03.13 AM 001.PNG](Screen_Shot_08-16-22_at_03.13_AM_001.PNG)|![Screen Shot 08-16-22 at 03.13 AM.PNG](Screen_Shot_08-16-22_at_03.13_AM.PNG)|![Screen Shot 08-16-22 at 03.15 AM.PNG](Screen_Shot_08-16-22_at_03.15_AM.PNG)\n| -- | -- | -- |\n\nNOTE: the cursor displays increments that are not actually used for snapping. This can be confusing when trying to increment over small distances.\n\n- Enable the `Add Cube` tool (to display the cursor)\n- Point to a region of the Grid further in the background.\n- Zoom In\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." ]
MacOS keyboard prompts on Windows Operating system: Windows-10-10.0.16299 64 Bits Graphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86 Broken: version: 2.80 (sub 74) Worked: It's like this for all 2.8 versions I have I use Blender on Windows and whenever I use a tool, the tooltips in the Status bar show MacOS keys, instead of Ctrl or Alt. Also the tooltip in the N menu under View > Use Local Camera has a typo: Use a local camera in this view, rather than scene's active **camera camera**. ![camera_camera.JPG](camera_camera.JPG) Open Blender and use any tool that has Ctrl or Alt modifiers with the Status bar visible. When rotating the camera, instead of showing Alt for Axis Snap, it shows the MacOS "Alt" key. Ctrl is replaced by the " ^ " symbol.
[ "Using Viewport Navigation Gizmos can execute tool gizmos or sculpting\nOperating system: Darwin-19.5.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.9.15\n\nBroken: version: 2.91.0 Alpha\nWorked: never worke in 2.8+\n\nLeft Mouse dragging on those two buttons can lead to unexpected/undesired behavior. \n![buttons.png](buttons.png)\nThe dragging executes whatever tool is currently active:\n- if the selection tool is active, a selection is drawn\n- if the move tool is active and an object selected, the object is moved\netc.\n\nWhy this is a problem:\nIf one of these two buttons get accidentally dragged a little, it can apply a tiny yet destructive change to your scene which isn't noticed at first (as this behavior is unexpected).\n\n\n\nThis example is for the move tool:\n1. Open a new scene\n2. Activate the move tool\n3. Select the cube\n![01.png](01.png)\n4. Drag the camera or perspective button to the side\n5. See how the cube is moved\n![02.png](02.png)\n\n\nThis example is for sculpting:\n1. Open new sculpting scene\n![1.png](1.png)\n2. Drag the camera or perspective button to the side\n3. See how the mesh gets distorted\n![2.png](2.png)\n\nThanks\n", "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)", "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.", "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", "Video recorded on Apple devices displays upside down\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-4.8.54\n\nBroken: version: 3.3.0 Alpha\n\niPad Pro Generation 3 video record of camera.\n\niMac MacOS: ![image.png](image.png)\niPad Pro: ![IMG_1357.PNG](IMG_1357.PNG)\n\nFile Video .mov You have to use Mac only. Don't use Windows sorry.: [IMG_1356.MOV](IMG_1356.MOV)\n\nSee youtube: BRFxWsopyGE\n\nI do use iPad Pro record video of camera.app then send to iMac then open Blender 3.3.0 Alpha and put cause upside down video.\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", "Modifiers disabled in viewport are not rendered if the object is in edit mode\nVersion 2.83\n\n\n - Open: [medieval_house_lights_camera.blend](medieval_house_lights_camera.blend)\n - Render with the object in edit mode and then in object mode.\nScene in object mode\n![Schermata 2020-01-23 alle 15.02.55.png](Schermata_2020-01-23_alle_15.02.55.png)\nRender:\n![Schermata 2020-01-23 alle 14.45.13.png](Schermata_2020-01-23_alle_14.45.13.png)\n\nScene in edit mode:\n![Schermata 2020-01-23 alle 15.03.06.png](Schermata_2020-01-23_alle_15.03.06.png)\nRender:\n![Schermata 2020-01-23 alle 14.47.27.png](Schermata_2020-01-23_alle_14.47.27.png)", "Add sticky keys support for accessibility\nOperating system: Windows 10\nGraphics card: Geforce GTX-970m\n\nblender-2.80.0-git.1fa527bfa3a-windows64\n\n\nSticky keys not working properly.\nSfZ7Ua-ReuQ", "Line art modifier clips with object on (MBP 16\")\nOperating system: macOS Big Sur\nGraphics card: 5500M \n\nBroken: 2.93.0 LTS\nWorked: -\n\nLine art modifier (grease pencil) seems to clip into / z-fighting the object. \n![Screenshot 2021-06-17 at 14.52.31.png](Screenshot_2021-06-17_at_14.52.31.png)\n\nJust add a new line art modifier, possibly a mac problem?\n\nTest File:\n[line_sample.blend](line_sample.blend)", "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)", "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", "UV Editor lacks Annotation 'Placement' option\nBroken: 2.80rc1\nWorked: 2.79b\n\nIn Blender 2.79, you had the 'View' and 'Cursor' Stroke Placement option in the left panel, under 'Grease Pencil'.\nIn 2.8 this is meant to be in the Top Bar or 'Active Tool and Workspace Settings', as it is for the 3d Viewport's Annotate tool, but this is missing for the UV Editor, meaning all annotation defaults to 'View'.\n\n - Open the blender and choose the `UV Editing` workspace\n - Compare the 3d View Annotate Tool with that of the UV Editor\n - Notice the lack of Placement options", "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. ", "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", "problem Blender 4.0 in a mac mini\nOperating system: macOS-13.4.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 1.2\n\nBroken: version: 4.0.0 Alpha\n\nI'm trying to get Blender 4.0 (Alpha) running on a Mac Mini running OS Ventura 13.14.1(c). When the cube appears (by default) it is not surrounded by the yellow paint and cannot be selected with the left mouse button or the pointer of the digital tablet either. It can only be selected in the outliner\n\n\n" ]
[ "Make status bar symbols follow OS conventions\nAs discussed here: status-bar-symbols-for-keys/\n\nCurrently, the status bar symbols don't follow OS conventions. Here's an overview of how we should differentiate the symbols, compiled by user vollstock:\n\n| Key | Linux | Windows | Mac |\n|--------------|--------|---------|-------|\n| Control | [Ctrl] | [Ctrl] | ^ |\n| Alt / Option | [Alt] | [Alt] | ⌥ |\n| OSkey / Cmd | ❖ | ❖ | ⌘ |\n| Shift | ⇧ | ⇧ | ⇧ |\n\nOnce implemented, we could even extend this so that our menus use the same symbols also." ]
Black blocks will appear on the edges of transparent materials in the AO channel. The higher the sample, the larger the range Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.41 Broken: version: 3.0.0 Alpha [Black blocks will appear on the edges of transparent materials in the AO channel. The higher the sample, the larger the range{[F10308750](test.blend)} {[F10308763](tmp6CBA.png)}]
[ "Avoid clipping data-block name in data-block menu because of library name\nThe grayed out, right aligned library .blend name in the menu can cause space problems when the data-block name and/or the library name are long. E.g. from #77929: ![bug.jpg](bug.jpg)\n\nA few things we could do:\n* - [ ] Increase the menu width.\n* - [ ] Hide the `.blend` suffix.\n* - [ ] Hide the square brackets.\n* - [x] Show the full data-block and library name in the tooltip.\n* - [x] Clip the middle of the data-block name, not the end.\n* - [x] Clip the library path name.\n* - [ ] (Dynamically enlarge the menu width based on the item name widths.)", "hard to see the warnging messages in the \"XSI\" theme\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 660/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.0.0\n\nhard to see the warnging messages in the \"XSI\" theme\n\n![image.png](image.png)\n![image.png](image.png)\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)", "Color > Multiply doesn't multiply alpha channels\nOperating system: Win11\nGraphics card: RX580\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen) 4.0.0 alpha\nWorked: (newest version of Blender that worked as expected) 3.6.2\n\nThe Color > Multiply section in a video sequencer strip no longer multiplies the alpha channel when that feature is pretty important for creating outlines using the glow effect. Perhaps adding an option whether to multiply alpha or not would be beneficial?\n\nStart up blender 4.0.0\nSwitch to Video Editing workspace\nAdd a white color strip with 0.1 opacity\nAdjust the Color > Multiply value and notice how it doesn't affect alpha anymore\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", "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)", "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", "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`", "Fully transparent generated images draw colors in image editor\nGenerated images follow the next alpha association:\n* Byte images use straight alpha\n* Float images use premultipled alpha\n\nIt is easy to create a fully transparent image with a non black color. Since Blender 2.91 we introduced drawing of pure emissive colors in the image editor these colors resulting in drawing the generated color perceptually without alpha. This could introduce confusion to our users. This report will collect these reports.\n\n\n", "Material rendered as black with motion blur and intersecting geometry (was:motion blur bug in geometry nodes)\nOperating system: Linux-5.13.0-23-generic-x86_64-with-glibc2.34 64 Bits\nGraphics card: Mesa DRI Intel(R) HD Graphics 4600 (HSW GT2) Intel Open Source Technology Center 4.5 (Core Profile) Mesa 21.2.2\n\nBroken: version: 3.0.0\n\nwhen i turned on motion blur seems that exactly when a instance intersects another instance is rendered as black\n\nwhen motion blur is turned on and two instances instect each other its rendered as black\nif frame 27 is rendered u are able to see the bug\n![Screenshot_20220109_153550.png](Screenshot_20220109_153550.png)\n[domino line.blend](domino_line.blend)\n\nedit (Martijn) : Renamed to make the problem slightly clearer. \nIt doesn't happen every time, when rendering with Optix I can reasonably reliably reproduce it.\n", "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", "Black Artifacts While Using Adaptive Subdivision\n{[F7718097](bug.png)}Operating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.15\n\n\nBroken: version: 2.80 (sub 75)\n\n\nBlack artifacts on edges of geometry while using adaptive subdivision. I was trying to duplicate my workflow from other 3d software. Extruding geometry from 2d curves creates extra edges on the model. And extra edges create weird shadows on displacement.\n\nImport curve from dxf file. Use extrude Object Data > Geometry. Fill mode: Both. Use subdivision and displacement.\n\n[1.blend](1.blend)\n", "New geometry nodes viewer overlay makes mesh edit mode overlays invisible\nOperating system: Linux-5.19.10-200.fc36.x86_64-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.65.01\n\nBroken: version: 3.4.0 Alpha, current master\n\n\n| {[F13588717](image.png) size=full} | {[F13588720](image.png) size=full} |\n| -- | -- |\n", "NaN pixels in Normal Pass\nOperating system: Linux-3.10.0-1127.10.1.el7.x86_64-x86_64-with-centos-7.8.2003-Core 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.64\n\nBroken: version: 2.83.0\nWorked: (Unknown)\n\nI produced a template based rendering solution and am experiencing occasion nan pixels in the normal pass output. Nan pixels are occurring in both CPU and GPU renders on a number of different hardware configurations.\n\nI've stripped down one of the files that exhibit the issue, see nan pixel at x162, y78 of normal pass.\nChanging visibility of the lights collection, specifically the 'LightArea', removes the pixel. Changing render resolution, sample seed, or adaptive sampling, can remove bad pixels.\nDisconnecting the normal map node on the geometry object's material removes the pixel. Providing input to that node, both textures and noise, has no effect on the pixel.\nChanging the transform on the rendered geometry removes the nan, regardless of whether the pixels occur on transparent background.\n\n[nan_pixel_isolated.blend](nan_pixel_isolated.blend)", " Alpha channel of Tint Modifier don't Work with Fill material but work with stroke material.\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.3.1\n\nhi, it's been a while i didn't make a report for a bug, :) , well i'm back.\nthe Tint Modifier work well with `Stroke `material for every color channel R,G,B,A , but for Fill material we have problem with Alpha channel that don't work at all.\nthe first video show stroke works well with ALpha channel :\n[2022-10-16 13-12-36.mp4](2022-10-16_13-12-36.mp4)\nthe file\n[aplha color of tint modifier work well with stroke material.blend](aplha_color_of_tint_modifier_work_well_with_stroke_material.blend)\nsecont video show the problem with FILL material and alpha channel:\n[2022-10-16 13-14-27.mp4](2022-10-16_13-14-27.mp4)\nthe file\n[aplha color of tint modifier don't work with fill material.blend](aplha_color_of_tint_modifier_don_t_work_with_fill_material.blend)\nhope to get fixed.thank you for reading it\n\n" ]
[ "Cycles - Render Pass contains black pixels with no values\nWindows 10 Pro Build 19043.1110\nGeForce GTX 1080\nGeForce GTX 1080\nNVIDIA-SMI 461.92\nDriver Version: 461.92\nCUDA Version: 11.2\n\n**Broken** Blender Version: 3.0.0 Alpha -> 3.0.15 `bpy.app.version_file`\n**Broken** Blender Version: 3.0.0 Alpha -> 3.0.7 `bpy.app.version_file`\n**Worked** Blender Version: 2.93.1 -> 2.93.20 `bpy.app.version_file`\n\nGetting NANs since 9c6a382f95.\n\nIn the almost all pass there are black pixel with no value. In compositing this pixel make artifacts.\nThe Pass is ok in Blender 2.93.1 with the same geometry.\n\nThis is a good render pass AO\n![image.png](image.png)\n\nThis is a broken render pass AO\n![image.png](image.png)\n\nAll other pass have the same problem." ]
Can the font function support Chinese input? Operating system: Windows-10-10.0.22000-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.96 Broken: version: 3.1.2 I have to copy and paste Chinese outside blender to display Chinese fonts, and the fonts with Chinese names cannot be displayed in the blender font library, only the fonts with English names can be displayed ![屏幕截图 2022-06-08 183553.png](屏幕截图_2022-06-08_183553.png) ![屏幕截图 2022-06-08 183623.png](屏幕截图_2022-06-08_183623.png)
[ "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", "Error when custom socket type is drawn in node tree inputs list.\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\nHaving a custom node socket in the side panel creates an exception when drawing the input list:\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* Select to \"CSNodeGroup\" tree\n* Open side panel (N), Group tab\n* Add new input socket of `CS Socket type`\n* Check console for stack trace\n\nHaving a custom node socket in the side panel also creates an exception when drawing the input list:\n```\nPython: Traceback (most recent call last):\n File \"/home/jeroen/blender-git/build_linux/bin/3.0/scripts/startup/bl_ui/space_node.py\", line 772, in draw\n self.draw_socket_list(context, \"IN\", \"inputs\", \"active_input\")\n File \"/home/jeroen/blender-git/build_linux/bin/3.0/scripts/startup/bl_ui/space_node.py\", line 757, in draw_socket_list\n active_socket.draw(context, layout)\nAttributeError: 'NodeSocketInterface' object has no attribute 'draw'\n```", "Add support for more gettext flags to UI translation tools\nAs reported in 101830#issuecomment-1023470 , Weblate `C-format` is not very smart, and generates a lot of false-positives.\n\nThe solution is likely to not enforce these checks over the whole messages, but selectively enable them for messages that actually need it (e.g. (almost?) all RNA-extracted message will not have such formatting).\n\nThis will require updates in the python modules and add-on code generating these translation files.\n\n----------------\n\nParent task: infrastructure/blender-projects-platform#65", "Freeze on typing in name field of Named Attribute node\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 472.12\n\nBroken: version: 3.4.0 Alpha\n\nBlender freezes when I typing in name field of named attribute node\n\n- Open .blend file\n- select named attribute node and type {key C} twice\n![msg1043560862-70713.jpg](msg1043560862-70713.jpg)\n[Bug_GM_big_attribute.blend](Bug_GM_big_attribute.blend)", "Stroke overlay when erasing\nOperating system: Win 10\nGraphics card: NVIDIA GeForce GTX 1070 Ti\n\nBroken: (example: 2.80, 66684bdff30f, master, 2019-07-05)\n\n\nThe new alpha overlap stops working, when you erase somethin of that stroke.\n\n \nOpen a new project create a blank stroke object draw something try to erase it", "Many Blender's keyboard shortcuts do not work on Russian keyboard layout\nOperating system: Linux (elementary OS 5.0, Ubuntu-18.04-based) \nGraphics card: NVIDIA GTX 1080Ti\n\n2.80 (sub 60), branch: blender2.7, commit date: 2019-04-30 22:49, hash: 480a09a92f7f, type: Release build date: 2019-04-30, 23:02:55\n\nThere are two keyboard layouts on my system: English (US, primary) and Russian (RU, secondary).\nWhen Russian layout is selected, only some of Blender's keyboard shortcuts work as expected, namely:\n\nBlender 2.8 keyboard shortcuts that **work correctly** on Russian keyboard layout:\n- All F keys (F1-F12),\n- All top row Numeric keys (1, 2, 3 ...),\n- All Numpad keys,\n- All Ctrl+any single key combos, e.g. Ctrl+B, Ctrl+S...\n\nBlender 2.8 keyboard shortcuts that **do not work (=have no effect whatsoever)** on Russian keyboard layout:\n- All single-letter keys (e.g., B, A, G, S, R...)\n- All Alt+any single key combos, e.g. Alt+B, Alt+A...\n- All Shift+any single key combos, e.g. Shift+V, Shift+D...\n\n1. Add a secondary (Russian) keyboard layout to your system.\n2. Switch your keyboard layout to Russian.\n3. Launch Blender 2.8 beta.\n4. Select a default primitive object (e.g., a cube) \n5. Try to modify the object using any single-letter keyboard shortcuts. e.g., move (G), scale (S), extrude (E), inner extrude (I), etc. or Alt+any letter, or or Shift+any letter.\n\n[system-info.txt](system-info.txt)\n", "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", "GPU: Workarounds and Device Features checks becoming obsolete\nBlender 4.0 bumped its OpenGL version from 3.3 Core profile to 4.3 Core profile. Some workarounds and optional device features were added to the GPU Backend in order to emulate features that were not available on all platforms.\n\nThis issue contains a list of features, workarounds that we should revisit.\n\n* `shader_draw_parameters` In Vulkan these seems to be supported even on low end devices (displayreport.php?id=23923#features_core_11) we might want to consider making this a requirement, although it is not required by vulkan.\n* `compute_shader_support` is required for workbench-next\n* `shader_storage_buffer_objects_support` is required (#112572)\n* `shader_image_load_store_support` is required. \n* `clear_viewport_workaround` should be solved by the editor, not by the gpu backend. IIRC the VSE has fixed this some months ago.\n* remove `--debug-gpu-disable-ssbo` as SSBO's are required. (#112571)\n\n", "Blender saves malformed png files that can't be opened by exiv2 library\nOperating system: Windows-7/10\n\nBroken: version: 3.6.0 - 3.6.2\nWorked: 3.4.1 for sure, most probably 3.5\n\nBlender saves malformed png files that can't be opened by exiv2 library.\nMore in-depth analysis: 2745\n\n> There are actually 2 (identical!) eXIf chunks in this PNG file, but very short so might not carry any significant metadata:\n\n>Btw, exiftool -v3 also warns about overlapping TIFF directories, so at least that should be reported to Blender as well\n\n>Ok, so the TIFF signature 4d 4d 2a 00 is invalid for this eXIf chunk. For big-endian encoding, it must be 4d 4d 00 2a.\n>This is a Blender (or whatever library they use to write PNGs) bug.\n\n1. Render image\n2. Save as png\n\n", "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", "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", "Change GLSL library handling.\nFor 3.2 I want to change the way how we do the color space conversion in the fragment shader. Currently including gpu_shader_colorspace_lib.glsl undefines the blender_srgb_to_framebuffer_space macro.\n\nWhen converting the overlay engine we should copy the shaders we need to the draw engine.\n\nNOTE: A solution needs to be implemented before migrating the overlay engine to use GPUShaderCreateInfo.\n\n", "Frame Selected does not respect GN output if it has different type from input\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: Radeon RX 570 Series ATI Technologies Inc. 4.5.0 Core Profile Context 23.3.1.230305\n\nBroken: version: 3.6.0 Alpha\nWorked: n/a\n\nI think this is an old known issue but I can't find this documented here.\n\nFrame Selected does not respect the output geometry by Geometry Nodes if its type is different from the input type.\n\nFor example, if the input is mesh and the output is curve, Frame Selected works on the original input mesh. (The same if the output has multiple types of geometry including the original type.) If the output is mesh it respects the output geometry even if it has noting to do with the input and has a wildly different bounding box.\n\nOn the other hand, a curve object converted to a mesh by Solidify modifier is still respected as the final output mesh.\n\n(Maybe related? #104738)\n\n[FrameSelectedWithGN.mp4](attachment)\n\n[FrameSelectedWithGN.blend](attachment)\n\n", "Add modifier error message for attribute name clashes\nIf user has a UV and a vertex color groups with the same name things behave in non predictable ways.\n\nThe nodes modifier should check for this and add an error message when this happens.", "Add support to tessellate 'ngons with holes' in mesh's validate() func? Much useful for importers (FBX, OBJ...)\n\n\n2.76\n\n fbx does not import NGON. But it imports into Modo.\nBlender:\n![Selection_018.png](Selection_018.png)\n\nModo:\n![Selection_020.png](Selection_020.png)\n\nFile:\n[exchange.fbx](exchange.fbx)\n\n\nimport fbx\n" ]
[ "Blender can not see all fonts\nOperating system: Windows 10 64bit\nGraphics card: NVIDIA GTX 1080\n\nBroken:\nblender-2.80-0b6dbbc306b0-win64\n\n\n\nWhen i create shift+a Text (C:\\Windows\\Fonts\\) , Blender can not see all fonts. Only windows default fonts.\n\n" ]
Popup message box resets position when mouse leaves button area Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.09 Broken: version: 2.90.1 Popup message box resets position when mouse leaves button area 1 - Open blender 2 - Make any change to the scene(e.g. moving the default cube) 3 - Try to close blender 4 - A popup message box will appear "Save changes before closing?" 5 - Move the message box with the mouse 6 - Move the mouse to any one of the three buttons inside the message box 7 - Move the mouse out of the button 8 - The message box will go to its default position Video demo: [demo.webm](demo.webm)
[ "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", "\"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", "Closing System Console can lead to loss of work\nOperating system: Windows\n\nAny\n\n* Start Blender\n* Toggle the System Console (2.83 and newer `Windows > Toggle System Console`\n* Press the - [x] button on the system console", "Shader editor: nodes moved with G key added to frames based on cursor position\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: version: 2.83.4 (also with the 2.90 beta from August 25th)\nWorked: I don't know. I remember this strange behaviour for a long time (2.80?) but could not pinpont the exact behaviour until now\n\nIn shader editor, when you have a frame and move nodes outside it with the shortcut G, the node is added to the frame based on the cursor position and not on the node position.\nAs expected, when pressing G key, a user does not align the cursor to the node to be moved but presses the G key regardless of the cursor position.\n\n- Default startup file\n- In shader editor, add and join some nodes into a frame (Ctrl J)\n- Grab another node outside the frame with G with the cursor position far from the node to be moved\n- Move the cursor so that the cursor is inside the frame but the node is not and click to confirm new position\n- The node is added to the frame based on the cursor position although it is far outside the frame\n", "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)", "Outliner doesnt preserve selected or active state when clicking mesh twice (objectmode -> editmode -> objectmode)\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\n\nBroken: version: 2.81 (sub 3)\nWorked: (optional)\n\nExport selected object export empty file if object have only mesh selected in outliner.\n\nProbably this is more UX bug than exporters problem.\nCreate default object: Cube or Suzanne.\nExpand Object tree and select mesh in outliner. Blender will switch to mesh edit mode.\nClick one more time to mesh in outliner. BLender will switch to Object editing mode.\nViusually Object still looks selected because mesh still highligted but in 3D viewport object is unselected.\nNow try export as OBJ, enable Export Selected only.\nBlender correctly will export empty OBJ file because there is no any object actually selected.\n\n![image.png](image.png)\n\nThis UX bug quite confusing, and i catch it almost every time i need export files.\n", "UI: Search box flickering\nOperating system: macOS-11.6-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 455 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.6.20\n\nBroken: version: 3.1.0, 2.93.5, 2.79b\n\nThe menu items of the search box flicker when the cursor moves between the items.\n\nMove the cursor slowly between the search menu items.\n\n[searchbox-flicker.mov](searchbox-flicker.mov)\n\n[searchbox-flicker-zoom.mov](searchbox-flicker-zoom.mov)", "Pinning data (mesh, curve, grease pencil, lattice, particle system) makes certain tabs/options disappear (vertex groups, shapekeys facemaps)\nOperating system: Microsoft 10\nGraphics card:GeForce GTX 10606GB\n\nBroken: 2.93\nWorked: don't know\n\n**in the properties editor, in object data properties, the pin toggle hides vertex groups and shapekeys**\n\n- select default cube\n- go to properties editor\n- press object data properties tab\n- press the pin button\n", "Node edge scroll affects cancel position\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\nWhen starting a translate transform and using edge scroll this will affect the position after cancelling the translation.\n\n- Select node and start translate (use hotkey instead of LMB drag)\n- Scroll the screen\n- Cancel the transform (right click)\n\nNode will end up at start position relative to current viewport, but not where the transform actually began\n\n(Confirmed by @PratikPB2123 in related issue [#90391](T90391))", "project turning purple automatically after closing and opening later+zoom in/out buttons not working properly.\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce MX330/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.79\n\nBroken: version: 3.6.2\n\n\n\n", "Zoom to mousepos makes 2D Views pan after zoom limits are reached\nOperating system: macOS-12.6.3-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 455 1.2\n\nBroken: version: 4.0.0 Alpha\n\nOnce the zoom limit is reached, the view starts to pan rather than stop.\n\nIt was reported #43554 and fixed for `zoomstep` in 6b107daf23c5 earlier, but not for `zoomdrag`.\nThe same fix can be applied to `zoomdrag` as well.\n\n- Enable \"Zoom to Mouse Position\" preference\n- In Node Editor, zoom with Ctrl + MMB-drag, or Ctrl + trackpad-pan\n- When the zoom limit is reached, the view will start panning\n\n", "NLA strip's Influence initial keyframe sets to 0\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: 2.93.0 Beta\nWorked: Never (2.80+)\n\nInfluence value is resetting to 0 when adding the initial keyframe to the NLA strip's influence channels. This problem gets worse when adding also keyframes to an active action at the same time. The values of the edited action are changed as well according to the new 0 value of the strip's influence. You can see how the action values change in the sample file's graph editor when adding a keyframe to all channels in the timeline editor.\nThis problem happens only when keyframing the influence channels in the dopesheet and timeline editor, but the Influence property in general has some more issues, also with updating.\n\n[#89339.blend](T89339.blend)\nAdd a keyframe in \"**All channels**\" in the Timeline editor or a Dopesheet editor on frame 15. \nThe influence of the NLA strip sets automatically to 0, even if it had a value of 1.\n\n\n", "Having a second window open makes top bar dissapear after switching workspaces\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 980 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.41\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\nI created a new window with \"Window\" -> \"New Window\". Then I switched to a different workspace tab on the main window, which made the top bar with all its workspace tabs dissappear. after resizing the window the top bar is visible can be used again. After closing the new window, Blender behaves normally again.\n\n- Started Blender with new file\n- Open new window\n- Move new window to display with 125% scaling\n- Switch to next workspace\n- Switch to next workspace again\n\nworkspaces tab in main window dissapear\n![Anmerkung 2020-01-01 211726.png](Anmerkung_2020-01-01_211726.png)\n\n\n\n\n\n", "Assigning pie menus to mouse clicks using the tweak function causes these menu shortcuts to stop working properly\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.39\n\n\nBroken: version: 2.80 (sub 71)\n\n\nBeen experimenting with creating keybinds and one of those experiments were to try and assign several menus to R click (using L click for select) by using the tweak function in the keymap settings. The idea was to have as many menus as possible on the same keybind to reduce the amount of keys needed, but using this method has proven difficult. \n\n\nWhile I can make standard menus work with tweaks, the pie menus don't work at all. If you manage to get the pie menu to show itself, it will eventually stop all the tweak commands from working unless you open up a menu on a keybind that is not using a tweak function. The second issue is that even when you do get the pie menus to show themselves, nothing can be selected on them, therefore making the keybind completely useless.\n\n\n1) Assign a standard menu and a pie menu to a mouse click (i.e. R click) using the tweak function, which can be set to north and south (just as an example).\n2) Use the new shortcuts to click and drag your mouse in the directions you assigned to to open up each menu (standard menu should be working correctly).\n3) Open the pie menu with this method and try to select any option on said menu, which should cause the pie menu to fail.\n4) Try opening the menus again, but this time none of the assigned menus will show up.\n5) To fix the previous error, open up a menu on a different shortcut (like something on your keyboard) to make the tweak shortcuts be able to appear again.\n6) Repeat the previous steps, which should cause the same error every time.", "Clearing followed by setting a listbox created by UILayout.prop_search while keeping the mouse on the listbox crashes Blender\nOS: Ubuntu 16.04 x86_64\nGfx: Intel HD Graphics 530 (Skylake GT2) (driver: GL 4.5 (Core Profile) Mesa 17.3.0-devel)\n\nBroken:\n- 2.79-42a562496b5-linux-glibc219-x86_64 (latest build)\n- 2.79-5bd8ac9abfa-linux-glibc219-x86_64\n- 2.76b\n\nClearing followed by setting a listbox created by UILayout.prop_search while keeping the mouse on the listbox either crashes Blender or leads to unexpected behaviour.\n\nConsistently reproducible.\n1. Open the default startup blender file\n2. Open a textblock and paste and run the code provided in Appendix A\n3. In the 3D viewport, press SPACE and type \"Crashable\", then select \"Crashable Operator\" => at the right an operator panel will be drawn\n4. In the operator panel, click on the field next to \"Obj:\" and select e.g., \"Camera\" from the list\n5. Click the X sign right to \"Camera\" while keeping the mouse pointer pointed at the field\n6. Click again on the field\n\n**Expected behaviour of step 6.**\nStep 6 should be able to behave as step 4, i.e., one should be able to again select something from a non-empty list\n\n**Observed behaviour after step 6**\nOne of following, probably depending on how Blender's memory was allocated:\n - Crash\n - The list is empty\n\n**Appendix A**\n\n```\nimport bpy\n\n\nclass CrashableOperator(bpy.types.Operator):\n bl_idname = \"object.crashable_operator\"\n bl_label = \"Crashable Operator\"\n bl_options = {'REGISTER', 'UNDO'}\n\n obj = bpy.props.StringProperty(name=\"Obj\")\n\n def draw(self, context):\n self.layout.prop_search(self, \"obj\", context.scene, \"objects\")\n\n def execute(self, context):\n return {'FINISHED'}\n\n\ndef register():\n bpy.utils.register_class(CrashableOperator)\n\n\ndef unregister():\n bpy.utils.unregister_class(CrashableOperator)\n\n\nif __name__ == \"__main__\":\n register()\n```\n\n**Terminal output upon crash**\n\n```\n$ blender\nRead new prefs: /home/elias/.config/blender/2.76/config/userpref.blend\nWriting: /tmp/blender.crash.txt\nSegmentation fault (core dumped)\n```\n\n**Contents of \"blender.crash.txt\"**\n\n\n```\n# Blender 2.76 (sub 0), Commit date: 1970-01-01 00:00, Hash unknown\nbpy.context.area.type = 'TEXT_EDITOR' # Property\nbpy.ops.text.run_script() # Operator\nbpy.ops.object.crashable_operator() # Operator\nbpy.ops.object.crashable_operator(obj=\"Camera\") # Operator\nbpy.ops.object.crashable_operator(obj=\"\") # Operator\nbpy.ops.object.crashable_operator(obj=\"\") # Operator\n\n# backtrace\nblender(BLI_system_backtrace+0x30) [0x1361b10]\nblender() [0x97a98e]\n/lib/x86_64-linux-gnu/libc.so.6(+0x354b0) [0x7f242a7894b0]\nblender(rna_ID_refine+0x4) [0x11bac84]\nblender(rna_pointer_inherit_refine+0x66) [0x11a9af6]\nblender() [0x1273ae2]\nblender(RNA_property_collection_begin+0x15c) [0x11b161c]\nblender() [0xb654ae]\nblender(ui_searchbox_update+0x6a) [0xb7514a]\nblender() [0xb57089]\nblender() [0xb59f6d]\nblender() [0xb5a027]\nblender() [0xb5d7ad]\nblender() [0xb5ebe6]\nblender() [0xb5f433]\nblender() [0x985e81]\nblender() [0x986251]\nblender(wm_event_do_handlers+0x5f6) [0x9868e6]\nblender(WM_main+0x18) [0x97cfd8]\nblender(main+0xef4) [0x95ce04]\n/lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xf0) [0x7f242a774830]\nblender(_start+0x29) [0x97a2b9]\n```" ]
[ "Quit dialogue aligns to centre if moved\nOperating system:\tMicrosoft Windows 7\nGPU:\t\t\tASUS Strix Radeon Vega 64 Divider version: 19.4.1\nCPU:\t\t\tIntel(R) Core(TM) i7-5960X\nRAM:\t\t\t32.0 GB\n\nBroken: 2.80, `blender-2.80.0-git.9efe117535c6-windows64`\nWorked: N/A\n\n\n\nThe Quit dialogue jumps around when moved.\n\n\nIf you drag the dialogue around, then move your mouse over or around it you should see it move back to the centre of the UI.\n\n[demo.webm](demo.webm)" ]
Tool panel inconsistency Broken: 2.69.10 c700103 **Edit Mode:** Duplication of `Grease Pencil` tools in `Basic` tab ![grease.png](grease.png) **Object Mode:** `Physics` scroll closed by default ![physics.png](physics.png) **Edit Mode:** There is no `History` tab in Edit Mode, but History tab tools partially present in `Basic` tab, which is confusing I think ![history.png](history.png)
[ "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?", "GPencil: Undo System\n## Overall design\n\nThe gpencil undo system is a relative differential undo system (see Undo). Steps do not encode the whole object data, but rather only what changed between steps. We make use of the update cache (#95401) to retrieve what changed. \n\n## How undoing works\n\nWe only save “one-way” diffs. That means we can get from the current state into the future, but we cannot go into the past. E.g. when drawing a stroke and then deleting a layer, the system will save the change with the stroke and then the change with the layer. When we undo now we need to restore the deleted layer, but the previous step just has the data with the change of the stroke.\nIn this case we need to go back further in time until we find a step that changed what we want to restore. Then we need to re-apply all the diffs (going back to the future) until we reach the desired step.\nIn order to guarantee that we always find a step that has enough data in it, we force the first step of the “grease pencil undo chain” to be a full copy (initial full-copy). When a step is freed, we also ensure that the full copy is kept in the first position.\nIn the case that the previous step already encodes the element we are looking for, we just apply those changes to the current state.\n\n## How redoing works\nRedoing is more trivial: we just need to apply the step's diff onto the current grease pencil data.\n\n## Limitations\n\n~~**Going into object mode in an undo step**\nRight now, when going into any gpencil mode from object mode and then undoing will not work. This is probably because the global undo system is not able to restore the object mode for gpencil objects.~~\n\n**Undoing changes outside of the active grease pencil data**\nThe gpencil undo system only encodes a step if:\n - the active gpencil data was modified\n - the scene's frame changed\n - the step before was not part of the same undo system (initial full-copy)\nAll other modifications are not taken into account, and therefore not undo-able (similarly to how the mesh undo system works).\n\n**Editing multiple gpencil objects**\nBecause of how steps are encoded, the current system only supports undo/redo on the active GP object. If the dopesheet displays keyframes of several objects, only the modifications applied on the active object's one will be undo-able.\n\n\n## How to free the update cache\n\nWithout the undo system, the update cache was always freed after the update-on-write happened, e.g. after the changes were written to the eval object. With the undo system, we need to make sure that the cache is still populated when we encode a step. This can fail for example when we run a modal operator. Every modal execution might trigger an update-on-write, but only after the operator has finished do we encode the undo step.\nSo we need to make sure that we only free the cache after the encode step was run. This is done by tagging the gpencil data with a flag `GP_DATA_UPDATE_CACHE_DISPOSABLE` after the encode, and clearing it after a free.\n\n## Memory usage\n\nSteps that encode full copies or layer copies might become very large. In the worst case, the entire object might be duplicated multiple times in memory. This applies mostly to operations that modify layers (e.g. reordering layers, deleting a layer or adding a new one). \n\nAdditionally, we need to make a decision on what happens when the update cache is not populated. Right now, this will fall back to a full-copy of the data block. Again this will increase the memory usage substantially. An alternative would be to only encode steps when the cache is populated. Ideally this would be the case once the cache is used everywhere in grease pencil. \n\n## Implementation\n\nUndo system patch: [D13996](D13996)\n\nCo-authored-by: @yann-lty", "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 Color Management inconsistencies\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.86\n\nBroken: version: 2.81 (sub 14)\nWorked: (optional)\n\nBlender CM for GP is inconsistent between viewport and render. Viewport is not affected by Filmic, but render is.\n\nIn a new file, add a GP Suzanne. Change viewport to RENDERED. Render and compare colors/contrast: they are different.\nChange CM from Filmic to Standard. Render and compare again: they match.\n\n\n\n\n", "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", "Spin Duplicate Tool gizmo uses the wrong operation\nOperating system: Linux-5.15.0-27-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.60.02\n\nBroken: version: 3.3.0 Alpha\n\nThe gizmo of the Spin Duplicate tool in the toolbar uses executes the wrong operation. Instead of using the Spin Duplicate operation it will use the Spin operation.\n\nTo get the correct behaviour, try changing the \"Drag\"setting in the header tool settings to \"Active Tool\".\nThen click and drag anywhere.\n\n----\n\nI also want to include the proposal to just merge the Spin and Spin Duplicate tools and instead add an option in the tool settings called \"Use Duplicates\".\nBoth tools use the same operator anyway with the only difference that this one option is toggled.", "No way to distinguish enum buttons that support shift-click to select multiple\nBlender has some buttons that allow shift-click to select multiple, but no way to show the difference. eg:\n\nTransform Tool, Gizmo's (Move / Rotate / Scale)", "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}", "Grease Pencil datablock property 'use_onion_skinning' doesn't work\nOperating system:\nGraphics card:\n\nBroken: 3.4\nWorked: \n\nThe datablock-level property \"use_onion_skinning\" on the Grease Pencil datablock doesn't seem to do anything. Toggling the property with Python doesn't affect the visibility of onion skinning.\nWorking as expected, this property will be useful when drawing among multiple Grease Pencil objects.\n\nOpen attached blend, toggle use_onion_skinning in the Python console: bpy.context.object.data.use_onion_skinning = False [onion_bug.blend](onion_bug.blend) ", "Grease Pencil Outline Modifier not showing with duplicated camera in outliner\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.33\n\nBroken: version: 3.4.0 Alpha\n\nThe outline modifier of a grease pencil is not showing with a camera that gots duplicated in the outliner\n\n\n- Remove the default cube\n- In the outliner copy and paste the default camera\n- Remove the first camera\n- Add a grease pencil stroke\n- Add a Outline modifier to it\n\nThe outline will not show.\n\nThis bug is related to this report. I am just not sure if it is two different causes and cases, or the same. T102373\n\n![outlinenotshowing.jpg](outlinenotshowing.jpg)\n\n[2022-11-09 10-30-57.mp4](2022-11-09_10-30-57.mp4)\n\n\n\n", "Unable to execute Toggle Edit Mode - error changing modes\nOperating system: Linux-5.15.11-1-MANJARO-x86_64-with-glibc2.33 64 Bits\nGraphics card: Mesa DRI Intel(R) HD Graphics 4600 (HSW GT2) Intel Open Source Technology Center 4.5 (Core Profile) Mesa 21.3.2\n\nBroken: version: 3.1.0 Alpha\n\n\nIt happens when I try to toggle to Edit Mode on second scene if first scene has edit mode a object\n\n\n\n1) Open file\n2) Select scene \"Scene.001\" and try to toggle to Edit Mode\n3) Get a error\n\nIt is issue or planned (user) error? Getting the error don't full inform an user. Why the error happens? A user may be confused :)\n\nP.S. For fix the error need in scene \"Scene.002\" to disable Edit Mode and than can be to switch to edit mode in \"Scene.001\"\n\n[edit-mode.blend](edit-mode.blend)\n", "Adding new hook while in Edit mode breaks when trying to undo/redo the operator\nWin7 (32bit)\n\nBroken: 2.78a\n\n\n- Add Path from Curve menu, add new Armature\n- Assign Bone to control point as Hook\n- Blank Hook modifier appears along with real one\n\nScreencast: [screencast0001-0250.mp4](screencast0001-0250.mp4)\n", "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)", "Grease Pencil: Visual glitches in viewport when using guides \nOperating system: Linux-5.8.0-7630-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 455.38\n\nBroken: version: 2.92.0 Alpha\nWorked: 2.82a\n\n\nWhen using one of the guides that enable the drawing of straight lines, visual glitches in the viewport appear.\n\n\n - Open Blender with the 2D Animation template\n - Enable Guides\n - Use \"Parallel\" guides\n - Start drawing a horizontal line -> move the cursor perpendicular to the tip of the stroke (up or down; not too fast)\n\n![Screenshot from 2020-12-16 10-58-40.png](Screenshot_from_2020-12-16_10-58-40.png)\n\n![Screenshot from 2020-12-16 10-58-44.png](Screenshot_from_2020-12-16_10-58-44.png)\n\n", "Scaling keys in dope sheet is different from graph editor (ignores handles, esp, noticable when scaling negative)\nOperating system:\nGraphics card:\n\nBroken: 3.4.0\n\nSeems like if handles are not auto-clamped then *Dope Sheet* messes things up.\n\n\nIn attached file duplicate and translate both keys further in timeline, also put timeline cursor between them:\n - With *Graph Editor* press **S-1** to reverse new keys -> result is OK\n - **CTRL Z** to undo and repeat reversing in *Dope Sheet* -> bezier handles are processed incorrectly\n[dopesheet_reverse.blend](dopesheet_reverse.blend)\n\n\n" ]
[ "Add Tabs to 3D View Edit Mode\nThe 3D View toolbar needs tabs defined. I propose the following (with a few changes/additions likely needed for the less standard object types, like surfaces):\n\n**Mesh Tools** / **Curve Tools** / **Surface Tools** / **Meta Tools** / - context sensitive, based on the selected object, and holding all the modeling tools.\n**Shading and UVs** - those operators pertaining to UV unwrapping, normal calculation, surface shading.\n**Primitives** - operators for adding new primitives to the scene.\n**Options** - edit mode options, such as X-Mirror, Edge Select Mode, etc\n**Grease Pencil**\n\nThis provides the key tools needed during a single process all in one tab, allowing the user to continuously work and very seldom switch tabs. Using the existing tools organization/layout, this also allows everything to fit nicely on a standard 1080p display with zero scrolling, using the default layout (even with the Operator panel up). \n![Screen_Shot_2014-01-23_at_10.24.49_PM.png](Screen_Shot_2014-01-23_at_10.24.49_PM.png)" ]
MAJOR BUG: Completely fails to export this GLB as FBX [FREEZES BLENDER] Operating system: Linux Broken: 2.93.4 (also broken on all previous versions) CANNOT EXPORT this beasts.glb file as FBX. **Freezes the entire blender application indefinitely** Gets stuck at the export animation step. This GLB has trivial animations yet the blender application completely breaks upon FBX export. ![Screenshot from 2021-09-06 11-49-37.png](Screenshot_from_2021-09-06_11-49-37.png) Import this beasts.glb then export as FBX
[ "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 development todo list -- Scripting\n| Notes: |\n| -- |\n| - This is a direct dump of Scripting (without cherrypicking the [still] valid items)\n| - Changed the broken python documentation links |\n\n\n**Unstable or poorly tested**\n- [ ] BMesh operators currently use int's for enums that have undocumented values. blender/blender-addons#34914\n\nFixes that still need doing.\n**Internal API Problems**\n- [ ] Class registration needs to be reworked. as well as some internal bugs fixed.\n- [ ] RNA api has a bug where 'raw_type' defaults to INT but is not set for MFace verts in makesrna.\n- [ ] ID data returned from functions is not included unless the type is an ID itself.Returning a mesh will work but not a meshes face for eg. See bpy_rna.c - /- [ ] XXX this is missing the ID part! []/\n- [ ] Dynamic enums currently refer to invalid memory when accessed from python, we need a way for python to hold the memory until its done with the dynamic enum.\n\n**Low Priority Py API**\n- [ ] Re-Registering classes leaks memory, would be good to resolve this. (see comments in bpy_rna.c)\n- [ ] 'Safe Mode' - where writes to invalid memory are detected.\n- [ ] Implement import hooks rather than replacing import/reload pep-0302/\n\n### Python/RNA API Design TODO\n- [ ] Add a way to cancel running scripts from the user interface, with no console this becomes very problematic (Esc --> KeyboardInterrupt for example).\n- [ ] Currently there is no way to write packed images from blend files, support for this should be added to exporters. eg: image.pack_write(\"somepath.png\")\n- [ ] Addressing operators/panels/menus, should we translate all names fromSOME_MT_menu --> some.menu, ONE_PT_panel --> one.panel ? would mean the UI code could reference them by this more pythonic syntax.\n- [ ] need to decide how 2.4x api's will fit in with new apis. PyNodes, PyConstraints.\n- [ ] convenience function to get selected verts/edges/faces to prevent expensive iteration over meshes. Something like: me.verts.selected\n- [ ] Design a method to allow custom UIs to filter properties/options. Useful for Blender GE too (example: which constraints are supported (#26804). Complex matter for which rna needs to be extended?\n- [ ] Zero bytes are not supported in RNA byte string types, see blender/blender-addons#32581\n- [ ] Better python API and undo stack integration, see #38386\n\n**Inconsistencies**\n- [ ] bpy.ops.mode_set(...) has different mode-names than bpy.context.mode. E.g. TEXTURE_PAINT vs PAINT_TEXTURE''CoDEmanX:'' Getting mode from bpy.context.mode for mode_set() is inappropriate, use '''bpy.context.object.mode''' instead!\n- [ ] bpy.ops.object.move_to_layer() takes a boolean array of 20 elements (like in Blender GUI), but most functions require 32 elements. bpy.ops.object.add() for example.\n- [ ] bone.matrix returns a matrix, but requires a list when assigning to it. This also goes for some of the other matrix attributes of bone, editbone and posebone. [appears to be resolved as of 2.67?]\n- [ ] the term 'size' is used incorrectly in some cases, where it should be 'scale' instead. Review and correct: search.html?q=size&check_keywords=yes&area=default\n- [ ] keyframe_insert(), options for insert or replacing existing keyframes, threshold for detecting doubles see: bpy.types.bpy_struct.html#bpy.types.bpy_struct.keyframe_insert\n- [ ] The ID data block path returned by RNA_path_full_ID_py (rna_access.c) for node trees only works for node groups, which are stored as true ID data blocks in bpy.data.node_groups. For material/compo/texture nodes which are part of Material/Scene/Texture respectively the function can not determine the correct path. Best solution would be to get rid of nested ID data blocks altogether blender/blender-addons#35720\n\n### Python RNA access\n- [ ] Remove mesh vertices / edges / polygons (without bmesh module)\n- [ ] Shorthand for active vertex / active edge (bmesh module)\n- [ ] Active vertex / edge index for meshes (like Mesh.polygons.active)\n- [ ] Remove Shape Key\n- [ ] Remove Curve Points\n- [ ] Particle edit mode\n- [ ] Start/stop the physics sim\n- [ ] Sculpt mask custom data\n- [ ] Add / remove rigid body + constraints + world\n- [ ] Add / remove transform orientation\n- [ ] Add / remove Text curve object Textboxes\n- [ ] Add / remove Particle Systems\n- [ ] Sequencer, ability to load and images blender/blender-addons#40663\n- [ ] Pixels and resolution are not available with multilayer EXR or Render Result images #53768\n\n### Python Console\n- [ ] Append to (and remove from?) SpaceConsole .history and .scrollback\n- [ ] input() is not supported #40592\n\n### General todo items\n- [ ] Operator redo (toolbar) could also change the last InfoWindow print of the python operator equivalent.\n- [ ] mathutil.geometry.intersect_point_quad_2d works inpredictable for non-concave or quads with singularity edges #30831\n- [ ] modules/rna_xml.py: BoolVectorProperty and CollectionProperty issue blender/blender-addons#32882\n- [ ] Drivers should be able to access '''self''' for bones and objects.\n- [ ] Add the ability to report() without an operator, internally use CTX_wm_reports(C), See: operator-report-outside-operators\n", "Error when denoising (Optix) large image\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090, 3060 Driver 522.30\n\nBroken: version: 3.3.1\nWorked: Never (3.0 failed, 2.90 did not start rendering)\n\nDenoising large image will fail and may result in crash.\n\nShortened log:\n```\nIllegal address in CUDA queue synchronize (film_convert_float3 filter_guiding_preprocess)\nE1122 18:16:01.843204 7088 denoiser_optix.cpp:470] Error converting denoising passes to RGB buffer.\nIllegal address in CUDA queue copy_from_device ()\n```\n\n[#102515.blend](T102515.blend)\n\nOpen file and render image.", "OpenEXR can't be used to save results during the render process\nOperating system: XUbuntu 20.04\nGraphics card: Not applicable\n\nBroken: Blender 3.0.0, Commit date: 2021-12-02 18:35, Hash f1cca3055776\nWorked: Blender 2.93.7\n\nSeems OpenEXR now can't be used to save intermediate results during rendering using Cycles. The other formats (like PNG) seems works just fine. Blender starting v3 just crashing if you trying to save as single or multi-layer EXR. When the render is completed the `save_render` function is working correctly.\n\nThis bug doesn't allow to prepare the proper distributed preview for user outside of Blender UI (EXR needed to merge multiple preview samples from the remote workers).\n\nThe default cube blender scene is just enough to reproduce. Please switch to script console and paste the next code:\n```\nbpy.context.scene.render.engine = 'CYCLES'\nbpy.context.scene.render.image_settings.file_format = 'OPEN_EXR' # OPEN_EXR_MULTILAYER here will fail too, but PNG for example will work just fine.\nbpy.context.scene.cycles.use_adaptive_sampling = False\nbpy.context.scene.cycles.samples = 512\n\nbpy.ops.render.render('INVOKE_DEFAULT', use_viewport=True)\n\nimport time\ntime.sleep(2)\nbpy.data.images['Render Result'].save_render('_preview.exr')\n\n### Crash will be right here ###\n\nimport os\nprint(\"Preview file exists:\", os.path.exists('_preview.exr'))\n```\n\nCrash report: [blender.crash.txt](blender.crash.txt)\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.", "LineArt; Crash after press play in a scene with LineArt modifier\nOperating system: Linux-5.4.0-105-generic-x86_64-with-glibc2.27 64 Bits\nGraphics card: GeForce GT 630/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.144\n\nBroken: version: 3.2.0 Alpha\n\nNo idea what crashes blender. Just press play and wait some seconds.\n\nI would love to help solving this issue, so when someone could remind me where the crashreport usually lands in Linux, i could share that as well.\n[Narrator.blend](Narrator.blend)\n\n", "blender 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", "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", "Rendering object in Cycles X preview hard crashes whole system\nOperating system: Windows 10 x64\nGraphics card: nVidia RTX 8000\n\nBroken: blender-3.5.0-alpha+universal-scene-description.1f9e90bb1cf3-windows.amd64-release\n\nRendering of scene in Cycles preview hard crashes whole system. System screen goes to black and the fans go to max.\n\nLoad blend file at link: brutes_set1C_trimmed.blend?dl=0\n\nSet screen to Render preview and navigate around.\n\n", "Collada: Lost all instances of collections when exporting from .blend to .dae\n\nOperating system: Ubuntu Mate 19.04 - Linux-5.0.0-13-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: Mesa DRI Intel(R) HD Graphics 400 (Braswell) Intel Open Source Technology Center 4.5 (Core Profile) Mesa 19.0.2\n\n\nBroken: version: 2.80 (sub 57)\nWorked: (optional)\n\n\nLost instances of collections in Collada export\n\nI use the collections instances a lot. Unfortunately when I go to export the project from Blender to Collada format the instances are not converted. If there is no direct conversion, is it possible to convert the instances of collections into objects? ![Istances of collections.png](Istances_of_collections.png)\n\nThis bug is similar to this one: T54441\n\n![Collada-Export-Lost-all-Instances.png](Collada-Export-Lost-all-Instances.png)\n\n\n", "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", "Continuous Grab occasionally fails\nOperating system: Linux 5.9.10-arch1-1 (KDE Plasma desktop)\nGraphics card: NVIDIA GTX 980Ti (455.45.01)\n\nBroken: 2.80 - 2.92 master\nWorked: N/A\n\n\nMouse wrapping sometimes fails to transition screen edges, requiring at least a pixel of backpedaling with the mouse. This seems to affect all mouse-wrapping operators. Initially this report was written in terms of Shear, with which I've discovered this behavior.\n\nMesh edit mode Shear operator sometimes gets stuck on the toolbar side of window, showing the system mouse pointer (perhaps due to mouse passing over the toolbar?), needing at least one pixel of motion to the right to untangle it.\n\n[Video ](PeSL2fzKfT4).\n\nThis does not seem to occur if:\n- viewport is not touching window edge\n- window is made fullscreen\n\n\n- Make sure your window is not made fullscreen and that the 3D viewport is bordering window edges\n- Enter edit mode, select all and invoke Shear operator. Move the mouse continuously to the left, until it eventually gets stuck.", "Custom render engine is unable to create gpu context\nOperating system: Linux-5.19.17-2-MANJARO-x86_64-with-glibc2.36 64 Bits\nGraphics card: AMD Radeon Graphics (renoir, LLVM 14.0.6, DRM 3.47, 5.19.17-2-MANJARO) AMD 4.6 (Core Profile) Mesa 22.3.1\n\nBroken: version: 3.5.0 Alpha\nWorked: Blender 3.4\n\nUnable to perform background rendering using `gpu` module in custom render engine.\n\nRun the script in background mode: `blender -b -P background-gpu.py`. Blender throws: `SystemError: GPU API is not available in background mode`, despite the line `bl_use_gpu_context = True` in custom render engine. Worked perfectly fine in blender 3.3 and 3.4. Not in 3.5 though.\n[background-gpu.py](background-gpu.py)\n\n", "Interface. Sculpt mode, checkbox title not react to click\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 375.70\n\nBroken: since 2.83.9, checked with version: 2.93.0\n3.0 alpha broken too\n{[F10178598](изображение.png) size=full} — here\n\n\n[2021-06-18_00-08-00.mp4](2021-06-18_00-08-00.mp4)\n", "[Parent Task] Fix UBSan issues\nAt @ideasman42's suggestion, I'm creating this as a parent task to resolving all the low-hanging fruit issues caught by Undefined Behavior Sanitizer. Most of these that I have personally found have been alignment issues but UBSan covers a wide range of conditions.\n\nBeyond making Blender possibly more performant and/or stable, the primary goal is to reduce noise from UBSan output for easier debugging. **This is a low priority task!**\n\nCurrently know related tasks include:\n- [x] [D14798](T97691: RNA function call args alignment issue (resolved)\n- [x] #81340: UBSan: several runtime errors at launch (found in issue search, status unknown.)\n- [x] [D15390](D15390): GL offset pointer calculated as index into null array pointer (fix approved pending merge)\n- [ ] #97693: Unexplained `sizeof(void*)*2` alignment requirement on `blender::deg::OperationNode` instances (Archived but unresolved)\n- [ ] [D15262](D15262): Alignment issue with `Icon_Geom->colors` buffer\n- [ ] #99385 (Ubsan invalid vptr errors in TBB)\n" ]
[ "Exporting this scene to FBX takes literally hours, but exporting it to GLTF only takes a few seconds\nOperating system: Linux-5.9.12-arch1-1-x86_64-with-arch 64 Bits\nGraphics card: Radeon RX 590 Series (POLARIS10, DRM 3.39.0, 5.9.12-arch1-1, LLVM 11.0.0) AMD 4.6 (Core Profile) Mesa 20.3.0\n\nBroken: version: 2.92.0 Alpha\n\nDear developers,\n\nI have a scene with 5 rigged/animated models (5 demons in a Gym) attached here:\n\n[Beast.blend](Beast.blend)\n\nExporting this scene to fbx can take hours to be exported, but if I export it to Gltf, in only few seconds it is exported.\n\nI tried to fix this bug myself, just reading the source code of the Gltf exporter and the Fbx exporter. \n\nInvestigating it, I found that the Gltf exporter uses caches implemented in python, you can find the implementation in:\n\n```\n <blender_installation_path>/2.92/scripts/addons/io_scene_gltf2/blender/exp/gltf2_blender_gather_cache.py\n```\n\n[gltf2_blender_gather_cache.py](gltf2_blender_gather_cache.py)\n\nThe Fbx exporter has not implemented this feature, and I figure that this is the reason of being so slow versus the gltf exporter, specially exporting scenes with a lot of animations.\n\nIn addition I have seen functions like:\n\n```\n bpy.context.scene.frame_set(frame)\n```\n\nThat take a lot of time (this is reasonable, so they update all the animations of the scene), maybe they can be optimized with a cache or something else.\n\nUnfortunatelly, I don't have more time to fix it on my own (I am working in a start-up and unfortunately we have other tasks with very high priority) \nhence I do not have the experience and skills in coding in Blender that you have, dear Blenderheads.\n\nThank you very much in advance!\n\nJust try to export the entire scene to FBX, in my computer takes literally hours (I never waited it to finish, so I am not sure how much time it takes).\nIf you export the scene to GLTF it only takes a few seconds.\n\n\n\n" ]
crashes when activating the add-on "Add-Mesh: Extra Objects" Operating system: Linux-5.8.0-38-generic-x86_64-with-debian-bullseye-sid 64 Bits Graphics card: AMD RAVEN (DRM 3.38.0, 5.8.0-38-generic, LLVM 11.0.0) X.Org 4.6 (Core Profile) Mesa 20.2.6 Broken: version: 2.93.0 Alpha When opening the program without any scene or model it is not possible to activate the add-on Edit-> Preferences.. -> Add-ons -> Clic on the checkbox of "Add-Mesh: Extra Objects"
[ "Occasional render glitches when using simulation zones on an object without a material.\nThis bug has an easy workaround, mostly posting this so anyone running into the same issue knows the solution.\n\nOperating system: Linux-5.15.0-79-generic-x86_64-with-glibc2.35 64 Bits, X11 UI\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 530.30.02\n\nBroken: version: 3.6.2\nWorked: N/A, 3.6 is the first version with simulation nodes.\n\nIn Eevee, rendering an object with a simple simulation zone applied in geometry nodes and no material assigned to the object results in some rendered frames being blank or displaying odd glitches.\n\nThe workaround is to simply assign a material to the object.\n\nCheck out the attached .blend file for reproduction.\n\n", "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", "crash when rendering with optics\nOperating system: windows\nGraphics card: 3060\n\n**Error**\n\n```\n# Blender 3.4.1, Commit date: 2022-12-19 17:00, Hash 55485cb379f7\n\n# backtrace\nException Record:\n\nExceptionCode : EXCEPTION_ACCESS_VIOLATION\nException Address : 0x00007FF7B98A5710\nException Module : blender.exe\nException Flags : 0x00000000\nException Parameters : 0x2\n\tParameters[0] : 0x0000000000000001\n\tParameters[1] : 0x0000000000000000\n\n\nStack trace:\nblender.exe :0x00007FF7B98A56F0 blender::default_construct_n<blender::SimpleMapSlot<std::pair<int,int>,blender::meshintersect::ITT_\nblender.exe :0x00007FF7B98B6730 blender::Array<blender::SimpleMapSlot<std::pair<int,int>,blender::meshintersect::ITT_value>,1,blend\nblender.exe :0x00007FF7B98B5770 blender::Map<std::pair<int,int>,blender::meshintersect::ITT_value,0,blender::PythonProbingStrategy<\nblender.exe :0x00007FF7B98B7570 blender::meshintersect::trimesh_nary_intersect\nblender.exe :0x00007FF7B98BE4D0 blender::meshintersect::boolean_trimesh\nblender.exe :0x00007FF7B98BE240 blender::meshintersect::boolean_mesh\nblender.exe :0x00007FF7B94D43D0 blender::meshintersect::direct_mesh_boolean\nblender.exe :0x00007FF7B3ACF380 exact_boolean_mesh\nblender.exe :0x00007FF7B3ACE760 modifyMesh\nblender.exe :0x00007FF7B37C78F0 modifier_modify_mesh_and_geometry_set\nblender.exe :0x00007FF7B37C6190 mesh_calc_modifiers\nblender.exe :0x00007FF7B37C5F80 mesh_build_data\nblender.exe :0x00007FF7B37C8560 makeDerivedMesh\nblender.exe :0x00007FF7B3759B30 BKE_object_handle_data_update\nblender.exe :0x00007FF7B3759990 BKE_object_eval_uber_data\nblender.exe :0x00007FF7B39AA920 blender::deg::`anonymous namespace'::evaluate_node\nblender.exe :0x00007FF7B39AA6C0 blender::deg::`anonymous namespace'::deg_task_run_func\nblender.exe :0x00007FF7B92A2780 tbb::internal::function_task<Task>::execute\ntbb.dll :0x00007FFA475AF220 tbb::recursive_mutex::scoped_lock::internal_try_acquire\ntbb.dll :0x00007FFA475AF220 tbb::recursive_mutex::scoped_lock::internal_try_acquire\ntbb.dll :0x00007FFA475A4FD0 tbb::interface7::internal::isolate_within_arena\ntbb.dll :0x00007FFA475AA120 tbb::task_scheduler_init::terminate\ntbb.dll :0x00007FFA475AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFA475AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFA60E41B20 configthreadlocale\nKERNEL32.DLL :0x00007FFA61A27600 BaseThreadInitThunk\nntdll.dll :0x00007FFA63722680 RtlUserThreadStart\n\n\nThreads:\nThread : 00004b34\nntdll.dll :0x00007FFA6376D6D0 NtDelayExecution\nblender.exe :0x00007FF7B9267160 BLI_thread_is_main\n```\n\nuse a lot of boolean modifiers(4-6) and high subdivision modifier level(3) and set it to display the changes only on the render and use optix\n\n", "Cycles HIP device crash on rendering on latest AMD Adrenaline Driver\nOperating system: Windows 11 Pro for Workstation\nGraphics card: AMD Radeon RX 6750XT (Driver: AMD Adrenaline 23.7.1, 23.7.2 23.8.1 23.9.1)\n\nBroken: 3.6.1 LTS (On latest driver)\nWorked: 3.6.1 LTS (On old driver: AMD Adrenaline 23.5.2)\n\nAfter synchronizing objects, Blender crash\nBut render the default cube scene Blender works well even using 23.7.1 driver\n\nBased on the default startup or an attached .blend file (as simple as possible).\nScene is from Blender official demo file: \nbarbershop_interior/\nCrash log file: \n\n", "blender crash itself while importing a dae (collide) file\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.3.1\nBroken: version: 2.82 and all versions in between then and now\nWorked: n/a\n\nHi, I'm using blender version 3.3 on a windows 10 downloaded on steam.\n\nwhen i try to import dae files, blender crashes itself and shuts down\n(this only happens with some dae files, not all and the ones who crash are not to big ).\n\nI tried to search with powershell to find the problem and I got this:\n\nError: EXCEPTION_ACCESS_VIOLATION\n[bgr_darryls_ship_ground.dae](bgr_darryls_ship_ground.dae)\n\n```\nThe gh->hashfp function pointer is NULL (hasn't been initialized yet)\n\nblender.exe!ghash_keyhash(const GHash * gh, const void * key) Line 133\tC\nblender.exe!ghash_lookup_entry(const GHash * gh, const void * key) Line 411\tC\nblender.exe!BLI_ghash_lookup(const GHash * gh, const void * key) Line 736\tC\nblender.exe!BKE_armature_find_bone_name(bArmature * arm, const unsigned char * name) Line 601\tC\nblender.exe!ArmatureImporter::create_armature_bones(Main * bmain, std::vector<Object *,std::allocator<Object *>> & arm_objs) Line 478\tC++\nblender.exe!ArmatureImporter::make_armatures(bContext * C, std::vector<Object *,std::allocator<Object *>> & objects_to_scale) Line 826\tC++\nblender.exe!DocumentImporter::finish() Line 228\tC++\n[External Code]\t\nblender.exe!DocumentImporter::import() Line 127\tC++\n```\n", "Blender 4.0.0 - Armature Rig with IK broken\nOperating system: MacOs Ventura 13.4.1\nGraphics card: Radeon Pro\n\nBroken: version: 4.0.0 Alpha, branch: main, commit date: 2023-08-23 19:52, hash: 7c2dc5183d03, type: release\nCaused by 6b872079fec9336865638ad9cfa76e37e8e627c5\n\nI have rigged mesh, commercially available at ArtStation. It worked well up until now. In 4.0.0 it is broken:\n- shapes not rendered until i switch to wireframe mode and back\n- IK ignored\n\nLook at video - i open the file in 3.6.3 and in 4.0.0. In 3.6.3 everything fine, in 4.0.0 the problem mentioned occur.\nBlend file also attached\n\n", "Crash on applying boolean modifier\nOperating system: Linux Fedora V35\nGraphics card: Nvidia 3070TI\n\nBlender 3.1.2 and Blender 3.2.0 both crash\n\nI created a mesh object, then used boolean modifier to create a hollow center. I applied the modifier. When I go into edit to clean it up, it crashes.\n\napply the boolean modifier to the mesh \"Bottom\" with object \"Plug\" in the included blend file using all defaults. Enter edit mode and see the mesh is badly corrupted.\n\n[part7.blend](part7.blend)\n[printReady1.blend](printReady1.blend)", "No snapping for objects referenced in modifiers (even if disabled)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67\n\nBroken: version: 2.91.0 Alpha\nWorked: probably never; hopefully it's just an oversight. Even 2.79b is broken\n\nI've experienced this a handful of times but finally sat down to investigate from the user perspective here today (sorry, haven't looked at the code). But apparently the object you use as Simple Deform's \"origin\" will not be snap-able to the object that has Simple Deform on it. It doesn't matter if the modifier is enabled or disabled or if the settings actually produces no deformation, it always breaks snapping for the origin object.\n\n[snap-issue.blend](snap-issue.blend)\n\n- Open the attached .blend file OR follow next instructions to setup\n - Start with default scene and add an Empty to the scene\n - Add a Simple Deform modifier to the Cube\n - Set the Simple Deform's \"origin\" object to the Empty, the mode to \"Bend\" and the \"Angle\" to 0deg (to prevent any deformation)\n - Set the scene snapping mode to vertex\n\n- Grab the Empty and attempt to snap it to verts of the Cube -- it cannot snap (bug)\n\n- Disable the modifier and repeat the snap attempt -- it still cannot snap to the Cube (bug)\n\n- Create a new object and attempt to snap the empty to that new object -- it succeeds (the Sphere in the attached .blend file)\n\n- Delete the modifier and repeat the snap -- finally, it is able to snap to the Cube\n\n", "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", "Regression: Crash when Sculpting on a mesh from a GP Lineart Modifier\nOperating system: Windows-10-10.0.22621-SP0 64 Bits (W11)\nGraphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.68\n\nBroken: version: 3.2, 4.0.0 Alpha\nWorked: 3.1\n\n![blender_4UX5Hum09w.png](attachment)\nWhen trying to sculpt a mesh in an assigned collection that a grease pencil lineart modifier references and the layer it is drawing to contains Grease Pencil strokes - it will instantly crash Blender. \n\n\n1. Download and extract zip to get the test blend file\n2. Load attached file with Load UI off\n3. Select the bust, it is in a GP lineart modifier collection \n4. Go to sculpt mode\n5. Try sculpt\n6. Crash\n\nAlternative steps:\n1. Create new scene\n2. Create a sphere\n3. Create a Grease Pencil object\n4. Add sphere to a new collection\n5. Select the GP object and add a lineart modifier\n6. Reference the sphere collection in the modifier\n7. Assign layer and material to the modifier\n8. Draw in the same layer in Draw mode of the GP\n9. switch to sculpt mode\n10. Try sculpt over sphere surface\n11. Instant crash\n\n", "Invisible object in preview mode\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: AMD Radeon HD 8600/8700M ATI Technologies Inc. 4.5.14831 Core Profile Context 21.5.2 27.20.20903.8001\n\nBroken: version: 3.1.0\n\nWhen I enable Material Preview mode in Blender, the object becomes invisible regardless of the Render Engine. Also the object is invisible with Rendered mode enabled when I use the Render Engine - Eevee. \n\nI don't know how it happened but I can't repair Blender. I reset all settings to factory, reinstalled the application, but it did not help. Can you help me, please?\n\n\n\n![Скриншот 21-03-2022 13_03_38.jpg](Скриншот_21-03-2022_13_03_38.jpg)\n\n![Скриншот 21-03-2022 13_03_14.jpg](Скриншот_21-03-2022_13_03_14.jpg)\n\n![Скриншот 21-03-2022 13_02_38.jpg](Скриншот_21-03-2022_13_02_38.jpg)\n\n![Скриншот 21-03-2022 13_02_04.jpg](Скриншот_21-03-2022_13_02_04.jpg)", "Crash upon renaming collection or clicking on Blenderkit after creating said collection (without renaming)\nOperating system: Win 10\nGraphics card: Nvidia Quadro M5000 \n\nBroken: 3.4.1\nWorked: 3.4.1\n\nCrash upon renaming collection or clicking on Blenderkit after creating said collection (without renaming). \n\n- Download file through the link from Google Drive attached (I leave the file as it is since I don't know what caused the problem)\n- Click in the collection \"Möblierung\",\n- create some new collection in it,\n- rename the new collection (with double click)\n- hit enter - crash\n\nOr create the collection, don't rename it and then click something in the interface (Blenderkit \"eye\" symbol in my case).\n\nReload didn't do anything, just kept crashing.\n\nLoaded a recent autosave, seems to work. Already hat to kill startup file and all settings yesterday, got permanent exception access violation crashes upon file load, after enabling some addon (TrueAssets) it worked.\n\nLink to the blend: view?usp=sharing\n\n", "Blender will not use new GPU for rendering or recognize it for OpenCL or\nOperating system: Windows 10, all up to date\nGraphics card: msi 4070ti (brand new)\n\nBroken: 2.93.18 as well as the most recent 3.5 on the splash screen, tried most of the in-between builds on clean reinstalls but same issue on all of them.\nWorked: no version\n\n**Error**\nAfter getting a new 4070ti, blender started crashing every 5-10mins or so while moving around a simple scene in the viewport set to material shaders mode, not render mode. The scene consisted of a couple of primitives with very simplistic wood, glass, and metal shaders. When I tried rendering as is it also crashes immediately upon rendering no matter what I use. GPU wasn't greyed out in render settings initially (though it now is), but only showed in preferences under CUDA, and wasn't recognized in OptiX or OpenCL (in newer blender models it also wasn't recognized by anything but CUDA). \n\n1. tried to render a simple scene with render settings set to new gpu\n2. render crashes immediately\n3. move around in viewport on material mode, barely move and blender crashes\n4. check Blender preferences <system <cycles rendering devices: gpu is visible in CUDA but not in any other options (originally was working on 2.93 where I wanted to use OpenCL, I know this isn't in the newer versions with OptiX/all non-CUDA options). Try unchecking CPU hoping to force blender to actually use the GPU and have tax manager up to see if gpu is even being used\n5. blender crashes without rendering, no sign of gpu being used on task manager but CPU usage spikes to 100%\n\n**What I've tried so far that might be helpful**\n\n- tried clean reinstalling different versions of blender, both newer/experimental and older/more stable builds\n- made sure I reset BIOS in case this is a new component/migration error\n- made sure the settings for blender in NVIDIA control panel were all compatible or high performance \n- made sure NVIDIA drivers are all studio version and up to date\n- made sure blender cache folder didn't have any kernel errors\n- installed any updates to windows, this did make the gpu visible in OptiX but unfortuantely the same issue persists even with OptiX on any version where blender just won't use it and uses only cpu (despite being unchecked)\n- double checking how much memory I have on my new gpu vs the old one - yup it does\n- benchmarked my gpu using port royal and making sure I could render a project in Premiere. GPU did fine on the benchmark test and was able to render a 20min video fine. Only blender seems to be the problem\n- noticed today in stackexchange there are a lot more reports with others having the same issue, even with equivalent AMD gpus, and all comments said this seems to be a bug\n\n", "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", "Blender Instantly Crashes When Rendering Cycles Or Clicking Wrong Setting\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nCPU: 12th Gen Intel(R) Core(TM) i7-12700KF, 3600 Mhz, 12 Core(s), 20 Logical Processor(s)\nGraphics card: AMD Radeon RX 6800 XT ATI Technologies Inc. 4.5.0 Core Profile Context 23.9.1.230821\n\nBroken: version: 3.6.2\n\nWhenever Blender attempts to render in cycles mode it exits immediately. It doesn't try for a few seconds, there's no loading, just click and instantly the process dies. This happens whether Preferences>System>Cycles Render Devices is set to \"None\", \"HIP\" with my GPU selected, or \"HIP\" with my CPU selected. Regardless of the cycles render device setting when I turn on viewport shading it works as it defaults to Eevee. However, if I try to change it to cycles, the moment I click cycles Blender crashes.\n\nThis same instant crash happens when I try to click OptiX or CUDA in Preferences>System>Cycles Render Devices instead on None or HIP.\n\n\n- Start Blender with a default project\n- Press Z then 8 to go into rendering mode\n- On the sidebar click render properties\n- Click the dropdown to change render engine\n- Click Cycles\n- Should see it crash instantly\n\nTo see the settings crash\n- Start Blender with a default project\n- Navigate to Edit>Preferences>System>Cycles Render Devices\n- Click between None, HIP, and OneAPI without issue\n- Click CUDA or OptiX and see the instant crash\n\n" ]
[ "Crash using 'ctypes' (fixed in Python >= 3.8), causes crashes in A.N.T. Landscape and various other addons\nOperating system: Ubuntu 20.10, Linux-5.8.0-38-generic-x86_64-with-glibc2.17 64 Bits\nGraphics card: Mesa DRI Intel(R) HD Graphics 620 (KBL GT2) Intel Open Source Technology Center 4.6 (Core Profile) Mesa 20.3.1 (git-d90622910b)\nCPU: Intel Core i5-7200U\n\n*Not reproducible on Ubuntu 20.04.*\n\nName: A.N.T.Landscape (0, 1, 8)\nAuthor: Jimmy Hazevoet\n\nBroken:\n- 2.91.0, branch: master, commit date: 2020-11-25 08:34, hash: 0f45cab862b8, type: Release **Snap** and **portable**\n- 2.92.0 Beta, branch: master, commit date: 2021-01-18 17:08, hash: b5c3f26cba81, type: Release **portable**\n- 2.92.0 Beta, branch: master, commit date: 2021-01-14 10:38, hash: 442b6e5e0951, type: Release **snap**\nWorked:\n- 2.91.0, branch: master, commit date: 2020-11-25 08:34, hash: 0f45cab862b8, type: Release **Flatpak**\n\nWhenever I want to enable the A.N.T. Landscape Addon by clicking the little box it crashes blender to desktop. This happens in the package installed via official Snap. It does work in the flatpak version however...\n\n1. Open Blender\n2. Click on Edit -> Preferences\n3. Go to Addons\n4. Click the little checkbox next to Add Mesh: A.N.T. Landscape --> Crash\n\n**Analysis**\nThe problem appears to be caused by the call to `CFUNCTYPE(c_int)(lambda: None)` by `_reset_cache()` in `[version]/python/lib/python3.7/ctypes/__init__.py`. This line appears to have been added as workaround for a failing test, but has since been removed from by the following commit:\n- e6b247c8e524dbe5fc03b3492f628d0d5348bc49#diff-edff4421a88bdc56335a84a1e5a0ce0eafe5cd0c37dcb1aff03ff075bfb9b57c\n- issue35523\n\nIt was originally added by commit:\n- 674e9389e9fdadd622829f4833367ac3b38475b5\n\nRemoving the line in question prevents the crash.\n\n-----\n\nOlder information:\n\n**What I've tried so far but did'nt help**\n- Delete user config directory\n- uninstall Blender and reinstall\n- enable other addons - no problem\n- delete `scripts/addons/ant_landscape/__pycache__/*`\n- compare `system-info.txt` of both versions - except for flatpak / snap specific file paths there identical (Build flags, Python version, other enabled addons etc.)\n\n**debugging information**\nI ran Blender with `blender --debug --debug-gpu > ~/blender_debug_output.txt 2>&1` as recommended by @rjg file only contains:\n\n```\nAborted (core dumped)\n```\nThe core dump is nowhere to be found, neither the blender crash log. I looked through `/tmp` (only contains quit.blend file) and `/var/crash`, nothing there.\nI ran blender again with `blender --debug --debug-all > ~/blender_debug_output.txt 2>&1`, here's the output:\n[blender_debug_all_output.txt](blender_debug_all_output.txt)\nAnd again with `blender --log \"*\" --log-level -1 --log-file ~/blender-log.txt`, here's that:\n[blender-log.txt](blender-log.txt)\n\nHere's the Blender systems-info.txt:\n[system-info.txt](system-info.txt)" ]
Copy/Pasting Instance Collection **System Information** Operating system: MacOS Mojave Version 10.14.6 iMac 2017 Graphics card: Radeon Pro Vega 64 16GB Broken: 3.0.0 f1cca3055776, master When you copy/paste an instance collection it duplicates the instance AND duplicates all the objects separately. In prior Blender versions the copy/pate of an instance collection would ONLY create a new instance of the collection. Based on the default startup or an attached .blend file (as simple as possible).
[ "'full copy' references existing geometry nodes rather than creating new duplicates\nOperating system: Linux-5.15.5-200.fc35.x86_64-x86_64-with-glibc2.34 64 Bits\nGraphics card: AMD Radeon RX 5700 XT (NAVI10, DRM 3.42.0, 5.15.5-200.fc35.x86_64, LLVM 13.0.0) AMD 4.6 (Core Profile) Mesa 21.2.5\n\nBroken: version: 3.0.0 Beta\n\nWhen creating a new scene as 'full copy', existing geometry nodes are referenced in duplicated objects, thus any changes will affect the original scene, which is not expected.\n\n* create a scene with an object using geometry nodes. \n* create a new scene as a 'full copy'\n* edit the geometry node tree in the new copy, all changes will apply to the original object as the geometry tree is shared between the two.\n\n", "Linked Text Object Data Bug\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Super with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.42\n\nBroken: version: 2.93, 3.0.0\nWorked: -\n\nText objects with linked object data behave strangely. Some letters change their shape, which may vary from instance to instance. (see uploaded image)\nMaybe i´ve got the bug is because i use the Small Caps format.\n![bug.png](bug.png)\n\n1. Create several same text Objects (you maybe should use Small Caps format in them)\n2. Link their Object Data\n3. Try to switch several times between Object and Edit mode and you will see the bug. It occurs everytime on different letter. And every instance of the text looks often different then the others.\nI am attaching the Blend file\n[bug.blend](bug.blend)\n", "FADE INNACTIVE GEOMETRY MODE doesn't work properly with COLLECTION INSTANCES\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Radeon RX 570 Series ATI Technologies Inc. 4.5.13587 Core Profile Context 20.4.2 26.20.15029.27017\n\nBroken: version: 2.91.0 Alpha\nBroken: version: 2.91.0 Alpha\n\nI really like this mode, but it feels likeit not completely done. It's not work with collection instances at all.\nHere is was my expectations and what it looks like currently: \n![FADE INNACTIVE GEOMETRY + COLLECTION INSTANCES.jpg](FADE_INNACTIVE_GEOMETRY___COLLECTION_INSTANCES.jpg)\nAnd even instances from other scenes ignore this mode too. Will be cool if it(instances) will work in stream ideology of this mode\n\n\nOpen this file [FADE INNACTIVE GEOMETRY DOESN'T WORK PROPERLY WITH INSTANCES.blend](FADE_INNACTIVE_GEOMETRY_DOESN_T_WORK_PROPERLY_WITH_INSTANCES.blend) and select (one by one) buttom figures (cone/torus/cube) and after selecting each one - press Tab.\nYou will see that instances ignores this mode\n\n", "Text strip duplication with madeup driver\nOperating system: Linux neo 5.10.68-1-MANJARO #1 SMP PREEMPT Wed Sep 22 12:29:47 UTC 2021 x86_64 GNU/Linux\nGraphics card: nvidia GTX 970\n\nBroken:\n```\n3.0.0-alpha+master.a3027fb09416-linux.x86_64\n```\nWorked: (?)\n\nI duplicated a Text strip via <shift><D>. Then the clone had a driver on 'Location X' set, that the original has not. If You delete that driver, blender crasches (see #91912)\n\n\n- Load attached file\n- Duplicate the Text strip with <Shift><D>\nThe new Text strip now has a driver on Location X\n\n[driver_duplicate_bug.blend](driver_duplicate_bug.blend)", "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", "Copy/Paste Behavior in Viewport\nOperating system: Darwin-19.6.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon R9 M390 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.10.15\n\nBroken: version: 2.91.0 Alpha\nWorked: Never worked in 2.8+\n\nWhen pasting an object, the gizmo is not positioned at the newly created object, where you would expect it to be. Instead, there are two cases - both seem to be not intended.\nThe pasted object also is not active for direct manipulation despite the visual indication with the gizmo.\n\nIf there is a selection somewhere else before pasting, the gizmo ends up in the wrong position. Example:\n![image1.jpg](image1.jpg)\n\nIf there is no selection before pasting, there is no gizmo appearing at all. Example:\n![image2.jpg](image2.jpg)\n\nA directly interconnected problem is that pasted objects are not made active despite having an attached Gizmo. Example:\n![image3.jpg](image3.jpg)\n\n**Potential fix**\n1. The gizmo could always appear and show where the object is pasted (belonging to the new object).\n2. The pasted object could become active. When multiple objects are pasted, the selection and active states of the copied objects could be transferred to the newly pasted ones. Also, all previous selections could be deselected after pasting.\n\nThank you :)\n", "Instancing Performance Improvements\nPerformance of instances in the viewport is much worse than is should be. This task is mean to keep track of possible improvements.\n- [ ] Use a vector or similar data structure instead of an linked list for storing an objects instances.\n- [ ] Don't recompute an object's instance list on every redraw.\n- [x] Store bounding box in geometry so that it is not recomputed for every geometry instance (#96968).\n- [ ] Remove the nested instance limit, avoiding the need to realize instances in some cases\n- [ ] Support passing many instances of the same to the render engine at once to reduce per-instance overhead. ", "Animation: create a full separate copy of BoneCollections while in armature edit mode\nThis is to avoid touching the main data structures in the Armature datablock while in edit mode, which interacts badly with undo.\n\nRelevant:\n- #111965\n\n", "Data block name not unique when use gpu subdivision option turned on\nOperating system: Windows 11\nGraphics card: NVIDIA Quadro P6000\n\nBroken: 3.1 all the way to 3.6\nWorked: Anything before 3.1\n\nWhen the option Viewport->Subdivision->GPU Subdivision is turned on in the preferences, the data block names for meshes that have the subdivision modifier attached are the same.\n\n1. Start with the default scene.\n2. Create a second cube.\n3. Attach a subdivision modifier to each cube.\n4. Run the following script.\n\n```Py\nimport bpy\n\ndepsgraph = bpy.context.evaluated_depsgraph_get()\n\nfor i, ob_inst in enumerate(depsgraph.object_instances):\n \n if ob_inst.object.type == \"MESH\":\n print(\"%s (%s)\" % (ob_inst.object.data.name, ob_inst.object.name))\n```\nThe output you should see is something like this:\n\n```\nMesh (Cube)\nMesh (Cube.001) \n```\nIf you run the script again with the option turned off, you should see this:\n\n```\nCube (Cube)\nCube.001 (Cube.001)\n```\n\nI'm not sure if this is expected, but it's inconsistent behavior. As far as I can tell, it only happens on Windows and Linux. It doesn't happen on my Intel Mac running running macOS Ventura (13.4.1).", "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", "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)", "Recursive Purge Orphans datablocks on file save\nFully deleting datablocks from a blend file doesn't happen as easily as most users might expect, since \"delete\" is often used in the UI when \"un-link\" is what is actually meant. This can cause a lot of confusion and uncertainty during production. Proper deletion of datablocks requires that they are first un-linked, then they can be purged via File->Clean Up->Recursive Unused Datablocks. This works beautifully, and I would like to propose adding an option to have this operation executed after existing deletion operators. For example, after deleting a collection of objects, it would then also delete everything that was used only by those objects, such as their mesh and shape key datablocks, materials, actions, textures, etc.\n\nMy previous proposal was to have an option to execute Recursive Purge only on file save, which seemed to make sense to everyone I talked to at the time. (@dr.sybren @mont29 @JulianEisel @SimonThommes ) \nI still think that solution would be a step forward, but the new proposal above would achieve the same goals in an even more foolproof way. \n\n### Use case\nCurrently, this can very easily happen:\n- Animator duplicates an overridden character. All its objects get a .001 suffix.\n- Animator deletes that copy, saves their file, and later re-opens it. Only one \"layer\" of unused objects has been cleaned, so there can still be orphan object datablocks lying around unseen.\n- Animator duplicates the character again. Now the number suffix of their objects are all over the place. Some of them have .001 and others have .002.\n\nAs they continue working and duplicating characters, the old, unused objects slowly get deleted, and the name suffixes really get all over the place. It's not nice to get your objects names all mixed up like this, as things get really confusing when trying to troubleshoot problems in a production file, since everywhere where one object references another, the mismatching suffixes give the troubleshooter anxiety and uncertainty. The only way to avoid this currently is to tell the entire production team to always run a recursive Purge after deleting anything, which is very error-prone. \n\n\n### Potential issues\n\n- ~~The current recursive purge purges Text datablocks, which is bad because they don't have the possibility of a \"Fake User\", so they should be excluded (or better yet, be included in the \"fake user\" system, and get a fake user by default). ~~ (Fixed by [D10983](D10983))\n- Actions don't have fake user enabled by default. The long standing issue of Action datablocks \"disappearing\" on users and making them lose hours of work if they forget to click Fake User would be exacerbated by this change. This could be trivially fixed by giving Actions a fake user on creation, and forcing users to clean up their unused Actions themselves.", "Operators to add to the Outliner\nCurrently the Outliner allows users to fully manage Collections. You can add them, remove them and manage them fully.\n\nHowever, for other data this is very limited currently. Many users would like to be able to use the Outliner to do many more basic management tasks. I think we should add many more basic things here that are related to adding, removing, copying, duplicating and so on.\n\n\n![Screenshot 2019-08-11 at 19.58.17.png](Screenshot_2019-08-11_at_19.58.17.png)\n\nThese features we can add to the Outliner context menu system:\n\n**Objects:**\nCurrently you can perform these operations in the Outliner for objects.\n - - [x] Delete\n - - [x] Rename\n - - [x] Copy/Paste\n\nIn addition, it would be useful to add these commands too:\n\n - - [ ] Add New (with full list of primitive types)\n - - [ ] Duplicate\n - - [ ] Make Local\n - - [ ] Make Proxy\n - - [ ] Add Constraint\n - - [ ] Add Modifier\n\n\n**Constraints & Modifiers**\nCurrently you can:\n - - [x] Delete\n - - [x] Rename\n - - [x] Toggle visibility, but only in the context menu, strangely\n\nIn addition, we should add:\n - - [ ] Visibility toggles\n - - [ ] Re-ordering (by dragging)\n - - [ ] Transfer modifiers & constraints from one object to another (by dragging)", "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", "Fix ViewLayers cache building\nCurrently, ViewLayers' collection and objects cache is rebuilt way too much (it can be thousands of time during a single edit action in a relatively heavy scene).\n\n## Proposal\n\nUse a lazy update approach:\n* Code changing the the data only tags the relevant view layers' caches to be updated.\n* Code actually using those caches is responsible to call a new 'ensure()' callback first, which will check those flags and rebuild the cache as needed.\n\nWe can stay fairly general (tag a whole cache as dirty, and just fully rebuild it then when required), or be more specific by tagging every ID that changed, and then cache rebuilding code could only update the parts that need it. \n\nProfiling on worst-case scenarii should tell us if high level of granularity is really needed here (worst case would be a viewlayer with many collections and objects). \n\nAnother possibility would be to add an API to actually update the needed parts of the caches on the fly (called from code modifying the related IDs relationships), but this is likely more complex to get working.\n\n*Note: Thread safety should not be an issue here, at least there is none at all in current code…*" ]
[ "When linking a blend file into another one selecting a collection, it also imports objects from other collections\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.76\n[system-info.txt](system-info.txt)\n![Splash.PNG](Splash.PNG)\n![Captura1.PNG](Captura1.PNG)\n![Captura2.PNG](Captura2.PNG)\n\nBroken: version: 3.1.0 Alpha\nWorked: 3.0 release\nWhen linking a blend file into another one selecting a collection, it also imports objects from other collections\n\n- Create a new scene and link into that the attached file: [Test.blend](Test.blend).\nYou should link the Collection named \"Skinning\"\n- It will import the Armature and Box objects from that Skinning collection, as well as the Circle object which is in another collection in the original file. That Circle object should not be imported.\n\n" ]
Blender 2.80 changing mode in one window is changing it everywhere Operating system: Windows 7 Graphics card: GTX 1070 Broken: 2.80 Beta Date: 2018-11-29 15:57, Hash: 26d5a3625ed, Branch: blender2.8 Worked: Blender 2.79b and 2.79 daily builds When having divided screen changing between edit and object mode in one widow is changing it also in other. Not only that but it adds overlay of edges/verts/faces which makes render mode only usable in object mode. I cant work in one window in edit mode and see rendering updated in other which was possible earlier. Being forced to see edit overlay on rendered view totally kills the purpose of rendered view... Create any object, divide screen in 2 vertically, on right window set view to rendered, turn off all overlays, go to left side and change mode to edit. It also changes to edit on window that is set to render mode.
[ "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", "weird viewport visual glitch\nOperating system: Windows 11 64 bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti Gaming X Trio\n\nBroken: version: 3.3.1\nWorked: cant bother sorry\n\nits like the position of the viewport has an offset relative to the orientation of the camera, and the viewport has a set size and cant change.\n\nfirst go to the layout workspace and have an animation playing (must have an animation playing for the bug to happen), then create a new viewport by sliding it like im doing in the video. then change the viewport into rendering mode like im doing in the video and when you resize the viewport, it has a set size and cant be changed and the position of all parts have an offset according to the position and orientation of the camera.\n\n", "Drivers not updating correctly when multiple drivers are relying on single property value change (viewport issue only)\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 417.35\n\nBroken: version: 2.81 (sub 10)\nAlso tested on 2.80 release version. Happened for me there for the first time so I've downloaded newest build to check if issue still occurs.\n\nWhen multiple drivers are linked into the same property, changing value of that property is not always propagated to all drivers. It looks like some sort of race condition, although I don't think it's caused by switching property back and forth and threads overlapping in that scenario, because even when doing this slowly, issue occurs. Issue also occurs when clicking arrows on a property instead of dragging left/right. \n\nSeems to be related to viewport displaying only. As presented at the end of linked video, rendering scene in such broken state is working correctly.\n\n1. Open provided blend file\n2. Select small cube at the bottom of the screen\n3. Cube has a property on it. Switch its value back and forth.\n4. When property is set to 0, only vertical bars should be visible. When property is set to 1, only horizontal bars should be visible.\n5. Not every time, but occasionally bar is visible when it shouldn't or the other way around.\n\nVideo of bug occurrence:\n\nwatch?v=5wrGXl3KnrQ&feature=youtu.be\n\n[bug-drivers.blend](bug-drivers.blend)", "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", "Cycles render artifacts relating scene scale\nOperating system: Windows 10\nGraphics card: tested multiple graphics cards with same issue\n\nBroken: 2.83.6 (file originally made in 2.79 and had the same issue)\n\nThere exists in the blend file data only two objects - the camera and a simple plane. Yet when rendering, the result does not match the viewport and there seems to be another ghost object appearing in the scene.\n\nBased on the following startup file: [strange-error.blend](strange-error.blend)\n\n1. Switch to rendered view in the viewport. This is how things should look.\n2. Now render the current frame at frame 97. Notice the strange ghosting effect in the center of the frame.", "Modifiers added in edit mode are undone out of order if you go back to object mode\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.66\n\nBroken: version: 2.83 (sub 13)\nWorked: Never (2.8+)\n\nModifiers added in edit mode are undone out of order if you go back to object mode and then start undoing.\n\nAffects both old and new undo system. There's often mentions of edit<->object transitions being problematic but just in passing; I think this is a long standing issue. Just wanted to note it down as I test out the undo systems.\n\nHoping the new undo system can account for this now.\n\n- Default scene\n- Go to edit mode on the default cube\n- Add any modifier (bevel, subdivision, etc.)\n- Add any loop cut 1\n- Add another loop cut 2\n\n- Go to object mode\n- Undo --> Modifier is removed first (out of order)\n- Undo --> Loop cut 2 is removed\n- Undo --> Loop cut 1 is removed\n\n\n", " EXCEPTION_ACCESS_VIOLATION when entering Edit Mode\nOperating system: Windows 10 1903 (18362.239)\nGraphics card: Intel HD Graphics 4000\n\n***Broken:***\nBlender 2.80 (sub 75) / 2019-07-29 09:44 AM Windows / Stable\nBlender 2.81 (sub 1), branch: master, commit date: 2019-08-13 11:31, hash: 6f9cbbc8ec4f\n***Worked:***\nBlender 2.79 (copied mesh over through copybuffer.blend)\n\n\nWhen entering edit mode of a specific object Blender crashes with EXCEPTION_ACCESS_VIOLATION. Logs and example .blend provided.\n\nThe issue shouldn't be in my GPU, since the same issue persists even with Software Rendering.\n\n1. Open up example file\n[window_broken.blend](window_broken.blend)\n\n2. Select `window_panes` and enter Edit Mode\n3. Get EXCEPTION_ACCESS_VIOLATION\n\n**Logs (2.80 `blender_factory_startup`)**\n[blender_system_info.txt](blender_system_info.txt)\n[blender_debug_output.txt](blender_debug_output.txt)\n\n**Logs (2.81 `blender_factory_startup`)**\n[blender_system_info.txt](blender_system_info.txt)\n\n[blender_debug_output.txt](blender_debug_output.txt)", "Crash when change material on render with python\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.79\n\nBroken: version: 2.8+, 2.9 - 2.93.0 Alpha\n\nHey :)\nI’m trying to change material on a few objects during \"frame change\" with python.\nIn a viewport everything works fine but during Animation Rendering(cycles or eevee) it crashes immediately or a few frames later.\nMy system can’t handle more than 500 cubes.\n![change_mat.gif](change_mat.gif)\n\n- Open \"change_mat.blend\"\n- Run script \"change_mat\" from Text Editor\n- Change Frame in Time-Line (0,1,2) // All cubes in the scene/viewport change their active material (Red, Green, Blue)\n- Press \"Render Animation\" => Crash // If it does not crash then duplicate more cubes\n\n[change_mat.blend](change_mat.blend)\n[change_mat.crash.txt](change_mat.crash.txt)\n\nMany Thanks!\n", "No way to distinguish enum buttons that support shift-click to select multiple\nBlender has some buttons that allow shift-click to select multiple, but no way to show the difference. eg:\n\nTransform Tool, Gizmo's (Move / Rotate / Scale)", "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>", "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", "Vertex Transformation, Number Rounding Problem, versions 2.79 and above!\nOperating system: Windows 7 x64 Ultimate SP1\nGraphics card: onboard Intel HD 4600\n\nBroken:\n2.79 (latest) AND 2.80 latest beta\n\nWorked: (optional)\n2.77a works correctly!\n\n\nThis problem is happening on blender versions 2.79 and 2.80! It is NOT present in 2.77a.\nHow to replicate: Selecting a vertex and clicking on its axis transformation on the right pane (N), for example on the Y-axis, enter the number 47.15426 for example.\nSo far, so good. But after clicking on that same field again (to edit or just copy the value to the clipboard), it gets automatically rounded off (just by clicking on it) to 47.1543 for no reason.\nBasically, when I want to select the coordinate of that vertex (47.15426 is its correct value) and just copy it to my clipboard so I can paste it into another program, that number gets changed automatically to 47.1543 inside Blender and it stays that way after de-selecting the Y-axis number field in the Transformation tab!\n\nIn 2.77a version, no such thing can happen, I have been using it since 2016 and there weren't any problems with that.\nI have tested both the 32-bit and 64-bit versions of the affected 2.79 and 2.80 releases, all have this issue.\n\nOpen the attached .blend file: [vertex_coordinate_rounding_problem.blend](vertex_coordinate_rounding_problem.blend)\nThe vertex is already selected. Just navigate with your mouse to the Y: axis transformation and click on the field with the number. It will change from 47.15426 to 47.1543 (which literally lowers the precision of the float by a decimal point). If you try that in Blender 2.77a, this will not happen.", "Paint Mode: Masking Modes\nThis is an important task related to the implementation of Paint Mode and #96225.\n\n# Painting Modes & Selections\n\nIn the current painting modes there are various ways of masking. Including all of these in their current form in a single Paint Mode would lead to a muddled and confusing design.\nBut still, these ways of masking should be supported:\n\n- Masking per vertex (Like Sculpt Mode masking)\n- Masking per face (To achieve sharp edges on face corner color attributes and image textures)\n- Masking based on selection (Synched with edit mode)\n- Masking based on a texture (Stencil Mask)\n\n# Issue\n\nThese ways of masking are very different and currently implemented as completely separate features.\nMoving all of these with their current design to a new Paint Mode would lead to multiple masks and selections having to be enabled and managed at the same time, each with their own overlay.\nThis issue can already be observed in the current Texture Paint Mode when enabling any of the selection masking modes and stencil masking at the same time.\n\nThe ideal way moving forward in Paint Mode has to be by combining these masking methods into a single cohesive design without regression in functionality.\n\n# Proposal\n\n### Masking Modes\n\nThe proposal is to add three easily accessible “Masking modes” to choose which data is being used for the masking operations in Paint Mode.\nThese should be easy to switch between via the number keys. \nThis directly parallels the selection modes in edit mode, grease pencil and the UV editor. And just like in these other modes they should be interchangeably usable for intuitive and fast masking.\n\n![mask_modes_mockup.png](mask_modes_mockup.png)\n\nThe 3 modes would let you:\n\n- **Mask Vertices** (Vertex float)\nSame behaviour as sculpt mode.\n\n- **Mask Faces** (Face bool)\nWill restrict the masking to only fill in entire faces as completely masked or unmasked. This is far more useful than trying to paint face float values, which will almost always result in a stepping effect.\n\n- **Mask Pixels** (Greyscale image texture))\nThis feature should replace the current “Stencil Mask”.\n\n### Converting Masks\n\nThese masking features are meant for loose and temporary masks, similar to selections in other modes. \nFor more permanent masking for material and texture mixing it would still be preferred to paint image textures and use them as masks in the material.\n\nWith that use case in mind, it would be easiest to implement to convert the mask to another domain and data type every time the masking mode is changed (Similar to selection modes in Edit Mode).\n\nAlternatively we could test a way of abstracting/propagating the selection between those modes but that could just end up as far more complicated, less predictable and for questionable advantages.\n\n### Edit Mode Syncing\n\nAn important task that is tied to this is to convert the mask of Paint Mode to the Edit Mode selection (and vise versa).\nThis way masks can be much more precisely created in Edit Mode.\nWhile switching between Edit Mode should not be required - masking in Paint Mode should be intuitive enough for most cases - some workflows rely on this for painting precise attributes and technical textures.\n\nSo keeping this functionality will be a priority!\n\n(There are even other potential advantages from considering a Paint Mode mask an Edit Mode selection, like assigning materials directly in Paint Mode. \nThe design of #97903 could help in making this more clear.\n\n# Sculpt Mode\n\nIf these masking modes should be included in Sculpt Mode as well is questionable. \nMasking faces and based on an image texture is no use if you are only able to affect vertices with all tools available.\nThe only advantage would be to avoid mask conversion on mode switching (Which shouldn't be a problem) and to allow painting face corner color attributes with the Sculpt Mode painting toolset (Which is not what Sculpt Mode is for. For sharper edges you should increase the amount of geometry or use the bigger Toolset of Paint Mode).", "Weird edge lines in 3D Viewport (Edit Mode - Orthographic View)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68\n\nBroken: version: 2.93.3\n\nIn Edit Mode when switching to Orthographic mode the edges sometimes look very thin, jaggy, disappearing in some place, dotted line style or just barely visible. Nothing changes when changing the distance to the object. Nothing changes if selecting Vertex select/Edge select/Face select. However, lines are visible with a very good (usual quality) in Orthographic view when switching to Object Mode and turning on Wireframe on shaded (Overlay dropdown). If Wireframe on shaded option is enabled the edges looks good even in Edit Mode in Orthographic view.\n\nI can't reproduce this error in another scene.![blender_2.93.3_bug.png](blender_2.93.3_bug.png)\n\n[MAGPUL STR Carbine Stock 009.blend](MAGPUL_STR_Carbine_Stock_009.blend)\n[system-info.txt](system-info.txt)\n\n\n", "Double click is recognized even when the first click is consumed to close a menu\nOperating system: Windows 10\n\nBroken: 2.80 release, 2.81 5e5cf9ea9f7\nWorked: (optional)\n\nWhen clicking on a workspace name to close the splash screen, the second click gets treated as double click if it occurs fast enough. As a result instead of switching to the workspace, the workspace name switches into text edit mode.\n\nIt happens with other menus too, with wheel menus even when the first click is selecting an option at same time.\n\nObject names in the outliner do switch into text edit mode too.\n\n - Open Blender or make splash screen visible.\n - Double click on the name of a worskpace or object\n\nResult: Workspace (or object) name is in edit mode.\n\n**Or**\n\n - Move the default cube away from the 3D cursor\n - Shift + S to open Snap menu (wheel)\n # Double click on a workspace name while \"Selection to Cursor\" is highlighted\n\nResult: Selection moved to cursor and workspace name is in edit mode." ]
[ "Some Overlay sections do not respect Overlay On/Off toggle\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 388.13\n\n\nBroken: version: 2.80 (sub 48)\nWorked: (optional)\n\n\nThe following Overlay option sections disable/enable when the \"Display Overlays\" [overlay.show_overlays] is toggled, but the selected options remain visible when Display Overlays is disabled:\nMesh Edit Mode\nShading\nMeasurement\nNormals\nDeveloper\n[Freestyle untested]\n\n\n\nCube in edit mode, turn on overlay option from one or more of these sections. Toggle display overlay off, and see the selected overlay remain on screen.\n\n" ]
Polybuild: shouldn't catch backface vertices when x-ray is off Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40 Broken: version: 2.93.4 X-ray doesn't work in Polybuild tool 1. Create uv sphere 2. Make sure that your x-ray is turned off 3. Use Polybuild tool and check that its catching backface vertives It's counterintuitive comparing to Move tool which have backface culling with x-ray turned off.
[ "Creating UV Maps from Face Sets\n# Issue\n\nThis is based on a popular request from users.\nOn very high density sculpts with messy topology it's very time consuming to create UV seams and unwrap the UVs.\n\nFor that case it can be a fast solution to use face sets from sculpt mode to create a new UV map.\nSome users already started creating geoemtry node operators and addons to acheive this:\n2017\n\n<video src=\"attachment\" title=\"face_set_to_uv.mp4\" controls></video>\n\n# 'Unwrap Face Sets' Operator\n\nTo get proper feedback on the new UV map it might be best to add an operator \"Unwrap Face Sets\" to the \"UV\" menu in the UV Editor.\nThen the easiest steps to create a UV map from Face Sets is to switch to the UV Editing workspace and do the needed operations there.\n", "Mesh Boolean and Bounding Box node joined together make lose the UVs\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.47\n\nBroken: version: 3.5.0\n\nApparently, joining 2 branches of geometry node that contain a Mesh Boolean node and a Bounding Box node make the UV gone. On image attached, the cube on the left with the voronoid is the original cube and on the right it's the same cube with the Geometry node turned on. Maybe other node combination recreate this issue.\nWhen inspecting the branches independently the UV are still working but stop working when adding the Join Geometry.\n\n- Have an object with texture applied. \n- Have a geometry node modifier assigned.\n- The geometry node consists of a Mesh Boolean node joined with a Bounding box node. (I used a transformed node to move the bounding box away and see our object)\n\n", "Snap vertices with \"Closest\" is not acting as expected\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 432.00\n\nBroken: version: 2.83.3\nWorked: 2.82a at least. Didn't check any 2.83 releases. \n\nSnapping to vertex when moving with \"Closest\" works as if \"Center\" is chosen when moving several vertices at once.[cubicle.blend](cubicle.blend)\n\n- In the attached file, go to edit mode with the selected cubic shape.\n- 3 vertices already selected, try to move them down on Z axis with snap to vertices, \"Closest\".\n- The expected behavior is that the vertex at the bottom among the 3 selected vertices, should be at the same position of the vertex I'm snapping to.\n\n#46892 (Snapping closest vertex with Pivot point set to Individual Origins)\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", "CYCLES: Surfaces inside volumes are Not Lit or Shadowed by the volume if the volume is not visible to Camera Rays\nLinux Mint Mate\nGTX 1050\n\n\nBlender 2.81 Alpha\n2019-09-27 22:44\nHash: 1c1a3198af9d\n\n\nDiscovered while trying to catch shadows from volumes on surfaces for compositing.\n\nSurfaces inside of volume meshes are not shaded (lit/shadowed) by the volume if the volume is invisible to camera rays\n(checkbox in Object Properties -> Visibility -> Ray Visibility -> Camera)\nAs far as i can tell this also affects Holdout.\n\n\n\n\nCurrent workaround: make sure volume IS visible to camera rays, and instead bypass it in the volume shader using the Camera Ray socket on the Light Path node\n\n\nTo Reproduce:\n\nOpen attached .blend , press render\nNote the missing shadow/light where the volume cubes intersect the default cube.\n\nI have in the .blend also included the \"expected behaviour\" by using the workaround, switch the Scene from \"Bug\" to \"Workaround\" and press render again.\nNote the shadow/light now covers the default cube properly.", "Unable to get object to stay hidden while new mesh tool is active.\nWindows 10, 1060\n\nBroken: 2.80 master (also reproduced in a month-old daily build, so not new behavior).\n\nIf you have an active tool like Add Cylinder going, and you hide another object using the eye icon in the outliner, then as soon as you touch the cylinder parameters, the hidden object becomes unhidden.\n\n1) From the default scene, Add a Cylinder to the scene and expand the tool properties in the lower left of the 3dview.\n2) Because the cylinder is hidden inside the cube, we can't easily see the effect of changing the tool parameters, so go to the outliner and click the eyeball icon associated with the cube to hide it in the viewport.\n3) Change any parameter in the cylinder tool properties pop-up in the 3dview. The cube reappears and the eyeball indicates it is no longer hidden.\n\nBasically any changes made to the Outliner visibility icons gets reverted as soon as you change any active tool property, (at least for the Cylinder tool). This at least unexpected behavior.", "Assert/crash during COW phase of depsgraph evaluation due to mismatch mask info in code updating mesh data from multires subdiv ccg runtime data.\nFound after fixing #84002 (Sculpt: Masking operations crash if multires is in play).\n\n`BLI_assert(grid_element.mask != NULL)` in `multires_reshape_assign_final_coords_from_ccg()` will fail after undoing from Sculpt mode to Object mode, since in Object mode mesh data does not have paint mask cdlayers yet (it is added when switching to Sculpt mode), while runtime `subdiv_ccg` coming from sculpt undo step does.\n\nWill commit a temp workaround to make Blender usable, but not sure at all if this is actually valid/expected situation, or if there are more layers of worms in that giant barrel. Need @Sergey's enlightenment here, both on depsgraph side and multires side of the question.\n\nSteps to reproduce:\n- Default startup cube\n- Add multires, subdivide at least once.\n- Switch to sculpt mode, draw a sculpt stroke.\n- Undo twice to object mode\n\nAnd it asserts:\n\n```\n1 __GI_raise raise.c 50 0x7fae6ac53c81 \n2 __GI_abort abort.c 79 0x7fae6ac3d537 \n3 _BLI_assert_abort BLI_assert.c 50 0x290e6d84 \n4 multires_reshape_assign_final_coords_from_ccg multires_reshape_ccg.c 78 0x1091bc37 \n5 multiresModifier_reshapeFromCCG multires_reshape.c 158 0x1091613b \n6 object_update_from_subsurf_ccg object.c 1476 0x109bcc4d \n7 BKE_object_free_derived_caches object.c 1557 0x109bd60d \n8 blender::deg::ObjectRuntimeBackup::restore_to_object deg_eval_runtime_backup_object.cc 112 0x28d41ddc \n9 blender::deg::RuntimeBackup::restore_to_id deg_eval_runtime_backup.cc 97 0x28d3584f \n10 blender::deg::deg_update_copy_on_write_datablock deg_eval_copy_on_write.cc 954 0x28c8f38f \n11 blender::deg::deg_evaluate_copy_on_write deg_eval_copy_on_write.cc 1088 0x28c902bf \n12 std::__invoke_impl<void, void ( *&)(Depsgraph *, blender::deg::IDNode const *), Depsgraph *, blender::deg::IDNode *&> invoke.h 60 0x28d19f6d \n13 std::__invoke<void ( *&)(Depsgraph *, blender::deg::IDNode const *), Depsgraph *, blender::deg::IDNode *&> invoke.h 95 0x28d153cf \n14 std::_Bind<void ( *(std::_Placeholder<1>, blender::deg::IDNode *))(Depsgraph *, blender::deg::IDNode const *)>::__call<void, Depsgraph *&&, 0ul, 1ul>(std::tuple<Depsgraph *&&>&&, std::_Index_tuple<0ul, 1ul>) functional 416 0x28d0cea4 \n15 std::_Bind<void ( *(std::_Placeholder<1>, blender::deg::IDNode *))(Depsgraph *, blender::deg::IDNode const *)>::operator()<Depsgraph *, void>(Depsgraph *&&) functional 499 0x28d05809 \n16 std::__invoke_impl<void, std::_Bind<void ( *(std::_Placeholder<1>, blender::deg::IDNode *))(Depsgraph *, blender::deg::IDNode const *)>&, Depsgraph *>(std::__invoke_other, std::_Bind<void ( *(std::_Placeholder<1>, blender::deg::IDNode *))(Depsgraph *, blender::deg::IDNode const *)>&, Depsgraph *&&) invoke.h 60 0x28cfca8c \n17 std::__invoke_r<void, std::_Bind<void ( *(std::_Placeholder<1>, blender::deg::IDNode *))(Depsgraph *, blender::deg::IDNode const *)>&, Depsgraph *>(std::_Bind<void ( *(std::_Placeholder<1>, blender::deg::IDNode *))(Depsgraph *, blender::deg::IDNode const *)>&, Depsgraph *&&) invoke.h 110 0x28cf1cca \n18 std::_Function_handler<void (Depsgraph *), std::_Bind<void ( *(std::_Placeholder<1>, blender::deg::IDNode *))(Depsgraph *, blender::deg::IDNode const *)>>::_M_invoke(std::_Any_data const&, Depsgraph *&&) std_function.h 291 0x28ce9b7c \n19 std::function<void (Depsgraph *)>::operator()(Depsgraph *) const std_function.h 622 0x28e2c749 \n20 blender::deg::(anonymous namespace)::evaluate_node deg_eval.cc 113 0x28e27e58 \n... <More> \n```\n\n", "Sculpt, Mask extract with certain mesh produces broken mesh (hidden geometry)\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.93.0 Alpha\n\nMesh made as «mask extract» from sculpt, then I fill and triangulated top.\nIt looks like mesh contains non-selectable geometry, that prevents to make proper operation Origin to geometry.\nTry to do it. Origin will stay at the same place.\n\nAfter exporting obj and importing back bug gone. After remesh too.\nIt is the second time, I`ve encountered such issue.\nMay be related to #82209 (Blender hanging with «separate selection» in particular model/file (svg imported).)\n\n[mesh.blend](mesh.blend)\n\n[2021-03-24_11-40-49.mp4](2021-03-24_11-40-49.mp4)\n\n\n\n", "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).", "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", "X-Ray and Wireframe-Only modes not working in weight painting mode\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.49\n\nBroken: version: 3.5.0 Beta\n\nX-Ray and Wireframe-Only modes not working in weight painting mode.\nIf I remember correctly it worked in earlier versions of Blender, like 3.0 or maybe even earlier, but then was broken.\n\nWatch attached video for demonstration.\n\nCreate any object, go to Weight Paint Mode.\nTry to use X-Ray shading or Wireframe-only shading modes. The 3d-model is fully opaque.\nGoto Vertex selection, With X-Ray set to 1 I can't even select backface vertices, only if I lower it value a bit - it start working, but 3d-object is still opaque.\n+ Looks like Show wireframe checkbox (in viewport overlays panel) in this mode not working also.\n\nvideo:", "UV: Mesh won't Unwrap at all\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.23\n\nBroken: version: 3.6.0\n\nWhat is happening is that when i unwrap my mesh nothing happen, even if i isolated one face and tried to unwrap it wont work, also even faces you extruded from the faulty face won't unwrap, but adding a new plane from the add menu inside the same mesh unwraps normally, even if i connected the plane to the faulty face.\n\n1. Create a plane.\n2. Give one edge a Mean Bevel Weight from the side bar.\n3. Give the plane a Bevel Modifier and the Limit Method set to Weight (visually nothing will change since its just a plane but the error will still reproduce).\n4. Apply the Modifier and Unwrap the plane. (normally the plane comes unwrapped by default, try changing the UVs out of bounds or scale them down just so you can notice the change ).\n\nThanks you blender developers.", "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", "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.", "Unable to select vertex paint face mask faces while retopology overlay is active\nOperating system: Ubuntu 23.04\nGraphics card: AMD Radeon RX 570\n\nBroken: `main` (`e151425c5c1085d7be5f8bb2ad694a869bc16dc7`)\n\nIf the new retopology overlay is active in edit mode, vertex paint faces can't be selected \n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n1. With default cube in _Edit_ mode, enable the Retopology overlay\n2. Switch to _Vertex Paint_ mode\n3. Enable face selection masking\n4. Try to select a face\n\nA small video is attached, showing first successful selection of a vertex paint face mask while the retopology overlay is inactive, then the inability to select vertex paint face mask faces after it's activated.\n\n" ]
[ "Poly build highlighs and try to select components outside the viewport clipped area. \nOperating system: Linux-5.3.0-26-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 435.21\n\nBroken: version: 2.83 (sub 0)\nWorked: (optional)\n\nPoly build tries to select the components outsides the vieport clipping, \n\n![image.png](image.png)\n\n\n[Poly build clipping not working.blend](Poly_build_clipping_not_working.blend)\n1- Open the file \n2- move the cursor inside the red circle (poly build active tool should be enable) in the left viewport, you should notice the blue points highlighting the vertex in the plane outside the viewport clipped area. \n\nThe right viewport its unclipped just to see the entire object, ", "Poly Build backface issue\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 760/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.15\n\nBroken: version: 2.81 (sub 12)\nWorked: (optional)\n\nPoly Build moves points from the back side of retopo mesh instead of extruding edges\n\n\nOpen the file.\nTry to extrude border edges of retopo mesh using Poly Build.\n\n[Poly Build .blend](Poly_Build_.blend)" ]
3D sound crackle when audio is panned across speakers under windows, no crackle running under linux Windows 8.1 Ubuntu 12.04 blender 2.69 official (could not find a working blender version) When 3d audio is used in the game engine ether using audaspace or the logic bricks 3d audio there is a crackle that seems to be at the same frequency range as the audio on the sound file. So it helps to have a sound high in the top-end of the frequency range to hear it well Ive tried plenty of different file formats to check ogg, wav, mp3 to name a few it doesn't change at all. I think ive now checked with total four soundcards to see if it was the problem, makes no change under windows. I then checked under linux using the same computer that runs my windows box and the crackle was gone. (I cant test under mac) Ive uploaded a zip with a blend file a python script and one wav file to check with. In the blend suzanne is the listener object she spins around to pan the audio across the speakers left to right to hear the crackle. Few other checks ive done. audio buffer length change doesn't help format 16bit signed or 32bit float makes no change buffering the audio with audapace makes no change
[ "Shading or Lighting Discrepancy issue\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.97\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\nSo I’ve been having this problem since working in 2.8 and I don’t have a clue what could be causing this issue but I went and stripped down a project as simple as possible trying to isolate the root cause. It seems its a mesh that has an emissive material and when I disconnect the node or hide the mesh the problem disappears. Weird thing is that the brighter version is when hiding mesh number 2. I am attaching the file.\n\nYou will see how the tone changes. This never happened to me after so many years using Blender until now already in a few projects in 2.8. \n\n- Open attached file.\n- Render once using slot 1.\n- Hide mesh 2 or disconnect the emissive node.\n- Render again using slot 2.\n# Toggle with J\n\nNotice the different lighting between each result.\n\n[Shading Issue - Simplied.blend](Shading_Issue_-_Simplied.blend)", "Incorrect Areas affected by Timeline Playback settings\nVersion: 2.80 rc2 (Linux 64)\n\n[Timeline_bug.blend](Timeline_bug.blend)\n\nTo reproduce:\n\n - Open the example file (enable \"Load UI\" too)\n - With the mouse cursor in the 3d view, play the animation using Shift + Space (or Alt + A, whatever your keymap is)\n - Ignore the 3d view. Notice which animation editors show a moving playhead.\n - Inspect the playback settings in the timeline editor.\n - Disable \"All 3d Viewports\" and repeat step 2.\n - Now Enable \"Active Editor Only\" and repeat step 2.\n\nWith certain settings, the Dope Sheet and Timeline show playback even when the Graph Editor and NLA do not. It's as if these windows think they are 3d viewports!", "VSE: Sound strips without valid source shrink to 0 length on project frame rate selection\nOperating system: Linux-5.4.0-81-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: GeForce 9800 GT/PCIe/SSE2 NVIDIA Corporation 3.3.0 NVIDIA 340.108\n\nBroken: version: 3.0.0 Alpha\nWorked: Unsure\n\nA sound strip without a valid data source will shrink to 0 length as soon as the project frame rate selection is touched (i.e. changed, or even current frame rate re-selected).\n\n[sound-strip-without-valid-source-shrinks-to-zero-length-on-project-frame-rate-selection.blend](sound-strip-without-valid-source-shrinks-to-zero-length-on-project-frame-rate-selection.blend)\n- Add sound strip\n- Remove source file on disk or change source file name in strip settings to an invalid file name\n- Select any value in project frame rate drop-down\n- Sound strip will \"disappear\" to 0 length", "Eevee volume ghosting on animation playback\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.41\n\nBroken: version: 2.83 (sub 13)\nWorked: not known VDB imports only in 2.83\n\nPlay back of imported VDB in eevee creates ghosting \n\nImport VDB\n>scale to 0.01 \n>edit frame range to match sequence ie 240 \n> add Sun \n> edit Volume Shadows \n> Edit Blackbody emission to 10 show fire from temperature \n>play sequence \n\n\n![image.png](image.png)\n\n\n\n\n", "EEVEE Volume draw distance broken with emission shader\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 432.00\n\nBroken: version: 2.83.4\nWorked: none\n\nWhen using an Emission shader as Volume shader in EEVEE, draw distances smaller than 100 produce unecpected behaviour.\nUsing Principled Volume works fine as long as Density is not 0, if it is 0 the behavior breaks in the same way.\n\n- Open attached blend (Cube with emission shader as Volume)\n- Change Volumetrics End distance to 70m\n- Zoom in and out in EEVEE viewport, the cube does disappear at a distance range inbetween the set clipping range\n[eevee_volume_drawdistance_bug.mp4](eevee_volume_drawdistance_bug.mp4)\n[eevee_volume_drawdistance_bug.blend](eevee_volume_drawdistance_bug.blend)\n\n", "Sequencer doesn't reflect source range in strip display correctly\nWindows 7\n\nBroken: 2.78 Release\n\nWhen the length of a render source is modified, the display in the strip display doesn't show it. The info 'Original frame range' is correct though.\n\n1. From the default scene, create a 'link object data' copy (although i guess the type doesn't matter)\n2. Go back to scene 'Scene' and set the end frame to 100\n3. Go to scene 'Scene.001', open sequence editor and add scene 'Scene'. It will now show a strip of 100 frames length.\n4. Go back to scene 'Scene' and change the end frame to 50\n5. Go back to scene 'Scene.001' \nThe Sequence Editor will still show a green bar 100 frames long, although the info in the properties panel tells the correct info: Original frame range 1-50 (50).\nMore importantly, you can drag the right grabber of the strip to the right and it will still paint 100 frames green and the rest grey/transparent, although the 100 frames don't have any meaning no more - it was just the length it was created with. You can also unlink the strip from the original scene and relink it again, it will still paint 100 frames green/valid.\n\nMaybe this is a bug, an oversight, maybe even intentional, I don't know. \nI don't think a .blend file is necessary in this case, but I will upload one, if desired. \n", "Dissolving edge doesn't work as expected\nOperating system: Windows 10\nGraphics card: RTX 2070 SUPER\n\nBroken: 3.2.1\nWorked: not sure\n\n\nDissolving edges doesn't work as expected.\n\n![Screenshot (23).jpg](Screenshot__23_.jpg)\n\n![Screenshot (24).jpg](Screenshot__24_.jpg)\n\n[untitled.blend](untitled.blend)", "Eevee Incorrect rendering of the volume\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.4.0 Alpha\n\n![image.png](image.png)\n\n[bug_volume_eevee.blend](bug_volume_eevee.blend)\n", "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.", "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?", "Noise artefacts when lacunarity is near 1\nFor all noises that have fractal detail and lacunarity set close to 1 this outputs a zoom type effect.\n\n![image](attachment)\n\nThis is caused by the noise origin occurring in the same place. \n\nIt is possible to mitigate this by offsetting the fractal layers but fixing this would be a breaking change.\n\n```Diff\n+#define FRACTAL_OFFSET 1259.0\n+\n /* The fractal_noise functions are all exactly the same except for the input type. */\n float fractal_noise(\n vec3 p, float octaves, float roughness, float lacunarity, bool normalize)\n@@ -78,7 +80,7 @@ float fractal_noise(\n octaves = clamp(octaves, 0.0, 15.0);\n int n = int(octaves);\n for (int i = 0; i <= n; i++) {\n- float t = snoise(fscale * p);\n+ float t = snoise(fscale * p + i * FRACTAL_OFFSET);\n sum += t * amp;\n maxamp += amp;\n@@ -87,7 +89,7 @@ float fractal_noise(\n }\n float rmd = octaves - floor(octaves);\n if (rmd != 0.0) {\n- float t = snoise(fscale * p);\n+ float t = snoise(fscale * p + (n + 1) * FRACTAL_OFFSET);\n float sum2 = sum + t * amp;\n return normalize ? mix(0.5 * sum / maxamp + 0.5, 0.5 * sum2 / (maxamp + amp) + 0.5, rmd) :\n\n```\n\n", "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", "Eevee Volume with Zero Density results in End distance distribution inconsistencies\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Intel(R) Iris(R) Plus Graphics Intel 4.5.0 - Build 26.20.100.7641\n\nBroken: version: 2.93.0 Alpha\nWorked: None (same problem exists at 2.91.2 and probably earlier)\n\nEevee volume slices are inconsistently rendered - apparently due to the Distribution being incorrectly handled when there is Emission and **no** Density.\nImage cutting off the volume with specific Start-End range:\n![Untitled.png](Untitled.png)\nAdding **any** density fixes the inconsistency, as does changing Distribution to 1.0.\n\n- Open attached file or:\n - Start from default scene\n - Click the 'Shading' tab\n - Remove default Principled surface shader\n - Add Principled Volume shader\n - Set Emission to 1.0 and Density to 0.0.\n - In Volumetrics properties, reduce End distance until intersection (58m in my case)\n- Note that the intersection distance is inconsistent with the result and sometimes the volume disappears and reappears at random distances.\n\nAlso note:\n```\n- Changing the Density from 0.0000 to 0.0001 results in the full volume being rendered (showing it's not purely due to the Distribution).\n- Same problem occurs when using an Emission shader rather than Principled Volume.\n- If Density is set to non-zero (even a vanishingly small value such as 0.0001) the Start/End clipping works as expected.\n```\n[evee_volume_density_bug.blend](evee_volume_density_bug.blend)\n", "Mesh to Volume modifier is recalculated even if the volume object is disabled/hidden\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.93.0 Alpha\n\nI'm disabling the volume object in the viewport to move the origin mesh, but the viewport is lagging until I turn off the \"Mesh to Volume\" modifier.\nMaybe it is better to not compute the \"Mesh to Volume\" modifier while the volume object is hidden/disabled?\n\n- Open attached file\n- hide the volume object\n- move the origin mesh\n[H.blend](H.blend)\n\n", "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." ]
[ "3DSound in the game engine is allways stereo\nWindows 8.1 with amd radeon 6900\n\nBroken: 2.69.0 r60995\n\nI developed a little game scene for the calibration of my 5.1 Surrond home theatre system. I created a sphere with a sound Actuator on it and some simple keyboard logic for the movement of the camera. In the \"user preferences\" under \"system\" I set OPENAL with 5.1 surround and under scene I set \"audio 5.1 Surround\". What I expect is when moving the camera the sound moves according to the position of the sphere. But this is only true for the front speakers, but not for the center and the read speakers. So I came to the conclusion, that for some reason only stereo is active.\n\nWhen using the build in pyhon aud module, the device.cannels allways reports 2 channels despite of what is configured in the user preferences or the scene parameters.\n\nSee attached .blend file{[F67717](GameDemo.blend)}, press \"P\". You need a valid surround system connected to your computer\n" ]
Color setting for this item in NLA looks like is missing? Screenshot is attached. Operating system: Linux Mint 19.1 Graphics card: GTX 980 Broken: blender-3.1.0-alpha+master.4f387e66ac85-linux.x86_64-release Color setting for this item in NLA looks like is missing? I tried all color themes and that backgound color didn't change. It really hard to read those labels. ![screenshot-2021-11-20_03:29:25.png](screenshot-2021-11-20_03_29_25.png) Just set any key in any material node and open NLA tab.
[ "False color look gives incorrect values\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 False color in Blender is indeed different from the Filmic master on GitHub:\n![image.png](image.png)\n\nThe testing EXR I used (background is 0.18 middle grey):\n![Sweep_sRGB_Linear_Full.exr](Sweep_sRGB_Linear_Full.exr)\n\n- Load image in Image editor\n- Enable View as Render in side panel\n- Set False Color as View Transform in Color Management settings", "Cycles fully transparent shader is brighter when a Clear Coat shader is behind it\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68\n\nBroken: version: 3.3.0 Alpha\nWorked: Never Worked\n\nWhen doing Decals, we often use alpha channel to define transparent area. However, I found when the Object's base color is above hsl(h,s,0.01), who's under the Decal, then the decal's transparent area will affect the underneath object's shading.\nMy test configuration is that 2048 viewport samples alongwith light bounces param all been set to 64.\nThe BUG is easier to notice when the background object is light grey, and the light is quite dimmed(or just turn down the exposure in colormangement to observe.)\n![image.png](image.png)\n\n![image.png](image.png)\n\n\nPlease open the attached Blend file to test.\n[Transparent shading BUG.blend](Transparent_shading_BUG.blend)\n\n", "Make Links > Objects to Scene: Does not changes origing point color. We have no visual indication!\nOperating system: Linux-5.11.0-7620-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.57.02\n\nBroken: version: 2.93.2\n\n\n![2021-08-06_09-15.png](2021-08-06_09-15.png)\n\nIn 2.79 it was visually distinguishable per scene linked objects by a bluish tinted origin point but this behavior is missing since 2.8 series has started (for no apparent reason).\n\nThis visual feedback is very important. It basically tells you:\nHey! If you touch me, you change me in all scenes I'm living at! Be aware!\n\nAnd the fact now I have remember what can I touch and what I can't, since my project is increasing in complexity, is overwhelming.\nYou might say: use library overrides then! But no, these are different features and both accomplish different purposes and they can keep coexisting. (unless we could now make a library override for a datablock in the same file, but that is not the case).\n\nAlso, the 2.93 manual states the expected behavior:\n![2021-08-06_09-22.png](2021-08-06_09-22.png)\nBut this is not the case anymore for a while!\nI have been silently waiting for this to be fixed but its time to ask our dear developers to take a look onto this. Please, bring it back!\nOr maybe even enabling the ability to define a different outline color too. (honestly a tinted dot for me is enough)\n\nBest regards,\nJulio.\n\n", "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)", "Workbench Shadow Improvement\n### Respect World Space Lighting option\nCurrently, the shadow is always in world space. Use view space orientation when matcaps is used or when studio lights use view space orientation.\n\n### Follow the brightest light\nCurrently, the shadow is not following any of the lights direction in the studio lighting config. Selecting the most bright light seems like a good default. Otherwise, we can add a flag in the studio-lights to tag which one the shadow should follow.\nA toggle option to force the use of the custom shadow direction should be added (disabled by default in new files, enabled in older files).\n\n\n### Follow the matcap\nWhen matcap brightest spot can be extracted, we should make the shadow follow this direction.\n\n", "Grease Pencil: Add eyedropper to palette popup\nInspired by this [idea]() by gakutada.\n\n## The Issue\nThe color picker popup in Grease Pencil is missing the eyedropper button:\n![Grease Pencil Palette](attachment)\n\nThat is present in regular color pickers:\n![Regular Color Popup](attachment)\n\nEven though holding the `E` key with the mouse over the color swatch works fine:\n<video src=\"attachment\" title=\"gpencil_palette_colorpicker.mp4\" controls></video>\n\n## The Solution\n\nAdd the operator to the popup. Aligned to the right-side so it's similar to the regular color popup.\n![Mockup Proposal](attachment)\n\n", "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.", "Custom color attribute vs. vertex color - difference in color managed render\nOperating system: Linux-4.15.0-137-generic-x86_64-with-glibc2.23 64 Bits\nGraphics card: GeForce 920MX/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 384.130\n\nBroken: version: 2.93.0 Alpha\n\nThere is a mismatch while displaying the vertex color layer and vertex color set as a custom-attribute.\n\n1. Run the script which sets the vertex color layer (Col) and custom attribute vertex color (GN-Col).\n2. Then change the `max` input of *Attribute Randomize*, it will update the colors.\n3. In shader nodes switch between two vertex colors: *Col* and *GN-Col*. \n\n[custom_attributes4.blend](custom_attributes4.blend)", "OpenEXR DWA compression should not apply to non-color data passes\nLinux Mint 17.3 \n\n2.78c\n\nI write you because i've been testing alot with DWAA and DWAB. But there are major features missing. First of all. Blender need a Compression Tab kind of Setup button. I dont find anything in the release build 2.78c.\nI uploaded a screenshot from the compositing app Natron to explain what i mean. ![Bildschirmfoto vom 2017-04-16 10:52:40.png](Bildschirmfoto_vom_2017-04-16_10_52_40.png)\n\nSecond important thing is to make sure which passes get compressed and which are not. So it would be a good idea to create checkerboxes on each layer with a boolean description of \"i want to compress this layer or not\" \n\nLayers with Capital letters not gonna get compressed. please read more in the foundry forum about that topic.: 125476\n\nCheers.", "Smear tool painting vertex colors corrupts color info: part 2\nvertex colors get corrupted under certain blend mode combinations. 3.0.1 master.\n\nusing the smear tool over blue colors introduce green, magenta, yellow, gray and orange not present inside the blue ranges.\n\npainting with blue results in grays instead. \n\ni had this problem in 3.2 alpha using sculpt vertex colors, but when i got back to a project in 3.0.1 it happened with vanilla vertex colors tool. \n\nincluded a file this time\n\n[vertex colors bug.blend](vertex_colors_bug.blend)\n\n\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.79\n\nBroken: version: 3.0.1\nWorked: (newest version of Blender that worked as expected) 2.93\n\nSmear tool painting vertex colors corrupts color info\n\nuse paint brush with blue color. paints gray instead.\nuse smear brush. it should smear blues and not oranges and greens.\n", "Texture paint in viewport is not using the color space of the image.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.14802 Core Profile Context 22.2.1 30.0.14023.7007\n\nBroken: version: 3.2.0 Alpha\n\nIf you paint a noncolor texture like a normal map, painting it directly in the 2D image correcly uses the non-color space, but painting in the viewport doesn't.\n\n\n- With any non-color texture, try to paint both in viewport and in the 2D image\n[2022-02-15 10-34-07.mp4](2022-02-15_10-34-07.mp4)\n\nAditional note: This seems to happens when you sample from the 2D image. By contrast, if you sample the color from the 3D view, you can correctly paint on it, BUT in the 2D viewer the color becomes brighter.", "hard to see the warnging messages in the \"XSI\" theme\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 660/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.0.0\n\nhard to see the warnging messages in the \"XSI\" theme\n\n![image.png](image.png)\n![image.png](image.png)\n", "Texture stencil \"Reset Transform\" doesn't work properly\n**System information**\nLinux Mint 17.3 (x86_64)\nLinux Mint 18 (x86_64)\nWindows 8.1 64bit\n\nNvidia Geforce GT640\nNvidia Geforce 820M\n\nBroken: 2.78, 2.77a\n\nIn texture paint mode (wether in 3D or 2D), the \"Reset Transform\" under \"Texture\" doesn't work once you clicked on the \"Reset Transform\" under \"Texture Mask\".\n![image.png](image.png)\n\n\n - Open this .blend file [stencil Reset transform bug.blend](stencil_Reset_transform_bug.blend)\n\n - Click on the upper \"Reset transform\"\n\n - it works.\n\n - revert file\n\n - click on the lower reset transform, then on the upper one\n\n - it doesn't work.", "NLA: Change the shortcut key (TAB) to \"Start Tweaking Strips Actions (Full Stack)\" from Start Tweaking Strips Actions (Lower Stack)\nAs discussed in the Animation Module meetings:\n\nCurrently\nMenu: Edit ‣ Start Tweaking Strips Actions (Lower Stack)\nShortcut:\nTab\n\nShould be changed to and remove the Shortcut from (Lower Stack)\nEdit ‣ Start Tweaking Strips Actions (Full Stack)\nShortcut:\nTab\n\nediting.html#bpy-ops-nla-tweakmode-enter\n\nNow that the Full stack tweak mode has had the quaternion rotation keyframe bug fixed, we should update the default short cut to the improved full stack editing mode. This will help with user discovery of the new and requested feature as well as help stop visually confusing animators when working with animation layer workflow in the NLA. The current default of Lower Stack causes a visual change/jump/soloing of the action being edited and looses context of what you are trying to animate.\n\n", "MNEE shadow/caustic do not respect transparency (dark spots)\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 473.04\n\nBroken: version: 3.2.0 Beta\n\n**Short description**\nIf refractive shader mixed with transparent and body is mostry transparent, MNEE still produce very dark spots of shadow.\nLike this:\n![изображение.png](изображение.png)\n\nFile:\n[test caustic.blend](test_caustic.blend)" ]
[ "Non-themeable property in nonlinear animation\nOperating system: Windows 10\nGraphics card: 1080ti\n\nBroken: 2.93\nWorked: ???\n\nThere is a property that is always blue in all of the shipped Blender themes, and which cannot be changed. I don't know the name, since I don't think it appears in the UI...\n\n![bild.png](bild.png)" ]
Header is always missing Operating system: Windows 10 version 1803 Graphics card: nvidia gtx 1060 3gb Broken: blender-2.80.0-git.b3f96da2e605-windows64 Worked: (optional) cannot toggle header open. the header is missing when i try to inset faces. When i click on the toolbar above the show header cannot be untoggled. it is always toggled, but I cannot see the header. Based on the default startup or an attached .blend file (as simple as possible).
[ "Hidden Particle paths draw solid [2.79 draws them half transparent]\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 950M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 411.63\n\nBroken: version: 2.81 (sub 15)\nWorked: (optional)\n\nComparison of particle hiding Blender 2.81 beta and 2.79. I wrote earlier that the particles are not hiding, and this is so fixed?\n![blender_2019-10-13_01-23-32.jpg](blender_2019-10-13_01-23-32.jpg)\n", "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.", "custom brushes icon won't show up is some cases\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.51\n\nBroken: version: 2.91.0\n\nIn some cases the custom icon of the brushes won't load properly. Even by reassigning it it doesn't work.\n\nOpen the attached file and try to assign the accatech custom icon to the active brush (but anykind of image won't load)\n\nThankyou\n\n![inset06_icon.png](inset06_icon.png)\n![icon_ss.png](icon_ss.png)\n[icon.blend](icon.blend)", "3dview header fails to update in second main window showing linked scene\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 425.25\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\nWhen leaving edit mode (tab) in a linked scene in a second main window, the original main window showing the original scene does not immediately update the 3dview header.\n\n\n1) Window->New Main Window\n\n2) In one of the two windows, Create a new scene using the Linked Copy option.\n\n3) In one of the two windows select the cube and hit tab. Both 3dviews on both scenes immediately show edit mode in their headers.\n\n4) Hit tab to return to object mode. The 3dview header in the other window does not update and still shows the mode as Edit mode and shows the edit mode menus (everything else, toolbar etc., does switch immediately though). If you mouse over that 3dview it will immediately update to the correct header information.\n", "Assertion reloading space_headers.blend (UI test file)\nLinux-6.3.3\n\nBroken: `b567b249d40488e5d90235e1a89c98853c5fd099` (4.0 main branch)\nWorked: (needs investigation)\n\n\nLoading `lib/tests/ui_tests/space_headers.blend` twice asserts.\n\n\n1. Run `blender ../lib/tests/ui_tests/space_headers.blend`.\n2. Ctrl-O (and open the file again).\n\nBlender exits with:\n```\nBLI_assert failed: source/blender/editors/space_file/filesel.cc:1094, ED_fileselect_init_layout(), at 'layout->rows != 0'\n```", "UI: Annotate Tool - Missing Layer and Color Parameters\nOperating system: Windows 10\n\nBroken: 3.5.0, 3.6.0 (2023-04-06)\n\nIn some places, layer and color parameters are missing:\n![Annotate Tool.png](attachment)\n\n", "If the user changes the OS terminal to one that cannot be hidden by its clients, then blender cannot hide it\nOperating system: Win11 (also probably true on Win10)\nGraphics card: 3090\n\nBroken: 3.1\nWorked: probably N/A\n\nWhen Windows Terminal is set as the default terminal Blender will launch under it, but can't hide it - the terminal will always be visible and Window>Toggle System Console doesn't work.\n\nUpdated from Harleys comment - since Blender can't work with Windows Terminal and it breaks the use model and menu choice, change this to a request to have Blender only use the old style Windows terminal regardless of the default terminal. \n\nWindows Terminal is a Microsoft replacement for the default cmd window, supporting tabs, settings and other advanced features. \n\n - Install Windows Terminal (Microsoft Store or otherwise)\n - Open it, on the tab bar click the down arrow\n - Click Settings in the menu (or just hit Ctrl-,)\n - Set Default terminal application to Windows Terminal\n - Close, start blender which launches from a Windows Terminal\n - Close the terminal and Blender quits\n - Toggle System Console doesn't work either\n```\n\n```\n\n", "Missing modal keymap settings for operators such as `Inset Faces`\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.79\n\nBroken: version: 3.5.1\nWorked: unknown\n\nHi. Today I noticed that in the preferences there is no panel to customize hotkeys in modal mode for the \"Inset Faces\" operator.\n\n", "Mask paint is invisible in Sculpt Mode.\nOperating system:Mac OS 12.3.1\nGraphics card: 24-core GPU (?)\n\n**Blender Version** 3.2.1\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\n\nThe mask in sculpt mode is invisible. I have the overlay turned on and I don't have any unapplied modifiers. I also don't have any physics or particle systems turned on. \n\nThank you for your help.\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n", "Missing red border for render border in Image Editor\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89\n\nBroken: version: 2.93.0 Alpha\n\nIn the 3D view you have a red border around an active render border. In the Image editor not.\n\nThis can lead to hours of lost render times since you cannot see if a render border is active or not. And is inconsistent. Two equal functionalities should work equal.\n\nOpen Blender, activate Render border in the 3D view and render a portion with viewport shading rendered.\nNow render the image, and render a portion of the image with enabled render border. You will notice that in the 3D view you have a red rectangle that indicates that the render border is active and what area to render. \n\nBut in the image editor you just see that just a portion is rendered. The next render can be with or without render border. There is no visual hint if the tool is active or not. And no hint if you have selected the correct area for preview rendering.\n\n![renderborder.jpg](renderborder.jpg)\n\n\n\n\n", "UI: Headers and status text display\nTask as follow up of: 92844#issuecomment-924488\n\n## Situation\n\nIn 3.0, the order of the header and toolbar was flipped, to follow a more hierarchical order (first mode and top menu items, then tool settings for that mode).\n\nOne issue that arised was that there could be modes on which the header is emptier than the toolbar, so if the header is transparent, there would be dangling icons (image by Harley):\n![image](attachment)\n\nTo fix that (and other issues), the header was removed from \"Region Overlap\", which removes transparency, as mentioned on #92844.\n\nThe other issues have been solved since, so it could be possible to bring transparency back. The issue now is that on transform, the header area gets replaced by certain info on coordinates or settings of the operator being executed (`ED_area_status_text`).\n\n![image](attachment)\n\n## Possible Solutions\n\n1. Do not change the transparency of the header when `ED_area_status_text` replaces its content. Fixed in [UI: Header Status Text Changes #111676](111676)\n2. Move the status text somewhere else.\n\nThe status text could be moved to:\n1. Info text on the bottom-left. Makes sense since it's closer to the area where the redo panel shows up, and (usually) closer to the status bar where instructions are present. Mockup by Julien Kaspar.\n ![image](attachment)\n\n2. Footer (see [attached video](https://projects.blender.orgattachment) for a quick hack demo). This has many issues on its own.\n ![image](attachment)\n\n3. Info Text on top-left. Main argument against this in the past was that the text could be long, but that's no longer the case since long descriptions go to the status bar since 2.8\n ![Screenshot from 2023-04-18 17-56-49](attachment)\n\n4. Near the cursor as you move. Similar to the Measure tool.\n ![Screenshot from 2023-04-18 17-53-00](attachment)\n\n5. Somewhere else in the viewport.\n\nI wish we could quickly prototype some of those options, especially number 3.\n\n\n", "Timeline, Dope sheet, NLA Editor - slider covers button to reveal the sidebar\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.38\n\nBroken: version: 2.91.0 Alpha\nCaused by bbb2e0614f\n\nIn Timeline, Dope sheet and NLA Editor you have a slider at the right that just shows when you come close.\nButr this slider then covers the little button to reveal the sidebar. The button remains clickable. But requires a bit aiming now, since you can't see the button anymore under the slider.\n\n\nOpen Blender, switch to one of the editors, move the mouse to the right to reveal the slider. Watch the button disappear.\n\n![slidercoversbutton.jpg](slidercoversbutton.jpg)\n\n\n\n", "GP/Annotation UI: The Annotation options are both exposed as a Tool panel and as a View panel\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 3.0.0 Alpha\n\nAs I was asked to make a new report on these GP UI issues in [D11347](D11347), here they are:\nThe Annotation options are both exposed as a Tool panel and as a View panel(in the VSE). Could the one in the View sidebar be removed?\n{[F10134961](double_exposure.gif),size=full}\n\nIs Onion Skin missing from the tool settings?\n{[F10134979](image.png),size=full}\n\nIf is is, should Onion Skin also be exposed in the Tool header?\n\n", "Edges are selected in face mode when deselecting vertices from vertex group Panel\nBlender Version\nBroken: Current main.\nWorked: N/A.\n\nShort description of error\nDeselect Button in Vertex Groups Panel will deselect vertices that are not assigned to any groups. Edges become selected while in Face Mode as well. Also the Select Button will Select Faces that are not assigned too but those Edges that are active in face mode must be Selected for the Bug to work. Pay attention to the Edge around the triangle Fan at the top of the uv Sphere While in face mode.\n\nBlend File Incuded for simplicity\nJust Press the Deselect and notice the Faces that Get removed. and the Edges are actively Selected.\n\n", "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" ]
[ "Topbar does not show\nOperating system: Windows7 x64\nrenderer:\t'Quadro K1100M/PCIe/SSE2'\nvendor:\t\t'NVIDIA Corporation'\nversion:\t'4.5.0 NVIDIA 416.78'\n\nversion: 2.80 (sub 60), branch: blender2.7, commit date: 2019-05-07 19:17, hash: 3dc9da3a74ee, type: Release\nbuild date: 07/05/2019, 18:30\nplatform: Windows\n\nTopbar is missing.\n\nGet 2.80 -> no top bar there\nReset to factory settings -> no top bar there\nDelete all configs -> no top bar there\n\n***How can i help diagnose this?***" ]
Crash rendering image as plane with this particular Tif (Cycles) Kubuntu 14.04 64bits (Linux) GTX 960 - 378.13 Broken: 2.78x - Master I'm having a crash (segmentation fault) when I import as plane an specific tif obtained from Darktable, and render image or rendered view. Problem does not happen with any tif, and this does not happen if the tif is packaged in .blend. Here I share the tif packed, so you unpack first to test. [unpacked tif crash when render_1.blend](unpacked_tif_crash_when_render_1.blend) (Clarification: tif Image is black on purpose) Open the .blend. File > External data > and untick Automatically into .blend File > External data > Unpack all into files > Use files in current directory Render image (or rendered view) Blender crash
[ "Crash when loading a geometry nodes asset into itself\nOperating system: Win 11\nGraphics card: 2070\n\nBroken: 3.4, 4.0\nWorked: none\n\nWhen working on an geometry nodes asset in an asset library - if you search for the name and adding it to the graph it causes a crash. \n\nDrag n drop from the asset browser behaves correctly here - so I think its just the node search code which is missing the check for self referencing.\n\n1. Download the blend file.\n2. Put into a folder.\n3. Add folder as asset library in prefs -> file paths -> asset libraries.\n4. Open the blend file from that folder.\n5. Go to the geometry node graph (should be open already).\n6. `Shift` + `A` to add new nodes.\n6. Search \"noop\" and press enter.\n\n", "Crash (Seg Fault) When Rendering Grease Pencil Stroke on Render Farm\nOperating system: Darwin-19.5.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.9.15\n\nBroken: version: 2.83.1\n\nOur render farm of 70 iMacs has been running for 3 years through the 2.7x series up till 2.81a.\nWhen we switched to 2.83 last week it started crashing consistently when rendering Grease Pencil strokes.\nThe crash occurs when using Blender to do command line rendering via an SSH session on a machine without the user physically logged in. (Crashes on Mac and Linux)\n\nCommand Line Rendering on my own machine works fine.\nCommand Line Rendering on a remote machine via SSH works fine if I'm also logged into that machine.\nBut as soon as I log out of the machine so that the SSH session is the only active user on the machine, then the error shows up.\n\nI tested this on 2.81a and the error (below) shows up there too, but in 2.81a it doesn't also lead to the Segmentation Fault that crashes Blender.\nIt's only in 2.83 (and 2.83.1) that the error is followed by the Seg Fault 11\n\n\n**_RegisterApplication(), FAILED TO establish the default connection to the WindowServer, _CGSDefaultConnection() is NULL.\nWriting: /var/folders/jk/7b488ncn6c13t515bnt6q_8w68xcj1/T/test.crash.txt\nSegmentation fault: 11**\n\non Linux the error message is slightly different, but still a crash:\nUnable to open a display\nAborted (core dumped)\n\nContents of test.crash.txt (from the Mac crash)\n# Blender 2.83.1, Commit date: 2020-06-25 09:47, Hash 8289fc688b3e\n\n# backtrace\n0 Blender 0x00000001079eb9d7 BLI_system_backtrace + 55\n1 Blender 0x000000010159ddb8 sig_handle_crash + 392\n2 libsystem_platform.dylib 0x00007fff5db5fb3d _sigtramp + 29\n3 ??? 0x00007f8594802010 0x0 + 140211698802704\n4 Blender 0x0000000101a39da2 DRW_opengl_context_create + 66\n5 Blender 0x00000001018f47d5 WM_init_opengl + 37\n6 Blender 0x0000000101a374ff DRW_render_gpencil + 127\n7 Blender 0x0000000105de5ef4 RE_engine_render + 1156\n8 Blender 0x0000000105df06d3 do_render_all_options + 387\n9 Blender 0x0000000105df2a14 RE_RenderAnim + 2260\n10 Blender 0x000000010159c9dd arg_handle_render_animation + 141\n11 Blender 0x000000010797880d BLI_argsParse + 173\n12 Blender 0x000000010159a497 main + 855\n13 libdyld.dylib 0x00007fff5d974ed9 start + 1\n14 ??? 0x000000000000000a 0x0 + 10\n\n\n\n1) Make a new default file.\n2) Delete the Cube\n3) Add->Grease Pencil->Monkey\n4) Save as test.blend\n5) Copy test.blend onto a remote machine\n6) Make sure the machine is at the login prompt (showing the username password boxes).\n7) ssh into the remote machine\n8) command line render one frame from test.blend something like:\nBlender -b /test.blend -s 1 -e 1 -a\n\n", "F12 render all 600 frames complete cause crash.\nOperating system: macOS-13.5-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.14.1\n\nBroken: version: 3.6.3 Release Candidate\n\nF12 render all 600 frames complete cause crash.\n\n![image](attachment)\n![image](attachment)\n\nBlender 3.6.0 crash\nBlender 4.0.0 is fine\n\n", "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 when rendering with optics\nOperating system: windows\nGraphics card: 3060\n\n**Error**\n\n```\n# Blender 3.4.1, Commit date: 2022-12-19 17:00, Hash 55485cb379f7\n\n# backtrace\nException Record:\n\nExceptionCode : EXCEPTION_ACCESS_VIOLATION\nException Address : 0x00007FF7B98A5710\nException Module : blender.exe\nException Flags : 0x00000000\nException Parameters : 0x2\n\tParameters[0] : 0x0000000000000001\n\tParameters[1] : 0x0000000000000000\n\n\nStack trace:\nblender.exe :0x00007FF7B98A56F0 blender::default_construct_n<blender::SimpleMapSlot<std::pair<int,int>,blender::meshintersect::ITT_\nblender.exe :0x00007FF7B98B6730 blender::Array<blender::SimpleMapSlot<std::pair<int,int>,blender::meshintersect::ITT_value>,1,blend\nblender.exe :0x00007FF7B98B5770 blender::Map<std::pair<int,int>,blender::meshintersect::ITT_value,0,blender::PythonProbingStrategy<\nblender.exe :0x00007FF7B98B7570 blender::meshintersect::trimesh_nary_intersect\nblender.exe :0x00007FF7B98BE4D0 blender::meshintersect::boolean_trimesh\nblender.exe :0x00007FF7B98BE240 blender::meshintersect::boolean_mesh\nblender.exe :0x00007FF7B94D43D0 blender::meshintersect::direct_mesh_boolean\nblender.exe :0x00007FF7B3ACF380 exact_boolean_mesh\nblender.exe :0x00007FF7B3ACE760 modifyMesh\nblender.exe :0x00007FF7B37C78F0 modifier_modify_mesh_and_geometry_set\nblender.exe :0x00007FF7B37C6190 mesh_calc_modifiers\nblender.exe :0x00007FF7B37C5F80 mesh_build_data\nblender.exe :0x00007FF7B37C8560 makeDerivedMesh\nblender.exe :0x00007FF7B3759B30 BKE_object_handle_data_update\nblender.exe :0x00007FF7B3759990 BKE_object_eval_uber_data\nblender.exe :0x00007FF7B39AA920 blender::deg::`anonymous namespace'::evaluate_node\nblender.exe :0x00007FF7B39AA6C0 blender::deg::`anonymous namespace'::deg_task_run_func\nblender.exe :0x00007FF7B92A2780 tbb::internal::function_task<Task>::execute\ntbb.dll :0x00007FFA475AF220 tbb::recursive_mutex::scoped_lock::internal_try_acquire\ntbb.dll :0x00007FFA475AF220 tbb::recursive_mutex::scoped_lock::internal_try_acquire\ntbb.dll :0x00007FFA475A4FD0 tbb::interface7::internal::isolate_within_arena\ntbb.dll :0x00007FFA475AA120 tbb::task_scheduler_init::terminate\ntbb.dll :0x00007FFA475AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFA475AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFA60E41B20 configthreadlocale\nKERNEL32.DLL :0x00007FFA61A27600 BaseThreadInitThunk\nntdll.dll :0x00007FFA63722680 RtlUserThreadStart\n\n\nThreads:\nThread : 00004b34\nntdll.dll :0x00007FFA6376D6D0 NtDelayExecution\nblender.exe :0x00007FF7B9267160 BLI_thread_is_main\n```\n\nuse a lot of boolean modifiers(4-6) and high subdivision modifier level(3) and set it to display the changes only on the render and use optix\n\n", "Crash when switching from solid to rendered view\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.61\n\nBroken: version: 3.6.0 Alpha\n\nI have a scene about 1.7GB in size with 4K textures but renders in 2K using simplify, blender crashes when I open the file > hit F12 and render the scene then close the render windows and switch to render view > it starts compiling then blender closes, in the past it would show out of memory this report: \n\n105522#issuecomment-904934 \n\nThis issue happens only when persistent Data is active\n\nunfortunately I can't share the file at the moment. \n\n\n\n\n", "Crash when moving to Shading workspace\nOperating system: Darwin-16.7.0-x86_64-i386-64bit 64 Bits\nGraphics card: NVIDIA GeForce GT 650M OpenGL Engine NVIDIA Corporation 4.1 NVIDIA-10.17.5 355.10.05.45f01\n\n|Broken:|version: 2.83.0, commit date: 2020-06-03,|hash: `211b6c29f7`\n| -- | -- | -- |\n||version: 2.90, commit date: June 08,|hash: `9f7d84b656`\n|Worked:|version: 2.82|-\n\nWhen I open Blender, without changing anything in the default scene, if I move to the 'Shading' workspace my system freezes for a few seconds and crashes (it closes).\n\n- Default startup scene\n- click on 'Shading' workspace from the top bar\n", "Suspected asset library crash by `json_sax_dom_parser`\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.68\n\nBroken: version: 3.5.1\n\nI dont completely know why but blender crashes very often for me.\nIts doing something no idea what it is doing.\nSorry for being vague, but it seems to mostly happen when i have the viewport set to cycles render and i am trying to modify materials, in the shader editor.\n\n", "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", "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 after executing the script\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.98\n\nBroken: version: 3.6.1 Release Candidate\n\nApplication crashes when clicking on the script run button\n\n1/ launch Blender\n2/ click on \"Scripting\" tab; click \"New\"\n3/ paste the following chatgpt generated script and run it: \n```\nimport bpy\nfrom math import sqrt, sin, cos\n\n# Define the vertices of the tetrahedrons\nvertices1 = [\n (1, 1, 1),\n (-1, -1, 1),\n (-1, 1, -1),\n (1, -1, -1)\n]\n\nvertices2 = [\n (1, -1, -1),\n (-1, 1, -1),\n (-1, -1, 1),\n (1, 1, 1)\n]\n\n# Define the faces of the tetrahedrons\nfaces1 = [\n (0, 1, 2),\n (0, 2, 3),\n (0, 3, 1),\n (1, 3, 2)\n]\n\nfaces2 = [\n (0, 1, 2),\n (0, 2, 3),\n (0, 3, 1),\n (1, 3, 2)\n]\n\n# Create new meshes and objects\nmesh1 = bpy.data.meshes.new(\"Tetrahedron1\")\nobj1 = bpy.data.objects.new(\"Tetrahedron1\", mesh1)\n\nmesh2 = bpy.data.meshes.new(\"Tetrahedron2\")\nobj2 = bpy.data.objects.new(\"Tetrahedron2\", mesh2)\n\n# Set the object locations and scene context\nobj1.location = (-2, 0, 0)\nbpy.context.scene.collection.objects.link(obj1)\n\nobj2.location = (2, 0, 0)\nbpy.context.scene.collection.objects.link(obj2)\n\n# Create the vertices and faces of the meshes\nmesh1.from_pydata(vertices1, [], faces1)\nmesh1.update(calc_edges=True)\n\nmesh2.from_pydata(vertices2, [], faces2)\nmesh2.update(calc_edges=True)\n\n# Hinge the tetrahedrons together by one edge\nedge1 = mesh1.edges[0]\nedge2 = mesh2.edges[2]\n\nbpy.ops.object.select_all(action='DESELECT')\nobj1.select_set(True)\nobj2.select_set(True)\n\nbpy.context.view_layer.objects.active = obj2\nbpy.ops.object.mode_set(mode='EDIT')\nbpy.ops.mesh.select_all(action='DESELECT')\nedge2.select = True\nbpy.ops.mesh.edge_face_add()\nbpy.ops.object.mode_set(mode='OBJECT')\n\n# Add an armature to the tetrahedrons\nbpy.ops.object.armature_add()\narmature = bpy.context.object\narmature.name = \"HingeArmature\"\narmature.location = (0, 0, 0)\n\n# Add bones to the armature\nbpy.ops.object.mode_set(mode='EDIT')\nbone1 = armature.data.edit_bones.new('Bone1')\nbone1.head = (0, 0, 0)\nbone1.tail = (-2, 0, 0)\nbone1.use_deform = False\n\nbone2 = armature.data.edit_bones.new('Bone2')\nbone2.head = (0, 0, 0)\nbone2.tail = (2, 0, 0)\nbone2.use_deform = False\n\nbpy.ops.object.mode_set(mode='OBJECT')\n\n# Parent the tetrahedrons to the armature\nobj1.parent = armature\nobj1.parent_type = 'BONE'\nobj1.parent_bone = 'Bone1'\n\nobj2.parent = armature\nobj2.parent_type = 'BONE'\nobj2.parent_bone = 'Bone2'\n\n# Animate the hinge\nframes = 30\n\nfor frame in range(frames):\n bpy.context.scene.frame_set(frame)\n\n angle = frame / frames * 2 * 3.14159265\n\n bone1.tail = (-2 * cos(angle), 0, -2 * sin(angle))\n bone2.tail = (2 * cos(angle), 0, 2 * sin(angle))\n\n bone1.keyframe_insert(data_path='tail')\n bone2.keyframe_insert(data_path='tail')\n```", "Crash upon renaming collection or clicking on Blenderkit after creating said collection (without renaming)\nOperating system: Win 10\nGraphics card: Nvidia Quadro M5000 \n\nBroken: 3.4.1\nWorked: 3.4.1\n\nCrash upon renaming collection or clicking on Blenderkit after creating said collection (without renaming). \n\n- Download file through the link from Google Drive attached (I leave the file as it is since I don't know what caused the problem)\n- Click in the collection \"Möblierung\",\n- create some new collection in it,\n- rename the new collection (with double click)\n- hit enter - crash\n\nOr create the collection, don't rename it and then click something in the interface (Blenderkit \"eye\" symbol in my case).\n\nReload didn't do anything, just kept crashing.\n\nLoaded a recent autosave, seems to work. Already hat to kill startup file and all settings yesterday, got permanent exception access violation crashes upon file load, after enabling some addon (TrueAssets) it worked.\n\nLink to the blend: view?usp=sharing\n\n", "crash when changing viewport shading to wireframe mode\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.14760 Core Profile Context 21.2.3 27.20.14535.3005\n\nBroken: version: 3.0.0 Alpha, branch: master, commit date: 2021-04-23 20:25, hash: 17fca62fff9b, type: Release\nBroken: 2.81\nWorked: 2.80\n\n\nif you have a high poly mesh and try change the shading mode to wireframe. depending on the model it constantly crashes.\n\n\nI noticed this trying to make a retopo of a character. I tried to check what was causing de crash by deleting each object and testing the wireframe. \n\nI deleted everything but the main body mesh, without any uv map, vertex color or any other thing that could make it heavier, and also I tried reseting factory settings.\n\nI would send the file but its 200mb, the main mesh has about 4million vertices.\n![image.png](image.png)\n\nthe crash doesn't happen when changing to eevee or solid view, it only happens when changing to wireframe.\n\nImportant note: if you DON'T move the camera after opening the file before changing to wireframe it doesn't crash even if you go to solid and wireframe back and forth as shown in the video bellow \n[2021-05-01 14-18-16.mp4](2021-05-01_14-18-16.mp4)\n\n[blender_system_info.txt](blender_system_info.txt)\n[blender_debug_output.txt](blender_debug_output.txt)\n[untitled.blend](untitled.blend)\n- open the file above\n- rotate it about 180degrees\n- activate wireframe", "Crash with GPU Render\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660 Ti with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.02\n\nBroken: version: 3.4.0\nWorked: unknown\n\nOn cycles, using the GPU renderer blender crashes. This only happens when I am using Optix with GPU and CPU. If I disable my CPU, Intel(R) Core(TM) i7-9750H CPU @ 2.60GHz, then the render works, using only CPU rendering also works.\n\nMy Memory is not fully used, both GPU and ram, and I have the newest GPU driver, GameReady version 528.02\nHope the blend file works without the video files.\nThanks for helping\n[obj_tracking_test_2.crash.txt](obj_tracking_test_2.crash.txt)\n\n[obj_tracking_test_2.blend](obj_tracking_test_2.blend)\n\n", "use after free Fluid sim seg fault\nIn Debian testing, and Debian stable.\n\nbroken: blender 3.0.0 f7b22fc3d27113715e8726c69ab3264e1d487439\nbroken: Blender 2.93.0, Commit date: 2021-05-10 22:16, Hash ce62d650945f \nbroken: blender 2.92\n\nSegfaults on bake of modular fluid sim.\nReproducible each time I run blender on it.\n(Building a debug build now. the crash text isn't so useful yet).\n\n1. Load .blend (attached)\n2. Bake fluid\n3. Segfault\n\n[flu.blend](flu.blend)\nAsan report on f7b22fc3d27113715e8726c69ab3264e1d487439 [T88475_asan_use_after_free.txt](T88475_asan_use_after_free.txt)\nTwo crash reports on blender 2.92: \n[Blender_2021-05-22-145034_MACBOOKAIR.crash](Blender_2021-05-22-145034_MACBOOKAIR.crash)\nSimilar to #88113#1157996: [Blender_2021-05-22-193554_MACBOOKAIR.crash](Blender_2021-05-22-193554_MACBOOKAIR.crash)" ]
[ "Blender crash with cycles rendered viewport shading when changing settings of material with external jpg texture\nWindows 10x64 Home Ru Version 1607 Build 14393.639 + latest autoupdates\nNVIDIA GeForce GTX 970 with 378.66 NVIDIA drivers (latest)\n[system-info.txt](system-info.txt)\n\nBroken:\nNightly 2.78 6b9d73e x64\n2.78c e92f235283 x64, x32\n2.78b 3c04373 x64\n2.78a e8299c8 x64\n2.77a abf6f08 x64\n2.76b 337fea x64\n2.70a f93bc76 x64\n2.61 r42615\n\nWorked:\nNot found\n\nBlender crashes when cycles rendered viewport shading is on and any settings of material with external jpg texture are changing\n\n- Turn viewport shading to \"Rendered\"\n- Start to change any material options (move roughness left-right or mute/unmute texture node e.t.c.)\n- Blender crashes (sometimes in few seconds, sometimes in one-two minutes, sometimes immediately after switch shading)\n![bug.gif](bug.gif)\nArchive with blend file and textures (original and scaled down):\n[Wood.zip](Wood.zip)\n\n**Additional info**\nBlender crashes:\n- With CPU and GPU rendering\n- With opengl32.dll placed in blender folder\n- With scaled down to 256x256 version of same texture (in archive)\n- Without latest windows updates (i turns autoupdates on after this bug appears)\n- With previous version (361.43) of videocard drivers\n- Blender 2.61 always crashes immediately after switch shading\n- Blender 2.61 crashes with any textures - jpg, png and packed\nBlender is NOT crashes:\n - With other jpg textures (it looks like original jpg file is broken, but any resaved version of it also crashes blender)\n - With this texture saved in PNG format with original size (2000x2000)\n - With same texture packed into .blend file (with \"Pack as PNG\" option \"on\" and \"off\")\n - Blender 2.61 works fine if material has no any texture nodes at all" ]
Fluid Cache empty when blend file is placed in path with special characters Operating system: Windows 10 Graphics card: NVIDIA GeForce GTX 980 Ti Broken: 2.82a Worked: 2.81a Fluid Sim: The cache is empty after baking when the blend file is inside a folder where special characters are contained (like german "ö", "ä" or "ü"). - Place the attached example file in a folder with special characters (maybe something like "geräte" which is the german word for devices) - Open the file, click on the domain and on "Bake Data" in the Physics Properties - The sim gets calculated but the cache data folder is empty [Fluid-Test-Umlaut.blend](Fluid-Test-Umlaut.blend) [system-info.txt](system-info.txt)
[ "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", "VSE: adding scene stripe resets animation of colour stripe with mask\nOperating system: Linux-5.13.0-41-generic-x86_64-with-glibc2.33 64 Bits\nGraphics card: AMD RENOIR (DRM 3.41.0, 5.13.0-41-generic, LLVM 12.0.1) AMD 4.6 (Core Profile) Mesa 21.3.8 (git-813ee839be)\n\nBroken: version: 3.1.2\nWorked: none tested\n\nI have added a colour channel and applied a mask to it. I have created and animated a clock as UI element.\nWhen I add the clock as scene stripe to the scene with the masked colour stripe, the mask of the colour strip is not applied correctly.\n\nI have no idea what really causes the issue or how I could reproduce it. See the attached blend file and video files.\n\n**Notes**\n- When the clock strip is muted in the VSE overview, the problem does no longer exist. So I guess it's some weird interaction between the mask and the scene strip\n- The bug can be solved when you create a new scene and add the colour strip as scene strip and on top of that the clock strip. It works, but performance is incredibly bad.\n\n**Files**\n - The actual output: [bug 01.mp4](bug_01.mp4)\n - How it should look like: [bug 02.mp4](bug_02.mp4)\n - blend file: [bug.blend](bug.blend)", "Rigidbody cache is not invalidated when constraints are adjusted.\nOperating system: Ubuntu 20.04 x64\nGraphics card: RTX 2080\n\nBroken: 3.2\nWorked: Unknown\n\n\nWhen working with motor and slider constraints, adjusting them does not (always?) invalidate the existing rigidbody cache, causing the previously cached behavior to be retained.\nThis behavior does not persist on file reload (eg, saving and reloading the file with modified constraints corrects the issue), and anything else that will invalidate the cache also \"corrects\" the problem (ie, adjusting a simulated object).\n\nStarting with the included blend file.\n[repro.blend](repro.blend)\n 1. Press play on the timeline. Observe that the cube moves towards the +X axis.\n 2. Rotate the empty hosting the slider constraint (select from the outliner, or select the empty in the -Y quadrant) so that the local X axis points in another direction; for example, rotate 90d around the Z axis so it points in the +Y direction.\n 3. Rotate the empty hosting the motor constraint (select from the outliner, or select the empty in the +Y quadrant) so that the local X axis matches the direction of the slider constraint.\n 4. Press play on the timeline. Observe that the cube still moves towards the +X axis.\n\n[vokoscreenNG-2022-06-28_13-37-49.webm](vokoscreenNG-2022-06-28_13-37-49.webm)", "Dithering is not applied for Texture Baking\nDebian amd64, Radeon HD with fglrx\n\n\nBroken: current GIT, also many previous versions were affected in case of BI Baking\n\n\nDithering is not applied for Texture Baking, resulting in banding artefacts.\nCycles Baking and BI Baking are affected.\n\nAlso when saving a 32 bit float image as 8 bit PNG, no dithering is applied (despite Dithering was set to 1.0, and \"Save as Render\" was activated).\n\nA .blend file is attached. Click on \"Bake\" and wait a few seconds. After baking is finished you should see the banding artefacts in the dark-gray regions.\n\nThanks\n", "GPencil: Cached grease pencil objects renders up to 5 times faster when LineArt Modifiers are deleted after baking\nVersion: 3.2.0, branch: master, commit date: 2022-06-08 10:22, hash: e05e1e369187, type: release\nBuild date: 2022-06-08, 11:13:18\nPlatform: 'Windows-10-10.0.22000-SP0'\n\nYou can reduce the render time of grease pencil objects by deleting all Lineart modifiers after the caching process of grease pencil objects.\nAre the Linart modifiers not deleted the render times are much slower. This seem to be a bug.\n\nThe issue happens also in blender version 3.0.1, version 3.1.2 and 3.2.1RC.\n\nThis problem is happening in our production scenes. I tried to reproduce the issue inside a neutral file to publish it for you. But for any reason the problem wasn't able to be reproduced. Seem to be a special situation again...", "Incorrect combined texture baking with subsurface material\nOperating system: windows 10\nGraphics card: gtx 1070\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\nWorked: (optional)\n\nBaking result is different from what I have seen in render and has strange artifacts.\n![test_bake.png](test_bake.png)\n\nOpen attached file and run combined baking with default settings.\n[test_bake_2_79.blend](test_bake_2_79.blend)", "Avoid Dynamic Menu Text\nThis tasks proposes that dynamic menu should not be used (with some exceptions, below).\n\nExamples of dynamic menu text include terms generated by blend-file data and text that changes based on the current selection.\n\n\nThis causes the following problems:\n\n- **Visual Noise**\n\n```\nTo take this to some logical extreme, imagine we could do this everywhere:\n```\n\n - `Delete \"Cube\"`\n - `Parent to \"Sphere.001\"`\n - `Save \"my_filename.blend\"`\n - `Revert \"my_filename.blend\"`\n\n```\n... etc.\n```\n\n```\nThis adds more information in the interface in a way that's not very helpful.\n```\n\n```\nWhen using an interface users learn to quickly identify unique terms.\nHaving the text changed based on data-block names means you have the hint that something is changing when you visually scan the menu, when the changes are only based on the selection.\n```\n\n```\nAside from the distraction of changing text, some names are already quite long, adding data / operator names as part of other actions means we will end up with awkwardly cramped text in some cases.\n```\n\n- **Unpredictable Menu Search**\n\n```\nIf data-block names are included in menu item labels, search will give less predictable results as the names of data in the scene will be included in the search too.\n```\n\n```\nSo if you know searching for a short combination of letters can activate a tool, this change means there would be a chance that typing in this sequence will perform a different action based on the current selection.\n```\n\n- **Complicates Documentation**\n\n```\nIf you have to clearly describe steps which include dynamic names, it means you need to\n```\n\n```\n`Edit -> Rename \"{active object or bone name}\"`\n```\n\n- **Complicates Translations**\n\n```\nWe need to take care to handle translations properly, currently this patch doesn't account for this *(translating the operator names but not the data-names).*\n```\n\n- **Complicates Menu Memory**\n\n```\nCurrently popup menus remember the last action based on the text,\nwith dynamic changing text, our menu hashing function `ui_popup_menu_memory` would need to somehow support this too, at least if this is used for menu items in popup menus.\n```\n\n**Exceptions**\n\n- Menus where their only purpose is to list data-blocks,\n```\nthe \"Add -> Collection Instance\" menu for example.\n```\n\n- Undo / Redo may include the name of the action they're operating on.\n\n\n", "--render-output command line argument and backslash\n## Commandline Rendering\n\nOperating system: Windows 11\nGraphics card: NVIDIA GTX 3060 Ti\n\n3.4.1\n\n\nIf the value for \"-o\" or \"--render-output\" ends with a backslash no rendering occur and Blender exits clean (0) with no error.\n\n### Example\n\nRender blender-file in current folder to subfolder with a space.\n\n>blender -b myfile.blend -o \"my folder\\\\\" -F PNG -f 1\n\n```\nBlender 3.4.1 (hash 55485cb379f7 built 2022-12-20 01:51:19)\nRead prefs: C:\\Users\\***\\AppData\\Roaming\\Blender Foundation\\Blender\\3.4\\config\\userpref.blend\nRead blend: c:\\blender\\myfile.blend\n\nBlender quit\n```\n\n**Observed behavior**\nNo render. No errors. No information of what went wrong.\n\n**Expected behavior**\nBlender should render to generic file \"0001.png\" in folder \"c:\\blender\\my folder\".\nBlender should provide some information why nothing got rendered.\n\n\n", "Baked cache files should not depend on blend file name\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.98\n\nBroken: version: 4.0.0 Alpha\n\nBaking eg. Dynamic Paint will create a folder with .bphys files. When I save the scene under a new name and reload the scene the baked files will be ignored. I need to delete the cache and Bake All Dynamics again.\n\nThe baked result should be independent of the scene filename.\n\nMaking the baked files internally independent of the scene filename is important for our render management with CGRU because CGRU will save a specific filename for the clients. Then the clients can't render the baked result.\n\nWorkaround in my case:\n\n- Submitting job\n- Stopping job\n- Loading scene\n- Delete All Bakes\n- Bake All Dynamics\n- Save scene\n- Restart the job\n\nBake something with Dynamic Paint. Save a new scene, reload and check if the baked result will be rendered.\n\n", "Hair disk cache isn't saved/read.\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.99\n\nBroken: version: 3.6.2\n\nUsing \"Disk Cache\" does not reload the cache upon opening the file. I still have a folder with the exact filename and it says \"1 frame on disk, cache is outdated!\"\n\nAdd hair particles to an obj, use hair dynamics, check \"Disk Cache\" bake the simulation and save. Close blender. Re-open blender and the cache will be outdated with no changes to the file having been made.\n\n", "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", "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.", "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)", "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", "Implement drag and drop in ID text fields (ID name and/or paths)\nWindows 7 x64\n\nBroken: 705c43b\n\nwhen drag dropping images in the texture node's path field, it should replace the current texture name with the dragged and dropped one, but instead it does like if you dropped in empty space and adds a new texture node.\n\nOpen attached file, replace one of the windows with a file browser in a location where you have some images. Then drag that image over the texture name filed of the texture node. Tooltip shows that the field is recognised correctly by changing from 'add new node' to 'paste name'. But if you drop, it will do as if you dropped in empty space and add a new node.[bug drag and drop tex node.blend](bug_drag_and_drop_tex_node.blend)\n\n" ]
[ "Mantaflow cache doesn't work with non-latin cache directory \nOperating system: Linux-4.15.0-72-generic-x86_64 Ubuntu 18.04 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 435.21\n\nBroken: version: 2.82 (sub 6)\n\n\n\nMantaflow cache doesn't work with non-latin cache directory \n\nPreview type works. Final and modular - not.\n\nThen pressing bake - writes crash file on each frame, but Blender does not crash:\n\n//cache_fluid/data keeps empty.\n\n[mantaflow test.crash.txt](mantaflow_test.crash.txt)\n\nTested on Object - Quick Effects - Quick smoke on default cube.\n\n" ]
Weight paint doesn't display on meshes with subdivision modifier Operating system: Linux-4.15.0-47-generic-x86_64-with-debian-buster-sid 64 Bits Graphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.116 Broken: version: 2.80 (sub 60) Broken: version: 2.80 (sub 60) Worked: version: 2.80 (sub 59) When in Weight paint mode, object displays without subdivision modifier and Weight paint overlay doesn't show up. Add on mesh subdivision modifier and open weight paint mode. Or open this file: [weight paint test.blend](weight_paint_test.blend) Working: ![Снимок экрана от 2019-05-01 18-17-04.png](Снимок_экрана_от_2019-05-01_18-17-04.png) Broken: ![Снимок экрана от 2019-05-01 18-17-15.png](Снимок_экрана_от_2019-05-01_18-17-15.png)
[ "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.", "Constraints: Scaling operator do not affected by min scale limits\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.61\n\nBroken: Current master.\nWorked: Never.\n\nThe scale limiter does not affect the operation of the scale operator.\n\n1. Add `Limit Scale` constraints on object.\n a. Set some `Minimum` to ON.\n2. Try to scale object by pressing `S`.\n\n[scale bug.blend](attachment)\n\n", "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).", "Adjust modifier values when using \"Apply scale\"\nThis feature request was discussed with Campbell Barton during meeting 2021-02-23\n\nWhen using \"Apply scale\", the modifier values are not adjusted if the object scale is not [1,1,1]. I would like to suggest that the operator \"Apply scale\" iterates through all modifiers of the selected objects and adjusts all values related to scale\n\nFor example\nBevel modifier - Amount\nDisplace - Strength\nData transfer - max distance, ray radius\nUV project - Scale X, Scale Y, \netc\n\n---\n\nCurrent behaviour\n{[F9849514](image.png), height = 700}\n\n---\n\nDesired behaviour\n{[F9849529](image.png), height = 700}\n\n---\n\nsuggested Operator mockup\n\n{[F9852183](image.png), height = 300}", "Weight painting with Zero Weights overlay method Active, once painted vertices remains blue\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.33\n\nBroken: version: 3.5.0 Alpha\n\nI don't think it has ever worked.\n\n\nWhen you choose the Zero Weights overlay method Active, then vertices with a weight of 0 are displayed as black. But once painted vertices remains blue when you paint with a value of 0 across it. You cannot paint them to zero again. Not without lots of tries. I managed to get it back to black once after five minutes permanently painting across it.\n\n\n- Switch to weight paint\n- In the Viewport Overlay settings change the Zero Weights behaviour to Active.\n- Paint a vertice \n- Now change the value back to zero and try to paint it back to zero again. So that it displays black like the other vertices with a weight of zero.\n\nSometimes, in very rare cases, i really managed to paint it back to black again. And i can misuse the Gradient tool here, which is a bit more reliable. But also this method needs lots of tries. Which made me report this as a bug then. I would expect that i can paint it to zero with a few strokes like i can paint it to 1.\n\n![weightofzero.jpg](weightofzero.jpg)\n\n[2022-11-18 18-43-59.mp4](2022-11-18_18-43-59.mp4)\n\n\n", "Vertex Paint Viewport Overlays stencil mask not working\nplatform: Windows-10-10.0.19042-SP0\nGraphics card: 1080\n\nBroken: 3.1.0 Alpha \n```\n commit date: 2021-11-14 00:26 hash: 7e82c840b7a4\n build date: 2021-11-15, 00:51:48\n```\n\nWorked: Has'nt worked for ages\n\nGo to vertex paint mode, select some polys on a model.\nGo to overlay options/vertexpaint/stencil mask opacity the slider does nothing to unselected polys overlay.\n\n\n![Overlays_Notworking.jpg](Overlays_Notworking.jpg)\n\n", "Topology Mirror mirrors wrong in weight painting mode\nOperating system: Windows 11 home 21H2\nGraphics card: NVIDIA GeForce GT 710\n\nBroken: 3.0.1\nWorked: N/A\n\nTopology Mirror mirrors wrong in weight painting mode.\nIt finds the mirrored bone, but the stroke itself does not seem to be mirrored\n\n\n[T96191_repro.blend](T96191_repro.blend)\n\n![image.png](image.png)\nIn this setting, weight is painted on symmetic bone concurrently, but on same place of mesh.\n\n- Open .blend file\n- do a stroke on the left breast while the `breast.L` vertexgroup is selected\n![image.png](image.png)\n- select the corresponding `breast.R` vertexgroup (so the mirrored bone has been detected properly\n- notice the weights have been applied on the same side of the mesh though (not mirrored)\n![image.png](image.png)\n\nNote this may come down to a general weirdness/misunderstanding about Topology Mirror [which is kind of documented in blender/documentation#81698 already]", "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", "Occasional render glitches when using simulation zones on an object without a material.\nThis bug has an easy workaround, mostly posting this so anyone running into the same issue knows the solution.\n\nOperating system: Linux-5.15.0-79-generic-x86_64-with-glibc2.35 64 Bits, X11 UI\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 530.30.02\n\nBroken: version: 3.6.2\nWorked: N/A, 3.6 is the first version with simulation nodes.\n\nIn Eevee, rendering an object with a simple simulation zone applied in geometry nodes and no material assigned to the object results in some rendered frames being blank or displaying odd glitches.\n\nThe workaround is to simply assign a material to the object.\n\nCheck out the attached .blend file for reproduction.\n\n", "GPU subdivision improvements\nThis is a list of TODOs and ideas for improving GPU subdivision support ([D12406](D12406)).\n\n**TODOs**\n\n- Investigate if read and write operations can be made more coherent.\n- Investigate if compute dispatch size can be improved, to avoid too many calls.\n- Remove some useless OpenGL initialization from OpenSubDiv\n - We use our own patch evaluation shader, however we are still forced to compile the one from OpenSubDiv. This will require to implement our own GLComputeEvaluator.\n - `GLVertexBuffer` also initializes the OpenGL library. We can avoid this by using our own vertex buffer wrapper.\n- Compressed data structures for reducing memory usage\n - Using compute shaders forces us to only deal with ints and floats. However, this is using more memory than necessary (e.g. for normals).\n - This requires to do manual bit packing in the shaders, we need to pay good attention to alignements and data types (int vs. uint).\n- Use multithreading for CPU tasks when applicable\n - We still process some data on the CPU (e.g. polygons to materials map, edit mode flags). Although they are based on the coarse mesh, we could use multithreading to speed things up if needed.\n\n**Ideas**\n\n- Heuristic to disable GPU subdivision for small meshes, if they are hindering performance\n- The mesh wrapper used for on the CPU might not need all of the data to be subdivided (e.g. we do not need vertex colors for snapping), we could potentially speed up CPU subdivision by only subdividing what we need.\n- Potentially evaluate points on the GPU and copy back to the CPU side, this would require threads to have their own GL context.\n- See if OpenSubDiv data structures can be shared between the CPU and GPU code (e.g. the stencils buffers) so that we do not have to create duplicate versions when the CPU side mesh is requested.\n\n**Vulkan**\n\n- OpenSubDiv does not yet officially support Vulkan. The Pixar team seem to already have something working internally (1153). It is not clear when this will be released.", "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", "Bone weights dont normalize from assign automatic from bones\nOperating system: windows 10\nGraphics card: gtx 1660\n\nBroken: 3.0.1\nWorked: doesn't\n\nvert weights go past the value of 1\n\n- Open attached file (there will be 2 meshes with their own bone chains', labeled \"before assign automatic from bones\" and \"after assign automatic from bones\")\n- Select the \"Armature\" object and then its Mesh\n- Got to Weight Paint mode\n- select bones with no weights,\n- {nav Weights > Assign Automatic from Bones}\nor\n- spawn any mesh,\n- then a bone,\n- apply all transforms to both, \n- select mesh and then armature,\n- ctrl P > automatic weights,\n- armature edit mode,\n- subdivide the bone to create a chain of 3, \n- select armature then mesh,\n- weight paint mode,\n- select bones with no weights,\n- {nav Weights > Assign Automatic from Bones}\n\n[Bone weights dont normalize from assign automatic from bones.blend](Bone_weights_dont_normalize_from_assign_automatic_from_bones.blend)\n", "Subsurface modifier new \"OpenSubdiv\" method Issue\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.91\n\n\nBroken: version: 2.80 (sub 53), \nbranch: blender2.7, \ncommit date: 2019-03-31 21:52, \nhash: `b936d7b16c`\nWorked: (optional)\n\n\nIssues with the new \"OpenSubdiv\" modifier method.\n\n- Add a simple plane mesh in Blender 2.8\n- UV unwrap it\n- Import a texture and apply it to your plane\n- Add a Subsurf modifier \n\nHere is the issue in details.\nI was doing some texture work on High-poly models, and when I applied the textures to my model, they were deformed in places.\n![image.png](image.png)\n![image.png](image.png)\n![image.png](image.png)\n\nI later learned that the method used in Subsurface modifiers was changed :\n![image.png](image.png)\n\nWould there be any way to bring back the old method ?\nbecause this is going to break a LOT of my models.\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", "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)" ]
[ "Weird z-fight during weight paint\nOperating system: Windows 7\nGraphics card: GTX 1050\n\na57fec986d2d\nWorked: 2a79e3463130\n\nDuring weight paint, funky glitches happen.\n\ndownload attached .blend, paint over the weights then undo.\n\n![image.png](image.png)\n[z-fight-weigth_paint.blend](z-fight-weigth_paint.blend)" ]
Don't Have All Video Format In My Blender I am using Windows 10 with No Graphic Card. Broken: (2.79) I can not see all video format when I wanted to render. Please see my given screenshot. And inform me how to add all video format option in my blender. Thank you{[F1715784](See_it.PNG)} ![See it.PNG](See_it.PNG)
[ "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", "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", "Black render artifact with CPU+GPU rendering in viewport\nWindows 7 Pro\nNvidia Quadro P6000\nIntel Xeon E5-2690 v4\n\nBroken: daily builds 2.79 since at least 25.10.2017.\nWorked: -\n\nIf I enable combined CPU+GPU rendering, a black rectangle shows up on one of my objects. It shows up in viewport rendering, and also in the final render. This seems to be independent of the material used. I have provided a stripped down version of the scene where it is still visible. This time only in the viewport, the final render works for this simplified scene. \n\nThe artifact seems to be \"locked in space\", I can move or rotate the object away, so that it disappears. In some rotation angles it is not a black rectangle, but dense black lines. \nWhat is also interesting is that the surface of the object in not only black, but partly transparent. I have put a lamp and a cube inside the object in the demo scene, these should not be visible from outside, but they are.\n\n- Open file. In the render settings GPU compute should be turned on, and in the user preferences CUDA should have both the CPU and GPU selected.\n- Turn on viewport rendering. --> black box visible.\n- Then switch to CPU rendering. No more black box.\n\n[black_artifact_bug3.blend](black_artifact_bug3.blend)\n\n![blender_black_render_artifact_02.jpg](blender_black_render_artifact_02.jpg)", "Freestyle > \"Render Animation\" uses only the widest keyframed focal length for all the frames\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\n\nBroken: version: 2.81 (sub 16)\nBroken in the most current 2.83, date: 2020-02-17 00:09:39, hash: `819af2094b21\nWorked: 2.8\n\n\nWhen the focal length of the camera is keyframed to different values over several frames, Freestyle takes only the widest focal length and uses it for all keyframes\n![FreestyleIssue.jpg](FreestyleIssue.jpg)\n[Freestyle_Test.blend](Freestyle_Test.blend)\n1. Open the attached blend file\n2. Set the Output location for the rendered images\n3. Select \"Render Animation\" and check the finished frames\n\nThanks so much for your help! Highly appreciated\n\n", "VSE: Cycles displayed as Rendered in Scene strip makes Blender hang - and other Scene strip bugs\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.59\n\nBroken: version: 2.93.0\n\nThe Render modes of Scene Strips are either missing or broken:\n- When Cycles is set as render and Rendered set as display, it'll make Blender hang.\n- Wireframe and Rendered doesn't work with any Render. \n- The only thing working is Eevee with either solid or Material Preview. \n- Workbench and Cycles settings seems to just use the Eevee render, since these are producing the same results in Solid and Material Preview.\n\n{[F10177251](scenestrip.gif),size=full}\n\nTest file:\nCycles is set up as render in the 3D Footage scene. In the Master Edit scene, switch display mode to Rendered. Blender will hang.\nTry the various other display modes and renders(by changing the render in the 3D Footage scene), to see wireframe and rendered doesn't work with any render. \n[multicam_3d_c.blend](multicam_3d_c.blend)\n\n\n", "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", "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.", "Render Region widgets do not appear when active object is not a camera\nOperating system: Linux-5.19.0-41-generic-x86_64-with-glibc2.36 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.105.01\n\nBroken: version: 3.5.1\nAlso broken: version: 3.6.0 Alpha\n\nWhen there is any active object in scene the render region widgets are invisible.\n\nDefault scene.\nCtrl+B to set render region\nNo widgets are visible\n![Screenshot_2023-05-03_17-22-43.png](attachment)\nDelete all objects\nThe render region widgets are visible and accessible.\n![Screenshot_2023-05-03_17-23-55.png](attachment)\n\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.", "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).", "select interior faces doesn't support some kinds of interior geometry\nwin 7 pro\n\nBroken: (example: 2.76.1 bfdb420)\nWorked: (optional)\n\nwhen you try to check if there are some interior faces, from menu you select interior faces in face mode. but it does not show them. you only can do this by select non manifold in egde mode and then find the wrong ones. \nwhen you open file, there is black frame where interior faces are. change to face mode, then select interior faces from menu. nothing happens. change to egde mode and select non manifold, and there are 2 interior faces which were not selected earlier.\n[interior faces_bug.blend](interior_faces_bug.blend)\n", "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)", "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", "Wireframes aren't displayed in Edit Mode when Overlays are off. \nBroken: 2.82a, 2.83, 2.90 alpha\nWorked: 2.81a\n\nWireframes aren't displayed in Edit Mode if Overlays are turned off, but they're only shown in object mode, or if there's a modifier with \"display in edit mode\" option. \n\nOpen default file.\nChange to wireframe mode.\nturn off overlays.\nchange to edit mode. Wireframe won't be shown.\n", "Scene Proxies in the Video Sequence Editor\nWindows 7 Ultimate, 64-bit, 32GB, 5960x, Nvidia Quadro FX 1800 (Primary) & GeForce 9800 GTX+ (Secondary)\n\nBroken: (2.79a) Official builds\nWorked: (2.79) Official builds\n\n\nTo cut a long story short @ideasman42 disabled Scene proxies in the Video Sequence Editor because:\n\n> In #54048#485268, @ideasman42 wrote:\n> Looked into this and for now **building proxies doesn't support anything besides movie, so disabling support for this.**\n> \n> 6535f668b4\n\n\n*This shocked me, have I been using Blender wrong?* Because I've been happily doing this for months.\n\nI don't quite understand the rationale behind the removal of is.\n\nThe main problem for me is that I have projects (made in 2.79 and earlier) that rely on scene proxies and when opening them up in 2.79a viewing or creating them doesn't work.\n\nNow there *are* issues with Scene Proxies most notably the aforementioned (#54048) one and it can be really bad:\n\n[0001-2565.mkv](0001-2565.mkv)\nand\n**Other proxy issues**\n - Skipping frames whilst rendering.\n - Properties side panel scrolls up after changing proxy location in the File Explorer.\n - Overwrite don't have the same behaviour as Overwrite does in the render setting (in the properties editor)\n - and [inconsistent functionality ](F2418236).\n\nBut I've always treated this as an incomplete feature, (same way I treat NetRender, it's somewhat stable but is inconsistent. e.g. blender/blender-addons#52502) throwing in a bug report due to just crashing (#53792) and have been fine.\n\nBut now with the update, the [Proxy/Timecode Panel ](proxy.html) is still there and does nothing. and as I said in my query to @ideasman42's decision to disable this:\n\n> In #54048#485618, @ChristopherAnderssarian wrote:\n> So, @ideasman42 does this invalidate my bug report? #53792\n> Also, is it a good idea to disable this considering the Proxy/Timecode Panel option still there (or are you still working on this)?\n> \n> With no information or feedback in the Blender Manual or when trying to create proxies (nothing happens), `you are going to get users confused on a essential feature that worked` (works fine in cycles for me (not the file names the crashing)) in 2.79 `and now doesn't with no apparent reason why. `\n\n___\n\n> In 6535f668b4, @ideasman42 wrote:\n>>...generating proxies currently only works for movies...\n\n*No... they don't. They worked for Scenes before. (and they work for images for that matter)*\n>>...cancel until other types of sequence strips are supported...\n\n*What do you mean by this? That it's officially 'supported', documented?* \n___\n\nNow that I've been trying to research around a bit, is this an incomplete feature or has it slowly gotten broken in time?\nThere's #43857 which uses a scene proxy. So there must be other uses who uses this right? Or was this just an example?\nI would love to use this with Eevee; having the proxies rendered in no time and my GPU not getting taxed.\n___\n\nWhat I think to be good next steps:\n\n - Having the functionality back as it was before.\n - An open task to deal with the *Other proxy issues.*\n___\n\nZipped folder with a working Blender file and proxy:\nTested in Ubuntu VM both 2.79 and 2.79a with reproducible behaviour.^\nTested on a separate laptop with both 2.79 and 2.79a with reproducible behaviour.^\n(Note: In my Ubuntu VM I had to toggle Textured Solid button in the Scene Preview/Render Panel to get the proxy showing in 2.79.)\n(^ Reproducible behaviour being: fully working in 2.79 and not working at all in 2.79a)\n[Blender_VSE_Testing_Scene_Proxy.zip](Blender_VSE_Testing_Scene_Proxy.zip)\n\n\nI'm sure this was just a misunderstanding.\nYours,\nA passionate Blender user" ]
[ "linux-glibc219-x86_64 - 2.78c has more Movie file formats than 2.79\nUbuntu 14.04 / GTX 1060\n\nBroken: 2.79 ( blender-2.79-linux-glibc219-x86_64 downloaded from blender.org\nWorked: 2.78c ( blender-2.78c-linux-glibc219-x86_64 downloaded from blender.org )\n\n2.78c has more Movie file formats than 2.79,\none of which is H.264\n\nbpy.context.scene.render.image_settings.file_format\n( see attached screenshots )\n![2_78c_fileFormat.png](2_78c_fileFormat.png)\n![2_79_fileFormat.png](2_79_fileFormat.png)\n", "there is missing some file formats in the drop down list: properties of the video editing\nWindows 8.1\n\nBroken: 2.79\nWorked: 2.69\n\nthere is missing some file formats in the drop down list: properties of the video editing -> \"file format to save rendered images as\"\n\nfile formats in the drop down list: video editing -> properties -> \"file format to save rendered images as\" - missing xdiV and more....\n![image.png](image.png)\n\n![image.png](image.png)\nBased on a (as simple as possible) attached .blend file with minimum amount of steps\n", "Fewer movie output formats\n**OS:**Linux archbang 4.12.12-1-ARCH\n\nBroken: blender 17:2.79rc2-2 3c3d0898b0c\nWorked: blender-17:2.78.c-5\n\nNo more H.264 movie format in Render -> Output\nOnly 4 formats.\n\nSame with both blender render and cycles render.\n\n![2.png](2.png)" ]
Mouse Change When Hovering Over a Value Cannot Revert Back After Applying Modifiers with Ctrl A Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: GeForce MX130/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67 Broken: version: 2.91.0 Alpha Worked: Never The mouse would change from a normal mouse to a double sided arrow when hovering over a value, indicating this value can be slid. However, it fails to revert back to normal if the modifier is applied with Ctrl A. This happens in both 2.90 and 2.91. This is kind of annoying. Based on the default startup 1. Open Blender and give the default cube a subdivision modifier 2. Hover your mouse over the subdi level slider, see it turns into the double sided arrow 3. Hit Ctrl A to apply the modifier, and move you mouse away, see now your mouse is stuck in the double arrow form
[ "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?", "Blender ignores xinput mouse sensitivity (as a result, mouse cursor randomly jumps when I attempt to navigate, move objects, etc.)\nLinux, Debian Sid, GTX 680\n\nThis is what happens: if mouse sensitivity is default, everything works fine. If mouse sensitivity is, for example, 0.9 instead of 1, and I try to rotate view by holding middle mouse button, when I release it, mouse cursor jumps to position it would reach with default sensitivity. Automatic cursor wrapping in Blender also ignores xinput sensitivity, so if it happens, mouse cursor will jump unexpectedly even before I release mouse button. The same thing happens when I try to rotate or move objects. When sensitivity is set to low value, for example, 0.3, mouse cursor jumps to edge of the screen almost every time I release mouse button or move/rotate some object with mouse. And because of this, mouse does not wrap around from one edge of the screen to another seemlessly, it just starts behaving crazy, like rotating view at extreme speed.\n\nI have very sensitive mouse, and I cannot change its hardware sensitivity. So I have to adjust it with xinput, otherwise cursor will be \"flying\" too fast. This used to work with Blender in older distros where it was possible to adjust \"Device Accel Constant Deceleration\" to change mouse sensitivity. However, this seems to be not possible for a while now because this xinput property was removed. Instead, to change mouse sensitivity I have to adjust Coordinate Transformation Matrix. This works everywhere except in Blender. In case somebody does not know this, in Linux I have to use xinput to adjust sensitivity, because as far as I know there is no other way to do it (for example, in KDE systemsettings I can adjust only acceleration, and even if I set it below 1x, even to minimum 0.1x, it does not do much, and this is expected, since acceleration and sensitivity are completely different settings).\n\nSet mouse sensitivity to anything but 1. For example:\n\nid=\"pointer:Mouseemu virtual mouse\"; speed=0.3; xinput set-prop $id \"Coordinate Transformation Matrix\" $speed, 0, 0, 0, $speed, 0, 0, 0, 1\n\nOf course, you need to replace pointer name (text after \"pointer:\" prefix) with your own (if you do not know it, see output from \"xinput list\"). Then try to rotate view with middle button. You will see cursor to jump unexpectedly when you release mouse button or if you hit edge of the screen.\n\nAs far as I can tell, it feels like Blender always assumes default \"Coordinate Transformation Matrix\", and ignores real one. And as a result, Blender does not calculate mouse position correctly. This pretty much makes Blender practically unusable with mouse which needs xinput sensitivity adjustment. So far I was not able to found any workaround, and it is very hard to work with default sensitivity in my case. If you need more information, please let me know.", "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", "The arrows for expanding N/T panel are now drawn when using cycles and render border exists in the viewport\nOperating system: Linux-5.15.0-78-generic-x86_64-with-glibc2.35 64 Bits, X11 UI\nGraphics card: Quadro K5100M/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 390.157\n\nBroken: version: 4.0.0 Alpha\nWorked: never...? 3.3.9~4.0 all broken like this\n\n\nThe arrows for expanding N/T panel are now drawn when using cycles and render border exists in the viewport.\n\nIt's only drawn once and then disappears. Moving the viewport will show it again for 1 redraw and then it disappears again.\n\nNot _that_ much of a problem, but if you are just using mouse/pen to find it during render preview it's kinda inconvenient.\n\n\n- Switch to cycles\n- Set a render border with `ctrl-b`\n- `Z -> Render Preview`, the arrow flickers for 1 redraw and then disappears.\n\n![图片](attachment)", "Hair particles: rekeying, cut tool, subdividing do not interpolate existing weights (breaking simulation)\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.81\n\n\nBroken: version: 2.80 (sub 51)\nWorked: (optional)\nJust click once sometimes work right\n\n\nThis bug happen in both 2.79 and 2.8\nClick and drag the hair cut tool mess up the vertices position, especially after subdividing one or 2 segments of the hair. After the hair is messed up, it can't be fixed using rekey command.\nDragging the cut tool on a hair that is not subdivided also cause the problem, but not as severely, the vertices become unevenly positioned.\n\n\nCreate a hair system on the default cube, set the emission number to 1.\nGo to particle edit mode, subdivide one or 2 segments of the hair.\nUse the cut tool, click and drag from the tip of the hair.\nThe hair is now completely messed up.\n", "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", "After swapping the basis shape key to another one, the former basis key still affects the new one\n2.91.0\n\nWhat I try to do: I would like to make a later created shape key the basis one. \nI can do it with moving it to the top, and setting the former basis key's \"Relative To\" setting to this new basis one.\nIt works as expected until I'd like to make further changes in the old basis key (now just a regular shape key)\nIt affects the current basis, where - by definition - there's no \"relative to\" setting, so it shouldn't be affected by anything.\n\nI noticed that it does work as expected if I'm using the \"shape key in edit mode\" option - BUT it only behaves well until I come back to object mode. Then the new basis key instantaneously gets all the modifications I just made on the old basis.\n\nThe steps are below on an image with descriptions, but I attached the blend file too. Just change the shape key called \"starting basis\" and check what happens with the real basis one.\n\n![shapekeybug.png](shapekeybug.png)\n[shapekey_error.blend](shapekey_error.blend)\n\nNote: there was one time when I created a shape key pair where this whole thing worked as intended. But out of (literally) 6 tries, only one worked and I couldn't pinpoint what I did differently in that case.", "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).", "Normal arrows float out of subdivided curve\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.59\n\nBroken: version: 2.83 (sub 17)\n\n\nWhen curve subdivided, normals (arrows) still floats on their old unsubdivided positions. \nLooks like a bug/flaw.\n\n[2020-05-22_12-36-40.mp4](2020-05-22_12-36-40.mp4)\n\n[отлипшие нормали.blend](отлипшие_нормали.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)", "Tool Menu does not wait in Sculpt mode unless the cursor is hovering on the previously selected tool.\nOperating system: Windows 10\nGraphics card:\n\nBroken: 2.90.3 alpha Date: 2020-05-25 19:50 Hash : 5254ffa17bf0 Branch: master\n\nTools menu does not wait even for a second Shift + Spacebar in Sculpt mode. Tricky thing is : unless the mouse cursor is on the previously selected tool in the menu.\n\n- Go to Sculpt Mode\n- Press Shift + Spacebar.\n\nOnly when you PRESS TWICE the \"Shift Spacebar\" key combination TOOL MENU STAYS. i.e., Only if cursor hovering on the previously selected tool menu stays otherwise it disappears. ", "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", "Decrement and Increment arrow buttons in Transform section of Details pane both operate in same direction (VM session))\nOperating system: Windows 10\nGraphics card: NVIDIA RTX A4500\n\nBroken: 3.5.0, 1b325cfff18b, blender-v3.5-release, 2023-03-29 02:56)\nWorked: \n\nDecrement and Increment Arrow Buttons in Details Pane both operate in same direction\n\nOpen a new .blend file.\nSelect the Default Cube.\nDecrement or Increment any of the transforms via the clickable arrow keys in the Transform section of the Details pane.\nThe increments and decrements for any of the numbers for rotation, scale or location are very unreliable as to what direction they operate in. Some sort of sign error?\n\n", "Autokey keys disabled driver values\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: 2.83 (sub 2)\nWorked: (optional)\n\nWhen you have autokeying turned on for LocRotScale, then disable a driver (for say a shape key) and then manually tweak the value. Blender will key this change in the driver editor.\n\n- turn on autokey (keying set LocRotScale will do)\n- create a property on the default cube\n- copy as new driver\n- create a shape key\n- paste this driver to this shape key\n- then disable the curve for this driver in the driver editor (check box)\n- manually tweak the driver value and this will be keyed in the driver editor.\n\n[autokey_disabled_drivers.blend](autokey_disabled_drivers.blend)\n\n[auto_keying_disabled_drivers.mp4](auto_keying_disabled_drivers.mp4)\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" ]
[ "Cursor icon stuck in scroll mode\nOperating system: Linux-5.4.0-7634-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.100\n\nBroken: version: 2.90.0 Alpha\n\nCursor icon stuck in scroll mode when deleting modifier with 'X' shortcut\n\n\nObject with a modifier\nCursor over any number value in the modifier panel (the cursor will change icon to horizontal scroll icon).\npress X to delete the modifier.\nCursor stuck in scroll icon.\n" ]
Video imported upside down Operating system: Windows 10 Graphics card: AMD FirePro W2100 Broken: 3.5.0 I imported a video I shot on my camera phone into Blender. It renders properly on 3rd party media players but displays upside down in Blender's Move Clip Editor. Create a new blender file. Add a Motion Tracking layout tab. Drag and drop the attached video into the middle of the Tracking panel. ![image](attachment)
[ "Grease pencil strokes are partially/fully hidden behind reference image until released\nOperating system: Windows 10 Pro 19043.2130\nGraphics card: GTX 980\n\nBroken: 3.3.1\n\nDrawing over a reference image does not always show the stroke as it is being drawn, making it difficult to draw above reference. Using the images as planes addon as a temporary workaround.\n\nThe strange triangle shape shown in the video is pretty consistent. E.i. I can move the camera around slightly and as long as it's relatively head-on the exact same triangle shape appears while drawing. The shape is relative to the reference image. Panning the camera does not pan the glitched triangle area. Moving too much to the side makes it go from partial visibility in front of the ref until the stroke is finished, to no visibility at all in front of the ref until the stroke is finished.\n[untitled.bug_report.blend](untitled.bug_report.blend)\n[2022-11-26 20-52-01.mp4](2022-11-26_20-52-01.mp4)", "Splash screen arrow keys move in the opposite direction and incorrectly mapped\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.40\n\nBroken: version: 3.2.0\n\nSplash screen hot keys are messed up\n\n1. Open Blender splash screen.\n2. Press Up or Down arrow key on keyboard, observe that selected item moves in wrong direction.\n3. Left arrow doesn't work\n4. Right closes splash screen\n\n", "NLA animated time strip with a driver displays a wrong frame when going back in time\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 using a driver on the \"animated time strip\" property of an NLA track, the animation is offseted when going backward in time, with the arrow keys. This makes the animation review process very hard.\n\n(see video attached)\n\n[#86107.blend](T86107.blend)\n\nanimate the default cube (example : revolution on Z axis, from frame 1 to 250\ncreate an empty, add a custom property, set the max to 250\nkeyframe the custom property as : frame 1 value 1.00 ; frame 250 value 250.00.\ntweak the animation curve of the custom property to get a nice S shape\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\nnow if you go forward and backward with the arrowkeys, you'll see that the animation is doing some weird frame offset\n\n\n[bugreport_wrongframe.mp4](bugreport_wrongframe.mp4)\n", "Liquid Initial velocity is inverted\nSystem Information\nOperating system: MacOS Mojave\nGraphics card: Intel\n\nBlender Version\nBroken: 2.90.0 Beta\n\n\nInitial velocity is inverted.\n\n\n[test_flow_direction.blend](test_flow_direction.blend)\n\n- Open File\n- Play animation\nWater jets up. Initial Velocity Z is -10, water should jet down\n\n", "FFMpeg color offset\nOperating system: Win7x64, Ubuntu18x64\n2.80 beta\n\nFiles encoded through FFMpeg.h264 in Blender show up with a consistent color space offset (warmer and different gamma) in other software/players/viewers, but are viewed \"as saved\" if opened in Blender. At the same time h264 files produced in other software are open in Blender with no noticeable color shift, but re-rendering them through Blender introduces it.\nSame content rendered into other formats, like PNG, does not have such effect.\nAt first I thought those are my codecs on a windows machine, but the output/behavior is the same on Ubuntu.\n\nGiven that the h264 files produced elsewhere are open in Blender without matching \"negative\" color offset (at least one I could see), could it be that FFMpeg in Blenders is set up to default to some particular color space for encoding?\n\n[cc-test.zip](cc-test.zip)\nOpen, render animation, compare to what is in the source image in any other software.\n\nEdit:\nTrying to reproduce the issue on command line ffmpeg it was found present unless some flags are used.\nFlags:\n- vf scale=out_color_matrix=bt709\nare needed for other programs to read colors identical to png.\nPlus these:\n- color_primaries 1 -color_trc 1 -colorspace 1\nare needed to make Blender recognize the converted colors again properly.\n", "Add cube\" wrong representation of Z-extrusion (Not a bug Just little correction)\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\"Add cube\" wrong representation of Z-axis direction\n\nNot an error but an incorrect representation of object depth creation while using \"Add cube\" function.\n\n![Untitled2.jpg](Untitled2.jpg)\n\n", "False color look gives incorrect values\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 False color in Blender is indeed different from the Filmic master on GitHub:\n![image.png](image.png)\n\nThe testing EXR I used (background is 0.18 middle grey):\n![Sweep_sRGB_Linear_Full.exr](Sweep_sRGB_Linear_Full.exr)\n\n- Load image in Image editor\n- Enable View as Render in side panel\n- Set False Color as View Transform in Color Management settings", "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.", "Incorrect Areas affected by Timeline Playback settings\nVersion: 2.80 rc2 (Linux 64)\n\n[Timeline_bug.blend](Timeline_bug.blend)\n\nTo reproduce:\n\n - Open the example file (enable \"Load UI\" too)\n - With the mouse cursor in the 3d view, play the animation using Shift + Space (or Alt + A, whatever your keymap is)\n - Ignore the 3d view. Notice which animation editors show a moving playhead.\n - Inspect the playback settings in the timeline editor.\n - Disable \"All 3d Viewports\" and repeat step 2.\n - Now Enable \"Active Editor Only\" and repeat step 2.\n\nWith certain settings, the Dope Sheet and Timeline show playback even when the Graph Editor and NLA do not. It's as if these windows think they are 3d viewports!", "Front view Y axis keybinding is reversed\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.49\n\nBroken: version: 3.5.0\nWorked: Never?\n\nFront view key binding should give us +Y view, now it gives us -Y view. The negative Y axis is now key binded for the front view instead of the back view.\n\n- Press numpad 1, viewport switched to -Y view. (Should be +Y)\n- Press cntrl + numpad 1, viewport switched to +Y view. (Should be -Y)\n\n", "Flip the Render\nI proposed this idea to Campbell via email and he said it sounded reasonable enough to add here...\n\nThe idea: In the image editor, when the Rendered Result is displayed, pressing F will flip the render horizontally. This is a common action that many digital painters use in Photoshop to refresh their eyes and see new flaws in their work.\n\nSome notes:\n - It will should only work in the Rendered Result, not on regular images\n - All tools that normally work in Rendered Result, should work here as well. (rendered border, sampling image color, painting)\n - Only Flip X. I've tried Flipping Y before, but I haven't found it to be that helpful in the artistic process. Could be added later though if people want it?\n - Should apply the Flip state to all Slots. Eg. If flipped in Slot 1, when you change to slot 2 it will also be flipped. If you turn Flip off in Slot 2, it will also be off in Slot 1 and all slots.\n - To remove the potential confusion for users who flipped it by accidentally pressing F but don't know the hotkey, a new button should display in the toolbar. Here: ![new button location.png](new_button_location.png)", "Apply scale normal flipping\nThe apply transforms operator in blender can apply negative scaling to an object.\nHowever there is two ways to do this. If you scale your model with a negative\nvalue in editmode, you get flipped normals. This is because the vertex order in the\nfaces is preserved and that is what determines the normal. In object mode however,\nthere is a flag in the render engines to flip the normals back, if they are flipped due\nto negative scale. This inconsistency creates the problem with the apply transforms\noperator. The following image shows on top the behavior in editmode and at the\nbottom the behavior in object mode.\n\n![Screenshot_20221104_120536.png](Screenshot_20221104_120536.png)\n\nOf course both behaviors have their reasoning to exist.\n\nOne reason for the rendering flag to exist is, that instances of the same object can\nbe mirrored without causing normal problems. Obviously there is no other solution\nto that, since the underlying mesh is the same for all instances, so the render engine\nhas to handle negative scales.\n\nOn the other hand, in editmode you don't want to change the loop order for all your faces\nif you are just scaling. It makes much more sense for editmode scaling to just change\nvertex coordinates. That means you need to fix the normals manually.\n\n\nThe apply operator can only be called in object mode. From object mode the current\nbehaviour looks as if it was flipping the normals. Actually it is just applying the\ntransform \"in editmode\", which looses the negative scale information for rendering.\nThis looks like a bug to some users and is confusing for new users. Users have actually\nrequested this to be changed:\n\n4Zdbbc/\n\nI also heard this request on the BCON22.\n\nHowever the question arises, do we add another option or do we just always flip the\nnormals to make it consistent with rendering? Another question is what happens to\naddons which are using this operator if the operator gets changed in this way?\nHow many addons are actually using apply scale on negatively scaled objects?\nDo those addons fix the normals by flipping them manually?\n\nThere is already a patch available to add this normal flipping without an option:\n\nD16382", "Object drop snapping should be disabled for cameras, lamps, etc\nE.g. when dragging a camera from the Outliner into the 3D View, it gets an all-0 rotation, which isn't useful. And it will always snap to an underlying surface, which is annoying because you wouldn't want a camera to snap to geometry or the grid. Think we should just bring back the old dropping behavior, even if it's a bit hard to predict which distance along the view it will use to place the object.\n\nIt wasn't intentional to have this. In review I asked to address this which I thought it was. Probably a misunderstanding.\n\nShould it be disabled for empties as well? It may be useful to have snapping for these.", "VSE: Operators missing cache invalidation\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.59\n\nBroken: version: 3.1.0 Alpha\n\n\nThese things were also reported in: #90415 but not fixed yet. Invalidate cache = restart prefetch frames. \n\nScene Strips:\n - 3D View object changes in referenced Scene strip need to invalidate cache.\n - Changing the Post Processing setting in the referenced scene in a scene strip needs to invalidate cache.\n - Changes in Compositor need to invalidate cache.\n\nText Strips:\n - Doesn't update while entering text, but do when changing Wrap Width.\n\nSnap Strips to Current Frame:\n - Is not caching from the Playhead position. It actually makes prefetch caching stop. And it will only start again if Show Cache is disabled and reenabled. \n![snap_current_frame.gif](snap_current_frame.gif)\n\nModifiers:\n - Curves doesn't update Preview while dragging curve points, only on release.\n\nUnmute Strips:\n - Need to invalidate cache.\n\nBtw. caching still needs to work when reverse playing and also needs to keep some frames cached on the left side of the playhead for quick reverse playing. There might be an old report open for this, but I can't remember.\n\n\n", "Wrong teleport behaviour if scene scale is greater than 1.\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 960/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.47\n\nBroken: version: 3.3.1\n\nCalling teleport using a scene scale greater than 1 will place the camera in a wrong position whose height is greater than expected\n\n\nPreferences>Navigation>View height = 1.7m (default value)\nSceneProperties>Units>Units Scale = 10 (10x default value)\nAdd a plane, it will act as a ground, scale it to 50x\nAdd a cube (default 2m)\nusing Walk navigation, enable gravity with tab, the camera will stay more or less on the same height as the cube. (1.7m ~ 2.0m), everything works as expected.\nbut, if you teleport to any location on the plane, the new camera position will be the cursor position + 17m on the Z axis instead of 1.7m on the Z axis.\nThe blend file contains a scene with a plane and a cube, all done using scene scale 10.\n\n[Scale10Problem.blend](Scale10Problem.blend)\n\n" ]
[ "Blender does not read rotation metadata in some videos\nOperating system:\nGraphics card:\n\nBroken: 3.6\nWorked: assume never\n\n\nBlender does not read rotation metadata in some videos\n\n\n- Download the `.mov` file from #107487\n- Open that movie in Blender, it's rotated 180 degrees.\n\nLooks to me that from the code blender never took into account of `AVStream::metadata`, where the rotation info of that particular (type of ?) file is saved.\n\nI have found some code online and fiddled it for a bit, it can read the metadata correctly, only thing lacking is the `imbuf` rotation implementation, or use its `transform`, need investigation.\n\n" ]
smoke render viewport vs final render win7 gtx 970 ram16gb Broken: 2.76 578f70f Worked: smoke looks different between vieport and final render. It looks like there is a density issue in the final render. open the file, bake the smoke until frame 25 than render and compare viewport render vs final rendered image. ![error.PNG](error.PNG) [smoke_bug.blend](smoke_bug.blend)
[ "In Particle Edit mode, Emitter particles are not visible in the viewport\nOperating system: Darwin-18.7.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 455 OpenGL Engine ATI Technologies Inc. 4.1 ATI-2.11.21\n\nBroken: version: 2.83 (sub 0)\nWorked: 2.79.7, 2.79b\n\nThe Particle Edit mode does not work with Emitter type particle. The particle (particle paths) are not visible in the viewport.\n\n- Open this file: [#73168-particle-edit-crash.blend](T73168-particle-edit-crash.blend) (or add a particle system, Emitter type, and bake to memory)\n- Switch to \"Particle Edit\" mode (particle disappear).\n- Click on Sidebar > \"Tool\" > \"Options\" > \"Viewport Display\" > \"Particles\" (blender crash).\n\nReports:\n\n[blender.crash.txt](blender.crash.txt)\n[macos.crash.txt](macos.crash.txt)", "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", "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", "Default Value for Viewport Display Color's Alpha Wrong.\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2070 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.09\n\nBroken: version: 2.92.0 Alpha\nAlso tested on 2.83.8 and same problem.\nWorked: It do not think this has ever worked\n\nWhen reverting to the Default Value for Viewport Display Color the alpha gets down to 0.8 making the object semi transparent.\n\nOpen up a new scene.\nSelect the cube.\nGo to the materials tab.\nScroll down to \"Viewport Display\"\nRight Click on \"Color\"\n\"Reset to Default Value\"\nResult: RGB values go back to the default, but Alpha goes to 0.8\n\n\nThank you so much !", "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)", "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", "Smoke artefacts when baking smoke simulation based on particles\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.59\n\nBroken: version: 3.2.2\nWorked: none\n\nI have a baked particle simulation that is propelled by a wind force field. Next, I have a smoke simulation whose flow source is set to particle system.\nWhen I run the simulation it takes much longer than usual and ends up creating lines of smoke in random directions.\n\nI add that all the sliders in the field weights tab of the domain object are at 0 (gravity, all...) so no force field can be the cause of this scattering\n\nHere are some pictures of the problem :\n![problemImage.png](problemImage.png)\n![problemImage1.png](problemImage1.png)\n\nWith higher resolution :\n![problemImage2.png](problemImage2.png)\n\n- Open the blend file\n- Bake Particles\n- Bake Smoke\n\n[SceneProblem2.blend](SceneProblem2.blend)\n\n", "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?", "Viewport display: in front should be listed under visibility as it also affects final render\nOperating system: macOS-11.4-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.5.14\n\nBroken: version: 3.0.0 Alpha\nWorked: unknown\n\nUnder object properties, viewport display: in front affects both the visibility in the viewport and in the final render, and as such should probably be listed under visibility rather than viewport display.\n\n-", "Large soft shadows converge to an incorrect result in EEVEE viewport.\nOperating system: Linux-5.16.0-3-amd64-x86_64-with-glibc2.33 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.54\n\nBroken version: 3.2.0 Alpha\nBroken version: 3.1\nBroken version: 3.0\nBroken version: 2.93\nBroken version: 2.92\nBroken version: 2.91\nBroken version: 2.90\nBroken version: 2.83\nBroken version: 2.82\nBroken version: 2.81\nBroken version: 2.80\n\nWhen rendering large soft shadows in the EEVEE viewport, it converges to an incorrect result at high sample counts. Here are some examples:\n|![EEVEE Viewport Soft Shadows - 512 Samples.png](EEVEE_Viewport_Soft_Shadows_-_512_Samples.png)|![EEVEE Viewport Soft Shadows - 16384 Samples.png](EEVEE_Viewport_Soft_Shadows_-_16384_Samples.png)|![EEVEE Final Render Soft Shadows - 16384 Samples.png](EEVEE_Final_Render_Soft_Shadows_-_16384_Samples.png)|\n| -- | -- | -- |\n|EEVEE viewport - 512 samples (\"Mostly Normal\")|EEVEE viewport - 16,384 samples (\"Broken\")|EEVEE final render (`F12`) - 16,384 Samples (To be used for comparison)|\n\n1. Start with the default scene.\n2. Add a ground plane. ({nav Add > Plane} then scale it up and shift it below the cube)\n3. Select the default light and change it's radius to `2m`\n4. Render the scene in EEVEE to a high sample count in the viewport. This can be done by setting the `EEVEE viewport sample count` to something like 16,384 and letting it process. \n5. Render the same scene in EEVEE with a final render (`F12`) and the same sample count and compare it to the viewport result. Notice that it's very different.\n\nNote: Soft shadows is enabled by default in EEVEE in modern versions of Blender. But depending on your defaults, you might have to enable it. It's in {nav Render Properties Editor > Shadows > Soft Shadows}", "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.", "Black render artifact with CPU+GPU rendering in viewport\nWindows 7 Pro\nNvidia Quadro P6000\nIntel Xeon E5-2690 v4\n\nBroken: daily builds 2.79 since at least 25.10.2017.\nWorked: -\n\nIf I enable combined CPU+GPU rendering, a black rectangle shows up on one of my objects. It shows up in viewport rendering, and also in the final render. This seems to be independent of the material used. I have provided a stripped down version of the scene where it is still visible. This time only in the viewport, the final render works for this simplified scene. \n\nThe artifact seems to be \"locked in space\", I can move or rotate the object away, so that it disappears. In some rotation angles it is not a black rectangle, but dense black lines. \nWhat is also interesting is that the surface of the object in not only black, but partly transparent. I have put a lamp and a cube inside the object in the demo scene, these should not be visible from outside, but they are.\n\n- Open file. In the render settings GPU compute should be turned on, and in the user preferences CUDA should have both the CPU and GPU selected.\n- Turn on viewport rendering. --> black box visible.\n- Then switch to CPU rendering. No more black box.\n\n[black_artifact_bug3.blend](black_artifact_bug3.blend)\n\n![blender_black_render_artifact_02.jpg](blender_black_render_artifact_02.jpg)", "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", "Smoke simulation - Sampling Substeps not working with modifiers\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: 2.83 (sub 13)\n\nIn a smoke simulation, the substeps do not work as soon as the emitter object is moved by a modifier.\n\n - With the default cube, hit f3 search \"quick smoke\" to quickly set up a smoke simulation.\n - Animate the cube's translation using different methods, including armature-based animation (which uses a modifier).Make the translation fast enough so there's a clear gap between two frames.\n - Se what happens with and without the sampling substeps on the emitter's options\n\nAlternatively, use this simple demo file in which each situation I can think of is represented. You just need to bake the simulation.\n\n[substeps_broken.blend](substeps_broken.blend)\n\n![substeps-broken.png](substeps-broken.png)\n\n\n", "Mantaflow - Flickering Square pattern of the particles\nOperating system: Windows 10\nGraphics card: Quadro RTX 4000\nCPU: Ryzen Threadripper 2950x\nRAM: 64GB\n\nBroken: (2.90.0 // 2.83.5)\n\n\nI got the Problem both in the 2.83 LTS & 2.9 Version:\nIf i bake the fluid simulation in Mantaflow the particles of Bubble & Foam result in flickering squares: In one frame the particles are present and in the next frame they are abscent (in a square pattern). If I render an animation sequence out of this the video is flickering. I added the .blend-File for the used Settings and also two screenshots to demonstrate the square Pattern. Furthermore a rendered animation of another scene of mine shows the flickering result when rendered. \n\n\n[Mantaflow Flickering.avi](Mantaflow_Flickering.avi)\n\n[2020_09_19 - Fluid Test.blend](2020_09_19_-_Fluid_Test.blend)\n\n![Frame135.png](Frame135.png)\n\n![frame136.png](frame136.png)\n\nJust bake the attached .blend File (You need to change the saving location)" ]
[ "Alpha looks different \nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 517.40\n\nBroken: version: 3.4.0\n\nAn image with transparency does not look the same as when rendering. It is dimmer and some glare disappears\n\nHere simple scene for demonstate issue. Just sphere with lights and transparent material.![Screenshot_3.png](Screenshot_3.png)\n[Alpha(Issue).blend](Alpha_Issue_.blend)\n\n", "Render and preview are different (alpha issue).\nlinux 64\n\nDaily build.\n\nRender and preview are different. Possibly this is an issue.\nScreenshot (Tested on CPU): M6ZNc3G.png\nFile: test_shader.blend\n\nBut! If I put Non-transparent object to backgraund - render and preview will be the same.\n![undefined](undefined)\n\n\n" ]
Colors of opened blend file are rendered in a median blur Win 10 and Elementary OS (Linux), both 64 bit Broken: 2.8 29c2c307f6e If a blend file is loaded and then rendered the materials of the objects are displayed in a median blur way. If the object is edited and then switched back to object view the materials are displayed correctly - Start blender with default blender scene - Unwrap cube and apply a texture - save scene and quit blender - start blender again and load the previously saved scene - render scene in viewport - materials are displayed in median blur - edit object and go back to object view - materials render now correctly Attached files: screenshots before editing, after editing and blendfile ![before editing.PNG](before_editing.PNG) ![after editing.PNG](after_editing.PNG) [test.blend](test.blend)
[ "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.", "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.", "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", "Bake artifacts with multimaterial in object\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 432.00\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\nThen i try bake Ambient Occlusion in object with 2 or more assigned materials, Ambient Occlusiun bakes grey or black squares\n![2020-02-19_20-30-55.png](2020-02-19_20-30-55.png)\n\n- Open attached file and bake ambient occlusion.\n[Bake_Test.blend](Bake_Test.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)", "Artefacts on render passes Shadow and Diffuse Direct when rendering image texture with zero value in a channel\nWindows 7 Ultimate, 64-bit SP1\nGeForce GTX 750 Ti\n\nversion: 2.79 (sub 1), branch: master, commit date: 2017-10-10 07:26, hash: 8d73ba5, type: Release\nbuild date: Tue 10/10/2017, 10:00 AM\n\nArtefacts on render passes Shadow and Diffuse Direct when rendering image texture with zero value in a channel. The scene is lighted with 3 spots each absolute red, green and blue.\n\n- Create a texture image file with absolute 0 spots in one channel. Or use this one: ![cycles_bug_report02.jpg](cycles_bug_report02.jpg)\n- Create a scene with 3 spots lights, each colored with an absolute red, green and blue color.\n- Add a random object with uvs\n- Assign the texture image file to the object (Tested with Principled BSDF, Diffuse BSDF, Toon BSDF).\n- Add Diffuse Direct and Shadow pass.\n- Render, get this: ![cycles_bug_report02.png](cycles_bug_report02.png)\n\n**Additionnal infos**\n- Other channels render correctly\n- Scene is lighted only with direct lights, bounces are set to 0.\n- Clamping lowest values to 1 in the texture map resolves the artefact partially.\n- Also shortly tested on unix system.\n- Blender file: \n[bug_cycles.blend](bug_cycles.blend)", "Hidden Particle paths draw solid [2.79 draws them half transparent]\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 950M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 411.63\n\nBroken: version: 2.81 (sub 15)\nWorked: (optional)\n\nComparison of particle hiding Blender 2.81 beta and 2.79. I wrote earlier that the particles are not hiding, and this is so fixed?\n![blender_2019-10-13_01-23-32.jpg](blender_2019-10-13_01-23-32.jpg)\n", "Ray Visibility (glossy, diffuse, transmission) on light sources generate a different result when using hit by the BSDF or next-event estimation \nOperating system:\nGraphics card:\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\n\nWhen changing/disabling the ray visibilities on a light source (glossy, diffuse, or transmission), the result becomes\ninconsistent when using only BSDF sampling, next-event estimation, or MIS between both.\n\nThe reason for that is that the contribution of a light source is completely neglected when the type of the BSDF closure used for sampling the direction is disabled on the light source.\nDuring next-event estimation, on the other hand, the light source ALWAYS contributes. Only the BSDF evaluation components multiplied with the light contribution differ [ eg. instead: L*glossy + L*diffuse -> L*diffuse if glossy is deactivated].\n \nThe example shows a scene with one big rectangular light at the ceiling, where glossy rays are disabled on. \nAs you can see, the BSDF image is darker compared to MIS, and the NEE version is a little bit brighter.\n![DarkInterior01-vf0.png](DarkInterior01-vf0.png)\n\nThe MIS image is more or less a blended version of BSDF and NEE.\nBecause both BSDF and NEE do not converge to the same result, the MIS one is inconsistent/biased.\nSince the blending factors/mis weights depend on the sampling strategies, the result changes when using path guiding or the light tree.\nThis makes these optimized strategies unpredictable and can confuse the artists.\nIn the worst case, they report bugs on for the light tree and path guiding.\n\nA WIP fix is proposed in [D16965](D16965)\n\nBased on the default startup or an attached .blend file (as simple as possible).", "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", "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)", "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)", "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", "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", "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", "Improve thumbnail loading from blend files.\nThumbnails are cached in tmp folder but can be outdates or not available. When this is the case the thumbnails are extracted from the blend file.\n\nCurrently the logic is as follow\n\n```\nfor each thumbnail to load:\n open file\n read all names of the same category\n read all preview images of the same category\n find the preview image that was needed as it is assumed that the name list and preview list are in the same order!\n discard the rest of the preview images (that will probably be reread in the following loop)...\n```\n\nRelated functions:\n* `IMB_thumb_load_blend`\n* `BLO_blendhandle_get_previews`\n\nOther improvements are:\n* - [ ] store preview images closer to the bhead.\n* - [x] [D12312: #90908: Reduce loading times when extracting thumbnails from Blendfiles.](D12312)\n* - [ ] add an preview index at the end of the blend file that can act as a hashmap between IDname and preview index. So we don't need to go over the whole file. \n\n" ]
[ "EEVEE UV not available until you go in and out of edit mode\nBroken: 6a0d7f9e41\nWorked: ?\n\nOn file load, the UV is not displaying correctly until I go in the edit mode.\n\nOpen file (simple primitive with UV and a EEVEE material that uses the UV):\n[uv.blend](uv.blend)\n\n* Switch to Rendered Mode.\n* You don't see the UV.\n* Now go in edit mode, UV is there.\n* If you go to object mode, UV is there as well.\n" ]
crash cycles volume gpu (opencl) Operating system: Windows-10-10.0.17763 64 Bits Graphics card: Radeon RX Vega ATI Technologies Inc. 4.5.13547 Core Profile Context 25.20.15031.1000 Broken: version: 2.80 (sub 75) Worked: 2.79b System freezes (blue screen) when some nodes are connected to volume socket on Material Output. It's a little inconsistent, usually happens when I accidentally connect some node to volume socket. Rendering on opencl vega 64, works fine on cpu. - select rendered viewport - select gpu compute as render device - connect volume scatter to volume socket on material output - if it render instead of crashing, connect principled bsdf to volume socket on material output [volume_crash.blend](volume_crash.blend)
[ "Blender has froze my Manajro Linux, which has corrupted my root Btrfs filesystem, rendering the machine unable to boot\nOperating system: Manjaro Linux\nGraphics card: Radeon RX 5500/5500M / Pro 5500M\n\nBroken: Blender 2.90.0, 2.90.1, 2.91.0 Alpha\nWorked: none yet\n\nWhen doing a very specific thing in Shader editor using Eevee rendered, my system froze. I've rebooted and tried again. It froze again, only this time when I rebooted it I was greeted by an emergency shell. My root Btrfs filesystem is unmountable. I'm currently performing disk imaging, and will attempt to fix the FS or restore the system from backup.\n\nHere's the screen that I saw after rebooting my laptop after the second lock-up:\n![f3fb1797-440e-4a7c-b33b-f19af8b479ce.jpg](f3fb1797-440e-4a7c-b33b-f19af8b479ce.jpg)\n\n\nI have a specific .blend file that when loaded on Manjaro Linux will freeze the system. I've tried again booting a fresh Manjaro 20.1.1. However it's a confidential client project and I cannot share it publicly.\n\nI wasn't able to reproduce the problem on Windows 10 running on the same laptop.\n\nI suspect the problem could be in an AMD GPU driver - it's the only thing that I believe has enough system access to mess up a roo t filesystem that was involved. And it's clear the problem was triggered by a certain material in Blender, while rendering with Eevee.\n\nNote that the system won't freeze until I turn on Rendered view. Using Material Preview is fine.\nTwo first time when it happened it was immediately after I have added a mix node to add another texture to an existing image path in an Eevee material.\nI thought that maybe texture sizes could be the problem, as I've been using 3 8K textures, and maybe the laptop's GPU can't handle that, but filesystem corruption should never be the result of that.", "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", "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", "Shader compilation freeze Blender on Intel Arc770\nOperating system: Windows 10\nGraphics card: Intel Arc770 16Gb (Resizable Bar enabled)\n\n3.6.0\nDate: 2023-06-27 08:08\nHash: c7fc78b81ecb\nBranch: blender-v3.6-release\n\n**Intel driver version**\n31.0.101.4665\nReleased 11.08.2023 (latest on moment of this post)\n\nAll modes of viewport on new scene (default, for example) works fine: solid, material preview, display render. But, if I open my scene, works only 1 and 3 option. Building a shaders freezes Blender. It's around 800+ materials on scene, and GeForce cards works fine with that. The video card works at full power, with enabled Resizable Bar function. Cycles render (oneAPI) also works fine, but i can't switch the viewport on material preview. Blender freezes when shaders start compile.\n\n", "Blender 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", "Material Node Groups bug connections with shortcut \"F\"\n**System Information - Intel Core i5-4590 CPU 3.3GHz 16 RAM**\nOperating system: Windows 8.1 64, and graphics card: NVIDIA GeForce GTX 760\n\n\nBroken: 2.76b f337fea\n\n\nMaterial Node Groups bug connections with shortcut \"F\"\n\n\n1. Make Group Node\n2. Select Node Output with Shift\n3. Select Group Output Node with Shift\n4. Press \"F\" - first pair connected\n5. Repeat step 2 and 3 for next nodes\n6. Nodes not connected and can not even connect manualy\n[bug_nodes.blend](bug_nodes.blend)\n", "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", "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", " 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 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)", "Particle Edit mode for non hair particles - 2 Crashes\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 760/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.65\n\n\nBroken: version: 2.80 (sub 69)\nWorked: (optional)\n\n\nParticle Edit: 2 Crashes\n\nParticle Edit: 2 Crashes\n\n- Open the blender file and click on the buttons \"Particle select and display point\"\n- Crash 1 (Screenshot)\n\n- Open the blender file and click on the tool \"Weight\" and click into the particles\n- Crash 2 (Screenshot)\n\n- Also had a crash with \"Puff\" \n- file not included\n\n- There are some tools that do nothing while others work\n- User gets no feedback / error message but give no feedback\n\n![2019-05-19-particle-edit-crashes.png](2019-05-19-particle-edit-crashes.png)\n\n[2019-05-19-particle-edit-crash.blend](2019-05-19-particle-edit-crash.blend)\n\n", "Blender 3.5.0 Win11 RTX3090 Fatal Crash on activating Cycles\n@deadpin thanks for replying.\n\nDriver Version: 31.0.15.3161 (NVIDA 528.24) DCH Win1164 installed\n\nCycles now working without issue thank u.\n\n_Originally posted by @Jaymi-McManus in /blender/blender/issues/106953#issuecomment-923094_\n\n>>>>>\n\nUpdate: \n\n1. Closed the ticket too soon, after adding some simple color, specular, metallic, changes in BSDF and then navigating between layout and other tabs, fatal crash occurs again\n\n2. Updated NVIDIA drivers to 31.0.15.3161 (NVIDIA 531.61) DHC / Win11 64 the issue still persists\n\nUpdate logs attached.", "Geometry nodes crash involving point translation and points to volume\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.14830 Core Profile Context 21.4.1 27.20.21002.112\n\nBroken: version: 3.0.0 Alpha\nWorked: Unknown.\nCannot open reference file in stable (crashes immediately). \nMy oldest 3.0 from 2021-08-01 (`836aeebf7077`) also has the issue.\n\nBlender crashes in certain setups involving point translation and points to volume.\n\n- Open .blend file\n- Connect \"Crash\" node with Reroute\n\nUpon some more testing I found that there are more specific values or ranges that cause the problem, when using the power node one is around 2 to the power of 24.003.\nKnowing values that crash, the attribute fill node can be used:\n\n![image.png](image.png)\n[attribute-fill.blend](attribute-fill.blend)\n[attribute-power.crash.txt](attribute-power.crash.txt)", "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", "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" ]
[ "OpenCL and AMD Crash with Motion Blur\nOperating system: WIndows 10\nGraphics card: AMD Vega 64\n\nBroken: v2.80 Release Candidate 3\nWorked: (optional)\n\n**Short Description of Error**\nRendering in OpenCL with Motion Blur enabled causes AMD Vega 64 Graphics Card to freeze and reset. Blender then Hangs. Rendering without Motion Blur enabled seems to have no issues. No additional Addons installed. I have freshly re-installed Windows 10 in the hope of fixing the issue but still get the same problem.\n\n\n\n - Open Default .blend file\n - Animate the default camera along any axis\n - Tick the Motion Blur box on the Render Tab\n - Menu Render > Render Animation\n - Crashes relatively quickly (within first couple of frames)\n\n**Included System Info file from Blender**\n\n[system-info.txt](system-info.txt)\n\n\n", "Cycles Render Crash Windows/AMD RX Vega\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: Radeon RX Vega ATI Technologies Inc. 4.5.13559 Core Profile Context 26.20.12001.7006\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nsystem crash to black screen wile attempting to render a scene. Radeon driver is reset to default settings (even if it was on the default settings)\nThe crash is random,not crashing every time and not always at the same tile.\n\n\n", "Render Crash Bug Report\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: Radeon RX Vega 56 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\nI was working on a fluid simulation. When rendering with Cycles GPU with motion blur turned on Blender crashes the graphics card entirely after rendering only 1 or 2 frames. The monitor would just show no signal. A few seconds later the PC is back to normal, but Blender APP is still crashed which needs restarting. This bug is very constant even through out different PCs. I tried Blender 2.79 and the result is the same. I tried using an Intel NUC connected to the same Vega 56 in external GPU and the result is still the same in either blender 2.8 or 2.79\n\n[Water Ani.blend](Water_Ani.blend)\n", "RX 580 Start Crashing on GPU Compute Cycles\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: Radeon RX 580 Series ATI Technologies Inc. 4.5.13559 Core Profile Context 26.20.12028.2\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\nCrashing on cycles while using GPU Compute ( CPU fine ) testing on 2.8a as this started on 2.8 out of blue, used to fly every time since December 2019 right now hardly can render a square. I tried any possible version of Blender with the same results,\ngames look fine, tested to be sure( this set up is not for gaming purposes though ) I did installed AMD pro render just to see if there is any hope = working but rendered results as preview are bad, slow & blurry + some black artefacts 2 :) \nLike I said it did worked fine, tried different graphics card driver = NO, right now I can't even update the current one :/ CPU is good but slow.\n\n\nstart Blender -> open any file -> go to cycles -> GPU Compute = FREEZ/CRASH \n\nRadeon setting is reset to defaults every (always) time session fail,\n\nAttaching pro render image results but as I said pro render is not an option I using right now just the angle of the problem \n\nAny help appreciated\n\nKristof\n", "Cycles Volumetrics bug causes PC Freeze/Crash\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: AMD Radeon VII ATI Technologies Inc. 4.5.13558 Core Profile Context 26.20.11015.5009\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\nWhen I try to render (in cycles) with a Volumetric Shader attached to a Cube and its hidden in Outliner, I get a System crash, even to this state, that i had to repair Windows (after 6 crashes till I found the cause)! I also get a PC crash, if I try to disconnect the volume scatter node, while in rendered view. When the volumetrics Object is visible, then it seems stable and renders fine.\nI'm Pretty sure this is a AMD Driver / GPU related Problem, because when I render with the cpu, it works fine…\nApart from that, my system is rockstable and I had no crashes or bluescreens since I Bought it (6 months old)\n\nOpen the atached file and go in the rendered view. But I think ist AMD/ Radeon GPU related so everyone with a nvidia GPU should have no Problems at all.\n\n[bug-cycles-volumetrics.blend](bug-cycles-volumetrics.blend)\n\n" ]
UI/material index bug related to shader node, cycles baking. Operating system: Linux-5.3.0-7642-generic-x86_64-with-debian-buster-sid 64 Bits Graphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.64 Broken: version: 2.82 (sub 7) Worked: (optional) A UI bug shows an image being selected in the shader for baking, when it is actually not selected. Additionally the warning message from baking about the non-active image texture gives the wrong material index, by -1. 1. Open blender 2.82, and select general. 2. Go to edit mode, and select a face on the cube. 3. Add a second material slot for the cube. 4. Create a new material in it, and assign it to the face in edit mode. 5. For the second material, using the node editor, add a checker texture with shift-a and connect it to the base color of the default principled shader. 6. Select the first material, and add an image texture to it. Select new and create a blank image. 7. *IMPORTANT* Now copy the image texture with control-c, and paste it with control-v in the second material. 8. Do a sanity check by moving the image texture around a bit with the mouse in both materials. 9. Switch the render engine to cycles and bake. Observe the warning message in the scripting view, specifically the material index. Additionally go into texture painting and notice the missing textures. Observe the UI is acting like you have selected the image texture in the second material, but that is not true. You can test with more materials using the setup of the second material, sandwiched between the first material, to further confirm the index and UI error. To fix this you must go to the second material and press "a" to select all nodes, then double press "a" to deselect everything, and then select the image texture with the mouse. Now if you switch to texture painting the missing texture shading will instead be alpha. Baking now works correctly. This bug has persisted for me between reloads, and when copying objects.
[ "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`", "Cycles: Volumes in the world shader behave strangle with some textures\n**System Information:**\nOperating system: Linux-5.14.0-1-amd64-x86_64-with-glibc2.32 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.63.01\n\nBroken: version: 3.0.0 Alpha, and every version between master at 2.81 (That is how far I tested).\nWorked: Unsure\n\n**Short description of error:**\nWhen using certain procedural textures in the volume output of the world shader in Cycles, you get unexpected results.\n\n**Exact steps for others to reproduce the error:**\n1. Create a scene in Cycles.\n2. Change to the rendered viewport.\n3. Open a shader editor and change to the `World` shader and delete the `Background` node.\n4. In the `World Shader`add a `Magic Texture` node and connect one of the outputs to the `Volume` socket on the `World Output` node.\n5. You will noticed that in the viewport you can see the `Magic Texture` is projecting light onto objects in the scene, but you can't see the `Magic Texture` directly.\n6. Place a `Color Ramp` node between the `Magic Texture` and the `World Output` nodes. Now you can see the `Magic Texture` in the viewport.\n\nAnother test:\n1. Create a scene in Cycles.\n2. Change to the rendered viewport.\n3. Open a shader editor and change to the `World` shader and delete the `Background` node.\n4. Add a `Noise Texture` node and connect an output to the `Volume` socket on the `World Output` node.\n5. Notice that you can see the impact the `Noise Texture` is having on the scene, but you can't see the `Noise Texture`\n6. Place a `Color Ramp` between the `Noise Texture` and the `World Output` nodes. You still can't see the `Nosie Texture` in the scene.\n7. Place a `Volume Scatter` node in the `World Shader`, connecting the output to the `Volume` socket on the `World Output` node and connect the output of the `Color Ramp` node to the `Density` input of the `Volume Scatter` node. You can now see the noise texture in the volume if you have a light in your scene.\n8. Select the left most handle (the handle that is black) in the `Color Ramp` node and drag it closer to the position `0.5`. You will see the results you expect until you reach the position `0.5` where the volume will seem to disappear from your scene. Yet when you look at objects in the scene, the light reaching them is still affected by a volume shader you can't see.\n\nHere's a video demonstrating this:\n[Volumetrics not visibile in viewport in certain sitautions.mp4](Volumetrics_not_visibile_in_viewport_in_certain_sitautions.mp4)", "EXCEPTION_ACCESS_VIOLATION when baking between linked objects\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.59\n\nBroken: version: 2.82 (sub 7)\nWorked: (optional)\n\nWhen experimenting with the idea of having linked duplicate objects and bake materials between them I found a reproducible crash.\n```\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF63BB28F6E\nModule : C:\\Program Files\\Blender Foundation\\Blender 2.82\\blender.exe\n```\n\n- Oppen attached file\n- Try to bake the textures (blender crashes)\nSometimes it doesn't crash the first time but always atleast on the second or third attempt.\n\n[mushroom.blend](mushroom.blend)\n", "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 ", "Rim on objects when shadow catcher is in play\n开启阴影捕捉后边缘有硬边BUG ![开启阴影捕捉后边缘有硬边BUG.png](开启阴影捕捉后边缘有硬边BUG.png)\n\n![2.png](2.png)\n\n![1.png](1.png)", "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)._", "Incorrect combined texture baking with subsurface material\nOperating system: windows 10\nGraphics card: gtx 1070\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\nWorked: (optional)\n\nBaking result is different from what I have seen in render and has strange artifacts.\n![test_bake.png](test_bake.png)\n\nOpen attached file and run combined baking with default settings.\n[test_bake_2_79.blend](test_bake_2_79.blend)", "Cycles brightness difference between CPU, GPU and CPU+GPU\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.59\n\nBroken: version: 3.3.1\n\nSeems a noticeable difference on how cycles render depending if you use GPU, CPU and XPU and you use transparent materials.\n\nGPU\n![gpu.png](gpu.png) \n\nCPU:\n![cpu.png](cpu.png)\n\nCPU+GPU:\n![xpu.png](xpu.png)\n\nAs you can see, there's a visible line at the top of the render-\nTrying to encapsulate the bug i get this result. \n\nCreate a interior scene, add a glass material and try to render with both CPU and GPU.\n**i guess the problem is related to the material.\n![untitled.png](untitled.png)\n\nHere is the scene.. \n[GlobalIllumination2.blend](GlobalIllumination2.blend)\n\nThanks.\n\n\n", "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)", "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.", "\"Join Meshes\" changes the material slot assigned to faces of the original mesh\nOperating system: MacOs BigSur\n\nBroken: 2.91.2\n\nSee video:\n[Screen Recording 2021-02-12 at 12.04.24.mov](Screen_Recording_2021-02-12_at_12.04.24.mov)\n\n1) Create Mesh ONE with 2 material slots, with the same material, each slot assigned to different mesh island in mesh. \nSo faces on mesh islands have different material_indexes, although both use the same material (in different material slots)\n2) Create Mesh TWO without any materials\n3) Join Mesh TWO into Mesh ONE\n4) Check material indexes in resulted mesh. They wil ALL point to first material slots.\nFaces, that was linked to second material slot initially will be \"relinked\" to first slot, so theier material_index attributes are altered/messed \n\n**Expected behaviour:**\nFaces linked to second material slot initially should stay with the same material_index, join action has no reason to change them\n\n", "Crash when baking a normal map from procedural materials\nOperating system:\nManjaro w/ KDE\nGraphics card:\nNvidia GTX 1060 6GB\n\nBroken: 2.80 Beta, 5e626e766459, branch: blender2.7, 2019-06-13\n\n\nI've sculpted a high poly model from the lowpoly one - baking normals from that works fine.\nWhen I created procedural materials using Geometry Pointiness, Noise, a painted texture and other sources to create additional normal information - the baking crashes.\n\nHere's the project file. It's huge (781 MB), but compresses very well (turns out the painted texture was wasting a lot of space), without it the file is only 12 MB).\n\n[Barrel_02 08.zip](Barrel_02_08.zip)\n\nNormal map baked from Highpoly model to Lowpoly model:\n![Barrel02 NOR.png](Barrel02_NOR.png)\nIf you disconnect the two materials on the highpoly model and just use a default Principled shader, it bakes fine.\n\n\nThe baking process crashes at various stages. First bake crashed after an hour or so, next attempts crashed much quicker.\n\nCrash logs:\n\n[Barrel_02 08.crash.txt](Barrel_02_08.crash.txt)\n\n[Barrel_02 07.crash.txt](Barrel_02_07.crash.txt)\n\n[Barrel_02 06.crash.txt](Barrel_02_06.crash.txt)", "Crash after copy pasting a material onto itself and switching to render\nOperating system: ArchLinux\nGraphics card: NVIDIA 3090\n\nBroken: Current main.\nWorked: Never.\n\n\nBlender crashes when copy pasting a material onto itself (via UI), then creating a new material slot, and then switching to the rendered view.\n\n1. Open a new scene in blender.\n2. Select the cube and go to its material tab.\n3. Next to the material list, on the right, click the down arrow and do Copy Material.\n4. From the same menu now do Paste Material.\n5. Add a new material slot using the + in the materials tab.\n6. Switch to rendered view.\n\nAttached a crash stacktrace taken with gdb, and main build with debug.\n\nIf it's useful, the crash was taken with a manually built blender, so it was a factory startup with Eevee as a renderer, but it also crashes when using Cycles.\n", "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", "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" ]
[ "Image Texture unpredictable behavior in Workbench renderer when duplicating node\nOperating system: Linux-4.18.0-25-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.116\n\nBroken: version: 2.83 (sub 6)\n\nDuplicating an Image Texture node causes the displayed image texture to go all white in Workbench renderer\n\n\nsee attached .blend demo\n\n* fresh blender start, delete cube\n* switch to workbench renderer\n* enable Import Images as Plane, import test image (attached)\n* go in to shader editor\n* select image texture, duplicate it\n* remove image selection from the image texture node, observe that texture in viewport goes all white\n* behavior is unpredictable when selecting different nodes\n\nDemo video:\n[image_texture_issue.mp4](image_texture_issue.mp4)\n\nSource image:\n![images_as_plane_bug.png](images_as_plane_bug.png)\n\n.blend file:\n[image_texture_issue.blend](image_texture_issue.blend)" ]
window_manager.progress_end() does not refresh cursor Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: GeForce GTX 860M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.48 Broken: version: 2.90.0 Alpha `window_manager.progress_end()` does not refresh cursor, and it stays as black box until user moves cursor to a button or area border. Here is how it looks, the cursor should refresh right after `progress_end` call, but it does not happen: [cursor_refresh.mp4](cursor_refresh.mp4) - Open attached blend file. - Place mouse cursor inside Text Editor area. - Run script using {key Alt P} shortcut. (*It won't work if you run it with button since button will refresh cursor after `progress_end` call.*) - The cursor will refresh only after `window.cursor_set`. [cursor_refresh.blend](cursor_refresh.blend)
[ "StringProperty search only works the first run when using regex search\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 517.40\n\nBroken: version: 3.3.1,\n3.4.0 Alpha\nWorked: Never\n\nWhen using python's re(gex) library for the new search callback results do not show up after the initial click and change of `edit_text`\n\nOpen included blend file\nExecute the script\nThere should already be search term there in the 'DEBUG' panel in the tool shelf (N Panel) after execution. If not I've been testing with 'do.*g' which should bring up 2 results.\nIf you click into the string property the correct results are there, but if you edit the search string all results disappear\nI've included a print statement that prints out the results of the _search_func_broken and you'll notice that the results are correctly being found and printed in the console but the UI does not represent these results\nThis does not happen if not using the re library as represented by the function `_search_func` and using a non-regex search item\n\n[search_regex_debug.blend](search_regex_debug.blend)", "Floating windows switch focus with delay and only if cursor stops moving\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: 3.6.1\n\nIt seems Blender now automatically switches focus between floating windows, but in such a way which makes it appear as a bug, rather than feature. What it looks like is that window title bars change focus seemingly randomly, appearing to flicker. This is because the focus is not switched immediately, but rather after a short laggy delay, or never if user doesn't stop moving the mouse pointer.\n\nSee the attached video (Note: I am not clicking any mouse buttons in the video, just moving the cursor).\n\n\n1. In a new scene, open user preferences in floating window\n2. Move the cursor randomly between base window and floating window\n\nResult: The focus between windows is switching with seemingly random delay and random probability.\nExpected: The window focus doesn't switch until the window is activated (user clicks on it), as is consistent with literally every other windows application.\n\n", "Contents of \"Viewer Node\" image block do not get updated \nThis might not necessarily be a bug, but may be a feature request. I apologize in advance for being very unprofessional here. I don't think my problem is necessarily relevant to the way I build Blender of the system hardware I use. I've seen the same problem over and over on different systems. Anyways, I compile Blender from source as follow on a freshly-installed Ubuntu:\n\nHere's how I set up Ubuntu after installing it:\n\n```\napt-get -y update && apt-get -y install locales \\\n make \\\n\t\t\t\t\t dpkg \\\n wget \\\n bzip2 \\\n libglib2.0-0 \\\n libxext6 \\\n libsm6 \\\n libxrender1 \\\n g++ \\\n gcc \\\n xvfb \\\n libyaml-cpp-dev \\\n\t\t\t\t\t git \\\n cmake \\\n\t\t\t\t\t vim \\\n\t\t\t\t\t curl \\\n\t\t\t\t\t ca-certificates \\\n software-properties-common \\\n\t\t\t\t\t python3 \\\n python3-pip\n```\n\n\n```\ngit clone blender.git\ncd blender\ngit checkout 8ef39d5c882896bd75e0d4d17fb3e3d4710fc768 # Blender 2.79\ngit submodule update --init --recursive\ngit submodule foreach git checkout master\ngit submodule foreach git pull --rebase origin master\n\nblender/build_files/build_environment/install_deps.sh --source=/blender-git/\n\nPPATH=\"$(which python3)\"\ncmake blender \\\n -DCMAKE_INSTALL_PREFIX=/usr/lib/python3/dist-packages \\\n -DWITH_INSTALL_PORTABLE=OFF \\\n -DWITH_PYTHON_INSTALL=OFF \\\n -DWITH_PYTHON_MODULE=ON \\\n -DPYTHON_SITE_PACKAGES=/usr/lib/python3/dist-packages \\\n -DPYTHON_VERSION=3.5 \\\n -DWITH_OPENAL=ON \\\n -DWITH_CODEC_AVI=ON \\\n -DWITH_MOD_OCEANSIM=ON \\\n -DWITH_CODEC_FFMPEG=ON \\\n -DWITH_SYSTEM_GLEW=ON \\\n -DWITH_FFTW3=ON \\\n -DWITH_OPENCOLORIO=ON \\\n -DWITH_GAMEENGINE=OFF \\\n -DWITH_PLAYER=OFF\nmake -j 7\nmake install\n```\n\nI want to do a very simple thing but it seems that it's becoming very complicated to do it. I have described what my problem is [here ]]. I do not necessarily want to simulate clicking but it turns out that I cannot update the contents of 'Viewer Node' image block. Finally, I thought the best way would be to automatically have backdrop enabled. So I followed the instructions given [[ https:*blender.stackexchange.com/questions/72742/depth-data-works-but-not-in-background-mode | here ](https:*blender.stackexchange.com/questions/102790/how-to-trigger-lmb-click-events-to-activate-a-specific-view-node-and-update-cont) by *Sebastian Koch* thinking that I should be able to dynamically add/remove view nodes and update the contents of the image block automatically. Although I could access to the pixels, but But this does not happen!\nI wrote the right code to do exactly what I show in [this video ]] but the pixels in \"Viewer Node\" image block do not get updated, as they do in the video. Not only that, I tried activating newly-added Viewer nodes manually (as described [[ https:*blender.stackexchange.com/questions/102790/how-to-trigger-lmb-click-events-to-activate-a-specific-view-node-and-update-cont | here ](https:*youtu.be/YCv5qdKLkZo)) but I am still unsuccessful in updating the pixels in the image block. I also tried removing the image block in Python and then continue adding new Viewer nodes. But from the time I remove the image block its contents will always be zero even if I redo the rendering.\n\nThe only way I could successfully update the contents of the image block was after, first, I followed *Sebastian Koch*'s solution and then wrote some code to remove/add all nodes and their links to get either depth map or surface Normals and did the rendering again. But the whole point of me trying to store pixels into Numpy arrays was to avoid doing re-rendering to get around the IO overhead. I could have instead stored two files (for both depth map and Normal maps) throught two Output nodes with rendering only once.\n\nFirst, if this behavior does not look like a bug, I would appreciate the community provide me an easy solution to do what I want. Second, It would be great if you can improve Blender's Python API and add ways of easily accessing rendering results in memory so that people like me who want to do millions of rendering do not need to deal with the delays cause by IO to transfer rendering results from memory to hard drive and can easily store the results into Numpy arrays and store them on disk in chunks. \n\n", "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.", "Undo/Redo shortcut still active in the Blender File View window\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 Beta\n\nUndo/Redo shortcut still active in the Blender File View window\n\n* Open Blender with the default cube.\n* Move the cube a few times.\n* Open the “Preferences” window in the menu “Edit | Preferences...”\n* Then do Ctrl + Z to undo. The undo shortcut still works. It is the same for the redo shortcut.\n\nThe undo/redo is also active from any other windows of the “File” menu like “Open”, “Link”, “Save”, “Append”, etc. All links showing the “Blender File View”.\n\nIn the “Blender File View” window, I noticed that the buttons at the bottom disappear when doing the undo shortcut.\n\nI tried a few other shortcuts like Tab to go to edit mode and G to move the cube. They do not seem to be active when the focus is on the “Preferences” or “Blender File View” window.\n\nThe undo/redo is also active when the “Blender Render” has the focus.\n\nAs a consequence, someone accidentally hitting the undo shortcut will get his work being modified behind the window and probably will not notice.\n\n\n{[F9111517](BlenderFileView_Open.jpg) size=full}\n\n{[F9111519](BlenderFileView_AfterShortcut.jpg) size=full}", "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 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", "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", "Assigning pie menus to mouse clicks using the tweak function causes these menu shortcuts to stop working properly\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.39\n\n\nBroken: version: 2.80 (sub 71)\n\n\nBeen experimenting with creating keybinds and one of those experiments were to try and assign several menus to R click (using L click for select) by using the tweak function in the keymap settings. The idea was to have as many menus as possible on the same keybind to reduce the amount of keys needed, but using this method has proven difficult. \n\n\nWhile I can make standard menus work with tweaks, the pie menus don't work at all. If you manage to get the pie menu to show itself, it will eventually stop all the tweak commands from working unless you open up a menu on a keybind that is not using a tweak function. The second issue is that even when you do get the pie menus to show themselves, nothing can be selected on them, therefore making the keybind completely useless.\n\n\n1) Assign a standard menu and a pie menu to a mouse click (i.e. R click) using the tweak function, which can be set to north and south (just as an example).\n2) Use the new shortcuts to click and drag your mouse in the directions you assigned to to open up each menu (standard menu should be working correctly).\n3) Open the pie menu with this method and try to select any option on said menu, which should cause the pie menu to fail.\n4) Try opening the menus again, but this time none of the assigned menus will show up.\n5) To fix the previous error, open up a menu on a different shortcut (like something on your keyboard) to make the tweak shortcuts be able to appear again.\n6) Repeat the previous steps, which should cause the same error every time.", "Cyclic Strip Time not work with non-zero Action Clip Start Frame\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: 2.93.3\nWorked: ???\n\nCyclic Strip Time not work with Action Clip\n\nI attached .blend to show this bug.\nThe track called \"Ok\" works with the \"Cyclic Strip Time\" check mark correctly.\nThe track called \"Bug\" works with the \"Cyclic Strip Time\" check mark incorrectly.\n\nIn the track \"Ok\", there are two keys, at 0 and 10 frames.\nIn the track \"Bug\", the same two keys, but for 43 and 53 frames. In the Action Clip, I set the values Frame Start =43 and End = 53.\nI expect that the \"Bug\" track will perform the same actions as the \"Ok\" track, but this does not happen.\nI think this is a mistake.\n[BugCST.blend](BugCST.blend)\n", "Text Object Edit Cursor nearly invisible in 2D Animation or Light Background\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Intel(R) Iris(R) Plus Graphics 640 Intel 4.5.0 - Build 26.20.100.7986\n\nBroken: version: 2.92.0 Beta\n\nMost of my workflow takes place with a light background, as is the case with the 2D-animation startup file. As you can see from the attached image, the Text Object Edit cursor is easily visible with a darker world, but in the 2D-animation with a light world, it is nearly invisible and unusable when there is a lot of text, making editing within Blender untenable.\n![TextObject Edit Cursor.png](TextObject_Edit_Cursor.png)\n\nOpen Blender, select 2-D animation. Go back to object mode. Press Shift-A, Add a Text object. Turn the object towards the camera or rotate the camera to see the text. Change the text object's material to black or another color so it is easily visible from the background white. Tab to edit mode. Paste or type in a paragraph's worth of text, then try and go in and edit it. The text cursor is basically invisible, making editing the text extremely difficult. \n\nThis is NOT the mouse pointer, this is the text-edit cursor. I also checked on this thread T78498 but confirmed in the screenshot that the overlays are turned on. I also checked through all Edit > Preferences > Themes, but could not find a setting that affects the color of the text cursor/highlight. \n\nThe quick fix would be to give access in the preferences to the cursor color for text object edit (then we could just change it to Magenta or something visible with common backgrounds). The fancier fix would be to adjust the cursor color based on the background or have it be half white/black so it is always visible.", "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", "Problem with mouse walk navigation\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.90\n\nBroken: version: 2.91.2\n\nWalk navigation breaks when key map is changed for Up and Down operation.\n\n- Load blender with factory settings\n- Open keymap from `Edit -> Preferences`\n- `3D View -> View 3D Walk Modal`\n- Change key value for Up and Down\n- In viewport `View -> Navigation -> Walk Navigation`\n- Use updated keys to move Up and down\n\n![problem.jpg](problem.jpg)\n\nAs far as i could see, the problem happens when instead of the q down and e keys we put the midle mouse roll up or down. As you can see in the picture. I have tried with other keys and each time there is a problem with the middle mouse button. Simply the middle mouse button goes up, but when it turns so rool down it doesn't work?\nDoes it fix it or do you have an idea how to fix it?\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)", "Wrong property changing `matrix_world` and destructive undo via RMB.\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.23\n\nBroken:\nversion: 3.6.1\nversion: 4.0.0 Alpha\nWorked: never\n\nReturning to the original state during editing (or canceling) does not give the result that was when editing was started.\n<video src=\"attachment\" title=\"2023-08-16 21-40-53.mp4\" controls></video>\n\n1. Copy script and run\n```python\nimport bpy\n\nclass Panel(bpy.types.Panel):\n bl_idname = 'Panel_PT_Panel'\n bl_label = \"Test Panel\"\n bl_space_type = 'TEXT_EDITOR'\n bl_region_type = 'UI'\n bl_category = 'Text'\n def draw(self, context):\n col = self.layout.column()\n ob = context.object\n col.prop(ob,'name')\n col.prop(ob,'matrix_world')\n\nif __name__==\"__main__\":\n bpy.utils.register_class(Panel)\n```\n2. Quickly change the scale value for the object matrix.\n3. Press Right mouse button.\n\n" ]
[ "When importing an obj the cursor icon gets stuck in progress mode\nOperating system: macOS 10.14.6\nGraphics card:\n\nBroken: Version 2.90.0 (2.90.0 2020-08-31)\nWorked: 2.83.X\n\nWhen I import an obj the cursor icon gets stuck in the progress indicator mode. To fix it, one has to change the editor or panel. I haven't tried it with the other import options.\n\nSee image ![blendcur.jpg](blendcur.jpg)\n\nImport an OBJ file." ]
Objects can be selected behind the N panel even if they are totally masked Operating system: Windows-10-10.0.17763-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12 Broken: version: 3.0.0 Alpha Objects hidden by the N panel can be selected even if they are invisible, that can be dangerous in heavy scene when you have to use the panel options ... see the attached video [2021-09-24 13-11-25.mkv](2021-09-24_13-11-25.mkv)
[ "Can't see wireframe (vertex, selected components) through semi-transparent object\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.19\n\nBroken: version: 2.83 (sub 10)\nWorked: c26f470cfeea is last I have by hand\n\nIn the viewport, you can't see wireframe (vertex, selected components) through a semi-transparent object\n\n[75106.blend](75106.blend)\n1 - Create 2 objects one behind the other \n2 - Make front object semi-transparent (via Object properties > Viewport Display > Color > Alpha\n3 - Select the second object in Edit mode\n![Transp.JPG](Transp.JPG)\n", "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.", "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", "Hidden links\n* - [ ] Allow hiding and showing links.\n* - [ ] Show some icon when a link is hidden (see image below).\n* - [ ] Show hidden links that are connected to a selected node or a node within a selected frame.\n* - [ ] When the link is coming from a named reroute socket, display the name on the receiving side (still needs to be explored more). \n\nThis is also related to #93291, which will make it much easier to create long-distance links.\n\nOriginal exploration: 21306\n\nProposal from @Erindale:\n![image.png](image.png)", "'Frame selected' with 'Lock To 3D Cursor' sets weird focus\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.29\n\nBroken: version: 3.2.0 Alpha\nand 3.1\n\nIf you select something and do 'view3d.view_selected' while View Lock is set to 'To 3D Cursor', the view will focus on the cursor instead of the selected object and if you pan and do 'Frame selected' again, you will get somewhere near the cursor instead of the selected object.\n\nAlso, calling 'view3d.view_center_cursor' won't do anything while 'To 3D Cursor is active'.\n\n1. activate 'Lock': 'To 3D Cursor'\n2. select an object\n3. View -> 'Frame Selected'\n[Video.mp4](Video.mp4)\n\n\n", "Eevee contact shadows appearing from objects with shadows disabled\nOperating system: Windows 10\nGraphics card: RTX 3080\n\nversion: 3.5.1\n\nIssue:\nObjects in Eevee with the material setting \"Shadow Mode\" set to \"None\" still casts contact shadows.\n\nreplication:\nWith the default scene add a plane and scale it up so a visible shadow is being casted on it from the default cube, go into material settings of the default cube and set shadow mode to none. Then go to the default point light and enable contact shadows on it. (or view the blend file)\n\n", "Mask Opacity keyframes not visible anywhere.\nUbuntu 14.04 64x\nnVidia GT620\n\nBroken: 2.78a\n\nKeyframes in LayerMask \"Opacity\" or \"Invert the mask B/W\" can be created. These keyframes exist in an existing Action (can be seen in Outliner - Actions and has datapath), but they don't appear in DopeSheet - DopeSheet nor DopeSheet - Mask. They can't be modified as the other keyframes. Nor changing its type (keyframe, interpolation, handle).\n\n- Open this file: [101-mask-keyframes.blend](101-mask-keyframes.blend)\n- Check the MaskLayer Opacity animation by going from 10 to 20 and back. Keyframes are visible only in the slider (as yellow slider).\n- The same with \"Invert the mask B/W\". Frame 30 and 40 have keyframes.\n\nEDIT: file uploaded.", "Regression: unhide now is global even in local mode\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.41\n\nBroken: version: 3.0.0 Alpha\nWorked: 2.79b\n\nAlt+H in local view unhides objects all over the scene instead only local context, as it work in 2.79\nPlease fix. It is very handy feature and we have lost it.\n\n**Step to Reproduce**\n- Open .blend file\n- Select a sphere and Hide: {key H}\n- Select all three cubes and enter in Local view: {key /}\n- Hide cubes\n- Now unhide cubes in Local view: {key Alt H}\n- sphere is also visible (Either check outliner or Switch back from Local view)\n\nTest File:\n[#92527.blend](T92527.blend)\n[2021-10-27_12-23-23.mp4](2021-10-27_12-23-23.mp4)", "Weird behavior of collapsed area in the preferences editor.\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 472.47\n\nBroken: version: 3.0.1\nWorked: \n\nIf you open the Preferences editor NOT with edit menu but by changing editor type, there has always been a weird behavior with a collapsed \"area\" in the bottom left of the editor, where a cut scrollbar appears but doesn't lead to anything. Wouldn't be better to make this editor exactly the same way of opening it with Edit, with the 3 lines with saving options and without the \"Preferences\" menu in the top left?\n\n- Open Blender\n- change any editor with the Preferences editor.\n- Expand collapsed header from the bottom\n\n[2022-02-04 13-14-26.mp4](2022-02-04_13-14-26.mp4)", "Denoising - artefacts when transparent background is enabled\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: 2.81 (sub 4)\n\nWhen \"Transparent\" is enabled in \"Film\" tab, denoising (old blender denoiser) is producing dark pixels. It seems to happen only with an environment map. When \"World\" is set to flat color, problem disappears. Here's an example (zoomed in):\n\n![denoising_bug_alpha.png](denoising_bug_alpha.png)\n\nThere seem to be holes in \"Denoising Depth\" pass which seem to coincide with the bad pixels.\n\n![obraz.png](obraz.png)\n\nWhen you turn transparency off, those artefacts disappear:\n\n![denoising_bug_no_alpha.png](denoising_bug_no_alpha.png)\n\nDenoising Depth also looks a lot cleaner, although there are still couple of bad pixels:\n\n![obraz.png](obraz.png)\n\nHere's a file with the example above. It has env map packed in.\n\n[denoiser_artefacts_bug.blend](denoiser_artefacts_bug.blend)", "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).*", "Wire objects that are being displayed on front only updates visibility after interaction\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.14802 Core Profile Context 22.2.1 30.0.14023.7007\n\nBroken: version: 3.2.0 Alpha\n\nThis problem is similar to the one found in #84717, but in this case it is only affecting objects that are marked as in front and wired mode. I noticed it happening in a rig, but It can be applied at anything that is wire.\n\n\n- Using Any object go to viewport display and mark in front and set it to wire in the display as. (you can also use a rig with custom shapes, e.g. the one in rigify.)\n```\n{F12895660}\n```\n- Disable and then Enable Overlays\n[2022-03-03 11-21-26.mp4](2022-03-03_11-21-26.mp4)", "Grease Pencil 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", "Shadow catcher problem with holdout collection\nOperating system: *Windows 10 Pro 64 bits*\nGraphics card: *2x NVIDIA GTX Titan X*\n\nBroken: *master 2.81a*\nWorked: *Worked on blender 2.79b*\n\nWhen shadow catcher is activated in an object located in a collection with the holdout option, alpha is truncated.\n(more visible when there is motion blur)\n\nBased on the default startup :\n- set render engine to cycles\n- set Film parameters to Transparent\n- activate Motion Blur\n- set world backgound color to white (better visibility)\n- delete light\n- create a plane, scale x2\n- move plane to a new collection\n- set plane to shadow catcher\n- set collection 2 (called by default, with the plane) to holdout\n- animate camera for have motion blur (more visible when there is motion blur)\n- in viewport render, you will have that : ![image.png](image.png)\n- render.\n\nwithout motion blur :\n![blender - 24.01.2020 - 23h25.jpg](blender_-_24.01.2020_-_23h25.jpg) antialiasing problem\n\nwith motion blur :\n![blender - 24.01.2020 - 23h24.jpg](blender_-_24.01.2020_-_23h24.jpg)\n\nsame render result with and without alpha on composite node :\n![blender - 24.01.2020 - 23h33.jpg](blender_-_24.01.2020_-_23h33.jpg)\n![blender - 24.01.2020 - 23h33 (2).jpg](blender_-_24.01.2020_-_23h33__2_.jpg)\n\n.Blender here : \n[#73376.blend](T73376.blend)", "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" ]
[ "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)", "Clicking a disabled toolbar button will select the object behind it\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 432.00\n\nBroken: version: 2.82 (sub 7)\n\nClicking a disabled toolbar button will select the object behind it\n\nCreate some objects and put them behind a 3d view UI toolbar that has a disabled widget, like the Local camera field under \"Use Local Camera\" on the View tab.\nWith \"Use local camera\" deselected click the Camera picker field that is disabled and it will select the object behind it.", "Click on a expanded but disabled EnumProperty is handled as a click into the viewport\nOperating system:\nGraphics card:\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\nWorked: (optional)\n\n\nWhen LMB select is enabled (default mode in Blender 2.80), then disabled enumProperties in the N-Panel are transparent for mouse clicks (its as if you click somewhere into the 3D Viewport)\n\n\nThis blendfile contains the demo:\n\n[disabled_gui_unselects_objects.blend](disabled_gui_unselects_objects.blend)\n\nNow do this:\n\n - Make sure you have LMB Select mode enabled (2.80 default)\n - Open the blend file and let the script run to prepare the N-Panel\n - in the 3D Viewport open the N-Panel\n - Locate the Dodo tab\n - you see the hello world panel with an EnumProperty containing 5 items)\n - The property is disabled (see in the script)\n # Click on one of the elements in the disabled list\n\nYou will see the cube gets unselected.\n\nNow make another test:\n\n - Move the cube so that it is located below the panel\n - unselect the cube\n # now click again into the panel. If the cursor hits the cube below it gets selected.\n\nAnd now make a third test:\n\n - in the Userpreferences switch to RMB Select\n - repeat the 2 tests above\n # Now all works as designed\n\ncheers,\nGaia" ]
Shading Workspace issue on Mac platform 10.11.06 Operating system: OS X El Capitan Version 10.11.6 Graphics card:NVIDIA GeForce 9400 256MB Memory: 8gig RAM Broken: Version 2.80 (2.80 2019-03-24, Blender Foundation) Worked: (optional) The display of the Shading workspace is glitchy... the two globes in LookDev mode show as solid black and when rotating the viewport they have a solid white "shadow". Adding a material has no effect. Adding a new material has no effect when changing Base colour in the Principled shader for example. This is also true of all modes... Solid, LookDev and Rendered. Material shading has no effect. And the white "shadows" break up and disappear when rotating the view. Based on the default startup or an attached .blend file (as simple as possible). I have a feeling it just may be a limitation of my Mac hardware. But I just want to be sure since I have downloaded multiple builds and they all display this way.
[ "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.", "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)", "Fluid simulation result not visible after reloading file\nOperating system: MacOs\nGraphics card: Intel Iris Plus Graphics 640\n\nBroken: 2.91\nWorked: -\n\nHello. After I opened project, that I closed before, the fluid simulation didn't exist. It is very easy, to know the issue. Thanks for attention.\n- New file\n- Quick liquid effect on default cube\n- Save file\n- Close Blender\n- Open the same file again\n- The domain is just a smooth shaded cube until you play the file long enough for it to loop back to the first frame.", "Missing viewport update after creating texture with canvas menu (sculpt mode, paint tool)\nOperating system: Linux-5.13.0-0.rc6.45.fc35.x86_64-x86_64-with-glibc2.34.9000 64 Bits\nGraphics card: NVIDIA GeForce GTX 970M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 495.44\n\nBroken: version: 3.3.0 Alpha\nWorked: -\n\nMissing viewport update after creating texture with canvas menu (sculpt mode, paint tool)\n\n- set viewport shading to `Material Preview`\n- Select cube\n- go to sculpt mode\n- select paint tool\n- open canvas menu\n![изображение.png](изображение.png)\n- create new material slot texture with a certain color\n- result: \"Compiling Shaders 1\" in the viewport statistics top left, but this never finishes, update (incl. seeing the actual texture on the cube) only takes place after interaction with the viewport (rotating, zooming, doing an actual paint stroke)\n\n", "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>", "Texture paint in viewport is not using the color space of the image.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.14802 Core Profile Context 22.2.1 30.0.14023.7007\n\nBroken: version: 3.2.0 Alpha\n\nIf you paint a noncolor texture like a normal map, painting it directly in the 2D image correcly uses the non-color space, but painting in the viewport doesn't.\n\n\n- With any non-color texture, try to paint both in viewport and in the 2D image\n[2022-02-15 10-34-07.mp4](2022-02-15_10-34-07.mp4)\n\nAditional note: This seems to happens when you sample from the 2D image. By contrast, if you sample the color from the 3D view, you can correctly paint on it, BUT in the 2D viewer the color becomes brighter.", "EEVEE: Volumetric shadows disappear when facing sun light\nOperating system: MacOS Catalina 10.15.7\nGraphics card: AMD Radeon Pro 5500M 8 GB, Intel UHD Graphics 630 1536 MB\n\nBroken: \n- 2.93 master 2021-03-31\nWorked: \n- 2.92 \n- 2.93 master 2021-03-18\n\nVolumetric shadows disappear when looking towards a sun light, within around 45 degrees. Especially apparent when volume density is much greater than 1. \nPoint and area light shadows seem unaffected.\n\n**Comparison:**\n![EEVEE Volumetric Shadow Comparison.jpg](EEVEE_Volumetric_Shadow_Comparison.jpg)\n\n**2.93 video example:**\n[EEVEE Volumetric Shadows Bug 2.9.3.mp4](EEVEE_Volumetric_Shadows_Bug_2.9.3.mp4)\n\n1. Create a mesh\n2. Add a principled volume material with density of 10\n3. Add a sun light\n4. Enable volumetric shadows\n5. Enter EEVEE rendered view\n6. Rotate the view to face the sun light, notice the shadows disappear on the volume.\n\n[EEVEE Volumetric Shadows Bug.blend](EEVEE_Volumetric_Shadows_Bug.blend)", "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", "Objects with \"In Front\" don't appear when overlays are reenabled until viewport update\nOperating system: Linux-5.10.0-6-amd64-x86_64-with-glibc2.31 64 Bits (Debian testing)\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.73.01\n\nBut works on:\nOperating system: Linux-5.10.0-6-amd64-x86_64-with-glibc2.31 64 Bits (Debian testing)\nGraphics card: Mesa Intel(R) UHD Graphics 620 (WHL GT2) Intel 4.6 (Core Profile) Mesa 20.3.4\n\nBroken: version: 3.0.0 Alpha\nWorked: 2.91.2\n\nMight be the same as #102199 (Regression: Armatures [in front] overlay doesn't update properly (toggling overlay ON and OFF)) (which was bisected down to 0f95f51361)\n\nWhen an object (specific ones) is set to be displayed in front of everything else, it will not come back immediately when reenabling the overlays. This happens only in solid shading mode as far as I can tell.\n\nThe objects affected by this are first off all objects which have some kind of lines, so camera, lights, the wireframes of meshes, outlines of reference images, empties, ...\nThen there is also the armature which is special in the way that it is rendered solid, but it also vanishes just like the lines.\n\n1. Add an armature\n2. set it to In Front in Armature > Viewport Display\n3. toggle the viewport overlays on and off (that button next to x-ray)\n4. if your rendering was set to solid shading, the armature should be gone now\n5. rotate the view, the armature will reappear\n6. you can do the same with the default camera and light and on the cube if wireframes are enabled (globally or locally on the cube) \n\n", "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", "New geometry nodes viewer overlay makes mesh edit mode overlays invisible\nOperating system: Linux-5.19.10-200.fc36.x86_64-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.65.01\n\nBroken: version: 3.4.0 Alpha, current master\n\n\n| {[F13588717](image.png) size=full} | {[F13588720](image.png) size=full} |\n| -- | -- |\n", "Viewport render gives black background when overlays are turned off.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.51\n\nBroken: version: \n - 2.92.0 Beta\n - 2.92.0 Beta \nWorked: \n - 2.92.0 Beta\n - 2.91\n\nviewport render gives black background, this happens only when the overlays are turned off.\n\nopen the file, go to view/viewport render image.\n\nthank you\nMax\n\n![viewport_black_bg.png](viewport_black_bg.png)\n[black_bg.blend](black_bg.blend)\n\n\n", "Texture Paint: Wrong active Texture Slot\nOperating system:win10\nGraphics card:GTX 740m\n\nBroken: version: 2.92.0, branch: master, commit date: 2021-02-24 16:25, build date: 2021-02-25, 09:31:14, hash: 02948a2cab\n\nVpqy7BmMKaA\n\n- Open attached file or:\n - Go to \"texture painting mode\" (in default workspace)・\n - Create 2 base color textures\n - Open Shader Editor\n- In the Shader Editor, select non -active texture (\"Material Base Color 2\")\n- in the View 3D, paint texture\n- Nothing happen in visual.\n- The other texture slot is changed instead of current active texture.\n[tex_slot_problem.blend](tex_slot_problem.blend)\n\n", "Meshes are invisible if any objects are set to display 'In Front'\nOperating system: Darwin-18.7.0-x86_64-i386-64bit 64 Bits\nGraphics card: Intel(R) HD Graphics 6000 Intel Inc. 4.1 INTEL-12.10.14\n\nBroken: version: 2.83.0\nWorked: 2.82\n\nIf any objects are set to display as 'in front' in a project, all meshes will display only as faint outlines. In edit mode, meshes display similar to how they would if they were set to display as wireframe.\n\nAdd a new mesh, curve, or armature to the scene.\nObject properties -> Viewport display -> Enable 'In Front'\n\n", "COLORSPACE SELECTOR: Group box fails to show all possible colour transforms\nDebian Stretch\n\nTrunk\n\nTrial against ACES 1.0.3 set won't show all possible colour transforms when choosing via the UV Image Editor\n\nLoad the ACES 1.0.3 configuration from the official repository. Try to change the colour transform on a loaded image.\n\n![Screenshot from 2017-11-05 19-25-15.png](Screenshot_from_2017-11-05_19-25-15.png)\n" ]
[ "Bad render of default scene Mac OSX\nOperating system: OSX El Capitan\nGraphics card: NVIDIA GeForce 320M 256 MB\n\nBroken: blender-2.80.0-git20190105.a77b63c56943-x86_64\n\nDownload beta, & unzip\n\nremove quarantine with:\nxattr -d com.apple.quarantine blender-2.80.0-git20190105.a77b63c56943-x86_64/blender.app\n\nLaunch blender.app\n\nPress F12 to render \n\nResult is flat-shaded white cube.\n\n![Screen Shot 2019-01-04 at 9.46.46 PM.png](Screen_Shot_2019-01-04_at_9.46.46_PM.png)\n\nCycles render looks correct.\n\n" ]
Cycles cant pass 8bit per channel mesh attribute data. Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 3080 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12 Broken: version: 2.93.5 Cycles does not pass 8bit per channel mesh attribute data. ![image.png](image.png) added blend file [8bit_bugblend.blend](8bit_bugblend.blend)
[ "Maximum number of attributes that can be used with eevee shading needs to be documented\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 527.56\n\nBroken: version: 3.6.0 Beta\nWorked: This is the only version I have used\n\nThere are more than 20 parameters or attributes in my geometry nodes setup, and when I try to use those attributes in shader editor it doesn't update its values. Sometimes it updates when there is a viewer node connected.\n\nIts a big node tree and a lot of materials, so that's it.\n\n", "Cycles shading glitch\nOperating system: Windows 10\nGraphics card: AMD\n\nBroken: 3.4.1\nWorked: ?\n\nCycles shows incorrect shading, also different from Eevee. (The file is very simplified just to showcase the problem)\nI'm thinking it is a variation of T99933 bug but not sure so tell if that's the case\n\n[bug.blend](bug.blend)\n1) Open the file, switch to rendered view. Normals should look like this\n![1673442133.png](1673442133.png)\n2) In the material disconnect the alpha socket, now it should look different.\n![1673442141.png](1673442141.png)\nIs alpha supposed to affect normals at all?\n3) Repeat the same in Eevee, results look consistent", "Support Attribute Search In Material Nodes\nThe \"Attribute\" node in shader node trees could support attribute search based on the context data. The search code would be generally the same, but the data would be accessed directly from the evaluated geometry set of the active object. \n\nTherefore attribute search should not be used when the node tree is pinned, or alternatively it could depend on the pinned object context of the node editor, if that is available.\n\nNote that fewer attributes are available for EEVEE. There will have to be a special case there until more attribute access is implemented there.\n\nSome starting points / references:\n`node_geometry_attribute_search.cc`\n85421c4fab\nc0b2c75c44\n[D10623: Geometry Nodes: Add domain and data type to attribute search](D10623)", "Linked data-block has \"pointer\" property still active\nBroken: version: 3.4.0 Alpha, branch: Unknown, commit date: Unknown Unknown, hash: `rBUnknown`\nWorked: Probably never\n\n\n\n[torus.zip](torus.zip)\n\nOpen torus.blend. It has a linked collection containing the selected object `Torus`.\n\nAs you can see in the image, the \"Object\" rna properties (parent, and the array modifier one) are both active:\n\n{[F13627034](image.png), size=full}\n\nIn fact you can even click on the property to change it (the popup show up, but clicking on it at least doesn't change it):\n\n{[F13627039](image.png), size=full}", "Cycles Passes - The Combined pass is allways written to file, even though Combined is unchecked in the View Layer Passes Data tab.\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.35\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nThe combined pass is allways written to file, even though Combined is unchecked in the View Layer Passes Data tab.\n\nOpen the attached blend file.\n[Combined_Layer_Pass.blend](Combined_Layer_Pass.blend)\nAs you see Combined is unchecked in the View Layer Passes Data tab.\n![View Layer Passes Data tab.JPG](View_Layer_Passes_Data_tab.JPG)\nHit Ctrl+F12 to render the Animation. The multilayer-exr is stored in the tmp folder.\nSee the multilayer-exr layers, the combined pass is stored within.\n![View Layer Passes Data tab2.JPG](View_Layer_Passes_Data_tab2.JPG)\nSo the combined checkbox in the View Layer Passes Data tab isn´t doing anything if you check or uncheck it.", "Regression: GPU subdivision - Mesh does not immediately count viewport statistics\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: Radeon RX 570 Series ATI Technologies Inc. 4.5.14800 Core Profile Context 22.3.1 30.0.15002.1004\n\nBroken: version: 3.3.0 Alpha\nWorked: blender-3.3.0-alpha+daily.`d095fcd6b417`\n\nI didn't do rigorous bisecting but I suspected this is caused by 163f6a17e4 so I tested with a daily build before it was committed.\n\nMesh does not immediately count in viewport statistics with GPU subdivision enabled.\n\n![stats_with_subd.jpg](stats_with_subd.jpg)\n\n- Open startup file.\n- Add Subdivision Surface modifier to the cube\n- See the mesh is not counted towards viewport stats\n- Deselect the cube (or do some other action related to viewport display, for example, ticking viewport display options), and see now it is counted towards viewport stats\n", "Skin modifier does not work on meshes created from scratch during evaluation (primitives, etc.)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.11\n\nBroken: version: 3.0.0 Alpha\nWorked: NA\n\nSkin Modifier does not work with Geometry Nodes Mesh Primitives, see attached blend file.\n\nOpen attached file, note that Skin Modifier has no effect.\n\n[GN_skin_modif_bug.blend](GN_skin_modif_bug.blend)\n", "crash when rendering with optics\nOperating system: windows\nGraphics card: 3060\n\n**Error**\n\n```\n# Blender 3.4.1, Commit date: 2022-12-19 17:00, Hash 55485cb379f7\n\n# backtrace\nException Record:\n\nExceptionCode : EXCEPTION_ACCESS_VIOLATION\nException Address : 0x00007FF7B98A5710\nException Module : blender.exe\nException Flags : 0x00000000\nException Parameters : 0x2\n\tParameters[0] : 0x0000000000000001\n\tParameters[1] : 0x0000000000000000\n\n\nStack trace:\nblender.exe :0x00007FF7B98A56F0 blender::default_construct_n<blender::SimpleMapSlot<std::pair<int,int>,blender::meshintersect::ITT_\nblender.exe :0x00007FF7B98B6730 blender::Array<blender::SimpleMapSlot<std::pair<int,int>,blender::meshintersect::ITT_value>,1,blend\nblender.exe :0x00007FF7B98B5770 blender::Map<std::pair<int,int>,blender::meshintersect::ITT_value,0,blender::PythonProbingStrategy<\nblender.exe :0x00007FF7B98B7570 blender::meshintersect::trimesh_nary_intersect\nblender.exe :0x00007FF7B98BE4D0 blender::meshintersect::boolean_trimesh\nblender.exe :0x00007FF7B98BE240 blender::meshintersect::boolean_mesh\nblender.exe :0x00007FF7B94D43D0 blender::meshintersect::direct_mesh_boolean\nblender.exe :0x00007FF7B3ACF380 exact_boolean_mesh\nblender.exe :0x00007FF7B3ACE760 modifyMesh\nblender.exe :0x00007FF7B37C78F0 modifier_modify_mesh_and_geometry_set\nblender.exe :0x00007FF7B37C6190 mesh_calc_modifiers\nblender.exe :0x00007FF7B37C5F80 mesh_build_data\nblender.exe :0x00007FF7B37C8560 makeDerivedMesh\nblender.exe :0x00007FF7B3759B30 BKE_object_handle_data_update\nblender.exe :0x00007FF7B3759990 BKE_object_eval_uber_data\nblender.exe :0x00007FF7B39AA920 blender::deg::`anonymous namespace'::evaluate_node\nblender.exe :0x00007FF7B39AA6C0 blender::deg::`anonymous namespace'::deg_task_run_func\nblender.exe :0x00007FF7B92A2780 tbb::internal::function_task<Task>::execute\ntbb.dll :0x00007FFA475AF220 tbb::recursive_mutex::scoped_lock::internal_try_acquire\ntbb.dll :0x00007FFA475AF220 tbb::recursive_mutex::scoped_lock::internal_try_acquire\ntbb.dll :0x00007FFA475A4FD0 tbb::interface7::internal::isolate_within_arena\ntbb.dll :0x00007FFA475AA120 tbb::task_scheduler_init::terminate\ntbb.dll :0x00007FFA475AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFA475AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFA60E41B20 configthreadlocale\nKERNEL32.DLL :0x00007FFA61A27600 BaseThreadInitThunk\nntdll.dll :0x00007FFA63722680 RtlUserThreadStart\n\n\nThreads:\nThread : 00004b34\nntdll.dll :0x00007FFA6376D6D0 NtDelayExecution\nblender.exe :0x00007FF7B9267160 BLI_thread_is_main\n```\n\nuse a lot of boolean modifiers(4-6) and high subdivision modifier level(3) and set it to display the changes only on the render and use optix\n\n", "The bridge tool fails in a situation with multiple rows of faces facing each other\nWin10 Pro 64 bit; AMD Ryzen 2700X; Nvidia GTX 1060 6GB; 32 gigs RAM\n\nBroken: hash d1be30f (buildbot build May 4).\nWorked: never\n\nIn a situation where you have multiple rows of faces that face each other across empty space (with other areas where they face away from each other). The bridge tool (even with*loop pairs* checked) is unable to give priority to the direction the normals are facing. The result of this is that instead of getting nice bridges among the multiple rows of cubes, the tool produces faces that overlap and have zero area. As hinted, the*loop pairs* checkbox in this case does not do anything and the result is the same.\n\nOpen the .blend, invoke the bridge operator (the result is the same whether or not \"loop pairs\" is selected.\n\n**blend**\n[IffyBridge.blend](IffyBridge.blend)\n\n[IffyBridge.blend](IffyBridge.blend) (updated blend)\n\nAn additional note; I submitted this issue years ago, but it was never fixed and I couldn't find my old report. If the bug is not going to be fixed, then just close this as a todo item or with a \"won't fix\" tag.\n", "GeometryNodes: Attributes in shader not visible in Eevee \nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1060 3GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 3.0.0 Alpha\n\nWhen an attribute is used in the shader editor, it will render in Cycles but not Eevee. ![Possible Bug 2.PNG](Possible_Bug_2.PNG)\n\nHave an attribute in a shader as a render output with the Eevee render engine enabled. \n\n[Possible Attribute Bug.blend](Possible_Attribute_Bug.blend)\n\n", "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```", "Cycles: Persistent Data option corrupt geometry nodes instance meshes with changed normals\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.61\n\nBroken: version: 3.6.1\n\nThe instance mesh changes if render cycles use persistent data.\n\n1. Open attached file.\n2. Render few frame.\n\n", "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", "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", "Post processing dithering can't be saved in 16bit format\nOperating system: win10\nGraphics card: 1050ti\n\nBroken: never worked possibly\n\nDither applies to final image only if you save it in 8bit format.\n\nIn attached file:\n* Render scene (F12) and save PNG file twice: in 8bit and 16bit formats\n\n" ]
[ "Material based on vertex attribute \"velocity\" fails in Cycles\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: Quadro M2000M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.23\n\nBroken: version: 3.4.0 Alpha\nWorked: Not tested (failed in 3.3 as well)\n\nUsing a vertex attribute named \"velocity\" (vector) for a material node setup works as expected in Eevee but fails in Cycles.\n\nThe attached blend file includes a geometry that has a vertex attribute (vector) named \"velocity\" which is used in a material node setup. It works as expected in Eevee but produces completely different results in Cycles. Using geometry nodes to duplicate the attribute and putting it to a new name (in the attached blend file \"vel_new\") and then using this copied attribute in the material setup produces the expected (and identical) results on Eevee and Cycles. \n![attribute_problem.jpg](attribute_problem.jpg)\n[velocity_attribute_testing.blend](velocity_attribute_testing.blend)\n", "Some attributes working in Eevee but not in Cycles\nOperating system: Linux-5.15.0-50-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 Super/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 520.61.05\n\nBroken: version: 3.4.0 Alpha\n\nWhen adding attributes in GN for later use in materials, some don't seem to work in Cycles but in Eevee. Other attributes work in both Renderers.\n\n- Open the attached blend file.\n[BUG_Cycles_Attribute_v01.blend](BUG_Cycles_Attribute_v01.blend)\nThe file contains a simple geometry with 2 attributes on it: \"uv\" is a vector containing UV coordinates along and across the surface and \"noise\" a random color. Both are per point attributes.\n- Start preview rendering in the viewport. It should render with Cycles and look like this:\n![image.png](image.png)\nCompletely black texture because the uv attribute doesn't work.\n- Switch to Eevee. Now it looks like this:\n![image.png](image.png)\nThe uv attribute works and the checkerboard appears.\n- Now connect the other attribute called \"noise\" to the base color in the shader node tree:\nFirst in Eevee:\n![image.png](image.png)\nAs expected the attribute is picked up and rendered.\n- The switch back to Cycles:\n![image.png](image.png)\nNow the attribute works here too.\n\nI was under the impression that uvs from attributes worked in Cycles as well but somehow this got lost?", "cycles shader bug of geometry-nodes attribute \nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.2.1\n\ncycles mode The names of some properties of geometry nodes cannot be read by shader\n\nif attribute name is color\ncycles shader cant read attribute \n[bug cyc attribute color name shader false.blend](bug__cyc_attribute_color_name_shader_false.blend)\n\n" ]
Vertices does not desplay correctely in wireframe when it is under other object Operating system: Linux-5.4.0-7642-generic-x86_64-with-debian-bullseye-sid 64 Bits Graphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 455.23.04 Broken: version: 2.91.0 Alpha Same bug in 2.90.1 and 2.83.7 Open the attached file Top view (wireframe) Change the right panel from Image Editor (or any other panel) to 3D Viewport (wireframe) The vertices does not appear under the edges of the other Cube [Over.blend](Over.blend) ![Peek 2020-10-10 17-55.gif](Peek_2020-10-10_17-55.gif)
[ "Wire objects that are being displayed on front only updates visibility after interaction\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.14802 Core Profile Context 22.2.1 30.0.14023.7007\n\nBroken: version: 3.2.0 Alpha\n\nThis problem is similar to the one found in #84717, but in this case it is only affecting objects that are marked as in front and wired mode. I noticed it happening in a rig, but It can be applied at anything that is wire.\n\n\n- Using Any object go to viewport display and mark in front and set it to wire in the display as. (you can also use a rig with custom shapes, e.g. the one in rigify.)\n```\n{F12895660}\n```\n- Disable and then Enable Overlays\n[2022-03-03 11-21-26.mp4](2022-03-03_11-21-26.mp4)", "Knife not snapping on backfacing elements (wireframe, xray mode)\nSteps to recreate:\n1. Select object and goto edit mode\n2. Enable X-ray Mode.\n3. Select \"Knife\" Tool.\n4. Now, when i want to snap my knife to the vertices(\"Back Side\") for cut it didnt snap. Although It snaps to vertices on front part", "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", "Rim on objects when shadow catcher is in play\n开启阴影捕捉后边缘有硬边BUG ![开启阴影捕捉后边缘有硬边BUG.png](开启阴影捕捉后边缘有硬边BUG.png)\n\n![2.png](2.png)\n\n![1.png](1.png)", "UV: Modified Edges UV overlay don't show on generated Mesh from Geometry Nodes\nBroken: version: 3.6.0\n\n\"Modified Edges\" UV Option does not work when there is Join Node or primitives is used to generate geometry.\n\nIn setup like this, where we generate UVs in GN, and have \"Modified Edges\" overlay work correctly.\n![image](attachment)\n\n\nWhen we generate geometry eg. by using Join Node, or Primitives. Overlay no longer works (even in UV sync mode where all UVs should be shown)\n\n![image](attachment)\n\n\nI'm not sure if its desired behavior because eg. some setup do work when we modify and not generate new geometry.\n![image](attachment)\n\n--\n![image](attachment)\n(that's the overlay if someone is not aware of its existence :p)\n\n\n- Open attached .blend file. (Note that the UV for \"Modified Edges\" is showing as expected)\n- Unmute `Join Geometry` node. (UV for \"Modified Edges\" no longer appears)", "Solidify modifier flips faces not in vertex group\nOperating system: Linux-5.4.0-131-generic-x86_64-with-glibc2.27 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.85.02\n\nBroken: version: 3.3.0\n\nSolidify modifier flips faces not in vertex group\n\n- create a cube\n- add detail faces to the cube for the solidify modifier and flip them so they solidify outwards, add this detail faces to a vertex group\n- add solidify modifier and use the vertex group\n\n- > the faces not in the vertex group are effected too\n\nWorkaround:\nSet a minimal value to vertex group factor\n\n\n![solidify_face_flip_bug.jpg](solidify_face_flip_bug.jpg)\n[solidify_face_flip_bug.blend](solidify_face_flip_bug.blend)", "Only Render visibility for 3D viewport\nIt should be possible to show only objects that will be in the final render in the 3D viewport.\n\nCurrently disabling the overlay only does half of what the old Only Render option did, which is to hide non-geometry objects. The visibility part is important too, though more complicated now since the regular viewport depsgraph will not evaluate objects that are not visible in the viewport.", "Cloth simulation collision differs between viewport and render when collider is hidden\nOperating system: Fedora Linux\nGraphics card: AMD\n\nBroken: 3.3.0 - 3.6.1\nWorked: \n\nCloth simulation collision differs between viewport and render when collider is hidden in both.\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n- create a cloth that will collide with the default cube\n- hide the default cube in both render and viewport\n- press play\n- the cloth will collide with the hidden default cube\n- press pause\n- go to frame 1\n- enter and exit edit mode on the cloth mesh to reset the cloth simulation cache\n- render the animation\n- the cloth will not collide with the hidden default cube\n\nAdditionally:\n\n- If you play with cube hidden, up to when cloth collided the cube, and render animation, the animation will be like: cloth collided the cube, and after the cache runs out, it starts falling as if the cube has not been there.\n\n", "Edge/Vert Slide fail to properly \"redo\"\nCurrently vertex & edge-slide use the mouse input to calculate which edge to slide, the direction to slide, and the **Even** toggle is set at runtime.\n\nUsing operator redo is not re-running with the same options, so redoing the action fails.\n\nWe could simply disable redo with this operator, however being able to toggle **Correct UV** is important.\n\nAdding this report to merge in duplicates, since there are various reports on this, which all have the same root-cause.", "Instanced wire objects are hidden in solid mode instead wire appearance\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.93.0 Alpha\n\n\nIf I instance wireframe (only edges) object with GN, I don`t see instances in Solid mode (except 1st).\nWireframe mode is okay.\n\n[GN Stack wire.blend](GN_Stack_wire.blend)\n[2021-03-19_12-47-47.mp4](2021-03-19_12-47-47.mp4)\n\n**Edit:** also can be reproduced without geometry nodes:\n[2021-04-28 13-23-38.mp4](2021-04-28_13-23-38.mp4)\n\n- Open attached file\n- Switch between Solid and Wireframe View\n[missing_wires.blend](missing_wires.blend)", "Vertex Paint Viewport Overlays stencil mask not working\nplatform: Windows-10-10.0.19042-SP0\nGraphics card: 1080\n\nBroken: 3.1.0 Alpha \n```\n commit date: 2021-11-14 00:26 hash: 7e82c840b7a4\n build date: 2021-11-15, 00:51:48\n```\n\nWorked: Has'nt worked for ages\n\nGo to vertex paint mode, select some polys on a model.\nGo to overlay options/vertexpaint/stencil mask opacity the slider does nothing to unselected polys overlay.\n\n\n![Overlays_Notworking.jpg](Overlays_Notworking.jpg)\n\n", "Objects in front of the selection stay in front in wireframe mode\nBroken: version 2.80+\nWorked: version 2.79\n\nIn blender 2.79, the wireframe of objects selected or in edit-mode was drawn in front of the wireframe of all other objects in the scene.\nIn blender 2.80 onwards, this doesn't happen anymore.\n\nHere's a model shown in 2.79b, with my usual theme:\n![Screenshot_2020-07-23_14-35-47.png](Screenshot_2020-07-23_14-35-47.png)\n\nThe object in edit mode is behind the objects seen with gray wireframe. But because it is in edit mode, it is drawn in front of the others.\nThe same is true if the object is in object-mode but selected.\n\nNow compare the same model in 2.8x:\n![Screenshot_2020-07-23_14-54-19.png](Screenshot_2020-07-23_14-54-19.png)\n\nHere the same object is seem in edit-mode. Now it is drawn behind everything else, which creates a noisy, low-contrast appearance, making it hard to see and sometimes hard to edit. \nSometimes it forces me to rotate the view to get other things out of the way (especially if the foreground objects have a lot of detail/geometry).\n\nIf you zoom in real close on an area where a foreground object overlaps the selection, snap a screenshot, and then scale or zoom the image, you can see how the foreground object is definitely being drawn in front of the active one:\n![Screenshot_2020-07-23_15-26-10.png](Screenshot_2020-07-23_15-26-10.png)\n\nBottom line: In my opinion, in a normal view mode like Solid or Lookdev/Material, the selection of course should remain behind everything else (unless changed via its Object properties), but in Wireframe view mode the selected object should appear in front of other stuff.\nPerhaps an option is needed the Preferences to force the old 2.79b draw order.\n\n- Open attached file\n- Change the wire theme to something gray (or use the attached theme).\n[wireframe_in_2_79.blend](wireframe_in_2_79.blend)\n[classic-look.xml](classic-look.xml)\n\nThe original model is probably too big to upload here: Hypercube%20printer%20model%20(320x320%20bed,%20540x510x540%20frame).blend", "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)", "snap cursor to selected ignores geometry position with modifiers\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: AMD Radeon HD 7600M Series ATI Technologies Inc. 4.5.13422 Core Profile Context 0\n\nBroken: version: 2.83 (sub 0)\nWorked: (optional)\n\nsnap cursor to selected ignores vertex geometry position with modifiers\n\n(p.s. it would be useful if in the case as in the video with a mirror modifier, the snap function takes into account the intermediate snap between the vertices)\n\n\n1) Open .blend file\n2) Find selected vertex or select one that isn't on XY plane\n3) Press F3 and run `Snap Cursor to Selected` or {key shift s} -> `Cursor to Selected`\n4) Note cursor not snapping to selected vertex\n\n[testsfile.blend](testsfile.blend)\n\n[cursor _to _elected.mp4](cursor__to__elected.mp4)\n\n\n", "Z-fighting in wireframe moded\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 432.00\n\nBroken: version: 2.90.1\nAlso tested with the latest 2.92 alpha build. Same results.\n\nI experience Z-fighting in wireframe mode when there are overlapping faces.\nWireframe mode should only render edges. Z-fighting indicates that faces are rendered too, but it only happens when they partially overlap.\n\nDuplicate the default cube and move it slightly in one axis, so that faces of the two cubes partially overlap. Switch to wireframe mode and you will see faces flickering where they overlap. You won't see it if the two cubes fully overlap by staying roughly in the same spot.\n\n[wireframe glitch.blend](wireframe_glitch.blend)\n" ]
[ "Edit mode overlays dissapear behind transparent objects in workbench\nOperating system: Windows 10\nGraphics card: RTX 2080 Super, GTX 1080\n\nBroken: 2.83.3\n\nObject behind partial transparent object in viewport/workbench does not have edit mode overlays\n\nBased on the attached .blend file [BugReport - EditModeOverlay.blend](BugReport_-_EditModeOverlay.blend)" ]
Skewed UV unwrap long scaled cilinder Operating system: Windows-10-10.0.19044-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.98 Broken: version: 3.3.0 When you model a long cilinder by modifying the x,y,z values, set the scale to 1,1,1 and then uv unwrap the figure you end up with a skewed UV-map. It looks like every single rectangular face is moved down a bit along the y-axis. - Model a long cilinder by modifying the x,y,z values (I used x=0.005m , y=0.005m, z=0.1m in this example) - set the scale to 1,1,1 - mark seam on top circle, bottom circle and one of the side edges - select all faces - uv unwrap Based on default startup values. ![detail UVunwrap cilinder.jpg](detail_UVunwrap_cilinder.jpg) ![overview uv unwrap cilinder.jpg](overview_uv_unwrap_cilinder.jpg) [unwrapcilinder.blend](unwrapcilinder.blend)
[ "Geometry nodes: Profiled curve have inverted shading with matcaps\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.1.0 Alpha\nBroken: 3.0 release\n\nAs title said. Profiled curve looks properly (left) and profiled with GN looks inverted.\nNormals are okay, studiolight and other shading too (as I see).\nOpen file and compare cylinders, with matcaps (workbench)\n[cprofile.blend](cprofile.blend)\n![43042308.png](43042308.png)\n\n[2022-01-11_05-11-45.mp4](2022-01-11_05-11-45.mp4)", "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 ", "Wrong initial size in the operator panel if Cylinder object is added through left side tool panel gizmo.\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.79\n\nBroken: version: 3.1.2\n\nI was told to post a bug report in the comments of my question so without further consideration I have done so.\n\nWhen creating a cylinder from the tool menu on the left-hand side of the screen, the dimensions present in the window do not match what was created and manually inputting new dimensions will not result in the correct size, instead seeming to multiply by the existing shape's dimensions.\n\nadd-mesh-cylinder-radius-confusion\n\n\n1. Click create cylinder on left-hand tool menu\n2. Click and drag to create cylinder of any size and depth\n3. The \"Add Cylinder\" panel will always show a radius of 1m and the depth of 2m, and adjusting the values will scale the geometry accordingly as if the gizmo-created cylinder size is the 1m/2m base size.\n\n", "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", "Stitch by matching target edge length\nAdditional option to existing operator **stitch** that scales one uv island to match the other uv island by matching the edge lengths of the target uv island\n\n**Starting point**\n\nA couple of edges selected before running “stitch operator”\n\n![image](image.png)\n\n\n**Undesired result**\n\n\n\nThe uv island that is being stitched to the bigger uv island is still very small\n\n![image](image.png)\n\n**Desired result**\n\nThe loose UV island has the same texel density as the UV island that it stitches to \n\nSuggested approach:\n- Store\n - Original pinning\n - Original seams\n- Run “seams from islands”\n- Clear seams on selected edges\n- Pin all but the UV island that will stitched to bigger uv islande\n- Unwrap\n- Restore \n - Original pinning\n - Original seams\n\n![image](image.png)", "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)", "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.", "Large clay strip brush gives uneven and pointy results\nOperating system: Win11\nGraphics card: Nvidia 4090 Laptop\n\nBroken: 3.6.2\n\nLarge clay strip brush gives some very uneven and jagged results.\n\nSee the screenshots below:\n\n", "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", "Curve Extrude Tool Todo\n## Curve Extrude\n * - [x] {icon circle color=red} Add Extrude tool to Curve Edit toolbar \n * - [x] {icon circle color=yellow} Add Extrude manipulator when using this tool\n * - [ ] {icon circle color=green} The direction of the extrude handle is only correct on one of the extremes:\n\nCorrect:\n![Screenshot 2019-03-04 at 09.54.28.png](Screenshot_2019-03-04_at_09.54.28.png)\nGizmo points away from the curve\n\nIncorrect:\n![Screenshot 2019-03-04 at 09.54.31.png](Screenshot_2019-03-04_at_09.54.31.png)\nGizmo points towards own curve\n\nThe gizmo should always point outwards at each end. ", "Cycles: improve subsurface scattering for some meshes shapes\nIn cycles-x, the Christensen-Burley dipole approximation was fully replaced by random walk.\n\nHowever for some mesh shapes results are not as good, or could be improved regardless.\n* Self-intersection meshes give dark borders. Counting back/front facing intersections could help determine inside/outside better to avoid such artifacts.\n* Sharp corners \"glow\", which may be physically correct but is not necessarily desired. It may be possible to add user control with an option somehow, using some minimum throughput\n\nIf these can't be solved, we may consider adding back the dipole approximation, but since path splitting and the memory usage is a difficult fit for the new kernels we'd really like to avoid it.", "UV: Add 3D Gizmos for UV projections, Cube, Cylinder and Sphere projection\nThe \"Unwrap > Projection\" operators are powerful, but would be even better with artist control over exact placement in 3D space.\n\nPropose to add gizmos in the 3D viewport to allow precise artistic control over the cube, sphere and cylinder.\n\nConsider adding Planar Projection as well.\n\nThanks @BlenderBob for the suggestion!\n\n", "UV Unwrapping: Disconnect between unwrapped geometry and displayed geometry with shapekeys\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: 3.2.0 Alpha\nWorked: (presumably) never\n[uv_unwrap_shapekeys-2022-02-07_12.29.52.mp4](uv_unwrap_shapekeys-2022-02-07_12.29.52.mp4)\nUV unwrapping uses active shapekey as if it was fully applied, even though it isn't active in the viewport.\n\nI don't think you can call this a bug, but unwrapping another geometry than the one you see should not be intended behaviour. It's a big point of confusion and potential source for errors. So I'm creating a report nonetheless.\n\n- Create shapekey on plane\n- Deform shapekey\n- Turn on `Shape Key Edit Mode`\n- UV unwrap geometry while deformed shapekey is active\n\nFile:\n[uv_unwrap_shapekeys.blend](uv_unwrap_shapekeys.blend)\n", "Cycles strands always use rounded normals even with custom Normal input to BSDF\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: Intel(R) Arc(TM) A770 Graphics Intel 4.5.0 - Build 31.0.101.4090\n\nThis behavior has been observed on nVidia cards as well, on both Linux and Windows, as early as Blender 3.0. It is not an Intel Arc issue like most of my bugs :)\n\nBroken: version: 3.4.1\n\n\n*TL:DR*\n\n**Expected:**Using a custom Normal input in a BSDF for hair strands (such as \"True Normal\" from the Geometry Info, or overwriting with another source like an attribute or texture) should allow complete control over the rendered hair strand in both Eevee and Cycles.\n\n**Actual:** Only Eevee renders fur as desired. Cycles appears to force some sort of rounded/inverted cylinder normal at some point after the BSDF, leading to shading artifacts.\n\n![eevee_result_1.jpg](eevee_result_1.jpg)\n![cycles_result_1.jpg](cycles_result_1.jpg)\n\nNote the line down the middle of the strand/curves on the Cycles version. This is usually at the point where the (default) normal is facing fully away from the light source.\n\nThis happens on both the legacy particle system as well as the newer Curve based hair. It happens on both Rounded Ribbons and 3D Curve primitives.\n\n**Longer version**\n\nI want to render stylized fur. The approach I use is to copy the normals from the underlying mesh to the particle system or hair curves, and disable shadows. This makes a very smooth, toon-like shader.\n\n![ru_comparison_small.jpg](ru_comparison_small.jpg)\n![hair-example.jpg](hair-example.jpg)\n\nThis is based off of my old addon, encode-normals but normals passed as attributes from geometry nodes have the same issue, as do normals set right in the material itself, so it's not an issue with my addon or node tree.\n\nIn the example blender file, I have two planes facing upward. One has a legacy particle system and the other has a new hair curve. Both sets of strands/curves have a material where the normal is forced to be (0, 0, 1), or straight up, to show the base case. \n\nIn Eevee I get the toony flat shading, where each strand is basically a solid color. \n\nIn Cycles, I end up with part of the strand in shadow, and if you look closely the emulated rounded normals appear to be an \"inside out\" cylinder, so the line tends to show up where the light direction and normal of the fake \"cylinder\" are perpendicular (i.e., where light is grazing the outermost part of the cylinder)\n\nI can't turn this rounded normal off or override it. It's coming from something outside the BSDF. This completely breaks my stylized shader in Cycles and is an unintuitive behavior. Normals can be overriden on a material in any other situation/primitive that comes to mind.\n\nSteps I've tried:\n1. Setting normals from encoded vertex colors (addon)\n2. Setting normals from geometry nodes\n3. Setting normals outright in the shader (this example)\n4. Disabling shadow ray visibility\n5. Making the strand material transparent to shadows in shader\n\nOpen provided .blend and check both curve systems for rendering differences between Eevee and Cycles. \n\n[TestParticles1.blend](TestParticles1.blend)", "Regression: Strange crease when using proportional editing with the \"connected only\" option turned on (edge selected)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.72\n\nBroken: version: 2.93.0\n\nPretty sure this is caused by 21b9231d7f\n\nWhen using proportional editing, there is a strange pinching/creasing that is going on where it should be smooth. It seems to only happen when \"Connected Only,\" is turned on\n\n1. Open new file\n2. Add plane\n3. Add a whole bunch of edge loops\n4. Enable proportional editing + \"Connected Only,\" option\n5. Grab one edge and move it up || down\n\n![ex.png](ex.png)\n\nTest File:\n[#89968.blend](T89968.blend)" ]
[ "Angle based UV-unwrap: distorted UV island with even angles on geometry\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\n\n\n![42431604.png](42431604.png)\n\n[2020-06-21_18-02-13.mp4](2020-06-21_18-02-13.mp4)\n[untitled.blend](untitled.blend)\n" ]
Unable to Sculpt or Lack of Pen Pressure Response Operating system: Windows 10 64-bit Graphics card: Nvidia GTX 970 Broken: 2.83.4, 2.81, (maybe others too) Worked: None Sculpting with a graphics tablet does not affect the mesh unless a second window is opened. It will then only function in the second window as long as the first window remains open on the same file. Occasionally, the mesh will be affected except pen pressure will not be interpreted. - Open WIP1.blend{[F8796311](WIP1.blend)} - Select the Sculpting Workspace - Activate pen pressure control for Strength - Draw on mesh with any tool Based on the default startup or an attached .blend file (as simple as possible).
[ "Pin Scene to Workspace doesn't work (when multiple blender windows are open)\nOperating system: Linux-5.15.0-53-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.141.03\n\nBroken: version: 3.4.0 Alpha\nBroken: version: 3.3.0\n\n\nPin Scene to Workspace doesn't work\n\nOpen file, observe that scene.002 is active and pined.\n\n[switch scenes.blend](switch_scenes.blend)\n\nSwitch to Modeling tab then back to Layout.\n\nObserve that instead of scene.002, scene.001 is active. \n\nNOTE: this is only failing with multiple blender windows open (if the second window is closed, it works as expected)", "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", "Make force fields support solid objects\nCurrently, if a force field is created with a *Surface* shape, particles (and hair and cloth) will be attracted or repelled along the normals of the mesh. With a positive force, particles are always repelled away from the nearest face. This works well for surface meshes, i.e. where the faces are two-sided. However, it is not useful for simulating solid meshes.\n\nFor a solid mesh, the faces should be considered to be single-sided: the direction of the force should not change when the particle crosses the face, as shown in B in the following diagram.\n\n![force_repel.png](force_repel.png)\n\n - A: Current behaviour: force direction always reverses at face boundary and at midpoint between faces. Particles can get trapped inside solid objects.\n - B: Proposed behaviour: force direction is consistent across face boundary, but still reverses at midpoint. Allows particles to be repelled from surface and pushed out from inside.\n\nThis `.blend` file demonstrates the problem: if the particles or cloth end up inside the cube, they never escape. Under this proposal they should be repelled, because the force field strength is positive.\n\n[cloth_cube_repel.blend](cloth_cube_repel.blend)\n\nIf this is option is implemented, it could be exposed as a new option, or the *Both Z* / *+Z* / *-Z* options could be reused for it.", "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", "Sculpt Texture Paint: Seam Bleeding errors\nOperating system: Linux-6.1.12-gentoo-x86_64-AMD_Ryzen_Threadripper_1950X_16-Core_Processor-with-glibc2.36 64 Bits\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 525.89.02\n\nBroken: version: 3.6.0 Alpha\nWorked: ---\n\n\nWith the experimental `Sculpt Texture Paint` preference there are still some seam bleeding issues.\n\n![Screenshot_20230217_144113.png](attachment)\n\nThis task is for @Jeroen-Bakker to look into.\n\n**.blend file**\n[bug.blend](attachment)\n\n", "Sculpt. Mesh filter Inflate. Disabling all three axis in adjustment do not disable transform\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.95\n\nBroken: version: 3.6.0 Alpha\n\nTo reproduce:\nIn sculpt mode select mesh filter «Inflate» on the cube.\nDrag, to produce result.\nIn adjustment popup disable all three axis (with shift click)\n\n", "Sculpting: Ctrl+S reverts recent progress. \nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.92.0,\nBroken too: b67423f806\n\nWhen saving with ctrl+S the last changes applied to sculpt with \"grab\" brush gets reverted. This should be observed by reopening the file. \n\n- Have a sculpt with dynamic topology. Disable dynamic topology for the next step.\n- Move a part of the mesh with the grab brush.\n- Save your last progress. \n- Reopen the file using file browser. All changes done with the grab brush will be undone.\n\n![grafik.png](grafik.png)\n\n[face sculpt broken.blend](face_sculpt_broken.blend)\n\nThanks, have a great day and stay healthy!", "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", "Grease Pencil mask error\nOperating system:windows10\nGraphics card:GTX1060ti\n\nBroken: 2.83&2.9\nWorked:greasepencil-Mask error\n1.When 2.83 or later, creates two objects, the masks collide, causing a strange phenomenon, and in 2.82 there are no errors.\n2.And creating two masks under the same object can cause problems too。\niJlqkf556sA\n[GP剪贴测试.blend](GP剪贴测试.blend)", " Elastic deform brush won't work with lower scene unit scale.\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 425.31\n\nBroken: version: 2.81 (sub 14)\n\n Elastic deform brush won't work with lower scene unit scale.\n\n*Set scene units to Metric, scale to 0.01m\n*Scale the cube by 100 to compensate, apply all transforms\n*Enter sculpt mode\n*Use the elastic transform brush with the options **Grab, Twist or Scale**, the others appear to work", "GP brush pin for fill only, makes both stroke and fill\nHi \nI want to have fill and stroke in different color but if I pin, I get both color same.\nSo that I cannot make custom brush, or I have to change it vertex mode every time.\nCan you please check?\n\n[image](attachment)\n\n", "Some sculpting brushes work incorrectly on the Grease Pencil object with Armature.\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: Radeon RX 590 Series ATI Technologies Inc. 4.5.14742 Core Profile Context 21.8.2 27.20.22025.1006\n\nBroken: version: 3.0.0 Beta\n\nAfter applying the Armature modifier to the Grease Pencil object and after animating the bones, some brushes in Sculpt Mode do not work correctly. In this case Grab brush. Smooth, Thickness, Strength and Randomize brushes work correctly.\n![pic.png](pic.png)\n\nOpen attached .blend file. Go to the 20th frame. \nSelect Grease Pencil object.\nSwitch to the Sculpt Mode select the Grab brush and test it. Push, Twist and Pinch brushes also work incorrectly.\n[SculptTools_problem.blend](SculptTools_problem.blend)\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", "Tablet/Pen Usability Problems\nFor the most part any user who is using a Pen/Tablet can easily use Blender but there are still a few inconsistencies in the navigation and functions where in the worst case, you need to constantly switch to a mouse.\n\nFor one there is the inability to scroll through certain areas without using the mouse wheel.\nWhen opening a popup list for example when selecting a material, texture, brush, etc, you can only scroll through the window by using the mouse wheel or by typing in the result that you are looking for. But in all other menus that are not popup related, there is the option to scroll by holding the middle mouse button and moving the cursor up/down. \nAdding this option to these popups or at least adding a scrollbar to the side would make it possible for pen users to scroll through these windows without switching to the mouse temporarily.\n![Selection_037.png](Selection_037.png)\n\nSome tools have a radius that can be adjusted by either using the mouse wheel or using the Numpad +/- keys. \nThis is the case for example in the Circle Selection and Proportional Editing.\nFor pen users the Numpad +/- keys work but are slow and awkward to use because because you have to cross your arms (depending on your layout & right/left handed) and you have to hit the keys in very quick succession for a while or hold it which created a delay of when the scale changes. \nAdding an extra key like using the F key to change the radius in the Paint/Sculpt Modes could be a solution but can be equally awkward and even more confusing to use. Maybe mapping the increase/decrease radius to the +/- keys as well for the non-numpad users and make holding the key more responsive and fast in resizing is a good improvement at least.\n![Selection_036.png](Selection_036.png)", "GPencil: Square type strokes do not react to Rotation option with Solid Shading\nOperating system: Linux-5.10.0-6-amd64-x86_64-with-glibc2.31 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.73.01\n\nBroken: version: 3.0.0 Alpha\nWorked: ?\n\nThe stroke type Squares draw little squares at the points of the stroke. The rotation is controlled by the alignment option and the rotation slider, which in this case does nothing if solid shading mode is selected. Note that textures are not displayed in solid shading mode and even if used the squares don't rotate as long as I am in solid shading mode.\n\n1. Add default Stroke Grease Pencil Object\n2. Navigate to the Material and change Line Type to Squares\n3. Make sure you are in Solid Shading Mode with \"Color\" not set to \"Texture\"\n4. Change the Rotation slider from the same panel, which says in the tooltip it should rotate the squares\n5. observe how the squares do nothing at all.\n\n" ]
[ "VEIKK A15 lag in win_tab mode and pen button doesn't work in win_ink mode\n**System** Notebook Lenovo Ideapad Y700 - 17isk \nOS: Windows 10 latest build 19041.450 (clean install some days ago)\nGraphics card: intel HD530 + GeForce GTX960M \nTablet VEIKK A 15\n*`All hardware work perfectly and drivers are updated`*\n\n\n\n**Blender Version** 2.83.5, branch: master, commit date: 2020-08-19 06:07, hash: c2b144df395f, type: Release\nbuild date: 2020-08-19, 04:10:17\n\n**Short description of error** in wintab mode the tablet heavily lag making impossible to draw smooth lines (see photo attached please); in win_ink mode draw is perfect but button of the pen doesn't work and clicking them sometimes seems that freeze everithing; pen pressure works always fine in both modes; i have also tried 2.9x beta and is the same problem.\n![tabVSink.png](tabVSink.png)\n\nPLEASE READ THIS: as krita user i have experienced same issues there, except that with one krita option in tablet config, the problem IS FIXED.. i have to ask to you if is possible to do something in Blender? ![krita_config_fix.png](krita_config_fix.png)\n\njust try the tablet also in default 3d view" ]
the file view is squashed right down on the 4k monitor every time it's opened from an image editor on a 1080p monitor, resizing doesnt take effect next time opened. Operating system: Windows-10-10.0.17763-SP0 64 Bits Graphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.92 Broken: version: 2.90.0 Alpha the file view is squashed right down on the 4k monitor every time it's opened from an image editor on a 1080p monitor, resizing doesnt take effect next time opened. Also the amount the file view is squashed down is dependant on whether or not the image editor is full screen or not the first time it's called after initially opening the image editor: image editor not full screen on second monitor: ![image.png](image.png) ![image.png](image.png) Not sure if this is related to the bug that causes blender to need taking out of full screen and then back into full screen after rendering in order for the workspace tabs and menus across the top to become responsive, as this also only happens on dual monitor setups.
[ "Local view mode is not exited correctly when closing New Windows\nOperating system: Mac OS*\nGraphics card: Macbook pro M1 MAX, 64G ram\n\n**Blender Version** 3.41 (same issues found in 3.2)\nBroken: Local view doesn't work(/)\nWorked: \n\nit's hard to say when it will happened, I used MacBook with two monitors, (one is Mac Studio, an other one is iPad Pro), when I duplicate a new windows to my second screen, like to iPad for sculpting, some times, local view function(hot key\"/\") doesn't work and show 'no more than 16 local views\" error. I met this error 3times from version 3.2 to 3.41\n![Screenshot 2023-01-23 at 12.57.07 AM.png](Screenshot_2023-01-23_at_12.57.07_AM.png)\n\n![Screenshot 2023-01-23 at 12.56.59 AM.png](Screenshot_2023-01-23_at_12.56.59_AM.png)\n\n- Repeat the following 16 times\n - Open a new `Window`->`New Window`\n - Go into Local view in the new 3d viewport that appears\n - Close the window while still inside local view\n- Attempt to go into local view 1 more time\n- Observe failure\n\nThe issue is that local view mode is not exited when those temporary New windows are closed. Blender continues to think that those local views are still in use and runs out of available space for any new ones.\n\n[test.blend](test.blend)\n\n![Screenshot 2023-01-23 at 1.01.20 AM.png](Screenshot_2023-01-23_at_1.01.20_AM.png)", "Save Copy - Does not maintain state of packed + edited images\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.93.4\nWorked: Never?\n\nWhen using the 'Save Copy' function (from File menu or via op: wm.save_as_mainfile(copy=True)), packed images that have not been individually saved since their last change do not have those changes maintained in the saved copy.\n\nCreate an image, set it to 'Packed', edit it in some way. Now use the 'Save Copy' function to create a copy of the blend file. Open the new copy and your edits to the packed file will be missing.\nWorkaround is to save all images before using the Save Copy function. However the current behavior is not intuitive and makes it easy to lose changes when creating backup copies of your working file.\nThere is also the case where you may want to have your current edits ONLY in the saved copy and not save them in the current mainfile, which currently is impossible to have happen. \n\n", "shrink/flatten not working right way?\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 2.91.0 Alpha\n\ni think shrink/flatten not working the right way. only top works fine goes up down.\nbut bottom and sides are backwards and a bit counterintuitive.\n\ni dont know if its bug but wanted to report anyway.\n\n\ncheck video\n\nthanks\n\n\n[2020-09-27 04-57-36.mp4](2020-09-27_04-57-36.mp4)\n\n[blender.blend](blender.blend)", "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)", "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 ). ", "\"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", "Spreadsheet does not count changes by GPU Subdivision\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 (never worked as far as I can see)\n\nSpreadsheet does not count changes by GPU Subdivision.\n\nSee very similar issue with viewport stats: #98339\n\n\n- Add Subdivision Surface modifier. Make sure that GPU Subdivision is enabled\n- See spreadsheet does not count changes by the modifier\n\n[SpreadsheetGPUSubdiv.mp4](SpreadsheetGPUSubdiv.mp4)\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", "VSE image sequence playback order is sensitive to file sort order in file picker\nOperating system: NixOS 20.09 (Nightingale) x86_64 \nGraphics card: NVIDIA GeForce 940MX \n\nBroken: since at least 2.91.0 as of , still broken on 2.93.1 Release Candidate, 7edbe463d2d9 (splash screen doesn't give more detailed info)\n\n\nImage sequences added to the VSE play in the order the files are displayed in the file picker. (Reverse order plays sequence backwards and sort by size plays the sequence in an order depending on file sizes) Since at least 2.92.0 as of https:*download.blender.org/release/Blender2.92/ this plays frames in reverse order by default (the default display and sorting parameters seem to have been changed) Seems similar to https:*developer.blender.org/T73930\n\nPick Video Editing from the splash screen, hit Shift A to add an image sequence, navigate to folder and select everything with A. Sort files by size and/or in reverse. Import frames and play sequence.\n\nI believe this to be a bug and not intended behavior. Thanks for taking a look and have a nice day.", "The \"Open Recent\" file list ignores external filename case changes\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.98\n\nBroken: version: 3.4.1\n\n\nWhen a .blend file is added to the \"Open Recent\" menu (i.e. upon saving), it seems the filename is stored with the menu entry. If only the casing in the .blend filename is changed (e.g. my_blend.blend -> MY_BLEND.blend), the \"Open Recent\" menu item still opens as expected. However, when the file is opened and re-saved, the original filename is written to disk. There is no way to fix the menu item, besides pushing it out of the \"Open Recent\" queue and re-saving the file.\n\n\n1. Upon startup, save the scene as \"my_blend.blend\"\n2. Exit Blender\n3. In the system file explorer, rename the blend file to \"MY_BLEND.blend\"\n4. Open Blender\n5. From the main menu, click (File > Open Recent > \"my_blend.blend\")\n6. On Windows, observe that the window title reads \"Blender \\[C://.../**my_blend.blend**]\"\n7. Save the scene\n\nActual behavior: The scene is saved as \"my_blend.blend\"\nExpect behavior: The scene is saved as \"MY_BLEND.blend\"\n\n", "unable to use the workspace tabs or menus if rendering onto a second monitor\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.92\n\nBroken: version: 2.90 (sub 0)\n\nunable to use the workspace tabs or menus if rendering onto a second monitor\n\nSee video below. I reported it previously but it got merged with T71334 which was recently closed. @brecht fixed it the other day, but this bug still remains so just raising a new bug with better info. \n\n[2020-05-02 22-21-54.mp4](2020-05-02_22-21-54.mp4)\n\n\nSet resolutions:\n- Primary monitor 4K, 150% scaling\n- Secondary monitor 1920 x 1080 100% scaling\n\n- Have Blender main window on primary monitor and render on secondary monitor.\n- Render image\nTry to switch workspace - it doesn't work\n\n", "Possible 4.0 Top Menu Changes\nI'm hoping that with Blender 4.0 we can take the chance to move some menu items slightly.\n\nOne concern I'd love to address is the discoverability of the \"app\" (Blender logo) menu. I'm sure most users find it eventually, but that won't happen be immediately for new users.\n\nI would address this simply by moving out of that menu anything that a new user might need, and leave it for things that more advanced users use. This moves \"Splash\" and \"About\" items to the Help Menu. The \"System\" submenu expands out. \"Install Application Template\" moves to File Menu. This leaves it with only items that most new users can safely ignore at first: \n\n![image](attachment)\n\nMoving \"Install Application Template\" to the \"New\" submenu makes it more clear that you can add to the list:\n\n![image](attachment)\n\nWith the \"File\" menu it would be nice to group the \"Loading\" and \"Saving\" items together. This separates \"Import\" and \"Export\". These two items have contents that look almost identical so it is easy to select an import instead of an export and cause damage. This also makes the list shorter so that it can better accommodate #104678.\n\n![image](attachment)\n\nFor the Edit menu we can group the items slightly better by making \"Undo History\" a part of the Undo/Redo group. And also make it clear that \"Adjust Last Operation\" is the same that is done when \"Repeat Last\" and is part of repeat history:\n\n![image](attachment)\n\nI'd like for the Help menu to look a bit simpler by following our existing recommendations of not showing repeating item icons. And also move the Splash and About here:\n\n![image](attachment)\n\nI have a sample PR that can be tested here: 106654\n\n", "Undo/Redo shortcut still active in the Blender File View window\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 Beta\n\nUndo/Redo shortcut still active in the Blender File View window\n\n* Open Blender with the default cube.\n* Move the cube a few times.\n* Open the “Preferences” window in the menu “Edit | Preferences...”\n* Then do Ctrl + Z to undo. The undo shortcut still works. It is the same for the redo shortcut.\n\nThe undo/redo is also active from any other windows of the “File” menu like “Open”, “Link”, “Save”, “Append”, etc. All links showing the “Blender File View”.\n\nIn the “Blender File View” window, I noticed that the buttons at the bottom disappear when doing the undo shortcut.\n\nI tried a few other shortcuts like Tab to go to edit mode and G to move the cube. They do not seem to be active when the focus is on the “Preferences” or “Blender File View” window.\n\nThe undo/redo is also active when the “Blender Render” has the focus.\n\nAs a consequence, someone accidentally hitting the undo shortcut will get his work being modified behind the window and probably will not notice.\n\n\n{[F9111517](BlenderFileView_Open.jpg) size=full}\n\n{[F9111519](BlenderFileView_AfterShortcut.jpg) size=full}", "Make switching between custom and generated preview more clear\nOperating system: Linux-5.11.0-7620-generic-x86_64-with-glibc2.33 64 Bits\nGraphics card: AMD NAVY_FLOUNDER (DRM 3.40.0, 5.11.0-7620-generic, LLVM 11.0.1) AMD 4.6 (Core Profile) Mesa 21.0.1\n\nBroken: version: 3.0.0 Release Candidate\nWorked: -\n\nWhen using a thumbnail image from disk, refreshing the thumbnail will not only reload the image from disk, but also downscale its resolution to 128 pixels (or maybe less ?).\n\nIn this example I am using a 256px resolution thumbnail.\n[asset_browser_thumbnail_reload_128px-2021-12-01_10.52.47.mp4](asset_browser_thumbnail_reload_128px-2021-12-01_10.52.47.mp4)\n\nMake asset with 256px thumbnail on disk and press the refresh button.\n\n**Thumbnail used**\n![planks_herringbone.png](planks_herringbone.png)", "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." ]
[ "File Browser Window Size Change\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.19\n//Small display: 1280 x 1024 pixels\nBig display: 3840 x 2160 pixels -- Windows UI scaling set to 150%//\n\nBroken: version: 2.83 (sub 15)\nWorked: Never.\n\nWhen opening window of File Browser from a low resolution Monitor (resolutions listed in System Information), it appears, on high resolution display, with smaller size than before. When you close and reopen it again this way it gets even smaller.\n\n1) On your secondary (small display) open shader editor.\n2) shift+a an \"Image Texture\"\n3) Click on \"open\" to open image file\n4) A File Browser pops up on the big display\n5) Close the File Browser\n6) Repeat step 3)\n7) The File Browser window appears again, but this time smaller.\n\n8) If you repeat steps 3) and 5), the File Browser window gets smaller and smaller.\n\n" ]
VDB Volume Objects cast incorrect shadows in Cycles Operating system: Windows-10-10.0.19043-SP0 64 Bits Graphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.29 Broken: version: 3.3.0 Alpha Worked: Never [ The volume casts incorrect shadows that persist even when the density is set to 0 ] [Add a vdb volume, set the shader to principled volume, add a ground plane and a lamp] [Based on the default startup or an attached .blend file (as simple as possible): [blender vdb bug.zip](blender_vdb_bug.zip) set the target vdb file to the one provided in the archive and switch to rendered view] ![volumetric shadow bug.png](volumetric_shadow_bug.png)
[ "Eevee volume shader on imported VDB influences other volumetrics density (specified density attribute makes a difference)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.51\n\nBroken: version: 2.91.0\n\nI've noticed for a while now that if I bring in a vdb file, to a scene that already has fog via a large cube with principled volume shader applied, once I either import the vdb or, if it's hidden and I unhide it, the scene fog via the large cube will suddenly turn off. There's no way to get it back other than to reload the scene/restart Blender.\n\nMake a scene, envelop it in a large cube, apply principled volume shader. Something like 0.025 density or thereabouts. Whatever is thick enough to see the scene and appreciate the fog is there.\nImport a vdb file and apply a volume shader to it. The main fog should disappear. \nThen try putting the fog on the cube up to 1.0 density and you'll notice you get fog back, but, it's not as dense as it should be, even at 1.0 density. \n\n\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)", "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 ", "The Hair Particles interprets the color from the newer vertex domain and float color types wrong\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.3.0\n\nI am trying to modify hair color using color attribute (called as vertex color in previous versions). But hair particles simply ignores the color attribute. I just plugged in a musgrave texture and that works as expected but color attribute does not. I have attached a screenshot for a better understanding.\n\n\n\n\n![Clr_Attr.jpg](Clr_Attr.jpg)", "VBD inside Volume-Scatter Object produces blurry/blocky Artifacts\nOperating system: Windows 10\nGraphics card: 2070 Super\n\nBroken: 3.0 and latest (blender-3.1.0-alpha+master.d2bf60cc17a9-windows.amd64-release)\n\n\nAs described in the title when i put a (smoke) VBD (downloaded from embergen) inside a Volume-Scatter Object (cube/ room) I get some blurry/blocky artifacts where the smoke-vdb is. \n\nWith Volume Scatter Object (looks wrong):\n![with volumetrics.png](with_volumetrics.png)\n\nWithout Voume Scatter Object (looks fine):\n![without volumetrics.png](without_volumetrics.png)\n\nAlso everthing behind the smoke is barely visible (distorted and blurry) anymore if the volumscatter object is present.\n\nIf i put the volume scatter object right infront of the smoke vdb (so that its not inside) it renders well.\n\nI tried to play with the transperency settings/samples und the volume sampling bot nothing solved the issue.\n\n\n[testfile.blend](testfile.blend)\n[embergen_building_implosion_a_26.vdb](embergen_building_implosion_a_26.vdb)\n\nJust turn on and off the volume scatter object to compare the results", "Irradiance volume visibility collection not working properly\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 960M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.13\n\nBroken: version: 2.93.5\nWorked: Unknown\n\nThe irradiance volume visibility collection is not working as intended. File is included.\n\nDownload [this example. ](view?usp=sharing)\nWhen you open the file you'll notice immediately that the IV is already set to Collection, which means in theory it should NOT be affecting anything in \"Collection 2\". Even if you delete the light cache and rebake it, no matter what happens, it affects everything outside \"Collection\" regardless. The way I see it, visibility collection is meant to affect whom it collects lights from and meshes to light up, but so far it only seems to care about gathering lights alone.\n\nThis ALSO affects rendering it out. For that, just change the view layer to V1, and turn on Collection 2 to replicate.\n\nWorse still, disabling the visibility/renders of the irradance volume still lights up other objects no matter what. This, in my opinion, is a huge issue. It means I have to delete the light cache whenever I need it off, and rebake it, wasting a TON of time just to render it and only have it affect a singular object.", "Packed OpenVDB volumes are not working (once unpacked to disk again they are though)\nOperating system: Windows 11\nGraphics card: NVIDIA GeForce RTX 2070 Super\n\nBroken: 3.2.2\nWorked: None\n\n.blend file size increases with 'Automatically pack resources' when OpenVDB volume is in scene. But it doesn't show up in the scene if the original VDB files are deleted. \n\n1. In an empty scene, {key shift A} to add an object and {nav Volume > Import OpenVDB}\n1. Import the attached VDB file\n1. Save the file (Note that the file size is something around 800 KB)\n1. {nav File > External Data > Pack Resources} or Turn `Automatically pack resources` on\n1. Save the blend file (Note that the file size is something around 6.800 KB)\n1. Delete original VDB files\n1. Revert or Reopen the saved .blend file\n1. Although the size is larger, when you open the blend file again, volume object shows nothing.\n\n[Cloud_1.VDB](Cloud_1.VDB)\n\n9. unpack the volume from the Properties Editor [ `use file from current directory (create if necessary)` option]:\n![image.png](image.png)\nThis will unpack the volume to `//volumes/Cloud_1.VDB`\n10. save the file\n11. revert the file >> now working again\n\nNOTE: doing the unpacking will leak memory", "Cycles fully transparent shader is brighter when a Clear Coat shader is behind it\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68\n\nBroken: version: 3.3.0 Alpha\nWorked: Never Worked\n\nWhen doing Decals, we often use alpha channel to define transparent area. However, I found when the Object's base color is above hsl(h,s,0.01), who's under the Decal, then the decal's transparent area will affect the underneath object's shading.\nMy test configuration is that 2048 viewport samples alongwith light bounces param all been set to 64.\nThe BUG is easier to notice when the background object is light grey, and the light is quite dimmed(or just turn down the exposure in colormangement to observe.)\n![image.png](image.png)\n\n![image.png](image.png)\n\n\nPlease open the attached Blend file to test.\n[Transparent shading BUG.blend](Transparent_shading_BUG.blend)\n\n", "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.", "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)", "Create the shadow catcher in eevee give a black result\nOperating system: Windows 10 64bits\nGraphics card: NVIDIA GeForce RTX 2060\nBroken: 2.90, 2.91, 2.92, 2.93\nWorked: 2.83.12\n\nI followed the tutorial how to make a shadow catcher on eevee (). But it makes the result totally black when using version 2.90 and i've tried 2.91, 2.92, and 2.93. But the result is the same\n\n![2.92.png](2.92.png)\n\nIn 2.83 the result is like this\n![2.83.jpg](2.83.jpg)\n\n\n[shadow_bug.blend](shadow_bug.blend)", "Having a Collection with volume shaders set to Indirect Only doesn't work with Transmission rays\nOperating system: Windows\nGraphics card: GeForce RTX 2080 Ti\n\nBroken: 2.82\n\nThe Indirect Only setting on a Collection doesn't seem to apply when viewing Volume shaders through shaders with Transmission enabled.\n\nSee the attached blendfile. Enabling or disabling the VOLUMETRICS collection (which is set to Indirect Only) doesn't affect what is seen through the glass.\n[comp_test_render_scene.blend](comp_test_render_scene.blend)", "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", "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)", "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." ]
[ "Artefacts with volume motion blur\nOperating system: Linux-5.15.0-25-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 Super/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.47.03\n\nBroken: version: 3.2.0 Alpha\n\nWhen rendering VDBs with motion blur, I get a lot of artefacts in the shadows (?), especially when rendering with the GPU.\nThese artefacts look the same on Windows and Linux with different nVidia cards (RTX 2070 and GTX 1080ti).\nHere's an example MP4 of how they look in an animation (watch the dark splotches on the floor plane):\n\n[VB_GPU_MB.mp4](VB_GPU_MB.mp4)\n\n- Unpack and open the attached blend file\n[Volume_MB_Bug_v01.zip](Volume_MB_Bug_v01.zip)\n- Press F12 to render, by default it should use GPU + motion blur:\n![VB_GPU_MB.png](VB_GPU_MB.png)\n- Switch off motion blur:\n![VB_GPU_noMB.png](VB_GPU_noMB.png)\n- Switch to CPU and turn motion blur back on:\n![VB_CPU_MB.png](VB_CPU_MB.png)\n- And finally CPU without motion blur:\n![VB_CPU_noMB.png](VB_CPU_noMB.png)\n\n" ]
Dual RTX 3090 in render view will crash blender Operating system: win 10 20H2 Graphics card: 2 x RTX 3090. Test it on multiple drivers, now i am on 461.40 2.91.2 Select the gpu in the system with optix then select cycles and click render Preview button and blender hangs for ever. The same bahavior is with cuda . I test it with the lates beta and is the same. As above described.
[ "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)", "The version over 3.5 (3.6 and 3.6.2) crashes for me after using control of view.\nOperating system: Linux-6.2.0-32-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: Mesa Intel(R) Iris(R) Plus Graphics 650 (Kaby Lake GT3e) (KBL GT3) Intel 4.6 (Core Profile) Mesa 23.0.4-0ubuntu1~22.04.1\n\nBroken: 3.6 and 3.6.2\nWorked: version: 3.5.0\n\n\nI have quite simple scene: 1 table, 1 chair. I change selection from chair to table f.x., then deselection or I make zoom out, the screen freezes, Blender proposes me to closing because not responding\n\n", "Optix - Out of GPU memory in RTX 4090 but not in RTX 3090/3080\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.61\n\nBroken: version: 3.3.7\n\n\nI'm getting \"System is out of GPU memory\" while rendering in blender 3.3.1/3.3.7 optix with RTX 4090, but the same scene rendering fine in RTX 3090 and RTX 3080 in same system (Ryzen9 7950X, 128GB RAM). Tried updating to latest nvidia studio drivers( 535.96) as well as downgraded ( 531.61) still no luck. This issues not happening for small scenes with render time in optix less than 15mins. But for complex shot with render time over 30 mins giving out of GPU memory but render happening fine in 12GB 3080 and 24GB 3090 cards\n\n", "Blender crashes when I try to subdivide my model\nOperating system: Windows 11 Pro 64-bit, 12th Gen Intel(R) Core(TM) i9-12900KF (24 CPUs), ~3.2GHz\nGraphics card: NIVIDIA GeForce RTX 3070 Ti\n\nBroken: 3.6, latest version\n\n\n\n- Open Blender, Open File\n- Go to Preferences, Turns off GPU Subdivision\n- Change to CUDA and tick Graphics Card Box\n- Goes to Modifier, Click Subdivision Surface, Processing, Crashes\n\nTo give a bit more context, my current model only has 160000 vertices which I think is quite little? But still it cannot subdivide and crashes whenever I click the subdivide option in modifiers.\n\n", "Running multiple instances of Cycles HIP ends in segfault\nOperating system: Windows 10\nGraphics card: 2x Radeon W6800 32GB\n\nBroken: 3.0.0, 3788003cdaeb, master, 2021-11-30\nWorked: Never\n\nWhen I have 2 instances of Cycles rendering using HIP at the same time on a particular production scene, one instance will crash with the following error: \n\n\n```\n...\nFra:441 Mem:8965.99M (Peak 8965.99M) | Time:00:21.57 | Mem:1469.81M, Peak:1469.81M | Scene, View Layer | Updating Images | Loading Scene2_Garage_Furniture_Roughness.png\nFra:441 Mem:8965.99M (Peak 8965.99M) | Time:00:21.70 | Mem:1533.81M, Peak:1533.81M | Scene, View Layer | Updating Images | Loading Metal02_nrm.jpg\nFra:441 Mem:8965.99M (Peak 8965.99M) | Time:00:21.73 | Mem:1569.81M, Peak:1569.81M | Scene, View Layer | Updating Images | Loading Scene2_Garage_Objects_normal.png\nFra:441 Mem:9030.99M (Peak 9030.99M) | Time:00:21.73 | Mem:1570.69M, Peak:1570.69M | Scene, View Layer | Updating Images | Loading Tires_rough.png\nMalloc returns null: len=37748736 in Cycles Aligned Alloc, total 1149156740\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FFED98C853D\nModule : amdhip64.dll\nThread : 00000734\n\n```\nI was unable to reproduce it in a simple scene or any commonly available demo scenes such as classroom or Barbarshop. And unfortunately I cannot share the particular scene that's causing the issue. But the scale of the scene that's crashing should easily fit onto the GPU vram three times.\n\nI've attached the crash report. If more info is needed I will try to create a dummy scene that show the same behavior.\n\n[Anim-A-Garage.crash.txt](Anim-A-Garage.crash.txt)", "F12 render all 600 frames complete cause crash.\nOperating system: macOS-13.5-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.14.1\n\nBroken: version: 3.6.3 Release Candidate\n\nF12 render all 600 frames complete cause crash.\n\n![image](attachment)\n![image](attachment)\n\nBlender 3.6.0 crash\nBlender 4.0.0 is fine\n\n", "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", "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", "Error: Illegal address in CUDA queue copy_from_device\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.98\n\nBroken: version: 3.6.0\n\nWhen rendering in GPU mode, Render crashes.\n\nAttached Blend File\nAny frame after 1150 crashes on render with the title error for us.\nTry rendering frame 1160 - This one crashes for me all the time.\n\n", "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", "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", "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", "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", "Keyed Particle Duration Crash\nOperating system: Windows 7 64\nGraphics card: nVidia GeForce GTX 970\n\nv.2.80.60\nDate: 2019-05-10 22:21\nHash: de9d846353bd\n\nBlender will sometimes crash when a keyed physics type particle system references more than one particle system. This usually occurs when attempting to change the duration setting of the second particle system.\n\nIn the provided file, change the duration setting in the particle system settings. Blender will crash.\n\n[Keyed Particle Duration Crash.blend](Keyed_Particle_Duration_Crash.blend)", "Crash when rendering animations (GPU Subdivision ON, OFF is fine)\nSystem Information\nOperating system: WIndows 11 22H2\nGraphics card: Nvidia GeForce RTX 4080\n\nBlender Version\nBroken: 3.4.1, 3.5, 3.6\n\nForce closes when rendering animation after a number of frames and when opening larger blend files. Happens with all files. All drivers up to date and tested memory with no issues. Worked without issue for 6 months, crashing started 1 week ago.\n\nRendering animation with GPU Subdivision unchecked did not trigger a crash" ]
[ "CUDA GPU Rendering \"Updating Intergrator\"\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.92.0\n\nBlender stuck on \"Updating Integrator\" when trying to render CUDA, GPU Compute\n\nHappens with any scene. Even on startup with the default cube. Optix also is stuck on \"Loading render Kernels\"\n\n", "Cycles crashes with Windows GPU Scheduling and 2 or more GPUs [driver bug]\n\n\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.19\n\nBroken: version: 2.82 (sub 7)\nWorked: (optional)\n\n\nThe problem occurs if you use 2 or more GPUs. \nIf you use cycles for rendering (in GPU mode), then when the viewport rendered mode is on, pressing f12 causes the program to crash.\n\n> In #74883#1064903, @pmoursnv wrote:\n> This is a driver bug and not a Blender issue. I'll post an update once a new driver with a fix was released.\n", "Blender 2.91/2/3 freeze/crash with multiple cards (Viewport Shading only)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n2x GTX 1070 8GB VRAM\n\nBroken: version: 2.93.0 Alpha\n2.91/2/3 will freeze.\nWorked: n.a.\n\nThe scene contains one 8K texture sequence for baking and can't be shared due to an NDA.\nWhen trying to viewport render with Cycles with all activated cards Blender will freeze or crash.\nWhen trying to viewport render with Cycles with GTX 1080Ti and 1x GTX 1070 Blender will freeze or crash.\nWhen viewport rendering with one GTX 1070 is will report a CUDA error: Illegal address in cuCtxSynchronize() (device_cuda_impl.cpp:2043)\nViewport rendering with GTX 1080Ti only works.\nViewport rendering with RTX 2070 Super 8GB works.\nF12 rendering works.\n\nn.a.\n\n[Blender_freeze_debug_logs.zip](Blender_freeze_debug_logs.zip)\n\n" ]
Show/hide and weight paint click combined into a single action {[F13969761](2022-11-26_12-09-57.mp4)}Operating system: Win 11 Graphics card: RTX 3080 3.3.1 i want to discard just a wait paint action. and keep body hidden but when i press ctrl+z - it discards my wait paint action and makes body visible see attached video
[ "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", "Paint Mode: Erasing\nNOTE: This task is currently to document the requirements for erasing workflows for painting. This should be the basis for discussions on the implementation.\n\n# Goal\n\nFor an intuitive painting workflow it's necessary to have an eraser accessible at all times.\nThis has been a shortcoming in Blender for painting, since the erasing of alpha channels has only been available as a blending mode for brushes.\nThis is very hard to access via the UI and shortcuts.\n\n# Recommendations\n\nThe ideal solution is to have a very simple brush tool in the toolbar. Aside from the typical texture, stroke, falloff and cursor settings, it can only erase alpha.\n\nThis tool can then have the shortcut `E` assigned by default to make it very accessible.\n\n## Pure Emissive Colors\n\nThe motivation behind not offering a blending mode to \"Add Alpha\" in the Erase Tool is because this has been notoriously difficult to do like the user would expect.\nSee #86868 & #83342.\n\nWhen painting float or pre-multiplied images, the alpha is treated differently. Any color with an alpha 0 would have the RGB colors displayed as pure emissive colors and still visible.\nThe only way to erase the colors completely is to also erase the RGB channels to 0.\n\nAs a result the design for the brush should emphasise this: **The Erase brush is a destructive tool!**\nIf you erase the alpha directly via painting tools you should expect to likely lose the full RGBA color information.\nThe alpha 0 areas can be painted over with a new color afterwards. \n\nFor non destructive erasing of alpha values it is recommended to use a separate image as a mask. This can be done right now via nodes.\nThis non-destructive approach might not be very accessible right now but that can be addressed separately (Especially with the [layered textures design]())\n\n## Erasing Selections\n\nWe need to discuss how we want to handle other erasing operations like via Gesture Tools (Box/Lasso/Line Erase), or for example the Color Filter for gradual erasing. These generally affect the unmasked/selected areas.\nThere are different ways to enable this workflow.\n\n**Erase Operator**\n\nThe simplest way would be to add an operator to the menus and mapped to a shortcut (Like `Delete`) to erase the colors on any selected areas.\nThe user would in that case use the existing Gesture Tools and brushes to mask/select areas to define the areas to be deleted.\nThis approach would follow the Select -> Operate paradigm of Blender closest.\n\n**Erase Tools**\n\nThe existing Color Filter tool could receive an additional Filter Type to 'Erase'. This would allow gradual erasing in the case where it is needed.\nAdding Gesture Tools specifically or erasing is also possible but might just bloat the Toolbar.\n\n## Erase Mode\n\nAn alternative approach is to make the \"Erase Alpha\" blending mode in the regular painting tools more accessible.\nIn other painting application such as Krita every tools and brush has an \"Erase Mode\" button that can be easily toggled with a shortcut and applies globally to all tools and brushes.\nWe could implement this design as an alternative to the Erase Tools/Brush for users that prefer this workflow.\n\nIn that case the Erase Alpha blending mode would be a button in the header that can be toggled directly, instead of being part of the blending modes popup.\nA shortcut could also be assigned.\nThis toggle should be available for for all brushes and tools that affect colors. ", "Dynamic Paint With UNDO [Control Z] Crash Blender\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX TITAN X/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.64\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\nWorked: (optional)\n\nWhen Press Control Z While In Weight Paint (EDIT MODE), Blender Crash\n\nBased on the default startup or an attached .blend file (as simple as possible).\n[weight-paint-v1.blend](weight-paint-v1.blend)\n1. Open the provided .blend file\n2. Start playback and enter Weight Paint mode\n3. Paint and then undo (Control + Z)\n4. Blender crashes after a while,\n\nHere is video to show case KUUbxSnwmbE", "Masks overlay not visible with Mirror Modifier\nOperating system: Linux-5.15.0-58-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.108.03\n\nBroken: version: 3.5.0 Alpha\nWorked: Unclear. Tested all the way back until 3.1\n\nThe mask overlay is regularly disappearing when using modifiers. The most reliable to reproduce this issue is the Mirror modifier.\n\n- Add an object with a mirror modifier\n- Duplicate the object\n- Enter sculpt mode on one of the objects and create a mask\n- Exit sculpt mode, select the other object, then the primary object again and enter sculpt mode (The mask is no longer visible)\n- Use the shortcut `Alt Q` to switch to another object and switch back (The mask should now be visible)\n- Or disable the modifier and the mask should appear.", "Move Tool Todo\n## Move\n * - [ ] {icon circle color=green} Currently, distances are not well communicated while dragging, only the axis. We can make it much clearer how far you've moved your item, like so:\n![move_distance.jpg](move_distance.jpg)\nHere, the distance moved is brighter than the rest of the axis line.\n * - [x] {icon circle color=yellow} The Redo panel for moving items should be simplified. The Constraint Axis controls should be hidden, and the Move X, Y, Z controls should always work. The current UI here is annoying to use and takes up lots of space.\n![Screen Shot 2018-08-27 at 21.26.14.png](Screen_Shot_2018-08-27_at_21.26.14.png)\n * - [x] {icon circle color=yellow} The tool has 3 names: 'Grab' (in the toolbar), 'Move' (inside the Redo panel), and 'Translate' (Redo panel title). It should have one name. 'Move' is the most universally understood word, that everyone will understand. The other two are ambiguous and unclear. ", "Error \"Gizmos hidden in this view\" when trying to delete with measure tool and gizmos disabled\nOperating system: Windows 10 64 bit\n\nBroken: 2.83 release, 2.90 ec776f18ff70\nWorked: blender-2.82a-windows64\n\nIf the \"Measure\" tool is selected AND gizmos are turned off (\"Show Gizmo\", in the top right next to \"Overlays\"), trying to delete with the X Shortcut will result in the error \"Gizmos hidden in this view\".\nIf either\n* another tool is selected, or\n* gizmos are enabled\ndeleting works as expected.\n\n[delete_without_gizmo.blend](delete_without_gizmo.blend)\nOpen the file.\nHit the X key.\n\n", "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", "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 ", "Industry Compatible keymap uses Ctrl + H for two separate actions resulting in only one action working\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: 3.2.1\n\nThere's a keymap conflict here when using the Industry Compatible map:\n![image.png](image.png)\n\nUnfortunately instead of resulting in both actions being done, this results in the \"hide unused\" shortcut not working at all by default.\n\n- switch to Industry Compatible keymap\n- create a material\n- select a node and try to use keyboard shortcuts for \"hide unused\" and \"collapse\"\n- note they're both Ctrl + H resulting in only \"collapse\" ever doing anything.\n\nEither should by default both actions happen upon that shortcut or there should not be a conflict by default.\n", "Paint Mode: Masking Modes\nThis is an important task related to the implementation of Paint Mode and #96225.\n\n# Painting Modes & Selections\n\nIn the current painting modes there are various ways of masking. Including all of these in their current form in a single Paint Mode would lead to a muddled and confusing design.\nBut still, these ways of masking should be supported:\n\n- Masking per vertex (Like Sculpt Mode masking)\n- Masking per face (To achieve sharp edges on face corner color attributes and image textures)\n- Masking based on selection (Synched with edit mode)\n- Masking based on a texture (Stencil Mask)\n\n# Issue\n\nThese ways of masking are very different and currently implemented as completely separate features.\nMoving all of these with their current design to a new Paint Mode would lead to multiple masks and selections having to be enabled and managed at the same time, each with their own overlay.\nThis issue can already be observed in the current Texture Paint Mode when enabling any of the selection masking modes and stencil masking at the same time.\n\nThe ideal way moving forward in Paint Mode has to be by combining these masking methods into a single cohesive design without regression in functionality.\n\n# Proposal\n\n### Masking Modes\n\nThe proposal is to add three easily accessible “Masking modes” to choose which data is being used for the masking operations in Paint Mode.\nThese should be easy to switch between via the number keys. \nThis directly parallels the selection modes in edit mode, grease pencil and the UV editor. And just like in these other modes they should be interchangeably usable for intuitive and fast masking.\n\n![mask_modes_mockup.png](mask_modes_mockup.png)\n\nThe 3 modes would let you:\n\n- **Mask Vertices** (Vertex float)\nSame behaviour as sculpt mode.\n\n- **Mask Faces** (Face bool)\nWill restrict the masking to only fill in entire faces as completely masked or unmasked. This is far more useful than trying to paint face float values, which will almost always result in a stepping effect.\n\n- **Mask Pixels** (Greyscale image texture))\nThis feature should replace the current “Stencil Mask”.\n\n### Converting Masks\n\nThese masking features are meant for loose and temporary masks, similar to selections in other modes. \nFor more permanent masking for material and texture mixing it would still be preferred to paint image textures and use them as masks in the material.\n\nWith that use case in mind, it would be easiest to implement to convert the mask to another domain and data type every time the masking mode is changed (Similar to selection modes in Edit Mode).\n\nAlternatively we could test a way of abstracting/propagating the selection between those modes but that could just end up as far more complicated, less predictable and for questionable advantages.\n\n### Edit Mode Syncing\n\nAn important task that is tied to this is to convert the mask of Paint Mode to the Edit Mode selection (and vise versa).\nThis way masks can be much more precisely created in Edit Mode.\nWhile switching between Edit Mode should not be required - masking in Paint Mode should be intuitive enough for most cases - some workflows rely on this for painting precise attributes and technical textures.\n\nSo keeping this functionality will be a priority!\n\n(There are even other potential advantages from considering a Paint Mode mask an Edit Mode selection, like assigning materials directly in Paint Mode. \nThe design of #97903 could help in making this more clear.\n\n# Sculpt Mode\n\nIf these masking modes should be included in Sculpt Mode as well is questionable. \nMasking faces and based on an image texture is no use if you are only able to affect vertices with all tools available.\nThe only advantage would be to avoid mask conversion on mode switching (Which shouldn't be a problem) and to allow painting face corner color attributes with the Sculpt Mode painting toolset (Which is not what Sculpt Mode is for. For sharper edges you should increase the amount of geometry or use the bigger Toolset of Paint Mode).", "Measure tool undo repitition\nOperating system: Arch Linux | Kernel: 5.11.8-arch1-1\nGraphics card: GTX 1070\n\nBroken: 2.93.0 alpha | Branch: master | Commit: 715c7462969e6075859f44a64bb4eb68d056345b | Date: Wed Mar 24 11:00:31 2021\nWorked: I also tested it in 2.91 and it is the same issue\n\nIf you draw multiple measurements with the measure tool and then try to undo one it instead undos the two most recent ones. Any further undo's after that will undo one as expected.\n\n1. Use the default startup file\n2. Take out the measure tool\n3. Draw a few lines (more than 1)\n4. Ctrl-z undo (two lines will disappear instead of one)\n5. Ctrl-z undo again (one line will disappear as expected)", "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", "Holding Ctrl disables Object Lock Modes\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 3.2.1\n\n\nObject Lock Mode have no effect when Ctrl is held, for instance, while using Shortest Path Selection as shown in the following video:\n\n[bug-object-lock-mode.mp4](bug-object-lock-mode.mp4)\n\nThis also happens in other cases like selecting Reference and Background images:\n\n[lockobject.mp4](lockobject.mp4)\n\n", "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.", "File browser buttons disappear on undo in another window\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.79\n\nBroken: version: 2.92.0 Alpha\n- All versions since the new file browser was introduced are affected by this\nWorked: Never\n\nI've tried to save file with CTRL+S and by accident pressed my LMB on a viewport. Because of that mistake, I pasted object in my scene, instead of pasting file name in \"Blender File View\" window. So I tapped CTRL+Z (while still being active in a viewport) and whole panel with buttons \"Save file\", \"Cancel\" in \"Blender File View\" window disappeared. I've tested this on a completely new empty blender file. Pressing on a viewport didn't recreate that effect (probably, because nothing was there). But pressing on outliner or timeline have the same issue.\n\n- Open Blender\n- CTRL+S\n- Press LMB on an Outliner\n- CTRL+Z\n\n[UI bug.blend](UI_bug.blend)" ]
[ "Undo/Adjust Last Operation: vertex and weightpaint operators/strokes undo more then they should (change back any setting changed prior to execution)\nOperating system: Linux-3.10.0-957.10.1.el7.x86_64-x86_64-with-centos-7.6.1810-Core 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.56\n\nBroken: version: 3.1.0 Alpha\nBroken: version: 2.81 (sub 10)\nWorked: 2.79\n\nFor reference: this commit 4a08b974f4 is relevant:\nFrom the commit message:\n\"don't store undo steps for property changes in paint & edit modes.\"\n\nvertex and weightpaint operators/strokes undo more then they should (change back any setting changed prior to execution)\n\nUPDATE: vertex paint strokes are no longer affected, this was fixed by 575ade22d4de because doing vertex paint strokes now does a SCULPT_undo_push in `vpaint_invoke` [which leads to `BKE_undosys_step_push` using sculpt undo instead of plain memfile undo].\n\nThere are multiple scenarios from different reports:\n\n---\n- Enter weight paint\n- Toggle X/Y/Z mirror\n- Draw weight paint\n- Undo the weight paint\n- BUG: X/Y/Z mirror are undone\nThis is true for any setting on the mesh (could be paint mask face/vertex selection as well, but also Auto Smooth Normals for example which is best for testing this in other modes).\nSame does not happen in editmode, Texture Paint and Sculptmode. In these modes, changing a setting does not seem to produce an undo push at all.\nIn objectmode, changing such setting will create an undo push on its own.\n\n---\n- Enter weight paint\n- Hide an object (via Outliner)\n- Draw weight paint\n- Undo the weight paint\n- BUG: Hidden object is revealed again\n\n---\nNOTE: this scenario was fixed by 575ade22d4de because doing vertex paint strokes now does a SCULPT_undo_push in `vpaint_invoke` [which leads to `BKE_undosys_step_push` using sculpt undo instead of plain memfile undo]\n\n- Create Suzanne\n- Go to vertex paint mode\n- Enable faces mask\n- Select a couple of faces\n- Paint them with some color\n- Disable faces mask\n- Apply dirty vertex color\n- Go to the last operation dialogue\n- Change the highlight angle property\n- BUG: Mask enables and dirty vertex color applies to the mask\n\n", " Ctrl+z also undoes hiding modifers temporarily while weight painting\nOperating system: windows 11(latest)\nGraphics card: AMD Radeon (TM)\n\nBroken: 3.2\nWorked: 3.1\n\n\nWhen weight painting, If I hide the geometry nodes modifier in the modifier tab while weight painting, if I press ctrl+z(undo) then it also undoes the action where I pressed \"Display modifier in viewport\" in modifiers. \n\n[Donut3.blend](Donut3.blend)\n![Donut3TextursesForTheDough.png](Donut3TextursesForTheDough.png)\n[Blender_ [C__Users_reall_Downloads_Old Comp_@blender@_Donut3.blend] 2022-06-11 18-18-56.mp4](Blender___C__Users_reall_Downloads_Old_Comp__blender__Donut3.blend__2022-06-11_18-18-56.mp4)\n\n\nThis is what the render looks like exactly if you just hit f12(render) also keep in mind this project is unfinished.\n![nriebieruibniornobn4rob.png](nriebieruibniornobn4rob.png)\n\n", "Undo on Weight Paint disregard previous Brush changes\nOperating system: Darwin-19.3.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 560X OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.5.5\n\nBroken: version: 2.83 (sub 11)\n\nIf you're panting on Weight Paint, change the Brush size, then paint and undo the undo also affects the previous size change.\n\nOpen the default file, change to weight paint, increase the brush size, paint the cube then undo. The brush size will get back to the previous size along with the undo on the paint.\n\n\n[ScreenFlow.mp4](ScreenFlow.mp4)\n\n[Undo Bug.blend](Undo_Bug.blend)" ]
Extrude Manifold error math code Operating system: Darwin-20.1.0-x86_64-i386-64bit 64 Bits Graphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.0.36 Broken: version: 2.91.0 Alpha Extrude Manifold error math code I show you youtube about Extrude while edit mode I see youtube and I play and I found out error. I learn from him explain only eyes view screen. I am full deaf and I only look at closed caption. This one Zh3kh5f1N2I That me myself I can show you there error extrude P3K6kYtijas I don't use speak voice. Only show mouse there to click and do. 1. Create Plane 2. Edit Mode 3. Extrude Manifold 4. Drag move up 5. Control + R and type 10 then push the enter key 2 times then select and drag everything you can see error.
[ "Proportional editing lag\nWin7 x64, GTX 460\n\nBroken: 2.73, 2.74\nWorked: 2.63 \n\nWith proportional editing on, I get a few seconds freeze when activate translating (G); than after freeze, \neverything goes ok. I thought that the problem was a large mesh, but 2.63 works great and without lags in the same file. \n\nMy \"bugged\" file is the one, I am working with. If it is possible, can i sent it in private and not give it to the world here?\n\nThank you!", "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```", "Interface. Sculpt mode, checkbox title not react to click\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 375.70\n\nBroken: since 2.83.9, checked with version: 2.93.0\n3.0 alpha broken too\n{[F10178598](изображение.png) size=full} — here\n\n\n[2021-06-18_00-08-00.mp4](2021-06-18_00-08-00.mp4)\n", "Schrodinger's Animation errors\nOperating system: Windows 10\nGraphics card: GTX 760\n\nBroken: 2.80, Hash: d30f72df8ac, 2019-06-19\n\nIf you filter the action editor by errors it will not show any unless you have seen them. This makes it very tedious to find errors with my keyframes. I've added a gif to show the problem better.\n\nMake an armature with several bones and create an action with keyframes for all of the bones. \n\nDelete one of the bones. \n\nIf you don't have enough space to show all the channels in the action editor then the filter by error thing will not correctly show you the keyframes for the missing bone.\n\nIf you scroll down and see the errors with your own eyes, the filter will work.\n\n![GIF.gif](GIF.gif)", "Mesh edit, Shift+V vertex slide adjustment produces unexpected result\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.92.0\n\nInstead adjustment movement with slider i have broken shape:\n[2021-04-30_15-00-38.mp4](2021-04-30_15-00-38.mp4)\n\n", "Select Loop Inner-Region issue\nWin8 64bit | GTX680\n\nBroken: 2.77 509270e\n\nWhen working with face loop, this tool doesn't always work as expected.\n\n\n![inner.png](inner.png)\n\nNot sure if this can be a bug. Please check.", "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", "Greasepencil effect error\nOperating system:windows10\nGraphics card:GTX1060\n\nBroken: 2.93\n\n\n\nIf Greasepencil enters a 3D object\n\n1, A small part of the BLUR effect will overflow and the join part will be a little transparent\n2.The FILP effect will lose part of the image\n3.The RIM effect will change as the 3D object changes.\n4.The shadow effect overlays 3D objects and is partially missing\n5.The wavedristution effect will overwrite the 3D object in horizontal mode.Vertical is normal\n6.The swirl effect will lose some of its effect and will overwrite the 3D object\n\n[rim.blend](rim.blend)", "Applying Skin Modifier to square loop object and in edit mode braking the loop makes prob\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: AMD Radeon HD 8400 / R3 Series ATI Technologies Inc. 4.5.13399 Core Profile Context 15.200.1065.0\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\n\nSkin modifier disturbs the geometry form one corner on braking the loop form one corner of closed loop (of square shape). Although in this case the angles are 90% but it's will make prob...\n\n\n![Skin Modifier Prob.gif](Skin_Modifier_Prob.gif)\n\n", "Sculpt Mode: Occlusion blurring steps\nFor View and Area auto-masking we implemented Limit and Falloff sliders for controlling the extend and softness of the mask.\nThese are disabled when \"Occlusion\" is used.\n\n![image.png](image.png)\n\nWe need to implement a setting to blur the edge of the Occlusion mask.\nThe easiest solution would be to add additional \"Blur\" steps, similar to the Cavity masking.", "Edit mode: Fill region operator wrong behavior.\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: since 2.79 till now. \nTested with 2.79b, 2.83.9, 2.92, 2.93 3ea1779365b5\n\n\nFill region operator fails with this geometry. Test my file.\n{[F9906012](9540941.png) size = full}\n[untitled.blend](untitled.blend)\n[2021-03-23_23-38-13.mp4](2021-03-23_23-38-13.mp4)\n", "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", "Tool 'builtin_brush.Draw' not found for space 'VIEW_3D' warning\nOperating system: Win 10\n\nBroken: (3.2)\nWorked: (3.1)\n\n\nHi I am getting warning similar to the following when I open the following file in 3.2 but not other version.\n\n```\nTool 'builtin_brush.circle' not found for space 'VIEW_3D'\nTool 'builtin_brush.Draw' not found for space 'VIEW_3D'\n...\n```\n\n[EmptyScene Error.blend](EmptyScene_Error.blend)\n\n\n\n- Open the first file.\n- Press T or N to open the sidebar and tool menus.\n- The warning appears.\n", "Inconsistent Limitations of Instances in Geometry Nodes\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.2.0 Alpha\n\nIt's not clear what operations can or can't be done to an instance, eg. Extrude and Scale Element, Dual Mesh, Triangulate etc all work fine but Set Position doesn't. \n\nSorry for the complex file but I wanted to leave in all the nodes I'd been through before realising that I was working an Instance still.\nThe Set Position node was the first one in that line that gave me any indication that I was still on an instance.\n\n[12 Marching Squares.blend](12_Marching_Squares.blend)\n", "Regression: Extrude Tool XYZ Handles overlap on orthographic view and small world scale\nOperating system: Linux-5.15.0-43-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.85.02\n\nBroken: version: 3.4.0, 3.3 , 3.2\nWorked: 3.1\nCaused by 5045968f24\n\nThis bug might be related to #99670.\nWhen using the Extrude Tool, the handle type can be changed to show XYZ axes. When the object is way smaller than 1 Blender Unit, it becomes impossible to grab the Y and X handles in orthographic view.\n\n- Scale down the cube to 0.01 percent\n- Enter edit mode\n- Make the Extrude Tool active and switch the tool settings to XYZ\n- Try dragging the Z or Y handles\n\nFirst 3 steps are included in file\n[#100321.blend](T100321.blend)" ]
[ "Extrude manifold creates non manifold geometry\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.77\n\nBroken: version: 2.90.0\nWorked: Probably never\n\nI have not seen this in a list of known limitations therefore I am reporting this as a bug:\n[2020-09-03_20-04-43.mp4](2020-09-03_20-04-43.mp4)\nExtrude manifold tends to produce non manifold geometry if extrusion crosses an edge loop, which is in conflict of what the name of the tool suggest. One vertex connected to both closed and open edges in this way is not considered manifold geometry and also goes against common sense expectation of what kind of result this tool should provide.\n\nResulting geometry qualifies as non-manifold even according to Blender's own operator to select non-manifold geometry:\n![image.png](image.png)\n\n1. Create the geometry similar to the one one in the video (Cube with 2 subdivision)\n2. Select corner face on top of the cube and extrude it down past one or more edge loops, as seen in the video\n\nResult: Resulting produced geometry is non-manifold:\n![image.png](image.png)\n\nExpected: The tool produces manifold geometry, as the name suggests.\n\n" ]
Ambient Occlusion black artefact issues when moving object too far in 3d space Operating system: Windows-7-6.1.7601-SP1 64 Bits Graphics card: Quadro P4000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 377.83 Broken: version: 2.82 (sub 1) Worked: (optional) Ambient Occlusion ( Node Editor > Shift+A > Input > Ambient Occlusion ) was making black artifact when moving objects too far in 3d space. It is fine when object location not too far from 0,0,0 on the grid. 01. Create Monkey, move her far away like 180 m on X axis ( you can use whatever object you want ) 02. Give her a subdivision surface modifier ( optional ) 03. Give new material 04. Add Ambient Occlusion ( Node Editor > Shift+A > Input > Ambient Occlusion ) 05. Connect to emission to surface ( material output , see image attached ) 06. Activate Rendered Viewport mode. [AO-Test.blend](AO-Test.blend) ![ao_issue.PNG](ao_issue.PNG)
[ "Shadow catcher problem with holdout collection\nOperating system: *Windows 10 Pro 64 bits*\nGraphics card: *2x NVIDIA GTX Titan X*\n\nBroken: *master 2.81a*\nWorked: *Worked on blender 2.79b*\n\nWhen shadow catcher is activated in an object located in a collection with the holdout option, alpha is truncated.\n(more visible when there is motion blur)\n\nBased on the default startup :\n- set render engine to cycles\n- set Film parameters to Transparent\n- activate Motion Blur\n- set world backgound color to white (better visibility)\n- delete light\n- create a plane, scale x2\n- move plane to a new collection\n- set plane to shadow catcher\n- set collection 2 (called by default, with the plane) to holdout\n- animate camera for have motion blur (more visible when there is motion blur)\n- in viewport render, you will have that : ![image.png](image.png)\n- render.\n\nwithout motion blur :\n![blender - 24.01.2020 - 23h25.jpg](blender_-_24.01.2020_-_23h25.jpg) antialiasing problem\n\nwith motion blur :\n![blender - 24.01.2020 - 23h24.jpg](blender_-_24.01.2020_-_23h24.jpg)\n\nsame render result with and without alpha on composite node :\n![blender - 24.01.2020 - 23h33.jpg](blender_-_24.01.2020_-_23h33.jpg)\n![blender - 24.01.2020 - 23h33 (2).jpg](blender_-_24.01.2020_-_23h33__2_.jpg)\n\n.Blender here : \n[#73376.blend](T73376.blend)", "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)", "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", "Click selection and box selection in 3D view do not work properly in scenes with many objects\nOperating system: Darwin-19.2.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 580X OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.4.19\n\nBroken: version: 2.82 (sub 6)\nWorked: (optional)\n\n[In my environment, if there are close to 100,000 objects, the objects can not be selected normally]\n[select_bug.mp4](select_bug.mp4)\n\nUploaded blend file has nearly 100,000 simple cubes\nClick on an object in the 3D view to select a distant object\nEven a box selection can make a crazy choice\nBut lasso selection and circle selection work fine\n[test_file.blend](test_file.blend)\n\n", "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", "Sculpt Mode: Occlusion blurring steps\nFor View and Area auto-masking we implemented Limit and Falloff sliders for controlling the extend and softness of the mask.\nThese are disabled when \"Occlusion\" is used.\n\n![image.png](image.png)\n\nWe need to implement a setting to blur the edge of the Occlusion mask.\nThe easiest solution would be to add additional \"Blur\" steps, similar to the Cavity masking.", "Strokes in front of a 3d object will change and become jagged after it is placed\nOperating system: windows 10\nGraphics card: 2070 super\n\nBroken: 2.93.0\n\n\nIn front of a 3d object like a plane, the strokes will alter itself and become jagged after you let go of the stroke to place it. On full screen in my video it becomes very apparent especially the second time I do it.\n\nTest File:\n[#91204.blend](T91204.blend)\n[stroke becomes wavy after leting go of the pen this one.mp4](stroke_becomes_wavy_after_leting_go_of_the_pen_this_one.mp4)", "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.", "Eevee's AO shades even outside of the distance\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.90.0\n\nEevee's AO creates certain amount of gradients and shading even outside the Distance area. I'm not refering to the typical screen space oclussion problems. \n\nFor example, if you turn Distance to 0, instead of getting the same result as having AO turned off, you get a gradient. Here's how it looks with a flat lit, diffuse scene:\n\nDistance 0, Factor 0:\n![0factor.png](0factor.png)\nDistance 0, with a Factor of 10 to exagerate the effect:\n![10factor.png](10factor.png)\n\nEven if the gradient is subtle with Factor 1, it can be very visible in certain workflows. Example: There are no other screen space effects in this image, other than AO, which has small distance anyway but this gradient spans the entire image (I'm aware that 360 is not officially supported but still, the gradient itself is not a fault of the 360 stitching and can be a problem for regular images too ![360.jpg](360.jpg)\n\nIf this is a limitation of the method, may I suggest a clamping slider of some sort for very light values? Thank you❤\n\nOpen the file and turn AO on and off\n[AOBUG.blend](AOBUG.blend)\n\n", "Move Tool Todo\n## Move\n * - [ ] {icon circle color=green} Currently, distances are not well communicated while dragging, only the axis. We can make it much clearer how far you've moved your item, like so:\n![move_distance.jpg](move_distance.jpg)\nHere, the distance moved is brighter than the rest of the axis line.\n * - [x] {icon circle color=yellow} The Redo panel for moving items should be simplified. The Constraint Axis controls should be hidden, and the Move X, Y, Z controls should always work. The current UI here is annoying to use and takes up lots of space.\n![Screen Shot 2018-08-27 at 21.26.14.png](Screen_Shot_2018-08-27_at_21.26.14.png)\n * - [x] {icon circle color=yellow} The tool has 3 names: 'Grab' (in the toolbar), 'Move' (inside the Redo panel), and 'Translate' (Redo panel title). It should have one name. 'Move' is the most universally understood word, that everyone will understand. The other two are ambiguous and unclear. ", "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.", "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", "volumes breaking data passes\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.99\n\nBroken: version: 4.0.0 Alpha\nWorked: never\n\npixel data for surface data passes and shader AOV's are rendering black if there's a volume.\n\n\n1. Open attached file\n2. go to compositor\n3. render frame\n4. check the data and aov passes\n\nexamples:\n![image](attachment)\n![image](attachment)\n![image](attachment)\n\nI understand it's necessary for the volume to affect the colour passes that build the combined pass, but for data passes and custom AOV's that only represent the surface, it would be useful for that data to not be obscured. For example if you want to replace textures in comp, or add vector motion blur to an object which is behind a volume etc. I think rule of thumb should be, if something doesn't have that type of data, then it shouldn't affect passes of that type of data.\n\nIt makes it impossible to make use of the data otherwise, forcing the user to render twice. Perhaps data and custom AOV's could have exclude lists where users could specify which objects shouldn't have any influence on the pass? Would be nice to have that on the environment pass too, so shadow catchers wouldn't mask the environment?\n\n", "Artefacts on render passes Shadow and Diffuse Direct when rendering image texture with zero value in a channel\nWindows 7 Ultimate, 64-bit SP1\nGeForce GTX 750 Ti\n\nversion: 2.79 (sub 1), branch: master, commit date: 2017-10-10 07:26, hash: 8d73ba5, type: Release\nbuild date: Tue 10/10/2017, 10:00 AM\n\nArtefacts on render passes Shadow and Diffuse Direct when rendering image texture with zero value in a channel. The scene is lighted with 3 spots each absolute red, green and blue.\n\n- Create a texture image file with absolute 0 spots in one channel. Or use this one: ![cycles_bug_report02.jpg](cycles_bug_report02.jpg)\n- Create a scene with 3 spots lights, each colored with an absolute red, green and blue color.\n- Add a random object with uvs\n- Assign the texture image file to the object (Tested with Principled BSDF, Diffuse BSDF, Toon BSDF).\n- Add Diffuse Direct and Shadow pass.\n- Render, get this: ![cycles_bug_report02.png](cycles_bug_report02.png)\n\n**Additionnal infos**\n- Other channels render correctly\n- Scene is lighted only with direct lights, bounces are set to 0.\n- Clamping lowest values to 1 in the texture map resolves the artefact partially.\n- Also shortly tested on unix system.\n- Blender file: \n[bug_cycles.blend](bug_cycles.blend)", "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." ]
[ "wrong normal interpolations with AO node\nOperating system: win7 SP1\nGraphics card:geforce GE610 DX11\n\nBroken: 2.79.6 ( but i tried with the latest build and the problem still appears\n(example: 2.79b release)\n(example: 2.80, edbf15d3c044, blender2.8, 2018-11-28, as found on the splash screen)\nWorked: (optional)\n\nthe best thing is an image and a blend ;)\n**EDIT: i have to mention the mesh has no overlapping polys and all normals are properly oriented**\n[bug.blend](bug.blend)\n\n![bug.jpg](bug.jpg)\n\nThe problem occurs when in render mode in 3D view. normal artifacts are also visible on the external round part of the tower. The strange thing is that those artifacts change when moving the object in object mode, or the whole mesh in edit mode.\nThe sharp marked edges change things in artifacts appearance/position.....\nAs the 2.79b don't have the AO node ( but an AO shader ), those artifacts don't appear.\n\nAs a conclusion, this bug wouldn't be a big problem if it were only visual in 3D view, but those artifacts also appear in baked AO and final renders.\n\nHope i can help making blender better :))\nand also to hear from you soon ? \n\nbest regards\n\nBased on the default startup or an attached .blend file (as simple as possible).\njust open the blend, move nothing and switch to render mode in 3D view." ]
Bump map node is doing something strange which is causing unusable viewport performance. Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.38 Broken: version: 2.92.0 Alpha Bump map node is doing something strange which is causing unusable viewport performance. Grab the below file and watch the video to see how to reproduce. [bump map eevee performance issue.blend](bump_map_eevee_performance_issue.blend) [bump problem.mp4](bump_problem.mp4)
[ "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)", "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", "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)", "Crash when deleting ViewLayer while rendering\nOperating system: Linux-5.4.0-66-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 750 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.66\n\nBroken: version: 2.92.0\n\nA crash will happen when deleting a ViewLayer while rendering stills or animations, for any render_display_type\n\n- In the default scene, add a new ViewLayer\n- Set the renderer to Cycles so that you can see the render progress. In Eevee you could set up a little animation to get the same problem.\n- Start a normal render\n- While Blender is still rendering, delete the new ViewLayer that you just added and that was being in use when the render process was called\n- A crash happens with a Segfault, even after some time.\n\nThis problem looks to me as just an unhandled context change, because I noticed that if you delete the current scene or the current camera used while rendering animations, those context changes are appropriately handled and the render process is effectively stopped without a crash.\n", "Viewport fps tanks when application is full screened on macOS\nOperating system: macOS-13.4.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 1.2\n\nBroken: version: 3.5.1\n\nI've noticed that when using either my M1 Air or M1 16\" Pro, when running Blender, the viewport performance is heavily dependent on the physical size of the viewport on screen. At first I thought this was just a limitation of my base model M1 Air, but it also happens on my M1 Pro Mac when plugged into a 4K or 5K display. Having Blender fullscreen will drastically reduce the viewport performance, but scaling the window down will fix it. Setting the scaling in macOS lower can also reduce the issue.\n\nAs far as I can tell, this happens in both 3.5 and 3.6, Metal and OpenGL backend. \n\nPerhaps this is intended functionality, but I can run Blender on potato PCs and not have frame drops like this. Even just the default cube will drop tons of frames on both my Macs. \n\nOpen Blender on a high resolution display and just start using it. The viewport performance is usually pretty poor on 4K / 5K displays if not scaling the window down.\n\n", "Command Line Rendering with EEVEE is slow\nWin 7 Pro 64Bit \nGTX 1070\nDriver: 417.22\n\nBroken:\nblender-2.80-606223f6a61-win64\n\n\nIf I render with EEVEE via Command Line, the GPU Load is around 40-50% (4min 33sec).\nRendered the same scene in a normal way via Gui, the GPU Load is around 90-98% (3min 20sec).\n\nIf I render the same scene with Cycles via Command Line, the GPU Load is around 90-98%\n\nblender -b PathToBlend -a\n\n\nI've tried several scenes with the same result all the time.\n\n[cube-eevee.blend](cube-eevee.blend)\n\n[cube-cycles.blend](cube-cycles.blend)\n", "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.", "[cycles] - Distorted highlights when rendering detailed bump maps\nOperating system: Linux Mint 20.1 Ulyssa 64-bit\nGraphics card: GeForce RTX 2060\n\nBroken: 2.83, 2.92, 2.93 alpha\n\nWhen rendering dense scratch textures as bump maps, highlights appear as distorted rays instead of circles around the light. The error occurs with any high-frequency lines/micro-scratch image, including procedural and high-resolution textures. Changing bump strength/distance affects the size of the rays, but does not correct them. I have also tried different texture filtering and mapping options, and they all produce similar results.\n\n* Create/download a high density micro-scratch texture (long, thin lines in random directions)\n* Use the texture as height input for a bump node - more tiling will increase the effect\n* Set the bump strength or distance to a low value, around 0.005\n* Connect the bump node output to a glossy/reflective shader \nThe attached blend file has two bump map examples, and a normal map created from one of the bump textures. The normal map has the desired result, while the bump maps have distorted highlights/reflections.\n\n[scratch_highlight_example.blend](scratch_highlight_example.blend)\n\nResult from bump map (second one in blend file)\n![bumpmap_broken_highlights.png](bumpmap_broken_highlights.png)\n\nExpected result, using normal map (created from previous bump map)\n![normalmap_correct_highlight.png](normalmap_correct_highlight.png)\n\nMany thanks", "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", "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.", "Extremely frequent crashing when using the compositor. Especially when using the glare node.\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.99\n\nBroken: version: 3.6.2\nWorked: I believe it was far more stable before the realtime compositor implementation. (Blender 3.3-ish)\n\nBlender crashes extremely frequently when using the compositor on my system, especially when the glare node is being used at all. Does not seem related to vram or system specs, and looking through logs has not come up with any errors - it just closes.\n\nAdjust compositor glare node values with the viewer enabled. It seems to crash within a minute of doing so, usually sooner.\n\n", "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)", "ShaderToRGB Node plugged to alpha does not work with Alpha Clip or Alpha Hashed mode in 2.90\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\n\nBroken: version: 2.90.0\nWorked: 2.83\n\nIf ShaderToRGB Node is plugged to alpha socket of another princepled BSDF, it does not work if blend mode is alpha clip or alpha hashed in blender 2.90.\nThis combination worked in 2.83\n\nI attached a snapshot image in both cases 2.90 and 2.83.\n\n![ShaderToRGB_AlphaClip.png](ShaderToRGB_AlphaClip.png)\n\nLeft image is 2.90, and Right image is 2.83.4.\nThe object becomes fully transparent in 2.90 case.\n(Though, It works if blend mode is alpha blend. \nThe problem is only in alpha clip or alpha hashed mode.)\n\n- Open the attached file in blender 2.83 and 2.90\n- Compare the viewport of both\n[ShaderToRGB_Problem.blend](ShaderToRGB_Problem.blend)", "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", "Looks like an eevee limitations with UV maps and attributes\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.30\n\nBroken: version: 3.5.0 Alpha\n\nWhen working with multiple UVs and attributes, eevee disables some normal/bump maps.\nThere is an error in the console:\n```\nGPU_material_compile: Attribute \"nor\" overlap one or more index from another attribute. Note that mat4 takes up 4 indices. While merging eevee_legacy_material_surface_frag_opaque\n```\nIn 3.4, the shader cannot compile at all (pink texture).\n\nThis is not documented anywhere and it is not clear to me how it works, because until I connect nodes with attributes in Base Color, all normals are displayed.\n\n1. Open .blend file.\n2. Turn on the eevee render.\n3. Look, all normals are displayed.\n4. Connect nodes with attributes to Base Color.\n5. One normal map is missing. An error appeared in the console.\n\n" ]
[ "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", "Displacement output cause unexpected viewport performance issue in EEVEE\nOperating system: macOS-12.3-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 580 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.8.13\n\nBroken: version: 3.1.2\nWorked: N/A\n\n\nWhen displacement output is connected to an image texture node using global position + noise texture to disturb uv (a common anti-tiling pattern), the viewport performance drops significantly, even though EEVEE doesn't support real displacement.\n\nvge0jw\n\n\n- Open attached file\n- Navigate the viewport and notice the lag (see linked video above for reference)\n- Disable the displacement output link and navigate again, notice the significant speed up.\n- Re-enable the displacement, but connect geometry input position directly to the image texture node without noise texture, notice the performance is still good.\n- I have only reproduced it on macOS, don't know if it's platform-dependent.\n\n[shader-performance-compressed2.blend](shader-performance-compressed2.blend)\n" ]
Knife Project - corners are not animated Operating system: Windows 10 Graphics card: Intel HD 3000 Broken: 3.2.1 Worked: - I'm using Knife Project tool on animated mesh. A plane is projected on a body model. Everything works well except plane corners (selected on the image) on body mesh. They are not animated (Vertex weights are missed?) ![image.png](image.png) After file is opened: Mesh > Knife Project. Switch to Object Mode. ![image.png](image.png) [KnifeProjectAnimated.blend](KnifeProjectAnimated.blend)
[ "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 ", "rigid body behaves incorrectly when there is a cloth simulation on a passive object\nOperating system: Ubuntu 20.04\nGraphics card: Geforce MX230\n\nBroken: 3.2.1\n\nrigid body does not take into account cloth simulation, even if it is noted that the shape for collisions is a mesh after all modifiers\n[2022-07-19 22-53-31.mp4](2022-07-19_22-53-31.mp4)\n1. create an object with a rigid body\n2. create an object with cloth simulation and rigid body\n3. play simulation", "Blender 4.0.0 - Armature Rig with IK broken\nOperating system: MacOs Ventura 13.4.1\nGraphics card: Radeon Pro\n\nBroken: version: 4.0.0 Alpha, branch: main, commit date: 2023-08-23 19:52, hash: 7c2dc5183d03, type: release\nCaused by 6b872079fec9336865638ad9cfa76e37e8e627c5\n\nI have rigged mesh, commercially available at ArtStation. It worked well up until now. In 4.0.0 it is broken:\n- shapes not rendered until i switch to wireframe mode and back\n- IK ignored\n\nLook at video - i open the file in 3.6.3 and in 4.0.0. In 3.6.3 everything fine, in 4.0.0 the problem mentioned occur.\nBlend file also attached\n\n", "Revisit Pose Library for Object animation\nThe pose library was made with character animation in mind. However, because any Action can be marked as asset, it's also possible to use it with Object (or other datablock types) animation. The pose library should be investigated, to determine what doesn't work well, and whether to fix it or to just make the operation available for armature objects only.\n\nExample: re-rendering preview image for object-level pose Action shows warning about not being able to apply the pose.\n", "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)", "Mesh Optimization Project Progress\n### Committed\n\n- 2b640622ff\n- aa6f0f3d1f\n- deb71cef38\n- 5f749a03ca\n- 44d2479dc3\n- c2fa36999f\n- 496045fc30\n- e4c6da29b2\n- d8b8b4d7e2\n- bcefce33f2\n- 8a1860bd9a\n- 6bef255904\n- 174ed69c1b\n- b3f0dc2907\n- 513f566b40\n- 2d60c496a2\n- 27da305a40\n- 51568030e9\n- b5542c1ea4\n- 2d4ec90497\n- 4f9ef65dac\n- 04313f1bb5\n- 0f201049b4\n- f9c9e000ca\n- 1b4d5c7a35\n- 25c2875e0f (depending on 8839b4c32a)\n- 178086d581\n- 4ba06ad0a8\n- 39b2a7bb7e\n- 399b6ec76c\n\n### Differentials\n\n*Remove once committed.*\n\n- [D11294: DrawManager: Use threading for ibo.fdots_nor/hq](D11294)\n- [D11969: Depsgraph: Implement 'ID_RECALC_GEOMETRY_DEFORM' - Second solution](D11969)\n", "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", "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", "Display Workbench Textures On Curve Objects\nOperating system: Darwin-17.7.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon HD - FirePro [D500](D500) OpenGL Engine ATI Technologies Inc. 4.1 ATI-1.68.24\n\nBroken: version: 2.82 (sub 6)\nSame on Windows version with same hash as well as in older versions of the 2.8x series.\n\nWorked: (optional)\nWorked in 2.7x Blender viewport ('Texture' mode)\n\nTextures don't display on curve extrusions in 'Solid' viewport shading mode even when UVs are assigned and 'Texture' is chosen as the object color. Instead, Curve extrusions simply stay gray.\nThese same textures show up fine on regular mesh objects in the same viewport. Also the curves display as intended in Material Preview and Rendered modes.\n\n\nIdeally open attached blend file to see the issue right away.\n\nAlternatively :\n1. Create a curve object and give it depth and UVs and apply a material\n2. Import a bitmap texture, attach to the curve's material and select it\n3. Switch to Solid shading mode and activate Texture as object color\n4. Compare look in Solid and Material Preview\n5. Repeat the above steps for a mesh object with UVs\n\n\n[textures_on_curves.blend.zip](textures_on_curves.blend.zip)", "Applying Skin Modifier to square loop object and in edit mode braking the loop makes prob\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: AMD Radeon HD 8400 / R3 Series ATI Technologies Inc. 4.5.13399 Core Profile Context 15.200.1065.0\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\n\nSkin modifier disturbs the geometry form one corner on braking the loop form one corner of closed loop (of square shape). Although in this case the angles are 90% but it's will make prob...\n\n\n![Skin Modifier Prob.gif](Skin_Modifier_Prob.gif)\n\n", "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", "Normal map bug in Blender 2.9 / 3.0\nOperating system: Windows 10\nGraphics card: NVIDIA Geforce GTX 1050 Ti\n\nBroken: Blender 2.93 / 3.0 (stable version)\nWorked: Blender 2.83 (stable version)\n\nWhen applied a precedural texture (noise, Voronoi etc.) as a normal map in Node editor, the boundaries of the polygons stand out and it will look like a block. \nThere was no such problem in 2.83.\n\nCreate a mesh. Add a procedural texture on the Shading tab and apply it as a normal map.\n[#94139.blend](T94139.blend)\n\n![2.93.jpg](2.93.jpg)\n\n![2.83.jpg](2.83.jpg)", "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", "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", "Transfer shape key is only working for meshes\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.23\n\nBroken: version: 3.6.0\nWorked: Never\n\nTransfering shape keys is option in panel menu, but it only works for meshes. This is not mentioned in documentation and only evident after running the operator.\n\n\nDuplicate object in provided file and try to transfer shape keys.\n" ]
[ "Knife Tool / Knife Project: Vertex group weights not added/interpolated for KnifeVerts created in faces (works correctly on verts created on existing/split edges)\nWin7 32bit\n\nBroken: 3.4\nBroken: 2.78\n\nKnife Tool / Knife Project: Vertex group weights not added/interpolated for KnifeVerts created in faces (works correctly on verts created on existing/split edges)\n\n- create a plane\n- subdivide once\n- add a vertexgroup (all vertices with 1.0 weight)\n- use the knife tool (or Knife Project operator)\n- notice where existing edges are split, vertex weights are added/interpolated to new verts on that edge\n- newly created verts inside faces are not added to vertex groups though\n[#50604.webm](T50604.webm)\n\n\n**Original Report**\nLast cutting was done by simple Knife to show the difference\n[0001-0324.mp4](0001-0324.mp4)\n\nIn .Blend hit *Knife project*\n[Knife_project.blend](Knife_project.blend)\n" ]
bug System Information Operating system: Intel Core i7-7700HQ. windows 10 Graphics card: nvidia 1050 Blender Version Broken:3.0 i see some weird artefacts that don't appear in a screenshot/stream. it happens in edit mode. when i select an edge or vertix or when i edit my mesh. Some rings appears then around my object . Seems to not be a bad bug but it is very annoying
[ "Motion Blur causes visual glitch on point cloud object moving\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.30\n\nBroken: version: 3.5.0 Alpha\nWorked: not known\n\nPoint cloud object + Motion Blur + animation. The first frame of animated movement will incorrectly render compared to before and after the animation starts. \nConvert Cube to point cloud\nAdd a location keyframe on frame 2\nmove the object and add another keyframe on frame 3\nRender with motion blur turned on.\nCompare the rendered frames.\nframe 1 looks correct, frame 2 is too dim even though it is not moving yet.\n\nNote: CPU renders frame 3 incorrectly as well. not sure if this requires another bug report. \n\nFrame 1:\n![0001.png](0001.png)\nFrame 2:\n![0002.png](0002.png)\n\nFrame 3 on GPU:\n![0003.png](0003.png)\nFrame 3 on CPU:\n![0003.png](0003.png)\n[MotionBlur_PointCloud.blend](MotionBlur_PointCloud.blend)\n", "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", "Black render artifact with CPU+GPU rendering in viewport\nWindows 7 Pro\nNvidia Quadro P6000\nIntel Xeon E5-2690 v4\n\nBroken: daily builds 2.79 since at least 25.10.2017.\nWorked: -\n\nIf I enable combined CPU+GPU rendering, a black rectangle shows up on one of my objects. It shows up in viewport rendering, and also in the final render. This seems to be independent of the material used. I have provided a stripped down version of the scene where it is still visible. This time only in the viewport, the final render works for this simplified scene. \n\nThe artifact seems to be \"locked in space\", I can move or rotate the object away, so that it disappears. In some rotation angles it is not a black rectangle, but dense black lines. \nWhat is also interesting is that the surface of the object in not only black, but partly transparent. I have put a lamp and a cube inside the object in the demo scene, these should not be visible from outside, but they are.\n\n- Open file. In the render settings GPU compute should be turned on, and in the user preferences CUDA should have both the CPU and GPU selected.\n- Turn on viewport rendering. --> black box visible.\n- Then switch to CPU rendering. No more black box.\n\n[black_artifact_bug3.blend](black_artifact_bug3.blend)\n\n![blender_black_render_artifact_02.jpg](blender_black_render_artifact_02.jpg)", "GPU Subdivision Causes Artifacts in Mesh Analysis Overlay\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.41\n\nBroken:\nversion: 3.1.1 Release Candidate\nversion: 3.3.1\nversion: 3.5.1\nversion: 3.5.1, branch: blender-v3.5-release, commit date: 2023-04-25 13:50, hash: 6ee8aa4997ee, type: release\nversion: 3.6.0 Alpha\n\nWorked: could not find.\n\nWhen GPU subdivision is enabled, the Mesh Analysis overlay shows artifacts.\n![Description.jpg](attachment)\n\nPlease follow these steps to reproduce the issue:\n1. Start Blender.\n2. Select the default cube.\n3. Apply the Subdivision Modifier (press Ctrl+1).\n4. Enter edit mode.\n5. In the viewport overlay menu, enable Mesh Analysis.\n\n**Known Workarounds**\n1. Disable GPU Subdivision.\n2. Disable \"Show in Edit Mode\" for the Subdivision modifier.\n\n", "Image Texture shader node with Box projection outputs extreme values when mesh has unusual normals\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 3.0.0\nWorked: can't test in other versions, since they can't open .blend files saved with Blender 3.0\n\nIf you open the attached file, you will see a mesh that's black everywhere except for some *very* bright pixels (the Bloom effect makes this glitch very pronounced).\nThe material is just an Image Texture node connected to BSDF's color, using Box projection and a completely black texture. Theoretically, it should only output interpolations between the colors of the source texture, but that's definitely not the case here.\nOn its own, the mesh doesn't exhibit the glitch, but some modifiers (such as Displace or Wave) make it manifest for certain combinations of parameters. I suspect that the mesh has some unusual normals or face orientations that the modifiers amplify into even weirder normals, which in turn cause trouble in Image Texture's Box projection.\n[shiny glitch blender3.blend](shiny_glitch_blender3.blend)\n\nOpen the attached file, wait for shaders to compile.", "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", "Sporadic boolean issues\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.07\n\nBroken: version: 3.2.0\nWorked: 3.0\n\nMeshes using the boolean modifier sporadically break in Blender 3.2.0, while they still worked in 3.0.\nThis would result in meshes that lack faces or even crash Blender\n\n\nUnfortunately I wasn't able to isolate the cause of the issue, as it seems to occur sporadically and randomly. What I have noticed is that sometimes meshes that were fine suddenly break once you enter exit edit mode.\n\n", "Coordinate Lines distorted in perspective view\nOperating system: macOS-11.4-x86_64-i386-64bit 64 Bits\nGraphics card: Intel(R) UHD Graphics 630 Intel Inc. 4.1 INTEL-16.4.5\n\nBroken: version: 2.93.0\nWorked: ? Didn't recognize phenomenon before\n\nIn object/perspective view, the XY-coordinate axes indicators are displayed distorted when I work with one of my .blend files. The issue is not visible if I work\na) in User Orthographic view\nb) with a new file\n\nNote: In Orthographic view the meshes look distorted\n\n\nOpen attached BLEND-File, go to Default view, 3D Viewport, Object Mode, User Perspective\n\nBLEND-File: [HITRAP_BeamlineUnten.blend](HITRAP_BeamlineUnten.blend)\nScreenshot ![Bildschirmfoto 2021-06-16 um 10.29.31.png](Bildschirmfoto_2021-06-16_um_10.29.31.png)\n\nsimple test file:\n[#89192.blend](T89192.blend)", "GPU Subdivision: Wrong objects statistics information\nWindows 10\ni7-4790\n16 GB RAM\nRTX 2070\n\nBlender v3.4.1 (Steam)\n\nWrong objects statistics information in object mode when GPU Subdivision is enabled\n\n- Open `Rat.blend` file\n- Enable GPU subdivision\n- Rotate/move the bone\n- Switch to object mode (notice the viewport statistics)\n\n\n\n", "Cycles: Banding when using SSS Random walk and SS Anisotropy\nOperating system: Windows 10\nGraphics card: RTX 2070 Super\n\nBroken: Blender 3.3.0\n\nHello,\n\nI'm getting render artifacts when render a small object with a low SSS value and SS Anisotropy greater than 0. It seems like the edges of the mesh are visible in the SSS effect.\nI've tried to increase render samples and turn off denoise and no luck. If a remove SSS it works fine, setting anisotropy to zero they become barely visible.\nI uploaded an example scene file and a screenshot of the artifacts.\n\nThanks\n\n![SSSArtifact.png](SSSArtifact.png)\n\n[system-info.txt](system-info.txt)\n\nA simple scene for reproduction. Just a sun light on top and an area light behind.\n \n![Screenshot 2022-09-15 090551.png](Screenshot_2022-09-15_090551.png)\n \n[ArtifactsExample_v2.blend](ArtifactsExample_v2.blend)", "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)", "Occasional render glitches when using simulation zones on an object without a material.\nThis bug has an easy workaround, mostly posting this so anyone running into the same issue knows the solution.\n\nOperating system: Linux-5.15.0-79-generic-x86_64-with-glibc2.35 64 Bits, X11 UI\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 530.30.02\n\nBroken: version: 3.6.2\nWorked: N/A, 3.6 is the first version with simulation nodes.\n\nIn Eevee, rendering an object with a simple simulation zone applied in geometry nodes and no material assigned to the object results in some rendered frames being blank or displaying odd glitches.\n\nThe workaround is to simply assign a material to the object.\n\nCheck out the attached .blend file for reproduction.\n\n", "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)", "Object Info node random output doesn't work properly\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: AMD Radeon HD 7600M Series ATI Technologies Inc. 4.5.13399 Core Profile Context 0\n\nBroken: version: 3.6.2\nWorked:\n\n**Short description of error and steps for others to reproduce the error**\nI have a scene with many collection instances of a collection containing a car and its wheels. The car has a material on it with its base color being controlled by an object info node's random output:\n[![enter image description here][1]][1]\n\nEverything looks good as long as I am in material preview with the overlays turned off:\n[![enter image description here][2]][2]\n\nBut with the overlays turned on(or sometimes the other way around) or if rendered using the EEVEE render engine, all the cars will have the same color.\n[![enter image description here][3]][3]\n\nHere is the .blend file:\n4whyzTYK#LYLMOGpAT3VvUi4j73Jg63W2p8sG_HRQ8L3E_A107z0\n\n [1]: Api9y.png\n [2]: XZ0Gz.png\n [3]: OeeZJ.jpg\n\n", "Normal map node worked is not correct\nOperating system: win10 x64\nGraphics card: gtx 1650\n\nBroken: 3.5.0, 1be25cfff18b, 2023-03-29\nBroken: 2.93\nWorked: 2.92\n\nCaused by 1c22b551d0\n\n\nI do not think that this is an error or a bug, rather it is not a refinement. \nIn some cases, the normal map node does not display them as you would like. \n\n\nI created a Hight poly model and bake it into a plane. Then I applied the resulting texture to the Low poly base mesh. It didn't display correctly there, only part of it smoothed out, but the other part showed sharp edges, very similar to the Fresnel effect\n\n" ]
[ "Background flickers and UI redraws\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.55\n\nBroken: version: 3.0.0 Beta\nWorked: Probably broken since pre-2.8 era\n\nBackground flickers, specially noticeable with gradient backgrounds\nWhen moving around and moving the cursor the background changes very slightly,\n\nProblem seems related to nvidia card\n1457016311012380678\n\nBut might also explain or be related with the UI flicker with the m1 chip\n1457012189257207811\n\nA workaround (at least for the background flicker) is using full screen mode (Window > Full Screen)\n" ]
Blender freezes on selecting texture Operating system: Linux-4.15.0-54-generic-x86_64-with-Ubuntu-18.04-bionic 64 Bits Graphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.116 Broken: version: 2.81 (sub 1), PPA Worked: (optional) This bug report very close to T67756 but with some additional. If you get the effect from #67756, and then click on UI elements blender freezes. 1. Create a shader and an image node. 2. Click "Open Image". Go to a directory with many textures and go to "Thumbnail mode". It's easiest to reproduce if the thumbnails completely fill up the window. Open one of the images. 3. Now click open again, and if the open button in the image node is at the same place as a thumbnail in the open dialog then it will start a drag-drop-action immediately. 4. Click on resents directories. Or empty space. In 50% cases blender freezes. [2019-08-07 14-55-21.mp4](2019-08-07_14-55-21.mp4)
[ "Can't control image transparency\nSystem:\n```\nKernel: 5.4.64-1-MANJARO x86_64 bits: 64 compiler: gcc v: 10.2.0 \nDesktop: GNOME 3.36.6 Distro: Manjaro Linux\n```\nCPU:\n```\nTopology: Dual Core model: Intel Core M-5Y10c bits: 64 type: MT MCP \narch: Broadwell rev: 4 L2 cache: 4096 KiB \nflags: avx avx2 lm nx pae sse sse2 sse3 sse4_1 sse4_2 ssse3 vmx \nbogomips: 7981 \nSpeed: 798 MHz min/max: 500/2000 MHz Core speeds (MHz): 1: 798 2: 798 \n```\n 3: 798 4: 798 \nGraphics:\n```\nDevice-1: Intel HD Graphics 5300 vendor: Hewlett-Packard driver: i915 \nv: kernel bus ID: 00:02.0 \nDisplay: x11 server: X.org 1.20.8 driver: intel unloaded: modesetting \nresolution: <xdpyinfo missing> \nOpenGL: renderer: Mesa Intel HD Graphics 5300 (BDW GT2) v: 4.6 Mesa 20.1.7 \ndirect render: Yes \n```\n\nBroken: Blender 2.90.0\n\tbuild date: 2020-09-04\n\tbuild time: 21:14:50\n\tbuild commit date: 2020-08-31\n\tbuild commit time: 11:26\n\tbuild hash: 0330d1af29c0\n\tbuild platform: Linux\n\tbuild type: Release\n\nI've also tested on 2.83 from the site, and some appimages i found on github of 2.9 and 2.83 it did not work on any of those.\n\nCan't control transparency of images on this machine, the image keeps the same transparency with every value except 0.0 where it completely disappears.\nI've used blender on a different system (with different hardware and linux distro) and this error does not occur there, just to check I was pressing the right buttons.\nI can control the transparency of the basic cube through Materials>Viewport Display>Color, so it's not problem with transparency in general\n\nSince this only happened on this system I can't give many details I just added a image (background or reference) and tried to control it's transparency\n![outBlender.png](outBlender.png)\nThanks for your time, have a nice day.", "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 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", "Blender 3.6 problem by rendering scene on EEEVEE (Freeze and crash GL_INVALID_FRAMEBUFFER_OPERATION : Cubemap Workaround End9)\nOperating system: Windows 11 Home\nGraphics card: Radeon Graphics\n\nBroken: (example: 3.6, as found on the splash screen)\n\n\nBlender 3.6 doesn't render the scene as blender demo file in EEVEE\nOpen Blender splash fox of blender 2.90\nRender the scene\nFreeze and crash of blender when rendering on EEVEE\n\n", "\"RENDER_OT_render\" called with \"EXEC_DEFAULT\" freezes Blender with Eevee motion blur enabled\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67\n\nBroken: version: 2.90.0 Beta\n\nbpy.ops.render.render() called without 'INVOKE_DEFAULT' from the Python Console or script freezes Blender when Eevee motion blur is enabled.\nAnd the same issue is in the 2.91 Alpha version.\n\n----\n\n- Open Blender\n- Make sure context scene render engine is Eevee\n- Turn on motion blur\n- Open Python console\n- type in bpy.ops.render.render() and hit enter\n\n----\n\n*Edit* (added method that doesn't activate via Python).\n\n**Exact steps to reproduce the error without activating from Python.**\n- Open Blender\n- Make sure context scene render engine is Eevee\n- Turn on motion blur\n- Run this script in the text editor\n\n\n```\nimport bpy\ndef menu_func_import(self, context):\n layout = self.layout\n layout.operator_context = 'EXEC_DEFAULT'\n layout.operator(\"render.render\", text=\"Blocking Render\")\nbpy.types.TOPBAR_MT_render.append(menu_func_import)\n```\n\n- Run \"Render -> Blocking Render\" from the top-bar.", "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)", "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 continuosly freezes when transforming an object\nOperating system: Ubuntu 20.04.4 LTS\nGraphics card: ntel Corporation Skylake GT2 [HD Graphics 520] (rev 07)\n\nBroken: 3.1.2\n\n\nBlender continuosly freezes when transforming an object.\n\nCreate a General project (With the default cube). Scale the cube in every direction. Continue doing this and it the app will freeze. The debug log is filled with the following message:\n\n\n> INFO (gpu.debug): Notification : memory mapping a busy \"miptree\" BO stalled and took 0.039 ms.\n\n\n\n\n", "Freeze on typing in name field of Named Attribute node\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 472.12\n\nBroken: version: 3.4.0 Alpha\n\nBlender freezes when I typing in name field of named attribute node\n\n- Open .blend file\n- select named attribute node and type {key C} twice\n![msg1043560862-70713.jpg](msg1043560862-70713.jpg)\n[Bug_GM_big_attribute.blend](Bug_GM_big_attribute.blend)", "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", "Specific Rig Crashes blender when going into pose mode\nOperating system: Linux-5.10.7-200.fc33.x86_64-x86_64-with-fedora-33-Thirty_Three 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.32.03\n\nBroken: version: 2.92.0 Alpha\nWorked: not sure but pre 2.80\n\nThis specific file, containing only one armature, crashes when selecting the armature and attempting to enter pose mode.\n\nFirst load the included file, then:\n- select the rig if it isn't already selected,\n- press ctrl tab or otherwise enter pose mode\nat this point blender crashes.[bug_posemode.blend](bug_posemode.blend)\n\n", "Proportional editing lag\nWin7 x64, GTX 460\n\nBroken: 2.73, 2.74\nWorked: 2.63 \n\nWith proportional editing on, I get a few seconds freeze when activate translating (G); than after freeze, \neverything goes ok. I thought that the problem was a large mesh, but 2.63 works great and without lags in the same file. \n\nMy \"bugged\" file is the one, I am working with. If it is possible, can i sent it in private and not give it to the world here?\n\nThank you!", "Geometry node - setting lacunarity to 0 crashes Blender (musgrave texture)\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.93\n\nBroken: version: 3.2.2\n\nIn a fairly simple geonode tree, trying to set lacunarity to 0 will crash Blender instantly.\n\n- Use attached Blend.file\n- In the 'set position' branch, try to set 'musgrave texture' lacunarity to 0\n- Crashes everytime for me\n\n[Geonode attribute.blend](Geonode_attribute.blend)", "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", "Texture stencil \"Reset Transform\" doesn't work properly\n**System information**\nLinux Mint 17.3 (x86_64)\nLinux Mint 18 (x86_64)\nWindows 8.1 64bit\n\nNvidia Geforce GT640\nNvidia Geforce 820M\n\nBroken: 2.78, 2.77a\n\nIn texture paint mode (wether in 3D or 2D), the \"Reset Transform\" under \"Texture\" doesn't work once you clicked on the \"Reset Transform\" under \"Texture Mask\".\n![image.png](image.png)\n\n\n - Open this .blend file [stencil Reset transform bug.blend](stencil_Reset_transform_bug.blend)\n\n - Click on the upper \"Reset transform\"\n\n - it works.\n\n - revert file\n\n - click on the lower reset transform, then on the upper one\n\n - it doesn't work." ]
[ "Click on Open Image button activates the File Selector Drop operator in the file browser. \nOperating system: Linux-5.0.0-25-generic-x86_64-with-Ubuntu-19.04-disco 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.34\n\nBroken: version: 2.81 (sub 3)\nWorked: (optional)\n\nWhen I want to open an image or change the filepath of an already open image by clicking on the Open Image button, the blender filebrowser opens, but somehow still gets the mouse click input from the editor before, so that when I move the mouse, the image, that was underneath the mouse position when I clicked the Open Image button, is being dragged across the screen by the File Selector Drop operator, which then prevents me from opening any image. \n![image-editor_file-selector-drop.png](image-editor_file-selector-drop.png)\n\nFor this to work you need to browse a rather large texture folder. I am using the Big Bug Bunny envs/textures folder in this example, but obviously I am not going to upload that. Any folder with many images will do, it just has to be in thumbnail view.\nThis happens almost always in the shading workspace, as there the image editor is arranged in a way so that the Change Filepath button of the Image Panel is in a position, where there is a high chance that an image will be under it, when the File Browser opens.\nMaybe this is a keymap issue, where Release is triggering the action instead of Click?\n[image_editor_file_browser_click.blend](image_editor_file_browser_click.blend)", "Strange drag-drop when opening an image from the shader editor and the open dialog is in thumbnail mode\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.35\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\nBlender starts a drag-drop-operation in the \"open file\"-dialog when I want to open a texture in an Image node in the Shader Editor\n\nCreate a shader and an image node. Click \"Open Image\". Go to a directory with many textures and go to \"Thumbnail mode\". It's easiest to reproduce if the thumbnails completely fill up the window. Open one of the images. Now click open again, and if the open button in the image node is at the same place as a thumbnail in the open dialog then it will start a drag-drop-action immediately.\n\n![bild.png](bild.png)\n\n![bild.png](bild.png)" ]
Numerous problems with Eevee and new Bump Map Intel Core i7, 16 Gb RAM, NVidia GeForce RTX 2070 Windows 10 x64 Broken: 2.81 54a9649e2636 from 2019-10-06 Worked: 2.81 f3a4f12ac090 from 2019-09-08 As far as I can see, something was changed in Blender Bump and it looks like that change introduced numerous problems: 1. Lights behave very strangely and look wrong. Notice the wrong hightlight and lack of shading on the left side of the plane. 2. Mixing shader nodes became problematic - in some cases mixed material becomes significantly darker and sometimes Bump stops working on large Height values. 3. Overly darkened Ambient Occlusion where objects with Bump visually or physically overlap each other. 4. Contact Shadows doesn't seem to work in some cases. And several other assorted problems. Take a look at my render or open provided test file and set it to Rendered view. ![WrongNewBump.png](WrongNewBump.png) [NewBumpProblems.blend](NewBumpProblems.blend)
[ "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.", "EEVEE viewport error when using volume and lights (with animation)\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 425.25\n\n\nTested with the following two versions:\nBroken: version: 2.80 (sub 75)\nBroken: version: 2.81 (sub 11)\nWorked: (optional)\n\n\nWhen enabling a Volume Scatter shader in the World Settings with anisotropy set to 1.0, a simple point light is emitting a streak of light when the camera is animated. This does not show when the animation is rendered.\n![blender_display_glitch.png](blender_display_glitch.png)\n\n\n[eevee_volumetric.blend](eevee_volumetric.blend)\n\nWith the attached .blend file:\n - Open the attached .blend file\n - Switch to rendered view (renderer should be Eevee)\n # Play the animation\n\nTo reproduce from scratch (just for info on what I did)\n\n - Default scene, delete cube, renderer should be Eevee \n - set intensity of point light to high intensity (1000W or so should be enough to see the effect)\n - add Volume Scatter BSDF to Volume output of the world shader with low intensity (0.010) and Anisotropy set to 1.0\n - Place the light so that it can be seen in camera view somewhere on the right side and animate two keyframes for the camera so that the light moves from right to left. (Test file anmiates for 40 frames)\n # switch to Rendered view and play animation\n\n\n**Note 1**\nHas been reported as second issue in #58023 with the system info below, so reporting it separately here to be able to close #58023 as the primary issue there is solved.\n\nSystem Information\nOperating system: Darwin-18.7.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-2.11.20\nBlender Version\nBroken: version: 2.81 (sub 11)\n\n**Note 2**\nI wasn't sure if #53588 could be same underlying cause, feel free to de-duplicate this report if it is.\n\n**Note 3**\nI checked that it also happens when using scene lights and world in 'Material Preview' (LookDev) mode\n\n\n\n", "Evee Shading artifacts on metallic surfaces with mid roughness\nOperating system: Windows 64bit\nGraphics card: GTX 950\n\nBroken: (example: 2.81 Alpha, ad21a6c22461, 2019-09-08\n\nWhen renderign with Eevee I get ring shaped bright spots around GGX highlights.\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\nStart with a new file, delete the vertex at position 1, -1, 1\nAdd a metarial to this cube.\nset metallic to 1\nset roughness to a value between 0.2 and 0.4\n\nset the power of the pointlight to 100W\nset the radius to 0\nmove it to (0.5, -0.5, 0.5)\n\nset the background color to black\n\nview it from the top in perspective mode\nyou should see a grey ring at a corner.\n\nIn my personal experience this might be caused by an unnormalized vector in the ggx calculation.\n\n\nThe .blend file and a screenshot:\nIndirect Lighting settings dont help since there is no indirect lighting going on. As far as I can see it's a problem with the microfacet shading.\n[bug.blend](bug.blend)\n![blender_bug.PNG](blender_bug.PNG)\n", "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)", "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)", "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", "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.", "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)", "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", "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.", "bump node ignores height input (with certain inouts used as mapping vectors in the tree, seems to require `SOCKET_OUT_POINT`as opposed to `SOCKET_OUT_NORMAL`)\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89\n\nBroken: version: 2.93.0 Alpha\n\n\nbump node does not react to data.\n\n[bump bug.blend](bump_bug.blend)\n\n\n![image.png](image.png)\n\n\n![image.png](image.png)\n\n\nFor Cylces, the following seem to be the working inputs (the ones that trigger the availability of requirements for the bump node):\n- Geometry node\n - Position\n - Parametric\n - all others dont trigger the requirements (derrivatives?)\n- Texture Coordinate node\n - Generated\n - UV\n - Object\n - Camera\n - Window\n - all others dont trigger the requirements (derrivatives?)", "Volumes look much much different in master compared to 2.79b\nWindows 10 pro x64\nGTX 970\nThread Ripper 1950x\n\n![2018-09-01_16-30-18.png](2018-09-01_16-30-18.png)\n\nBasic volume shader with noise texture from build bot today doesnt look the same as 2.79b\n![blender_2018-09-01_16-30-03.png](blender_2018-09-01_16-30-03.png)\n\n![blender_2018-09-01_16-30-55.png](blender_2018-09-01_16-30-55.png)\n[untitled.blend](untitled.blend)\n", "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", "Holdout doesn't work with Mix Shader correctly in Eevee\nOperating system: Darwin-20.2.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.2.13\n\nBroken: version: \n- 2.92.0 Alpha\n- 2.91.0\n- 2.90.1\nWorked: 2.83.x\n\nHoldout doesn't work with Mix Shader correctly in Eevee. \n\nWhat I expect when mixing with 100% Holdout:\n\n![Screenshot 2021-01-12 at 22.53.33.png](Screenshot_2021-01-12_at_22.53.33.png)\n\nWhat I get instead:\n\n![Screenshot 2021-01-12 at 22.53.40.png](Screenshot_2021-01-12_at_22.53.40.png)\n\n\n\n - Open the simple blend below\n - Move the timeline from 0-100, which moves the Mix Shader Fac from 0-1.\n - When at frame 1, it should be a 100% Holdout, but notice that this isn't the case\n - Switch to Cycles and verify that it indeed handles this case correctly\n\n[holdout_eevee_bug.blend](holdout_eevee_bug.blend)\n\n", "Cycles noise texture with high distortion differences between CPU and CUDA\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: Quadro M4000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 411.63\n\nBroken: version: 2.82 (sub 3)\nWorked: (optional)\n\nCycles appear to produce different random values for CUDA tiles and CPU tiles.\n\nOpen [TileBug_CUDA+CPU.blend](TileBug_CUDA_CPU.blend) and compare rendered view with rendered output.\nImages of the bug in isolation.\nCPU Only - Fine:\n![Report_CPU.jpg](Report_CPU.jpg)\nCUDA Only - Fine:\n![Report_CUDA.jpg](Report_CUDA.jpg)\nCPU + CUDA - Bugs out:\n![Report_CUDA+CPU.jpg](Report_CUDA_CPU.jpg)\n\nIn addition, I had some even more strange artefacts in a real render.\nThe random effect is more subtle here, but it's there. But the other ones I can't really reproduce, not sure what is going on with that:\n![CUDA+CPU_Bug_Tiles_and_RandomLookupIssues.jpg](CUDA_CPU_Bug_Tiles_and_RandomLookupIssues.jpg)\n\nI can't update drivers, due to other software requiring certain certified drivers. Windows 10 is up to date." ]
[ "Eevee refractions don't work anymore\nOperating system: Linux-5.0.12-050012-generic-x86_64-with-neon-18.04-bionic 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.50\n\nBroken: version: 2.81 (sub 14)\nWorked: b1baebd0224a806082ffec99fd6db0667e0ef49d\n\nRefractions make the mesh look flat shaded and stop working completely when you zoom out a little bit.\noct8 version:\n![refraction.png](refraction.png)\noct1 version:\n![ref2.png](ref2.png)\n\nOpen the attached file and go into material view.\n[eevee_refraction.blend](eevee_refraction.blend)\n\n" ]