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Total shutdown of my MAC (black screen) Second log Operating system: Darwin-19.4.0-x86_64-i386-64bit 64 Bits Graphics card: AMD Radeon Pro Vega 48 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.8.24 Broken: version: 2.83 (sub 15) Still crashing after time initial fix from blender team worked but it has returned to total shut down of my MAC. Just as a comparison running Keyshot and I have no issue at all. I got a crash from moving a vertex on a simple plane. Then when restarting my computer as the MAC relaunches to the previous state as it reopens it crashes again without touching anything in Blender. I thought it was my modelling or the hardware I'm using but there is something glitching my system. [Domestic First Class seat.03.blend](Domestic_First_Class_seat.03.blend)
[ "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", "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)", "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", "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.", "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 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", "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", "Blender 3.5.1 keeps crashing on occasion\nOperating system: Mac OS Ventura 13.3.1 (a) (22E772610a)\nGraphics card: Apple M1 Ultra (64-Core GPU)\n\nBroken: Version 3.5.1 (3.5.1 2023-04-25)\nWorked: N/A\n\nBlender occasionally crashes on my new Mac Studio (I used to work on a Windows PC beforehand and never had that problem). I'm guessing it is a saving error.\n\n- Download and open the demo-file `Blender 3.4 – “Charge” Open Movie` from demo-files/\n- Change the engine from Eevee to Cycles GPU\n- Set \"Viewport Shading\" to \"Rendered\" - nothing happens\n- Go back to Solid View - blender freezes\n\nAttached is is a video demonstrating what is happening, but in a few words:\n\nThe same happens with some of my heavy(ish) project in 3.6.0 beta\n\nIn 3.5.1 the same project responds in render view as it should be.\n\nWhen I try to reopen the same project blender doesn’t load the project but either freezes or crashes ( one of these crash logs is also attached)\nI manage to reopen the project after a few crashes.\n\nI hope it helps! \n\n![freeze render view 3.6 and 3.5.1.mp4](attachment)\n![3.6.0 crash after trying to reopen test file.rtf](attachment)", "Crash 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```", "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", "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)", "Blender crashes when click on shading tab \nOperating system: Windows 10, 64-bit\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 4.5.0 NVIDIA 445.87\n\nBroken: \n - version: 2.81 (sub 16), branch: v2.81_octane2019 (modified), commit date: 2020-02-11 11:57, hash: 81ff79b8cdb7, type: build date: 2020-02-11, 12:22:28\n - version: 2.90 (sub 0), branch: master, commit date: 2020-04-18 16:48, hash: 1f1520a04503, type: Release\n\nBlender crashes when clicking on the shading tab. It closes and goes back to the desktop.\n\nSee short description.\n\n[blender_system_info.txt](blender_system_info.txt)\n[blender_debug_output.txt](blender_debug_output.txt)", "Blender 3.2 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", "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" ]
[ "Total shutdown of my MAC (black screen)\nOperating system: Darwin-19.4.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro Vega 48 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.8.24\n\nBroken: version: 2.83 (sub 15)\n\nI tried all new releases and I am facing the same issue. I built the Corvette tutorial from CGmasters, I had one or to system crashes but in general very stable. But since downloading 2.82a I have seen anything from 15-30 crashes a day (after thirty I give up) I am running a 2019 MAC and as I stated no issues were faced modelling the complexity of the Corvette. I am seeing complete black screens with no warning or even a bug report. \n\nI will attach as it happens with many different situations dragging vertex sliding vertex, the worst one was crash on the opening of the file I did not even get chance to turn the model in 3D space.\n\n\n[Domestic First Class seat.03.blend](Domestic_First_Class_seat.03.blend)" ]
Vertex color not work in GLSL game mode ver 2.78 Material with vertex color and texture in GLSL mode become full white, but in viewport displays correctly. In Multitexture mode work normal.
[ "High Resolution Render support\nSome fields needs to be able to output really high resolution renders out of EEVEE.\n\nFor now, we just try to allocate the asked buffer size and live with the consequence.\n\nMost GPU have a limit of 16K² texture resolution and some really high renders could not fit GPU memory in some cases.\n\nTo workaround this issue, we need to implement a multipass rendering.\n\nThe issue with this approach is that Screen Space effects (GTAO, SSR, SSRefract, SSSubSurfaceScattering) cannot take the whole picture into account.\n\nWe can split the rendering into tiles, scanlines, checkerboard pattern but the artifacts of SS effects will likely to be different for each", "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", "Grease pencil eyedropper doesn't sample correct vertex color.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken:\n```\nversion: 2.90.0\nversion: 2.92.0 Alpha\nversion: 2.83.9\n```\n\nWorked: (unknown maybe never)\n\nWhen using the grease pencil eye dropper with filmic color management selected; the sampled color is different than the original vertex stroke color. \nWorks as expected with standard color management selected\n(Note this is confusing to new users as they expect to color sample and return the previous color of their previous stroke.)\n\n\n - Start with a new file\n - Set color management to filmic.\n - Add grease pencil object\n - Enter Draw Mode\n - Paint in vertex color mode using a lighter color.\n - With a blank palette use the color eyedropper tool on the stroke you just made\n - now paint with the sampled color in the palette\n - result should be slightly darker than the first stroke.\n\nvideo reference:\n**with filmic enabled:**\n[Desktop 2020.11.25 - 02.35.06.03.mp4](Desktop_2020.11.25_-_02.35.06.03.mp4)\n\n**with filmic disabled:**\n[Desktop 2020.11.25 - 02.36.30.06.mp4](Desktop_2020.11.25_-_02.36.30.06.mp4)\n\n\n", "Themes→3dViewport→Active vertex color do nothing\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.95\n\nBroken: version: 3.5.0\n\nThis one influence nothing. Should it be deleted?\n![98932743.png](attachment)\n\n[2023-04-13_07-48-03.mp4](attachment)\n\n\np.s. Dull colors and other issues about wireframe [described here](426) and I am sad, that it looks abandoned and ignored…\n\n", "Material Preview (and final render in EEVEE) purple\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 630 Intel 4.5.0 - Build 26.20.100.7263\n\nBroken: version: 2.83.0\nWorked: I don't remember this bug occuring in previous versions.\n\nI know, that materials should become purple when the texture is missing.\nBut the problem is that they not behave as they should even without applying textures and also with the default material.\nThis bug occurs in EEVEE:\n1) In material preview in properties\n2) In render\n3) Sometimes - in viewport\n\nIn a render, it is also a problem with the scene surface material.\nI attach some screenshots from material preview: they are all the same default material.\n\n\n1) Open Blender\n2) Press F12 or go to material preview in object settings.\n3) ... see the bug\n\n\n![4.png](4.png)\n\n![3.png](3.png)\n\n![2.png](2.png)\n\n![1.png](1.png)", "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.", "overlay.show_paint_wire doesn't work in vertex paint modes depending on edit mode selection\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89\n\nBroken: version: 3.0.0 Alpha\nWorked: 2.80?\n\nThis overlay option seems to take into account edit-mode selection\n![image.png](image.png)\n\nHere's what it's supposed to do:\n[viIeK7Tkv0.mp4](viIeK7Tkv0.mp4)\n\nBut on 2.93 and 3.0 it appears to do nothing in Weight/Vertex Paint mode if the geometry is selected in edit mode. This seems like a bug, unless it's some odd design choice?\n\n- Create a cube and select all its verts in edit mode.\n- Enter weight paint mode\n- Toggle the Show Wire setting under Viewport Overlays->Weight Paint (NOT \"Wireframe\" under Viewport Overlays->Geometry)\n- Nothing happens\n- Switch to edit mode\n- Deselect all with Alt+A\n- Go back to weight paint mode\n- Wireframe display now works as expected.\n\n\nNote: This now changed again in 44d2479dc3 (now it does not draw **at all** -- reported separately in #89880 (overlay.show_paint_wire doesn't work anymore))", "GPencil: Average tool in Vertex Paint mode not working as expected\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65\n\nBroken: version: 3.6.0 Beta\n\nThe tool paints colors that exist in points far from the brush's area of influence and sometimes paints unexisting colors.\n\n1. Draw simple strokes with the Solid Stroke material.\n2. In VP mode paint half of it orange and half blue.\n3. try the the Average tool in the half blue area then in the other half.\n4. Now do Paint > Reset Vertex Color.\n5. Try the Average tool again.\n\n<video src=\"attachment\" title=\"Vertex Paint Bug-1.mp4\" controls></video>\n\n", "Viewport 3d is not updated with VSE driver\nBroken: 2.82 (unknown which revision, custom build without buildinfo)\nWorked: (unknown)\n\n[system-info.txt](system-info.txt)\n\nViewport is not updated for a material that is driven by a VSE driver.\n\n[ejemplo.zip](ejemplo.zip)\n\nChanging the VSE strip opacity doesn't update the viewport.\n\n**More info from user**\n\nI am creating an addon to transform eevee into a VSE. I encountered several problems, and one is that by changing the values ​​\"chanel\", \"opacity\" or moving the strip (it should disappear). the changes are not visible until the 3d view is moved. Just there it is updated. This makes it uncomfortable to work with the addon. The only change that works well is when changing the resolution X of the render, when playing the video or scrolling through the timeline, everything looks correctly.\nEverything is being controlled by drivers.", "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)", "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", "Error in bone Theming\nBroken: 3.6.1\n\n\nExists several Errors in bone edit mode theming:\n1. The Head/Tail of bone uses color of vertex, including when selecting state. There should be a separate parameter for the color of the Head/Tail itself, and the color when they are selected\n2. Outline of bone body uses Wire edit color, outline when bone is selected don`t have parameter \n<video src=\"attachment\" title=\"2023-08-07 08-56-49.mp4\" controls></video>\n\nBone pose mode theming also have several problem: \n1. bone outline when don`t select, uses Wire color, it's inconvenient\n2. \"Pose bone\" - the confusing parameter name, is actually the color of the selected bone. a parameter similar to object selected. it should be called \"Pose bone Selected\"\n<video src=\"attachment\" title=\"2023-08-07 08-58-49.mp4\" controls></video>\n\n", "bpy.ops.paint.image_paint with a texture requires initialization with manual paint stroke otherwise color not quite right\nWin 10 5820K GTX 970\n\n2.79b and latest daily build\n\nbpy.ops.paint.image_paint with slightly wrong colors when painting on object with texture on brush before a manual paint stroke applied\n\n1. Load attached file\n2. Run script\n3. With mouse over the cube - press space and type Simple Modal Operator to activate modal paint operator\n4. move mouse about to paint. \n5. left click to stop modal paint operator\n6. now paint on the cube normally by holding mouse button down\n7. you will see this is a slightly different color \n8. press space and type Simple Modal Operator to activate modal paint operator again\n9. move mouse around\n10. you should now see modal operator painting correctly\n\nThis seems to happen each time I change the texture on the brush to a new one (with obviously different colors on it)\n\nImage is attached showing this.\n\nPossibly something not being initialized properly?\n\nThanks you in advance for any work on this.\n\n[modal_paint.blend](modal_paint.blend)\n\n![PaintColorBug.JPG](PaintColorBug.JPG)\n", "Sphere is does not showing color in solid mode from material\nOperating system: Windows 11\nGraphics card:\n\n3.5\n\nWe have created a plugin to add multiple spheres, the plugin is attached below.\nafter adding active material to all spheres when we are adding color the sphere is at the 4096th location is does not show color\nPFA:\n![image](attachment)\n\nThe black sphere is also having color in its material but it is not showing as the sphere is at the 4096th location\nPFA for material data\n![image](attachment)\n\nAlso, the color is also visible in another mode currently it is solid panel mode. for our internal uses, we are using the solid mode \nCan we have any workaround for this fix or please fix this bug? What I presume is while displaying material in the solid mode we are not managed properly in our code as this bug continues for every sphere count of multiples of 4096(2 power 12).\n\n", "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" ]
[ "Vertex Colour Broken in GLSL mode\n**Short Description:**\nIn 2.78, the vertex color displays incorrectly in the game engine in GLSL shading mode.\nIn the viewport it appears correctly, but in the engine the color is extremely bright, shadeless and is either completely saturated or white.\n\nArchLinux. Integrated Intel Graphics\n\nBlender 2.78 #0b13b7a\n\n**Exact steps for others to reproduce the error:**\n - Open Blender\n - Switch to GLSL shading mode\n - Create a cube\n - Give the cube a vertex colour\n - Give it a material and enable vertex color in the material\n - Start the game engine\n\n\nExample Blend: [VertexColBug.blend](VertexColBug.blend)\n\n\nImage in viewport:\n![viewport.jpg](viewport.jpg)\nImage in game engine:\n![ingame.jpg](ingame.jpg)\n" ]
OpenGL render doesn't work after Cycles realtime preview Xubuntu 14.04 x64, GTX580 Windows 7 x64, GTX460 Broken: 2.71 c47a01d on Linux, official 2.71 on Win7 Worked: official 2.70a on Win7 OpenGL render doesn't work after Cycles realtime preview Open new scene, press OpenGL render button at the botton of the 3DView - it works Press Shift+Z twice to run/stop Cycles realtime. Press OpenGL render button one more time, now you should get the error: "Failed to create OpenGL off-screen buffer.GPUFrameBuffer: framebuffer incomplete error 1282 'Invalid operation'"
[ "Deferred deletion of depsgraph copied data\nThis idea is generated from the development of LANPR, but might also be useful for other render engines as well.\n\n**Current Problem:**\n\nIn some cases, a render engine will need to process the copied scene data for a while before anything can be displayed. At the same time, we may not want the UI to be frozen (during viewport preview). So we can do this in a background thread. However, when the background thread is processing the data, the data is deleted by the Depsgrapgh, since the particular draw loop is already concluded by the time our background process ends.\n\n**Suggested Solution:**\n\nTo give a function that tells the Depsgrapgh: \"I'm done with your data, you can delete now\". \n\nFor example, when you need deferred deletion, call something like `DEG_evaluated_scene_set_deferred(s)`, and upon finish processing, call `DEG_deferred_evaluation_finished(s)`.\n\nThere could be some more benefits for EEVEE and Cycles as well. For example, When toggling render preview in those render engines, you don't need to wait until the initial blocking loading process finishes, and it's quick to revert to workbench shading if you accidentally switched to render (You don't need to wait until the interface to unstuck).\n\nAny thoughts on this one :) ?\n\n", "Action editor key frames not displaying sometimes\nSometimes when working with multiply animations and switching through them in the action editor. The Keyframes stop displaying for certain action. \nWhen the Panel with the action editor View is removed and added again, the displaying is working again.\nThis bug was seen in Version 2.76 and daily Build from 10/30/2015.\n\nError:\n![action_editor_display_missing_error.png](action_editor_display_missing_error.png)\nFixed after closing and opening action editor view\n![action_editor_display_missing_error_after_panel_recreate.png](action_editor_display_missing_error_after_panel_recreate.png)\n\nMy Project without Mesh. Bug is seen in walk_back_cycle action.\n[animation_editor_error_project.blend](animation_editor_error_project.blend)\n\nThis bug is very annoying in my workflow.\n\nGreetings and thank you for your work!", "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", "No error prompted when Cuda fails during GPU bake\nOperating system: Linux Debian 10 (buster) - kernel 4.19.0-19-amd64\nGraphics card: GeForce GTX 1060 Mobile\n\nBroken: 3.1.0\nWorked: -\n\nWhen you try to bake, having GPU set as compute device, and CUDA has an error, no error is shown.\nYou only notice the error when you try to render and get \"*Failed to create CUDA context (unknown error)*\"\n\nIt is useful to show an error, in the same way that, for example, \"Circular dependency for image...\" is shown during the bake.\n\nNote that this report is not about the error itself. It is about Blender not reporting any errors during baking, which causes user confusion.\n\nThank you,\nRiccardo", "Blender 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", "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 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.", "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", "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)", "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", "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).", "Crash using blender_debug_log.cmd and \"Reload Scripts\" in Cycles preview render\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.91\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nLoading Blender with blender_debug_log.cmd, it crash immediately when I try to reload the scripts if Cycles is running. This is not happening when launching blender.exe ![2019-06-08_10-28-33.gif](2019-06-08_10-28-33.gif)\n\nLaunch blender 2.8 using blender_debug_log.cmd.\nIn the view 3d, choose Cycles as render preview.\nIn the search bar, look for \"Reload Scripts\" and click on it.\nBlender Crash.\n[blender_system_info.txt](blender_system_info.txt)\n\n[blender_debug_output.txt](blender_debug_output.txt)\n\n", "Blender segfault if Bake Line Art\nOperating system: Debian Linux Stable 11\nGraphics card: Intel internal UHD Graphics 630 (driver: i915)\n\nBroken: 3.2.2 - 3.6.1 official releases\n\nBlender segfault if Bake Line Art.\n\nConsole:\n```\nWriting: /tmp/blender.crash.txt\nSegmentation fault\n```\n\nFile /tmp/blender.crash.txt:\n```\n# Blender 3.2.2, Commit date: 2022-08-02 18:15, Hash bcfdb14560e7\nbpy.ops.object.delete(use_global=False, confirm=False) # Operator\nDeleted 1 object(s) # Info\nbpy.ops.object.gpencil_add(align='WORLD', location=(0, 0, 0), scale=(1, 1, 1), type='MONKEY') # Operator\nbpy.context.space_data.context = 'MODIFIER' # Property\nbpy.ops.object.gpencil_modifier_add(type='GP_LINEART') # Operator\n\n# backtrace\n./blender(BLI_system_backtrace+0x20) [0xc1619d0]\n./blender() [0x11da18d]\n/lib/x86_64-linux-gnu/libc.so.6(+0x38d60) [0x7f97f7664d60]\n./blender(MEM_lockfree_allocN_len+0x7) [0xc16e1e7]\n./blender(MEM_lockfree_dupallocN+0x14) [0xc16e624]\n./blender(BKE_gpencil_stroke_duplicate+0x1a) [0x11f926a]\n./blender(BKE_gpencil_frame_copy_strokes+0x42) [0x11f94c2]\n./blender() [0x1207d97]\n./blender(BKE_gpencil_prepare_eval_data+0x1b7) [0x1208b07]\n./blender(BKE_object_handle_data_update+0x2fe) [0x12af9ae]\n./blender(BKE_object_eval_uber_data+0x2f) [0x12afc7f]\n./blender() [0x1913f22]\n./blender() [0x19140f2]\n./blender() [0xc16574d]\n./blender() [0x1796a35]\n./blender() [0x1796ceb]\n./blender() [0x1783d27]\n./blender() [0x1790720]\n./blender() [0x179275c]\n./blender() [0x1792959]\n/lib/x86_64-linux-gnu/libpthread.so.0(+0x7ea7) [0x7f97f807aea7]\n/lib/x86_64-linux-gnu/libc.so.6(clone+0x3f) [0x7f97f7727a2f]\n\n# Python backtrace\n```\n\n1. Open Blender\n2. Click to default box and delete it (press del)\n3. Press Shift+A\n4. Select \"Grease Pencil\" - \"Monkey\"\n5. At right area select \"Modifier Properties\"\n6. Click \"Add Modifier\"\n7. Select \"Line Art\"\n8. At bottom of this area click \"Bake\" - \"Bake Line Art\"\n9. Segfault here\n\n", "My Blender won't open anymore\nOperating system: Windows 11\nGraphics card: NVIDIA GeForce RTX 3060\n\nBroken: Every version\n\nWhen I try to open Blender the terminal appears then disappears and nothing else happens.\nBlender worked until today in all its versions, but now it no longer opens.\n\nI tried opening it as administrator, on different versions. I restarted my PC. I updated my drivers. There no bug/crash report or anything.\n\nI don't know what to do.\n\n", "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" ]
[ "OpenGL error when using Cycles engine\nWin 8.1 AMD64 Radeon\n\n2.71 e7b396c from Buildbot, \n\nIntermittent behavior - simple object, simple material, **cycles engine** hit the openGL render button, fails with this error:\n\n'Failed to create OpenGL off-screen buffer, GPUFrameBuffer: framebuffer incomplete error 1282 'Invalid operation'\n\nDoes not do it in stable 2.70a.\n\nSome tests suggest that if you are in 'rendered' view and hit the render openGL button it will fail. And also after you leave 'rendered view' ***it will fail the first time*** you press it. \nSo to summarize: if you are in 'rendered view' it will (almost) always fail to make an OpenGL render.\nIf you have been in rendered view it will fail the first time, and succeed after.\n\nHere is the procedure to (hopefully)to recreate error. Open Blender. Load Factory settings. Switch to cycles, change material, world and lamp to cycles versions by deleting them and hitting new, or open attached file. Switch to rendered view. Hit OpenGL render button. Fail. Switch back to solid view. Hit openGL render button. fail. Hit it again. Renders!\n\nHope this report is detailed and complete.\n\n[OpenGL_fail.blend](OpenGL_fail.blend)" ]
display error Operating system and graphics card windows 8.1 64bit 2 x Titan X Pascal Broken: (example: 2.69.7 4b206af, see splash screen) Worked: (optional) 2.79 Hash: 5bd8ac9 With the new TITAN X Pascal i have a display error from the selected Mesh/Object in solid mode (see picture the orange error) it comes from the origin point, i can select CPU or GPU i have the the same orange display error ![xp 2.PNG](xp_2.PNG) ![IMG_9175.JPG](IMG_9175.JPG) ![IMG_9179.JPG](IMG_9179.JPG) Based on a (as simple as possible) attached .blend file with minimum amount of steps
[ "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", "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", "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 ", "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", "Shader Nodetree Error: Invalid implicit socket conversion: Shader -> Color\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: GeForce GTX 1660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.33\n\nBroken: version: 3.3.1\nWorked: I don't know but the problem is also present in the version 3.0.0\n\n\n```lang=glsl\nRead prefs: C:\\Users\\rfnei\\AppData\\Roaming\\Blender Foundation\\Blender\\3.3\\config\\userpref.blend\nShader Nodetree Error: Invalid implicit socket conversion\nERROR (gpu.shader): GPU_material_compile FragShader:\n |\n\n 7164 | invert(float_from_Closure(tmp34), node_tree.u36, tmp37);\n |\n | Error: C1503: undefined variable \"float_from_Closure\"\n\n\nShader Nodetree Error: Invalid implicit socket conversion\nERROR (gpu.shader): GPU_material_compile FragShader:\n |\n\n 7164 | invert(node_tree.u35, vec4_from_Closure(tmp34), tmp37);\n |\n | Error: C1503: undefined variable \"vec4_from_Closure\"\n\nShader Nodetree Error: Invalid implicit socket conversion\nShader Nodetree Error: Invalid implicit socket conversion\n```\n\n\n1. EEVEE render\n2. Shader editor: put some shader socket to color socket\n3. Check the console", "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).", "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", "USD: Crash when loading the Intel Moore Lane demo asset (related to Color Attributes)\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 528.24\n\nBroken: version: 4.0.0 Alpha\nBroken: version: 4.0.0 Alpha\nWorked: version: 4.0.0 Alpha\n\nCrashes during import of the Intel 4004 Moore Lane asset. Seemingly related to Color Attribute processing though the stack traces for the crash are not related.\n\n- Download the \"4004 Moore Lane v 1.1.0\" asset: 4004-moore-lane/\n- Attempt to import the `USD\\4004MooreLane_III_03_ASWF.usd` file with default settings --> observe crash\n- Attempt to import the same file but with the \"Color Attributes\" option unselected --> works\n\nOddly, the crashing stack occurs inside tbbmalloc and while seemingly dealing with mesh normals...\n```\n...\ntbbmalloc.dll!00007ffd7fa29f4e()\tUnknown\nblender.exe!MEM_lockfree_mallocN_aligned(unsigned __int64 len, unsigned __int64 alignment, const unsigned char * str) Line 310\tC\n[Inline Frame] blender.exe!blender::GuardedAllocator::allocate(unsigned __int64) Line 47\tC++\n[Inline Frame] blender.exe!blender::Array<blender::VecBase<float,3>,4,blender::GuardedAllocator>::allocate(__int64) Line 425\tC++\n[Inline Frame] blender.exe!blender::Array<blender::VecBase<float,3>,4,blender::GuardedAllocator>::get_buffer_for_size(__int64) Line 419\tC++\n[Inline Frame] blender.exe!blender::Array<blender::VecBase<float,3>,4,blender::GuardedAllocator>::{ctor}(__int64) Line 122\tC++\nblender.exe!blender::bke::mesh::mesh_normals_loop_custom_set(blender::Span<blender::VecBase<float,3>> positions, blender::Span<blender::VecBase<int,2>> edges, const blender::offset_indices::OffsetIndices<int> faces, blender::Span<int> corner_verts, blender::Span<int> corner_edges, blender::Span<blender::VecBase<float,3>> vert_normals, blender::Span<blender::VecBase<float,3>> face_normals, const bool * sharp_faces, const bool use_vertices, blender::MutableSpan<blender::VecBase<float,3>> r_custom_loop_normals, blender::MutableSpan<bool> sharp_edges, blender::MutableSpan<blender::VecBase<short,2>> r_clnors_data) Line 1368\tC++\nblender.exe!blender::bke::mesh::mesh_set_custom_normals(Mesh * mesh, float[3] * r_custom_nors, const bool use_vertices) Line 1642\tC++\nblender.exe!blender::io::usd::USDMeshReader::process_normals_face_varying(Mesh * mesh) Line 797\tC++\nblender.exe!blender::io::usd::USDMeshReader::read_mesh_sample(blender::io::usd::ImportSettings * settings, Mesh * mesh, double motionSampleTime, bool new_mesh) Line 853\tC++\nblender.exe!blender::io::usd::USDMeshReader::read_mesh(Mesh * existing_mesh, USDMeshReadParams params, const char * * __formal) Line 1094\tC++\nblender.exe!blender::io::usd::USDMeshReader::read_object_data(Main * bmain, double motionSampleTime) Line 249\tC++\nblender.exe!blender::io::usd::import_startjob(void * customdata, bool * stop, bool * do_update, float * progress) Line 288\tC++\n\n```\n\n", "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", "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", "Cycle crash\n[System Information](https://projects.blender.orgattachment)\n\nBlender version: 3.4.1\n\nCrash when switching from Material Preview to Rendered in Viewport Shading and GPU Compute was set for Cycles. In CPU mode it's OK.\n\n\nOpen project.\nSelect CPU in Cycles settings.\nSwitch from Material preview to Rendered in Viewport shading.\nNow it works.\nChange to GPU Compute in Cycles settings.\nCrash...\n\n", "Crash on 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```", "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", "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.", "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)" ]
[ "NVIDIA TITAN XP Pascal display error \nWindows 8.1 64bit\nNVIDIA TITAN XP Pascal\n\n2.79 Hash: 5bd8ac9\n\n\nI change the old TITAN X (Maxwell) to the new TITAN XP Pascal\nWith the new Titan PASCAL !! i have display error in the solid mode see attachment.\nWith the TITAN X Maxwell Architecture works anything fine.\nThe new Cards are checked by the NVIDIA support and anything works fine, driver etc. is actually.\nIn other programs no problem.\n\n\nv2.76\nCycles \nNVIDIA TITAN XP Pascal\nSolid mode \nturn the mouse and display error (attachment)\n\n![image_846.png](image_846.png)", "Visible artefact on 3D view and UI after install the last Windows Update (with GTX titan X)\n**System Information** \n\nTested on :\n- Windows 10 Pro / 2x Nvidia Titan X (Pascal 2016) / i7-5820K 3.30 GHz / RAM 64 Go\n- Windows 10 Pro / Nvidia Titan X (Pascal 2016) + GTX 980 / Bi-Xeon E5-2630v2 / RAM 64 Go\n\n\nBroken: \n- 2.79 5bd8ac9\n- 2.78, a,b,c\n- 2.79, a (*not tested with older version*)\nWorked: unknown\n\n\nVisible artefact on 3D view and UI probably after install the last Windows Update (*[version : 1709 ](https:*technet.microsoft.com/fr-fr/windows/release-info?f=255&MSPPError=-2147217396)//)\nscreen capture :\n![blender_2017-11-30_12-42-49.jpg](blender_2017-11-30_12-42-49.jpg)\n![blender_2017-11-30_12-44-38.jpg](blender_2017-11-30_12-44-38.jpg)\n![blender_2017-11-30_09-50-24.jpg](blender_2017-11-30_09-50-24.jpg)\n![blender_2017-11-30_12-45-01.jpg](blender_2017-11-30_12-45-01.jpg)\n![blender_2017-11-30_12-44-16.jpg](blender_2017-11-30_12-44-16.jpg)\non other machine :\n![blender_2017-11-22_11-24-46.png](blender_2017-11-22_11-24-46.png)\n\n- Have Nvidia Titan X Pascal 2016\n- Have Nvidia Display Driver version 388.13 [Download for Titan X ]] (*<!> not the last, the last is :[[ http:*www.nvidia.fr/Download/index.aspx?lang=fr | 388.31 ](https:*www.touslesdrivers.com/php/constructeurs/redirection.php?v_code=55264)*)\n- Have last update of Windows 10 (*[version : 1709 ](https:*technet.microsoft.com/fr-fr/windows/release-info?f=255&MSPPError=-2147217396)//)\n- Have Titan X selected for OpenGL render on Nvidia configuration panel (*by default, the most powerful (titan X here) is selected*)\n- Have Blender 2.79, 2.78, a,b,c or 2.77, a (*.zip or installed*)\n- Start Blender" ]
Crash when increasing shadow map resolution with EEVEE Windows 7 Intel i5 4670 16 GB RAM Radeon R6950 2 GB VRAM 2.8 a1689fb091a 2018-07-20 Blender crashes when rendering with EEVEE and shadow "Cube Size" is greater than 512 px or shadow "Cascade Size" is greater than 2048 px. Happens both when setting viewport to rendered mode or rendering with F12. Returns the error below: ``` GPUTexture: texture alloc failed. Not enough Video Memory.Error : EXCEPTION_ACCESS_VIOLATION Address : 0x000000013FA00901 Module : C:\Program Files\Blender Foundation\Blender_2.8\blender.exe ``` Hardware monitor shows that VRAM is not maxed out when crash occurs. Set render engine to EEVEE. Set shadow cube size to 1024 px. Change viewport to rendered mode. [blend_log.txt](blend_log.txt)
[ "EEVEE: Material update does not trigger shadowmap update\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.60\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\nModify procedural does not update real time in view port shading in EEVEE \n\nJust a cookie with procedural noise in front of a point light in EEVEE (remove hdri if it's missing), I could not see changes while modify noise texture, also with viewer\n\nAttached blend file and video\n[studio-light-v1.blend](studio-light-v1.blend)\n[studio-procedural-gobo.mp4](studio-procedural-gobo.mp4)\n", "Blender full crash during smoke+noise baking \"EXCEPTION_ACCESS_VIOLATION\"\nOperating system: Windows 10\nGraphics card: Nvidia RTX 3090\nCPU: Ryzen 5900X\n[system-info.txt](system-info.txt)\n\nBroken: 2.92\n\nEvery single time I try to bake a high res particle system, in this case, fire at 256 + default noise settings, it never gets to complete the render and the blender crashes completely (including the console running in the background) at around frame 60 / 150.\nPausing and resuming baking sometimes works but most of the time it instantly crashes on the resume.\n\nEdit:\nI currently have 32 GB RAM and they are not really under much use during the bake.\nI tried with an RTX 3070 and Ryzen 5800x and the same issue.\n\nCrash file:\n\n\n```lines=30\n# Blender 2.92.0, Commit date: 2021-02-24 16:25, Hash 02948a2cab44\n\n# backtrace\nException Record:\n\nExceptionCode : EXCEPTION_ACCESS_VIOLATION\nException Address : 0x00007FF76E01AD1A\nException Module : blender.exe\nException Flags : 0x00000000\nException Parameters : 0x2\n\tParameters[0] : 0x0000000000000000\n\tParameters[1] : 0x000001C8281373F8\n\n\nStack trace:\nblender.exe :0x00007FF76E01A850 adaptive_domain_adjust\nblender.exe :0x00007FF76E021580 update_flowsfluids\nblender.exe :0x00007FF76E01F380 manta_step\nblender.exe :0x00007FF76E018CD0 BKE_fluid_modifier_processDomain\nblender.exe :0x00007FF76E018530 BKE_fluid_modifier_do\nblender.exe :0x00007FF76E2CC220 modifyMesh\nblender.exe :0x00007FF76E0C4DF0 mesh_calc_modifiers\nblender.exe :0x00007FF76E0C4AF0 mesh_build_data\nblender.exe :0x00007FF76E0C7170 makeDerivedMesh\nblender.exe :0x00007FF76E0A65F0 BKE_object_handle_data_update\nblender.exe :0x00007FF76E0A6320 BKE_object_eval_uber_data\nblender.exe :0x00007FF771D6AFA0 std::_Func_impl_no_alloc<std::_Binder<std::_Unforced,void (__cdecl&)(Depsgraph * __ptr64,Main * __p\nblender.exe :0x00007FF771D69380 blender::deg::`anonymous namespace'::evaluate_node\nblender.exe :0x00007FF771D69330 blender::deg::`anonymous namespace'::deg_task_run_func\ntbb.dll :0x00007FFDEAAF51D0 tbb::interface7::internal::isolate_within_arena\nblender.exe :0x00007FF771DEE500 tbb::internal::function_task<Task>::execute\ntbb.dll :0x00007FFDEAB037A0 tbb::recursive_mutex::scoped_lock::internal_try_acquire\ntbb.dll :0x00007FFDEAB037A0 tbb::recursive_mutex::scoped_lock::internal_try_acquire\ntbb.dll :0x00007FFDEAAF51D0 tbb::interface7::internal::isolate_within_arena\ntbb.dll :0x00007FFDEAAFA490 tbb::task_scheduler_init::terminate\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThreads:\nThread : 00002380\nntdll.dll :0x00007FFDEFFED280 NtDelayExecution\nKERNELBASE.dll :0x00007FFDEDB18FE0 SleepEx\nblender.exe :0x00007FF76E122380 wm_window_process_events\nblender.exe :0x00007FF76E1184D0 WM_main\nblender.exe :0x00007FF76DE09C70 main\nblender.exe :0x00007FF772313468 __scrt_common_main_seh\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000024a0\nntdll.dll :0x00007FFDEFFF0650 NtWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFDEFFA2680 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 0000549c\nntdll.dll :0x00007FFDEFFF0650 NtWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFDEFFA2680 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00006094\nntdll.dll :0x00007FFDEFFF0650 NtWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFDEFFA2680 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00003a78\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 0000722c\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000058fc\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00004090\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00005f20\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000029a4\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000047b8\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00005718\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00003ba0\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 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BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00003e70\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000071a0\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000059b4\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000070a4\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00003fd4\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00005b68\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00005508\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00002c88\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 0000587c\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000065ec\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000055ec\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00006998\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00001c30\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00004bd0\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00000ee0\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 0000049c\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000041a8\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 0000721c\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000077f0\ntbb.dll :0x00007FFDEAB037A0 tbb::recursive_mutex::scoped_lock::internal_try_acquire\ntbb.dll :0x00007FFDEAB037A0 tbb::recursive_mutex::scoped_lock::internal_try_acquire\nblender.exe :0x00007FF76E319F80 tbb::internal::task_group_base::wait\nblender.exe :0x00007FF771D68EC0 blender::deg::deg_evaluate_on_refresh\nblender.exe :0x00007FF76DF8E3C0 BKE_scene_graph_update_for_newframe\nblender.exe :0x00007FF76E7B6A90 fluid_bake_startjob\nblender.exe :0x00007FF76E13D7D0 do_job_thread\nblender.exe :0x00007FF77234F320 _ptw32_threadStart\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nLoaded Modules :\n0x00007FF76DCE0000 2.9.2.0 blender.exe C:\\Program Files (x86)\\Steam\\steamapps\\common\\Blender\\blender.pdb \n0x00007FFDEFF50000 10.0.19041.844 ntdll.dll \n0x00007FFDEE790000 10.0.19041.804 KERNEL32.DLL \n0x00007FFDEDAD0000 10.0.19041.906 KERNELBASE.dll \n0x00007FFDEF880000 10.0.19041.906 USER32.dll \n0x00007FFDEDDD0000 10.0.19041.906 win32u.dll \n0x00007FFDEF500000 10.0.19041.746 GDI32.dll \n0x00007FFDED770000 10.0.19041.746 gdi32full.dll \n0x00007FFDED880000 10.0.19041.789 msvcp_win.dll \n0x00007FFDEAAF0000 2019.9.0.0 tbb.dll \n0x00007FFDEDE00000 10.0.19041.789 ucrtbase.dll \n0x00007FFDEEDB0000 10.0.19041.906 SHELL32.dll \n0x00007FFDED920000 10.0.19041.546 CFGMGR32.dll \n0x00007FFDEEA40000 10.0.19041.546 WS2_32.dll \n0x00007FFDEE5E0000 10.0.19041.746 RPCRT4.dll \n0x00007FFDCFCF0000 7.0.0.0 openvdb.dll \n0x00007FFDCF740000 10.0.19041.844 OPENGL32.dll \n0x00007FFDEEC60000 10.0.19041.610 ADVAPI32.dll \n0x00007FFDEED10000 7.0.19041.546 msvcrt.dll \n0x00007FFDEEAB0000 10.0.19041.906 sechost.dll \n0x00007FFDEDFF0000 10.0.19041.906 combase.dll \n0x00007FFDEE850000 10.0.19041.746 ole32.dll \n0x00007FFDEEA30000 10.0.19041.546 PSAPI.DLL \n0x00007FFDEEB50000 10.0.19041.746 SHLWAPI.dll \n0x00007FFDCF870000 3.7.7150.1013 python37.dll \n0x00007FFDEDFB0000 10.0.19041.546 IMM32.dll \n0x00007FFD22410000 58.54.100.0 avcodec-58.dll \n0x00007FFDCD5C0000 58.29.100.0 avformat-58.dll \n0x00007FFDEAB40000 58.8.100.0 avdevice-58.dll \n0x00007FFDEE510000 10.0.19041.804 OLEAUT32.dll \n0x00007FFDD40F0000 5.5.100.0 swscale-5.dll \n0x00007FFDCF610000 56.31.100.0 avutil-56.dll \n0x00007FFDEDDA0000 10.0.19041.662 bcrypt.dll \n0x0000000070440000 1.0.28.0 libsndfile-1.dll \n0x00007FFDC8FD0000 1.20.1.0 OpenAL32.dll \n0x00007FFDCE1D0000 2.0.12.0 SDL2.dll \n0x00007FFDEAAE0000 2019.9.0.0 tbbmalloc_proxy.dll \n0x000000006ACC0000 libgmp-10.dll \n0x00007FFDEFAA0000 10.0.19041.844 SETUPAPI.dll \n0x00007FFDD2CB0000 14.26.28720.3 MSVCP140.dll \n0x00007FFDEAAC0000 14.26.28720.3 VCRUNTIME140.dll \n0x00007FFDEAAB0000 14.26.28720.3 VCRUNTIME140_1.dll \n0x00007FFDE1F70000 6.10.19041.844 COMCTL32.dll \n0x00007FFDE7F50000 10.0.19041.1 AVIFIL32.dll \n0x00007FFDE6B50000 10.0.19041.546 VERSION.dll \n0x00007FFDD8550000 10.0.19041.844 GLU32.dll \n0x00007FFDEBD30000 10.0.19041.867 dbghelp.dll \n0x0000000070680000 libfftw3-3.dll \n0x00007FFDD30A0000 3.5.100.0 swresample-3.dll \n0x00007FFDCDB10000 10.0.19041.546 Secur32.dll \n0x00007FFDD82B0000 10.0.19041.1 AVICAP32.dll \n0x00007FFDE28A0000 10.0.19041.546 WINMM.dll \n0x00007FFDD2C70000 2019.9.0.0 tbbmalloc.dll \n0x00007FFD5AD10000 10.0.19041.1 MSACM32.dll \n0x00007FFDD3070000 10.0.19041.1 MSVFW32.dll \n0x00007FFDDECB0000 10.0.19041.1 winmmbase.dll \n0x00007FFDED580000 10.0.19041.906 SSPICLI.DLL \n0x00007FFDEE980000 10.0.19041.746 shcore.dll \n0x00007FFDEBF80000 10.0.19041.546 kernel.appcore.dll \n0x00007FFDEB590000 10.0.19041.906 windows.storage.dll \n0x00007FFDED100000 10.0.19041.662 Wldp.dll \n0x00007FFDEADF0000 10.0.19041.746 uxtheme.dll \n0x00007FFDED6F0000 10.0.19041.662 bcryptPrimitives.dll \n0x00007FFDED5D0000 10.0.19041.844 profapi.dll \n0x00007FFDEEBB0000 2001.12.10941.16384 clbcatq.dll \n0x00007FFDE6250000 10.0.19041.789 MMDevApi.dll \n0x00007FFDED440000 10.0.19041.546 DEVOBJ.dll \n0x00007FFDE6400000 10.0.19041.906 AUDIOSES.DLL \n0x00007FFDECC30000 10.0.19041.546 powrprof.dll \n0x00007FFDECAF0000 UMPDC.dll \n0x00007FFDEAF10000 10.0.19041.546 resourcepolicyclient.dll \n0x00007FFDEF6D0000 10.0.19041.906 MSCTF.dll \n0x00007FFDC2F40000 10.0.19041.746 dataexchange.dll \n0x00007FFDE8030000 10.0.19041.746 d3d11.dll \n0x00007FFDE8EB0000 10.0.19041.906 dcomp.dll \n0x00007FFDEBFD0000 10.0.19041.746 dxgi.dll \n0x00007FFDE6B60000 10.0.19041.746 twinapi.appcore.dll \n0x00007FFDE7A20000 10.0.19041.906 AppXDeploymentClient.dll \n0x00007FFD1FA70000 27.21.14.6192 nvoglv64.dll \n0x00007FFDEA2D0000 10.0.19041.546 WTSAPI32.dll \n0x00007FFDED280000 10.0.19041.546 msasn1.dll \n0x00007FFDE6AA0000 10.0.19041.906 cryptnet.dll \n0x00007FFDED970000 10.0.19041.844 CRYPT32.dll \n0x00007FFDED040000 10.0.19041.546 cryptbase.dll \n0x00007FFDED690000 10.0.19041.804 WINTRUST.dll \n0x00007FFDEC4F0000 10.0.19041.546 ntmarta.dll \n0x00007FFDE5470000 10.0.19041.546 dxcore.dll \n0x00007FFDEB000000 10.0.19041.746 dwmapi.dll \n0x00007FFDEC490000 10.0.19041.546 WINSTA.dll \n0x00007FFDCB3B0000 10.0.19041.906 textinputframework.dll \n0x00007FFDE9960000 10.0.19041.746 CoreMessaging.dll \n0x00007FFDE9420000 10.0.19041.546 CoreUIComponents.dll \n0x00007FFDE9CA0000 10.0.19041.906 wintypes.dll \n0x00007FFDC2C70000 10.0.19041.844 explorerframe.dll \n0x00007FFDEA590000 7.0.19041.867 propsys.dll \n0x00007FFDED050000 10.0.19041.546 CRYPTSP.dll \n0x00007FFDEC7A0000 10.0.19041.546 rsaenh.dll \n0x00007FFDE53A0000 3.7.7150.1013 python3.dll \n0x00007FFDD40D0000 3.7.7150.1013 _bz2.pyd \n0x00007FFDD04E0000 3.7.7150.1013 _lzma.pyd \n0x00007FFDD04C0000 3.7.7150.1013 _socket.pyd \n0x00007FFDDFD70000 3.7.7150.1013 select.pyd \n \n# Python backtrace\n\n```\nSimply bake the file attached, I can't do it and I tried with multiple brand new .blend simple mantaflow setups.\n[Cinematic Fire Simulation.blend](Cinematic_Fire_Simulation.blend)", "CPU + GPU render precision differences for small, far away area light\nOperating system: Linux-4.19.0-5-amd64-x86_64-with-debian-10.0 64 Bits\nGraphics card: GeForce GTX 780/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.74\n\nBroken: version: 2.81 (sub 8)\nWorked: (optional)\n\nThis was recently reported in this thread : \n2\n\n I can at least say, that when using small area lights below a size of 1 (e.g. meter), and it’s getting darker (the light source is far away from the object) you can clearly see this problem: CPU renders the tiles darker than the CUDA GPU.\n![CPU_GPU_tilies_issue.png](CPU_GPU_tilies_issue.png)\n\n\nCreate a new scene with the cube, remove the default light, create an area light, resize it to lets say 10% (or 1%… the smaller the bigger the effect) and rotate it that it lights the default cube.\nHere is a .blend that reproduce the issue :\n[TileProblem.blend.blend](TileProblem.blend.blend)\n\n", "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", "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", "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)", "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", "Eevee motion blur with cryptomatte pass causing memory leak during rendering\nOperating system: Windows 10 x64 and windows 11 x64\nGraphics card: GTX 1660 TI and Intel UHD Graphics 630\n\nBroken: 3.5, 3.3.7\nWorked: Stopped trying after 3.3.7\n\nWhen rendering from command line there is a memory leak reported if you enable motion blur with a cryptomatte pass.\n\nGo to Render properties, make sure Eevee is the engine and include motion blur. Go to view layer properties and enable object cryptomatte. Render first frame of animation via command line: \n\n\"C:\\Program Files\\Blender Foundation\\Blender 3.5\\blender\" -b minimumBug.blend -x 1 -s 1 -e 1 -o delete -a\n\nlast line says:\n\n\"Error: Not freed memory blocks: 3, total unfreed memory 0.002747 MB\"\n\nMore memory wasted as you add more complexity to project.\n\n", "Script node with shader output crashes Eevee\nOperating system: OSX Monterey (12.6)\nGraphics card: Radeon Pro Vega 20\n\nBroken: git versions: blender-v3.2-release, blender-v3.3-release, master\nWorked: 3.2 release\n\nI'm testing the MaterialX standard surface shader. It seems to work when in Release versions, but in a debug build, it crashes when you connect the output of the shader to 'surface' in the terminal node.\n\nUsing the default scene, switch from Eevee to Cycles + Open Shading Language. Select the Cube, switch to Shading tab. Create a new material, and add a new Script node. Load the attached .oso file (to compile the attached .osl, you need to have MaterialX installed. I'm using 1.38.5). Attach the output of the script node to the 'Surface' input of the terminal. Boom! Where the crash occurs depends on whether your in Eevee preview, or Cycles preview.\n\n[out.osl](out.osl)\n\n[out1.oso](out1.oso)", "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.", "Crash when baking Dynamic Paint Image Sequence multiple times in loop\nBroken: 2.90.0 Alpha\nWorked: blender-2.80-windows64\n\nBlender crashes when baking dynamic paint image sequence in for loop. Depending on wait time crash will have differens stack traces.\n\n[#74052.blend](T74052.blend)\n\n- Open file\n- Run script", "Regression: 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", "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)", "Access violation in `vk_icdNegotiateLoaderICDInterfaceVersion` when putting computer to sleep.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.99\n\nBroken: version: 3.6.3 Release Candidate\nWorked: (3.6.2)\n\naccess violation when putting computer to sleep. crash log is created immediately after clicking sleep.\n\n\n1. launch blender.\n2. open a file\n3. save it\n4. put the computer to sleep\n\nEdited steps because it just happened when blender was launched normally. Wasn't saved this time, and was a different blend file.", "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>" ]
[ "Blender 2.8 eevee crashes when I try to increase shadow cube size and hit render\nMachine: Lenovo g40-60\nOS: Windows 10 Single Language\nGraphics: AMD Radeon R5 M230 / Intel(R) HD Graphics 5500\nCPU: Intel(R) Core(TM) i7-5500U CPU @2.40GHz\nRam: 8GB\n\nBranch: blender2.8\nHash: 1112f49\nDate: 2018-07-09 22:47\n\nRender engine: Eevee\nWhenever I try to increase the Cube Size on the Shadow Panel higher than 512px and hit the Rendered Preview or Render Image blender crashes.\n\n1. Open Blender\n2. Select Render Tab\n3. Open the Shadows Panel\n4. Click the dropdown for the Cube Size\n5. Choose a value higher than 512px\n6. Hit render/render preview\n" ]
Same problem with task T77840, Blender 2.83.0 crashes on macOS Catalina. T77840 I have this problem too. The file will never open again. I have tried 2.82 and 2.79. I lost all my data, I can't even back-up it. I have to rebuild all models in other software. After the file crashed, you will never open again. My system is macOS Catalina, Version 10.15.6. I think it is a bug.
[ "Blender GUI freezes when using activate_init = True\nOperating system: W10 64bit\nGraphics card: nVidia GTX 970\n\nBroken: blender-2.83-71b1ee940bb0-windows64\n\n\nOnce this bug T71112 was fixed I tried to \"use activate_init = True\" in my addon, but I'm still getting Blender GUI to freeze.\n\n* Open up [bugreport.blend](bugreport.blend) and run the script in Text Editor\n* Search for \"Name Location\" operator and run it\n* Type a text and hit OK. An Empty object is placed into the scene, named by what you typed in, but whole GUI becomes unresponsive.\n", "Blender Crashes on Render (Save As), then refuses to start\nOperating system: Windows 10\nGraphics card: NVIDIA GeForce RTX 3060\n\nBroken: 3.6.1\nWorked: N/A\n\nFirst observed with the attached file. I tried to save a png image render from it; when I clicked \"Save As,\" Blender crashed and then... wouldn't open. It seemed to initiate startup, because the little black window that usually notified me that it was reading my userprefs.py file would blink into existence just long enough for me to register what it said, then close itself and act like I hadn't clicked it.\n\nRestarting my computer fixes the problem temporarily, until the next crash. The crashes are inconsistent, but seem to happen only when I hit main menu items like Open or Save. This includes previous versions, apparently, as I still had 3.5 installed and it does the same quick blink.\n\nThe only thing I could think of was that that Read line in the black window referred to finding the userprefs file in C:\\ when I installed everything into M:\\, but I tried copying the required path over to C:\\ with no effect and also it gives me that same message when it's working and starts up fine.\n\nI also tried repairing the 3.6.1 install, and uninstalling/reinstalling, to no effect.\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n", "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 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", "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 Opens Window then Closes/crashes\nOperating system: Windows 10\nGraphics card: AMD FirePro W2100\n\nBroken: 3.5.1 2023-04-24 18:11 Hash:e1ccd9d4a123 Branch: Blender -v3.5-release\nWorked: first version used on this computer\n\n-First attempted to run blender, found error by running the debug, error:\n\n_EXCEPTION_ACCESS_VIOLATION_\n\n- Did specific driver updates for AMD FirePro W2100 and Intel CPU\n\n- Then ran dell command update\n\n- New error appeared after driver updates and running blender:\n\n_A graphics card and driver with support for OpenGL 3.3 or higher is required.\nInstalling the latest driver for your graphics card might resolve the issue._\n\n- Then downloaded GPU-Z to figure out OpenGL version\n- Open GL version was 1.1 when monitor DisplayPort was plugged into the motherboard\n- Open GL version was 4.5 when monitor DisplayPort was plugged into GPU\n\n- Now blender window would appear but closes immediately\n- running blender_debug_gpu_glitchworkaround.cmd in the Blender file worked to make Blender run but is NOT the overall fix\n- updated python\n- did windows updates\n\nunsure\n\n", "Blender 2.93 crashes randomly\nHardware: MacBook Pro 13\", 8 GB 2016, as well MacMini 8GB 2020\nOperating system: MacOS\nGraphics card:\n\nBroken: version: 2.93.1\nWorked: ?\n\nI work with files exported from CAD-software packages imported into Blender showing technical installations: vacuum chambers and related technical infrastructure. I process the objects in the files by sorting them into collections representing subsystems (vacuum chambers, electrodes, magnets, ...) joining parts of larger systems, assigning materials from a material library file. I use hierarchies of files containing standard parts occurring at various places, materials and larger structures. In total, the files have a size of about 1 GB of data.\n\nWhen working with the files, Blender repeatedly and randomly crashes without obvious relation to specific actions.\n\nCannot provide this kind of information: random crashes.\n\nI am willing to give access to a git repo containing the 1 GB files\n\nSystem_info.txt:\n\n```lines\n> =====================================\n> = Blender 2.93.1 System Information =\n> =====================================\n> \n> \n> Blender:\n> =====================================\n> \n> version: 2.93.1, branch: master, commit date: 2021-06-22 05:57, hash: 1b8d33b18c2f, type: release\n> build date: 2021-06-22, 23:47:10\n> platform: Darwin\n> binary path: '/Applications/Blender.app/Contents/MacOS/Blender'\n> build cflags: -Wall -Werror=implicit-function-declaration -Werror=return-type -Wno-tautological-compare -Wno-unknown-pragmas -Wno-char-subscripts -Wstrict-prototypes -Wmissing-prototypes -Wunused-parameter -mmacosx-version-min=10.13 -Xclang -fopenmp -I'/Users/blender/git/blender-v293/blender.git/../lib/darwin/openmp/include' -std=gnu11 -msse -pipe -funsigned-char -fno-strict-aliasing -msse2 \n> build cxxflags: -Wall -Wno-tautological-compare -Wno-unknown-pragmas -Wno-char-subscripts -Wno-overloaded-virtual -Wno-sign-compare -Wno-invalid-offsetof -mmacosx-version-min=10.13 -ftemplate-depth=1024 -stdlib=libc++ -Xclang -fopenmp -I'/Users/blender/git/blender-v293/blender.git/../lib/darwin/openmp/include' -std=c++17 -msse -pipe -funsigned-char -fno-strict-aliasing -msse2 \n> build linkflags: -fexceptions -framework CoreServices -framework Foundation -framework IOKit -framework AppKit -framework Cocoa -framework Carbon -framework AudioUnit -framework AudioToolbox -framework CoreAudio -framework Metal -framework QuartzCore -framework ForceFeedback -liconv -Wl,-stack_size,0x100000 -Wl,-unexported_symbols_list,'/Users/blender/git/blender-v293/blender.git/source/creator/osx_locals.map' -stdlib=libc++\n> build system: CMake\n> \n> Python:\n> =====================================\n> \n> version: 3.9.2 (default, Mar 16 2021, 14:53:03) [Clang 10.0.0 (clang-1000.11.45.5)]\n> file system encoding: utf-8:surrogateescape\n> paths:\n> \t'/Applications/Blender.app/Contents/Resources/2.93/scripts/startup'\n> \t'/Applications/Blender.app/Contents/Resources/2.93/scripts/modules'\n> \t'/Applications/Blender.app/Contents/Resources/2.93/python/lib/python39.zip'\n> \t'/Applications/Blender.app/Contents/Resources/2.93/python/lib/python3.9'\n> \t'/Applications/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload'\n> \t'/Applications/Blender.app/Contents/Resources/2.93/python/lib/python3.9/site-packages'\n> \t'/Applications/Blender.app/Contents/Resources/2.93/scripts/freestyle/modules'\n> \t'/Applications/Blender.app/Contents/Resources/2.93/scripts/addons/modules'\n> \t'/Users/wgeithner/Library/Application Support/Blender/2.93/scripts/addons/modules'\n> \t'/Applications/Blender.app/Contents/Resources/2.93/scripts/addons'\n> \t'/Users/wgeithner/Library/Application Support/Blender/2.93/scripts/addons'\n> \t'/Applications/Blender.app/Contents/Resources/2.93/scripts/addons_contrib'\n> \t'/Users/wgeithner/.local/lib/python3.9/site-packages'\n> \n> Python (External Binary):\n> =====================================\n> \n> binary path: '/Applications/Blender.app/Contents/Resources/2.93/python/bin/python3.9'\n> version: Python 3.9.2\n> \n> Directories:\n> =====================================\n> \n> scripts:\n> \t'/Applications/Blender.app/Contents/Resources/2.93/scripts/modules'\n> \t'/Applications/Blender.app/Contents/Resources/2.93/scripts'\n> \t'/Users/wgeithner/Library/Application Support/Blender/2.93/scripts'\n> user scripts: '/Users/wgeithner/Library/Application Support/Blender/2.93/scripts'\n> pref scripts: None\n> datafiles: '/Users/wgeithner/Library/Application Support/Blender/2.93/datafiles'\n> config: '/Users/wgeithner/Library/Application Support/Blender/2.93/config'\n> scripts : '/Users/wgeithner/Library/Application Support/Blender/2.93/scripts'\n> autosave: '/Users/wgeithner/Library/Application Support/Blender/2.93/autosave'\n> tempdir: '/var/folders/qc/ph84tvmx4h19sn6wl8nnn8hw0000gn/T/blender_iWUimt/'\n> \n> FFmpeg:\n> =====================================\n> \n> avcodec: '58, 54, 100'\n> avdevice: '58, 8, 100'\n> avformat: '58, 29, 100'\n> avutil: '56, 31, 100'\n> swscale: ' 5, 5, 100'\n> \n> SDL:\n> =====================================\n> \n> Version: 2.0.12\n> Loading method: linked (WITH_SDL_DYNLOAD=OFF)\n> \n> Other Libraries:\n> =====================================\n> \n> OpenColorIO: 2, 0, 0\n> OpenImageIO: 2, 1, 15\n> OpenShadingLanguage: 1, 11, 10\n> OpenSubdiv: 0, 0, 0\n> OpenVDB: 8, 0, 0\n> Alembic: 1, 7, 16\n> USD: 0, 21, 2\n> \n> OpenGL:\n> =====================================\n> \n> renderer:\t'Intel(R) Iris(TM) Plus Graphics 640'\n> vendor:\t\t'Intel Inc.'\n> version:\t'4.1 INTEL-16.5.2'\n> extensions:\n> \tGL_APPLE_client_storage\n> \tGL_APPLE_container_object_shareable\n> \tGL_APPLE_flush_render\n> \tGL_APPLE_object_purgeable\n> \tGL_APPLE_rgb_422\n> \tGL_APPLE_row_bytes\n> \tGL_APPLE_texture_range\n> \tGL_ARB_ES2_compatibility\n> \tGL_ARB_blend_func_extended\n> \tGL_ARB_draw_buffers_blend\n> \tGL_ARB_draw_indirect\n> \tGL_ARB_explicit_attrib_location\n> \tGL_ARB_gpu_shader5\n> \tGL_ARB_gpu_shader_fp64\n> \tGL_ARB_instanced_arrays\n> \tGL_ARB_internalformat_query\n> \tGL_ARB_occlusion_query2\n> \tGL_ARB_sample_shading\n> \tGL_ARB_sampler_objects\n> \tGL_ARB_separate_shader_objects\n> \tGL_ARB_shader_bit_encoding\n> \tGL_ARB_shader_subroutine\n> \tGL_ARB_shading_language_include\n> \tGL_ARB_tessellation_shader\n> \tGL_ARB_texture_buffer_object_rgb32\n> \tGL_ARB_texture_cube_map_array\n> \tGL_ARB_texture_gather\n> \tGL_ARB_texture_query_lod\n> \tGL_ARB_texture_rgb10_a2ui\n> \tGL_ARB_texture_storage\n> \tGL_ARB_texture_swizzle\n> \tGL_ARB_timer_query\n> \tGL_ARB_transform_feedback2\n> \tGL_ARB_transform_feedback3\n> \tGL_ARB_vertex_attrib_64bit\n> \tGL_ARB_vertex_type_2_10_10_10_rev\n> \tGL_ARB_viewport_array\n> \tGL_ATI_texture_mirror_once\n> \tGL_EXT_debug_label\n> \tGL_EXT_debug_marker\n> \tGL_EXT_framebuffer_multisample_blit_scaled\n> \tGL_EXT_texture_compression_s3tc\n> \tGL_EXT_texture_filter_anisotropic\n> \tGL_EXT_texture_sRGB_decode\n> \tGL_NV_texture_barrier\n> \n> Implementation Dependent OpenGL Limits:\n> =====================================\n> \n> Maximum DrawElements Vertices:\t1048575\n> Maximum DrawElements Indices:\t150000\n> \n> GLSL:\n> Maximum Varying Floats:\t150000\n> Maximum Vertex Attributes:\t16\n> Maximum Vertex Uniform Components:\t4096\n> Maximum Fragment Uniform Components:\t4096\n> Maximum Vertex Image Units:\t16\n> Maximum Fragment Image Units:\t16\n> Maximum Pipeline Image Units:\t80\n> \n> Cycles:\n> =====================================\n> \n> \n> CPU device capabilities: SSE2 SSE3 SSE41 AVX AVX2\n> \n> Enabled add-ons:\n> =====================================\n> \n> io_anim_bvh (version: (1, 0, 0), path: /Applications/Blender.app/Contents/Resources/2.93/scripts/addons/io_anim_bvh/__init__.py)\n> io_curve_svg (version: UNKNOWN, path: /Applications/Blender.app/Contents/Resources/2.93/scripts/addons/io_curve_svg/__init__.py)\n> io_mesh_ply (version: UNKNOWN, path: /Applications/Blender.app/Contents/Resources/2.93/scripts/addons/io_mesh_ply/__init__.py)\n> io_mesh_stl (version: (1, 1, 3), path: /Applications/Blender.app/Contents/Resources/2.93/scripts/addons/io_mesh_stl/__init__.py)\n> io_mesh_uv_layout (version: (1, 1, 1), path: /Applications/Blender.app/Contents/Resources/2.93/scripts/addons/io_mesh_uv_layout/__init__.py)\n> io_scene_fbx (version: (4, 22, 0), path: /Applications/Blender.app/Contents/Resources/2.93/scripts/addons/io_scene_fbx/__init__.py)\n> io_scene_gltf2 (version: (1, 6, 16), path: /Applications/Blender.app/Contents/Resources/2.93/scripts/addons/io_scene_gltf2/__init__.py)\n> io_scene_obj (version: (3, 8, 1), path: /Applications/Blender.app/Contents/Resources/2.93/scripts/addons/io_scene_obj/__init__.py)\n> io_scene_x3d (version: (2, 2, 5), path: /Applications/Blender.app/Contents/Resources/2.93/scripts/addons/io_scene_x3d/__init__.py)\n> cycles (version: UNKNOWN, path: /Applications/Blender.app/Contents/Resources/2.93/scripts/addons/cycles/__init__.py)\n> GTry (version: (1, 3, 7), path: /Users/wgeithner/Library/Application Support/Blender/2.93/scripts/addons/GTry/__init__.py)\n> add_curve_sapling (version: (0, 3, 4), path: /Applications/Blender.app/Contents/Resources/2.93/scripts/addons/add_curve_sapling/__init__.py)\n> materials_utils (version: (2, 2, 0), path: /Applications/Blender.app/Contents/Resources/2.93/scripts/addons/materials_utils/__init__.py)\n> materials_library_vx (version: (0, 6, 0), path: /Applications/Blender.app/Contents/Resources/2.93/scripts/addons/materials_library_vx/__init__.py)\n> render_auto_tile_size (version: (3, 1, 3), path: /Applications/Blender.app/Contents/Resources/2.93/scripts/addons/render_auto_tile_size.py)\n> ```\n\n\n[BlenderCrash_20210730-01](BlenderCrash_20210730-01)\n[BlenderCrash_20210801-01](BlenderCrash_20210801-01)", "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 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},\n {\n \"rolloutId\" : \"607844aa04477260f58a8077\",\n \"factorPackIds\" : {\n \"SIRI_MORPHUN_ASSETS\" : \"6103050cbfe6dc472e1c982a\"\n },\n \"deploymentId\" : 240000066\n },\n {\n \"rolloutId\" : \"5ffde50ce2aacd000d47a95f\",\n \"factorPackIds\" : {\n\n },\n \"deploymentId\" : 240000090\n },\n {\n \"rolloutId\" : \"602ad4dac86151000cf27e46\",\n \"factorPackIds\" : {\n \"SIRI_DICTATION_ASSETS\" : \"6193d03f2171a2330e561dfc\"\n },\n \"deploymentId\" : 240000290\n },\n {\n \"rolloutId\" : \"60da5e84ab0ca017dace9abf\",\n \"factorPackIds\" : {\n\n },\n \"deploymentId\" : 240000008\n }\n ],\n \"experiments\" : [\n\n ]\n}\n}\n\nModel: MacBookPro16,1, BootROM 1715.60.5.0.0 (iBridge: 19.16.10647.0.0,0), 6 processors, 6-Core Intel Core i7, 2,6 GHz, 32 GB, SMC \nGraphics: Intel UHD Graphics 630, Intel UHD Graphics 630, Built-In\nGraphics: AMD Radeon Pro 5300M, AMD Radeon Pro 5300M, PCIe, 4 GB\nDisplay: Color LCD, 3072 x 1920 Retina, Main, MirrorOff, Online\nMemory Module: BANK 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```", "Blender Crash. Code marked as unreachable has been executed.\nOperating system: Windows-11-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.67\n\nBroken: version: 3.6.1, 4.0.0 Alpha\nWorked: didn't test\n\nOpen the .blend and go to frame 60. Crash\n\nThis is a .blend from a random user. So, sadly, I don't know the exact steps to reproduce.\nIt just said: \"Code marked as unreachable has been executed. Please report this as a bug.\"\n\n", "Blender just crashes for no reason, and the crash report is empty. (Segmentation fault)\nOperating system: Arch Linux x86_64\nGraphics card: AMD Radeon RX 6900 XT\n\nBroken: (example: 3.6.2, ffe93138751e, master, 2023-08-31, as found on the splash screen)\nWorked: (No idea when this error started happening.)\n\nBlender does not start up. When I start it via the command line, I get this error:\n```\nWriting: /tmp/blender.crash.txt\nSegmentation fault (core dumped)\n```\n\n`/tmp/blender.crash.txt`:\n```\n# Blender 3.6.2, Commit date: 2023-08-14 14:05, Hash ffe93138751e\n\n# backtrace\n\n# Python backtrace\n```\n\nTrying to open Blender.\n\n", "Crash when importing a file using python from the command line with an asset browser open\nOperating system: Linux-5.15.0-40-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: AMD Radeon RX 5700 XT (navi10, LLVM 13.0.1, DRM 3.42, 5.15.0-40-generic) AMD 4.6 (Core Profile) Mesa 22.0.1\n\nBroken: version: 3.3.0 Alpha\nWorked: -\n\nBlender crashes with segfault when trying to import a model using `blender --python-expr` when the startup file or the opened file has an asset browser open.\n\nDownload [sample model ](Sponza) from KhronosGroup github.\n\nRun blender with:\n\n```\nblender <path/to/file/with/asswet/browser/open> --python-expr 'import bpy; bpy.ops.import_scene.gltf(filepath=\"/<PATH>/Sponza.gltf\")'\n```\n\nBlender crashes with the follow stack trace:\n\n```\n* thread #1, name = 'blender', stop reason = signal SIGSEGV: invalid address (fault address: 0x5c0)\n * frame #0: 0x0000000004b21c10 blender`filelist_file_ex(filelist=0x0000000000000000, index=-1, use_request=true) at filelist.c:2231:36\n frame #1: 0x0000000004b22070 blender`filelist_file(filelist=0x0000000000000000, index=-1) at filelist.c:2277:10\n frame #2: 0x0000000004b2914e blender`ED_fileselect_active_asset_get(sfile=0x00007fffdaf50988) at filesel.c:472:30\n frame #3: 0x0000000004b2f636 blender`file_listener(listener_params=0x00007fffffffe7a0) at space_file.c:467:38\n frame #4: 0x0000000003ca4f3c blender`ED_area_do_listen(params=0x00007fffffffe7a0) at area.c:163:5\n frame #5: 0x0000000003259301 blender`::wm_event_do_notifiers(C=0x00007ffff3f84388) at wm_event_system.cc:619:11\n frame #6: 0x000000000324f100 blender`WM_main(C=0x00007ffff3f84388) at wm.c:626:5\n frame #7: 0x0000000002a73fe9 blender`main(argc=4, argv=0x00007fffffffe978) at creator.c:547:5\n frame #8: 0x00007ffff7dba290 libc.so.6`__libc_start_call_main + 128\n frame #9: 0x00007ffff7dba34a libc.so.6`__libc_start_main@@GLIBC_2.34 + 138\n frame #10: 0x0000000002a73ba5 blender`_start + 37\n```\n\n**Additional information**\n\nBlender does not crash if the same command is run in the python console when blender is opened.", "GP Fill tool crashes with maximum Precision (macOS, Metal)\nOperating system: macOS-12.6.3-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 455 1.2\n\nBroken: version: 4.0.0 Alpha\nWorked: OpenGL\n\nThe Fill tool leads to crashes when Precision is set to maximum. (macOS, Metal)\n\n- new 2D Animation\n- draw a Circle\n- select Fill tool\n- set Precision to max (8)\n- try to fill\n\n<details>\n <summary>Thread 0 Crashed:: Dispatch queue: com.apple.main-thread ...</summary>\n\n0 libsystem_kernel.dylib \t 0x7ff80c84200e __pthread_kill + 10\n1 libsystem_pthread.dylib \t 0x7ff80c8781ff pthread_kill + 263\n2 libsystem_c.dylib \t 0x7ff80c7c3dbe __abort + 139\n3 libsystem_c.dylib \t 0x7ff80c7c3d33 abort + 138\n4 libsystem_c.dylib \t 0x7ff80c7c30cb __assert_rtn + 314\n5 Metal \t 0x7ff8152fd8a4 MTLReportFailure.cold.1 + 43\n6 Metal \t 0x7ff8152e7c05 MTLReportFailure + 529\n7 Metal \t 0x7ff8152e0378 _MTLMessageContextEnd + 1278\n8 Metal \t 0x7ff815231bdf -[MTLTextureDescriptorInternal validateWithDevice:] + 3296\n9 AMDMTLBronzeDriver \t 0x7ffa28ecc4f5 -[BronzeMtlTexture initInternalWithDevice:descriptor:] + 59\n10 Blender \t 0x112db8230 blender::gpu::MTLTexture::ensure_baked() + 1280\n11 Blender \t 0x112db832f blender::gpu::MTLTexture::get_metal_handle_base() + 15\n12 Blender \t 0x112d8997f blender::gpu::MTLFrameBuffer::bake_render_pass_descriptor(bool) + 879\n13 Blender \t 0x112d7c8c0 blender::gpu::MTLCommandBufferManager::ensure_begin_render_command_encoder(blender::gpu::MTLFrameBuffer*, bool, bool*) + 112\n14 Blender \t 0x112d806b5 blender::gpu::MTLContext::ensure_begin_render_pass() + 325\n15 Blender \t 0x112bdddd7 GPU_clear_color + 71\n16 Blender \t 0x10dd4f9e8 gpencil_fill_modal + 4456\n17 Blender \t 0x10d26677d wm_handler_operator_call(bContext*, ListBase*, wmEventHandler*, wmEvent*, PointerRNA*, char const*) + 1389\n18 Blender \t 0x10d265551 wm_handlers_do_intern(bContext*, wmWindow*, wmEvent*, ListBase*) + 1841\n19 Blender \t 0x10d2647e0 wm_handlers_do(bContext*, wmEvent*, ListBase*) + 48\n20 Blender \t 0x10d263b7a wm_event_do_handlers + 2554\n21 Blender \t 0x10d259950 WM_main + 32\n22 Blender \t 0x10ca4a59e main + 878\n23 dyld \t 0x12095152e start + 462\n</details>\n\n", "blender 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", "Blender 3.1 CPU/GPU rendering denoise is broken on M1 Mac / Monterey\nOperating system: MacOS Monterey (M1 Max)\nGraphics card: Integrated GPU\n\n**Blender Version** 3.1.0 release for M1 Macs\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\nWorked: (newest version of Blender that worked as expected) 2.93.3\n\nOn all my projects, when rendering via the CPU or GPU, the render works as expected, but on completion the entire screen blacks out to a solid color and the render is LOST! I suspected it must be a post render step, and I have confirmed that it is the DENOISER that is broken in this version of blender. When I go into the scene and remove the denoiser, the render completes, and I can save the image!\n\nBased on the default startup or an attached .blend file (as simple as possible).\nYou need a project that uses denoising as a final compositing step. Attached is a simple matt object set to denoise at the end. Render it, and at the end you get a gray screen. Go into compositing and remove the denoise node, and you get the render.[TestRenderWithDenoise.blend](TestRenderWithDenoise.blend)\n", "Blender crashes when click on shading tab \nOperating system: Windows 10, 64-bit\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 4.5.0 NVIDIA 445.87\n\nBroken: \n - version: 2.81 (sub 16), branch: v2.81_octane2019 (modified), commit date: 2020-02-11 11:57, hash: 81ff79b8cdb7, type: build date: 2020-02-11, 12:22:28\n - version: 2.90 (sub 0), branch: master, commit date: 2020-04-18 16:48, hash: 1f1520a04503, type: Release\n\nBlender crashes when clicking on the shading tab. It closes and goes back to the desktop.\n\nSee short description.\n\n[blender_system_info.txt](blender_system_info.txt)\n[blender_debug_output.txt](blender_debug_output.txt)" ]
[ "Blender 2.83.0 crashes on macOS Catalina. Blender crashes when attempting to open the blender-file afterwards.\n\nOperating system: macOS Catalina 10.15.4\nGraphics card: Radeon Pro Vega 48 8 GB\n\n\nBroken: v2.83.0\n\n\nI've experienced this problem multiple times in Blender 2.83.0. First, Blender crashes. After that, when I try to reopen the project, Blender will crash immediately (the file has some how been corrupted). This has happened multiple times on commercial projects that I work on.\n\nThis exact problem happened just now when adding a cylinder to the scene.\n\nAlthough I love Blender and use it daily in my job as a graphics designer at a music software company, if this continues, I'll be forced to find another 3D Software.\n\n\nHere is a WeTransfer link that contains two blender projects for which this has happened. They crash on both of my Macs when opening them.\n\nt-HxI9hlP4sS" ]
Filling issue on Metal Operating system: macOS-13.1-x86_64-i386-64bit 64 Bits Graphics card: Metal API AMD Radeon Pro 5300M 1.2 Broken: version: 3.6.0 Fill tool doesn't work with Metal as the GPU backend. I had an issue before about the stroke tool having performance issues in OpenGL and was informed to switch over to Metal, but while the stroke tool is fine the fill tool is now broken. I don't recall this being an issue in previous versions. 1. Switch GPU backend to Metal 2. Create a shape with an unclosed gap, but enough for the gap closure tool to function. 3. Fill the shape and see what happens Based on default startup. [fill_metal_bug.blend](attachment)
[ "GPU: Mesh Drawing Performance\nBlender performance when working with huge meshes can be improved.\nHere are some ideas and reasoning.\n\n**Research Topics**\n* Selection: how much is wasted when rebuilding selection. Could we rearrange the VBOs to have less overhead?\n* Profile with meshes of different sizes and common tasks. Add performance test cases for the common tasks.\n\n**Technical tasks**\n* Move the display normals to draw module: \n**After reevaluating the modifier stack the display normals are updated (depsgraph update). drawing code could take better decisions when doing it as part of the draw module.** To calculate the display normals a reverse lookup structure is build. This structure isn't kept around. Performance could be improved when geometry doesn't change between recalc.\n**Other buffers can also use this data (adjacency IBO for example).** Does cycles use the display normals? If not we could eliminate it from the DNA/RNA\n\n* Use data streaming optimized data structures in MeshRenderData (do not lookup polies inside a loop). Reduce cache misses by storing data in arrays and only allow sequential access.\n* normals are precalculated, but uses additional memory that can lead to less performance (L2 caches) Check if calculating in inner loop speeds up.\n* Split edit mode/object mode cache: currently the edit mode cache or object mode cache reuses the same memory location. When constructing the VBO/IBO the logic branches of. Would the code quality improve and also the innerloops. Expected tiny speedup. less branching between Mesh and Bmesh evaluation.\n* Migrate to CPP and reduce branching by using template functions and classes.\n* Can we use compute shaders to convert the MeshRenderData. This way we don't need to upload all the data from ram -> GPU.\n**Need to research about the data transfer before and after such a change.** The hair IBO is actually a simple formula. No need to do it on CPU.\n\n\n", " Greasepencil Hue/Saturation modifier\nOperating system:windows 10\nGraphics card:GTX 1060\n\nBroken:2.93beta\n\nHue/Saturation modifier can not take effect on fill-gradient", "No projection onto empty object types\n(This is was coming from a discussion with @ideasman42 )\n\nThere are Tools and Operators that will take empties into account, even though this is very counter-intuitive in most workflows.\nOne example of this is the 3D Cursor being projected onto image empties. In the workflow of creating characters and props it's common to import images as references, especially turntable drawings.\nIn Blender 2.8 These these need to be imported as empties and set up to be visible in the background from different angles.\n![Selection_010.png](Selection_010.png)\n\nIt is very anoying to try to place the 3D Cursor to add new objects and have it projected onto one of the empties. The empties are reference. They should not be taken into account for the tools (Except for snapping to an empty origin).\n\nAnother example is when drawing a curve and using the surface depth method for drawing. This way it will draw the curve onto surfaces instead of around the 3D Cursor.\nIf there's an empty in the way, it will take the wires & surfaces of the empty also into account, which really has no use.\n\nThis needs to be further discussed if this functionality should be completely changed or made optional if there are any workflows that benefit from this.", "Regression: VSE: Copy-Paste of strips from one scene to another offsets the data\nOperating system: Linux-6.3.2-gentoo-x86_64-AMD_Ryzen_Threadripper_1950X_16-Core_Processor-with-glibc2.36 64 Bits, X11 UI\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 530.41.03\n\nBroken: version: 4.0.0 Alpha\nBroken: 3.3.0\nWorked: 3.2.2\n\nCaused by 302b04a5a3fc0e767ac784424f78ce2edf5d2844\n\nLike the title says. \n\n1. Add another scene.\n2. Add any video with audio to the sequencer.\n3. Add some cuts. delete some cut strips and remove the gaps between them.\n4. Select and copy-paste the strips into the other scenes sequencer.\n\n", "Consider using more explicit names instead of the generic 'Size' value for Empties.\nWhen creating an Empty, the pop-up window specifies the `Radius` for the Empty, presumably because the shape chosen could be a sphere, arrows, or any number of different types.\n\nHowever, when viewed in the Object Data Properties, the radius is displayed as a more generic `Size` value.\n![EmptyRadiusVsSize.png](attachment)\n\n\nThis leads to confusion, especially when comparing an Empty to a Cube. In the example below, the visual scale of these two items is identical, yet looking at their `Size` tells a different story.\n\n![CubeVsEmptySize.png](attachment)\n\nFor context, this came up as a point of confusion for a use case where I'm using non-scaled empties as a 'holder' for position/rotation/scale while applying a set of custom properties to be exported as .glb and used in threejs.\n\nMy suggestion would be to continue the use of `Radius` as the label in the Object Data Properties, instead of `Size` since that's what is actually meant by the value.\n\n", "Occasional render glitches when using simulation zones on an object without a material.\nThis bug has an easy workaround, mostly posting this so anyone running into the same issue knows the solution.\n\nOperating system: Linux-5.15.0-79-generic-x86_64-with-glibc2.35 64 Bits, X11 UI\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 530.30.02\n\nBroken: version: 3.6.2\nWorked: N/A, 3.6 is the first version with simulation nodes.\n\nIn Eevee, rendering an object with a simple simulation zone applied in geometry nodes and no material assigned to the object results in some rendered frames being blank or displaying odd glitches.\n\nThe workaround is to simply assign a material to the object.\n\nCheck out the attached .blend file for reproduction.\n\n", "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", "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", "Line stroke method not working with Scene spacing\nOperating system: Linux-5.4.0-121-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: GeForce GTX 670MX/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.151\n\nBroken: version: 3.2.1\n\nLine stroke method not working with Scene spacing\n\nOpen blender, then open a new sculpt file, select any brush change the stroke method to line and chose scene spacing distance. \nIt only works when started and ended inside the object, but when coming from outside the object or end up outside the object it doesn't work, sometimes it gives an initial effect when it comes in contact with the object but only one sample.\nI the video you can see how it works with view spacing and then how behaves with scene spacing.\n\n[vokoscreen-2022-07-12_14-43-22.mp4](vokoscreen-2022-07-12_14-43-22.mp4)\n\n", "Fill material act weird when two layers masks each other and one of them has Fill Holdout material \nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.39\n\nBroken: version: 3.1.0\nfill material act weird when two layers masks each other and one of them use holdout material and inverting mask.\nalso that happen when we use stroke material as holdout or both stroke and material holdout\n see video \n[0001-1466.mp4](0001-1466.mp4)\n", "Paint Mode: Color Fill Tools\nNOTE: This design is still under discussion and is incomplete.\n\n# Issue\n\nCurrently there are different implementations of filling a solid color while in a mode:\n- Fill Tool (Texture Painting)\n- Fill operator (Vertex Paint Mode)\n- Color Filter (Sculpt Mode)\n\nThis needs to be reworked for consistency and to ensure more convenient and efficient workflows.\n\n# Requirements\n\nThere are certain broader features that will be required, no matter how the design of color filling looks like:\n- Fill everything that is not masked\n- Gradual Fill (Not full strength)\n- Fill via gestures (Box, Lasso, Line, Polyline)\n- Fill entire UV-islands, mesh-islands, face sets\n- Fill faces instead of pixels\n\nThere is also the common use of gradients and expand. This should be further notes down in #99770.\n\n# Goal\n\n### Key Problem\n\nThere are many different ways to give all of these tools to the user.\nWhat we should avoid is to have a large set of tools or tool settings scattered throughout the UI.\nThis is already an observable problem with the existing gesture and filter tools in sculpt mode:\n- None of the tools have shortcuts\n- Picking the tool, tool-type and adjusting the settings is time consuming\n- Each tool has their own disconnected settings\n\n### Conclusion\nWe should aim for a more systematic approach.\nAll of the requirements need to be easy to understand and access.\nThat is easier to accomplish if there are fewer tools that are not specifically just for a single purpose.\n\n# Proposal\n\nInstead of adding a lot of new tools/brushes and settings for filling in colors, we can rely on the current and planned masking features.\n\n### Mask -> Fill\n\nFilling should be as instant as possible. But first you need to define what to fill.\nBlender often has a strong design of \"Selecting -> Operation\". By strengthening the masking features via #97955 we could rely on this for color filling operations too.\n\n### Fill Operator\n\nThe most important part as a baseline is a simple operator that immediately fills in everything that is unmasked.\nCurrently this is implemented in Vertex Paint Mode with the shortcut `Shift + K`.\nThis could get a more convenient shortcut on the left of the keyboard.\n\nIt needs to be always clear what color will be used for the operator.\nThe easiest answer would be the primary color of the currently used tool/brush.\nIf the current brush/tool doesn’t have a primary color, then the primary color of the scene color should be used.\nIn that case it becomes very important that this color is somehow exposed. Otherwise there will be too much unnecessary switching between masking and painting tools.\n\n### Auto-Masking\n\nThis way of targeting specific areas is useful for any brush or tool. It already proved itself essential in Sculpt Mode.\nThe aim should be to use auto-masking for the fill operator as well.\n\nIt will be vital to add auto-masking support to the image editor for painting. Topology auto-masking in this case could mask UV islands instead.\n\nOpen question:\n- Is a “UV-island” auto-masking in the 3D Viewport needed or is it more convenient to initialise face sets from UV seams?\nThis could save us space in the auto-masking pie menu.\n\n### Masking Modes\n\nWe also need to allow filling by faces instead of pixels.\n\nWe are already aiming to implement three masking modes in Paint Mode (#97955) and an inverted masking approach (#97903) that could also cover this use case.\nWith this feature it would be as easy as pressing `2` on the keyboard and using any masking tool/operator to mask faces.\nThe fill operator can then fill all unmasked areas, or they can be painted in more detail with any painting tool.\n\n### Gradual Filling\n\nFor this the Color Filter, fill type should still be used. \nBut the fill operator could also get a strength input in the adjust last operation panel.\n", "Displacement distorts textures\nOperating system: Windows 10\nGraphics card: RTX 3060Ti \n\nBroken: 3.6.0\nWorked: Never\n\nAll textures are distorted where displacement texture is greater than 0.\n\nWhen you plugin displacement as 'bump only' the box projected textures glitch out and start to stretch.\nSee attached file.\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", "Unable to flip side with \"Bridge Edge Loops\" operator\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 535.98\n\nBroken: version: 3.6.0 Beta\n\nwhen bridging 2 opposite faces that face away from each other, the bridge inversely connects or chooses the shortest path and there is no way to adjust the smoothness profile to invert the connection to the positive side, the image below shows the difference between blenders bridge tool on the left and Quick Bridge Addon connection on the right, I think this is an important problem as there are no easy way around this to achieve the same result, I hope you can fix it , maybe allow a negative input in smoothness or something, Thank you\n\n\n", "Most sculpt tools do not work while model is animated\nLinux 64-bit\n2.93.2\nMost sculpt tools do not work as expected when the object is spinning like it's on a pottery wheel. Some tools like the clay tool work okay, but other tools like smooth and scrape do not. I think it has to do with the stroke method; the stroke accounts for screen space but not the local transform of the object if it's moving during a stroke. Video of my attempt here:\n[pottery.mp4](pottery.mp4)\nI made this as a joke and it looks like garbage, but unfortunately it went viral and everybody thinks it's a great idea so now more people are gonna try it and complain that it doesn't work. It's a valid workflow that you have to account for now apparently. I'm really sorry.\n - Open the attached file\n - Play the animation\n # Try to sculpt the thing while it spins\n[bowl.blend](bowl.blend)\n" ]
[ "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)" ]
alt+cmd+Q quad view mac Operating system: Darwin-19.0.0-x86_64-i386-64bit 64 Bits Graphics card: Intel Iris Pro OpenGL Engine Intel Inc. 4.1 INTEL-14.0.52 Broken: version: 2.80 (sub 74) Worked: (optional) alt+cmd+Q shortcut isn't toggling the quad view on mac, but prompts quitting
[ "Issue with toggling fullscreen in camera view in cycles\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce MX130/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.48\n\nBroken: version: 2.81 (sub 15)\nWorked: version 2.79\n\nThe location of the object in camera view shifts when toggling fullscreen\n\nBased on the default startup\n1. Switch the render engine to cycles\n2. Numberpad 0 enter camera view and scroll to zoom in\n3. Switch to rendered view\n4. Open Window menu and toggle window full screen\n5. Ctrl Alt Space bar to full screen the area\nWatch the attached video for details.\n[Fullscreen Bug 3.mp4](Fullscreen_Bug_3.mp4)\n\n", "linux xkbset accessibility\nOperating system and graphics card\nArch linux Nvidia gt240\n\n2.68a (and every other version prior to this one)\n\nxkbset provides keyboard accessibility to users. Specifically latch keys don't work (latch keys are like a toggle for shift, ctrl, alt and super keys). Imagine you've only got one hand, you use xkbset and turn latch keys on. Now you hit your shift key so it's always pressed. Now you can make multiple selections in blender. Except you can't because blender doesn't recognize he xkbset accessibility options. Thereby excluding those of use that require keyboard accessibility in order to use the blender software.\n\nInstall xkbset on your linux system and in bash run:\nxkbset sticky -twokey latchlock\nHit the shift key twice you will hear two beeps, each in a different tone, your shift key is now locked on. Now do any multiple actions that requires the shift key to be pressed. You will fail. Hit the shift key once more to turn of latch keys. \n\nxkbset settings will time out and leave you with a normal keyboard after a few minutes unless you turn off xkbset's timer with the following command:\n xkbset exp =sticky =twokey =latchlock", "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", "Linux todo list\nNOTE: this is a direct dump of Install-OS\n\n- [ ] Drives could be auto-mounted as they are in Ubuntu's file manager (selecting an unmounted drive mounts it). see #30518\n- [ ] Support Freedesktop clipboard management, see #38674\n- [ ] Support xkbset accessibility #39047\n- [ ] Support XINPUT matrix for cursor warping #48901 (edit: this depends on a bug-fix in xorg, see task)", "System UI Freeze and blender UI blinks\nOperating system: Linux-6.4.12-zen1-1-zen-x86_64-with-glibc2.38 64 Bits, WAYLAND UI\nGraphics card: Mesa Intel(R) HD Graphics 630 (KBL GT2) Intel 4.6 (Core Profile) Mesa 23.1.6-arch1.4\n\nBroken: version: 3.6.2\n\nblender often freezes (with the entire UI of the System), sometimes blender comes back to control, but, there are times when doesn't, the blender UI blinks to come entirely black and unresponsive.\n\nThis happens when I was using a graphic tablet to sculpt something.\nJust opened blender and started to sculpt, eventually the situation occur.\n\n", "Keep Alt Key not work in the F-Curve properties\nwin10 64bit, gtx1060\n\nBroken: 2.79a 8928d99270f\nWorked: (optional)\n\nKeep alt key for multiple objects not work in F-curve property ( N panel )\n\nOpen my .blend file, when I select multiple curves and keep alt key to twice the Interpolation or Easing option, it's just worked in one cure,not for all selected, if this is bug, please fix, it very useful for lots curves, else I must one by one to change those, thanks.\n\n![bug.png](bug.png)\n\n[bug.blend](bug.blend)", "Screen flickers / goes black/ red when starting up Blender in fullscreen via startup file.\nOperating system: macOS Big Sur 11.0.1\nGraphics card: Radeon Pro Vega 48 8GB\nProcessor: 3.6 GHz 8-Core Intel Core i9\niMac (Retina 5K, 27 inch, 2019)\nMemory: 72GB 2667 MHz DDR4\n\nBroken: Blender 2.83.9, 2.92 alpha `ba740ad2abc6`, 8dc95f61f3\n\nThe screen flickers/ goes black/ goes red for about 2-3 seconds if the startup file was saved with Blender in full screen. Opening the startup file's again after Blender becomes usable doesn't cause this.\n\n\n- Delete the 2.83 config file or start from Factory Settings\n- Start Blender and the splash screen is displayed correctly\n- Now Click the Green button at the top left hand corner to Maximise the screen to full\n- Save the Default Startup File\n- Reopen Blender and the screen turns red apart from the header bar which is displayed correctly\n- The screen stays red for about 3 seconds\n# The splash screen is now displayed correctly and I can use Blender so far without any issues\n\nRestarted the iMac and restarted Blender with the same red screen error as above\n\n**Workaround**\nPress the Green Button so that Blender is not maximised anymore\nSave the Default Startup File\nRestart Blender and the splash screen is displayed (without the red screen)\n\nThis is my first bug report, so I hope I have filed this correctly.\n\n\nKind Regards,\n\nClayton", "Seemingly no way to remap \"use tool\" button?\nBroken: 2.80+\nWorked: 2.79\n\nSee 599\n\nThere doesn't seem to be a way to remap or disable the button which activates the tools selected by the buttons found in the T panel. Sometimes this button conflicts with the 2.7x keymap. For example, in the node editor, left tweak *always* applies the selected tool (box select by default), which prevents all the 2.7x Left Tweak shortcuts from working\n\n\n[27_28_keymap.blend](27_28_keymap.blend)\n\n1. Open the file with --factory-startup\n2. Go to the keymap section in the preferences\n3. Select the 27X preset\n4. Try to use the Shift+Left Tweak shortcut to add a reroute node\n5. Box select will be invoked instead", "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 ", "Viewroll doesn't respect QuadView's 'Lock Rotation'\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.2.0 Alpha\n\n\nA bit of an inconsistency.\n\n- In the viewport, press Ctrl + Alt + Q to enter Quad view.\n- In one of the axis aligned views, F3 Search -> View Roll.\n- The view rolls even though \"Lock Rotation\" is enabled in the side panel.", "Can't scrub timeline with alt + pan trackpad gesture\nOperating system: Darwin-17.7.0-x86_64-i386-64bit 64 Bits\nGraphics card: NVIDIA GeForce GTX 980 Ti OpenGL Engine NVIDIA Corporation 4.1 NVIDIA-10.33.0 387.10.10.10.40.105\nMacOS 10.13.6 + Apple Magic Mouse\n\nBroken: version: 2.83 (sub 15)\nWorked: never ?\n\nWhen using a Magic Mouse it's not possible to navigate the timeline using the \"ALT+scroll\" default shortcut.\nCorrect behaviour is seen in **[this ](watch?v=o19U-yPGdyY&feature=youtu.be&t=84)** official Blender video.\n\nThis shortcut is in : User Preferences > Keymap > \"Frame Offset\".\nYou'll see it's actually **two instances** of the same shortcut :\n- one to scroll forward (ALT + Wheel Down) >> `screen.frame_offset = +1`\n- another to rewind (ALT + Wheel Up) >> `screen.frame_offset = -1`\n\nThis is a problem because the Magic Mouse is actually seen as a trackpad, therefore we have to use the \"Mouse/Trackpad Pan\" event.\nUnfortunately if you do that you are only able to scroll one way, because this shorcut entry doesn't \"see\" the scrool as bidirectional.\n\nProposed fix : add a new shortcut entry, like it's been done for \"Zoom View\" and \"Pan View\" for example.\n{[F8515046](MagicMouse_timeline_scroll.jpg), size=full}\n\nOn a Mac, using a Magic Mouse :\nopen Blender, in the viewport try to do ALT+scroll > it doesn't scroll the timeline.\n\n\n", "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", "Do Not Allow The Image Resolution To Go Below 1 (or .8 at lowest)\nOperating system:\nGraphics card:\n\n2.8.3\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\n\nI have very poor vision. Before I realized the font text box also had little arrow sizers or something, I thought you had to type in the value only.\n\nWhen trying to type 1.4, I accidentally typed .1 somehow (I couldn't see the screen with 1.0 Resolution Scale).\n\nI almost uninstalled the software, but with 15 minutes and WIndows Magnifier I got lucky and found Edit Preferences again, and another 5 or 10 minutes to find the Resolution Scale textbox.\n\nA minimum resolution scale would easily solve this, to where it cannot go below 1 in my opinion, but maybe an 18 year old with eagle eyes and a 99 inch monitor might want smaller, like .8.\n\n\nEdit - Preferences - Type .1 in Resolution Scale and hit ok.\n\nLet me know if you can solve it from there without uninstalling. Its like a pinatta game, but should never happen in the best menu font system I have ever used (I made a video giving you an A++ today, until I found this bug, I crossed off an A.![Blender.png](Blender.png)\n\nThe file attached is from a Resolution Scale of .6, which I can't risk setting it any lower or I can't get it back.\n\nHere is a video link of the problem if you care to watch:\nrstH-msnuuw\n\nPlease tell me you agree Resolution Scale has no business ever being so low the software is unreadable.\n\nNew users, especially those with visual impairments worse than mine may not be aware of the little slider arrows. I noticed them on my 5th attempt at learning Blender, and uninstalled / installed each time before I found the font setting today, \n\nFive minutes later I found the font bug.\n\n\nThank you,\n\nCorby / Data Juggler", "Multi-touch gesture: Zooming is reverse in shader editor comparing to viewport\nOperating system: macOS-11.4-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Apple 4.1 Metal - 71.6.4\n\nBroken: version: 2.93.1\n\nZooming is reverse in shader editor (other 2d editors are fine)\n\n- Hold ctrl and drag downwards\n- This will zoon in the viewport but zoom out in shader editor\n\n- - -\nsteps from original report:\nOn MacOS, by holding CMD and scrolling on the magic mouse you can zoom on the object. the correct behavior is that dragging down should zoom-in. but it's reverse in the shader editor.\nand if I set the \"Invert zoom direction\" in the settings, it will do both of those oppositly\n\n", "Modal keymap for snapping in the `Corner Pin` widget has no effect\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nThe bottom bar states that pressing ^ will enable snapping, but it seems it does nothing.\n![bottombar.jpg](bottombar.jpg)\n\n\n1. Create a new default file;\n2. Go to the compositor;\n3. Enable nodes;\n4. Add a viewer node (this allows you to resize and test different sizes for the `Corner Pin` Gizmo);\n5. Add a `Corner Pin` node;\n6. Edit the `Corner Pin` widget and try to snap.\n" ]
[ "Blender 2.8 Toggle Quad View Shortcut Does Not work on Mac OS Mojave\nOperating system: Mac OS Mojave (10.14.4)\nGraphics card: Radeon Pro 450, 2GB\n\nBroken: 2.80 (sub 64), branch: blender2.7, commit date: 2019-05-13 22:40, hash: f070bdd7c9c4, type: Release\nbuild date: 2019-05-14, 02:10:34\n\n**Overview**\nThe Mac OS Blender shortcuts for Toggle Quad View appear to clash with system shortcuts to quit the application.\n\n1. Open the default scene.\n2. Attempt to press the shortcut to toggle quad view, (by default its ⌥(Alt)-⌘(Cmd)-Q )\n\nYou will be prompted about quitting blender.\n" ]
BGE functions for mist are not working. BGE functions for mist, such as bge.render.setMistColor(rgb); bge.render.disableMist(), are not working. Blender 2.71 official from Blender.org. Videocard GeForce 9600 GT. Example file attached to this task. [MistBug.blend](MistBug.blend)
[ "Weight paint brush: front faces only not working.\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.59\n\nBroken: version: 2.83 (sub 11)\nAlso 2.82a broken\ndisabling and enabling «Front faces only» do nothing. Brush still paint backfaces.\n\n[2020-04-08_10-48-06.mp4](2020-04-08_10-48-06.mp4)\n\n\n\n", "Outliner: Sorting not working for some types in Scene display mode\nBroken: Current master\nWorked: Never\n\n\nSorting elements in the outliner only works for objects. Scenes, collections, and other types are not sorted.\n\n<img src=\"https://projects.blender.orgattachment\">", "Vertex Painting with data type \"Color\": Painting pure Red or Green creating non Zero in Blue Channel\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.63\n\nBroken: version: 3.5.0 Alpha\n\n**Short description of error** \nIn Geometry Nodes, I've tried scattering objects with vertex painting (data type \"Color\") using pure red (1,0,0), green (0,1,0) and blue (0,0,1). With a math node set to \"Greater than\", the different color channels are tested whether their values are bigger than 0. However, I discovered that I needed actually a \"Threshold\" value slightly bigger than 0 (I used 0.0001, just below the \"Spreadsheet's\" precision) because my objects for the blue painted areas got also displayed in red and green areas with a \"Threshold\" value of exactly 0 for testing the blue color channel. The red and green channels could be tested with a threshold of exactly 0. \n\nWith vertex painting using the data type \"Byte\", I could also set the blue channel's testing threshold to exactly 0.\n\n**Steps to Reproduce**\n- Open attached file\n- Set Threshold value exact to 0 for blue color channel\n[Geometry-Nodes_Instancing_with_Vertex-Colors_1Jan2023_7.blend](Geometry-Nodes_Instancing_with_Vertex-Colors_1Jan2023_7.blend)\n\n", "Render difference with big quad light and ray visibility\nall vendors\n\nBroken: 1ebc14064b\nWorked: 2.79a\n\nsome parts of principled shader render very glossy in latest master\n\nOpen attached file [bug principled v2.blend](bug_principled_v2.blend), render. \nIn 2.79a you get this (correct):\n![2.79a.png](2.79a.png)\nand in latest master this:\n![buggy master.png](buggy_master.png)\nNote that I replaced wood tex by voronoi in file, but differences are also obvious.", "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", "Contradictory labels in UI. Naming of boolean properties sometimes positive, sometimes negative.\nOperating system: Any\nGraphics card: Any\n\nBroken:\nBlender 2.80.74 aka rc2\n\nInconsistency in naming leads to contradictory info.\n\n- Open Blender\n- Select an object on the scene (add one if you have nothing...)\n- Go to Object properties panel\n- Scroll down to Visibility\n- Hover \"Show in Renders\"\n- A pop-up info label reads \"Globally disable in renders\", so now you're not sure what happens if you check the box\n- Check the box\n- Open the Info Editor, the last line will read \"bpy.context.object.hide_render = True\"\n\nSo now we have three different nomenclatures for the same thing. Two that are contradictory within the UI and one that is the opposite naming of what's in the UI.\n\nInstead of having properties named \"show_name\" and some others \"hide_viewport\", all such boolean properties could be named \"show_function\" or \"enable_function\" so that you don't have to negate the negation as in hide_viewport = False\n\nSince Blender 2.8 is a breaking release, it is the time when you can implement coherent naming. After that, it's going to be much more difficult.\n\nOf course that's by far not a priority since it doesn't break Blender.", "Shader color affects Shadow Pass in Cycles\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Super with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68\n\nBroken: version: 3.1.0\n\nShadow Pass is not working as it should in Cycles. It somhow works much better in EEvEE (altough other problems arise).\n\nEasiest setup is just adding a plane, a sphere and setup cycles as a render engine.\nActivate **Shadow Pass** (not the Shadow Catcher Pass).\nDo an image render and everything works, more or less, as expected. So you get as a result a Black and White image (right side) where black is shadow and white is none:\n![image.png](image.png)\n\nBut, as soon as you texture the objects with any image you get the darkest areas of those images in the Shadow pass (something like if one of the rgb channels is leaking to the final image):\n![image.png](image.png)\n\nI have already tested it in Blender 2.83, 2.93, 3.1, 3.2 and 3.3 alpha and I have got always the same behaviour... so no idea if it ever worked or not as it should do. Right now it is absolutelly useless as you can't compose it without textures afecting the masked shadow.\n\nAs I said I already tested in EEvEE and it works better:\n![image.png](image.png)\nBut another problem arises, tesselation of the objects aren't smoothed, like if it is not using Smooth Shade setting at all.\n\n\nI attach a scene that reproduces the problem: [Shadow_Pass_3.1_Packed.blend](Shadow_Pass_3.1_Packed.blend)\n\nAs a last detailed behaviour, in the scene I'm actually working, I nottice that some Specularity and Diffuse are also \"leaking\" to the Shadow Pass:\n![image.png](image.png)\n\nI hope it can be fixed.\n\nOf course, If I can somehow workaround it let me know as it would be of much help as I didn't found, yet, a way to overpass the trouble other than creating a new scene with untextured materials.\n\nThanks in advance, and cheers!\nIgnasi.\n\n", "Geometry Nodes: Color mix nodes don't effect the alpha\nOperating system:\nGraphics card:\n\nBroken: 3.4.1\n\nwhenever I try doing any math with colors, the alpha isn't affected when I use the color mix node in any blend mode. \n\n1. Open blender geometry nodes.\n2. Add 2 combine color, color or whatever node with different different values for the alpha's.\n3. Use a mix color node with any operation like add, subtract etc.\n4. See that the alpha didn't change (use the spreadsheet or the hover over).", "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", "Geometry Nodes: Mismatching data types connections work differently from other node editors\nOperating system: win10\nGraphics card: 1050ti\n\nBroken: 3.5.0\n\nFloat math node overrides color data, even though it is muted. Same setup works in shader editor without problems.\n\nOpen file and activate *Viewer* in GN. Expected result: colored output (judging by shader area behavior)\n\n", "Test bf_imbuf_save fails with an assert in debug builds (DPX 8-bit save)\nOperating system: Linux-6.2.0-10007-tuxedo-x86_64-with-glibc2.35 64 Bits, X11 UI\nGraphics card: NVIDIA GeForce RTX 3070 Ti Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 530.41.03\n\nBroken: version: 3.6.0 Beta\n\n\n\n- Compile a debug version of v3.6-release\n- run `ctest -R imbuf_save` \n\nIt fails with the assert:\n```\nBLI_assert failed: source/blender/imbuf/intern/colormanagement.cc:2530, IMB_colormanagement_imbuf_for_write(), at '!(byte_output && linear_\nfloat_output)'\n```\n\n", "Changing outputs from Separate RGB node into Displacement (using microdisplacement) does not trigger geometry update.\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 446.14\n\nBroken: version: 2.83.0\n\nChanging outputs from Separate RGB node into Displacement (using microdisplacement) does not trigger geometry update. Have to tab into edit mode to force mesh update.\n[rgb_disp_bug.blend](rgb_disp_bug.blend)\n\nAdd plane with microdisplacement enabled.\nConnect Image node to Separate RGB node and one of the channels into Displacement node.\nChange view to Rendered mode.\nChange channels from R to G to B to R and notice no geometry updates happen in the view port. (Make sure to use an image with different channels)", "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 option to show an image in black & white in image editor.\nCurrently we have channel sizzling in the image editor.\n\nAlthough this sounds an easy task I would prefer to have a color transform function for this OCIO. But that would need some discussion with Brecht + Troy.", "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" ]
[ "bge.render bugs - Mist, Ambient and Mode sets\n**Category**: Rendering\n\n\n%%%bge.render bugs\n\nBlender 2.57b - SVN (36524)\nWindows XP SP2, Geforce 9500GT DDR2\n\n- Mist\n - setMistColor,setMistStart and setMistEnd don´t work in any shading Mode\n - disableMist() don´t work in any shading mode\n - Mist don´t work in texface mode\n\n- setAmientColor don´t work in any mode\n- setMaterialMode don´t work for any parameter and change the Blender UI value\n\n.blend attached just run it and see nothing working :D\n1,2,3,4,5,6 keys set the functions\n%%%" ]
Draw Face Sets crash in Dyntopo Operating system: Windows 10 64bit Graphics card: RTX 2060 Super Broken: 2.83.0 After trying new sculpt options/fixes I've left **"Dyntopo"**activated when trying to use**"Draw Face Sets"** . It resulted in no face sets drawn, so I hit ctrl+z and got an instant crash. **Short steps to reproduce:** **New file >>Sculpt Mode >> Activate Dyntopo >> Draw using "Draw Face Sets" >> Undo >> Crash** I know that this tool propably shouldn't be used in Dyntopo mode, but it can be accidentally left active, just as happened to me.
[ "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", "Crash (memory use after free) on freeing RigidBody world\nReproducible with current master, probably there since forever.\n\n# Steps\nWith an ASAN build:\n\n- Open `rigid.anim.blend`\n- Close Blender\n\n[rigid.anim.blend](rigid.anim.blend) \n\n(Case found while working on #86379 (When using \"Append\" rigid body objects + empty constraint, none of its constraints work.))\n", "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", "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", "PaintMode: Face Selection Mask Wireframe Drawing with generated modifiers\nWhen using face selection mask with an object that has generated modifiers the wireframe is drawn from the tesselated object. We should remove the edges that are not part of the original mesh.", "Crash when scrubbing the timeline when using the line art modifier\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.41\n\nBroken: version: 3.5.0\nWorked: 3.4.1\n\nWhen scrubbing the timeline, blender will crash. This happens frequently when I have a project of sufficient complexity that uses the line art modifier. The provided blend file has been simplified as much as possible while still reproducing the crashing behavior.\n\n1. Open line_art_crash.blend\n2. Scrub the timeline. Jumping between frames makes it less likely to crash, but holding onto the playhead and slowly moving should have it crash in a few seconds.\n\n", "Crash when sculpting with a texture, deleting the image of the texture and exiting sculpt mode\nOperating system: Windows 10\nGraphics card: RTX 2070 Super\n\nBroken: version: 3.4, 3.5, 3.6\nBroken: version: 3.3.3\nBroken: 3.1.0\nWorked: 3.0.1\nWorked: 2.93 LTS\n\nCaused by 9111ea78ac\n\nBlender crashes when a texture image is deleted and you exit sculpt mode.\n\nYou can test it inside the attached blend file. I basically just attached an image to a sculpting brush.\n\n1. Open the blend file below\n2. draw on the surface of the sphere\n3. delete the image inside the outliner\n4. exit sculpt mode\n\nCrash occurs because `item->image->runtime.cache_mutex` is null inside `BKE_image_pool_free`\n```\nStack trace:\nblender.exe :0x00007FF713D04C10 pthread_mutex_lock\nblender.exe :0x00007FF70E6EE880 BKE_image_pool_free\nblender.exe :0x00007FF70E6B5CF0 BKE_sculptsession_free\nblender.exe :0x00007FF70F1B67A0 ED_object_sculptmode_exit_ex\nblender.exe :0x00007FF70F1B85F0 sculpt_mode_toggle_exec\nblender.exe :0x00007FF70E953220 wm_operator_invoke\nblender.exe :0x00007FF70E9528D0 wm_operator_call_internal\nblender.exe :0x00007FF70E955880 WM_operator_name_call_ptr\nblender.exe :0x00007FF70F171800 ED_object_mode_set_ex\nblender.exe :0x00007FF70F148710 object_mode_set_exec\nblender.exe :0x00007FF70E953220 wm_operator_invoke\n```", "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)", "Sculpt: masks / face sets invisible in X-ray mode\nOperating system: Windows 10\n\nBroken: 2.91.0\n \nSculpt mask is invisible in X-ray view mode, but you can still paint the mask while in Xray.\nThis makes it hard to trace the background image when masking.\n\n ![1.jpg](1.jpg)\n\n", "Sculpt Paint: Accumulative Painting/Sculpting\nNOTE: This design is still under discussion and is incomplete.\n\nThe recent addition of painting tools in sculpt mode also added an alternative design for accumulative painting.\nBecause of this there are now two different ways of handling accumulative strength.\nThis needs to be polished and properly integrated into the UI and painting workflow.\n\n# Strength and Accumulate\n\nSo far brushes always had an \"Accumulate\" setting for removing the maximum strength cap. Brushes would then keep adding their effect as long as the stroke continues.\nOtherwise they would either accumulate up to a hard-coded upper strength cap (sculpt mode) or up to the set strength (painting modes).\n\nThe issues with this implementation are:\n- It is easy to accidentally clip the colors while painting (There is no upper cap with accumulate)\n- The setting is hidden in \"Advanced\" brush settings even though it is regularly used, and even preferred for painting.\n\n# Flow\n\nThe new painting brush in sculpt mode instead uses a \"Flow\" slider, which defines how strong each step of the stroke is. \nThe stroke will then keep accumulating more slowly towards the set Strength.\n\nThere are a few issues with this implementation:\n- The Flow setting is less accessible, even though it can sometimes to be the preferred way of changing the stroke intensity.\n- The relationship between Strength and Flow becomes very confusing, especially when comparing sculpting & painting brushes or when enabling pressure sensitivity settings\n\n# Proposal\n\nHow to make the settings and behaviours more predictable and accessible needs to be further discussed.", "snap to face broken with mirror modifier\nOperating system: Linux-4.18.0-25-generic-x86_64-with-debian-buster-sid 64 Bits\n(same behavior on Windows 8.1)\n\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.116\n\nBroken: version: 2.81 (sub 11)\nAlso broken in 2.80 stable\n\n* open demonstration blend file with no config dir\n* note that snap-to-face (target:closest, affect:move) is already enabled\n* select small cuboidal in lower left\n* G, then X, to move along X, and attempt to snap to broad side of nearby horizontal cuboidal\n* see that the object flashes erratically, alternately assuming its original position, and alternately assuming an incorrectly snapped position\n* if instead the cuboidal we are trying to move is moved a bit first, without snapping, and then we again try to snap to the face, it doesn't flicker any more, but it still snaps incorrectly (and actually still does flicker on the overlapping face but doesn't jump around in position)\n* if the mirror modifier on the cuboidal we are trying to move is disabled, it snaps correctly\n\nStarting position: ![starting_position.png](starting_position.png)\n\nIncorrect snap result: ![result.png](result.png)\n\nCorrectly snapped result: ![desired_result.png](desired_result.png)\n\nDemo blend file: [snapbug.blend](snapbug.blend)", "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", "Hide by face set and switch between objects not working in SCULPT Mode INDUSTRY COMPATIBLE\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.51\n\nBroken: version: 3.4.0\n\nHide by face set and switch between objects not working in SCULPT Mode INDUSTRY COMPATIBLE\n\nOpen blender, switch to industry compatible keymaps, and then if you try to hide faces by face sets, you don t have that option. The same goes for switching objects in sculpt mode. Further more, mask pie doesn't exist in sculpt mode in industry compatible version.\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", "Regression: Damaged normals in sculpting with Multires modifier\nBroken: version: 3.4.0 Alpha\nWorked: version: 3.4.0 Alpha\n\nWhen sculpting, sometimes breaks normals. Switching between modes fixes this.\n| Edited sculpture | Object mode |\n| -- | -- |\n| ![image](attachment) | ![image](attachment) |\n\n1. Open attached file.\n2. Go to Sculpt mode.\n3. Do something.\nLook at the fact that in some places the normals are damaged." ]
[ "Crash with sculpt face set brush plus dyntopo\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 446.14\n\nBroken: version: 2.83.0\nWorked: (newest version of Blender that worked as expected) Not applicable since it's the first version using the feature\n\nCrash\n\n* Default Cube\n* Sculpt Mode\n* Dyntopo\n* Select face set brush\n* paint something\n* undo\n" ]
immediate crash when converting from mesh to curve Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06 Broken: version: 2.91.0 Alpha Worked: 2.91.0 Alpha immediate crash when converting from mesh to curve - open attached file - select object - convert to curve (from the object menu) - immediate crash ``` ``` [convert to curve bug.blend](convert_to_curve_bug.blend)
[ "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)", "Interpolated hair curves sharp turns\nWindows 10\nGeforce 970\n32 Gigabytes ram\n\n2.79\n[system-info.txt](system-info.txt)\n\n\nAs shown in the screenshot below, some of the hairs seemingly at random have their curves restart mid stroke, leading to a perfectly straight line connecting from one side of the wave to the other where it continues as a curve.\n\nThis happens on hair systems using interpolated children and either braid or spiral kink. \n![Screenshot 2018-06-08 13.55.28.png](Screenshot_2018-06-08_13.55.28.png)\n\nAdd Hair system, Up the number of steps to 7\nDisplay 7 steps\nSet children to Interpolated\nSet Kink to Braid\nAmplitude 0.663 \nFrequency 1.507\n\nThe error occurs at any Amplitude/Frequency\n\n[HairSystemError.blend](HairSystemError.blend)\n", "Crash when playing animation in rendered view (cycles)\nOperating system: macOS-12.0.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Max Apple 4.1 Metal - 76.1\n\nBroken: version: 3.0.0, 3.5\nWorked: unknown\n\nPlaying animations in cycles rendered view frequently crash blender. With the attached file I consistently get a crash within 1-2 minutes of starting the animation.\n\nThe crashes do not occur when running the intel version through rosetta. They occur much faster/more often when using the CPU than when using the GPU.\n\nOpen attached file\nSwitch to rendered view (Crashes with and without Metal preference)\nPress spacebar to play\n\n[Boat boating.blend](Boat_boating.blend)\n[Animation crash.txt](Animation_crash.txt)\n```\nThread 17 Crashed:\n0 Blender \t 0x10319354c tbb::internal::custom_scheduler<tbb::internal::IntelSchedulerTraits>::process_bypass_loop(tbb::internal::context_guard_helper<false>&, tbb::task*, long) + 340\n1 Blender \t 0x103193644 tbb::internal::custom_scheduler<tbb::internal::IntelSchedulerTraits>::process_bypass_loop(tbb::internal::context_guard_helper<false>&, tbb::task*, long) + 588\n2 Blender \t 0x103192c60 tbb::internal::custom_scheduler<tbb::internal::IntelSchedulerTraits>::local_wait_for_all(tbb::task&, tbb::task*) + 184\n3 Blender \t 0x103183300 tbb::internal::arena::process(tbb::internal::generic_scheduler&) + 252\n4 Blender \t 0x10318c3b8 tbb::internal::market::process(rml::job&) + 40\n5 Blender \t 0x10318d6b0 tbb::internal::rml::private_worker::run() + 288\n6 Blender \t 0x10318d584 tbb::internal::rml::private_worker::thread_routine(void*) + 12\n7 libsystem_pthread.dylib \t 0x1b39cd4ec _pthread_start + 148\n8 libsystem_pthread.dylib \t 0x1b39c82d0 thread_start + 8```", "Render crash when using Python API to modify object Attribute data in frame_change_pre handler\nOperating system: Windows 10 Home\nGraphics card: GTX 1070 8GB\n\nBroken: Blender 2.93.0 84da05a8b806 (2021-06-02 11:21)\nWorked: n/a\n\n\nThis issue was discovered during development of an addon that generates procedural meshes in a `frame_change_pre` handler. When adding attributes to these meshes in the `frame_change_pre` handler, Blender can crash during render on random frames.\n\nThe `Render → Lock Interface` option is enabled as per the note in the [handlers documentation ](bpy.app.handlers.html#note-on-altering-data).\n\nI have created a simplified script that reproduces this crash during render, typically within a minute of starting the render. This script randomly generates triangles and attribute values in a frame change handler:\n\n```lines=5\nimport bpy, random\n\n\ndef frame_change_pre(scene):\n n_triangles = 10000 # number of triangles to generate\n n_attributes = 10 # number of attribute 'layers' to generate\n \n tsize = 0.1\n vertices = []\n triangles = []\n for i in range(n_triangles):\n xshift, yshift, zshift = random.uniform(-3, 3), random.uniform(-3, 3), random.uniform(-3, 3)\n vertices.append((-tsize + xshift, -tsize + yshift, zshift))\n vertices.append((tsize + xshift, -tsize + yshift, zshift))\n vertices.append((0 + xshift, tsize + yshift, zshift))\n triangles.append((3 * i, 3 * i + 1, 3 * i + 2))\n\n object = bpy.data.objects[\"Cube\"]\n object.data.clear_geometry()\n object.data.from_pydata(vertices, [], triangles)\n \n for i in range(n_attributes):\n attribute_name = str(i)\n try:\n object.data.attributes.remove(object.data.attributes.get(attribute_name))\n except:\n pass\n \n attribute = object.data.attributes.new(attribute_name, \"FLOAT\", \"POINT\")\n for value in attribute.data:\n value.value = random.uniform(0, 1)\n \n \nbpy.app.handlers.frame_change_pre.append(frame_change_pre)\n```\n\nIncreasing the number of triangles and/or number of attribute layers seems to increase the frequency of crashes. The crashes do not seem to occur when rendering from the command line.\n\nThis is the error reported after the crash:\n\n```\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF7736C6490\nModule : blender.exe\nThread : 00000814\n```\n\nAttached is the crash log: [attribute_crash_example.crash.txt](attribute_crash_example.crash.txt)\n\n\nAttached is a .blend file including the script that reproduces this issue.\n\n1. Open the .blend file\n2. Press 'Run Script'\n3. Begin rendering the animation (Blender > Render > Render Animation)\n\n[attribute_crash_example.blend](attribute_crash_example.blend)\n\n-----\nSeems easier to reproduce on a debug build since it hits an assert (although i'm not sure who is at fault there, could be the script, could be blender, @HooglyBoogly will likely know since he worked in this area recently) \n\n1) Make a debug build\n2) Load up the .blend above\n3) Hit the Play button on the Python script\n4) Rather than render, just his play on the timeline\n5) Boom!\n\n```lines=10\nBLI_assert failed: K:\\BlenderGit\\blender\\source\\blender\\blenkernel\\intern\\mesh_normals.cc:361, BKE_mesh_vertex_normals_ensure(), at 'CustomData_has_layer(&mesh->vdata, CD_NORMAL) || mesh->totvert == 0'\n\nStack trace:\nblender.exe :0x00007FF783355EA0 bli_windows_system_backtrace_stack_thread K:\\BlenderGit\\blender\\source\\blender\\blenlib\\intern\\system_win32.c:233\nblender.exe :0x00007FF783354F30 BLI_windows_system_backtrace_stack K:\\BlenderGit\\blender\\source\\blender\\blenlib\\intern\\system_win32.c:320\nblender.exe :0x00007FF783354900 BLI_system_backtrace K:\\BlenderGit\\blender\\source\\blender\\blenlib\\intern\\system_win32.c:386\nblender.exe :0x00007FF783359730 _BLI_assert_print_backtrace K:\\BlenderGit\\blender\\source\\blender\\blenlib\\intern\\BLI_assert.c:50\nblender.exe :0x00007FF777848300 BKE_mesh_vertex_normals_ensure K:\\BlenderGit\\blender\\source\\blender\\blenkernel\\intern\\mesh_normals.cc:361\nblender.exe :0x00007FF7778467E0 BKE_mesh_calc_normals K:\\BlenderGit\\blender\\source\\blender\\blenkernel\\intern\\mesh_normals.cc:475\nblender.exe :0x00007FF77951DC80 ED_mesh_update K:\\BlenderGit\\blender\\source\\blender\\editors\\mesh\\mesh_data.c:1106\nblender.exe :0x00007FF77885B520 Mesh_update_call K:\\BlenderGit\\2022_full_with_tests\\source\\blender\\makesrna\\intern\\rna_mesh_gen.c:7350\nblender.exe :0x00007FF778528720 RNA_function_call K:\\BlenderGit\\blender\\source\\blender\\makesrna\\intern\\rna_access.c:7336\nblender.exe :0x00007FF778A024F0 pyrna_func_call K:\\BlenderGit\\blender\\source\\blender\\python\\intern\\bpy_rna.c:6304\npython310_d.dll :0x00007FFA32E09B40 _PyObject_MakeTpCall E:\\db23\\build\\S\\VS1564D\\build\\python\\src\\external_python\\Objects\\call.c:215\npython310_d.dll :0x00007FFA330F0690 _PyObject_VectorcallTstate E:\\db23\\build\\S\\VS1564D\\build\\python\\src\\external_python\\Include\\cpython\\abstract.h:112\npython310_d.dll :0x00007FFA330F0C90 call_function E:\\db23\\build\\S\\VS1564D\\build\\python\\src\\external_python\\Python\\ceval.c:5870\npython310_d.dll :0x00007FFA330E37B0 _PyEval_EvalFrameDefault E:\\db23\\build\\S\\VS1564D\\build\\python\\src\\external_python\\Python\\ceval.c:4232\npython310_d.dll :0x00007FFA330F0350 _PyEval_Vector E:\\db23\\build\\S\\VS1564D\\build\\python\\src\\external_python\\Python\\ceval.c:5072\npython310_d.dll :0x00007FFA32E08510 _PyFunction_Vectorcall E:\\db23\\build\\S\\VS1564D\\build\\python\\src\\external_python\\Objects\\call.c:342\npython310_d.dll :0x00007FFA32E0EAC0 _PyObject_VectorcallTstate E:\\db23\\build\\S\\VS1564D\\build\\python\\src\\external_python\\Include\\cpython\\abstract.h:114\npython310_d.dll :0x00007FFA32E0ED10 method_vectorcall E:\\db23\\build\\S\\VS1564D\\build\\python\\src\\external_python\\Objects\\classobject.c:53\npython310_d.dll :0x00007FFA330F0690 _PyObject_VectorcallTstate E:\\db23\\build\\S\\VS1564D\\build\\python\\src\\external_python\\Include\\cpython\\abstract.h:115\npython310_d.dll :0x00007FFA330F0C90 call_function E:\\db23\\build\\S\\VS1564D\\build\\python\\src\\external_python\\Python\\ceval.c:5870\npython310_d.dll :0x00007FFA330E37B0 _PyEval_EvalFrameDefault E:\\db23\\build\\S\\VS1564D\\build\\python\\src\\external_python\\Python\\ceval.c:4183\npython310_d.dll :0x00007FFA330F0350 _PyEval_Vector E:\\db23\\build\\S\\VS1564D\\build\\python\\src\\external_python\\Python\\ceval.c:5072\npython310_d.dll :0x00007FFA32E08510 _PyFunction_Vectorcall E:\\db23\\build\\S\\VS1564D\\build\\python\\src\\external_python\\Objects\\call.c:342\npython310_d.dll :0x00007FFA32E07FD0 PyVectorcall_Call E:\\db23\\build\\S\\VS1564D\\build\\python\\src\\external_python\\Objects\\call.c:255\npython310_d.dll :0x00007FFA32E086F0 _PyObject_Call E:\\db23\\build\\S\\VS1564D\\build\\python\\src\\external_python\\Objects\\call.c:290\npython310_d.dll :0x00007FFA32E07680 PyObject_Call E:\\db23\\build\\S\\VS1564D\\build\\python\\src\\external_python\\Objects\\call.c:318\nblender.exe :0x00007FF778A12F20 bpy_app_generic_callback K:\\BlenderGit\\blender\\source\\blender\\python\\intern\\bpy_app_handlers.c:354\nblender.exe :0x00007FF776ECF220 BKE_callback_exec K:\\BlenderGit\\blender\\source\\blender\\blenkernel\\intern\\callbacks.c:51\nblender.exe :0x00007FF776ECF400 BKE_callback_exec_id K:\\BlenderGit\\blender\\source\\blender\\blenkernel\\intern\\callbacks.c:67\nblender.exe :0x00007FF7776D5C60 BKE_scene_graph_update_for_newframe_ex K:\\BlenderGit\\blender\\source\\blender\\blenkernel\\intern\\scene.c:2648\nblender.exe :0x00007FF7776D5C10 BKE_scene_graph_update_for_newframe K:\\BlenderGit\\blender\\source\\blender\\blenkernel\\intern\\scene.c:2712\nblender.exe :0x00007FF778A46A10 ED_update_for_newframe K:\\BlenderGit\\blender\\source\\blender\\editors\\screen\\screen_edit.c:1729\nblender.exe :0x00007FF778A70B30 screen_animation_step_invoke K:\\BlenderGit\\blender\\source\\blender\\editors\\screen\\screen_ops.c:4754\nblender.exe :0x00007FF777D74A30 wm_operator_invoke K:\\BlenderGit\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.c:1339\nblender.exe :0x00007FF777D6FE10 wm_handler_operator_call K:\\BlenderGit\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.c:2340\nblender.exe :0x00007FF777D72F10 wm_handlers_do_keymap_with_keymap_handler K:\\BlenderGit\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.c:2693\nblender.exe :0x00007FF777D720D0 wm_handlers_do_intern K:\\BlenderGit\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.c:3020\nblender.exe :0x00007FF777D70B70 wm_handlers_do K:\\BlenderGit\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.c:3161\nblender.exe :0x00007FF777D6A440 wm_event_do_handlers K:\\BlenderGit\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.c:3775\nblender.exe :0x00007FF777D3EB60 WM_main K:\\BlenderGit\\blender\\source\\blender\\windowmanager\\intern\\wm.c:642\nblender.exe :0x00007FF776EB2C60 main K:\\BlenderGit\\blender\\source\\creator\\creator.c:564\nblender.exe :0x00007FF7837A1B00 invoke_main d:\\a01\\_work\\20\\s\\src\\vctools\\crt\\vcstartup\\src\\startup\\exe_common.inl:79\nblender.exe :0x00007FF7837A18B0 __scrt_common_main_seh d:\\a01\\_work\\20\\s\\src\\vctools\\crt\\vcstartup\\src\\startup\\exe_common.inl:288\nblender.exe :0x00007FF7837A1890 __scrt_common_main d:\\a01\\_work\\20\\s\\src\\vctools\\crt\\vcstartup\\src\\startup\\exe_common.inl:331\nblender.exe :0x00007FF7837A1BC0 mainCRTStartup d:\\a01\\_work\\20\\s\\src\\vctools\\crt\\vcstartup\\src\\startup\\exe_main.cpp:17\nKERNEL32.DLL :0x00007FFAE8F27020 BaseThreadInitThunk\nntdll.dll :0x00007FFAE9062630 RtlUserThreadStart\n\n```\n\n", "Python API: \"NodeLink\" object in 'insert_link' callback of bpy.types.Node causes crash when reading some properties.\nOperating system: Linux-5.15.65-1-MANJARO-x86_64-with-glibc2.36 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.65.01\n\nBroken: version: 3.3.0\n\nTrying to dereference the properties of the sockets in the link crashes Blender.\n```\nException thrown: read access violation.\nntree was nullptr.\n```\n```\n>\tblender.exe!nodeFindNode(bNodeTree * ntree, bNodeSocket * sock, bNode * * r_node, int * r_sockindex) Line 2038\tC++\n\n \tblender.exe!rna_NodeSocket_node_get(PointerRNA * ptr) Line 2803\tC\n \tblender.exe!NodeSocket_node_get(PointerRNA * ptr) Line 46896\tC\n \tblender.exe!RNA_property_pointer_get(PointerRNA * ptr, PropertyRNA * prop) Line 3516\tC\n \tblender.exe!pyrna_prop_to_py(PointerRNA * ptr, PropertyRNA * prop) Line 1429\tC\n \tblender.exe!pyrna_struct_getattro(BPy_StructRNA * self, _object * pyname) Line 4287\tC\n \tpython310_d.dll!PyObject_GetAttr(_object * v, _object * name) Line 922\tC\n \tpython310_d.dll!_PyEval_EvalFrameDefault(_ts * tstate, _frame * f, int throwflag) Line 3593\tC\n \t[Inline Frame] python310_d.dll!_PyEval_EvalFrame(_ts *) Line 46\tC\n \tpython310_d.dll!_PyEval_Vector(_ts * tstate, PyFrameConstructor * con, _object * locals, _object * const * args, unsigned __int64 argcount, _object * kwnames) Line 5072\tC\n \tpython310_d.dll!_PyFunction_Vectorcall(_object * func, _object * const * stack, unsigned __int64 nargsf, _object * kwnames) Line 342\tC\n \tpython310_d.dll!PyVectorcall_Call(_object * callable, _object * tuple, _object * kwargs) Line 255\tC\n \tpython310_d.dll!_PyObject_Call(_ts * tstate, _object * callable, _object * args, _object * kwargs) Line 290\tC\n \tpython310_d.dll!PyObject_Call(_object * callable, _object * args, _object * kwargs) Line 318\tC\n \tblender.exe!bpy_class_call(bContext * C, PointerRNA * ptr, FunctionRNA * func, ParameterList * parms) Line 8690\tC\n \tblender.exe!rna_Node_insert_link(bNodeTree * ntree, bNode * node, bNodeLink * link) Line 1751\tC\n \tblender.exe!blender::ed::space_node::node_link_exit(bContext & C, wmOperator & op, const bool apply_links) Line 899\tC++\n \tblender.exe!blender::ed::space_node::node_link_modal(bContext * C, wmOperator * op, const wmEvent * event) Line 1055\tC++\n \tblender.exe!wm_handler_operator_call(bContext * C, ListBase * handlers, wmEventHandler * handler_base, wmEvent * event, PointerRNA * properties, const char * kmi_idname) Line 2380\tC++\n \tblender.exe!wm_handlers_do_intern(bContext * C, wmWindow * win, wmEvent * event, ListBase * handlers) Line 3283\tC++\n \tblender.exe!wm_handlers_do(bContext * C, wmEvent * event, ListBase * handlers) Line 3333\tC++\n \tblender.exe!wm_event_do_handlers(bContext * C) Line 3924\tC++\n \tblender.exe!WM_main(bContext * C) Line 643\tC\n \tblender.exe!main(int argc, const unsigned char * * UNUSED_argv_c) Line 579\tC\n \t[External Code]\t\n\n```\n\n- Open attached .blend file\n- run the script,\n- Create `New` Node Tree\n- add two nodes\n- connect them.\nBlender will crash to desktop.\n[custom_nodes_simple_bug_finder.blend](custom_nodes_simple_bug_finder.blend)\n\n", "Crash when duplicating and \"Use Clump Curve\" is turned on for hair particles\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 497.09\n\nBroken: version: 3.1.0 Beta\n\nA crash occurs when a curve guide force field is applied and \"Use Clump Curve\" is turned on. Doing this then duplicating the object crashes Blender.\n[blender_puASiznJH9.mp4](blender_puASiznJH9.mp4)\n\nFrom Default Start up\n1. Create Hair particle on cube\n2. Create curve, and add \"Curve Guide\" force field\n3. In Hair particle settings, turn on \"Children: Simple\" and \"Use Clump Curve\"\n4. Attempt to duplicate cube. It should crash here\n\nFrom attached:\nJust turn on \"Use Clump curve\" then duplicate. \n[haircrash.blend](haircrash.blend) \n\n\n\n\n\n", "Crash opening file using Clump Curves on Particle Children \n****\n\nversion: 2.81 (sub 16), branch: master, commit date: 2019-12-04 11:32, hash: f1aa4d18d49d, type: Release\nbuild date: 2019-12-04, 14:30:40\nplatform: Windows\n\n***********************************************************\n\nWhen I worked on a project using particles, after a short break I wasn´t able to reopen the project. The project crashed right after opening. When starting Blender from console the only error I could find was:\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF706DC271E\n\nno Blender log file was written!\n\nEven in debug mode there were no more hints but his one. I opened the project in an Ubuntu VM and it also crashed there. No chance to recover the file.\n\n\nUsing Particle following a nurbspath with Force Field \"Curve\".\nParticles rendered as objects.\nUsed Simple Children.\nWhen ticking the box: Use Clump Curve it crashes.\n\nEither Blender crashes right after ticking the box or when reopen the project. The latter then means that I´m not able to recover my work at all.\nI might have to do with particles already baked or not. Not sure. \n\n[T72763_crash_log.txt](T72763_crash_log.txt)\n\nfile written from c2a37867f2 that crashes on file read:\n[#72763.blend](T72763.blend)\nfile written from 2.79b that crashes on file read:\n[T72763_279.blend](T72763_279.blend)", "Crash 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)", "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", "Blender crashes right after loading up a blend file or when creasing a specific mesh on a slightly older version of said blend file\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.77\nCPU: Ryzen 7 3700X\nRAM: 16GB, roughly 7GB available when loading\n\nBroken: version: 3.2.0\n\nFollowing a sculpting course i'm currently trying to crease the claws of a model in the attched blend file.\nBlender keeps crashing without further notice when doing so. I managed to save in the specific state that causes the crash, but can also reproduce it by creasing the front-left hoof/claw-thing in the older state\n\nLoad up file, change to sculpt mode without hiding linked duplicates (feet/hooves)\n[dog!.blend](dog_.blend)\n\nOld:\nLoad up attached blend file -> Crash immediately after apparently successfully loading the scene\n[dog!.blend](dog_.blend)\nLoad up attached blend1 file, crease said claw region with Dyntopo active -> Crash soon after doing so\n[dog!.blend1](dog_.blend1)", "Crash 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", "Broken Twist on meshes deformed with Particle Instance Modifier with Along Path\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\n\nThe twist of a mesh deformed with the Particle Instance Modifier with the Along Path option seems broken, more noticeable with steep curvature in hairs. I compare it to the Curve Deform modifier as an example of proper deformation. Now, you may say it's an unfair comparison given that curves have an explicit twist that you can modify, unlike hairs. But even without controlling the initial twist of the hair, it's broken in a couple of ways.\n\nFirst, it deforms the mesh unevenly, with some vertices twisting more than others, even in a case where vertices are completely equidistant around the origin and both origins are aligned, like the cube in this image. The selected face and the edgeloop here should be squares but aren't, unlike in the curve deform modifier ![image.png](image.png)\nSecond, when changing the length with the Position Slider, the whole thing seems to change twist at once. Instead of having a consistent twist on each point of the path [Particle Instance Mod bug2.mp4](Particle_Instance_Mod_bug2.mp4)\nAs a side note, when using Along Path, finding how to orient your mesh to the hair is unintuitive, always using the global Y axis as the length axis in which I added subdivisions but then twisting weirdly when changing the Axis option in the modifier, I settled for Z in this example.\n\n\nAttached is the same file used in the video, you can open it and move the Position slider in the Particle Instance Modifier, the scale of the Curve Deform modifier example is driven by it so you can see both changing in real time.\n\n[ParticleInstanceTwistBug.blend](ParticleInstanceTwistBug.blend)\n\nWhy do I think this is happening? Well, if you select the object with the particle system, go to the particle properties, and change the length of the hair under the Render>Timing>End subpanel, you can see the problem is the same, basically the twist changes with length. Maybe the modifier should do something different and get the twist from the whole length particle and then scale the mesh instance before deforming or something like that, idk\n\n", "Blender crashes after rendering a few frames of an animation\nOperating system: Windows-10-10.0.18363-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.49\n\nBroken: version: 3.4.1\n\nI've never had this kind of problem - Blender crashes randomly after rendering a few frames of the animation. The only \"new\" thing I'm doing is I started using geometry nodes in this scene. I have plenty of VRAM left, shouldn't be a GPU issue. Tried both in 3.4 and 3.5\n\n\n", "Breaking nodes API changes for 4.0\n- [x] Remove `Node.width_hidden`\n- [ ] Complete \"Spline\" to \"Curve\"/\"Curves\" rename in geometry nodes\n- [ ] Stop storing node locations relative to their parents\n- [ ] Use a separate type for internal links (in RNA too) (see [D16960](D16960))\n- [ ] Use a separate type for node group interface inputs and outputs and node sockets\n- [ ] Use dynamically allocated `char *` array to store string socket default values", "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)" ]
[ "Convert to Curve from Mesh crashes Blender\nOperating system: Linux-5.4.0-7634-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: Quadro RTX 6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.100\n\nBroken: version: 2.91.0 Alpha\nWorked: v2.83.5\n\nThe convert Curve from Mesh operator does not work and in some cases crashes Blender immediately.\n\nAdd a plane -> Convert to Curve from Mesh -> Crash\n\n(Note: on the default cube it does not crash, but also does not do any conversion)\n\n", "Convert Mesh To Curve Crashes Blender\nOperating system: Linux-5.4.0-45-generic-x86_64-with-debian-bullseye-sid 64 Bits Kubuntu Focal Fossa 20.04\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.100\n\nBroken: version: 2.91.0 Alpha\nWorked: I am sure this worked when I built Blender on Friday.\n\nConvert Mesh to Curve immediately crashes Blender.\n\nCreate a wire mesh, then press F3 and type \"convert\" - choose \"Convert Mesh to Curve\"\nBlender crashes!\n\n[convert_to_curve_crash.blend](convert_to_curve_crash.blend)\n\nI'm happy to provide more information on request.\n" ]
Drag Toggle Not Working | Viewport Local Collection Broken: version: 2.90 (sub 0) Toggling collections with drag doesn't work in the UI panel when local collections are enabled. In the default scene, have two collections and from the UI panel, turn on the local collection and try to toggle both collections with a drag.
[ "Collection holdout on grease pencil objects\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 750/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.93.4\nWorked: unknown\n\nHoldout option on collection doesn't work, if objects it is containing are grease pencil objects. Alpha of contained GP objects remains on 1 / solid in viewport as well as in render.\n\nPS: This behavior would help a lot with compositing linework made with \"linework modifier\" of grease pencil. In shots where characters are obscured by objects linework should obscure them as well but if in the same shot character comes in front of the object suddenly the opposite is needed.\n\nsample .blend file (steps included):\n[collection holdout grease pencil bug.blend](collection_holdout_grease_pencil_bug.blend) \n1. create GP drawing (GP Suzanne will work fine)\n2. create collection for it and move it in the colection\n3. repeate first two steps but move the new GP object in front of the first one (Default GP stroke might be mor suitable in this case)\n4. in collection settings of the collection made for second object (the stroke) check the holdout option.\n5. render image and you should see the second gp object remaining opaque.\n\n**given result**\n\n![given result.png](given_result.png)\n**expected result**\n[achieved by converting GP stroke to curve and extruding the curve]\n![expected result.png](expected_result.png)\n\n", "Unable to add drivers to bone collections visibility\nOperating system: Windows 11\nGraphics card: RTX 4060ti\n\nBroken: 4.0.0 Alpha 2023-09-06\nWorked: Before bone collections were merged\n\nThis kinda leans into feature requests, but it is a regression nonetheless. Drivers also weren't acknowledged from what i could see.\nBefore bone collections were recently introduced, you could add a driver to each layer to influence it's visibility, and i know many people liked to use that in order to influence the visibility of a group of bones. Currently you cannot influence the visibility of a bone collection through drivers, the only option to do it now being controling the visibility of individual bones.\n\nN/A\n\n", "NLA: Active Strip State lost when dragging Strip between tracks\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: Quadro RTX 3000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.95\n\nBroken: version: 3.6.0\nWorked: Never Worked\n\nClicking on a strip and dragging or G dragging the Strip on the timeline on the same Track and then hitting TAB to enter tweak mode is working, but if I do the same thing but drag it to another TRACK then hit TAB I get an error\n\nOpen my example Blend file and select the \"Click and Drag Me to the Drag Strip Here track\" STRIP and drag it to \"Click and Drag Me to the Drag Strip Here track\" then hit the TAB key to enter tweak mode, you should see an error as shown in the image. \n\"No active strip(s) to enter tweak mode on\n\"\n\n![image](attachment)\n\n", "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)", "Design Needed: Improve Tag set up workflow\nTags can be a very powerful way to make asset libraries easily searchable. Currently only the bare minimum tag support is implemented though.\n\nThere are two main issues:\n* Adding multiple tags in a row is slow.\n* Adding tags to multiple assets is slow. There's no way to batch add or edit tags of multiple assets.\n\nAnother thing that would be nice to address:\n* Tags are displayed in a regular UI-list, which isn't really optimized for tab display. A dedicated tag-list \"widget\" (in the broadest sense) would be good to have. From #54642: ![Screenshot 2019-11-03 at 22.47.18.png](Screenshot_2019-11-03_at_22.47.18.png)\n\nAlso see 21828.", "Animation channels list UI\nThere are various problems with the animation editor's channel list. Many affordances from the Outliner are missing here, making it difficult to select, navigate and see clearly what is selected. We can also optimize how you switch between visible F-curves, which currently requires users to manually enable or disable visibility toggles.\n\n**List of changes**\n\nFunctional changes:\n- - [ ] Add an option, on by default, to only show the selected channel curves. When enabled, don't show the eye toggle, since it becomes redundant. \n- - [ ] Update the channel list to behave like the Outliner:\n - Hold Shift to do range selections (Ctrl to do normal extend)\n - Highlight the entire row on mouse-over.\n - Use arrows for walk-selection, also in combination with Shift to extend\n - Filter the icon columns like the restriction columns in the outliner. For example, not everybody uses modifiers, so having a column of buttons to disable modifiers can be useless.\n- - [ ] Replace box-select with click-drag (like buttons). This will give more immediate feedback of which channels are selected, rather than seeing that feedback only when releasing the mouse.\n- - [ ] Auto-scroll the list back into view when all the list entries are outside the view (happens when changing selections)\n- - [ ] Auto-scroll the channel list when drag-selecting.\n\n\nVisual changes:\n\n- - [x] Separate the eye toggle from the Graph Editor curve color indicator ([D5882](D5882))\n- - [ ] Use alternating lines (see Outliner)\n- - [ ] Highlighted row should use solid colored background (see Outliner)\n- - [ ] Rolling over rows should highlight them (see Outliner)", "`Object().users_collection` and `Object() in Collection().objects.values()` don't work in drivers.\nOperating system: Linux\nGraphics card: Intel\n\nBroken: 2.92\n\n\n`self.id_data.users_collection` always reads out to an empty `tuple` in drivers.\n\n`self.id_data in bpy.data.collections- [x].objects.values()` always evaluates out to `False` in drivers, even when the equivalent expression evaluates as `True` in the interactive terminal.\n\n* Add a driver to any property of the default cube.\n* Enable \"Use self\" on the driver.\n* Set the driver code as follows: `[print(self.id_data.users_collection),0][-1]`\n\nThe empty `tuple` will be printed out to the console.\n\n* Set the driver code as follows: `[print(next(iter(c for c in bpy.data.collections if self.id_data in c.objects.values()))),0][-1]`\n\nA `StopIteration` exception will be raised.", "Clicking on a pie menu item doesn't work when holding the pie menu key.\nOperating system: Windows 10\n\nBroken: 2.79, 2.92\n\nClicking on a pie menu item doesn't work when holding the pie menu key. This is a problem because sometimes the pie menu key release isn't detected by blender and then the it locks the UI.\n\n1. On the 3D Viewport hold Z for the shading pie menu.\n2. While still holding Z try clicking on the pie menu items. Doesn't work.\n3. While still holding Z, left click on Windows's Taskbar then release z.\nAfter that, clicking on the pie menu items doesn't work even though the user isn't holding the pie menu key anymore, blender still considers that the key is held. Then Blender gets locked to the user unless he knows to press esc or right click. The solution is making the pie menu clickable even when the pie menu key is held.", "Eyedropper for props does not work in dialog boxes\nBlender 2.81, 71f2229b0d82\nfor example, in Texture Paint Context Menu\nI wanted to implement something using Operator and context.window_manager.invoke_props_dialog()\nThis is not a bug, but why not do it at the dialog level.\n![context.png](context.png)", "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)", "All lights gets turned off when start dragging if the image render window is open on another monitor.\nOperating system: EndeavourOS (Arch Linux variant), Gnome, Wayland\nGraphics card: Intel A770\n\nBroken: 3.6.2.\nWorked: Don't remember.\n\nIn a multi-monitor setup with different scaling values, when the render result window is open on another monitor, if I drag the viewport in the rendered mode, every time the dragging starts, all lights get turned off. Please see the attached screen recording.\n\nBased on the attached .blend file.\n\n1. Find a computer that is running Arch Linux, Gnome, Wayland, and has two monitors with different scaling values like 100% and 150%.\n2. Start Blender.\n3. Switch to Rendered view mode.\n4. Add a cube.\n5. Render the image\n6. Don't close the rendered window but move the window to the secondary monitor\n7. Start dragging the viewport of Blender.\n\n", "Collection instancing does not include metaballs.\nOperating system: Win 10 x64\nGraphics card: Gtx 1070\n\nBroken: blender-2.83-50ef801a79b5-windows64\n\n\nAdd some objects to a collection. Then add a metaball to the collection. Once done instance the collection. The metaball is not included in the new instanced collection.\n\n\nPlease see the attached image and the scene for a quick look at.\n\n![blender_fukI4OEZkJ.jpg](blender_fukI4OEZkJ.jpg)\n\n[NoMetaball.blend](NoMetaball.blend)", "2.8 - Particles in multi-level nested collections not visible\nOperating system: win10x64\nGraphics card: AMD Radeon Pro WX 7100\n\nBroken: 2.80, 54ffc4e19dc4, 2019-02-25\n\n\n\nIn nested collections, objects with particles work only in two levels of nesting. Particles in further levels of nesting seem to ignore collections instancing.\n\n\nRelated file: [particle-instances.blend](particle-instances.blend)\n\n- create cones with hair particles on a collection called **branches** ![image.png](image.png)\n- create a cube on a collection called **tree** ![image.png](image.png)\n- add a collection instance of branches within the collection called **tree** (1st level of nesting of branches) ![image.png](image.png)\n- create a new collection called **trees** and add a few collection instances of tree. \n- for all objects in trees, the particles are visible ( 2nd level of nesting) ![image.png](image.png)\n- create a new collection called **instances** and add a collection instance of trees. Here, the particle settings are not replicated. (3rd level of nesting) ![image.png](image.png).\n- For the sake of testing this further, create a new collection called **instances2** and add a collection instance of instances . Also, here the particle settings are not replicated. (4th level of nesting) ![image.png](image.png)\n\n\nIn collection Instances, only the initial particles are visible and their location seems to be reset based on the initial location\n\n\n", "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)", "Move origin from Transform Options not working for collection correctly - not moving, but moving if Object Set Origin is changed\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: 3.0.1\nBroken: version: 3.2.0\nWorked: (newest version of Blender that worked as expected) - don't know any working version from 2.8\n\nMove origin from Transform Options not working for collection correctly - not moving, but moving if Object Set Origin is changed\nLooks like limitation maybe around Transform Options and lack of implementations or bug that blocking move origin.\nWhen using addon Cad Tranform (slcad_transform_0.91.0.zip) and Turn on Transform Options Origins then can move origin (but problems with magnet snap).. soo looks like bug in blender grab area.\nAnyway it's problem when looking correct position for my object and work with collections, only addon can solve problems.\n\n1. Turn on Transform Options Origins - try move origin for Collection2, eg. for corner\n2. Turn off Transform Options Origins, select Object Set Origin and Origin to Center or other option\n\n\n![Origin_bug.png](Origin_bug.png)\n\n[Origin_bug.blend](Origin_bug.blend)\n" ]
[ "Can't click-drag visibility when local collections enabled\nOperating system: Linux-4.15.0-45-generic-x86_64-with-debian-buster-sid 64 Bits\n\nBroken: version: 2.82 (sub 1)\n\nWhen \"Local Collections\" is enabled, toggling visibility of multiple collections at once in sidebar doesn't work.\n\n- Create multiple collections (they don't need contents or anything)\n- Open sidebar (N) -> View tab -> Collections panel\n- Try holding left-click on an eye icon, then start dragging over the others in the list - they should all toggle, like expected\n- Enable \"Local Collections\" checkbox and try the same again - only one will toggle once you release the mouse button" ]
Knife tool fails to draw cuts in orthographic mode Operating system: Windows Graphics card: rtx3000 Broken: 3.0.0 Worked: 2.93.2 Caused by 6e77afe6ec knife tool cant place cuts on surfaces if object is placed in any neagtive world space (in orthographic mode) - Open .blend file - Switch to Orthographic mode (Num 5) - Draw cuts in rounded area Test File: [#94313.blend](T94313.blend) This is very similar to #94145 (Knife project fails in orthographic mode)
[ "Pen input UI/UX issues\nThis task keeps track of the UI/UX related design issues in all Blender mode that don't work as intended or can greatly improved with pen input devices. \nIf we consider that most pen input devices have at least one button in the pen, this will mostly include feature that rely on mouse wheel events. \n\n\n## Edit mode\n\n- ##Number of Cuts## of loop cut and slide can't be controlled during modal operation, needs to be adjusted with the redo panel.\n- Proportional editing size can only be adjusted incrementally with keyboard shortcuts instead of with pen gestures (like brushes in all modes)", "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", "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", "Inconsistency of some tools/operators (e.g. Subdivide) in regards to hidden geometry\nBroken: all or none\n\nI'm not really sure this is even an issue, though it feels like it. As far as I understand it, mesh editing tools are not supposed to affect hidden geometry. But the Subdivide tool does. Consider this mesh:\n![image.png](image.png)\n\nIf you hide the middle face...\n![image.png](image.png)\n\n...and then Subdivide the two remaining faces...\n![image.png](image.png)\n\n...Subdivide will create new edges cutting through the hidden face, also creating inconsistent selection (i.e. selected edges in face select mode). Shouldn't the operator check that that face is hidden and not create edges through it?", "Xray doesn't work in wireframe shading for objects set to display as wire.\nBroken: 3.0\nWorked: \n\nXray doens't work in wireframe shading mode for objects set to display as wire.\n\n- Open .blend file\n- Change the viewport shading to wireframe.\n- Set one of the cubes to \"Display As : Wire\" in object properties->viewport display.\n- change X-ray value from `Viewport Shading` popover\n- compare the two, only one has xray effect.\n\nTest File:\n[#94802.blend](T94802.blend)", "Panorama selection support in viewport\nMouse selection needs to be abstracted so we can remap mouse position to 3d world direction/position. We may be able to do it as a hack, but since we may change mouse selection API in the future - #68989 - we may find an elegant solution in the end.", "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", "Sculpting: Draw Sharp brush has sharp point at the beginning of the line\n**Broken:** \nBlender version: 2.93.7, 3.0, 3.1 (27.12.2021)\n\n**Short Description**\nDraw Sharp brush line is uneven at the beginning of the line there is a sharp point. It can be seen with large radius of the brush.\n\n**Steps to reproduce:**\n1. Default scene\n2. Remesh cube, Voxel Size 0.01.\n3. Brush \"Draw Sharp\", Radius 200-500 px.\n![Brush - Draw Sharp.png](Brush_-_Draw_Sharp.png)\n\nTest File:\n[#94463.blend](T94463.blend)", "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", "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", "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", " 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", "Proposal for sequencer tool interactions \nThis task is intended to address design issues necessary for adding tool-system tools to the sequencer.\n\nCurrent state:\n\n- Immediately activating actions with keys operates on the selection.\n- The only tool that isn't selection (Blade), operates on the sequence strip directly under the cursor (not the selection).\n\nThe patch proposed to add the Slip tool, was also isolating the strip under the cursor, which I think is overly limiting since it means tools which behave this way can't operate on more than one item at a time. see: [D7063: VSE: Add slip tool](D7063)\n\n----\n\n## Proposes Solution\n\nTools should behave like the \"Tweak\" tool, unless there is a good reason not to *(The blade tool could be kept an exception - although cutting multiple strips vertically might be useful to support too)*.\n\n- A single click selects (with Shift-Click to toggle... etc).\n- A click-drag action runs the tool on the selected strips.\n\nThis means the Slip tool (in this case), would behave much the same as the tweak tool. Where you could quickly operate on many different sequence strips by clicking and dragging on them. With the ability to select multiple then click-drag on any one of them to operate on all strips.", "Shortcut detection problem for tablet user\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56\n\nBroken: version: 3.4.1\n\n\nThere are 2 types of shortcuts in Blender.\n1. General shortcuts that work regardless of the location of the mouse pointer. such as 'Ctrl+S'\n2. Window specific shortcuts that work only when the mouse pointer is hovering on the specific window.\n\nThe issue is about the second type of shortcuts that happens to tablet users.\nThe problem is that Blender shortcuts don't work even though the mouse pointer stays on the specific window if the tablet stylus is further from the tablet surface. \nThis behavior can't be reproduced with mouse on.\nBecause there's no indication on screen whether the window is activated to register shortcuts, users will be difficult to pinpoint why the shortcuts are not working.\nIt's also very difficult to utilize shortcuts when users need to press the shortcuts with a stylus in hand or shortcuts that require two hands to operate.\n\n\n\n\n\n1. Start up Blender on PC with a graphic tablet\n2. Make sure no mouse is connected on PC\n3. Select the cube mesh and go into edit mode\n4. Select one of vertice of the cube mesh\n5. Lift your stylus out of the tablet while making sure your mouse pointer stays on the desired window\n6. Try shortcut such as 'L' to select linked\n7. You will see the shortcuts don't work\n\n\n\n\n**Solution that I can think of is:**\n\nTo be able to recognize and register the shorcut inputs as long as the mouse pointer stays on the specific window even if the stylus is out of the distance of the tablet surface.\n\n", "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" ]
[ "Knife project fails in orthographic mode\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 630 Intel 4.5.0 - Build 25.20.100.6471\n\nBroken: version: 3.0.0\nWorked: probably it was working in 3.0 Alpha at some point (support?msg=R5RHK3nZW4K7YZKTu)\nCaused by 6e77afe6ec\n\n![2021-12-16_11-38-59.png](2021-12-16_11-38-59.png)\nFor some reason Knife project tool does not work with particular mesh in orthogonal view mode.\nI can't reproduce this with default cube though.\n\n[untitled.blend](untitled.blend)\n1. Select `Plane.124`\n2. Go to the edit mode\n3. Select `Plane` with Ctrl + LMB\n4. Go to orthogonal view pressing 1 on the numpad\n5. F3 -> Knife project\n6. Nothing happened to the mesh\n" ]
Lights in instanced collections don't cast shadows Operating system: Windows-10-10.0.18362 64 Bits Graphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 388.13 Broken: version: 2.80 (sub 75) Any lights in an instanced collection don't cast shadows, even though the original light has shadows enabled. 1. Add a light and enable shadows 2. Place that light in a collection 3. Instance that collection Example: [instanced-light.blend](instanced-light.blend)
[ "Outliner: display of children that are not themselves part of a collection is arbitrary\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 472.12\n\nBroken: version: 3.2.2\n\nI have a children who paranted to parent from another collection. And children of childrens not all in main parent hierarchy.\n![image.png](image.png)\n\nCreate 4 objects named \"1, 1.001...\" And parent them to object \"2\". Then copy this hierarchy \"2\" 3-4 times. Plase them to collection \"a\".Then create object \"3\" and place this object to collection \"b\". Parent objects \"2. 2.001. 2.002, 2.003\" to object \"3\". And you'll see that hierarchy \"3\" is not full...\n\n[#100393.blend](T100393.blend)\n{[F13387137](image.png) size=full}\n\n", "Cannot disable shadows if an object is set to holdout.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.49\n\nBroken: Confirmed on Version 3.4 to version: 3.5.0\nWorked: Never (Goes as far as 3.0, since the addition of the \"Object Properties -> Visibility -> Holdout\"option)\n\nCannot control an objects shadow visibility if the object is set to holdout. Having a shadow on a holdout object does not work as expected, especially when trying to use the holdout object as a 3d mask.\n\n\n- Set scene renderer to Eevee.\n- Create an object, set \"Shadow Mode\" to none in the material shader of said object.\n- The object will no longer have a shadow, as expected. \n- Set the object to holdout via \"Object Properties -> Visibility -> Holdout\" option, and the shadow reappears. Can not turn off shadow as long as this option is on.\n - However, if use Holdout shader in the nodes and connect it directly to the Surface output, no shadow will appear (this matches expectation).\n\nAdded a file that directly shows the issue.", "Optix Viewport Denoiser Makes Objects Glow When Using High Exposure Even When There is no Light in the Scene\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce MX130/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 446.14\n\nBroken: version: 2.90.0 Alpha\n\nThe latest build added the feature to let non-RTX GPUs use the denoiser, so I tested it on my scene right away. However, the objects in the scene start glowing when the denoiser starts working. The scene was lit using the Physical Lights feature that the Photographer 3 addon has provided, which offers units like Lumen and Candela, etc. And since physically correct light values can sometimes be very dim (like a candle = 1 candela), sometimes be very bright (like the Sun at noon 111,000 lux), Photographer offers real life camera's settings for modifying the exposure in the color management in the render settings to adjust the overall brightness. And in my scene, I used a candle, which is very dim. Therefore the exposure has been set very high. It has been fine until the denoiser came. \n\nBased on the default startup\n1. Delete the default point light\n2. Turn the World Background Strength to 0\n3. Turn the Exposure in the Render Settings under Color Management to 10\n4. Change the render engine to Cycles\n5. Turn on render view, you should see nothing but complete darkness\n6. Turn on the Optix Viewport denoiser\n7. Wait for a while and see the default cube glowing\n\nI don't know if this is a bug or not, if it is not, please at least get some work around. Like making the denoiser refresh when the exposure changes or something?\n\n![image.png](image.png)", "Gesture selection does not deselect on nothing if collection is hidden\nOperating system: Linux-6.4.8-gentoo-x86_64-AMD_Ryzen_Threadripper_1950X_16-Core_Processor-with-glibc2.37 64 Bits, X11 UI\nGraphics card: AMD Radeon RX 7900 XT (gfx1100, LLVM 15.0.7, DRM 3.52, 6.4.8-gentoo) AMD 4.6 (Core Profile) Mesa 23.3.0-devel (git-57b0db63e1)\n\nBroken: version: 4.0.0 Alpha\nWorked:\n\nThis is an inconsistency in the selection behavior.\nIf you select on nothing, it will deselect all objects in the viewport and the outliner. This is the case for click selection and selection tools/operators.\n\nBut if selected objects are hidden, they are not affected by this with selection tools (gesture selections such as box & lasso). Selected objects and collections stay selected in the outliner.\nThe expected behavior is that gesture selection and single click selection have the same effect on hidden objects and collections.\n\n1. Create two collections each with an object in it\n2. Select a collection and its object in the outlliner\n3. Select on empty space (Notice how the object and collection are deselected)\n4. Repeat 1 & 2\n5. Do a lasso/box selection on empty space (Notice how the outliner selection isn't cleared)\n\n", "EEVEE: Spotlight Parented To Scaled Object Behaves Incorrectly\nOperating system: Windows 10 64 bit\nGraphics card: Nvidia GTX 750 Ti\n\nBroken: Blender 2.82a, 2.90 alpha eaf7d36d66e5\n\nIn EEVEE, Spotlights parented to a scaled object cast an incorrect shape once they are rotated.\nThe viewport overlay, however, indicates the correct shape.\n(Note: This does not apply to Cycles, see #76823)\n\n[spotlight_ellipse_parented.blend](spotlight_ellipse_parented.blend)\n\nSet view to rendered.\n\nThe scene has a Spotlight (unscaled, not rotated) parented to an Empty (scaled).\nThis results in an elliptical spot.\n\nHowever, if the Spotlight is rotated around its Z-Axis, the spot's shape should stay identical. (As indicated by the overlay.)\nBut it does not.", "Export abc without subdiv does not work with instance collections (when source collection is disabled or linked)\nOperating system: Ubuntu 20.04.1 LTS\nGraphics card: GeForce GTX 1650\n\nBroken: 2.93Beta ea11b4e10ce0\nBroken: 2.90.1\nWorked: 2.83.6\n\nWhen I try to export instance collections as alembic file, subdivisions are always applied even if apply_subdiv argument is set to False (when source collection is disabled or linked).\n\nOpen a fresh blender.\nDelete all objects.\nCreate a Cube.\nCreate a subdivision surface modifier with 2 subdivions on this cube.\nPut the cube in a collection.\nCreate an instance collection of this collection\nSelect instance collection\nExclude the source collection from the viewlayer\nExport selection in abc (apply_subdiv=False)\n\nImport abc file.\nThe cube have the subdivisions.\n\nNote : it works like a charm when object mesh (the cube in our case) is exported.\nNot working with instance collection (when source collection is disabled or linked).\n\nThanks", "Should \"Make instances real\" keep animation data from original objects?\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.38\n\nBroken: version: 2.91.0 Alpha\n\nMake instances real removes object drivers.\n\nDescription:\nIn the attached file there is a cube which is included in a collection named \"Box\". \nThe cube has a simple driver on the location X axis.\nIn Scene.001 there is a collection instance of \"Box\" collection.\nWhen i make instances real, new cube does not have the driver.\n\nSteps:\nGo to Scene.001\nSelect the collection instance\nPress Ctrl+A > Apply Menu > Make Instances Real\n[Make Instances Real Removes Drivers.blend](Make_Instances_Real_Removes_Drivers.blend)\n\n\n", "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.", "Cycles: Light leaks through objects in certain situations.\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 532.03\n\nBroken: version: 4.0.0 Alpha\nWorked: I don't know\n\nUnder certain circumstances, light will leak through objects. This might be a precision issue and thus might be related to the ray offsetting changes made in version 3.1.\n\n![Light Leaking through cube.png](attachment)\n\n1. Change the render engine to Cycles.\n2. Remove all lights from the scene.\n3. Add a cube to the scene.\n4. Make the top face on the cube a high strength emissive.\n5. Underneath the cube add a plane.\n6. Render the scene, notice how some light is leaking through the cube and lighting up the plane.\n7. If you change the rendering backend (E.G. CPU vs GPU) the pattern/brightness that the light leaks in is different. Also if you adjust how the top face of the cube is constructed (E.G. Subdivide it), then that also changes the pattern. This is why I believe it is a precision issue.\n\nHere is a file with steps 1-5 done:\n[Light Leaking through cube.blend](attachment)\n\n", "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.", "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*.", "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>", "Line art intersections do not show when Source Type is Object\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Radeon(TM) RX 460 Graphics ATI Technologies Inc. 4.5.13596 Core Profile Context 20.10.35.02 27.20.1034.6\n\nBroken: version: 2.93.0 Alpha\n\nLine art intersections do not show when Source Type is Object.\n\nSwitch the Source Type to Collection or Scene in the following file.\n[line_art_intersection_bug.blend](line_art_intersection_bug.blend)\n\n", "Shadow caustics visible through colored glass has intensive, solid color for directional/sunlight and are probably too dark for spotlight/pointlight\nOperating system: Windows 11\nGraphics card: GTX 1070 Ti\n\nBroken: 3.22 master\nWorked: none\n\nThis happens when transparent object intersects with diffuse one and caustics are visible though volume. I know that MNEE doesn't work with volumes, but I think this might be a bug.\nFor directional light and sunsky system caustics are colored to pure red, green or blue or are just white. No other colors are possible. Spotlight and pointlight work, but color of intersected primitives differs substantially from not intersecting ones when looking thought them. This is especially visible on the left upper sphere that has only slight tint. Hope this is useful.\n\nmnee nishita sunsky:\n![mnee_sunsky.jpg](mnee_sunsky.jpg)\n\nmnee directional light:\n![mnee_direct.jpg](mnee_direct.jpg)\n\nmnee spotlight:\n![mnee_spot.jpg](mnee_spot.jpg)\n\n\n1. Create an object casting caustics like sphere over default cube.\n2. Create transparent material for sphere that consists of two shaders, glass and volume, adjust volume color to something darker then white\n3. Turn on caustics for light and for objects, render in viewport.\n4. Move the sphere so it intersects with the cube, see the result.\n5. Switch light into directional mode and try to adjust volume absorption color.\n\n...or just open attached file and render. Lighting is set to nishita sky, but both spotlight and directional light are added and hidden.\n[mnee_test_master.blend](mnee_test_master.blend)", "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)" ]
[ "Lights linked via a collection don't cast shadows\nOperating system: Windows 10 1803\nGraphics card: Nvidia GTX 1060 6GB\n\nBroken: 2.80 Release Candidate 2 \n\nIf you link a collection containing a light, the light does not cast shadows. If you link the light object directly (outside of the collection), it does cast shadows.\n\n1) Start with an empty scene\n2) Create a default cube mesh at origin\n3) Add a plane mesh. Set scale to 10 on x and y axes, location to (0, 0, -1)\n4) Add a point light. Set location to (5, 5, 5) and power to 1000.\n5) Create a collection named \"TestCollection\" and add the cube, plane, and light to it.\n6) Set render engine to Eevee. Switch to viewport shading, observe the shadow cast from the cube.\n\n7) Start a new scene. Remove default lamp.\n8) Link \"TestCollection\" into this scene.\n9) Set render engine to Eevee. Switch to viewport shading, observe that there is no shadow cast.", "Eevee: Lights dont cast shadows if they are part of an collection instance\nFedora 29, 970m\n\nBroken: 0c8aa85069\nWorked: NA\n\nLights appear to not cast shadows if they are part of an collection instance.\nLights in the collection itself work though.\n\n\n[InstancedCollectionLightsNoShadow.blend](InstancedCollectionLightsNoShadow.blend)\n\n- open attached .blend\n- switch to rendered view (same is true for lookdev with `Scene Lights` option ON)\n- there is a collection with one light (casting shadows)\n- there is an instance of that collection (light in that instance appears to not cast a shadow)\n\nwhile instancing of collections of lights might not be a very common practice, it is mostly relevant when linking such a collection from another blend.\n( and the `Instance Collections`option is enabled by default when linking a collection -- if that option is disabled during linking, shadows work... )\n", "Eevee - Linked Lights have no shadows\nOperating system: win110 \nGraphics card: GeForce GTX 1060 6GB\n\nblender-2.80.0-git.69b2f5268114-windows64\n\nAfter linking a collection to scene, linked lights doesnt do shadows even when the shadow option is turned on.\n\n\n1. Open the default scene\n2. Add a plane so you can see shadow of the cube\n3. Save the file and open a new one\n4. Delete everything and Link the saved scene by its Collection\n5. Notice that the linked cube cube doesn't cast shadow\n\nI've uploaded the blend files but I think it will be faster to redo the steps above\n[no shadows bug.blend](no_shadows_bug.blend)\n[default scene.blend](default_scene.blend)" ]
Crash, Screen Space Reflections Operating system: Windows-7-6.1.7601-SP1 64 Bits Graphics card: GeForce GTS 450/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 347.09 Broken: version: 2.80 (sub 57) Worked: (optional) Seems that 1st beta was the same. Blender crashes if Screen Space Reflections is ON and EEVEE is selected. default startup; In Render settings turn ON Screen Space Reflections then select "Rendered" display method in 3dView; It crashes then.
[ "Blender crashes right after loading up a blend file or when creasing a specific mesh on a slightly older version of said blend file\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.77\nCPU: Ryzen 7 3700X\nRAM: 16GB, roughly 7GB available when loading\n\nBroken: version: 3.2.0\n\nFollowing a sculpting course i'm currently trying to crease the claws of a model in the attched blend file.\nBlender keeps crashing without further notice when doing so. I managed to save in the specific state that causes the crash, but can also reproduce it by creasing the front-left hoof/claw-thing in the older state\n\nLoad up file, change to sculpt mode without hiding linked duplicates (feet/hooves)\n[dog!.blend](dog_.blend)\n\nOld:\nLoad up attached blend file -> Crash immediately after apparently successfully loading the scene\n[dog!.blend](dog_.blend)\nLoad up attached blend1 file, crease said claw region with Dyntopo active -> Crash soon after doing so\n[dog!.blend1](dog_.blend1)", "Blender 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", "Cycles and Eevee Significant Difference in Texture Output\nOperating system: Ubuntu 20.04\nGraphics card: GTX 1060 3Gb\n\nBroken: 2.80 and on (3.0.0 is still affected)\nWorked: 2.79\n\nFrom Blender 2.80, Cycles produces incorrect output for some procedural textures, while Eevee produces correct ones.\n{[F12696991](Cycles.png)}![Eevee.png](https://archive.blender.org/developer/F12696990/Eevee.png)\n\nTest file (I assume there might be other files affected too). [Carbon_90.blend](Carbon_90.blend)", "Blender 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", "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", "Blender crash after maximizing/unmaximizing an editor (debug build only)\n\nBroken: master - debug build\nWorks: master - release build\nOS: Tested on both Windows and Linux\n\nWith a debug build, Blender crashes after maximizing an editor + moving mouse + unmaximizing.\nIt does not seem to be reproducible with a release build.\n\n\n- Open Blender default scene\n- Maximize the 3D viewport with CTRL+SPACE\n- Move the mouse\n- Unmaximize with CTRL+SPACE\n\n**Debug info**\nThe crash happens in `wm_event_do_handlers` when calling `wm_region_tag_draw_on_gizmo_delay_refresh_for_tweak(wmWindow *win, bScreen *screen)`.\nIn that case, `screen` points to invalid (freed?) memory.", "Blender 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.", "EEVEE and Workbench missing animatable properties\nOperating system:\tWindows 7\nGPU:\t\t\tRadeon Vega 64, Divider version: 19.12.2\nCPU:\t\t\tIntel Core i7-5960X\n\n\nWorking-ish*:\t\t`blender-2.79b-f4dc9f9d68b-windows64` (official release) \nBroken:\t\t\t`blender-2.80-f6cb5f54494e-windows64` (official release) and later\n\n\nEEVEE and Workbench's render properties (`Properties Editor --> Render Properties`) are, for the most part, not animatable.\nThis is in contrast to Cycles which, *for the most part*, has all settings set to be animatable.\nBack in 2.79b the OpenGL \"Workbench\" Render options were supported:\n\n![2.79b OpenGL Render.png](2.79b_OpenGL_Render.png)\n\nSome of the panels like Film, Simplify and Colour Management (which exist in all render engines) work as expected from 2.7X to 2.8X.", "Blender 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", " 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 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", "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 randomly crash without reason in 'glDrawElementsInstancedBaseVertex' (in 'OVERLAY_wireframe_draw' or 'workbench_draw_sample')\n|Operating system:|macOS-10.14.6-x86_64-i386-64bit 64 Bits|@MaciejSobolewski\n| -- | -- | -- |\n||macOS Big Sur 11.1 2.4 GHz 8-Core Intel Core i9 64 GB 2667 MHz DDR4|@RonMartin\n||Darwin-18.7.0-x86_64-i386-64bit 64 Bits|@aayerbe\n||Darwin-20.3.0-x86_64-i386-64bit 64 Bits|@Chyiik\n||Mac OS X 10.14.6 (18G7016)|@sahrul\n||macOS 11.2.3 (20D91)|@fahr\n||macOS-10.14.6-x86_64-i386-64bit 64 Bits|@didi404\n---\n|Graphics card:|AMD Radeon Pro 460 OpenGL Engine ATI Technologies Inc. 4.1 ATI-2.11.23|@MaciejSobolewski\n| -- | -- | -- |\n||Intel UHD Graphics 630 1536 MB|@RonMartin\n||Intel Iris Pro OpenGL Engine Intel Inc. 4.1 INTEL-12.10.25|@aayerbe\n||AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.2.15|@Chyiik\n||Intel Iris Plus Graphics 640|@sahrul\n||AMD FirePro [D700](D700)|@fahr\n||AMD Radeon Pro 570X|@didi404\n\nBroken: 2.91, 2.92, 2.93.0 Alpha, commit date: 2021-04-01 21:49\nWorked: 2.81, 2.90\n\nBlender crashes randomly on Mac OS\nIt can crash randomly after startup even if we do nothing like this example.\n\nIt has also been reported that it happens often when try to save the file after several minutes of work (#86565).\n\nCrash Log 1:\n```lines=25\nProcess: Blender [6485]\nPath: /Applications/Blender 2.93/Blender.app/Contents/MacOS/Blender\nIdentifier: Blender\nVersion: 2.93.0 (2.93.0 2021-04-01)\nCode Type: X86-64 (Native)\nParent Process: ??? [1]\nResponsible: Blender [6485]\nUser ID: 501\n\nDate/Time: 2021-04-03 13:43:19.501 +0200\nOS Version: Mac OS X 10.14.6 (18G8022)\nReport Version: 12\nBridge OS Version: 3.0 (14Y906)\nAnonymous UUID: 5527B0F5-C330-CDA4-B73E-9CB133041D4E\n\nSleep/Wake UUID: DBADD923-7C0B-4D5E-AEFC-935ECD0B12BA\n\nTime Awake Since Boot: 850000 seconds\nTime Since Wake: 1600 seconds\n\nSystem Integrity Protection: enabled\n\nCrashed Thread: 0 Dispatch queue: com.apple.main-thread\n\nException Type: EXC_BAD_ACCESS (SIGSEGV)\nException Codes: KERN_INVALID_ADDRESS at 0x0000000000000e2c\nException Note: EXC_CORPSE_NOTIFY\n\nTermination Signal: Segmentation fault: 11\nTermination Reason: Namespace SIGNAL, Code 0xb\nTerminating Process: exc handler [6485]\n\nVM Regions Near 0xe2c:\n--> \n __TEXT 000000010cad1000-0000000118885000 [189.7M] r-x/r-x SM=COW /Applications/Blender 2.93/Blender.app/Contents/MacOS/Blender\n\nThread 0 Crashed:: Dispatch queue: com.apple.main-thread\n0 GLEngine \t0x00007fff3cfe28b5 gleRunVertexSubmitImmediate + 6085\n1 GLEngine \t0x00007fff3cf4c29c glDrawElementsInstancedBaseVertex_GL3Exec + 681\n2 libGL.dylib \t0x00007fff3c2fcd02 glDrawElementsInstancedBaseVertex + 45\n3 org.blenderfoundation.blender \t0x000000010d27bf05 draw_call_single_do + 469\n4 org.blenderfoundation.blender \t0x000000010d27b68c drw_draw_pass_ex + 1692\n5 org.blenderfoundation.blender \t0x000000010d27afdf DRW_draw_pass + 31\n6 org.blenderfoundation.blender \t0x000000010d2d2819 OVERLAY_wireframe_draw + 41\n7 org.blenderfoundation.blender \t0x000000010d2c2499 OVERLAY_draw_scene + 393\n8 org.blenderfoundation.blender \t0x000000010d2724fa drw_engines_draw_scene + 186\n9 org.blenderfoundation.blender \t0x000000010d274643 drw_draw_depth_loop_impl + 1299\n10 org.blenderfoundation.blender \t0x000000010db9670f ED_view3d_depth_override + 239\n11 org.blenderfoundation.blender \t0x000000010dbbe460 ED_view3d_autodist + 48\n12 org.blenderfoundation.blender \t0x000000010db9dc9a ED_view3d_cursor3d_position + 234\n13 org.blenderfoundation.blender \t0x000000010db9dd80 ED_view3d_cursor3d_position_rotation + 144\n14 org.blenderfoundation.blender \t0x000000010db9e417 ED_view3d_cursor3d_update + 279\n15 org.blenderfoundation.blender \t0x000000010db9e7f1 view3d_cursor3d_invoke + 145\n16 org.blenderfoundation.blender \t0x000000010d152629 wm_operator_invoke + 521\n17 org.blenderfoundation.blender \t0x000000010d153bd8 wm_handler_operator_call + 648\n18 org.blenderfoundation.blender \t0x000000010d1531c4 wm_handlers_do_intern + 1588\n19 org.blenderfoundation.blender \t0x000000010d14ec16 wm_handlers_do + 774\n20 org.blenderfoundation.blender \t0x000000010d14e2de wm_event_do_handlers + 2862\n21 org.blenderfoundation.blender \t0x000000010d146b80 WM_main + 32\n22 org.blenderfoundation.blender \t0x000000010cc3691b main + 907\n23 libdyld.dylib \t0x00007fff5f1f93d5 start + 1\n\n(...)\n\nThread 0 crashed with X86 Thread State (64-bit):\n rax: 0x0000000000000e2c rbx: 0x0000000000000011 rcx: 0x00007fff3cfe28b5 rdx: 0x00007fff3cfe3ec8\n rdi: 0x0000000000000004 rsi: 0x0000000000c00000 rbp: 0x00007ffee312d230 rsp: 0x00007ffee312d090\n r8: 0x0000000000000211 r9: 0x00006000055d9f50 r10: 0x000000000000108c r11: 0x0000000000000001\n r12: 0x0000000000000000 r13: 0x0000000000000000 r14: 0x0000000000000000 r15: 0x0000108c00049800\n rip: 0x00007fff3cfe28b5 rfl: 0x0000000000010213 cr2: 0x0000000000000e2c\n \nLogical CPU: 4\nError Code: 0x00000004\nTrap Number: 14\n\n\nBinary Images:\n 0x10cad1000 - 0x118884fdf +org.blenderfoundation.blender (2.93.0 - 2.93.0 2021-04-01) <76DA024A-23A9-360A-9B4D-17E1FFF3C70F> /Applications/Blender 2.93/Blender.app/Contents/MacOS/Blender\n 0x11f240000 - 0x11f2acffb +libomp.dylib (0) <535E76BC-1650-3651-9C62-97A995647107> /Applications/Blender 2.93/Blender.app/Contents/Resources/lib/libomp.dylib\n 0x11f81a000 - 0x11f9affff com.apple.audio.units.Components (1.14 - 1.14) <D7C7C00C-202E-3F6B-A395-129A1A69A233> /System/Library/Components/CoreAudio.component/Contents/MacOS/CoreAudio\n 0x121431000 - 0x121435ffb com.apple.audio.AppleHDAHALPlugIn (282.54 - 282.54) <207D25F0-B094-3569-AA6D-09B4EDD72861> /System/Library/Extensions/AppleHDA.kext/Contents/PlugIns/AppleHDAHALPlugIn.bundle/Contents/MacOS/AppleHDAHALPlugIn\n 0x123231000 - 0x123234ff7 +_opcode.cpython-39-darwin.so (0) <B301C79A-62B7-387B-8FF2-1AA125557218> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/_opcode.cpython-39-darwin.so\n 0x123241000 - 0x12325eff3 +libRprSupport64.dylib (0) <E10A8DBC-2DAE-3C5D-A670-E95122180BDF> /Users/USER/Library/Application Support/Blender/*/libRprSupport64.dylib\n 0x123a67000 - 0x123a6affb +_lsprof.cpython-39-darwin.so (0) <390A27D2-FE66-3D62-9D0D-EC24BDD4185E> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/_lsprof.cpython-39-darwin.so\n 0x123c6f000 - 0x123c72047 libobjc-trampolines.dylib (756.2) <5795A048-3940-3801-90CE-33D1B1AF81F4> /usr/lib/libobjc-trampolines.dylib\n 0x124d05000 - 0x124dceff7 com.apple.AMDRadeonX4000GLDriver (2.11.23 - 2.1.1) <C9BBA305-1222-3D05-A096-DF3485CAA6D1> /System/Library/Extensions/AMDRadeonX4000GLDriver.bundle/Contents/MacOS/AMDRadeonX4000GLDriver\n 0x12a338000 - 0x12a4eaffb +libRadeonProRender64.dylib (0) <7857C60D-5962-34B2-9946-AA62FB25A0FC> /Users/USER/Library/Application Support/Blender/*/libRadeonProRender64.dylib\n 0x12b156000 - 0x12b159fff +_heapq.cpython-39-darwin.so (0) <39FBF3FE-B287-3DE1-9C22-E65F7DE3FBD6> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/_heapq.cpython-39-darwin.so\n 0x12b32f000 - 0x12b33aff3 +math.cpython-39-darwin.so (0) <B182812A-68AA-35BD-A8E8-D26E6BDB8C3F> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/math.cpython-39-darwin.so\n 0x12b4cf000 - 0x12b53970f dyld (655.1.1) <EA5BF483-08FB-31C9-B31E-C0D0FD94FE89> /usr/lib/dyld\n 0x12c854000 - 0x12cb0b80f +_ssl.cpython-39-darwin.so (0) <9E0B733D-CC78-37AF-9E27-8D058929365F> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/_ssl.cpython-39-darwin.so\n 0x12cbdc000 - 0x12cbebff7 +_socket.cpython-39-darwin.so (0) <B1F1427E-EC5E-35BF-8595-3AB7F81B8BFA> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/_socket.cpython-39-darwin.so\n 0x12cc3c000 - 0x12cc43fff +select.cpython-39-darwin.so (0) <9F931F33-6B72-314B-9365-C443F0E411CE> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/select.cpython-39-darwin.so\n 0x12cc50000 - 0x12cc57fff +array.cpython-39-darwin.so (0) <C6EAB41B-E104-3EF6-923E-5279F64BB2AE> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/array.cpython-39-darwin.so\n 0x12cc68000 - 0x12cc6fff7 +_struct.cpython-39-darwin.so (0) <80252227-C14A-3C4F-974E-3F540EDA92B5> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/_struct.cpython-39-darwin.so\n 0x12cc80000 - 0x12cc87ff7 +binascii.cpython-39-darwin.so (0) <804000F0-C103-3525-88BB-176B163AC5A4> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/binascii.cpython-39-darwin.so\n 0x12cd14000 - 0x12cd17fff +_bisect.cpython-39-darwin.so (0) <C55FDD46-701F-3112-80AC-1514BA077D76> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/_bisect.cpython-39-darwin.so\n 0x12cd24000 - 0x12cd27ff3 +_random.cpython-39-darwin.so (0) <17F6835A-5316-353E-89E2-28FA2C7310B6> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/_random.cpython-39-darwin.so\n 0x12cd34000 - 0x12cd3bff3 +_sha512.cpython-39-darwin.so (0) <FE9A114B-3EB9-331D-9CB2-3F71DA53B2FB> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/_sha512.cpython-39-darwin.so\n 0x12cd88000 - 0x12cd97ff7 +_datetime.cpython-39-darwin.so (0) <DD77ED03-5D10-32E9-A860-DEBFE5951394> /Applications/Blender 2.93/Blender.app/Contents/Resources/2.93/python/lib/python3.9/lib-dynload/_datetime.cpython-39-darwin.so\n 0x12ce6c000 - 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0x7fff5c02cff3 libFosl_dynamic.dylib (18.3.4) <1B5DD4E2-8AE0-315E-829E-D5BFCD264EA8> /usr/lib/libFosl_dynamic.dylib\n 0x7fff5c07d000 - 0x7fff5c09cfff libMobileGestalt.dylib (645.270.1) <99A06C8A-97D6-383D-862C-F453BABB48A4> /usr/lib/libMobileGestalt.dylib\n 0x7fff5c09d000 - 0x7fff5c09dfff libOpenScriptingUtil.dylib (179.1) <4D603146-EDA5-3A74-9FF8-4F75D8BB9BC6> /usr/lib/libOpenScriptingUtil.dylib\n 0x7fff5c1dd000 - 0x7fff5c1deffb libSystem.B.dylib (1252.250.1) <C7A55258-8EB2-3202-82B5-AA56E53EE2DA> /usr/lib/libSystem.B.dylib\n 0x7fff5c25a000 - 0x7fff5c25bfff libThaiTokenizer.dylib (2.15.1) <ADB37DC3-7D9B-3E73-A72A-BCC3433C937A> /usr/lib/libThaiTokenizer.dylib\n 0x7fff5c26d000 - 0x7fff5c283ffb libapple_nghttp2.dylib (1.24.1) <6F04250A-6686-3FDC-9A8D-290C64B06502> /usr/lib/libapple_nghttp2.dylib\n 0x7fff5c284000 - 0x7fff5c2adffb libarchive.2.dylib (54.250.1) <47289946-8504-3966-9127-6CE39993DC2C> /usr/lib/libarchive.2.dylib\n 0x7fff5c2ae000 - 0x7fff5c32dfff libate.dylib (1.13.8) <92B44EDB-369D-3EE8-AEC5-61F8B9313DBF> /usr/lib/libate.dylib\n 0x7fff5c331000 - 0x7fff5c331ff3 libauto.dylib (187) <3E3780E1-96F3-3A22-91C5-92F9A5805518> /usr/lib/libauto.dylib\n 0x7fff5c403000 - 0x7fff5c413ffb libbsm.0.dylib (39.200.18) <CF381E0B-025B-364F-A83D-2527E03F1AA3> /usr/lib/libbsm.0.dylib\n 0x7fff5c414000 - 0x7fff5c421fff libbz2.1.0.dylib (38.200.3) <272953A1-8D36-329B-BDDB-E887B347710F> /usr/lib/libbz2.1.0.dylib\n 0x7fff5c422000 - 0x7fff5c475ff7 libc++.1.dylib (400.9.4) <9A60A190-6C34-339F-BB3D-AACE942009A4> /usr/lib/libc++.1.dylib\n 0x7fff5c476000 - 0x7fff5c48bff7 libc++abi.dylib (400.17) <38C09CED-9090-3719-90F3-04A2749F5428> /usr/lib/libc++abi.dylib\n 0x7fff5c48c000 - 0x7fff5c48cff3 libcharset.1.dylib (51.200.6) <2A27E064-314C-359C-93FC-8A9B06206174> /usr/lib/libcharset.1.dylib\n 0x7fff5c48d000 - 0x7fff5c49dffb libcmph.dylib (6.15.1) <9C52B2FE-179F-32AC-B87E-2AFC49ABF817> /usr/lib/libcmph.dylib\n 0x7fff5c49e000 - 0x7fff5c4b6ffb libcompression.dylib (52.250.2) <7F4BB18C-1FB4-3825-8D8B-6E6B168774C6> /usr/lib/libcompression.dylib\n 0x7fff5c72b000 - 0x7fff5c741fff libcoretls.dylib (155.220.1) <4C64BE3E-41E3-3020-8BB7-07E90C0C861C> /usr/lib/libcoretls.dylib\n 0x7fff5c742000 - 0x7fff5c743ff3 libcoretls_cfhelpers.dylib (155.220.1) <0959B3E9-6643-3589-8BB3-21D52CDF0EF1> /usr/lib/libcoretls_cfhelpers.dylib\n 0x7fff5c8e1000 - 0x7fff5c9d9ff7 libcrypto.35.dylib (22.260.1) <91C3D71A-4D1D-331D-89CC-67863DF10574> /usr/lib/libcrypto.35.dylib\n 0x7fff5cbef000 - 0x7fff5cc45ff3 libcups.2.dylib (462.16) <E82021D0-36AD-3FB7-AE47-A03A6947C7D0> /usr/lib/libcups.2.dylib\n 0x7fff5cd79000 - 0x7fff5cd79fff libenergytrace.dylib (17.200.1) <80BB567A-FD18-3497-BF97-353F57D98CDD> /usr/lib/libenergytrace.dylib\n 0x7fff5cdab000 - 0x7fff5cdb0ff7 libgermantok.dylib (17.15.2) <E5F0F794-FF27-3D64-AE52-C78C6A84DD67> /usr/lib/libgermantok.dylib\n 0x7fff5cdb1000 - 0x7fff5cdb6ff7 libheimdal-asn1.dylib (520.270.1) <73F60D6F-76F8-35EF-9C86-9A81225EE4BE> /usr/lib/libheimdal-asn1.dylib\n 0x7fff5cde1000 - 0x7fff5ced1fff libiconv.2.dylib (51.200.6) <2047C9B7-3F74-3A95-810D-2ED8F0475A99> /usr/lib/libiconv.2.dylib\n 0x7fff5ced2000 - 0x7fff5d133ffb libicucore.A.dylib (62141.0.1) <A0D63918-76E9-3C1B-B255-46F4C1DA7FE8> /usr/lib/libicucore.A.dylib\n 0x7fff5d180000 - 0x7fff5d181fff liblangid.dylib (128.15.1) <22D05C4F-769B-3075-ABCF-44A0EBACE028> /usr/lib/liblangid.dylib\n 0x7fff5d182000 - 0x7fff5d19aff3 liblzma.5.dylib (10.200.3) <E1F4FD60-1CE4-37B9-AD95-29D348AF1AC0> /usr/lib/liblzma.5.dylib\n 0x7fff5d1b2000 - 0x7fff5d256ff7 libmecab.1.0.0.dylib (779.24.1) <A8D0379B-85FA-3B3D-89ED-5CF2C3826AB2> /usr/lib/libmecab.1.0.0.dylib\n 0x7fff5d257000 - 0x7fff5d45bfff libmecabra.dylib (779.24.1) <D71F71E0-30E2-3DB3-B636-7DE13D51FB4B> /usr/lib/libmecabra.dylib\n 0x7fff5d633000 - 0x7fff5d984ff7 libnetwork.dylib (1229.250.15) <72C7E9E3-B2BE-3300-BE1B-64606222022C> /usr/lib/libnetwork.dylib\n 0x7fff5da16000 - 0x7fff5e19bfdf libobjc.A.dylib (756.2) <7C312627-43CB-3234-9324-4DEA92D59F50> /usr/lib/libobjc.A.dylib\n 0x7fff5e1ad000 - 0x7fff5e1b1ffb libpam.2.dylib (22.200.1) <586CF87F-349C-393D-AEEB-FB75F94A5EB7> /usr/lib/libpam.2.dylib\n 0x7fff5e1b4000 - 0x7fff5e1e9fff libpcap.A.dylib (79.250.3) <97B8CE1B-3EF6-3443-95EF-5659733139C9> /usr/lib/libpcap.A.dylib\n 0x7fff5e302000 - 0x7fff5e31affb libresolv.9.dylib (65.200.3) <1FB0982D-84D9-36E0-B3D8-C808891EFF50> /usr/lib/libresolv.9.dylib\n 0x7fff5e36b000 - 0x7fff5e36cff7 libspindump.dylib (267.3) <A584E403-8C95-3841-9C16-E22664A5A63F> /usr/lib/libspindump.dylib\n 0x7fff5e36d000 - 0x7fff5e54afff libsqlite3.dylib (274.26) <6404BA3B-BCA4-301F-B2FE-8776105A2AA3> /usr/lib/libsqlite3.dylib\n 0x7fff5e763000 - 0x7fff5e766ff7 libutil.dylib (51.200.4) <CE9B18C9-66ED-32D4-9D29-01F8FCB467B0> /usr/lib/libutil.dylib\n 0x7fff5e767000 - 0x7fff5e774fff libxar.1.dylib (417.1) <39CCF46B-C81A-34B1-92A1-58C4E5DA846E> /usr/lib/libxar.1.dylib\n 0x7fff5e779000 - 0x7fff5e85cfff libxml2.2.dylib (32.19) <E07AB10E-E2E6-33F2-8550-C24A0EB8FEAC> /usr/lib/libxml2.2.dylib\n 0x7fff5e85d000 - 0x7fff5e885ff3 libxslt.1.dylib (16.7.1) <4A5CB7D5-50F8-36BF-8A80-D526C57EB5D9> /usr/lib/libxslt.1.dylib\n 0x7fff5e886000 - 0x7fff5e898ff7 libz.1.dylib (70.200.4) <B048FC1F-058F-3A08-A1FE-81D5308CB3E6> /usr/lib/libz.1.dylib\n 0x7fff5f07c000 - 0x7fff5f080ff3 libcache.dylib (81) <1987D1E1-DB11-3291-B12A-EBD55848E02D> /usr/lib/system/libcache.dylib\n 0x7fff5f081000 - 0x7fff5f08bff3 libcommonCrypto.dylib (60118.250.2) <1765BB6E-6784-3653-B16B-CB839721DC9A> /usr/lib/system/libcommonCrypto.dylib\n 0x7fff5f08c000 - 0x7fff5f093ff7 libcompiler_rt.dylib (63.4) <5212BA7B-B7EA-37B4-AF6E-AC4F507EDFB8> /usr/lib/system/libcompiler_rt.dylib\n 0x7fff5f094000 - 0x7fff5f09dff7 libcopyfile.dylib (146.250.1) <98CD00CD-9B91-3B5C-A9DB-842638050FA8> /usr/lib/system/libcopyfile.dylib\n 0x7fff5f09e000 - 0x7fff5f122fc3 libcorecrypto.dylib (602.260.2) <01464D24-570C-3B83-9D18-467769E0FCDD> /usr/lib/system/libcorecrypto.dylib\n 0x7fff5f1a9000 - 0x7fff5f1e2ff7 libdispatch.dylib (1008.270.1) <97273678-E94C-3C8C-89F6-2E2020F4B43B> /usr/lib/system/libdispatch.dylib\n 0x7fff5f1e3000 - 0x7fff5f20fff7 libdyld.dylib (655.1.1) <002418CC-AD11-3D10-865B-015591D24E6C> /usr/lib/system/libdyld.dylib\n 0x7fff5f210000 - 0x7fff5f210ffb libkeymgr.dylib (30) <0D0F9CA2-8D5A-3273-8723-59987B5827F2> /usr/lib/system/libkeymgr.dylib\n 0x7fff5f211000 - 0x7fff5f21dff3 libkxld.dylib (4903.278.56) <A3FF22FA-4AD4-3FF3-9891-B34482DC8572> /usr/lib/system/libkxld.dylib\n 0x7fff5f21e000 - 0x7fff5f21eff7 liblaunch.dylib (1336.261.6) <1F0EEC6F-4D08-38E6-ACF9-6E44D328931F> /usr/lib/system/liblaunch.dylib\n 0x7fff5f21f000 - 0x7fff5f224fff libmacho.dylib (927.0.3) <A377D608-77AB-3F6E-90F0-B4F251A5C12F> /usr/lib/system/libmacho.dylib\n 0x7fff5f225000 - 0x7fff5f227ff7 libquarantine.dylib (86.270.1) <3F36A3D6-9606-3D90-B520-809BAEF981C3> /usr/lib/system/libquarantine.dylib\n 0x7fff5f228000 - 0x7fff5f229ff7 libremovefile.dylib (45.200.2) <9FBEB2FF-EEBE-31BC-BCFC-C71F8D0E99B6> /usr/lib/system/libremovefile.dylib\n 0x7fff5f22a000 - 0x7fff5f241ff3 libsystem_asl.dylib (356.200.4) <A62A7249-38B8-33FA-9875-F1852590796C> /usr/lib/system/libsystem_asl.dylib\n 0x7fff5f242000 - 0x7fff5f242ff7 libsystem_blocks.dylib (73) <A453E8EE-860D-3CED-B5DC-BE54E9DB4348> /usr/lib/system/libsystem_blocks.dylib\n 0x7fff5f243000 - 0x7fff5f2cafff libsystem_c.dylib (1272.250.1) <7EDACF78-2FA3-35B8-B051-D70475A35117> /usr/lib/system/libsystem_c.dylib\n 0x7fff5f2cb000 - 0x7fff5f2ceffb libsystem_configuration.dylib (963.270.3) <2B4A836D-68A4-33E6-8D48-CD4486B03387> /usr/lib/system/libsystem_configuration.dylib\n 0x7fff5f2cf000 - 0x7fff5f2d2ff7 libsystem_coreservices.dylib (66) <719F75A4-74C5-3BA6-A09E-0C5A3E5889D7> /usr/lib/system/libsystem_coreservices.dylib\n 0x7fff5f2d3000 - 0x7fff5f2d9fff libsystem_darwin.dylib (1272.250.1) <EC9B39A5-9592-3577-8997-7DC721D20D8C> /usr/lib/system/libsystem_darwin.dylib\n 0x7fff5f2da000 - 0x7fff5f2e0ffb libsystem_dnssd.dylib (878.270.3) <D5352ABD-0311-3327-8E64-93F29EB19BF1> /usr/lib/system/libsystem_dnssd.dylib\n 0x7fff5f2e1000 - 0x7fff5f32cffb libsystem_info.dylib (517.200.9) <D09D5AE0-2FDC-3A6D-93EC-729F931B1457> /usr/lib/system/libsystem_info.dylib\n 0x7fff5f32d000 - 0x7fff5f355ff7 libsystem_kernel.dylib (4903.278.56) <5B0F1BF0-E2F4-3753-87B6-6F91C594F59E> /usr/lib/system/libsystem_kernel.dylib\n 0x7fff5f356000 - 0x7fff5f3a1ff7 libsystem_m.dylib (3158.200.7) <F19B6DB7-014F-3820-831F-389CCDA06EF6> /usr/lib/system/libsystem_m.dylib\n 0x7fff5f3a2000 - 0x7fff5f3ccfff libsystem_malloc.dylib (166.270.1) <011F3AD0-8E6A-3A89-AE64-6E5F6840F30A> /usr/lib/system/libsystem_malloc.dylib\n 0x7fff5f3cd000 - 0x7fff5f3d7ff7 libsystem_networkextension.dylib (767.250.2) <FF06F13A-AEFE-3A27-A073-910EF78AEA36> /usr/lib/system/libsystem_networkextension.dylib\n 0x7fff5f3d8000 - 0x7fff5f3dffff libsystem_notify.dylib (172.200.21) <145B5CFC-CF73-33CE-BD3D-E8DDE268FFDE> /usr/lib/system/libsystem_notify.dylib\n 0x7fff5f3e0000 - 0x7fff5f3e9fef libsystem_platform.dylib (177.270.1) <9D1FE5E4-EB7D-3B3F-A8D1-A96D9CF1348C> /usr/lib/system/libsystem_platform.dylib\n 0x7fff5f3ea000 - 0x7fff5f3f4ff7 libsystem_pthread.dylib (330.250.2) <2D5C08FF-484F-3D59-9132-CE1DCB3F76D7> /usr/lib/system/libsystem_pthread.dylib\n 0x7fff5f3f5000 - 0x7fff5f3f8ff7 libsystem_sandbox.dylib (851.270.5) <20D11F30-783F-3A56-9BD2-6CF38C049332> /usr/lib/system/libsystem_sandbox.dylib\n 0x7fff5f3f9000 - 0x7fff5f3fbff3 libsystem_secinit.dylib (30.260.2) <EF1EA47B-7B22-35E8-BD9B-F7003DCB96AE> /usr/lib/system/libsystem_secinit.dylib\n 0x7fff5f3fc000 - 0x7fff5f403ff3 libsystem_symptoms.dylib (820.267.2) <0DA60956-0403-3456-9D6A-11F2DB9E3819> /usr/lib/system/libsystem_symptoms.dylib\n 0x7fff5f404000 - 0x7fff5f419ff7 libsystem_trace.dylib (906.260.3) <5B6FAE61-EF5C-381F-B71B-9B6F6428FEE2> /usr/lib/system/libsystem_trace.dylib\n 0x7fff5f41b000 - 0x7fff5f420ffb libunwind.dylib (35.4) <24A97A67-F017-3CFC-B0D0-6BD0224B1336> /usr/lib/system/libunwind.dylib\n 0x7fff5f421000 - 0x7fff5f450fff libxpc.dylib (1336.261.6) <522FA3AF-D3B1-3283-8EF4-8B17CB237B65> /usr/lib/system/libxpc.dylib\n\nExternal Modification Summary:\n Calls made by other processes targeting this process:\n task_for_pid: 1047\n thread_create: 0\n thread_set_state: 0\n Calls made by this process:\n task_for_pid: 0\n thread_create: 0\n thread_set_state: 0\n Calls made by all processes on this machine:\n task_for_pid: 76643460\n thread_create: 0\n thread_set_state: 0\n\nVM Region Summary:\nReadOnly portion of Libraries: Total=750.3M resident=0K(0%) swapped_out_or_unallocated=750.3M(100%)\nWritable regions: Total=1.9G written=0K(0%) resident=0K(0%) swapped_out=0K(0%) unallocated=1.9G(100%)\n \n VIRTUAL REGION \nREGION TYPE SIZE COUNT (non-coalesced) \n=========== ======= ======= \nAccelerate framework 512K 3 \nActivity Tracing 256K 1 \nCG backing stores 1320K 2 \nCG image 380K 11 \nCoreAnimation 328K 10 \nCoreGraphics 8K 1 \nCoreImage 32K 4 \nCoreUI image data 704K 8 \nCoreUI image file 540K 5 \nFoundation 4K 1 \nImage IO 256K 1 \nKernel Alloc Once 8K 1 \nMALLOC 868.0M 567 \nMALLOC guard page 32K 7 \nMALLOC_LARGE (reserved) 128K 1 reserved VM address space (unallocated)\nMALLOC_NANO (reserved) 384.0M 1 reserved VM address space (unallocated)\nMemory Tag 242 12K 1 \nMemory Tag 249 192K 2 \nOpenGL GLSL 256K 3 \nSTACK GUARD 92K 23 \nStack 36.7M 23 \nVM_ALLOCATE 524.9M 572 \nVM_ALLOCATE (reserved) 128.0M 2 reserved VM address space (unallocated)\n__DATA 120.0M 333 \n__DATA_CONST 20K 1 \n__FONT_DATA 4K 1 \n__GLSLBUILTINS 5176K 1 \n__LINKEDIT 283.5M 85 \n__TEXT 467.0M 320 \n__UNICODE 564K 1 \nmapped file 79.5M 26 \nshared memory 4276K 12 \n=========== ======= ======= \nTOTAL 2.8G 2030 \nTOTAL, minus reserved VM space 2.3G 2030 \n\nModel: MacBookPro13,3, BootROM 429.80.1.0.0, 4 processors, Intel Core i7, 2,9 GHz, 16 GB, SMC 2.38f7\nGraphics: kHW_AMDRadeonPro460Item, AMD Radeon Pro 460, spdisplays_pcie_device, 4 GB\nGraphics: kHW_IntelHDGraphics530Item, Intel HD Graphics 530, spdisplays_builtin\nMemory Module: BANK 0/DIMM0, 8 GB, LPDDR3, 2133 MHz, 0x802C, 0x4D5435324C31473332443450472D30393320\nMemory Module: BANK 1/DIMM0, 8 GB, LPDDR3, 2133 MHz, 0x802C, 0x4D5435324C31473332443450472D30393320\nAirPort: spairport_wireless_card_type_airport_extreme (0x14E4, 0x15A), Broadcom BCM43xx 1.0 (7.77.61.3 AirPortDriverBrcmNIC-1305.11)\nBluetooth: Version 6.0.14d12, 3 services, 27 devices, 1 incoming serial ports\nNetwork Service: Wi-Fi, AirPort, en0\nUSB Device: USB 3.0 Bus\nUSB Device: Wacom Wireless Receiver\nUSB Device: iBridge\nThunderbolt Bus: MacBook Pro, Apple Inc., 41.1\nThunderbolt Bus: MacBook Pro, Apple Inc., 41.1\n```\n\nCrash Log 2:\n```lines=25\nProcess: Blender [4923]\nPath: /Applications/Blender.app/Contents/MacOS/Blender\nIdentifier: org.blenderfoundation.blender\nVersion: 2.92.0 (2.92.0 2021-02-25)\nCode Type: X86-64 (Native)\nParent Process: ??? [1]\nResponsible: Blender [4923]\nUser ID: 501\n\nDate/Time: 2021-03-14 13:37:52.807 +0100\nOS Version: macOS 11.2.3 (20D91)\nReport Version: 12\nBridge OS Version: 5.2 (18P4347)\nAnonymous UUID: B5FE06B1-F2A1-95FF-0593-1738C46F37D4\n\nSleep/Wake UUID: CBAA4D96-6C0A-4683-B5C6-D788FF799225\n\nTime Awake Since Boot: 65000 seconds\nTime Since Wake: 5700 seconds\n\nSystem Integrity Protection: enabled\n\nCrashed Thread: 0 Dispatch queue: com.apple.main-thread\n\nException Type: EXC_BAD_ACCESS (SIGSEGV)\nException Codes: KERN_INVALID_ADDRESS at 0x0000000000000024\nException Note: EXC_CORPSE_NOTIFY\n\nTermination Signal: Segmentation fault: 11\nTermination Reason: Namespace SIGNAL, Code 0xb\nTerminating Process: exc handler [4923]\n\nVM Regions Near 0x24:\n--> \n __TEXT 10016f000-10ab5b000 [169.9M] r-x/r-x SM=COW /Applications/Blender.app/Contents/MacOS/Blender\n\nThread 0 Crashed:: Dispatch queue: com.apple.main-thread\n0 GLEngine \t0x00007fff6cc64690 gleRunVertexSubmitImmediate + 5632\n1 GLEngine \t0x00007fff6cbeb197 glDrawElementsInstancedBaseVertex_GL3Exec + 807\n2 libGL.dylib \t0x00007fff6cb323cf glDrawElementsInstancedBaseVertex + 45\n3 org.blenderfoundation.blender \t0x0000000100808ec5 draw_call_single_do + 469\n4 org.blenderfoundation.blender \t0x000000010080864c drw_draw_pass_ex + 1692\n5 org.blenderfoundation.blender \t0x0000000100807f9f DRW_draw_pass + 31\n6 org.blenderfoundation.blender \t0x0000000100832048 workbench_draw_sample + 344\n7 org.blenderfoundation.blender \t0x000000010083229c workbench_draw_scene + 76\n8 org.blenderfoundation.blender \t0x00000001007ff33a drw_engines_draw_scene + 186\n9 org.blenderfoundation.blender \t0x00000001007fde5d DRW_draw_render_loop_ex + 1565\n10 org.blenderfoundation.blender \t0x00000001007ff5db DRW_draw_render_loop_offscreen + 155\n11 org.blenderfoundation.blender \t0x000000010111d058 ED_view3d_draw_offscreen + 808\n12 org.blenderfoundation.blender \t0x000000010111d834 ED_view3d_draw_offscreen_imbuf + 692\n13 org.blenderfoundation.blender \t0x000000010111db64 ED_view3d_draw_offscreen_imbuf_simple + 628\n14 org.blenderfoundation.blender \t0x00000001006e6876 wm_save_as_mainfile_exec + 1974\n15 org.blenderfoundation.blender \t0x00000001006e6cb1 wm_save_mainfile_invoke + 289\n16 org.blenderfoundation.blender \t0x00000001006e0bd9 wm_operator_invoke + 521\n17 org.blenderfoundation.blender \t0x00000001006e216c wm_handler_operator_call + 636\n18 org.blenderfoundation.blender \t0x00000001006e1836 wm_handlers_do_intern + 1782\n19 org.blenderfoundation.blender \t0x00000001006dcdbf wm_handlers_do + 31\n20 org.blenderfoundation.blender \t0x00000001006dca1d wm_event_do_handlers + 3373\n21 org.blenderfoundation.blender \t0x00000001006d5360 WM_main + 32\n22 org.blenderfoundation.blender \t0x00000001002b3b8b main + 907\n23 libdyld.dylib \t0x00007fff203ca621 start + 1\n\nThread 1:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 2:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 3:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 4:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 5:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 6:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 7:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 8:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 9:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 10:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 11:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 12:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 13:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 14:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 15:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 16:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 17:: AMCP Logging Spool\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 com.apple.audio.caulk \t0x00007fff284ad92a caulk::mach::semaphore::wait_or_error() + 16\n2 com.apple.audio.caulk \t0x00007fff2849a6e6 caulk::semaphore::timed_wait(double) + 110\n3 com.apple.audio.caulk \t0x00007fff2849a634 caulk::concurrent::details::worker_thread::run() + 30\n4 com.apple.audio.caulk \t0x00007fff2849a3c0 void* caulk::thread_proxy<std::__1::tuple<caulk::thread::attributes, void (caulk::concurrent::details::worker_thread::*)(), std::__1::tuple<caulk::concurrent::details::worker_thread*> > >(void*) + 45\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 18:: com.apple.audio.IOThread.client\n0 libsystem_kernel.dylib \t0x00007fff2037ae7e mach_msg_trap + 10\n1 libsystem_kernel.dylib \t0x00007fff2037b1f0 mach_msg + 60\n2 com.apple.audio.CoreAudio \t0x00007fff21e9edd5 HALB_MachPort::SendSimpleMessageWithSimpleReply(unsigned int, unsigned int, int, int&, bool, unsigned int) + 111\n3 com.apple.audio.CoreAudio \t0x00007fff21d3a467 invocation function for block in HALC_ProxyIOContext::HALC_ProxyIOContext(unsigned int, unsigned int) + 3435\n4 com.apple.audio.CoreAudio \t0x00007fff21eddf2a HALB_IOThread::Entry(void*) + 72\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 19:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 20:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 21:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 22:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 23:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 24:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 25:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 26:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 27:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 28:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 29:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 30:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 31:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 32:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 33:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 34:: com.apple.NSEventThread\n0 libsystem_kernel.dylib \t0x00007fff2037ae7e mach_msg_trap + 10\n1 libsystem_kernel.dylib \t0x00007fff2037b1f0 mach_msg + 60\n2 com.apple.CoreFoundation \t0x00007fff204a7bf7 __CFRunLoopServiceMachPort + 316\n3 com.apple.CoreFoundation \t0x00007fff204a62ca __CFRunLoopRun + 1315\n4 com.apple.CoreFoundation \t0x00007fff204a56ce CFRunLoopRunSpecific + 563\n5 com.apple.AppKit \t0x00007fff22e4b7c6 _NSEventThread + 124\n6 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n7 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 35:: Dispatch queue: com.apple.opengl.cvmDoWork\n0 libsystem_kernel.dylib \t0x00007fff2037ae7e mach_msg_trap + 10\n1 libsystem_kernel.dylib \t0x00007fff2037b1f0 mach_msg + 60\n2 libdispatch.dylib \t0x00007fff2021a776 _dispatch_mach_send_and_wait_for_reply + 518\n3 libdispatch.dylib \t0x00007fff2021ab6e dispatch_mach_send_with_result_and_wait_for_reply + 50\n4 libxpc.dylib \t0x00007fff200f11ac xpc_connection_send_message_with_reply_sync + 238\n5 libCoreVMClient.dylib \t0x00007fff6c90670a cvms_element_build_and_get_internal + 229\n6 libCoreVMClient.dylib \t0x00007fff6c90660e cvms_element_build_from_source + 169\n7 libCVMSPluginSupport.dylib \t0x00007fff6c91bf14 cvm_deferred_build_modular(void*) + 422\n8 libdispatch.dylib \t0x00007fff202047c7 _dispatch_client_callout + 8\n9 libdispatch.dylib \t0x00007fff2020a5fe _dispatch_lane_serial_drain + 606\n10 libdispatch.dylib \t0x00007fff2020b0cb _dispatch_lane_invoke + 375\n11 libdispatch.dylib \t0x00007fff20214c5d _dispatch_workloop_worker_thread + 819\n12 libsystem_pthread.dylib \t0x00007fff203ac499 _pthread_wqthread + 314\n13 libsystem_pthread.dylib \t0x00007fff203ab467 start_wqthread + 15\n\nThread 36:\n0 libsystem_pthread.dylib \t0x00007fff203ab458 start_wqthread + 0\n\nThread 37:\n0 libsystem_pthread.dylib \t0x00007fff203ab458 start_wqthread + 0\n\nThread 38:\n0 libsystem_pthread.dylib \t0x00007fff203ab458 start_wqthread + 0\n\nThread 39:\n0 libsystem_pthread.dylib \t0x00007fff203ab458 start_wqthread + 0\n\nThread 40:\n0 libsystem_pthread.dylib \t0x00007fff203ab458 start_wqthread + 0\n\nThread 0 crashed with X86 Thread State (64-bit):\n rax: 0x0000000000000024 rbx: 0x00000c3300041000 rcx: 0x00007fff6cc64690 rdx: 0x00007fff6cc65ae8\n rdi: 0x0000000000000006 rsi: 0x0000000000000000 rbp: 0x00007ffeefa8dce0 rsp: 0x00007ffeefa8db50\n r8: 0x0000000000000001 r9: 0x0000600003844bf0 r10: 0x0000000000000001 r11: 0x0000000186600082\n r12: 0x0000000000000000 r13: 0x0000000000000003 r14: 0x0000000000000000 r15: 0x00000c3300041000\n rip: 0x00007fff6cc64690 rfl: 0x0000000000010217 cr2: 0x0000000000000024\n \nLogical CPU: 0\nError Code: 0x00000004 (no mapping for user data read)\nTrap Number: 14\n\nThread 0 instruction stream:\n ff 48 8b 8d 28 ff ff ff-48 8b 44 01 08 e9 b6 f7 .H..(...H.D.....\n ff ff 85 d2 0f 84 84 00-00 00 49 89 fd be 00 00 ..........I.....\n 80 38 66 2e 0f 1f 84 00-00 00 00 00 0f 1f 40 00 .8f...........@.\n 89 d7 8d 14 3f 81 c6 00-00 80 ff f7 c7 00 02 00 ....?...........\n 00 74 ed 81 e2 fe 03 00-00 4c 89 ef 4c 8b ad 08 .t.......L..L...\n ff ff ff eb 4d c1 e6 0d-81 c6 00 00 00 38 eb 42 ....M........8.B\n [8b]08 89 8d 30 ff ff ff-8b 48 04 89 8d 34 ff ff ....0....H...4..\t<==\n ff e9 bc f9 ff ff 8b 08-89 8d 30 ff ff ff 8b 48 ..........0....H\n 04 89 8d 34 ff ff ff 8b-48 08 89 8d 38 ff ff ff ...4....H...8...\n 8b 40 0c 89 85 3c ff ff-ff e9 42 05 00 00 31 f6 .@...<....B...1.\n 31 d2 c1 e2 0d 09 f2 09-ca 89 95 30 ff ff ff 41 1..........0...A\n 83 fd 02 0f 82 e0 03 00-00 0f b7 70 02 89 f1 c1 ...........p....\n \nThread 0 last branch register state not available.\n\n\nBinary Images:\n 0x10016f000 - 0x10ab5afff +org.blenderfoundation.blender (2.92.0 - 2.92.0 2021-02-25) <F92572D3-A6D1-3A9C-9F23-72D19FC8242A> /Applications/Blender.app/Contents/MacOS/Blender\n 0x11191c000 - 0x111988fff +libomp.dylib (0) <535E76BC-1650-3651-9C62-97A995647107> /Applications/Blender.app/Contents/Resources/lib/libomp.dylib\n 0x1186b5000 - 0x118818fff com.apple.audio.units.Components (1.14 - 1.14) <8C3B07AD-A96B-383A-94DC-902CCE4CD511> /System/Library/Components/CoreAudio.component/Contents/MacOS/CoreAudio\n 0x11886d000 - 0x11887cfff libobjc-trampolines.dylib (818.2) <29187EF9-2BD6-3ABF-8088-DE708721B612> /usr/lib/libobjc-trampolines.dylib\n 0x118c6b000 - 0x118d06fff dyld (832.7.3) <0D4EA85F-7E30-338B-9215-314A5A5539B6> /usr/lib/dyld\n 0x118d83000 - 0x119332fff com.apple.audio.AudioDSPComponents (1.0 - 1) <1A7FCA3F-190C-32F0-A48D-1524A11B0910> /System/Library/Components/AudioDSP.component/Contents/MacOS/AudioDSP\n 0x119963000 - 0x119ce2fff com.apple.AMDRadeonX6000MTLDriver (4.2.15 - 4.0.2) <56DBFC8D-9ABB-34AE-873F-CAF3E6A184D5> /System/Library/Extensions/AMDRadeonX6000MTLDriver.bundle/Contents/MacOS/AMDRadeonX6000MTLDriver\n 0x11a0ab000 - 0x11a1fefff com.apple.AMDRadeonX6000GLDriver (4.2.15 - 4.0.2) <6A663F3B-05F2-35F1-9832-C0E3645C7E08> /System/Library/Extensions/AMDRadeonX6000GLDriver.bundle/Contents/MacOS/AMDRadeonX6000GLDriver\n 0x127eb0000 - 0x127eb1fff +_heapq.cpython-37m-darwin.so (0) <20086BF0-0130-3463-B824-F98C6D51BE39> /Applications/Blender.app/Contents/Resources/2.92/python/lib/python3.7/lib-dynload/_heapq.cpython-37m-darwin.so\n 0x1280ba000 - 0x1280bffff +math.cpython-37m-darwin.so (0) <F76ADA60-2AAA-34A7-BB31-26405F501673> /Applications/Blender.app/Contents/Resources/2.92/python/lib/python3.7/lib-dynload/math.cpython-37m-darwin.so\n 0x128fe4000 - 0x128fe7fff com.apple.CloudDocsFileProvider (1.0 - 726.1) <AB47EF12-834C-3720-BEE5-22E11638BFB7> /System/Library/Frameworks/FileProvider.framework/OverrideBundles/CloudDocsFileProvider.bundle/Contents/MacOS/CloudDocsFileProvider\n 0x128ff8000 - 0x128ffbfff com.apple.FileProviderOverride (326.3 - 326.3) <54B6F621-7F46-3223-A227-C0757EB3F900> /System/Library/Frameworks/FileProvider.framework/OverrideBundles/FileProviderOverride.bundle/Contents/MacOS/FileProviderOverride\n 0x12900c000 - 0x129027fff com.apple.findersync.fileprovideroverride.FinderSyncCollaborationFileProviderOverride (1.0 - 1350.2.10) <EDD7E1EC-AB15-3496-9A57-237C9D3A2CEB> /System/Library/Frameworks/FileProvider.framework/OverrideBundles/FinderSyncCollaborationFileProviderOverride.bundle/Contents/MacOS/FinderSyncCollaborationFileProviderOverride\n 0x7fff200e4000 - 0x7fff200e5fff libsystem_blocks.dylib (78) <E644CAA0-65B7-36E4-8041-520F3301F3DB> /usr/lib/system/libsystem_blocks.dylib\n 0x7fff200e6000 - 0x7fff2011bfff libxpc.dylib (2038.80.3) <70F26262-01AA-3CEC-9FAD-2701D24096F0> /usr/lib/system/libxpc.dylib\n 0x7fff2011c000 - 0x7fff20133fff libsystem_trace.dylib (1277.80.2) <87FEF600-48D9-31C9-B8FC-D5249B2AE95D> /usr/lib/system/libsystem_trace.dylib\n 0x7fff20134000 - 0x7fff201d3fff libcorecrypto.dylib (1000.80.5) <1EB11CFB-ABD7-36DD-97C7-C112A6601416> /usr/lib/system/libcorecrypto.dylib\n 0x7fff201d4000 - 0x7fff20200fff libsystem_malloc.dylib (317.40.8) <A498D1EF-E43D-310C-84E8-9C0AADA0C475> /usr/lib/system/libsystem_malloc.dylib\n 0x7fff20201000 - 0x7fff20245fff libdispatch.dylib (1271.40.12) <AD988EEA-1A2F-3404-9A6E-390FC2504223> /usr/lib/system/libdispatch.dylib\n 0x7fff20246000 - 0x7fff2027efff libobjc.A.dylib (818.2) <EB6B543F-D42C-3FB2-A2EC-43407C5F80D3> /usr/lib/libobjc.A.dylib\n 0x7fff2027f000 - 0x7fff20281fff libsystem_featureflags.dylib (28.60.1) <9CECB43A-094E-3CA9-B730-24DEA1A6DE05> /usr/lib/system/libsystem_featureflags.dylib\n 0x7fff20282000 - 0x7fff2030afff libsystem_c.dylib (1439.40.11) <4AF71812-4099-3E96-B271-1F259491A2B2> /usr/lib/system/libsystem_c.dylib\n 0x7fff2030b000 - 0x7fff20360fff libc++.1.dylib (904.4) <B217D905-4F9C-3DE0-8844-88FAA3C2C851> /usr/lib/libc++.1.dylib\n 0x7fff20361000 - 0x7fff20379fff libc++abi.dylib (904.4) <3C9FE530-3CD2-3A64-8A36-70816AEBDF0D> /usr/lib/libc++abi.dylib\n 0x7fff2037a000 - 0x7fff203a8fff libsystem_kernel.dylib (7195.81.3) <AB413518-ECDE-3F04-A61C-278D3CF43076> /usr/lib/system/libsystem_kernel.dylib\n 0x7fff203a9000 - 0x7fff203b4fff libsystem_pthread.dylib (454.80.2) <B989DF6C-ADFE-3AF9-9C91-07D2521F9E47> /usr/lib/system/libsystem_pthread.dylib\n 0x7fff203b5000 - 0x7fff203effff libdyld.dylib (832.7.3) <4641E48F-75B5-3CC7-8263-47BF79F15394> /usr/lib/system/libdyld.dylib\n 0x7fff203f0000 - 0x7fff203f9fff libsystem_platform.dylib (254.80.2) <1C3E1A0A-92A8-3CDE-B622-8940B43A5DF2> /usr/lib/system/libsystem_platform.dylib\n 0x7fff203fa000 - 0x7fff20425fff libsystem_info.dylib (542.40.3) <0C96CFE8-71F5-3335-8423-581BC3DE5846> /usr/lib/system/libsystem_info.dylib\n 0x7fff20426000 - 0x7fff208c1fff com.apple.CoreFoundation (6.9 - 1774.101) <2A0E160E-9EE6-3B23-8832-6979A16EC250> /System/Library/Frameworks/CoreFoundation.framework/Versions/A/CoreFoundation\n 0x7fff208c2000 - 0x7fff20af1fff com.apple.LaunchServices (1122.11 - 1122.11) <9ACD5692-3B92-3E6E-8B24-56ADCC911556> /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/LaunchServices.framework/Versions/A/LaunchServices\n 0x7fff20af2000 - 0x7fff20bc5fff com.apple.gpusw.MetalTools (1.0 - 1) <B1FDD261-7707-3E20-A6C2-99D9AF46356B> /System/Library/PrivateFrameworks/MetalTools.framework/Versions/A/MetalTools\n 0x7fff20bc6000 - 0x7fff20e29fff libBLAS.dylib (1336.40.1) <92702864-A5C6-3E22-86F6-DB329532674A> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libBLAS.dylib\n 0x7fff20e2a000 - 0x7fff20e77fff com.apple.Lexicon-framework (1.0 - 86.1) <2F429EBD-1BD2-3057-B760-8A81546DBD6F> /System/Library/PrivateFrameworks/Lexicon.framework/Versions/A/Lexicon\n 0x7fff20e78000 - 0x7fff20ee6fff libSparse.dylib (106) <B889DE4E-7356-3CC8-A13E-68D15E2024DF> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vecLib.framework/Versions/A/libSparse.dylib\n 0x7fff20ee7000 - 0x7fff20f64fff com.apple.SystemConfiguration (1.20 - 1.20) <3518EA0E-C32D-32CC-81B9-0F3C83B6430C> /System/Library/Frameworks/SystemConfiguration.framework/Versions/A/SystemConfiguration\n 0x7fff20f65000 - 0x7fff20f9afff libCRFSuite.dylib (50) <970D1F7B-5DBD-355F-80D8-C820AA1626D2> /usr/lib/libCRFSuite.dylib\n 0x7fff20f9b000 - 0x7fff211d2fff libmecabra.dylib (929.1.1) <102A0AD8-D119-340B-B652-B75F0AAB1C7E> /usr/lib/libmecabra.dylib\n 0x7fff211d3000 - 0x7fff21536fff com.apple.Foundation (6.9 - 1774.101) <8D9081B3-3F6A-31A0-9B20-1AE5CD8DD747> /System/Library/Frameworks/Foundation.framework/Versions/C/Foundation\n 0x7fff21537000 - 0x7fff21623fff com.apple.LanguageModeling (1.0 - 247.1) <1A05BCD7-232F-3950-936D-EC0F95BA3FB0> /System/Library/PrivateFrameworks/LanguageModeling.framework/Versions/A/LanguageModeling\n 0x7fff21624000 - 0x7fff2175afff com.apple.CoreDisplay (231.3 - 231.3) <6DD6A260-800F-3284-842C-8E4CB9EA47FF> /System/Library/Frameworks/CoreDisplay.framework/Versions/A/CoreDisplay\n 0x7fff2175b000 - 0x7fff219d1fff com.apple.audio.AudioToolboxCore (1.0 - 1180.25) <DEE2C5BA-BFD1-349F-A10A-B10717BA8F7C> /System/Library/PrivateFrameworks/AudioToolboxCore.framework/Versions/A/AudioToolboxCore\n 0x7fff219d2000 - 0x7fff21bbafff com.apple.CoreText (677.3.0.4 - 677.3.0.4) <9A8DC9A0-1A80-3A26-ACA0-A245D3FFF921> /System/Library/Frameworks/CoreText.framework/Versions/A/CoreText\n 0x7fff21bbb000 - 0x7fff2225ffff com.apple.audio.CoreAudio (5.0 - 5.0) 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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", "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", "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" ]
[ "crashes when clicking screen space reflections \ni am a new user to blender learning how to use blender when i tried to use screen space reflections it crashes \n![blender first page.png](blender_first_page.png)\n\n![graphic card properties.png](graphic_card_properties.png)\n\n![system settings.png](system_settings.png)" ]
Viewport performance degradation - macOS resolution/scaling issue Operating system: macOS 11.4 Beta (20F5046g) Graphics card: Radeon Pro Vega 20 Broken: 2.92 (starting from 2.83) Worked: 2.82 When choosing any other display resolution/scaling than the highest available (3840x2160 in my case), the viewport performance in Blender is degraded and navigating the scene feels sluggish/laggy. Fps drop below 60. Independent of renderer or scene. Open Blender 2.83+ in fullscreen and compare viewport performance with max resolution/scaling to lower resolution/scaling. Edit: Im actually not sure the fps are dropping. It is more like a lag between mouse input and the perspective change in the viewport. [system-info.txt](system-info.txt)
[ "Blender 3.1a sticks and doesn't render when rendering with Metal GPU on Mac\nOperating system: macOS-12.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Max Apple 4.1 Metal - 76.3\n\nBroken: version: 3.1.0 Alpha\nWorked: This project rendered on the same 3.1a build on the CPU, just not on the GPU.\n\nWhen I render this scene on the GPU, blender just sticks and doesn't render. (Blender 3.1a has always rendered other scenes perfectly on the GPU.)\n\n- Open .blend file\n- Render as Image (`F12`)\n The issue may be at the fault of either the fact that I have displacement on the plane, or that I have 2 render layers\n[try1.blend](try1.blend)\n\n", "Modifier are still evaluated even when not required.\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.13\n\nBroken: version: 3.0.0\nWorked: never\n\nModifiers are evaluated, even when blank, for example a lattice modifier without any lattice, would still make depth graph calculation or something like that, that make each action (select, move, rotate, etc.) verry slower.\n\nCreate/ import a large object (60M poly mesh for example).\nAdd lattice modifier, let all option blank. \nDisable viewport visibility of this modifier.\nTry to move/rotate/scale the object in the viewport, the performance is really low.\n\nIn order to transform your mesh, you need to remove all modifiers, and add then back once transform is convenient.\n", "Multi-touch gesture: Zooming is reverse in shader editor comparing to viewport\nOperating system: macOS-11.4-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Apple 4.1 Metal - 71.6.4\n\nBroken: version: 2.93.1\n\nZooming is reverse in shader editor (other 2d editors are fine)\n\n- Hold ctrl and drag downwards\n- This will zoon in the viewport but zoom out in shader editor\n\n- - -\nsteps from original report:\nOn MacOS, by holding CMD and scrolling on the magic mouse you can zoom on the object. the correct behavior is that dragging down should zoom-in. but it's reverse in the shader editor.\nand if I set the \"Invert zoom direction\" in the settings, it will do both of those oppositly\n\n", "Boolean - Animation - Viewport works correctly render view doesnt\nUbuntu 18.04, Win 7 x64\n\nBroken: d53093953f8\n\nBooleans dont match between Viewport and Render\n\n1. Open attached blend file\n2. Preview render (shift z)\n3. Notice the green on top\n4. F12 Render\n5. Notice how the green is no longer there\n\n[booleansBug.blend](booleansBug.blend)", "Grease Pencil shimmers in the viewport and renders\nOperating system: Windows 7 Ultimate\nGraphics card: Nvidia Quadro 2000\n\n2.92.0\n\nI have a video below, If you see carefully the lines are shimmering, Is there any way to avoid that? watch?v=aBIJbTTiLlU \nAttached a blender file as well.\nI tried \n- increasing samples of viewport \n- increasing anti-aliasing of grease pencil. \n- different render systems 'eevee' and 'cycles'. \n- Tried all possible file exports but the problem is in the viewport itself.\nShould I try denoising it? although that didn't work so well either.\nThe problem just isn't going way. Is it my system? Could you help?\n\n[room fix.blend](room_fix.blend)", "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)", "Artefacts when enabling shadows in solid shading viewport mode\nOperating system: macOS-12.0.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Max Apple 4.1 Metal - 76.1\n\nBroken: version: 3.0.0\nWorked: unknown\n\nEnabling shadows in solid shading mode results in flickering blocky artefacts\n\nDefaults scene, delete everything\nAdd a plane, scale up 20 times\nSwitch to solid shading and enable shadows\nMove around the viewport\n\n![Schermafbeelding 2021-12-06 om 12.24.21.png](Schermafbeelding_2021-12-06_om_12.24.21.png)\n\n[Schermopname 2021-12-06 om 12.24.41.mov](Schermopname_2021-12-06_om_12.24.41.mov)", "Blender performance under Linux is flakey ( on my system? )\nHi,\n\nI was hesitant to report this, because I don't really know if it is a bug or if something is wrong with my system, but I've tried almost every trick I know to get it working right and something is still not as it should be.\n\nWhen running Blender on Linux and doing some sculpting, the system begins to lag. It will take a couple of seconds for the cursor to keep up with the mouse and generally everything runs slowly. This is with a simple scene with one object and 600.000 faces, when trying to quit Blender it will hang for about two to three minutes pegging one CPU at 100%. Switch from object to sculpt mode also takes quite a while. \n\nWhen running the exact same file on my Windows installation ( dual boot ) everything is snappy and behaves like it should. On my Linux installation I have a VM that has a GPU passed through to it and that also works as it should ( same file ), this has made me startup the VM within Linux and use that for sculpting because it is much faster, which is a bit weird.\n\nAMD ThreadRipper 1950X\nAsrock Taichi \n32GB RAM\nGeforce 1080GTX TI\nGeforce 1080GTX\nnvme boot drive ( Windows and Linux each have their own drive, the VM resides on the Linux drive )\n\nWindows VM:\n6 cores\n8GB RAM\nVirtio harddisk\nAbove mentioned Geforce 1080GTX passed through using KVM,.\n\nSoftware:\nWindows 10 FCU ( VM )\nWindows 10 ( Dual boot )\nKUbuntu 17.10 Tried drivers: Nouveau, Nvidia 384, 390, 396.\nUbuntu 17.10 ( fresh install different drive )\n\nFor Linux I've tried kernels: 4.13 up to 4.14. \nOn Windows: Blender 279a both for the VM and the dualboot\nLinux: Blender 279a, 279b, the latest built of 279 of April 24 and Blender 280 also April 24. \n\nSculpting lags in Linux, Windows is fine on the same hardware.\n\nOn Linux just open the file, do some sculpting and it begins to lag, try to close Blender and one CPU will be pegged for 100% for about 4 minutes. On Windows sculpt some, everything is snappy close Blender without saving ( it prompts ) but closes immediately.\nI've included the file ( compressed with 7zip )[Dolphin.7z](Dolphin.7z)\n", "Animation Player crashes on MacOS\n\n```\nOperating system: macOS-11.6.1-x86_64-i386-64bit 64 Bits or OSX 12.2.1\nGraphics card: AMD Radeon Pro 580 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.6.20\n```\n\n```\nmacOS 12.2.1 Intel HD Graphics 6000 1536 MB and Radeon Pro 5300M, macOS 11.4\n```\n\nBroken: version: 3.0.0 Beta\nBroken: blender-3.2.0-alpha+master.d3b1cce4000b-darwin.x86_64-release.dmg, \n\nI open a fresh Blender, Standard Cube scene.\nGo to View-> Viewport Render Animation\nIt freezes (Beachball of death) around frame 20 or 30 . Have to kill Blender, fan goes crazy.\nSame with the default cube scene. But the the crash doesn't come every time, but the image it way too dark.\n\n\nProblem 1 \n\nFreeze during \" Viewport Animation Render\"\n- Default scene, \"View\" menu -> \"Viewport Animation Render\".\n- after a couple dozen frames, Blender freezes, full CPU usage, and frames don't progress.\n\nProblem 2\nAssuming the above problem doesn't appear, \n- Default scene, \"View\" menu -> \"Viewport Animation Render\".\n- Render-> View Animation\n- Playback crashes at the end of caching.\n![Bildschirmfoto 2021-11-04 um 17.15.54.png](Bildschirmfoto_2021-11-04_um_17.15.54.png)\n\nProblem 3\n- The image is much too dark compared to the Viewport.\n", "Cycles : Massive OSL performance deficit compared to SVM using AcesCG studio profile\nOperating system: Ubuntu 23.04\nGraphics card: 6900XT (not used here)\nCPU: Threadripper 3990X\nRAM: 256GB\n\nCycles Standalone 3.5.0 (under Gaffer though)\nOSL version 1.14.6 (vs Blender 3.5.1's `1a7670600c8b08c2443a78d03c8c27e9a1149140` - specific commit I believe for OptiX support?)\nOIIO version 2.4.11.0 (vs Blender 3.5.1's 2.4.9.0)\nOCIO version 2.2.1 (vs Blender 3.5.1's 2.2.0)\n\nMassive 10x OSL vs SVM performance deficit, using a photo-realistic human asset with a lot of hair + SSS random-walk + normal map, moderate texture usage using mip-mapped/tiled tx.\n\nSwitch between OSL and SVM and compare the performance, as well as htop to see green bars and 99+% CPU utilisation under SVM vs OSL which is mostly red and 20-25% green CPU utilisation (all up 99+% CPU usage?). Also check render-times, SVM takes 7-8 mins/frame vs OSL taking 1hr 10 mins so roughly 10x the time.\n\nAll textures are maketx'd tiled+mip-mapped .tx files.\n\nApologies I cannot share the render due to NDA. I am re-creating something in Blender which just has a sphere with random walk + SSS + normal map, and I get similar results but not as severe. Roughly 7-8 mins for SVM but 15-20 mins for OSL so 2x which I assume is something to be expected? Htop has all the bars as green. Further investigation I believe it might be something to do with OIIO's texture cache getting thrashed, although I am pretty sure I am not hitting its built-in limit here:\n\nosl.cpp#L257\n\nRam usage in both OSL/SVM is about 3.5GB.\n\nWill keep digging...\n\n", "macOS: Slowdown/crashes/ empty windows when using Sidecar feature with iPad\nOperating system: Darwin-20.3.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5300M OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.2.15\n\nBroken: version: 2.91.2\n[system-info.txt](system-info.txt)\n\n\nBlender slows down immensely (moving view around while looking at the default cube goes from smooth 60fps to around 15fps) when I am using my iPad as an external display using the Sidecar feature on my Mac. \nBlender is still running on my laptop's primary display, not the external display, when this occurs. Crashes also happen sometimes when using a Sidecar external monitor, but none of this occurs when using any other external monitor. Sometimes blender goes back to normal speed while using Sidecar, but then the preferences screen in Blender shows up as a blank screen.\n\n\nOpen Blender while using an iPad as an external monitor with Sidecar, or begin using Sidecar while blender is already open.\nOutcome 1: Blender runs incredibly slowly, no matter which display it is on, and sometimes crashes just while navigating, or trying to render a scene.\nOutcome 2: Blender runs at full speed, no matter which display it is on, but when I attempt to open the preferences menu, it shows up as a blank screen, and when I try to render a scene, the render window shows up as a blank screen.\n[Based on the default startup.]\n\nIncluded are a crash log from one of the crashes, and my blender system info file.\n[Blender_2021-02-04-192954_nert-macbook.txt](Blender_2021-02-04-192954_nert-macbook.txt)", "Burned Out Screen Space Reflections in Eevee Viewport - Nvidia GT 750M\nOperating system: macOS 10.14.3\nGraphics card: NVIDIA GeForce GT 750M 1024 MB\n\nBroken: 2.90.0\nWorked: 2.79\n\nIn some cases I detected that the Screen Space Reflections in Eevee Viewport gets out of control.\nA few seconds after switching to the viewport (even when viewport samples are set to 1) the issue kicks in and – as the sampling continues – an increasing percentage of the reflections get totally white.\n\n![Screenshot.png](Screenshot.png)\n\nThe renders are correct.\nSurfaces affected by reflection planes are correct.\nHiding the chandeliers meshes solves the problem. Switch tab and back for this to work.\n\nI was able to strip down the scene and identify the source of the problem: Originally I set up the glass material with \"multiply\" blending. This was converted (when opened with belnder 2.82 alpha) to a \"Shader to RGB\" and a \"Transparent BSDF\" node. [1]\n\nThe \"Shader to RGB\" causes the problem in 2.82.\nThe \"multiply\" blending of the material causes it in 2.8.\n\nOpen the attached file.\nSwitch to LookDev or Rendered viewport.\nWait.\n\n[Chandelier.blend](Chandelier.blend)", "Regression: lag from camera view when using mouse scroll\nOperating system: Windows 10\nGraphics card: Nvidia Titan XP\n\nBroken: 3.3.1-3.5\nWorked: 3.2\nCaused by befe38fe1d\n\nMassive lag in camera view mode with objects about 20 mil triangles when using mouse scroll with view locked to camera even in Solid preview mode. When using Ctrl Alt mouse move seems no lag, scroll works as usual. Only scrolling is not working properly, rotation works nomally.\nIn this video: Blender 3.3.1, two separate cubes subdivided to level 10, first trying to scroll with mouse wheel - it lags, then using Ctrl Alt Mouse - no lag, then again with mousewheel - lag. No matter if GPU subdivision is on or off.\n\n- Open attached .blend file\n- first trying to scroll with mouse wheel - it lags\n- using Ctrl Alt Mouse - no lag\n[Blender Mouse scroll issue.blend](Blender_Mouse_scroll_issue.blend) \n[Lag when in camera view Blender 332.mp4](Lag_when_in_camera_view_Blender_332.mp4)", "Flickering macOS Blender 2.83\nOperating system: macOS 10.15.4\nGraphics card: XFX Radeon RX 580 8 GB\n\nBroken: 2.83\nWorked: 2.82\n\nFlickering occurs sometimes, as seen on this capture:\n[Screen Recording 2020-06-16 at 09.11.21.mov](Screen_Recording_2020-06-16_at_09.11.21.mov)\n\nI don't know exactly. I think it happens when I use Blender, then I switch to other applications and then return to Blender.\nIf I go to full screen mode, it's back to normal.\n\nThanks.", "Clicking on image nodes is very slow when Cycles render preview is enabled\nOperating system: Win 10\nGraphics card: RTX 2070\n\nBroken: 3.0 a3e2cc0bb7fe \n\n\nIt seems like clicking on and activating the image nodes in the shader network view is very slow when Cycles render preview is enabled in the viewport. This issue can be seen in relatively dense poly scenes. So this has to be tested in heavy scenes. There should be no reason for such delay when clicking on an image node given no settings is changed. \n\nOne thing I see is that clicking on nodes in general gets slower and slower as the scenes get more complicated, this is also true for the compositor nodes. Not sure why scene complexity might have direct effect on the compositor given no real-time rendering is enabled.\n\nOpen the attached .blend \nEnable Cycles render preview in the left top viewport\nStart clicking on the image nodes in the shader network below.\n\nNow disable the render preview and start clicking on the image nodes. The speed of activating is much faster although still not super fast.\n\n\n\n[slow_nodes.zip](slow_nodes.zip)" ]
[ "Viewport encounter low fps when use scaled resolution on Mac\nOperating system: macOS Monterey version 12.1\nGraphics card: m1\n\nBroken: 3.0 Apple Silicon version\nWorked: None\n\nViewport encounter low fps when use scaled resolution on Mac. This problem only occurs when use the middle two level of resolution. Weird, huh?\nOnly happens with an external monitor, 4k, maybe. The built-in display is fine.\n![Screen Shot 2022-01-09 at 3.30.45 PM.png](Screen_Shot_2022-01-09_at_3.30.45_PM.png)\n\nupdate: I tried Photoshop and it has the same issue. If the higher scaled option means more gpu power consumption, then I'm OK with it. The problem is why the highest option works smoothly like butter?\n\n***\n\nOperating system: macOS 11.4 Beta (20F5046g)\nGraphics card: Radeon Pro Vega 20\n\nBroken: 2.92 (starting from 2.83)\nWorked: 2.82" ]
Error when clicking "New" in a geometry nodes modifier on a Curve object Operating system: Windows-10-10.0.19044-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.98 Broken: version: 4.0.0 Alpha Worked: 4.0.0 Alpha If you create a curve object, add geometry nodes modifier and click "New" the following error pops out ![image](attachment) ``` Python: Traceback (most recent call last): File "D:\Users\Vas Data\Desktop FAST\Blender 4.00\4.0\scripts\startup\bl_operators\geometry_nodes.py", line 241, in execute if snode and snode.geometry_nodes_type == 'OPERATOR': AttributeError: 'SpaceProperties' object has no attribute 'geometry_nodes_type' ``` seems to be a recent bug, Jun 29 `35389e8b354f` 4.0 has no issues - Create curve object - go to Properties > Modifiers > Add modifier > Geometry nodes - Click on "New" and there will be error
[ "Nodes API and editor operators need to be autotested\nCurrent code does not contain any tests for nodes api and operators. This makes them unreliable and prevent developing cool add-ons with `NodeCustomGroup`s.\n\nIn fact, in 2.82 some of operators are broken, calls custom method wrong way and leave library data in inconsistent state.\n\nI suggest some tests to be created at least for basic node manipulation stuff.\n", "Modifier are still evaluated even when not required.\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.13\n\nBroken: version: 3.0.0\nWorked: never\n\nModifiers are evaluated, even when blank, for example a lattice modifier without any lattice, would still make depth graph calculation or something like that, that make each action (select, move, rotate, etc.) verry slower.\n\nCreate/ import a large object (60M poly mesh for example).\nAdd lattice modifier, let all option blank. \nDisable viewport visibility of this modifier.\nTry to move/rotate/scale the object in the viewport, the performance is really low.\n\nIn order to transform your mesh, you need to remove all modifiers, and add then back once transform is convenient.\n", "Blender FBX won't export Mesh Geometry converted from Curve with geometry nodes\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.98\n\nBroken: version: 3.5.1\n\nWhen creating meshes procedurally using geometry nodes modifier on a curve object, this object won't get exported by FBX exporter even if the result is a mesh, not a curve.\n\n1. Create a curve object\n2. Add geometry nodes modifier, create new GN node network \n3. Convert the curve to a mesh and add some topology (for example using curve fill)\n4. Export this object using FBX\nResult: The mesh is not exported\nExpected: The mesh is exported\n\n", "Cycles: point cloud geometry improvements\n[D9887: Cycles: pointcloud geometry type](D9887)\n\nImprovements:\n- [x] Point Info node with radius, position, random\n- [ ] Backfaces are ignored (like curves), which means e.g. volumes inside points don't work.\n- [ ] Render as normal or ray oriented disc (see [D9887](D9887)#289012, [P2125](P2125.txt))\n- [ ] Baked shadow transparency support like hair? But must be optional since texturing alpha across the sphere/disc is useful.", "Apply modifiers on objects with shapekeys (with some exceptions)\nThis feature request was discussed with Campbell Barton during meeting 2021-02-23\n\nCurrently it is not possible to apply modifiers to an object that has shapekeys, even though it would be technically possible for most modifiers. I suggest making it possible to apply modifiers to objects with shapekeys with some exceptions.\n\n![image.png](image.png)\n\nFor example:\n\nThe subdivision and wire modifier does not modify the objects topology as the shape change. This modifier could be applied while still keeping the shape keys.\n\n---\n\nScreen capture example of how to apply modifiers and keep shapekeys.\n[apply modifiers with shape keys.mp4](apply_modifiers_with_shape_keys.mp4)\n\n---\n\nModifiers that can't be applied in a simple way when the object has shapekeys.\n\n- Boolean\n- Build\n- Decimate\n- Geometry nodes (in some cases. Easiest to just exclude this modifier)\n- Mirror (**IF USING BISECT**)\n- Remesh\n- Skin\n- Volume to mesh\n- Weld\n- Explode\n- Fluid\n- Ocean\n- Particle instance (Since source particle system density mapping can be applied in world space)\n- Particle system \n\n![image.png](image.png)\n\nWhen the user tries to apply any of these modifiers when the object has shape keys, the error message should be:\n***Modifier that changes topology based on shape cannot be applied to a mesh with shape keys***\n\nNote:\nWhen applying a modifer of type \"Modify\" (for example \"Data transfer\"), the current shape should be used when applying the modifier (i.e. the resulting shape of all combination and values of the objects shape keys)\n\n\n", "Subdivision surface with circle curve issue. \nOperating system: Windows 11 Pro\nGraphics card: NVIDIA GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.96\n\nBroken: version: 3.0.0\nWorked: (on 2.9 was working fine)\n\nCreating a mesh ring with curve circle and applying sub division serface, the modifier fails at two vertecies on the mesh. \n\nAdd curve -> circle -? edit mode -> select verticies -> E to extrude and S to apply size -> E to extrude on Z direction -> done\nObject Mode -> add modifier -> subdivision serface -> issue.\n[Issue with subdivision serface .blend](Issue_with_subdivision_serface_.blend)\n![Blender issue.bmp](Blender_issue.bmp)\n\n", "Geometry nodes. Objects with negative scale have positive scale as instances\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.95\n\nBroken: version: 3.3.3\n3.4.1 and 3.5 are broken too\n\nWhen I instance from collection, objects with negative scale passes only positive scale to instances.\nCheck file and video.\n\n", "Geometry nodes preview, clipping Region in the viewport its not working\nOperating system: Linux-5.15.0-58-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.161.03\n\nBroken: version: 3.4.0 Alpha\nWorked: Never\n\nCaused by: c55d38f00b\n\nTo be compleatly honest i don't remember if this was a limitation of the preview node or not and i was unable to find the answer. \nSo as the title says viewport clip in viewport doesn't work in the geonodes overlay preveiw\n![image.png](image.png)\n\n- Try to preview any data from geometry nodes. \n- alt+b to do a viewport clip\nshould look like in the left side of the image above, but it seems that a second geometry with the info from geo nodes in alpha blend mode its not being clipped \n\n", "Geometry Nodes: Color mix nodes don't effect the alpha\nOperating system:\nGraphics card:\n\nBroken: 3.4.1\n\nwhenever I try doing any math with colors, the alpha isn't affected when I use the color mix node in any blend mode. \n\n1. Open blender geometry nodes.\n2. Add 2 combine color, color or whatever node with different different values for the alpha's.\n3. Use a mix color node with any operation like add, subtract etc.\n4. See that the alpha didn't change (use the spreadsheet or the hover over).", "Improve UX for interaction of modifier stack and node editor\nWhen a non-nodes modifier is selected as active modifier there is no indication or way to change that in the geometry nodes editor and it's very confusing for the user, especially when the properties editor is not displaying the modifiers panel.\n\nThis is related to #84927\nA potential solution has been proposed there as well (move towards interface similar to shader editor and material slots).", "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", "Node groups' new method doesn't throw errors at inputs and outputs collections\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.38\n\nBroken: version: 3.1.0 Alpha\n\n\nNode groups' new method doesn't throw errors at inputs and outputs collections\n\n1. Create a geometry nodes modifier, get node group:\n\n```\nnodes = C.object.modifiers[0].node_group\n```\n\n2. Add new input or output by command \n\n```\nnodes.outputs.new(\"RGBA\",'new')\n```\n3. Note that there are no errors, but a new socket hasn't been created. \n![image.png](image.png)\n\n\n", "Replace object-linked materials feature\nMaterials linked to objects have some issues:\n- They cause problems for geometry nodes, which can arbitrarily change material slots during evaluation.\n- They tend to be confusing, partially due to relying on consistent indices between two different lists\n- They cause large performance issues for reference counting in the main data-base, since geometry-level operations also have to be aware of objects\n- Object-linking is theoretically redundant now that materials can be changed during evaluation.\n\nBecause of that, it would be best to remove the feature and replace it with something more generic.\nMost workflows are already possible with nodes like the \"Replace Material\" node, but we have to be able to replicate the behavior exactly in order to version the feature away. There are a few options:\n1. Add a modifier with a UI-list interface that sets materials at specific slots.\n2. Add the necessary features to geometry nodes (loop? lists?) necessary to make the behavior completely generic\n3. Just add a geometry node group with enough nodes to handle whatever list of object linked materials the object had.\n", "Normal map support in Cycles standalone\nWindows 8.1 64-bit\n\n**Cycles Version**\nd553b8de7180\n\n\nIn the latest version available in the Cycles standalone repository, commit d553b8de7180, using a normal map node in a shader graph will cause Cycles to crash. This behavior was not present in release 1.7.0 but has been added since then.\n\nThis looks to be caused by an improperly initialized member variable in the ccl::NormalMapNode type. Upon creating an object of type NormalMapNode, the ustring named 'attribute' is initialized such that attribute.c_str() will return a nullptr.\n\nCycles crashes when the nullptr used to construct a std::string in NormalMapNode::attributes in this bit:\n\n```\t\n\t\telse {\n\t\t\tattributes->add(ustring((string(attribute.c_str()) + \".tangent\").c_str()));\n\t\t\tattributes->add(ustring((string(attribute.c_str()) + \".tangent_sign\").c_str()));\n\t\t}\n```\n\n\nI have attached a simple cycles standalone scene that triggers this error here: [sample_scene.xml](sample_scene.xml)", "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" ]
[ "Regression: Geometry Nodes: can't create new node group\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.61\n\nBroken: version: 4.0.0 Alpha\nWorked: version: 4.0.0 Alpha\n\nMost likely caused by e4cc91a611\n\nIf I try to create a new geometry node group it shows an error.\n\n```\nPython: Traceback (most recent call last):\n File \"C:\\Program Files (x86)\\Steam\\steamapps\\common\\Blender\\4.0\\scripts\\startup\\bl_operators\\geometry_nodes.py\", line 241, in execute\n if snode and snode.geometry_nodes_type == 'OPERATOR':\nAttributeError: 'SpaceProperties' object has no attribute 'geometry_nodes_type'\n```\n\n1. From the startup file, add a geometry node modifier to the cube.\n2. Try to create a new node group by clicking `New`.\n\n" ]
Flipped matcaps in workbench render engine don't show up in viewport rendered preview **System Information:** Operating system: Linux Graphics card: GTX 1050ti 440.82 **Blender Version:** Broken: 2.82a release, 2.83 1623fdb3bc55 (2020-05-02 11:33), 2.90 03b911dd8776 (2020-05-02 04:12) **Short description of error:** When workbench is set as the active render engine and your in "Viewport render" mode, flipping a matcap will not work. **Exact steps for others to reproduce the error:** 1. Change your render engine to workbench in the render properties panel. 2. In the viewport change to "rendered viewport" mode. 3. In the render properties panel under the section "lighting" change the option to Matcap and pick one that's not symmetrical. 4. In the render properties panel, click the "Flip Matcap" button. Notice how the matcap doesn't flip in the rendered viewport. This bug does not occur in final renders (E.G. F12) when using the workbench renderer.
[ "Causing other objects to be named .001 doesn't immediately update the Viewport Name Display\nI found this in 3.0.0 but happens the same in 3.1.0.\n\nWhen you turn on Viewport Name Display:\n![image.png](image.png)\n\nAnd then you rename a new object the same as object that was already in the scene:\n![image.png](image.png)\n\nThe name of the original doesn't update until you somehow \"touch\" the object by moving it, entering Edit Mode etc.\n\nIt doesn't get fixed by simply affecting something else.\n\nIn the .blend you need to select the object with name \"Plane.001\" and rename it to \"Plane\" then the object on the left stays named as Plane until you somehow affect it.\n[Bug-ViewportDisplayName.blend](Bug-ViewportDisplayName.blend)", "Missing overlays in the viewport when viewing through transparent shader\nOperating system: Ubuntu 20.04\nGraphics card: Geforce MX230\n\nBroken: 3.6.1\n\nwhen viewing an LGT-shadow_caster.004 object, all overlays disappear from a certain side of it\n![Screenshot_20230731_024703.png](attachment)\n\nSee LGT-shadow_caster.004 in blender 3.6 splash screen\n\n", "Viewport: 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", "Contradictory labels in UI. Naming of boolean properties sometimes positive, sometimes negative.\nOperating system: Any\nGraphics card: Any\n\nBroken:\nBlender 2.80.74 aka rc2\n\nInconsistency in naming leads to contradictory info.\n\n- Open Blender\n- Select an object on the scene (add one if you have nothing...)\n- Go to Object properties panel\n- Scroll down to Visibility\n- Hover \"Show in Renders\"\n- A pop-up info label reads \"Globally disable in renders\", so now you're not sure what happens if you check the box\n- Check the box\n- Open the Info Editor, the last line will read \"bpy.context.object.hide_render = True\"\n\nSo now we have three different nomenclatures for the same thing. Two that are contradictory within the UI and one that is the opposite naming of what's in the UI.\n\nInstead of having properties named \"show_name\" and some others \"hide_viewport\", all such boolean properties could be named \"show_function\" or \"enable_function\" so that you don't have to negate the negation as in hide_viewport = False\n\nSince Blender 2.8 is a breaking release, it is the time when you can implement coherent naming. After that, it's going to be much more difficult.\n\nOf course that's by far not a priority since it doesn't break Blender.", "Viewport not updated after changing material properties\nWindows 10\nGraphics card:\nGTX 1660TI\n\n\nBroken: version: 3.2.0 Beta\nWorked 3.0\n\nHello. If you create an object, for example, a sphere, assign it a material with a base color, for example, red or something else, then copy the material, create another object, create a material for it, and then paste the material on the new object, the material that was copied will be inserted, but if after that you start changing it it will not change on the object until it is reselected.\nWhy don't its settings change immediately after changing them in the settings? Is this a bug or is it supposed to be like this?\n![изображение.png](изображение.png)\nI copied the material from the sphere to the cylinder, it was added to it, after that I replaced the base color on it with green but it does not change on the cylinder.\n\n**Steps to reproduce**\n[#98458.blend](T98458.blend)\n\n- Open file\n- Copy material from selected (green) cube\n- Paste material to other cube\n- Change Base Color in pasted material\n\nColor is not updated in viewport.", "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", "Viewport gizmos in selection tools not updating.\nOperating system: Windows 10 64Bits\nGraphics card: GeForce GTX 1050 Ti latest driver\n\nBroken: version: 2.80.69 hash:4f6e25280558\n\nswitching between Active tools gizmos and viewport gizmos keeps the manipulators in it's previous position until a second selection...i assume because we have two different and unrelated gizmos!! \n\n\n- Activate transform gizmos in the gizmo popover.\n- Use Active tools manipulators and do transformation.\n- Switch to the selection tools.\n\nThe gizmo center is not updated.\n\n**Attachment**\n![gizmo.gif](gizmo.gif)", "Roundness fails for top corners of lighting subpanel\nWindows 11 OS\nBlender 3.0.1\n**Under 3DViewport Theme Settings, ''MenuBack\" Roundness slider only rounds the bottom part of matcap/studio light SubPanel)**\n\n![MenuBack_Roundness_BUG.gif](MenuBack_Roundness_BUG.gif)", "Keyed Particles don't render as expected\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: Intel(R) HD Graphics 4000 Intel 4.0.0 - Build 10.18.10.5069\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\n[KeyedParticlesJL.blend](KeyedParticlesJL.blend)\n\n- Open file\n- Go to frame 105\n- Render\n- Compare render to viewport\n\nRender is different to viewport\n\nThat's what I expected:\n[ViewportRender.mp4](ViewportRender.mp4)\n\nThat's what I get when rendering with Eevee:\n[EeveeRender.mp4](EeveeRender.mp4)\n\nThat's what I get when renderng with Cycles:\n[CyclesRender.mp4](CyclesRender.mp4)\n", "Viewport don`t updated, when UDIM tiles is created\nOperating system: Ubuntu 20.04\nGraphics card: Geforce MX230\n\nBroken: 3.6.1\n\n[video](-PMixtP5f3c)\n\n- Create a model where the UVs are spread across several UDIM tiles\n- Create a UDIM texture and use it within the material -- but do not create all the tiles necessary to cover the UVs\n- Go into Material Preview mode in the Viewport -- pink sections of the model should appear\n- Create a UDIM tile to cover the UVs\n- The Viewport will not be updated until some interaction occurs (the bug; an update can be triggered by orbiting the viewport or making a selection for example)", "Support previewing geometry in the viewport\n", "Dynamic paint waves: Viewport render and main Render looks very different.\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: 2.82 (sub 7)\nWorked: Never\n\nIn render dynamic paint do notproduce waves as it do in viewport.\n\nViewport:\n[viewport.mp4](viewport.mp4)\n\nRender\n[render.mp4](render.mp4)\n\nFile:\n[DinamicTestPaint.blend](DinamicTestPaint.blend)\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", "Asset Brower Header Position won't stay on bottom\nOperating system: Linux-4.15.0-159-generic-x86_64-with-glibc2.27 64 Bits\nGraphics card: GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.91.03\n\nBroken: version: 3.1.0\n\nLike for other editors, you can flip the header of the Asset Browser to the bottom. \nHowever, this will not persist when Header position is set to \"bottom\" in preferences tab\n\n* Change Header position to \"Bottom\" {nav Edit > Preferences > Interface > Editor > Header Position}\n* change the Asset Browser header position to bottom: RMB on header -> select `Flip to Bottom`\n* save the file (as a new or as a startup file)\n* restart Blender, and the header will be on top again \n", "popup window call operator will crash blender\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.96\n\nBroken: version: 3.2.0 Beta\n\nThis script is use to check the active material, it can be run correct in the main window, but not popup window(change the pref window to node editor)\n```\nimport bpy\n\nbpy.ops.screen.userpref_show(\"INVOKE_AREA\")\narea = bpy.context.window_manager.windows[-1].screen.areas[0]\n\n\narea.type = 'NODE_EDITOR'\nflip_header = True\narea.ui_type = 'ShaderNodeTree'\narea.spaces[0].node_tree = bpy.data.materials['Material'].node_tree\n\nfor region in area.regions:\n if region.type == 'HEADER':\n with bpy.context.temp_override(area=area, region=region):\n if flip_header: bpy.ops.screen.region_flip('INVOKE_DEFAULT') # this line will not\n\n if region.type == 'WINDOW':\n with bpy.context.temp_override(area=area, region=region):\n bpy.ops.node.view_all(\"INVOKE_AREA\") # this line will report context error\n```\n\n- Open .blend file\n- Execute script\n[#98491.blend](T98491.blend)\n\n\n\n" ]
[ "Flip matcap doesn't work in workbench rendered display mode\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 416.94\n\n\nBroken: version: 2.80 (sub 71)\n\n\n\nFlip matcap option in workbench mode doesn't work.\n\nThank you\n\n![flip.PNG](flip.PNG)\n\n" ]
German Translation Error Operating system: Linux-5.10.18-200.fc33.x86_64-x86_64-with-glibc2.17 64 Bits Graphics card: Mesa DRI Intel(R) UHD Graphics 620 (WHL GT2) Intel Open Source Technology Center 4.6 (Core Profile) Mesa 20.3.4 (git-6d8c68603f) Broken: version: 2.92.0 ![image.png](image.png) ![image.png](image.png) "Standart" is incorrect and and needs to be if at all "Standard" But imho this is also misleading as this is in English: standard or default I would suggest "**Allgemeines**" If me point me to the right place, I could help with translating to German.
[ "Fill limited and unuspported GPUs list\nAfter [D5955: GPU: Platform Support Level](D5955) we have a mechanism to show one-time warnings for some GPUs on startup.\n\nHowever we still need to fill in this list. #61936 (EOL GPU problems tracking report) provides a starting point, along with other reported bugs. It may be most reliable to test for the driver version when possible, since often the bugs are in the driver, and old cards don't work with new drivers.\n\nWe will need to parse the driver version which can get tricky, need to look at a lot of OpenGL strings to figure out the patterns.\n\n- [x] Intel Windows\n- [x] Intel Linux (no known issues with OpenGL 3.3 drivers I believe)\n- [ ] AMD Windows\n**Latest GCN 1st gen drivers: 19.Q3.1 (pro), Adrenalin 2019 Edition 19.9.3** Latest Terascale 3 drivers: 15.201.2401.1010 (pro), 16.2.1, 15.7.1\n** Warn for driver version 16 and older. Or 18 and older?\n- [ ] AMD Linux\n** No obvious way to distinguish between Terascale and GCN. Maybe just don't warn as drivers are still being maintained for both.\n- [ ] NVIDIA: official driver\n**Latest driver for GTX 2xx: 342.01** Latest driver for NVIDIA Quadro Tesla: R340 U14 (342.00)\n** Warn for 341 and lower.\n- [ ] NVIDIA: nouveau driver unsupported\n** Always warn.\n- [ ] macOS\n** Test if operating system is 10.12 or newer.", "Metaball fixes\n- [ ] Dependency graph integration\n- [ ] Naming based design is weak\n\nThere are many issues with the current version of metaballs. If we won't fix them we may want to consider to deprecate/remove this in future releases.", "Shader warnings with --debug-gpu\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: AMD Radeon PRO W6800 ATI Technologies Inc. 4.5.14802 Core Profile/Debug Context FireGL 21.Q4 30.0.14002.136\n\nBroken: version: 3.0.0 Beta\n\nWhen launching Blender and the --debug-gpu option on the follow warnings are displayed\n\nWARN (gpu.shader): OVERLAY_shader_armature_sphere_412 FragShader:\n```\n |\n```\n 6 | #extension GL_ARB_shader_draw_parameters : enable\n```\n | ^\n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n```\n\nWARN (gpu.shader): OVERLAY_shader_armature_sphere_399 FragShader:\n```\n |\n```\n 6 | #extension GL_ARB_shader_draw_parameters : enable\n```\n | ^\n | (#62) enable/warn/disable extension is not found. Extension \"GL_ARB_conservative_depth\" is not supported\n```\n\nWARN (gpu.shader): OVERLAY_shader_armature_shape_437 GeomShader:\n```\n |\n```\n 5 | #endif\n```\n | ^\n | (#310) Inputs that are integers should be qualified with the interpolation qualifier \"flat\"\n```\n\n\n1. Launch blender using blender --debug-gpu\n2. Warnings are displayed to the console.", "GPU Codegen parser warning\nI'm working on a patch for Gabor Noise: 110802\n\n@OmarEmaraDev suggested opening a bug report.\n\nThe function below has to be written with a return type rather than void.\n\nUsing `void` generates the following gpu_codegen parser warning. `Unknown parameter type \"GaborParams\"`\n\n```\nvoid gabor_sample(\n GaborParams gp, float orand, float orand2, float prand, out vec3 omega, out float phi)\n```\n\nAs a workaround I have written the function with a return type of `GaborParams` which solves the issue.\n\n`GaborParams` is a struct of floats.\n\n```\nGaborParams gabor_sample(\n GaborParams gp, float orand, float orand2, float prand, out vec3 omega, out float phi)\n{\n float pvar = mix(0.0, prand * 2.0 - 1.0, gp.phase_variance);\n phi = M_2PI * pvar + gp.phase;\n\n /* Anisotropic direction. */\n if (gp.anisotropic == 1) {\n omega = gp.direction;\n }\n else { /* Isotropic. */\n float ovar = M_PI * (orand * 2.0 - 1.0);\n float omega_t = ovar * gp.rot_variance - gp.rotation;\n float cos_omega_p = 1.0 - 2.0 * orand2;\n float sin_omega_p = sqrt(1.0 - cos_omega_p * cos_omega_p);\n float sin_omega_t = sin(omega_t);\n float cos_omega_t = cos(omega_t);\n omega = normalize(vec3(cos_omega_t * sin_omega_p, sin_omega_t * sin_omega_p, cos_omega_p));\n }\n /* Return GaborParams to workaround gpu_codegen parser warning when return type is set to void :\n * Unknown parameter type \"GaborParams\". */\n return gp;\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", "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.", "UI: Wrong text cut-off without \"…\"\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: AMD Radeon HD 7800 Series ATI Technologies Inc. 4.5.14831 Core Profile Context 21.5.2 27.20.20903.8001\n\nBroken: version: 3.1.0 Alpha\nBroken: version: 2.80 (where `…` first appeared)\nWorked: never\n\nWhen text can't fit into designated area Blender will cut off last characters and adds `…` at the end. However in some cases it will not add it, instead plainly showing incomplete test.\nAdditionally with long text and limited space Blender will cut middle of a text like this: `start text … end text`. Issue also affecting this case and sometimes will make text to look like this: `start text … end tex`, without last letter.\nThat works for other areas like `Properties Editor`.\n\n1. Open preferences, go to `Keymap`.\n2. Resize window carefully and look how end of a text is behaving.\n[Wrong cut-off with ...2022-01-19 14-02-00.mp4](Wrong_cut-off_with_...2022-01-19_14-02-00.mp4)\n", "Width text without \" . . . \" each text.\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\nWidth (unknow what is call name)\n\nPlease fix width everything I told them before. I was send them long time ago, They never did.\n![image.png](image.png)\n![image.png](image.png)\n![image.png](image.png)\n![image.png](image.png)", "Mirror painting error\nOperating system:\nGraphics card:\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n", "Rigify: Assert on 2 of the Action space types\nOperating system: Linux-6.4.6-gentoo-x86_64-Intel-R-_Core-TM-_i9-9900K_CPU_@_3.60GHz-with-glibc2.37 64 Bits, X11 UI\nGraphics card: NVIDIA GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 535.86.05\n\nBroken: version: 4.0.0 Alpha\n\n![image](attachment)\nI believe only the 'World' and 'Local' space types are meant to be supported. The other ones will result in errors.\nThe asserts seems to support a 3rd space type, which is \"TRANSFORM\", but that's wrong too; The Action Constraint seems to support only World, Local, and Custom Space.\n\nAnd in the context of Rigify, I don't think supporting Custom Space is necessary, so just World and Local should be enough.\n\nOriginally reported as a CloudRig issue [here](89).\n\n", "The Chinese input method does not work properly when searching\nOperating system: windows11 home\nGraphics card: RTX2060\n\nBroken: 4.0.0-alpha+main.24fe81e602a8\nWorked: 3.6.2\n\nThis is related to a previous problem:(93421)\nLet me describe the process:\n1. Make sure that the IME is off, otherwise the shortcut key is not available\n2.Shift A\n3. I tried to search for Chinese, but because there is a certain probability that IME cannot be automatically opened at this time, I can only enter letters directly\n4. I had to delete the letters that had already been entered (and enable IME manually if IME was not automatically turned on) before I could enter Chinese normally\n\nIf this problem can't be solved in a short time, perhaps offering an option, in the 4.0 version you can still use the old search button, as in version 3.6?\n\n", "Hindi font displayed wrongly\nOperating system: Windows/Linux\nGraphics card:\n\nBroken: 3.2.0 e05e1e369187\n\nDevanagari (the alphabet of the Hindi language) gets displayed wrongly. As a text object it displays `करिष्यामि` with the Font \"Mangal\" as this:\n\n![Screenshot_20220823_131454.png](Screenshot_20220823_131454.png)\n\nNotice the difference in the upper part of the letters.\nI'm aware that this might as well be an issue with the font. I checked the font with two font viewers one of which displayed it like blender does, the other one displayed it correctly.\n\nI've also been told that the display of hindi in the UI is not without issues, although that might be a different issue:\n![Screenshot_20220823_134603.png](Screenshot_20220823_134603.png)\n\nI am reporting this on behalf of another user and can only relay questions to them, not answer any about hindi language myself. I've attached a blend file and the font they sent me below.\n\n[bug report.zip](bug_report.zip)\n\n\nCreate a text object\nAs font select the one provided in the folder or, if you happen to have it installed, choose Mangal Regular\nChange the text to `करिष्यामि`", "Weird Shading with Multiscatter GGX\nOperating system: Linux-5.15.0-48-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 Super/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.65.01\n\nBroken: version: 3.4.0 Alpha\nWorked: 3.3.0 LTS\n\nI get some weird artifacts when rendering glass with Multiscatter GGX\n\n- Download attached Blend file\n[Shadertest_v01.blend](Shadertest_v01.blend)\n- Press F12 to render\n- The result looks different in 3.3 and 3.4 master\n\n3.3:\n![image.png](image.png)\n\n3.4\n![image.png](image.png)\n\nWhen I switch the glass shader to GGX or Beckmann the results look identical between 3.3 and 3.4", "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", "Python: Importing zstandard fails\nOperating system: Linux-5.17.15-76051715-generic-x86_64-with-glibc2.35 64 Bits, X11 UI\nGraphics card: Quadro RTX 6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.48.07\n\nBroken: version: 3.6.0 Alpha\n\nImporting zstandard with `import zstandard` gives the following error:\n```\nTraceback (most recent call last):\n File \"<blender_console>\", line 1, in <module>\n File \"/home/guest/.local/lib/python3.10/site-packages/zstandard/__init__.py\", line 39, in <module>\n from .backend_c import * # type: ignore\nImportError: zstd C API versions mismatch; Python bindings were not compiled/linked against expected zstd version (10500 returned by the lib, 10502 hardcoded in zstd headers, 10502 hardcoded in the cext)\n```\n\n`import zstandard`\n\n" ]
[ "/Standart/Standard/ in German translation\nBroken: version: 2.92.0\n\nThe German translation is cheesy: The word is \"standard\" not \"standart\"!!\n\nI downloaded Blender 2.92, chose German translation and with the splash screen there is the first error: \"Standart\".\nThere are 16 occurrences of \"standart\" in blender-translations de.po. Please correct them!\n" ]
this weird bug that i don't know how to describe [has image] Xubuntu 18.84 Intel HD graphics 620 2.8 latest builds some builds ago this wasn't happening i download blender 2.8 i open blender 2.8 this happens ![Captura de tela_2018-10-03_09-06-02.png](Captura_de_tela_2018-10-03_09-06-02.png) Download Blender 2.8 Start Blender 2.8
[ "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", "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", "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.", "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.", "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", "Entire system freezing while using NLA in Blender 2.91 and newer (Mesa only?)\nOperating system: Fedora 33\nGraphics card: Intel HD Graphics 520 (Mesa 20.2.4)\n\nBroken: 2.91\nWorked: 2.90.1\n\nBlender randomly freeze entire graphics system. After freezing, last 2 frames is flickering if you move mouse. I can even save my work with CTRL+S, but after that i need to restart my computer. Setting INTEL_DEBUG=reemit environment variable fixes the issue.\n\nMethod 1\nAdd a few keyframes.\nScroll up and down in the NLA editor.\n[blender-freeze-2.mp4](blender-freeze-2.mp4)\n\nMethod 2\n\nJust do something, even in Solid view, even in Video Sequence editor. I don't know how to reproduce, it happens after 10 minutes of work. Also i notice some glitches in VSE with image strips. Also bug with Depth of Field was fixed in this version, probably this fix relate to this bug.\n\nBug with depth of view that was fixed:\nT77828\n\nIssue with VSE\n[blender-vse-artifacts-1.webm](blender-vse-artifacts-1.webm)", "Blender 2.81 — Shadow glitches with Workbench render-engine (in viewport and same at render)\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 560/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.35\n\nBroken: version: 2.81 (sub 9)\n\n\nBroken shadows \"traced path\" glithc effect in the air in places where geomety have \"complex area\" (when you use shadows from Workbrench render and same in viewport).\n[Screenshot ](l2ZRNEjhzLYbl2.jpg)\nHere is on [video ](#!0OoB2I7R!h1qq3DB20nOOgoxoYw9QT_kyoZO-a-1C7OSqRifExcs) uou can see it. Sorry for broken english.\n\n\nDon't know how to reproduce it step by step, so I've put the file here: \n[broken.blend](broken.blend)\n\n\n", "Black artifacts on smooth surface in 2.79 64bit daily build\nOperating system: Windows 10\nGraphics card: RTX 2080Ti\n\nBroken: blender-2.79.0-git.d7cecc2ba3f6-windows64\nWorked: 2.79b\n\n\nThe software renders black artifacts on a smooth surface. This happens both in the rendered preview and in the final render. Artifacts disappear when smooth is not applied.\n\n![279b.png](279b.png)\n\n![280buildbot.jpg](280buildbot.jpg)\n\n![279buildbot_opengl.jpg](279buildbot_opengl.jpg)\n\nJust go in rendered preview mode in the editor, or just F12 to see the artifacts in the render.\n\n[bug report.7z](bug_report.7z)", "Fill limited and unuspported GPUs list\nAfter [D5955: GPU: Platform Support Level](D5955) we have a mechanism to show one-time warnings for some GPUs on startup.\n\nHowever we still need to fill in this list. #61936 (EOL GPU problems tracking report) provides a starting point, along with other reported bugs. It may be most reliable to test for the driver version when possible, since often the bugs are in the driver, and old cards don't work with new drivers.\n\nWe will need to parse the driver version which can get tricky, need to look at a lot of OpenGL strings to figure out the patterns.\n\n- [x] Intel Windows\n- [x] Intel Linux (no known issues with OpenGL 3.3 drivers I believe)\n- [ ] AMD Windows\n**Latest GCN 1st gen drivers: 19.Q3.1 (pro), Adrenalin 2019 Edition 19.9.3** Latest Terascale 3 drivers: 15.201.2401.1010 (pro), 16.2.1, 15.7.1\n** Warn for driver version 16 and older. Or 18 and older?\n- [ ] AMD Linux\n** No obvious way to distinguish between Terascale and GCN. Maybe just don't warn as drivers are still being maintained for both.\n- [ ] NVIDIA: official driver\n**Latest driver for GTX 2xx: 342.01** Latest driver for NVIDIA Quadro Tesla: R340 U14 (342.00)\n** Warn for 341 and lower.\n- [ ] NVIDIA: nouveau driver unsupported\n** Always warn.\n- [ ] macOS\n** Test if operating system is 10.12 or newer.", "Tweak tool deselects previously selected items.\nOperating system: Windows\nGraphics card: 1060\n\nBroken: All 2.8 versions\n\nTweak tool deselects previously selected items.\n![Blender tweak tool.gif](Blender_tweak_tool.gif)\n\n", "Bug with environment texture\nOperating system: Windows 10\nGraphics card: Nvidia GeForce RTX 3050 Laptop GPU\n\n3.6.2\n\nAfter I checked and unchecked \"Open Shading Language\" checkbox Blender crashed, after that I opened my project and turned rendered viewport the environment texture become a one solid color, and as I was rotating my camera it was changing the color.\n\nBased on an attached .blend file you can go to the Render viewport and take a look at this error.\n\n", "Wrong status bar keymap for release confirms and right click select\nOperating system: Manjaro x64\nGraphics card: HD5770\n\nBroken:\n2.80, 81ea815dcb6, blender2.8, 2018-12-12\nWorked: 2.79b\n\nWhen grabbing something(object, vertex, etc) by right clicking on it and then releasing/clicking on the same button the action is not performed, object doesn't return to its initial position. \nHowever if you use G or a Tool to grab instead of mice click Cancel by Right clicking option works.\n\nRight click on a Cube(in 2.79 thats enough to start moving an object but not here here you have to hold the button) AND HOLD the button\nDrag mice somewhere to move the Cube\nRight Click again to Cancel movement\nNothing happens.\n[blender_bug-2018-12-13_22.18.53.mkv](blender_bug-2018-12-13_22.18.53.mkv)\nI'm also attaching video file for it to be more clear.", "Library Override Bug\nOperating system: Windows 10\nGraphics card: MSI 3060 Nvidea RTX\n\n2.6.1 LTS\n\nLibrary Override is bugged in this versión, rigs, mesh and some times materials too, i make library override in this version and the \"Alt+D\" objects or rigs was working well while the file is open but at the momment when i save and close the file and re-open the file most of the objects are broken or was deleted\n\n", " 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)", "2.90 Not opening on Linux\nOperating system: Linux Mint 18.1\nGraphics card: Intel HD 620\n\nBroken: \nBlender 2.90 won't open up fully, it appears to open up and immediately closes\nWorked: \n\nTried a few different ways to open, won't open.\n\nOne of the methods I tried opening with was through the Terminal and this was the message I had returned back:\n\nRead prefs: /home/john/.config/blender/2.90/config/userpref.blend\nfound bundled python: /home/john/Desktop/3D Related/1BlenderVersions/blender-2.90.0-linux64/2.90/python\nGPUShader: linking error:\nerror: Input block `ShaderStageInterface' is not an output of the previous stage\n\nGPUShader: linking error:\nerror: Input block `ShaderStageInterface' is not an output of the previous stage\n\nWriting: /tmp/blender.crash.txt\nSegmentation fault" ]
[ "[Fixed] weird but, i don't know how to describe [has image]\nXubuntu 18.84\nIntel HD graphics 620\n\n2.8 latest builds\nsome builds ago this wasn't happening\n\n\ni download blender 2.8\ni open blender 2.8\nthis happens\n\nDownload Blender 2.8\nStart Blender 2.8\n\n![Captura de tela_2018-10-03_09-06-02.png](Captura_de_tela_2018-10-03_09-06-02.png)\n\n[UPDATE]\n\ni removed the oibaf ppa and other ppas that interfered with stable versions of mesa drive\nand now it works well\n\nthanks to myself " ]
Copy bones doesn't copy drivers Operating system: Linux-5.4.0-70-generic-x86_64-with-glibc2.31 64 Bits Graphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.39 Broken: version: 2.93.0 Alpha When copy bones with drivers the drivers are not copied, does work with constraint but not drivers, this makes really difficult to do and copy half of a symmetrical rig [no copy drivers.mp4](no_copy_drivers.mp4) Steps to reproduce the error. [dontcopydrivers.blend](dontcopydrivers.blend) 1- open the file. 2-select armature and enter edit mode 3-Duplicate the bones using any method (shift+d, symmetry etc ) 4-the new bone does not have a the driver in the X location
[ "Rigid body simulation will not update fully unless the simulation start frame is changed in the cache\nOperating system: Linux-5.11.0-43-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: Mesa DRI Intel(R) HD Graphics 4000 (IVB GT2) Intel Open Source Technology Center 4.2 (Core Profile) Mesa 21.0.3\n\nBroken: version: 3.0.0\n\nRigid body simulation will not update fully unless the simulation start frame is changed in the cache\n\nIn the attached .blend file, changes to the scene (such as animating the lower box) will not affect the rigid body simulation unless Delete Bake is clicked in the Scene tab and then the simulation start frame is changed and Bake is clicked again.\n\n[Box_On_Porch_Fixing_Box.blend](Box_On_Porch_Fixing_Box.blend)\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", "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", "GPencil: Randomize brush's 'Position' attribute doesn't work when camera is too close to Grease Pencil object\nOperating system: Win10 Home 64\nGraphics card: rtx3070\n\nBlender Version\nBroken: 2.93, 3.1.0\nWorked: N/A\n\nExact steps to reproduce the error:\n\n- Open file\n- try to use Randomize brush\n- Strength and Thickness work, but not Position \n- Switch to the other camera that's farther away from the GP object, and randomizing the position works fine.\n\n[randomize_not_working_close_NEW.blend](randomize_not_working_close_NEW.blend)\n\n\nwatch?v=4pTrEm5HqVU", "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", "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", "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", "\"Paste Objects\" doesn't copy source objects' collection heirarchy\nStarting to switch over to Blender 2.8 / 2.9, copy pasting still isnt working as intended. Please see #58190 as a reference of the previous bug.\n\nSystem Information\nOperating system: Ubuntu 17.10\nGraphics card: GTX 1080\n\nBlender Version\nBroken: blender2.9 55a2682348\nWorked: master Oct 2018 786870e26f\n\nShort description of error\nCopy pasting between blend files, it does not honor the collection hierarchy, Previously with blender 2.7 we could disable 'Active Layer' and the objects would go to their correct respective layers from the original blend file. Now with Blender 2.8 the only option is to have the copy paste on to the active collection, ruining any sort of collection hierarchy that was previously setup.\n\nExact steps for others to reproduce the error\n\n - Open Blender 2.8\n - create a new collection called 'test'\n - move the cube into this the collection 'test'\n - copy collection 'test'\n - create new blend file\n - delete everything apart from the default collection 'Collection'\n - create new collection 'test'\n - make the active collection the default collection 'Collection'\n - Paste\n - in the 'Paste Selection from Buffer' dialogue box, disable active collection\n - notice how the cube just created a new collection altogether, rather than creating the correct collection name / merging into it.", "Very slow interaction with Armature, if GPU Subdiv is enabled\nOperating system: Ubuntu 20.04\nGraphics card: Gefore MX230\n\nBroken: 3.3, 3.2.2\n\nwith the enabled GPU Subdivision, interactions with the armature are much slower than with the disabled\n\n[2022-10-23 13-29-00.mp4](2022-10-23_13-29-00.mp4)\n\nmove the bones with GPU Subdivision on and off\n[kira_lite.blend](kira_lite.blend)", "Bone Override Transform affects bone local axis display.\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.30\n\nBroken: version: 3.3.0\n\nWhen a bone gets assigned a display transform override, it's viewport display axis gets transformed, which probably shouldn't happen as its purpose is to display the Bone's not it's Shape's local axes.\n\n[override-transform.blend](override-transform.blend)\n - Remove Override Transform from Bone's Viewport Display's Custom Shape -> Displayed Bone's axes change location.", "Bones constraints problems (IK > Copy Transforms > Damped Track)\nOperating system: Linux-6.4.3-1-MANJARO-x86_64-with-glibc2.37 64 Bits, X11 UI\nGraphics card: NVIDIA GeForce GTX 1060 3GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.54.03\n\nIf there's a chain of bones (let's call it \"A\") that have an IK mechanism... and there's another chain of bones (\"B\") with \"Copy Transforms\" constraints to copy each of the \"A\" bones... and the \"B\" chain of bones also have a series of \"Damped Track\" constraints... **these Damped Track constraints seem to be evaluated even if their influence is at 0 and the constraint is turned off!**\n\n(The problem magically disappears if we remove the IK constraint in the chain A)\n\nIdeally, the Damped Track constraints in chain \"B\" should decrease it's effect as the influence parameter approaches 0... Even if chain \"A\" has an IK setup.\n\nToo complex to explain here. I attached a file with the setup:\n\nBone layer 1: Chain \"A\" with the IK constraint.\nBone layer 2: Chain \"B\" with the Copy Transforms and the Damped Track constraints.\nBone layer 3: Root bone and Chain \"A\" (IK) controller.\n\n(The Root bone has a \"swing\" animation to easily show the problem).", "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)", "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", "UV: Copy/Paste UVs sometimes merges vertices\nOperating system: Windows 10\nGraphics card:\n\nBroken: 3.5.1, 3.6.0 (2023-05-24), 4.0.0 (2023-05-24)\n\n\nCopy/Paste UVs sometimes merges vertices.\n\nTest file: [UV - Copy Paste.blend](attachment)\n\n![UV - Copy Paste.png](attachment)\n\n", "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" ]
[ "Bone drivers do not copy when duplicated\nMac OSX 10.9.5 and NVIDIA GeForce GTX 470\n\nBroken: 2.77 (sub 3)\nWorked: ?\n\nIf a bone has any driver (on constraint or property) and it is duplicated (shift D in edit mode or \"symmetrize\") the drivers are not copied.\n\nBone constraints, however, copy perfectly and also try to find the correct .L or .R target if applicable.\nThis would save a lot of time if the drivers worked in the same way.\n" ]
NLA Strips reverting their Extrapolation from "hold" to "hold forward" Referencing this Bug (reported multiple times already and often closed: T66254) I am also experiencing this problem and have a file where it's showing up. Operating system: Windows-7-6.1.7601-SP1 64 Bits Graphics card: Quadro 5000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 377.83 Broken: version: 2.83.3 **Notes on how to check this bug for yourself** I am currently running into this bug as well. It seems to be triggered when the strip in the layer above is moved. I have created a quick scene to show the behaviour: Steps to reproduce with the Scene: Move the NLA Strip in the Layer called "Move This to the left" and watch the extrapolation mode on the strip below. ![ExtrapolationBug.gif](ExtrapolationBug.gif) Here is the file in question: [HoldForward_Bug.blend](HoldForward_Bug.blend)
[ "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)", "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)", "Camera rotation is inverted when camera is upside down in \"fly navigation\" mode\nOperating system: Linux-4.15.0-46-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 960M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.116\n\n\nBroken version:\n\n\n - 2.80 (sub 51)\n - similar behavior on 2.79\n\n\nLeft-right rotation of camera in \"Fly navigation\" is inverted when camera is upside down and \"upright Z axis\" is off. This effect can be seen even if camera is slightly upside down (for example if you look in X-axis direction and rotate around Y-axis more than 90 degrees). Changing \"upright Z axis\" to ON fixes this issue even if camera is still upside down. Changing it back to OFF produces problem again. If \"upright Z axis\" is kept ON all the time, you can rotate camera UP to bring it upside down to see that problem only happens when \"upright Z axis\" is off.\n\nI believe this is bug, because it is counterintuitive and different from behavior in same situation when \"upright Z axis\" is ON.\n\n**Exact steps for others to reproduce the error (blender 2.8, default shortcuts)**\n\n - Open any blender scene.\n - Press F3 to open search dialog.\n - Search \"*Fly Navigation*\" and press Enter.\n - Press Z to turn off \"Upright Z axis\".\n - Rotate camera upside down (for example move cursor above rectangle in center of screen until camera is upside down).\n - Place cursor left of rectangle in center of screen. Camera should rotate left, but it rotates right. Alternatively, place cursor right of rectangle in center of screen.\n", "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.", "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", "How to keep asset viewer options and the search field in view?\n![Clipboard - April 22](Clipboard_-_April_22)\n\nIt's annoying that animators have to scroll up all the time to access these (or down for the search field).", "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.", "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?", "VSE: Animation operators missing cache invalidation\nOperating system: Linux Mint 19.1\nGraphics card: GTX 980\n\nBroken: blender-3.1.0-alpha+master.c34ea3323a3a-linux.x86_64\n\nRemove created action from NLA editor, this will still animate VSE elements\nSome weird VSE action cache?\n\n- Add any image to VSE strip\n- Set Rotation=0 at first frame and Rotation=220 for some another frame. It's rotating now, right?\n- Go to NLA tab -> push down Scene Action and remove it. Thus, we don't have any actions in our project but the image is still rotating. Why?\nAfter rebooting blender app the magick will gone. Is this a bug?\n\nThis has quite broad reach as all of these (if not more) dont invalidate the cache:\n- clearing keyframes\n- deleting actions\n- removing drivers\n- removing dopsheet channels\n- removing graph editor channels\n- removing nla tracks\n- removing nla strips\n- removing fcurve modifiers\n\n\n", "Exiting 'Start Editing Stached Action' mode with tab or selecting 'Stop Tweaking Strip Action' results in the channel mute button having no effect\nOperating system: macOS-10.15.7-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5600M OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.10.22\n\nBroken: version: 2.93.5\n\n[Edit_Stashed Action_NLA_Bug.blend](Edit_Stashed_Action_NLA_Bug.blend)\nIf you either choose 'Start Editing Stashed action' or press Shift + tab, then you enter edit mode, but if you press tab or select 'Stop tweaking Strip action' it seems like you've returned to the NLA, but the strip mute button has no effect. Moving the strip behaves as expected. Going back into stash edit mode and exiting via the menu 'Stop editing stashed action' or Shift + Tab will get back to the NLA with the mute button behaving correctly\n\n\n\nOpen the attached blendfile, note that the NLA strip is muted and has no effect. Either right click on the NLA strip and select 'Start Editing Stashed action'. Press tab or right click on the strip and select 'Stop tweaking Strip action'. See that now the strip is active even though the channel is muted. \n\n\n", "2D transform operations show options and use a modal keymap intended for 3D transform\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 2.92.0 Alpha\n\ntransform.seq_slide and transform.transform are linked to the transform keymap of the 3D transform. This results in the wrong shortcuts hints #83307 in the status bar and also wrong options in the Edit Last Operation: \n{[F9508650](transform_last_operation.gif),size=full} \n\n- Use `Move/Extend from Current Frame` to move the handle.\n- Check the `Edit Last Operation` options\n\n", "VSE Scene strip's color profile is overridden by sequencer settings\nOperating system: win10\nGraphics card: 1050ti\n\nBroken: 3.4.1\n\nThere are two scenes:\n1. **Scene.001** is VSE sequencer with *RGB* profile in color management\n2. **Scene** is used as *Scene Strip* and has *XYZ* color profile\n\nWhen rendering **Scene** strip from **Scene.001** sequencer, it overrides original *XYZ* with its *RGB*, but OpenGL preview shows correct mode.\n\nIn attached file render separately **Scene** 3d view and **Scene.001** VSE sequencer to see the difference\n\n", "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", "BKE_nlatrack_add behavior is incorrect\nOperating system: N/A\nGraphics card: N/A\n\nBroken: 3.1\nWorked: N/A\n\nThe way the `prev` argument is interpreted for the `BKE_nlatrack_add` function makes it impossible to add an `NlaTrack` to the bottom of a track list.\n\nPassing in a `prev` value of `NULL` adds a track to the top (visually). However, this is technically incorrect because to add it to the \"top\" of the list actually means that `prev` should be an existing track (it's slightly confusing because the order in the UI is the opposite of how it's represented in data).\n\nIf I were to speculate, I'd say that interpreting `NULL` as a flag to add it to the \"top\" of the list was done as a convenience, since this is probably what the user would want as a default. However, it's still technically incorrect and wonky. There are only a handful of places were `BKE_nlatrack_add` is called, so cleaning it up shouldn't be too big a job.\n\n\n[nlatrackaddbug.blend](nlatrackaddbug.blend)\nThe following script reproduces the bug:\n\n```\nimport bpy\n\nobject = bpy.context.view_layer.objects[0]\nobject.animation_data_clear()\nobject.animation_data_create()\ntracks = object.animation_data.nla_tracks\n\n# ADD A TRACK TO START\ntrack = tracks.new()\n\n# ADD TO TOP (previous track is the one we just made)\nlast_track = tracks[-1]\ntrack = tracks.new(prev=last_track)\ntrack.name = '01 ADD TO TOP'\n\n- ADD TO BOTTOM\n- ERROR: adds it to the top as well!\ntrack = tracks.new(prev=None)\ntrack.name = '02 ADD TO BOTTOM'\n```", "Projected falloff in sculpt mode displaces vertices in wrong direction\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.75\n\nBroken: version: 2.82 (sub 7)\nWorked: (optional)\n\nThe stroke is incorrectly applied for some vertices when using projected falloff\n\n[bug.blend](bug.blend)\n\nUse a projected falloff and make a stroke using a line stroke type or a curve type\n![1.png](1.png)\n![2.png](2.png)\n\n" ]
[ "NLA strip unexpectedly auto-switching from Hold to Hold Forward\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 770/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.64\n\n\nBroken: version: 2.80 (sub 74)\n\n\nWhen creating a new action using the HOLD_FORWARD extrapolation, frames to the left of the keyframes will keep the value of the first keyframe, instead of ignore them like they did before and do with NOTHING extrapolation. They now behave like HOLD.\nThey work like normal in strips, just not as the *(orange)* action.\n\n[nla_hold_back.blend](nla_hold_back.blend)\n[2019-07-14 19-08-18.mp4](2019-07-14_19-08-18.mp4)" ]
Blender freezes when trying to render from python script with turned on eevee motion blur. Operating system: Windows 10 Graphics card: GTX 1080 Broken: 2.90 and 2.91 alpha Worked: None Blender freezes when trying to render a frame with motion blur enabled in eevee renderer. - Create a simple cube and apply a rotating animation on it. - Go to render settings tab, switch to eevee renderer and enable motion blur (you can keep the default values). # Switch to scripting layout and write the following script: ``` import bpy scene = bpy.context.scene scene.render.image_settings.file_format = 'PNG' scene.render.filepath = "C:/tmp/image.png" bpy.ops.render.render(write_still = 1) ``` Try to run the script and you will find that Blender is freezing. > note: if you turned off motion blur it will render just fine. the problem is when you enable the motion blur. **Used blender file** [basic_scene_01.blend](basic_scene_01.blend)
[ "Blender 3.5.1 keeps crashing on occasion\nOperating system: Mac OS Ventura 13.3.1 (a) (22E772610a)\nGraphics card: Apple M1 Ultra (64-Core GPU)\n\nBroken: Version 3.5.1 (3.5.1 2023-04-25)\nWorked: N/A\n\nBlender occasionally crashes on my new Mac Studio (I used to work on a Windows PC beforehand and never had that problem). I'm guessing it is a saving error.\n\n- Download and open the demo-file `Blender 3.4 – “Charge” Open Movie` from demo-files/\n- Change the engine from Eevee to Cycles GPU\n- Set \"Viewport Shading\" to \"Rendered\" - nothing happens\n- Go back to Solid View - blender freezes\n\nAttached is is a video demonstrating what is happening, but in a few words:\n\nThe same happens with some of my heavy(ish) project in 3.6.0 beta\n\nIn 3.5.1 the same project responds in render view as it should be.\n\nWhen I try to reopen the same project blender doesn’t load the project but either freezes or crashes ( one of these crash logs is also attached)\nI manage to reopen the project after a few crashes.\n\nI hope it helps! \n\n![freeze render view 3.6 and 3.5.1.mp4](attachment)\n![3.6.0 crash after trying to reopen test file.rtf](attachment)", "\"No Render\" volume of space with motion blur and GPU render\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA RTX A5000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.27\n\nBroken: version: 3.4.1\nWorked: N/A\n\nThere appears to be a volume of virtual space where objects do not render.\n\nLoad attached file. Set render frame to 110 and render the scene. Note the progress it makes as the large cube slowly vanishes with each render pass, while the smaller thin cube only partially renders. Set the frame to 50 and it renders fine. The problem starts with frame 106 and gets progressively worse for the large cube, while it seems to somewhat recover for the thin cube in later frames.\n\nThe problem does not repro with CPU rendering, and did not repro with my older graphics card way back when I first made this scene (GeForce 1080Ti). It repros with GPU rendering on both 3.4.1 and 3.1.0. It does not repro with motion blur disabled (hence the viewport render is also fine).\n[GPU Motion Blur Bug.blend](GPU_Motion_Blur_Bug.blend)\n", "Freeze when using Object.ray_cast in a driver script\nOperating system: Linux-5.10.15-1-MANJARO-x86_64-with-arch-Manjaro-Linux 64 Bits\nGraphics card: Radeon RX 580 Series (POLARIS10, DRM 3.40.0, 5.10.15-1-MANJARO, LLVM 11.0.1) AMD 4.6 (Core Profile) Mesa 20.3.4\n\nBroken: version: 2.91.2, 8dc95f61f3\nWorked: Unknown, fails on at least as old as 2.83.10.\n\nRunning a driver that includes a call to Object.ray_cast will freeze the interface entirely. Still exits normally when sent a SIGTERM. It does not create a crash.txt. Blender crashes with a segmentation fault in version 2.83.10 (hash: `b439a155442b`), and does create a crash.txt (see attached). Blender version 2.93.0 Alpha (hash: `7a608f88a713`) also freezes in the same way as 2.91.2. Using the ray_cast function in a non-driver script appears to function as expected.\n\nIn the attached blend file, run the text block `TurretRayCasting.py`, to put the script into the driver namespace. Next, click \"update dependencies\" in the driver panel. The application should freeze entirely. If `return target.ray_cast(turretTargetSpace, direction)- [x]` is commented out and replaced with `return True`, the application does not freeze.\n\n[driver_freeze2.blend](driver_freeze2.blend)\n\n[driver_freeze2.crash.txt](driver_freeze2.crash.txt)\n\n[system-info-2.91.2.txt](system-info-2.91.2.txt)", "Render errors [glitchy frames] with baked cloth [from the UI, commandline as well as rendering with 'Lock Interface' is OK]\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.77\n\nBroken: version: 2.91.0 Alpha, branch: master, commit date: 2020-10-07 21:43, hash: d8fcd8a316\n\n\nI have a simple scene I press render animation and some of the frames come out messed up. \nIt looks like some sort of motion blur bug. Looks similar to this bug #74457 (Mantaflow foam particles as objects break motion blur)\nI have rendered this on two different PC's, the problem is the same.\nWith baked cloth physics.\n\n\n\n[Jelly Jery (buggy render) - Cycles 256 samples Intel denoised.mov](Jelly_Jery__buggy_render__-_Cycles_256_samples_Intel_denoised.mov)\n\n\n[Jelly Jery.blend](Jelly_Jery.blend)\n\n![jerry-the-jelly-buggy-cycles-render-0054-51-78.jpg](jerry-the-jelly-buggy-cycles-render-0054-51-78.jpg)\n\n\n | cycles | glitchy |\n | -- | -- |\n | cycles command line render | OK |\n | cycles with Lock Interface | OK |\n | eevee | glitchy |\n | eevee without motion blur | glitchy |", "Use after free: Baking Rigid Body physics causes instant crash\nOperating system: macOS 10.15.7\nGraphics card: AMD Radeon Pro 5500M 4 GB / Intel UHD Graphics 630 1536 MB\n\nBroken: 2.92.0, branch: master, commit date: 2021-02-24 16:25, 2.93.0 Beta, branch: master, commit date: 2021-04-28 22:25, \nbroken: f7b22fc3d27113715e8726c69ab3264e1d487439\nWorked: \n\nBaking the Rigid Body world physics causes Blender to crash either instantly, or after baking less than 100 frames (it varies). Interestingly, a friend with the PC version of 2.92 says the project works fine, no crashes whatsoever.\n\nOpen the project. Make sure Allow Negative Frames is on under Preferences/Animation. Go to the Rigid Body World and hit bake.\n\n[physics test b.blend](physics_test_b.blend)\nAsan report: [T88113_asan_report.txt](T88113_asan_report.txt)", "Blender Crash. Code marked as unreachable has been executed.\nOperating system: Windows-11-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.67\n\nBroken: version: 3.6.1, 4.0.0 Alpha\nWorked: didn't test\n\nOpen the .blend and go to frame 60. Crash\n\nThis is a .blend from a random user. So, sadly, I don't know the exact steps to reproduce.\nIt just said: \"Code marked as unreachable has been executed. Please report this as a bug.\"\n\n", "Memory leak cause my computer to freeze when rendering anumation\nOperating system: macOS-12.5-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5300M OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.8.101\n\nBroken: version: 3.2.2 Release Candidate\nWorked: worked on blender ~3.0 but it broke on 3.1+.\n\nwhen rendering full animations the memory of Blender is raised to 20GB, although the animation is a very simple content. after 300 frames of rendering in the low quality, we are still stuck and the rendering output is blank frames. \nThe entire compute get stuck and Swap Files rose to 10GB. I have 32 GB of memory.\n\nI will attach the file I render to this ticket.\n\n**Update August 19, 2022**\nThe memory issue was fixed in the current 3.2.2 version and in 3.3 version.\nbut there is an issue with black images rendered from frame 700 in the animation ( in the same file attached).\nin the previous versions the black frames occurred from the frame 300 because of memory leak issue.", "Frame counter while rendering does not respect blender's DPI setting\n4K screen, Windows 10, GEFORCE 960M\n\nBroken: bac1279\n\nThe cursor frame counter that displays while rendering is minuscule on a 4K screen, regardless of the DPI setting in Blender", "'Solve Camera Motion' operator sometimes prevents Auto Save from running\nBroken: 3.5.1, 3.6\nWorked: maybe 3.4\n\nInvestigated in #107421 by @3di.\nIt's still unclear when this happens, but it could be replicated with the attached file.\nThe function `void wm_autosave_timer(Main *bmain, wmWindowManager *wm, wmTimer * /*wt*/)` in `wm_files.cc` skips AutoSave if any modal operators are running.\nIn this case, this can happen with the `\"CLIP_OT_solve_camera\"` operator even after the operation is theoretically completed.\n\n- Unzip attached .blend file\n- Go to \"Motion Tracking\" workspace\n- In the solve tab, press `Solve Camera Motion`\n\nAuto Save stops saving or saves very late.\n\nno%20autosave.zip?dl=0\n\n", "(Grease pencil) Blender freezes indefinitely when drawing using stabilize stroke function. \nOperating system: Windows 10 business 64bit\nGraphics card: Intel UHD 620/630\n\nBroken: both 3.2.2 and the experimental build 3.4.0 alpha\n\n\nWhile drawing using the stabilize stroke function (in blank grease pencil object), after some times blender freezes and stop responding, tested on both an HP prodesk g5 ( I5 8500, intel IGP UHD 630 and 8 GB of RAM) and asus zenbook (I5 7200U, UHD 620, 8GB RAM).\n\nThis only happened on both PCs equipped with intel IGP, I redid the same test on my home PC (I5 9400f, GTX 1060, 16GB RAM) and everything worked fine.\n\nIs this purely a performance issue ?\n\nJust create a blank grease pencil object and directly start drawing using the stabilize stroke function, test setup must be similar or close to the two PCs equipped with Intel IGP.", "EEVEE motion blur doesn't work on objects with loose geometry\nOperating system: Windows 10\nGraphics card: Nvidia RTX 3080, 3090\n\nBroken: 2.93.6\nWorked: never\n\nEevee motion blur doesn't work on skinned to an armature objects with vertices or edges that not owned by any face.\n\n1. Create a cube and an armature\n2. Skin the cube to the armature by an Armature modifier and painting weight\n3. Animate bone\n4. Turn on motion blur en EEVEE.\n5. Duplicate a single vertex or extrude it\n6 Render.\n\nAll these steps was done in the attatched file, you can just render it. [motion_blur_bug.blend](motion_blur_bug.blend)", "Adding Clearcoat freezes Blender with error \"Execution of the command buffer was aborted due to an error during execution\"\nOperating system: macOS-13.3-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon RX 5700 XT 1.2\n\nBroken: version: 3.5.0\nWorked: Unknown\n\nAdding Clearcoat to a Surface freezes Blender, with Console logs showing only an \"Execution of the command buffer was aborted due to an error during execution. <private>\" error.\n\nOnly appears to happen when using Metal, using Blender in OpenGL mode doesn't have this issue. The issue is also present on brand-new projects with just the default cube.\n\n1. Create new file (Eevee renderer)\n2. Change the Clearcoat amount of the default cube from the Materials tab.\n3. Blender crashes usually within seconds, with the default cube I've found it freezes more easily if you use the sliding mechanism to change the Clearcoatness.\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 greenstoneleaf@gmail.com\n Ps, My CPU wasn't hot.\n- - -\nAble to run blender from `blender_debug_gpu_glitchworkaround.cmd` batch file", "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", "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)." ]
[ "\"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." ]
File browser cannot remove non-existent favorite directories **System Information** existent Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.75 Broken: version: 2.82 (sub 7) Worked: (optional) If I delete or change the name of a directory that had been added to favorites in the file browser, I cannot remove it from favorites. 1. Add a directory to favorites in blender. 2. Delete or rename the directory. 3. Now Blender still shows the greyed out favorite item, but you cannot remove or modify it.
[ "Particle system removal\n- [ ] Convert hair particle system combs to curves objects with versioning\n- [ ] Remove explode modifier\n- [ ] Remove particle instance modifier\n- [ ] Remove non-hair particles\n\n\n**Needs agreement**\n\n- [ ] Decide how much of simulation and non-hair particle systems to replace with versioning vs. remove\n\n", "Opening of a new/recent file interrupted with saving current file\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.92.0\n\n1. create new file, make changes\n2. try to open recent file\n3. agree to save current file with new name\nfile saved but new one not opened.\n\n[2021-04-24_07-58-40.mp4](2021-04-24_07-58-40.mp4)\n\n", "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)", "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", "driver on an NLA animated time strip isn't purple and cannot be removed\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.79\n\nBroken: version: 2.93.0 Alpha\n+ version: 2.92.0\nWorked: never\n\nWhen adding a driver on an NLA animated time strip value, the value does not turn purple, and cannot be remove.\nDon't know if it's related or not, but you also cannot delete/clear keyframes on that particular value aswell. Should i do another bug report ?\n\n(see video attached)\nanimate the default cube (example : revolution on Z axis, from frame 1 to 250)\ncreate an empty, add a custom property, animate that property\ncopy the custom property as a new driver\ngo to the NLA, push down the cube action, go to it's strip option and check \"animated time strips\"\npaste the driver on the \"animated time strips\" value\n[bugreport_drivercolor.mp4](bugreport_drivercolor.mp4)", "Blender Crashes on Render (Save As), then refuses to start\nOperating system: Windows 10\nGraphics card: NVIDIA GeForce RTX 3060\n\nBroken: 3.6.1\nWorked: N/A\n\nFirst observed with the attached file. I tried to save a png image render from it; when I clicked \"Save As,\" Blender crashed and then... wouldn't open. It seemed to initiate startup, because the little black window that usually notified me that it was reading my userprefs.py file would blink into existence just long enough for me to register what it said, then close itself and act like I hadn't clicked it.\n\nRestarting my computer fixes the problem temporarily, until the next crash. The crashes are inconsistent, but seem to happen only when I hit main menu items like Open or Save. This includes previous versions, apparently, as I still had 3.5 installed and it does the same quick blink.\n\nThe only thing I could think of was that that Read line in the black window referred to finding the userprefs file in C:\\ when I installed everything into M:\\, but I tried copying the required path over to C:\\ with no effect and also it gives me that same message when it's working and starts up fine.\n\nI also tried repairing the 3.6.1 install, and uninstalling/reinstalling, to no effect.\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n", "Junction addon directories have their contents nuked when loadin preferences from previous version\nOperating system: Windows 10 x64\nGraphics card: NVIDIA GTX 1080\n\nBroken: 3.2.1\nWorked: never\n\nWhen an addon is present in form of a junction, Blender will nuke files and folders in the linked directory in certain situations.\nThese instructions are specific to the scenario in which I encountered the problem (Moving to new Blender version when debugging Blender addon using [Blender VsCode extension ](blender_vscode)). There probably exist other constellations which cause similar problems related to junctions.\n\n- Make sure `%APPDATA%\\Blender Foundation\\Blender\\3.0\\config` exists; if necessary, run Blender 3.0.0 once so it is created.\n- Make sure `%APPDATA%\\Blender Foundation\\Blender\\3.2\\config` does not exist\n- Make sure path `%APPDATA%\\Blender Foundation\\Blender\\3.2\\scripts\\addons` exists\n- run command `mklink /J \"%APPDATA%\\Blender Foundation\\Blender\\3.2\\scripts\\addons\\myaddon\" \"path-to-directory-that-will-be-destroyed\"`\n- run command `mklink /J \"%APPDATA%\\Blender Foundation\\Blender\\3.0\\scripts\\addons\\myaddon\" \"path-to-directory-that-will-be-destroyed\"`\n- Launch Blender 3.2.1.\n# In first-time setup splash screen, click \"Load 3.0 Settings\".\n\nAfter this, every file in the folder structure of `path-to-directory-that-will-be-destroyed` will be truncated to 0 bytes in size.\n\nPerhaps it would even be sufficient for the 3.0 `addons` directory to contain a normal directory by the same name as the junction in the 3.2 `addons` directory instead of having to also be a junction itself.\n\nA mitigated variant of this problem is encountered when using the addon \"Remove\" button of an addon in the addon preferences window, where only an OSError is thrown.\n", "Currently open file is always the last in the file browser when appending\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.25\n\nBroken: version: 3.3.1\n\n\nThe currently open file is always the last in the file browser when appending. For instance, the v5 file in the following example is the one currently open and is always the last one regardless of the sorting option. \n\n[2022-11-11 11-38-35.mp4](2022-11-11_11-38-35.mp4)\n\n", "\"Repeat History\" unavailable after \"Undo\"\nCurrently undo clears the operator history,\nideally this should instead keep these actions in sync with the undo history.\n", "Rewrite file-list code for asset system (and File Browser)\nFor details see #88184 (Asset System: Data Storage, Reading & UI Access).\n\nThis is in progress in the `asset-system-filelist` branch.", "Transform object origin support for collection instances\n**Description:**\nThe only option to change the origin of an instanced collection is to use \"**set origin**\".\nEmpty object, that is created as the origin of an instanced collection, cannot be rotated or moved when \"**Options -> Affect Only -> Origins**\" is turned on.\n\n**How to reproduce:**\nSee the file included. (try to move or rotate the origin)\n[instanced collection origin.blend](instanced_collection_origin.blend)", "Using a File Picker element in a popup window causes the popup to go away\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.96\n\nBroken: version: 2.93.4\nWorked: Not sure if it has, at least not for a while.\n\nIf I put a string property with a subtype of \"DIR_PATH\" or \"FILE_PATH\" to have the folder/file picker show up for a user to easily select a folder/file in an operator's props and then call it with a window manager invoke_props_dialog (or any of the other popup panel ops), after the user has selected a folder/file the file window goes away but so does the panel without executing the operator.\n\n1. Open included blend file\n2. Run 'Popup File Picker Test' script in text editor\n3. In the Object section of the Properties area, under \"Popup File Picker Test Panel\" click 'Test Popup'\n4. In the popup window use the folder picker button to select a folder and hit \"Accept\"\n5. If it worked, the popup should still be there for you to continue to change other props. If it ran execute instead there should be a statement in the info area and in the console window saying \"Ran execute\". Otherwise it most likely made the popup to disappear without running the operator\n\n[popup_file_pick_test.blend](popup_file_pick_test.blend)\n\n", "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", "Appending packed libraries is treated as if they weren't packed\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\nWorked: I believe never, at least it also seems broken in 2.83.\n\n- This file has packed resources as well as libraries: [ellie.blend](ellie.blend)\n- Everything was packed without any shennanigans, just File->External Data->Pack Resources, Pack Linked Libraries.\n- File works fine on its own.\n![image.png](image.png)\n- Append the CH-ellie collection into an empty file.\n![image.png](image.png)\n![image.png](image.png)\n- It's looking for the packed libraries outside of the file, as if they were not packed.", "Remove normalization from original coordinate attribute (CD_ORCO)\nFrom #95776:\n\n> The internal CD_ORCO attribute is normalized to 0..1 which is not really helpful, not even as default texture coordinates. It would be good to do some refactoring so these are stored unnormalized and then applying any additional texture space scaling for rendering only." ]
[ "No way to remove Favorites folder that is no longer there\nOperating system: Windows 10, 64 bit\nGraphics card: 2 gpus: Nvidia GTX 1080 8gb, GTX 1070 8 gb\n\nBroken: blender-2.80-699193713fc0-win64\nWorked: (optional)\n\n\nHello wonderful Blender devs! It's probably not a bug but a papercut.\n\nIt seems that there is no way to remove Favorites folder that is no longer there in the File browser! Once folder is added to favorites and if it changed it’s path it just becomes greyed out and you can’t select it to delete it. \n\nHere’s a screenshot, I had a folder called Godot projects and then changed it’s name and path using Windows’ File browser. Now the folder is greyed out and I can’t select it. I thought I could delete it by pressing minus key and eventually getting to it, but I ended up just deleting all my favorites folders and was left with a greyed out folder not being able to do anything about it. IMO, I should be able to select it and have a choice to update the path or just delete it.\n\n![image.png](image.png)\n\n\n - Add folder to favorites\n - Turn off Blender\n - Change the path to the folder in your file browser\n - See that folder is being greyed out and can’t be selected to be deleted so that you could update the path to that folder\n\nI know I can revert to factory defaults to fix that, but I don’t want to do it because of one invalid path! Setting up all my custom settings, hotkeys, theme, scripts is quite time consuming, so this is my paper-cut as of now. =((\n\n" ]
Add paint slot in texture paint mode Win 10 64bit version 1809 Nvidia GTX1080TI x2 version 2.8 ( release 2018-10-07 21:37 ) Worked: (optional) used default square and unwrapped it. went into texture paint workspace and added texter paint slot via the f3( search) option since i couldnt find it i basically followed this video clip up to where he adds the paint slot then my blender crashes youtube link watch?time_continue=16&v=svzKoq3vew0 time code ( 01:30 ) in the video [Add texture slot crash.blend](Add_texture_slot_crash.blend) I added the blend file, all you have to do is add paint slot via the f3 search then it crashes, Hope it helps :)
[ "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", "Texture Paint - Clone tool not working when clone source area out of viewport\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 2.91.0\n\nTexture Paint - Clone tool not working when clone source area out of viewport\n\nImport image as plane- select part of image to clone in bottom part of image. Scroll up to the top part of image so the bottom is not visible = clone tool doesnt draw anything.\n\n\n\n", "Script node with shader output crashes Eevee\nOperating system: OSX Monterey (12.6)\nGraphics card: Radeon Pro Vega 20\n\nBroken: git versions: blender-v3.2-release, blender-v3.3-release, master\nWorked: 3.2 release\n\nI'm testing the MaterialX standard surface shader. It seems to work when in Release versions, but in a debug build, it crashes when you connect the output of the shader to 'surface' in the terminal node.\n\nUsing the default scene, switch from Eevee to Cycles + Open Shading Language. Select the Cube, switch to Shading tab. Create a new material, and add a new Script node. Load the attached .oso file (to compile the attached .osl, you need to have MaterialX installed. I'm using 1.38.5). Attach the output of the script node to the 'Surface' input of the terminal. Boom! Where the crash occurs depends on whether your in Eevee preview, or Cycles preview.\n\n[out.osl](out.osl)\n\n[out1.oso](out1.oso)", "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", "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.", "Attribute Edit Mode\nThis is an extract from the now archived Vertex Color/Attribute Edit Design (#71947).\nThe design needs further investigation an discussion with the #geometry_nodes module.\n\n## Attribute Edit Mode\n\n![Attribute edit.png](Attribute_edit.png)\n\nAttribute Edit is intended to be a mode to modify and visualize any kind of data stored in mesh elements. Some use cases for it could be:\n\n- Editing IDs on face corners to modulate materials in a shader\n- Painting velocity vectors on vertices to guide a particle system\n- Editing the weights of a rig\n- Editing per face colors for low poly models without using textures\n- Setting custom values on edges for a motion graphics animation\n- Modifying mesh values for procedural modeling\n\nSome of these task could use a brush, but they don’t need a brush with artistic painting functionality. It does not make sense to edit the weights of a rig with a brush with wet paint and density noise.\n\nFurthermore, these task could take advantage of a mode with more control and precision tools than an artistic painting mode, like precise elements selection and data editing, controlled value interpolation…\n\nThe plan is to use the current Vertex Paint mode as a base implementation for this mode and start adding all necessary features during multiple releases. It already has quite some work done because most users were using it with these use cases in mind.\n\nThis task is not as detailed as the Sculpt/Paint mode, but it should be enough to have an idea of its purpose, use cases and design goal.\n\n### Tools\n\n**Simple brush tools**\n\nThe current Blender brush functionality is enough to support this kind of painting, if we consider painting changing the values of elements that are inside the cursor radius. We can reuse the current brush code for that.\n\n**Value interpolation tool**\n\nThis tool could produce controllable interpolations of an attribute between two mesh elements following the mesh topology. For example:\n - Select the base of a cone and assign the value of one \n- Select the top vertex of the cone and assign 0 \n- Let the tool generate the rest of the values across the cone surface\n\n**Mesh elements selection**\n\nAttribute paint should provide tools for selecting mesh elements and assign values directly to them. This provides much more control than a brush. This could be useful when working with low poly models, where you want to assign values like armature weights in a precise way.\n\n**Mesh element masking**\n\nWe can support a basic masking functionality for the brush that supports all mesh elements (not only vertices like the Sculpt/Paint mask). This can make easier some painting task.\n\n### Features\n\n**Data conversion operators**\n\nAttribute edit mode should provide a set of conversion tools to convert data between elements and other Blender data layers when possible. For example:\n\n- Convert a per vertex attribute to a per face corner attribute\n- Convert a per edge attribute to a vertex attribute averaging the\n```\n values\n```\n- Generate material slots from an ID attribute stored on faces\n- Generate an editable 2D vector attribute from an UV layer\n\n**Per face corner color data to sculpt/vertex color data**\n\nThis is a specific case of a conversion operator. Other conversion operators can be added in the future as we support more attribute types.\n\n**Internal attribute conversion**\n\nWe need to identify what element/attribute type conversion combinations are more frequent and design how they can work (usually averaging the values). For example\n\n- Converting an attribute from face corners to faces by averaging the\n```\n values of all the face corners in the face\n```\n- Converting from vertex to edges by averaging the value of the two\n```\n vertices of the edge\n```\n- Converting from vertex to face corners assigning the same vale of\n```\n the vertex to all the face corners that use that vertex\n```\n\n**Topology symmetry**\n\nWe could support editing operations with symmetry based on the mesh topology instead of mirroring the XYZ axis.\n\n**Attribute data type selection**\n\nThe use should be able to choose what kind of data he/she wants to edit and in which mesh element that data should be stored. For example\n\n- A float factor stored on faces\n- A vector stored on vertices\n- A color stored on face corners (Current supported MLoopCol)\n\nAll tools should be aware of the data type of the layer and behave accordingly.\n\n**Import/Export**\n\nIt should be possible to import and export meshes with different attributes in mesh elements. We need to check format compatibility.\n\n### Rendering\n\n**Attribute edit overlay**\n\nAs we can make assumptions that the attributes are colors, we need to render a configurable overlay to display the data in an appropriate way.\n\n**Attribute rendering mode selector**\n\nThe attribute rendering overlay should provide and UI to choose which rendering mode the user wants to render the data. This should include tools like a gradient editor, rendering two attributes at the same time, render vectors and randomly generated ID maps.\n\n**EEVEE/Cycles attribute node**\n\nThe current attribute nodes exposes MLoopCol and UVs to the render, which are both loop attributes. We need to investigate how to expose face, vertex and edge values.", "Paint Mode: Color Sampling\nNOTE: This task is currently to document the requirements for an updated color sampler for painting workflows. This should be the basis for discussions on the implementation.\n\n# Goal\n\nSampling colors is implemented in various different ways throughout Blender, each implementation with their own advantages and features.\nThe goal here is to combine all needed features into an easily accessible operator, with additional options to get other sampling effects.\nThis operator will then be used for color sampling in sculpt/paint mode and paint mode in the image editor.\n\nThe basic implementation in sculpt mode is already usable for now.\n\n# Requirements\n\n## Existing Features\n\n- Sample Merged (Only available in the keymap options or with the color picker button)\n- Add to Palette (Already available via left click)\n- Sample Size (Only in the image editor sample tool)\n- Live sample values for XY, RGBA, CMGB, HSVL, color (Only in the image editor sample tool)\n- Sample Interpolated vs Closest (Automatic for textures. Always picks closest in Weight painting. Not implemented for color attributes. Needs more investigation on what would be most useful.)\n\n## Accessibility\nThe easiest way to access the color sampling should always be with a shortcut.\nFor now the established default is `S`. We should follow this wherever possible to stay consistent.\n\nPotentially the best usable way to implement this in the UI is as a button in the color picker instead of an active tool.\nThe disadvantages of making this an active tool are \n- that it doesn't directly relate to any particular color or brush/tool\n- it's more intuitive to use as a temporary one-click operation (No needs to keep it active)\n\n## Sample other Objects\n\nIt's already possible to pick any color of the screen when sampling merged colors.\nWhen sampling the current paint slot of the Canvas this is not the case.\nMulti-object workflows are very common so there needs to be an implementation to instantly sample local colors from another object.\n\n**Use active Canvas picker mode**\nOne straight forward implementation would be to use the Canvas picker mode of the active object to define which colors will be picked. This mode can be set to:\n- Color Attribute\n- Image Texture\n- Material\n\nEach of the other visible objects will have an active color attribute, image texture and node in the material.\nSo the desired approach is to look for that data and use it for color sampling other objects whenever the option \"Sample Merged\" is not used.\n\n## Color Sample Overlay\n\nWhen painting for materials there will be cases where it is not obvious what color will be picked. \nFor example when picking from a greyscale image texture that is used for roughness, while you see the final material in Eevee with additional colors and procedural roughness textures mixed in.\n\nThis color sampling preview would ideally be shown directly on the brush cursor, comparing it side-by-side with the currently set color.", "Paint Mode: Brush Radius VS Brush Size\nThis is a brief task design to explain **why Blender should switch brush radius to brush size** and how this change will benefit artists.\n\nI will start introducing the **issues that texture paint mode have currently by using brush radius:**\n\n**1. Makes impossible to paint single pixels.**\n\n- As minimum brush radius is 1px (integer values), **minimum brush size is 2px**, so it's **impossible** to use current brushes **to paint single pixels as for pixel art** styles.\n\n\n**2. Spectrum of brush size values cut by half.**\n\n- Current brush radius makes it **impossible** for artist **to paint with an odd number brush size**/diameter.\n- This likely **cut the values by half** as artists can't paint with a brush with sizes of 1, 3, 5, 7, 9, 11, and so on...\nThat's a silly limitation for artists when we have an easy solution of moving to brush size/diameter.\n\n\n**3. Contra-intuitive.**\n\n- **Brush size**/diameter **gives artists better feedback on the real size of the brush** over the texture space while they don't have to think in brush radius * 2.\n\n\nBrush size is a standard over brush radius but not because it is driven by big companies but because it is the most intuitive for artists while radius may be more intuitive for mathematicians and programmers, so I think we should invest into improving UX for the end-user, specially in texture paint mode that lacks a lot of it.", "Dynamic Paint doesn't update to original values on start frame\nOperating system: win10 64\n\nBroken: 2.81\n\nAdd *Dynamic Paint (Canvas)* to any mesh and try to set 0 as a start frame of simulation.\n\n1. Open file and see how Displace modifer doesn't affect mesh\n2. Run animation -> bake current cache\n3. First problem: see how weight is empty at the mesh origin (Displace modifier works except begining of animation)\n4. Second problem: return to frame 0 -> weight doesn't updated to original values (Displace modifier still active on vertex group)\n\n[dyn_paint.blend](dyn_paint.blend)", "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", "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)", "Texture Paint tools lead to incorrect colors on bright HDR textures in 3D\nOperating system: Linux-5.12.0-19.1-liquorix-amd64-x86_64-with-glibc2.31 64 Bits\nGraphics card: AMD Radeon RX 5700 (NAVI10, DRM 3.40.0, 5.12.0-19.1-liquorix-amd64, LLVM 11.0.0) AMD 4.6 (Core Profile) Mesa 21.0.1\n\nBroken: version: 2.93.0\nBroken: version: 3.0.0 Alpha\nWorked: N/A\n\nI am trying to touch up an HDR lightmap using the Texture Paint mode.\nAttempting to soften, smear or clone HDR images in 3D view in Texture Paint mode will lead to pixel values being clamped up to 1.0, unexpectedly removing bright spots. 2D view is not affected and the tools behave as expected. See video:\n[blendertexpaint.mp4](blendertexpaint.mp4)\n\nI have found that this line is responsible for this issue. Commenting it out fixes the problem.\nimageprocess.c#l219\nLine 219: `clamp_v4(outF, 0.0f, 1.0f);`\n\nI am unsure about the purpose of this line, or any unintended consequences of removing it. Someone else needs to take a look.\n\n1. Assign an HDR texture to an object's material.\n2. Enter Texture Paint mode\n3. Attempt to use the Soften, Smear or Clone tools to edit the texture in 3D view, in spots where the value of a pixel's R, G or B component is greater than 1.0\n4. The bright spots will unexpectedly become dark as they are touched by the tools.\n[Sample.blend](Sample.blend)\n\n", "PBVH image texture painting technical design\nWe want to support painting 16K textures on high resolution meshes, 3D rather than just projection painting, and more features matching sculpt mode. For this we are re-implementating texture painting similar to #73935 (Texture Displacement Sculpting design).\n\nThat task sets out a rough direction, this is a more detailed technical design.\n\n### Current Implementation\n\n* Before painting starts:\n**Divide screen into buckets (tiles)** Loop over triangles and add to buckets they fit in\n** Detect if each triangle edge is a seam\n* For paint operation, multithreaded over buckets: \n**Init bucket if not done yet, caching list of pixels with world/image space coordinate, accumulated mask, color pointer, etc.*** Rasterize each triangle in the bucket into pixels\n***Add additional pixels around triangle for seam bleeding** Loop over cached pixels to perform paint operation\n* Blur and clone\n**To lookup a color at an arbitrary position, intersect mesh and read color from image at corresponding UV coordinate** Intersection is accelerated through using triangles cached in buckets and working in screen space\n\n**Seam Bleeding**\nThe current algorithm works by effectively extending the UV coordinates of a triangle and rasterizing additional pixels. The algorithm for has some logic to avoid overlaps with other triangles, however in general there are still some limitations with it:\n* UV islands extended this way may end up overlapping with other islands, and incorrectly bleed into them or not evenly fill in the space between islands.\n* Extending UV coordinates like this does not necessarily give the least discontinuities across seams, since what is baked across the seam may be different due to mapping distortion or different resolution.\n\n**GPU Texture Updates**\nCurrently there is a mechanism for tagging tiles of an image as modified, and only uploading those to the GPUs. However some profiling revealed this to be a bottleneck, so potentially this is not fully working correctly.\n\nWith an incoherent UV map, for example a light map packing individual triangles, this system may also not help since many tiles might be affected even with a small brush radius.\n\nAnother performance issue may be updating of mipmaps. In old Blender versions mipmap updates were disabled in texture paint mode, but it’s not clear this is still working.\n\n### Proposed Implementation\nIn order to support 3D brushes and integration with sculpt features, it seems logical to go with a design proposed in #73935 (Texture Displacement Sculpting design). The basic idea is to reuse the PBVH and iterators over it, so that you can iterate over pixels the same as you do over vertices.\n\nOne important consideration is memory usage. With a 16K texture, just storing 1 byte per pixel is already 256 MB. And multiple 16K textures might be painted on at the same time (either multiple channels or UDIMs). So any additional precomputed data, masks and other utility data structures should not be too large.\n\n**Basic Algorithm**\n\n* Compute a PBVH over the mesh, organizing triangles in spatially coherent nodes\n* For brush operations, find overlapping nodes:\n**If needed, lazily init an array of cached pixels, by rasterizing triangles in image texture space, and storing a pixel index + barycentric coordinate.** Loop over cached pixels to perform paint operations\n\nIn terms of what is actually cached, there are multiple options and the right performance/memory trade-off would have to be found empirically.\n* Don’t store any cached pixels, re-rasterize every time\n* Store only a pixel index, and compute barycentric and then 3D coordinates from that (32 bit)\n* Store pixel index and barycentric coordinate (64 bit, 2x 16 bit for pixel index and 2x 16 bit float for barycentric).\n* Store pixel index and 3D coordinate (128 bit)\n\nHere can also be some coherence from store pixel of the same triangles consecutively in the array, so that memory access is more coherent and certain per-triangle computations can be done once for all pixels in the triangle.\n\n**Seam Bleeding**\nA possible solution for better seam bleeding would be to work more in texture pixel space, similar to how baking works. The new texture margin algorithm in baking extends island pixels outward with a Dijkstra shortest distance algorithm. Then to fill in the pixel it reads pixels from other islands across the seam. This addresses two of the limitations of the existing algorithm mentioned above.\n\nAn interesting aspect of such a method is that it can run as a post processing step, potentially after finishing a stroke or at lower frequency, though ideally it would be fast enough to do it every step. It can also be re-run with a larger margin as post-processing. Or it could run on the GPU even if painting happens on the CPU.\n\nHowever there is the question of how to make this efficient both in performance and memory usage. Some information could be precomputed per texture. For example the image could be split into tiles, and then storing a map of which pixels to copy to which other pixels. Tiles could be lazily initialized in some way, which may require building a 2D BVH of triangles in UV space or some other type of efficient culling.\n\nOne potential other issue is when islands are so small they don’t even cover any pixel. In such extending UVs would have at least written something, whereas this post processing method might leave gaps.\n\n**GPU Texture Updates**\nThe implementation should only changed tiles are updated, and probably (temporarily) disabling mipmaps for images while they are being painted on. Or at least delaying that until the end of the stroke. These optimizations existed in 2.7x, but seem to be broken now and should be restored.\n\nTwo potential optimizations that could be done in addition to that:\n* When the number of changed pixels is a small subset of the entire texture, an array of change pixel indices + values could be constructed and sent to the GPU. Then a compute shader could be used to update the actual texture.\n* Mipmaps could be partially recomputed somehow based on the changed tiles. Currently we use the native GPU implementation, we’d have to write a custom compute shader that can efficiently do this.\n\n**Clone and Blur/Filter Tools**\nThe best approach here is unclear, but some options are:\n\n* Perform ray intersection with the mesh to find neighboring points, accelerated with BVH suitable for efficient ray-tracing. This is quite expensive.\n* Rasterize the mesh from the normal direction into an image, and then sample from that. Quality/performance depends on the image resolution, and some heuristic would need to be found to pick a good resolution.\n* Use mesh adjacency information to find neighboring pixels on the surface. Extend the UV coordinate, and if within the same triangle just use that location. If not then jump to other triangles across the edge, which may or may not be a seam.\n\nFor the clone tool, the normal that we are cloning from could be considered fixed. For blurring the normal direction could also potentially be ignored entirely, and always blur across the surface shape or in 3D space. So there is potential here for caching neighboring pixel locations, though this is memory intensive. \n\n**GPU Implementation**\nImplementing algorithms on the GPU in compute shaders would be another potential speedup. This would significantly increase code complexity and in practical terms is more like a future project than something we expect to start with. However some notes regarding this:\n\n* Storing a pixel list and instead rasterizing could be redone every time. Note however that we can’t simply rasterize to a 16K frame buffer, both because hardware has limits here, and because it may be inefficient. There may be other ways to do this in compute shaders that lets us touch just the pixels we need.\n* For textured brushes we’d need texture nodes evaluation on the GPU, which could become possible if we unify texture nodes so brushes and Eevee share the same nodes.\n* No need to copy pixels to the GPU would avoid some overhead. We’d need to copy the pixels back from the GPU to the CPU at the end of a stroke.\n* PBVH already has GPU buffers per node with vertex coordinates, so these could be reused.\n\n**Sculpt Unification**\nThis design naturally helps integration with sculpt tools, in that the same PBVH and even some tools can be reused.\n\nFor masking, an easy first step would be to reuse the masking tools that work at the vertex level from sculpt, and simply interpolate the mask for pixels. However support for masks at the image resolution (or a lower resolution) is likely useful also.\n\nThe PBVH iterations should be refactored, so it becomes easier to add the pixel case. Likely porting to C++ rather than using a long macro.", "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", "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" ]
[ "Adding a Texture Slot in Texture Paint mode produces a crash\nUbuntu 16.04 64 bits and NVIDIA Titan Black driver 390.87\n\nBroken: hash 215c235\nWorked: (optional)\n\nAdding a texture slot by using + button under Texture Slots panel in Tools Settings tab of properties produces a crash at validation of image creation.\n\nBased on a (as simple as possible) attached .blend file with minimum amount of steps\n\nOpen blender.\nGo to Texture Paint workspace.\nPress + button in Texture Slots panel at the right of screen (not popover in Topbar).\nChoose Base Color and validate by pressing OK button in popup. -> Crash.\n\n[Texture_slot.crash.txt](Texture_slot.crash.txt)\n" ]
Make Instances Real will lose the parent-child relationship Operating system: Windows-10-10.0.19044-SP0 64 Bits Graphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.41 Broken: version: 3.2.0 When I use Make Instances Real for collection object, it will lose the parent-child relationship. [20220624_10.14_514.mp4](20220624_10.14_514.mp4)
[ "Outliner: when excluding collections from view over more than one nesting level state gets lost (plus fix)\nOperating system: Kubuntu 20.10\nGraphics card: nvidia TU106 GeForce RTX 2060 SUPER\n\nBroken: 2.82a - 2.91.0\n\n[collection-demo.webm](collection-demo.webm)\nSee [D9849: fix preserving user selected exclude-state of nested collections.](D9849)\nI understand there is a rewrite of some outliner parts under way?\nNTL, fully local fix and allows using the checkboxes for mid-term workspace focus. In contrast to hiding for ad-hoc focus. I have been working with it since without problems.\n\n- Open attached file\n- turn off `widget1` collection\n- toggle `theme` off and on again\n- turn on `widget1`\nNotice that the collection exclude-state is gone.\n\n[collection-on-off-setting-nested-lost.blend](collection-on-off-setting-nested-lost.blend)\n", "`Object().users_collection` and `Object() in Collection().objects.values()` don't work in drivers.\nOperating system: Linux\nGraphics card: Intel\n\nBroken: 2.92\n\n\n`self.id_data.users_collection` always reads out to an empty `tuple` in drivers.\n\n`self.id_data in bpy.data.collections- [x].objects.values()` always evaluates out to `False` in drivers, even when the equivalent expression evaluates as `True` in the interactive terminal.\n\n* Add a driver to any property of the default cube.\n* Enable \"Use self\" on the driver.\n* Set the driver code as follows: `[print(self.id_data.users_collection),0][-1]`\n\nThe empty `tuple` will be printed out to the console.\n\n* Set the driver code as follows: `[print(next(iter(c for c in bpy.data.collections if self.id_data in c.objects.values()))),0][-1]`\n\nA `StopIteration` exception will be raised.", "Crash when delete linked object in scenes outliner\nOperating system: Windows 10\n\nBroken: 3.6, 3.5, 3.3 LTS, 2.93 LTS\nBroken: 2.91.0\nWorked: 2.90.1\n\nCaused by b0741e1dcbc5e4549e95745b1f1b501f8cd33add\n\nBlender is crash when delete linked object in scenes outliner\n\n1. Open start scene\n2. Create new scene \"Scene.001\"\n3. Click on Cube, Ctrl+L, Link objects to scene \"Scene.001\"\n4. In Outliner switch to \"Scenes\"\n5. Select \"Cube\" object in Scenes Outliner in \"Scene.001\"\n6. Move cursor to Outliner, press key \"X\" or \"Delete\"\n7. Blender is crashing\n\n", "Materials linked to the object's data are lost when removing attributes from instances in geometry nodes\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.24\n\nBroken: version: 3.5.0 Alpha\n\nMaterials linked to the object's data are lost when removing attributes from instances in geometry nodes.\n![Screenshot 2023-01-30 155635.png](Screenshot_2023-01-30_155635.png)\n1.Instance a collection using geometry nodes.\n2.Remove an attribute from the instances (the attribute doesn't need to exist).\n3.Materials stored on the object data are now lost.\n\n\n[BugExample.blend](BugExample.blend)\n\n\n", "`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", " Verts/Faces instantiation recursion: child items reappear if they are collection instances\nOperating system: kubuntu\nGraphics card: nvidia\n\nBroken: 2.82a - 2.90.1\nWorked: I don't think it did in the 2.8 series\n\n\nThe lower plane is the face-instancer of a blue sphere, and a collection instance that consists only of the peg (the one to the right). When the plane gets instantiated, the sphere is hidden (as expected) but the collection instance of the peg appears.\n\n![rendered.png](rendered.png)\n\n![viewport.png](viewport.png)\n\n[instantiating-a-collection-vs-object.blend](instantiating-a-collection-vs-object.blend)", "Regression: Rendering hair instances size in animation bug with animated emitter object scale\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.47\n\nBroken: version: 3.1.2\nBroken: 2.93\nWorked: 2.92\n\nRegression from 50782df425.\n\nIncorrect rendered instanced object scale if rendering hair animation with animated object.\n\n1 Create Cube and object for instancing\n2 Set cube scale animation for some frame range\n3 Apply patricle system to cube (hair / rendered instances as object or collection)\n4 Try to render single frame and render animation, compare difference\n\n[hair_render.mp4](hair_render.mp4)\n[test_hair.blend](test_hair.blend)\n\nWill set to high prio to raise awareness this is a regression, but this can probably be lowered again since also involves the EOL particle system.\nNote: if you really need to render this, consider using Cycles (where this still works when the `Persistent Data` option is OFF.", "Action Constraint BUG - \"Child of\" Constraint on driving bone, local transform values don't drive action like a traditionally parented bone.\nOperating system: Windows 11\nGraphics card: RTX 2070\n\nBroken: 3.0.0 Master\nWorked: Never\n\nWith an action constraint driven by a local space transformation channel, rotation of any parent bone in the chain breaks evaluation.\n\nI've just made a simple 3 bone rig to test this action constraint issue and found the root cause.\n[Action Constraint Rotation Test.blend](Action_Constraint_Rotation_Test.blend)\n\nTurns out the problem only happens when a Child of Constraint is used on the bone driving the action constraint. When you use a bone with a true parent to drive the action constraint this behaves as expected. \n\n[Blender_ [G__My Drive__Commissions_Koop - Jeremiah Bethune_Modular Stylized Character_Action Constraint Rotation Test.blend] 2022-02-19 17-32-06_Trim.mp4](Blender___G__My_Drive__Commissions_Koop_-_Jeremiah_Bethune_Modular_Stylized_Character_Action_Constraint_Rotation_Test.blend__2022-02-19_17-32-06_Trim.mp4)\n\nThe same problem is illustrated in this file in a character rig application:\n[ModularStylilzed_Character.blend](ModularStylilzed_Character.blend)\n[Blender_ Constraint Example Koop 2022-02-19 09-42-54.mp4](Blender__Constraint_Example_Koop_2022-02-19_09-42-54.mp4)\n\nUpon rotation of any parent bone in the chain, the constraint is not evaluated the same. Even though the local transformation is exactly the same on the hand bone (which drives the action constraint). Example with root bone rotated 45 degrees:\n![image.png](image.png)\n\nHere's what the constraint setup looks like:\n![image.png](image.png)\n\nThis problem happens whether I select \"Local\" or \"Local with Parent\" for the target transform type.\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*.", "Asset Browser: Instance option shifts objects from the nested collection to the world origin\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3050 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.78\n\nBroken: 3.5\nWorked: unsure\n\nIf we have a collection as a asset which contains nester collection, after spawning such collection with instance unchecked will keep \nobjects from nested collection at world origin\n\n- Download zip\n- Open default scene add set this as asset library path; `Example/Asset Browser`\n- Open asset browser -> select `User Library`\n- Drag & drop `Example_Object`\n- Uncheck `Instance` from redo panel. \nNotice collider objects shifts to World origin\nFound this issue by @JelSadones while discussing #103216 (Linked objects only count once towards the triangle count)\n- - - \n**Additional Info**\n- Open Prop_Example.blend\n- Remove `BoundingBox` and `CustomColliders` collection and move all objects under single collection (i.e. `Example_Object`)\n- Save file then open a default file.\n- Now drag & drop this asset and uncheck Instance option (all objects will be at the instanced position)\n\n[Example.zip](Example.zip)", "Parented camera not animated when switching view with markers and collection is disabled\nOperating system: Linux-5.15.0-58-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.86.01\n\nBroken: version: 3.5.0 Alpha\nBroken: version: 3.4.1\nBroken: version: 2.83.9\nWorked: probably never\n\nIn a scene with multiple cameras and markers used to switch between them, if the collection containing the cameras is disabled (hidden with the monitor icon) and the cameras have an animated parent, only the camera active at the start of playback will be animated. The animation works fine when the collection is shown.\n\n![image.png](image.png)\n\n![image.png](image.png)\n\n[bug_report_marker_cam_anim.blend](bug_report_marker_cam_anim.blend)\n- Open the attached blend file\n\n- Play the animation\n - The result is staggered because only one camera is animated\n- Show the Cams collection and play\n - The result is smooth because both cameras are animated—this is the expected behaviour.\n\nWhen the collection is hidden:\n![bug_report_hidden.gif](bug_report_hidden.gif)\n\nWhen the collection is shown:\n![bug_report_shown.gif](bug_report_shown.gif)", "Geometry Nodes related memory leak and exception access violation\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.98\n\nBroken: version: 3.5.1\nWorked: \n\nBlender freezes, memory usage spikes and eventually you get exception access violation crash.\n\nOpen attached file and enable Layer 3. Blender will freeze, memory usage will spike and eventually lead to exception access violation crash. Crash log is generated.\n\n[gnodes bug1.blend](attachment)\n\nTo stop crashing disconnect Twig Object from Object Info node. I think this started happening after I deleted the \"fir_twig\" object, but there was still a hidden reference in the Object info. However, I was not able to replicate this in a new file and the crash stops happening if I delete / modify some of the node groups, even in unrelated ways. I am pushing Blender to the limits and this is a heavily reduced file.\n\n", "Speed of update geometry in viewport down when nodes/modifiers have boolean with empty collection\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 3.0.0 Alpha\n\nI'm trying to create an addon similar in functionality to mop-boolean modo, where there is a ready-made modifier tree and you only need to transfer objects to the desired collection.\nIf there is an empty collection in nodes/modifiers, the whole process starts to slow down(until u add objects to collections)\n\n1- open file\n2- try move Cube.006 in [D1](D1) collection\n3- delete Cube.013 , Cube.014 , Cube.015 from U2 , [D2](D2) , U3 collections\n4- try move Cube.006 again\n\nif I do this I see how speed dropped by 2 or more times\n![Slow_Boolean.gif](Slow_Boolean.gif)\n[Slow_Boolean.blend](Slow_Boolean.blend)\n\n\n\n\n", "EEVEE Holdout missing screen space reflections\nOperating system: windows 10\nGraphics card: rtx 2070 super\n\nBroken: 2.8.5\n\nscreen space reflections are not applied to an object from environment that has been held out using holdout button on collection. since the stuff is still there when holdout is applied to background, screen space should still be applied to objects that are not held out.\n\nhere is an example:\n\n![Untitled.jpg](Untitled.jpg)\n\n[holdout ssr.blend](holdout_ssr.blend)", "Changes to the asset catalog UI\n- - [x] Nest real catalogs under \"All\" item. (e38532773b)\n- - [x] Remove `'HOME'` icon. (fca6a9fe3f)\n- - [ ] Improve layout to make relationships more clear.\n- - [x] Expand the selected item on click. (56ff954030)\n- - [x] Don't expand all top-level catalogs. (c0122cc888)\n- - [ ] Add hierarchy lines.\n- - [ ] Asset catalog icon for each row?" ]
[ "Collections asset -> drag into scene -> Make Instances Real loses parenting\nOperating system: Win10\nGraphics card: 3090\n\nBroken: 3.2\nWorked: N/A new feature\n\nMark a collection containing a parented object as an asset. Drag that asset back in a scene, call Ctrl-A \"Make Instances Real\" on it to get access to the objects - parenting is lost. \n\nExample output\n![image.png](image.png)\n\n[CollectionAsset.blend](CollectionAsset.blend)", "Appending collections always links it instead.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.95\n\nBroken: version: 3.2.0\nAlso tested : During beta ( same problem occurred )\nWorked: Never\n\nAppending a collection will get the same result as linking it, importing with an empty parented to it without being able to edit the mesh or any property of it. Making the instance real loses all its parent system.\n\n\nAppend ( both reuse data or not get the same error ) any collection from any asset library\nThe appended collection should now be imported as an instance instead of a local collection.\n\n**Notes :**\n\n- Using **File -> Append** works as intended.\n- Appending a model using the asset library, then pressing CTRL + Z will turn the model into a local collection as expected ( pressing CTRL + Z one more time will actually delete the model. )\n\n" ]
Unable to select pose bone when weight painting grease pencil Operating system: FreeBSD 12 Graphics card: Nvidia GT730 Broken: 2.82 2019-10-22 - 6c1cc08da3 When weight painting a grease pencil object, we can't select or move pose bones. When weight painting a mesh, we can select and move bones, the same functionality does not work with grease pencil objects. [weight_paint_GP.blend](weight_paint_GP.blend)
[ "Grease Pencil problem (especially soft pencil) \nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.09\n\nBroken: version: 3.0.0\n\nSince couple version of Blender I cannot use a soft pencil (mainly) brush in Grease Pencil 2D animation mode. The issue depends on how much You zoom. When You zoom in and use same size it's not visible. When You zoom out and draw with same size dots are visible. \nIt's behavior is very strange now and produces bad results (visible dotted lines or other which are visible on attached file. Some of these issues occur when the brush is small (line type set as dots). This is much more more visible when stroke stabilization is on. The bug was not there about 2 years ago and I was able to use the soft pencil without such problems. When line type is set to line the pencil stroke has strange contour around and when self overlap is off it produces artifacts on edges. \n![pencil.jpg](pencil.jpg)\n\n\nJust choose a soft pencil and make it small. Check it with stroke stabilization as well. Then change the line type to line with self overlap on and off. \n\n", "Holdout Fill not working as expected with Grease Pencil\nOperating system: Win 10\nGraphics card: Nvidia GTX 1060\n\nBroken: 2.93\nWorked: unknown\n\nI would expect holdout fills to render as 100% transparent. In Blender's image viewer, they don't - their opacity seems to change based on how bright they are, so white is 100% opaque, but grey is semi-transparent.\n\nSaving the same image to a PNG file, the holdouts are fully transparent, but with aliased artefacts around the edge of the surrounding black strokes, in the colour of the holdout fill. If there is another grease pencil object positioned behind the holdout fill, instead of vanishing, its strokes are tinted the colour of the holdout fill.\n\n![holdout.png](holdout.png)\n(The artefacts are more noticeable against a dark or checkered background.)\n\nTry rendering the simple drawing in the attached .blend, exporting a PNG and examining it in an image editor. [holdouttest.blend](holdouttest.blend)", "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", "GPencil: Canvas Overlay becomes inconsistent when both Object and Layer are transformed\nOperating system: Windows\nGraphics card:\n\nBroken: 3.4.1\nWorked: never?\n\nModifying Grease Pencil Layer transforms affects the Canvas overlay, but when both the Object and Layer have transforms the overlay does not describe the drawing plane actually being used by tools.\n\n- Open attached .blend\n- Draw new strokes into the Lines layer\n- Rotate the viewport to view the stroke placement.\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", " 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", "Missing undo push for Paint Mask and Vertex Selection in weight paint\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.77\n\nBroken: version: 3.0.0 Alpha\n\nEnabling or disabling of the Paint Mask and Vertex Selection modes is missing an undo push\n\n![image.png](image.png)\n\n[Weight.blend](Weight.blend)\nEnable Paint Mask\n![image.png](image.png)\nPaint on the model\nUndo\nResult: Both the paint and the paint mask mode are undone", "Semitransparent grease pencil covers wireframe. Bug or limitation?\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.20\n\nBroken: version: 2.82 (sub 6)\nWorked: (optional)\n\nit looks like this \n![26822638.png](26822638.png)\n[untitled3.blend](untitled3.blend)\nAnd it is difficuilt sometimes to work with wireframe and GP-sketch when I don`t see vertices\n", "Grease Pencil - drawing preview ignores canvas settings\nOperating system: Windows 10 Pro 64-bit operating system, x64-based processor\nGraphics card: NVIDIA GeForce RTX 2080 Ti\n\nBroken: 2.83 and 3.5 latest\n\nWhen previewing grease pencil (before pen release), the Stroke Placement settings do not render properly. It looks like the preview is stuck on \"View\" but renders correctly on pen release. In my GIF you can see the strokes clipping, but appear correct after pen release. Can this be fixed? It's easily repro'd and consistent in multiple versions\n\n1. Create basic Mesh.\n2. Create Grease Pencil object above Mesh.\n3. Set Stroke Placement to \"3D Cursor\" or \"Origin\" and set Drawing Plane to anything but View.", "GPU Subdivision slows down in Sculpt mode, Weight paint mode.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.30\n\nBroken: version: 3.3.1\n\nGPU Subdivision slows down the work in Sculpt mode and Weight paint mode\n\n1. Turn on the GPU Subdivision.\n2. Enable the subdivision surface modifier on the model.\n3. Try to do something in Sculpt mode, Weight paint mode.\n4. Turn off the GPU Subdivision and follow step 3.\n\nWith GPU Subdivision enabled, the Sculpt mode and Weight paint mode tabs work much slower.\nIf it can't be fixed, then it would be logical for GPU Subdivision not to be enabled on these tabs.\n\nAt the same time, the GPU Subdivision works correctly in Object mode.\n", "GPencil: Brush and stroke size related issues\n**Description**\n\nWhen drawing in grease pencil, control over the brush size and the thickness of the stroke is of course extremely important. Currently, there are some inconsistencies and confusing behavior that need to be addressed. Here is a list of current issues and some new proposals.\n\n - **Brush Radius:** Currently, the brush size can be changed via this slider in draw mode. ![image.png](image.png) The name displays \"Radius\" and the tooltip reads \"Radius of the brush in pixels.\", but this is not consistent with the thickness of the strokes. If the user sets the **radius** to 100px and the *Stroke Thickness* option in the object data properties is set to *Screen Space* the stroke has a **diameter** of 100 pixels. If the *Stroke Thickness* is set to *World Space* the stroke has a **diameter** of 0.1 meters. A simple solution is to change the UI name from \"Radius\" to \"Size\" and clarify in the tooltip that the thickness or diameter of the stroke is meant.\n - **Radial Control:** When the user changes the brush size via the radial control (shortcut {key F}) the control has a **radius** of the given pixel value, not (like mentioned before) a **diameter** of the pixel value set. ![brush_size_overlay.png](brush_size_overlay.png) \n - **Brush size in World Space** When the *Stroke Thickness* in the object data properties is set to *World Space* the displayed thickness of the strokes in that grease pencil object are calculated via the following formula: `((line_change + stroke_thickness) * pressure * pixel_factor) / 1000.0f` E.g. when all adjustment values are set to their default value then **1px (stroke thickness) = 1mm (world space)**. Currently, there is no way for the user to know this. The UI gives no indication of this and the manual also does not mention it. A possible solution is to change the units of the brush from pixels to meters and also do the right conversion so that the size is correctly displayed in the UI.\n - **Drawing in screen space/world space:** The user can change the stroke thickness (screen space/world space) in the object data properties. That means that *all* strokes in the grease pencil object will be either drawn using the screen space thickness in pixels or the world space thickness in meters. But there is currently not a way to choose the brush size to be in screen or world space. In sculpt mode, the user can choose the brush size \"reference\" (Radius Unit). ![brush_size_units.png](brush_size_units.png) This would also be useful for grease pencil. \n # **Brush size indicator:** At the moment there is no visual feedback on how big the current brush is. A solution could be a \"ring\" around the cursor and deactivate it during drawing so it only shows up before starting the stroke.\n\n---\n**Related reports:**\n#83675, ", "Grease Pencil: unable to change erase size while using the Draw tool\nOperating system: Linux-5.19.0-76051900-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: AMD Radeon RX 5700 XT (navi10, LLVM 13.0.1, DRM 3.47, 5.19.0-76051900-generic) AMD 4.6 (Core Profile) Mesa 22.0.5\n\nBroken: version: 3.5.0 Alpha\nWorked: ???\n\nCan't change the size of the eraser brush while erasing while using the draw tool (`Ctrl + LMB`), I can do it with the scroll wheel on the mouse but not with the shortcuts assign for it `[]`\nAlso applies to annotation tool.\n\n- go to greasepencil draw mode\n- draw something\n- hold control to erase\n- try to change the size of the eraser brush while erasing (Either scroll wheel or brackets)", "Weight paint Auto Normalize not working when Armature modifier is disabled for viewport\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 660/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 474.30\n\nBroken: version: 3.6.1\n\nAuto normalize in weight painting mode is broken when the armature modifier is disabled for the viewport. \n\n- Open attached .blend file or\n - Create a basic rig. Can just be 3 bones.\n - Throw a mesh over the rig and parent with auto weights.\n- Select a single vertex group (Group 1) and weight paint all vertices of object to be fully weighted (fully red).\n- In the tools tab within the N menu of the 3D view go to Options and enable Auto Normal.\n- Select next vertex group (Group 2) of next bone and paint a few vertices.\n- Select previous vertex group (Group 1) that we painted fully red. The vertices that we painted in Group 2 will now be subtracted from Group 1.\n- Now, disable the armature modifier for the viewport.\n- Select the last vertex group for the last bone (Group 3) and paint a few vertices.\n\nYou will now notice when selecting Group 1 that Group 3's vertices are not subtracted from Group 1 as with Group 2.\nThis is not normal and is most likely a bug relating to the modifier.\n\n", "Draw mode - separation in Grease Pencil coping layers that are empty\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1650 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.91.2\n\nIn Draw mode - separation in Grease Pencil on object coping layers that are empty from old GP_object. This made missunderstanding.\n\n1. Add GP Blank or Stroke\n2. Made 5 or more drawnings, eg. lines on 5 diferent layers\n3. Separate 2 layers to other GP_object to leave 3 layers\n4. Check the Object Data Properites for Stroke1 and Stroke2 after separation - the new Stroke2 have all layes but empty after separation just the 2 layers separated have objects (this is corect) like Stroke1 - no sense to import layers if object from these layers are not separated\n - this made conflict in some way of:\n1whbbc/ GP - move layer betwen objects (by menu and outliner)\n0whbbc/ GP - duplicate layer for stroke by RMB on layer or outliner\n3whbbc/ GP - Draw - Merge Layers by RMB on Stroke layer and outliner\n\nIn other way user should have option to separate with whole layers ot without (as option maybe)\n\n\n", "Rotate sculpting brush may have an incorrect pen pressure behavior\nOperating system: Linux-5.9.12-1-default-x86_64-with-glibc2.17 64 Bits\nGraphics card: AMD Radeon (TM) RX 480 Graphics (POLARIS10, DRM 3.39.0, 5.9.12-1-default, LLVM 11.0.0) X.Org 4.6 (Core Profile) Mesa 20.2.4\n\nBroken: version: 2.92.0 Alpha\n\nThe sensitivity to pressure of the Rotate Brush in Sculpting mode appears to be too low: no matter how hard the pen is pressed on the pen tablet, disabling pressure sensitivity produces much more controllable/faster results. Potentially other brushes in sculpting mode could be affected as well in various ways (only a general impression; unclear as of yet).\n\nWith Grease Pencil, pen pressure sensitivity appears to be correct and similar to that observed with a typical drawing program (Krita). So, this does not seem to be a general problem with Blender or my own pen tablet.\n\nMy pen tablet is a Wacom Intuos 5 Large. In Tablet settings inside Blender Preferences > Input, Max Threshold = 1.0 (max), Softness = 0.0\n\n- Open the attached .blend file\n- Use the Rotate sculpting brush to attempt rotating the bumps on the provided plane object\n- Enable Pressure sensitivity for \"Strength\" in the brush and attempt it again applying maximum pressure on the pen tablet. Compare the difference in response\n\n[rotatebrush-veryhard.blend](rotatebrush-veryhard.blend)\n" ]
[ "Can't select individual bones when in weight paint mode for grease pencil \nwin 10 \nintel i5\n amd radeon \n\n\nblende 2.8 \n99d4321feff6\n\nWhen creating a grease pencil object , and adding a bone system , it's impossible to select individual bones when in weight paint mode \n\n- create grease pencil object\n- draw 3 circles (z axis ) inside the grease pencil object \n- create armature BONE object , go into armature edit and create 3 bones ( 1 bone ffor each circle ) \n- ctrl-p , parent gpencil object to armature with automatic weight \n- Now select the bone system and gp pencil object with shift -click and go into weight paint mode \n- It is now impossible to select other bones \n\n" ]
Sculpt Trim: the Use Cursor for Depth option works only after the second time Operating system: Windows-10-10.0.19042-SP0 64 Bits Graphics card: NVIDIA GeForce GTX 980 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.09 Broken: version: 3.0.0 In sculpting mode, the Use Cursor for Depth option works only after the second time. [2021-12-18 18-54-14_New.avi](2021-12-18_18-54-14_New.avi)
[ "NURBS: Repeat for Extrude doesn't repeat extrusion, selects all points\nBroken: 2.92\nWorked: ???\n\n\nAttempting to repeat (shift+r) extrusion in NURBS edit mode yields no result. Subsequent attempt results in all points being selected.\n\n\n1) Add a Surface -> NURBS curve\n2) In edit mode, select a point and extrude\n3) Attempt to repeat with shift+r (nothing happens)\n4) Attempt to repeat again (everything becomes selected)", "Needs two clicks with Ctrl or Shift key to deselect an item from a list of selected items\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 2.92.0\n\nNeeds two clicks with Ctrl or Shift key to deselect an item from a list of selected items.\n\n\n* Open the project file “OutlinerSelectItemWithCtrl.blend” in attachment as a starting point.\n\nThe same problem happens in different views with different details.\n\nOutliner:\n* Select the entire collection of objects from the collection “Item List”. You can click the “Cone” object, hold the Shift key and then click the “Torus” object to select the entire list.\n* Then hold the Ctrl key and click the Cylinder object to deselect.\n* The item’s color get a lighter color, but it is still not excluded from the whole selection.\n* Clicking a second time on the object really deselects the object.\n* If clicking the first item of the selection (which is the Cone is this example), it is deselected properly.\n\n3D View:\nThe Shift key is used to select/deselect objects individually. It is pretty much the same issue. It requires two clicks on the same object to really deselect the object, whatever the order of the object in the selection. However, if one object has already been selected before deselecting everything, then the same object gets selected with an additional highlight from the new selection (dragging the mouse cursor in the viewport).\n\nShading view:\nPretty similar to the 3D view.\nIf I deselect all the nodes (Alt + A for example) and I drag the mouse cursor to select all nodes, the last selected node is highlighted in white. If I click the node highlighted in white while holding the Shift key, the node is deselected. However, if I do the same thing for the other nodes, it selects the node with a white highlight and I have to click a second time on the same node to really deselect it. The behavior of the last selected item is also present in the 3D View, but not for the Outliner.\n\nThe Compositing view has the same problem and I suspect that the Geometry Node view has the same too (I haven’t tested the last one).\n\nIn general, it requires two clicks to deselect an object with the normal behavior.\n\nThe first click behaves as an “add to selection” click unless the object already had a selection before completely creating a new selection.\n\nIn all cases, there is an issue with deselecting (or excluding) and single object from a selection of objects in different views. As a reference how it should behave correctly, the Windows Explorer in Windows is able to deselect a single item on the first time it is clicked.\n\n[OutlinerSelectItemWithCtrl.blend](OutlinerSelectItemWithCtrl.blend)\n\n[Deselect_Issue.mp4](Deselect_Issue.mp4)", "Regression: When making a collection real, curves with depth in the collection are instantiated twice\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.77\n\nBroken: version: 3.2.0\nBroken: 3.0\nWorked: 2.93\n\nCaused by b9febb54a4\n\nwhen making a collection real, curves where geometry/bevel/depth is not zero are created twice.\ncurves that do not have this property set are only created once.\n\n- open the attached file\n[curves_file.blend](curves_file.blend)\n- select the collection instance\n- object -> apply -> make instances real\n\n**What should happen**\n- every object of the collection appears once\n\n**What happens**\n- the \"BezierCurveWithDepth\" appears twice in the hierachy\n\n\nthis also is the case, when exporting the instanced collection, without making it real\n", "GRAB_CURSOR bl_option stops working as soon as modal operator returns PASS_THROUGH the first time\nOperating system: Linux-4.13.10-041310-generic-x86_64-with-debian-stretch-sid 64 Bits\nGraphics card: GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.67\n\n\nBroken: version: 2.80 (sub 57)\n\n\nUsing the `GRAB_CURSOR` bl_option in a modal operator, works fine until the operator returns `PASS_THROUGH` the first time - for instance, to adjust the viewport using `MIDDLEMOUSE`, while the modal is active.\nAfter the first `PASS_THROUGH` the cursor is no longer warped to the opposite side.\n\n\n* open attached blend file\n* run the script\n* in the 3d view, look for 'GrabCursorBug' operator in the search menu and run it\n* move the mouse horizontally across the region borders, notice how it warps to the opposite side accordingly\n* hold down `MIDDLEMOUSE` and move the mouse to adjust the viewport, release again\n* try moving the mouse across the region borders again, it won't warp to the other side anymore\n\n[video demo ](watch?v=liPmg5Z_hCk)\n[grab_cursor.blend](grab_cursor.blend)\n\n\n", "clay strip brush (and probably any brush) create some strange shading and geometry artifacts...\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89\n\nBroken: version: 2.91.0\n\nclay strip brush (and probably any brush) create some strange shading and geometry artifacts...\n\n1. open blender, subdivide the default cube in edit mode a few times,\n2. add subdiv modifier with 3 levels (25,1 million in total) and apply modifier.\n3. go to sculpt mode and start playing with the clay strip brush and brush settings a little bit...\n4. change the sculpt plane to view plane, and add a stroke continuously in the edge of the cube, and some transparent shading bug appears when i go to check the back side of the stroke made, but this get fixed when i use the smooth brush a little bit in those boundary edges...\n![Captura de pantalla 2020-12-27 011521.png](Captura_de_pantalla_2020-12-27_011521.png)\n![Captura de pantalla 2020-12-27 011545.png](Captura_de_pantalla_2020-12-27_011545.png)\n5. change the sculpt plane to area plane again, and try on other edge the same again, and some grid topology starts to appear suddenly in the first stroke when drawing, but when i keep drawing it was less noticeable the artifact but was still there...\n![Captura de pantalla 2020-12-27 011700.png](Captura_de_pantalla_2020-12-27_011700.png)\n![Captura de pantalla 2020-12-27 011711.png](Captura_de_pantalla_2020-12-27_011711.png)\n\n", "2.80 Pose Breakdowner doesn't work in Add NLA Strips\nOperating system: ubuntu 18.04\nGraphics card: gtx1080ti\n\nBroken: (2.80)\n\nPose Breakdowner doesnt work when editing NLA Tracks \n\n\nOpen attached file and use Pose Breakdowner\n[broken .blend](broken_.blend)", "Inconsistency in the behavior of 'Jump to next/previous keyframe' operator\nOperating system: Linux-5.4.0-124-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.47.03\n\nBroken: version: 3.3.0 Beta, branch: Unknown, commit date: Unknown Unknown, hash: `rBUnknown`\nWorked: as far as I know, none.\n\nWhen calling the 'Jump to next/previous keyframe' operator, there are inconsistency of behavior depending whether the active object is a Grease Pencil one or not.\nFor standard keyframes, it jumps to next keyframe if the object is active, regardless of if the object or any of its channels are selected.\nFor grease pencil layers keyframes, it jumps to next keyframe only if the layer channel is selected.\n\nReproduce the bug :\n - Open a new blender file,\n - Add one grease pencil object with two keyframes,\n - Add one 3D mesh (for example) with two keyframes (at different frames than the grease pencil ones),\n - Try to jump to next or previous keyframes, standard shortcut : up/down arrow in the viewport.\n\n[issue_jump_to_next_keyframe.mp4](issue_jump_to_next_keyframe.mp4)\n\n", "Disable selection operators in sculpt mode\nA small task to improve keymap changes from #105298\n\nSelect operators can be used in sculpt mode, even though they have no effect:\n\n- `view3d.select_circle`\n- `view3d.select_box`\n- `view3d.select_lass`\n\nEspecially due to recent keymap cleanups, the circle select operator can be called with the shortcut `C`. These operators need to be disabled while in that mode to prevent this.\n\n", "Multiresolution sculpting broken after change in base geometry\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.14802 Core Profile Context 22.1.2 30.0.14023.3004\n\nBroken: version: 3.1.0 Beta\n\nThe file was created at 3.1.0, but the model in 3.0.1 also has the same problem.\n\nafter deleting edges from a loop and recreating them in a different arrangement, some parts of the model cannot be sculpted with multiresolution on.\n\n\nIn a model with multiresolution, I deleted and recreated some edges of the topology and this broke the sculpt mode of the multiresolution: \n- In the sculpt mode, whenever I was getting close from the model, it simply dissappeared, reapearing after zooming out.\n- When hovering the mouse over some areas of the model, doesn't change the brush gizmo, and I can't sculpt on those areas neither.\n- If there is a area that you can interact/sculpting, by doing it the areas that you were unable to sculpt will become sculptable again.\n- In the areas that you can sculpt, the brush gizmo rotation doesn't match the surface sometimes.\n- baking normals from this multiresolution causes blender to crash\n\nI splited the model in some parts trying to remove the defective part, but this only changed the areas the bug was occuring, and I also tried to re-sort the vertices of the model, which had the same effect\n\nIn this video, the upper part of the leg is sculptable, but the rest of the leg is not \n[2022-02-06 14-33-33.mp4](2022-02-06_14-33-33.mp4)\n\nThis model is from a commission so I had to fair the upper part of it\n[broken multires.blend](broken_multires.blend)\n\n", "Sculpt mode: Pose/Cloth gizmos/cursors remain visible when switching to other tools \nOperating system: Win 10\n\nBroken: blender-2.92.0-165b4f85ec23-windows64\nWorked: 2.90\n\nThe gizmos/cursors of tools like Pose and Cloth remain visible when switching to other tools that shouldn't have cursor... which wasn't the case in 2.90...\n\n[2020-10-24_21-16-50.mp4](2020-10-24_21-16-50.mp4)", "Hide by face set and switch between objects not working in SCULPT Mode INDUSTRY COMPATIBLE\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.51\n\nBroken: version: 3.4.0\n\nHide by face set and switch between objects not working in SCULPT Mode INDUSTRY COMPATIBLE\n\nOpen blender, switch to industry compatible keymaps, and then if you try to hide faces by face sets, you don t have that option. The same goes for switching objects in sculpt mode. Further more, mask pie doesn't exist in sculpt mode in industry compatible version.\n\n", "Dragging the cursor (shift-right-click-drag) locks it's rotation\nOperating system: ~~Windows-10-10.0.22621-SP0 64 Bits~~ Windows 11 22H2\n> ***Meta Bug: this doesn't seem to recognize I'm on Windows 11.***Graphics card: NVIDIA RTX A2000 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.24\nBroken: version: 3.4.1\nWorked: /\n\nWhen setting the 3D cursor to project to surface and align its rotation to the geometry, it doesn't update when dragging. It only sets the aligned rotation on first click.\n\n1. Change Keybinding setting for shift right-click\n![image.png](image.png)\n2. Add UV sphere\n3. Shift right-click-drag the 3D cursor over different face of the sphere\n4. Notice it only sets the rotation once initially\n\n", "Autokey function hinders execution of drivers\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.77\n\nBroken: version: 3.0.1\nWorked: Never (2.80+)\n\n- Open General template\n- Enable auto-keyframing in preferences for new scenes\n- Create new scene\n- Add cube\n- To Location X type `#frame`\n- Scrub timeline\n\nDriver won't update\n", "Sclupt brush goes back to default (draw) when pressing ctrl+z\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 446.14\n\nBroken: version: 2.83.1\nWorked: 2.90.0\n\nSclupt brush goes back to default (to \"draw brush\") when pressing ctrl+z.\n\n1 - Load default startup.\n2 - Select a cube.\n3 - Go to sculpt mode.\n4 - Pick any brush (I recommend \"grab brush\").\n5 - Manipulate the geometry of the cube a few times.\n6 - Press ctrl+z.\n7 - You will see that the brush jumps back to \"Draw brush\" for no reason.\n", "Grease pencil. Mask not working when masking layer has more than one keyframe\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 2.93.0 Alpha\n\nWhen my masking layer has only one keyframe, masked layers display as expected. When my masking layer has more than one keyframe expected masking doesn't happen.\n\n* open .blend (the mask layer has two keyframes, both having the same filled shape)\n* expected result: the strokes on the 'marks' layer that intersect the shape on the mask layer are always visible\n* actual result: the strokes on the 'marks' layer that intersect the shape on the mask layer are only visible after i delete the second keyframe on the 'mask' layer\n\nWhile dragging the timeline play head the marks layer appears as expected, correctly masked. But when i release the mouse button the marks layer disappears entirely again.\n\n[isthisamaskbug.blend](isthisamaskbug.blend)" ]
[ "Sculpt Trim: the Use Cursor for Depth option and radius change works only after the second time\n{[F13015754](lasso_trim_tool_bug.mp4)}Operating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.39\n\nBroken: version: 3.1.2 Release Candidate\n\nLasso Trim tool brush radius change doesn't adjust thickness of new shape right away. On second stroke it works (pls SEE VIDEO)\n\n\n" ]
Unable to set the input values of geometry nodes modifier through python Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: GeForce GTX 960M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.72 Broken: version: 3.0.0 Alpha Worked: no worked version, also broken in 2.92.0 and 2.93.0 Beta Unable to set the input values of geometry nodes modifier through python. 1. Create a Cube mesh object. 2. Add a GN modifier for that cube. 3. Add a node tree and expose a float input socket in the GN modifier UI. 4. Type the code `bpy.data.objects["Cube"].modifiers["GeometryNodes"]["Input_5"] = 1` in the python console. 5. GN modifier doesn't respond to it. GN node tree doesn't evaluate. 6. If the Cube is reselected, the float input value interface will disappear in the GN modifier UI. ![GN_bug.png](GN_bug.png) [GN_bug.blend](GN_bug.blend)
[ "Geonodes points have wrong generated texture coordinates\nOperating system: Windows 10\nGraphics card: AMD\n\nBroken: 3.2.2\nWorked: ?\n\nGeometry nodes points use object coordinates in the \"Generated\" input of the Texture Coordinate node that doesn't match the look of generated coordinates for common spherical meshes, making materials look different between points and meshes\n\nOpen the attached file, go into rendered view\n[Coordinates.blend](Coordinates.blend)", "Automated performance benchmarks for geometry nodes/modifiers\nWe should have a way to make sure we avoid performance regressions, and a simpler way to test performance improvements for further work\n\nThere is now a system for automated performance benchmarks:\n- Performance\n- animation.py\n\nA similar system shouldn't be too hard for modifiers. It should measure the time that the modifier stack takes to run.\n\nWe could add many of the files created for Nodevember to have an initial set of \"real world\" files.", "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.", "Skin modifier can produce undesirable geometry\nBroken: blender-2.74-65328fa-win32\nWorked: never as the skin modifier always had problems like that\n\nThe skin modifier sometime fail and generate very bad geometry\n\n[skinbug.blend](skinbug.blend)\nload the attached blend, and see the problem as shown in the screenshot {[F177512](screenshotbug01.jpg)}(the underlying vertices are all symmetrical, as that base was done with the mirror modifier) \nTest with the various x/y/z options in the skin modifier and see how that buggy geometry can move in other place of the generated mesh\n\nOnly way to fix is to try to either move around the vertices or to rescale them (CTRL+A with the skin modifier) , not real solutions if you need all the branches to be +/- the same diameter and at exact locations.", "Geometry Nodes: Simulation nodes cache assert\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\nDebug build.\n1. Geometry nodes:\n a. Add Simulation nodes.\n2. Quickly and randomly move time cursor on timeline by hands.\n\n", "sharp_edge attribute doesn't work for GN-created geometry in 4.0\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 537.13\n\nBroken: version: 4.0.0 Alpha\n\nBlender 4.0 is expected to finally expose normal smoothing capabilities to geometry nodes, and while the sharp_face attribute seems to somewhat work on the geometry generated inside GN, instead of inherited from the parent object, sharp_edge attribute just won't work on GN-created geometry no matter what.\n![image](attachment)\n\n1. Open the attached file: [sharpbug.blend](attachment)\n2. Move the B value of Great Than node\nResult: sharp_edge attribute modifications don't have any effect on the mesh shading.\nExpected: sharp_edge attribute modifications affect the mesh shading.\n\n", "Geometry Node: Order of connection to Join Geometry node affect on shader local space\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.18\n\nBroken: Main\nWorked: Never\n\n\n### Simplified report:\nOrder of connection to Join Geometry node affect on shader local space:\n| | |\n| -- | -- |\n| ![image](attachment) | ![image](attachment) |\n\n![Video example](attachment)\n\n1. On default cube:\n a. Created shader with noise.\n b. Create geometry node tree.\n2. Create other cube, trhansform that.\n3. In first cube, add `Object Info` node for represent second cube.\n4. Add `Join Geometry` node, connect `Object Info` and `Group Input` nodes in `Join Geometry` node input.\n5. Try to render this object. Switch connection in `Join Geometry` node.\nExpect: Local space of noise used only for one of joined objects and depend of connections order.\n![Example File](attachment)\n\n\n### Original report:\nThe way how normals are rendered are affacted when I use a geometry node with delete and join.\n\n\nSetup:\n\n\n![grafik](attachment)\n\n![grafik](attachment)\n\nOutput without geometry node:\n\n![grafik](attachment)\n\nOutput with geometry node:\n\n![grafik](attachment)\n\nThe normals seems to have a different scale.\n\nThis is the follow up of #102189, which fixed the uv maps. These are working now as expected, seems to be a normal only issue.\n\n", "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)", "Geometry Nodes fouling up motion blur\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA RTX A5000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.86\n\nBroken: version: 3.1.0\nWorked: N/A\n\nGeometry Nodes applied to a spline which affect its shape over time do not blur when Motion Blur is enabled.\n\nLoad attached simple file. Render frame zero. There is no blur at all. Render frame 1, *everything* is blurred, despite only part of the spline is in motion. It would appear the entire spline is blurred according to how the base object is moving, not how the spline is deformed as a result of the applied Geometry Nodes.\n\nNote that same file loaded into 3.3.1 causes Blender to crash (GPU rendering only - it's a stack corruption bug in the nVidia driver, but 3.1 doesn't cause a problem). I previously reported that crash but it was rejected due to possibly being related to the Photographer add-on, which I have uninstalled. It still crashes.[Motion Blur Bug.blend](Motion_Blur_Bug.blend)", "Geometry Node Crash\nOperating system: macOS-11.6-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon HD - FirePro D500 1.2\n\nBroken: version: 3.6.2\n\nGeometry Node crash when I try to add a node to the default Cube.\n| Node Setup: | Crash Log: |\n| --- | --- |\n|![Screen Shot 2023-09-12 at 2.00.57 PM.png](attachment)|![Screen Shot 2023-09-12 at 2.01.43 PM.png](attachment)|\n\n- open blender\n- open the geometry node workspace\n- With the default cube selected, add a new Geo Node setup\n- add a node using the menu or Shift A\n\nBlender crashes.\n\nIf I delete the cube, add a plane, and add the geo node to the plane, blender does not crash.\n\n", "Geometry Node: Input Color node: Custom color and value color is the same property\nOperating system: Linux-5.15.0-60-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 3GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.86.01\n\nBroken: version: 3.4.1\nWorked: Never.\n\n\nCustom color and value color is the same property. Impossible to set custom color to node, always edited value color.\n\n1. Create Geometry Node tree.\n2. Create `Input Color` node\n3. In `N` panel, `Node` page:\n a. Enable `Custom Color` button.\n b. Try to change custom color.", "Changing outputs from Separate RGB node into Displacement (using microdisplacement) does not trigger geometry update.\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 446.14\n\nBroken: version: 2.83.0\n\nChanging outputs from Separate RGB node into Displacement (using microdisplacement) does not trigger geometry update. Have to tab into edit mode to force mesh update.\n[rgb_disp_bug.blend](rgb_disp_bug.blend)\n\nAdd plane with microdisplacement enabled.\nConnect Image node to Separate RGB node and one of the channels into Displacement node.\nChange view to Rendered mode.\nChange channels from R to G to B to R and notice no geometry updates happen in the view port. (Make sure to use an image with different channels)", "Geometry Nodes: Realize Instances node does not take size into account for radius\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 527.56\n\nBroken: version: 4.0.0 Alpha\n\nIf the instances have been scaled, then the radius attribute does not take this into account be realization.\nBut displaying such instances takes into account:\n| Realized instances | Instances |\n| -- | -- |\n| ![image](attachment) | ![image](attachment) |\n\n1. Geometry Nodes modifier. In node tree:\n a. Points node.\n b. Instances on Points.\n c. Points to /Points and Instance inputs of second node.\n d. Change scale of instances.\n e. Apply Realize Instances node on result.\n\n", "Frame Selected does not respect Geometry Nodes viewer geometry\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: Radeon RX 570 Series ATI Technologies Inc. 4.5.0 Core Profile Context 22.11.2.221130\n\nBroken: version: 3.5.0 Alpha\nWorked: n/a\n\nNot sure if this is a bug to report or feature request but a minor inconvenience with the Viewer node.\n\nWhen Geometry Nodes Viewer node is active, Frame Selected works on the (invisible) output geometry instead of the Viewer geometry. Since the Viewer geometry is actually selectable, I think it makes sense that Frame Selected to respect it.\n\n[FrameSelectedViewerNode.mp4](attachment)\n\n", "Animated Values in Node Trees and Geometry Nodes Modifier are not distinguishable \nOperating system: all\nGraphics card: all\n\nBroken: blender-3.0.0-alpha+master.12e8c783535c and below\n\nHello dear Blender devs,\nHello dear Geometry Nodes developers and maintainers,\n\nI did wait some time before reporting this as a \"bug\" as from some perspective this might sound like a feature request. But as there are some, to users unidentifiable names used, I guess this is may very well count as a bug.\n\nWhen working in Geometry nodes it is important to be able to keyframe some values and properties to achieve more controlled and art directable Animation of the Asset. While the setting of keyframes works really well, it gets really complicated to tell the different animation channels apart as they neither show the nodes name nor the nodes Label.\n\n\nOpen attached file, try to figure out which graph in the editor belongs to which Node.\n[geonodes_01.blend](geonodes_01.blend)\n\nFor simplification I added three screenshots each showing one of the three cases I could Isolate where this bug appears:\n![animated_nodes.jpg](animated_nodes.jpg)\n1.) Animating Node Values in the Geometry Nodes Tree\n\n\n![exposed_nodes.jpg](exposed_nodes.jpg)\n2.) Animating Exposed Custom Properties of the Geometry Nodes Modifier\n\n\n![shader_nodes.jpg](shader_nodes.jpg)\n3.) Animating Node Values inside the Shader Graph.\n\n\nThank you in advance for your evaluation of this bug report\n\nAlex / zuggamasta" ]
[ "Geometry Node: Changing modifier input values with python no cause update\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.72\n\nBroken: version: 2.93.0 Alpha\n\n\nChanging modifier input values with python no cause update.\nBy code:\n\n```\nbpy.data.objects[\"Cube\"].modifiers[\"GeometryNodes\"][\"Input_1\"][0] = 13.8\n```\n\nValue in modifier property was changed. User interface no updated before modifiers panel are not redrawn. Result of modifier didn't updated.\n\n![image.png](image.png)\n\n- Open attached file\n- Run the code `bpy.data.objects[\"Cube\"].modifiers[\"GeometryNodes\"][\"Input_7\"] = 1.0` in the python console\nThe modifier UI may change, but the Viewport does not.\n[geom_node_py_bug.blend](geom_node_py_bug.blend)\n\n" ]
Drivers driven by hide_viewport (Disable in Viewports) objects in the outliner require a dependency update. Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: GeForce GTX 1060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89 Broken: version: 2.92.0 Also broken in: 2.80 (sub 75) Using drivers that are driven by "hide_viewport" requires the user to update driver dependencies in order for the driver to update. This only seems to occur when disabling the driver object in the collection. After updating all dependencies in the driver editor, enabling the driver object will cause the drivers to update correctly and the user does not need to update them manually again. In the attached .blend file, there are 4 UV spheres in the scene, where all have different driven properties which are driven by VISIBILITY_DRIVER hide_viewport - Sphere1 has a driver on the show in viewport toggle on a mask modifier - Sphere2 has a driver on a shapekey which morphs the object - Sphere3 has a driver on the Z location, Y Rotation and XYZ Scale transforms - Sphere4 has a driver on it's own hide_viewport toggle - Disable in viewport the `VISIBILTITY_DRIVER` object. - Driven object doesn't update. # Hit "update dependencies" for a driver. Toggling this back on will properly update it again. [Viewport_DriverBug.blend](Viewport_DriverBug.blend)
[ "modifier display/render driver not responding.\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56\n\nBroken: version: 3.4.0\nWorked: unknown\n\nIf I have my Mask display/render driver from another objects display/render setting, changing controlling obj disp/render doesn't take effect without coaxing.\n\n1. Open the attached file. \n2. In outliner, disable the viewport display of the Cube object (drives Mask visibility of part of Sphere object)\n3. For the Mask modifier, slide the Threshold a little. Display effect now takes place.\n\nThis all works without a problem if I animate the Cubes visibility. This appears to be a problem for any/all modifier display drivers (e.g., Subdiviison). Sometimes I just need to hover over a value like Threshold, or just over time it responds to the change.\n\n", "Implement Driver Workflow Changes\nFollowup task to #54653 to work on implementing the workflow changes proposed.\n(Note: This is currently a lower priority item than fixing bugs to get 2.8 into a usable state for Spring team. But, I'll be working on this when I get time). \n\nThere are the following sub-tasks:\n* ~~**Create operator for \"Open Drivers Editor\" functionality.**~~ c685c19df9\n * ~~Basic opening functionality~~\n * ~~Filtering support to get driven property under mouse at the time the \"active\" driver~~\n * Abstract out the \"Setup Drivers Editor\" and \"Show this channel\" functionality\n * Sub-editor mode for drivers in the mode selector\n\n* **Eyedropper support for clicking in 3D view and getting menu of common properties to drive, based on item under mouse.**\n * Basic object support\n * Investigate possibility of bone support too. (NOTE: Last time this was tried, it turned out being too complex to accomplish)\n * Restore cursor feedback when eyedropper is active (#55147)\n * Solve context/src button problems preventing eyedroppers from working in the popover\n\n* **Clean up drivers editor ui** - 57b47ebb28 (and followup commits)\n * ~~Add more space for expressions box~~\n * ~~Remove \"Show Debug Info\" checkbox - it's always needed~~\n * ~~Remove \"Update Dependencies\" button by making it redundant~~ - Should be ok now without out. It's still in the UI, but will be removed soon\n * Remove \"Use Self\"? Or rename?\n * Add optional display of useful hints about syntax for expressions and/or what can be used\n\n* **New persistent floating panel UI for editing driver settings**\n * ~~Basic layout~~ - 7e7680e33b - Use a modified version of the existing drivers editing panel, and make it a popover\n * ~~Floating panel~~ - 7a88a7742b - This makes the panel a popover. But, it doesn't stay open, or let you open the drivers editor\n * ~~Make floating panel stay open~~ - b11a1d5da2\n * ~~Get \"Open Drivers Editor\" button working in the popup (i.e probably missing button context info for source property)~~ - 1ff28c2650\n * ~~Get Copy/Paste dvar operator buttons working (currently always greyed out)~~ - 3e086af79c\n * ~~Fix issues where popover still goes away too easily sometimes~~ - Seems to be fixed with 17ee4836ab now. It may still happen, but it happens a whole lot less now.\n\n* **Reduce friction of adding new driver variables / setting up basic single-target drivers**\n * ~~Replace 'Add Drivers' Menu with Popover Panel ~~ - 4605e57b0f\n * Remove old (menu-based) operator\n * \"Mapping\" settings properties (see proposal)\n * ~~Make setting driver input-target easier~~ (i.e. no more need to change default expression first) - 9ab26bec27\n * Eyedropper for populating input variable settings (see above)", "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)", "depsgraph.view_layer.name driver expression doesn't work correctly\nOperating system: Windows 11\nGraphics card: Geforce RTX 3090\n\nBroken: 3.3.5 LTS\nBroken: 3.5\n\nI use a driver expression to control modifiers visibility or shader values depending on a view layer name. If the needed view layer is active, then values change. All works well when switching viewlayers manually inside the viewport of my scene. But as soon as I render the scene, the expression is ignored and nothing happen.\n\n* Open attached file\n* Change view layer few times\n\nDriver will change only once. This also doesn't work when rendering.\n\n![image](attachment)", "Cycles: modifying properties through the Python console does not trigger updates.\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.1.0 Beta\n\n\nLoad a scene with a 16k hdri\nwith viewport rendering happening, try and rotate the hdri environment using a mapping node:\n![image.png](image.png)\n\nnow change the world surface setting sampling method to manual, and the map resolution to 1024\n![image.png](image.png)\nmessage will appear:\n![image.png](image.png)\n\nnow rotate the hdri again. It'll be much more responsive.\n\nnow in the python console enter:\nbpy.data.scenes['Scene'].world.cycles.sample_map_resolution = 15360\n\nNotice the message 'updating lights' didn't appear in the viewport.\n\n rotate again, it's still responsive because cycles is still using the 1024 manually entered.\n\nNow restart the viewport render by clicking on solid viewport mode and back to rendered viewport mode\n\nRotate again. Still responsive. Even though the viewport has been restarted, cycles is still using the last manually entered value of 1024.\n\n-------\n\nNOTE: no updates seem to be triggered for the properties. The only update triggered seem to be for the console's current line which is modified after executing the entered line.\n", "Instanced objects get their viewport display color ignored (by design)\nBroken: 022ad416702d\nWorked: 022ad416702d~\n\nInstanced objects get their viewport display color ignored.\n\nThis is by design, as you can see in 022ad41670:\n```\nDRW: use object color from instancer\n\nOtherwise it's impossible to set the color of instanced library objects.\nFollows convention of instancer controlling draw options.\n```\n\n[viewport-display.blend](viewport-display.blend)\n\n**My issues with the design**\nThe original commit seems like a workaround for the fact that the override system is not implemented yet.\nI find this too arbitrary and I would favour the flexibility of having a per-object granular viewport display object color instead (i.e., revert the mentioned commit).", "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", "Texture Painting not updating cycles shader in viewport\nOperating system: Linux-5.8.0-44-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: Mesa Intel(R) Xe Graphics (TGL GT2) Intel 4.6 (Core Profile) Mesa 20.2.6\n\nBroken: version: 2.92.0\n\n\nLevel 1. When texture painting in the 3D viewport, the image is updated, but the visible shader on the object doesn't update in cycles until switching to viewport shading and back to cycles.\nIt still works when switching to Eevee shading. When reloading the image in the shader image texture node, it updates in cycles, but the problem persists when the image is updated (painted on) again.\n\nLevel 2. The above bug becomes worse as follows:\n\nIn cycles the image stops updating even when switching to viewport shading and back to cycles.\n(A)-When reloading the image in the shader image texture node, it updates in cycles, but any new paint on the texture in the viewport or image editor -> paint mode won't update until step A is repeated. \n\nI do not know exactly what triggers this 2nd level bug, but it doesn't take long to show up. \nI was able to repeat it just by painting and switching between Eevee and cycles using my test .blend file (attached)\n\n\n\n\n1. Assign a material with an image node to an unwrapped object\n2. Switch to viewport texture painting and start painting on the image in cycles shading. \n3. The image updates in viewport shading, but not the visible shader on the object in cycles. \n4. Switch to Eevee shading - now eveything works as expected.\n\n5. I do not know what triggers the level 2 bug.\n\n[Cycles not painting on Cube.blend](Cycles_not_painting_on_Cube.blend)\n\n\n\n\n\n", "Delayed update of outliner ui on change of active collection\nBlender 3.6\n\nWhen you change active collection outliner UI updates only after you leave the outliner.\nAttached short demo gif.\n\nWay to reproduce the issue:\n1) Start default blender scene.\n2) Add new collection \"Example\"\n3) Run the script below in the text editor.\n4) Note that above the outliner you can see currently active collection, by default it's \"Collection\"\n5) Try to select \"Example\" instead of \"Collection\" - it won't update in the ui above.\n6) If you leave the outliner it will update the active collection.\n7) You can also try to choose some other collection and run operator to `.tag_redraw()` - F3 - Update Outliner. Note that info message that says that active collection didn't changed, it's just that outliner area wasn't updated.\n\nWhat expected - outliner ui to update as you change active collection.\n\n```python\nimport bpy\n\ndef get_outliner_area(context):\n screen = context.screen\n for area in screen.areas:\n if area.type == \"OUTLINER\":\n return area\n\nclass EXAMPLE_OT_custom_collection_new(bpy.types.Operator):\n bl_idname = \"example.redraw_outliner\"\n bl_label = \"Update outliner\"\n def execute(self, context):\n before = context.collection.name\n area = get_outliner_area(context)\n area.tag_redraw()\n self.report({\"INFO\"}, f\"{before} -> {context.collection.name}\")\n\n return {'FINISHED'}\n\ndef context_draw_outliner_foobar_buttons(self, context):\n layout = self.layout\n layout.label(text=context.collection.name)\n layout.label(text=context.view_layer.active_layer_collection.name)\n layout.operator(\"example.redraw_outliner\")\n\ndef register():\n bpy.utils.register_class(EXAMPLE_OT_custom_collection_new)\n bpy.types.OUTLINER_HT_header.append(context_draw_outliner_foobar_buttons)\n\ndef unregister():\n bpy.utils.unregister_class(EXAMPLE_OT_custom_collection_new)\n bpy.types.OUTLINER_HT_header.remove(context_draw_outliner_foobar_buttons)\n\nif __name__ == \"__main__\":\n register()\n```\n\n", "Drivers don't refresh simulations.\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.77\n\nBroken: version: 2.90.0\nAs far as i can remember this bug exists at least from Blender 2.81\n\nAdding Drivers to any of the cloth simulation values will result in them not refreshing the bake when changing that value. When any of these values are changed by the Drivers, user needs to manually go back into the cloth simulation settings and either switch a random setting or Re-Bake the simulation for it to update to the current settings.\n\nAdd custom property to any object -> Copy that value as driver -> Paste it into any of the cloth simulation value settings -> Values will update but cloth simulation won't refresh, forcing you to go back into the cloth settings and refresh them manually. \n\n", "Viewport 3d is not updated with VSE driver\nBroken: 2.82 (unknown which revision, custom build without buildinfo)\nWorked: (unknown)\n\n[system-info.txt](system-info.txt)\n\nViewport is not updated for a material that is driven by a VSE driver.\n\n[ejemplo.zip](ejemplo.zip)\n\nChanging the VSE strip opacity doesn't update the viewport.\n\n**More info from user**\n\nI am creating an addon to transform eevee into a VSE. I encountered several problems, and one is that by changing the values ​​\"chanel\", \"opacity\" or moving the strip (it should disappear). the changes are not visible until the 3d view is moved. Just there it is updated. This makes it uncomfortable to work with the addon. The only change that works well is when changing the resolution X of the render, when playing the video or scrolling through the timeline, everything looks correctly.\nEverything is being controlled by drivers.", "Regression: Global Viewport Visibility no longer readable when object is appended from another file\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 537.13\n\nBroken: version: 3.0.0 Alpha\nWorked: version: 3.0.0 Alpha\n\nGlobally disable in viewports Bug. I just upgraded from version 2.9 to version 3.X I downloaded version 3.5.1 and noticed this problem, then I downloaded some other versions of 3.X and noticed the same problem, the same problem as in version 2. X I didn't have it.\n\nWhen I create an object and then I disable the globally disable viewport option, and then I save the file, when I open another blender file and append to that object, it appears in the scene with globally disable viewport ON even if I saved it with this option to OFF. I know I can disable it, but this is very annoying when I append a rig and have to check that box 100 times on different meshes\n\nHere is a video to understand better : AecByo8PYQw \nI did that on 3.6.2 and 2.9.1 to see the differences. \n\n1. Open any 3.X version of blender. \n2. Delete the camera and the sun, keep the cube.\n3. Then disable the globally disable viewport option. \n4. Save the file somewhere. Then close blender.\n5. Open blender again (not the file you just saved) .\nThen append the cube you just saved and you will see that it appears with globally disable in viewport ON, even if you saved it with off.", "Driving object scale also scales its particle instances.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92\n\nBroken: version: 2.92.0\n\nWhen scaling the object that the particles are on, everything works correctly, the particles stay at the same size they are supposed to. \n![m2.jpg](m2.jpg)\n\nBut when driving the exact same scale variable with a driver, for some reason the particles get scaled.\nThe property has to be on another object than the particle system, when it's on the object with particle system, then everything works as expected. \n![m0.JPG](m0.JPG)\n\n![m1.JPG](m1.JPG)\n\n- Open attached file\n- Change the 'prop' value (particle instances also get scaled)\n- Now select the object with the particles\n- Disable the driver\n- Scale in x direction (particles stay at the same size they are supposed to)\n\nPressing \"Update Dependencies\" fixes the scale, but in my real project that is unfeasible thing to do, I have many parameters that are driven that need to be animated and clicking them all through each time I make a tiny change is not possible. Also, rendering does not always fix the scales either. \n\n[DriverPartBug.blend](DriverPartBug.blend)", "Metaball fixes\n- [ ] Dependency graph integration\n- [ ] Naming based design is weak\n\nThere are many issues with the current version of metaballs. If we won't fix them we may want to consider to deprecate/remove this in future releases.", "GPencil: Modifiers don't work after separate strokes and use hide in outliner [issue with multiuser gpencil objects and modifiers]\nOperating system: Ubuntu 20.04\nGraphics card: Mesa Intel® HD Graphics 620 (KBL GT2\n\nBroken: (2.83.3)\n\n\nThe mirroring of a grease pencil object briefly stops being visible after performing a stroke separation.\n\n1. Boot up Blender's default 2D animation workspace\n2. Draw a stroke on the GP object \"Stroke\"\n3. Add a mirror modifier to the object.\n3. Draw another stroke\n4. Change to edit mode and select the new stroke\n5. separate said stroke with P, creating \"Stroke.001\"\n6. Still on edit mode, click on the 'eye' icon on the outliner to make \"Stroke\" invisible\n7. Click on the eye icon again, the mirroring will have stopped being visible.\n8. Clicking twice on the \"Display modifier on viewport\" button in the modifier tab fixes the issue.\n\n**Status**\nThe \"wrong usercount when separating\" is fixed, see 4251a87bf6, however the underlying issues with multiuser gpencil and modifiers still remains.\nTo reproduce:\n- add a gpencil stroke\n- {key Alt + D} duplicate linked\n- add a Thickness modifier.\n- Hide/Unhide the object in outliner.\n" ]
[ "Object drivers driven by outliner visibility not updating automatically\nOperating system: Windows 10\nGraphics card: GTX 1060 6gb\n\nBroken: 2.90.0-874af5301cdf (June 20)\n\n\nDrivers on object modifiers that are driven by outliner settings (Hide in viewport, hide in render, etc.) won't work when toggling said outliner settings and has to be forced manually with Update Dependencies.\n\n\n\n\n\n\n - Have 2 cubes in a scene, Cube 1 and Cube 2.\n - Add a modifier on Cube 2 (In my case, a mask, in which Cube 2 is subdivided twice and has a vertex group)\n - Add a driver on the Realtime button on said mask modifier.\n - Have it be driven by Cube 1's \"Disable in Viewports\" button with the following settings:\n\n\nSingle Property\nProperty: Object Cube 1\nPath: hide_viewport\n\n\n\n 6. Disabling Cube_1 from the viewport in the Outliner will not enable the driver on Cube_2's mask modifier.\n 7. Updating Dependencies in the driver editor will correct this.\n\n\n\nAfter updating dependency, enabling Cube_1 will disable the mask in the viewport, although the mask is still enabled in the modifier tab. Clicking once in the viewport will correct this.\n\nExample .Blend File \n[BrokenDriverTest.blend](BrokenDriverTest.blend)", "Driver for object hide_viewport status not updating unless forced\nversion: 3.1.2, branch: master, commit date: 2022-03-31 17:40, hash: cc66d1020c3b, type: release\nbuild date: 2022-03-31, 23:39:57\nplatform: 'Windows-10-10.0.19043-SP0'\n\nWhen a driver's target is an object's viewport visibility (object.hide_viewport) the driver does not update unless forced to with the \"update dependencies\" button in the driver editor. \n \nExample use case is the obvious one of having one object's visibility driven by another's.\n\nRepro steps:\nMake cube object \"driver cube\"\nMake cube object \"DRIVEN cube\"\nRight-click on the viewport visibility icon in the outliner for \"driver cube\", select \"copy as new driver\"\nRight-click on the viewport visibility icon in the outliner for \"DRIVEN cube\", select \"paste driver\"\nToggle viewport visibility for \"driver cube\". Visibility for \"DRIVEN cube\" will not change.\nWith \"driver cube\" hidden, select \"DRIVEN cube\" in driver editor, select \"disable in viewports\" driver, click \"update dependencies\"\nThe viewport visibility of \"DRIVEN cube\" now updates to what it should be, which is yes, object is hidden in viewport.\nToggle viewport visibility of \"driver cube\" back to the visible state. \"DRIVEN cube\" visibility will update correctly, making it visible.\nHide \"driver cube\" in viewport again, and again \"DRIVEN cube\" visibility does not update.\n\n\n[viewport driver repro.blend](viewport_driver_repro.blend)\n" ]
Library Override: NLA tracks renaming not allowed Operating system: Linux-5.15.0-41-generic-x86_64-with-glibc2.35 64 Bits Graphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.73.05 Broken: version: 3.2.1 I linked character to new scene, made overrides for linked collections, made "Make Library Override editable" and I can create NLA tracks but can not to rename these. However, renaming possible via Console. [Screencast-2022-08-01_12.34.28.mp4](Screencast-2022-08-01_12.34.28.mp4)
[ "Edit Source operator missing the \"see XXX.py in the text editor\" info in the status bar\nOperating system: Linux-6.4.13-200.fc38.x86_64-x86_64-with-glibc2.37 64 Bits, WAYLAND UI\nGraphics card: AMD Radeon Graphics (renoir, LLVM 16.0.6, DRM 3.52, 6.4.13-200.fc38.x86_64) AMD 4.6 (Core Profile) Mesa 23.1.6\n\nBroken: version: 4.0.0 Alpha\nWorked: 3.6 LTS\n\nCaused by 1251b7c4001b3f7de158c089256b04c887d6c5bb\n\nEdit Source operator missing the \"see XXX.py in the text editor\" info in the status bar\n\n- use the context menu on a button in the UI and call Edit Source\n- this is missing the following info in the status bar:\n![image](attachment)\n\n", "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", "linking spring character breaks the nose!\nOperating system: Linux-6.3.8-zen1-1-zen-x86_64-with-glibc2.37 64 Bits, X11 UI\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.54.03\n\nBroken: version: 3.6.0 Beta / 4.0.0 alpha\nWorked:\n\nwhen reloading (opening) saved file of linked spring character, her nose is broken.This does happen only in linking, appending is working fine.\n\n1. Launch blender `./blender --factory-startup`\n1. File -> Link -> CH-spring (collection)\n1. Object -> Library Override -> Make\n1. Save the file\n1. File -> Revert\n\nas I said before, if you go append in the second step `File -> Append -> CH-spring (collection)`, the model works correctly!\n\nEdit: The model is a Blender Studio character [here]()", "CMake: Clang-specific features are handled as Apple-specific\nBroken: 3.6 main branch, `45c1deac4f61af39f586`\n\n**Description of error**\nThere were (addressed in #106675) issues with using AddressSanitizer on Clang-14 / Linux. When looking into this, I saw that there are compiler-specific configurations handled as if they are platform-specific ones. Basically `if (APPLE)` was used where `if (COMPILER_IS_CLANG)` logic would have been appropriate.\n\nThis issue is here to remind us of the per-compilerification of this part of `CMakeLists.txt`.\n", "Node muting connects mismatching sockets\nBroken: 3.2.0 beta\n\n\n - Add *Float Curve* node in any editor (*Shader, Geometry Nodes*) and connect output to anything else\n - Plug *Value* nodes into input sockets (both factor and value)\n - Mute *Float Curve* -> inner noodle connects Factor to Value\n\nOr in provided file mute *Float Curve*\n\n[wrong_mute.blend](wrong_mute.blend)\n", "Linking/Moving collection to another scene messes with the object visibility.\nOperating system: Windows 11\nGraphics card:\n\n**Blender Version** \nBroken: 9719fd696488\n\n\n\nThere is no reason the object visibility should not be carried over when the collection is moved or linked to another scene.\n\n\n[blender_HRo7zHHvN3.mp4](blender_HRo7zHHvN3.mp4)\n\nload the attached .blend\n\nselect the TEST collection in scene.A\n\nleft click drag onto scene.B while holding ctrl to link the collection instead of moving it. Moving the collection has the same affect\n\nopen scene.B and check the visibility\n\n\n\n[tests_06122022_1933_13.zip](tests_06122022_1933_13.zip)\n", "crash when alt+LMB to change custom properties of different bones\nOperating system: macOS-10.14.6-x86_64-i386-64bit 64 Bits\nGraphics card: Intel(R) Iris(TM) Plus Graphics 655 Intel Inc. 4.1 INTEL-12.10.25\n\nBroken: version: 3.0.0 Alpha\nBroken version: 2.92\n\nWorked: 2.83.17 (`fb67495c7f`)\n\nI have two bones A and B, A has a custom property name 'a', B has none, in pose mode, select B and shift select A, press alt+LMB click and slide to change the custom property 'a', crash happens every time. If B has a custom property but with a different name, crash happens as well\n\nI know this operation doesn't make sense, you can't change a property that doesn't exist on some of the selected objects, but sometimes irrelevant bones are selected unintentionally, and crashes are annoying, if properties don't exist just do nothing\n\n- Open .blend file\n- Select Bone `A` and add a custom property\n- Select bone B then {key Shift LMB} to select bone A\n- Edit custom property value with {key Alt LMB drag}\n[#90732.blend](T90732.blend)", "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)", "IDProps mismatch (pyRNA-defined vs. custom props) can confuse liboverride system in Collection property case\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 398.36\n\nBroken: version: 2.93.5\n\nOverride libraries linking seem to have an issue when linking collection property registered by an addon or a script.\nIf I add items to a collection property of an object in the source file, and then link the object using override libraries in a new file. I can't delete this item in the collection property, that's ok. **The problem is when I go back to the source file and clear the collection property,** so it doesn't have items anymore, then going back again to the linked file,**the object still has this property item,** even if it was deleted in the source file, and it still can't be removed.\n\nThe rar file includes a source file, a file with the linked collection, and a test addon which just register a property, you can also just run the script from the source file, but better to test with the addon.\n- Install the addon or run the script in order to register a collection property called test_proprety on the box object.\n- Open the file override_properties_to_link.blend\n- Select cube and Write in the console C.object.test_property.items() or just press the arrow up in the console\n- There should be one item assigned - bpy.data.objects['Cube'].test_property[0])\n- Try to clear using C.object.test_property.clear() and then check the items again. The item is still there for me and can't be removed, also when using remove(0).\n- Go to the source file and check for the items again using C.object.test_property.items(). It should be empty.\n\nHow to repeat the error?\n- In the source file add items to the object property using C.object.test_property.add()\n- Start a new clean file, link the collection from the source file.\n- Make the cube object a library override.\n- The object should have the item in the C.object.test_property from the source file. Save the file.\n- Go back to the source file and clear the items using C.object.test_property.clear() and save the source again.\n- Open the saved file with the linked source. Run C.object.test_property.items() in the console, and it will still have the item that was cleared from the source.\n\n\n\n[Override_property_Bug.rar](Override_property_Bug.rar)", "Library overrides of custom properties not preserved when override made in Python\nOperating system: Windows 10 Pro (10.0.19044)\nGraphics card: NVIDIA GeForce RTX 3080\n\nBroken: 3.5 through to current 3.6 daily (`a9f02cd8d8cf`)\n\n\nCustom properties added to objects via add-ons are not preserved when the Python API is used to make the override libraries and set the property values.\n\n\n1. Install `testprop.py` as an add-on.\n2. Load `src.blend` and observe that the cube `my_source_cube` has a location (0, 0, 0) and the custom property added by `testprops.py` has a value of \"Foo\".\n3. Load `dest.blend` and observe that the object `my_source_cube` has been linked from `src.blend`, and that it has no library overrides.\n4. Execute the following code, either in a text script or the console:\n\n```\nimport bpy\n\nobj = bpy.data.objects['my_source_cube']\nbpy.context.view_layer.objects.active = obj\nbpy.ops.object.make_override_library()\n\nbpy.context.view_layer.objects.active.location.z = 2.0\nbpy.context.view_layer.objects.active.TestData.my_enum = 'bar'\n```\n\nObserve that the location in the panel is color-coded as overridden, but the `EnumProperty` is not, despite having changed in value.\n\n5. Save the file. Observe that the EnumProperty has been reset to \"Foo\".\n\nIt's possible that properties added with add-ons are not meant to be overriden in the same way, but considering that right-clicking the property, selecting _Define Override_, and modifying the property works as expected, I would expect this to work in the same manner.\n\nIt's also possible that the Python calls I'm making are not the correct ones (I've seen reference to `override_create`, `override_hierarchy_create`, etc) but `make_override_library` works for the location and there's no indication it wouldn't work for add-on properties.\n\n", "Library Overrides of the Same Linked Armature Cannot be Posed Simultaneously\nOperating system: Windows\nGraphics card: RTX 3070\n\nBroken: 3.3.1\nWorked: NA\n\n**Short Description**\nWhen linking a rig and making it into a library override twice in one scene, the rigs function properly as separate rigs but both linked from the same file. However, if you try to go into pose mode for both at the same time and pose the rigs, you cannot pose them separately. This is a pretty specific issue but if you had two identical rigs and wanted to animate them interacting in some way, it would become extremely bothersome.\n\n**Steps to Reproduce**\n- Open `example.blend`\n- Select both armatures\n- Switch to pose mode\n- Select any bone of any armature (this will also select same bone of another armature)\n[bug.zip](bug.zip)\n", "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", "Library-Override Not able to edit \"Strip time Keyframe\" value in sidebar panel in graph-editor\nOperating system: Windows 10 Pro v.21H2\nGraphics card: NVIDIA GeForce GTX 1060 3GB\n\nBroken: Version:3.3.3, hash:8d94aeb604fa, branch: master, date:2023-01-17\n\nI think is a similar case to this \" blender/blender#81965 \", but more specifically for animated striptime. The striptime key-frame in Graph-Editor is not editable in sidebar and values are grayed out.\n\n\n1. link a collection/character/object\n2. object > relation > make library override\n3. animate\n4. stash action to create NLA track\n5. animate strip time\n6. try to change a keyframe's value in graph-editor's sidebar Fcruve > active keyframe.\nopen the StripTime_KeyLocked.blend file, try to change the selected key's value in graph editor's sidebar\n\n![image](attachment)\n\n", "Regression: Crash on deleting NLA strip in tweak mode\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.30\n\nBroken: version: 3.0, 3.6.0\nWorked: 2.93\n\nWhen using the 'Previous Layer' function of the Action Editor to tweak NLA strips, trying to delete a (green) strip in tweak mode crashes Blender.\n\n\n- Open `109430.blend`\n- In the NLA area, press X to delete the green strip.\n- Blender crashes\n\nOriginal/from fresh file:\n\n- In the default startup file, open 2 areas; a Dope Sheet set to Action Editor, and a Nonlinear Animation.\n- Keyframe any property of the default cube.\n- In the Action Editor, click Push Down on the newly created action.\n- Also in the Action Editor, click the 'Previous Layer' button (the small down arrow). This activates tweaking for the NLA strip.\n- In the NLA area, click the green strip so it's highlighted.\n- Press X to delete it. Blender crashes.\n\n", "Sorted Collection info Instance - update problem\nAs showed in the gif, there's an update problem in the spreadsheet, somehow the name get updated when an user change the name in the outliner, but the order stay the same, sending another update signal (refresh the collection picker or edit mode toggle) is needed to refresh the order. \n\n![update.gif](update.gif)\n\n\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\n\n" ]
[ "Cant rename local NLA tracks within a local library override data-block.\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: 3.2.0\n\nCant rename a NLA track with linked objects\n\n- Save a .blender file with a cube\n- Open another blender instance and link that cube to the new blender.\n- Make a library override of the linked cube.\n- Insert a key to the Cube (Eg. {nav Insert Keyframe Menu > Location})\n- On the NLA editor, expand the action\n- Try rename the track `NLATrack`\n\n\n\n" ]
Flip names and .001 Operating system: windows 7 64 bit Graphics card: GTX 970 Broken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen) Worked: (optional) 2.80 2019-01-28 22:11 When i Flip the Names of my bones, the .001 String (from duplication them) is still there. in earlier versions the .001 disappeared, when flipping the names Based on the default startup or an attached .blend file (as simple as possible).
[ "VSE unkeyed transforms in preview persist in cache\nOperating system: Linux-5.13.0-0.rc6.45.fc35.x86_64-x86_64-with-glibc2.34.9000 64 Bits\nGraphics card: NVIDIA GeForce GTX 970M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 495.44\n\nBroken: version: 3.3.0 Alpha\nWorked: never\n\nVSE unkeyed transforms in preview persist in cache.\nIf transforms occur on a property that has an fcurve already (but no keyframe is actually created on that frame), this transform will remain in the cache for that frame.\nThis does not get invalidated on timeline scrubbing / frame change.\n\n(this report was split from #98015 (VSE strip transforms do not animate correctly and persist after clearing the animation) since multiple issues came up in that report)\n\n[VSE_keyframing.blend](VSE_keyframing.blend)\n\n- open .blend\n- create a keyframes for rotation on frame 1\n- go to frame 10\n- rotate in the `Preview` again and confirm the rotation (but dont create a keyframe)\n- scrub the timeline\n- since this change on frame 10 was not keyed, it should vanish, but it doesnt, it remains in the cache\n- note: when the strip in the `Sequencer` view gets moved, the issue goes away (assume the whole cache gets invalidated then)\n\n\n", "Closing quotes get replaced by unit names in driver expressions.\nOperating system: Linux\nGraphics card: Intel\n\nBroken: 2.91, 2.92\n\n\nWhen the scene unit system is set to `'IMPERIAL'`, the closing quotes of any driver expression that includes string literals will be replaced with the text strings of either `in` or `ft`.\n\nE.G. `SomeObj[\"SomeProp\"]` turns into `SomeObj[\"SomePropin]`. `SomeObj['SomeProp']` turns into `SomeObj['SomePropft]`.\n\nThe replacement happens when the driver expression is *edited* for the first time from the input field for the property which it drives. It does not happen immediately when the expression is first input, so the driver works fin until it's been edited, and it does not seem to happen when the driver is either viewed or modified from the driver editor pane.\n\n![image.png](image.png) ![image.png](image.png)\n\n\nSet `C.scene.unit_settings.system` to `'IMPERIAL'`, then create a driver with a string literal expression and try to edit it from its driven value's input field.\n\nOr download the attached file, and click on either of the two driven channels in the active object's location transform in the 3D Viewport Sidebar:\n\n[DriverCorruption.blend](DriverCorruption.blend)", "Pinning Bones/Constraint Tabs in Properties Editor doesn't work\nBroken: 2.76 - master (1283c66)\nWorked: Unknown\n\nThe context pinning functionality in the Properties Editor doesn't work for Bones and Constraints. There may be a few others too that I haven't noticed yet, but these are the biggest ones.\n", "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", "Language names may be incorrect in the language menu\nThe language menu, from the interface preferences, allows the user to choose the language of the interface. Each language appears in the current language (English by default), followed by the native language inside parentheses.\n\nBased on [a list of languages](List_of_Wikipedias) from Wikimedia, I suspect that some languages use the wrong name, but I only speak a few of those so I’d need the help of native speakers to confirm.\n\n![image](attachment)\n\nThe languages I suspect most of being incorrect are:\n\n- Abkhaz: Аԥсуа бызшәа -> Аԥсшәа\n- Kyrgyz: Кыргыз тили -> Кыргызча\n- Romanian: Român -> Română\n- Thai: ภาษาไทย -> ไทย\n\nIf you or someone you know speak any of those, please help!", "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.)", "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", "Undo in Armature EditMode ignores changes to other IDs\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 2.92.0 Alpha\n\nWhen you rename bones of armatures with some meshes by python scripts and then do Undo (Ctrl +z), then only bone names are reverted and the mesh vertex groups are never reverted.\nIt seems to happen immediately after from Object mode to Edit mode for armatures.\n\n* Open \"bpy_rename_bone_and_undo_bug_report.blend\".\n* Go to Armature Edit mode.\n* Run script \"rename.py\". It will rename selected bones and the mesh vertex groups.\n* Do undo (Ctrl +z)\n* Then you will see only bone names are reverted and the mesh vertex groups aren't reverted.\n\n[bpy_rename_bone_and_undo_bug_report.blend](bpy_rename_bone_and_undo_bug_report.blend)\n\nIt will lost bone deformations.\nI thinks it will cause some human errors.\n\nThanks!\n", "Improve support for Rotate and Pinch trackpad gestures\nOperating system: macOS-12.6.3-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 455 1.2\n\nBroken: version: 4.0.0 Alpha\nWorked: never\n\n\nAt the moment, zooming with the Pinch gesture is too slow, requiring several full gestures to zoom in on details. When using the Rotate gesture, the rotation angle does not match the rotation of the fingers. Both gestures do not allow tiny changes with slow finger movements, due to rounding/conversions of values in the code.\n\nThe current code converts 'magnification' and 'rotation' values (float) to delta values (int). It would be more correct to use 'magnification' and 'rotation' values directly, without rounding when converting to delta.\n\nThere's an old macOS patch to start with: D8521", "Bone Override Transform affects bone local axis display.\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.30\n\nBroken: version: 3.3.0\n\nWhen a bone gets assigned a display transform override, it's viewport display axis gets transformed, which probably shouldn't happen as its purpose is to display the Bone's not it's Shape's local axes.\n\n[override-transform.blend](override-transform.blend)\n - Remove Override Transform from Bone's Viewport Display's Custom Shape -> Displayed Bone's axes change location.", "Rebuilding multires subdivisions sometimes puts some vertices at the origin\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: Quadro K2200/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 385.54\n\nBroken: version: 2.90.0\n\n1. Add multires modifier\n2. Rebuild subdivisions. \n3. Some vertices end up at the origin. \n\nIf you apply the multires modifier, the problem vertices are [60074, 60075, 60076, 60081, 60082, 60083, 60088, 60089, 60090]. Applying the modifier apparently changes vertex numbers, since those vertices were located in the shaft area in the original HD mesh.\n\n![multires-problem.png](multires-problem.png)\n\n[multires-problem.blend](multires-problem.blend)\n\n", "Pressing Tab while renaming in UI List doesn't scroll past the end\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89\n\nBroken: v2.79b (`b5c3f26cba`) to v2.93.0 (`09c7c63890`)\n\nWhen navigating by TAB in a list (it's values/names inputs), the expected behaviour is go to next item, next ... until the last one\nBut on blender, if the list box don't fit'em all, so there's a scroll bar, when TABing out of the \"last visible\", instead of scroll to the list item, is gets out of list, as if that was the last item at all.\n\nIlustrative image:\n![Blender-21_01_2021-10_28_48.gif](Blender-21_01_2021-10_28_48.gif)\nwvsIUlf.gif\n\nIt does the same on any list with scroll bars, but here's an example:\n\n- Open attached file or\n - Open Blender\n - go to compositor\n - place a *Output -> File Output* node\n - In the node properties, click on *\"+ add input\"* 5+ times, so a scroll bar show up in the list\n- Double click the first list item, to start renaming it\n- Try reach the last item, by pressing TAB on your keyboard 5+ times again\n**The Bug:** When in the item Image_004, pressing tab gets you to \"File Subpath\" input (out of the list), instead of Image_005\n[tab_item_navigat_bug.blend](tab_item_navigat_bug.blend)", "Erratic behaviour of materials/material slots for text objects\nOperating system: Linux-5.19.0-45-generic-x86_64-with-glibc2.35 64 Bits, X11 UI\nGraphics card: NVIDIA GeForce GTX 980M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.108.03\n\nBroken: version: 3.6.0\n\nMaterial assignment for text objects doesn't behave as expected. Removing an unused material slot will cause changes to the materials used by the object. The same happens if you rearrange the material slots.\n\n1. Add a new text object. Leave the default string \"Text\".\n2. Add 3 new material slots with different materials to the object. Use different viewport display colors to be able to see changes.\n(You will now have Material.001, Material.002 and Material.003)\n3. In edit mode, select the last two letters and assign Material.002.\n(You should now have \"Te\" using Material.001 and \"xt\" using Material.002)\n4. In object mode, remove the last material slot containing Material.003.\n(This material was not assigned to any character, and removing it should not cause any change.)\n5. All 4 letters are now using Material.001. \"xt\" should still be using Material.002.\n\nAlternatively, execute step 1-3 above and then.\n4. Move the last material slot up to the first place.\n(This should not cause any change. Normally in blender, the materials used by the geometry will not change if you rearrange the material slots.)\n5. You will now have \"Te\" using Material.004 and \"xt\" using Material.002. \"Te\" should still be using Material.001.\n\nI have attached a blend file where you just need to remove the last (unused) material slot to see the problem, or move the last material slot up to first position.\n\n", "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", "Sound strips don't change length when sound file is changed\nOperating system: Windows 10\nGraphics card: Nvidia MX150\n\nBroken: 2.91 and 2.92 Alpha\n\n**Steps to reproduce**\nAdd sound, change file to another one with different length.\n\nStrip length is not updated." ]
[ "Flip names for bones its not working \nwin 7 x64\nUbuntu\n\nBroken: 2.79 RC2 and 6859695\nWorked: 2.78c\n\n\nIts changing the .L/R but its not removing the .001 (.xxx) number of the bone that its generated after copying it. \n2.78c\n![image.png](image.png) To --> ![image.png](image.png)\n \n2.79 RC2 And above\n![image.png](image.png) To -->![image.png](image.png)\n\n[bones flip names.blend](bones_flip_names.blend)\n1-Select, if it is not selected, the bone asda.L.001\n2- in edit mode Press \"W\" and select flip names", "Armature flip names\nUbuntu 16.04 LTS\nGeforce GTX 670\n\nBroken: 2.79\nWorked: 2.78c\n\nArmature flip names function fail to cleanup the names. It keep the duplication number at the end.\n\ncreate an armature. create bones on the left side and use Autoname Left/right from Armature menu. \nSelect the side bones on front view viewport then duplicate, scale X -1 from the centred 3d cursor. \nUse Flip names from Armature menu.\nYou get names like Bone.001.R.001 instead of Bone.001.R", "Flip Names keep Number Extension\nWindows 10.0.15063\nNvidia GeForce GTX780\n\nBroken: 2.79 5bdBac9\nWorked: 2.78 4bb1e22\n\nDuplicated bones which has been flipped keep the extension .001 after the \"Flip Names\" function has been used. In previous versions this extension got removed. \n\nBlender 2.78: UpperArm.L.001 -> UpperArm.R\nBlender 2.79: UpperArm.L.001 -> UpperArm.R.001\n\n>Select bone UpperArm.L (already selected)\n>Shift+D -> ESC\n>STRG+M -> X -> Enter\n>W -> Flip Names\n\n\n[example.blend](example.blend)\n" ]
Crash when Export UV Layout Operating system: Windows-10-10.0.18362 64 Bits Graphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.15 Broken: version: 2.81 (sub 8) Worked: Correctly in 2.80.75 RC3 When exporting UV layout crash. Doesn't matter which options you select (All UVs or Modified). It will crash. Go to the UV Workspace Select the Body of the Blower Motor Click UV>Export UV Layout Click Export UV Layout CRASH [Blower Motor Crash.blend](Blower_Motor_Crash.blend) {[F7718716](image.png), size = full} Thanks
[ "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", "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 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 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 while using the Cloth Filter brush with collisions enabled\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Radeon (TM) RX 480 Graphics ATI Technologies Inc. 4.5.14739 Core Profile Context 21.6.1 27.20.22001.14011\n\nBroken: version: 3.0.0 Alpha\n\nUsing the cloth filter brush with collisions enabled on *both* the deforming object and the non-deforming object causes Blender to crash.\n\n- Open the attached .blend file with a minimal scene where this error can be observed. Everything has been already set up.\n- With the pre-selected *Cloth Filter* brush set to *Gravity* and both *Use Collisions* and *Use Face Sets* enabled, `LMB` on the \"Skirt\" mesh, and start dragging to the left of the screen, causing the \"Skirt\" mesh to start flying upwards.\n- After a brief while, release `LMB` and repeat the above operation by dragging to the right. Note how the direction of the cloth filter brush was not reversed this time.\n- Almost as soon as this new sculpting operation is initiated, typically Blender crashes. Occasionally it might take a few more attempts.\n\n[facesets-crasher.blend](facesets-crasher.blend)\n\n**Additional notes**\nIf extensive changes are performed to the \"Collisions\" mesh, the bug will not be able to be reproduced anymore.", "Crash after undo \"Mask slice to new object\"\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92\n\nBroken: version: 2.92.0\nWorked: This problem happens to me with 2.92, the pc that I use now I formatted it, unfortunately before I used version 2.82\n\nMy problem is that when I use the option \"mask slice to new object\" and then I use ctrl + Z the blender closes !! I formatted the PC a few weeks ago, unfortunately I didn't use version 2.92 before. What I realized is that when I use the \"mask slice to new object\" option and then go to edit mode, I can use control + Z without any problem, that is, it does not close.]\n\nThis happens to me in any file:\n\n1. Sculpture mode.\n2.Use the \"mask\" or \"box mask\" brushes\n3. I paint the mask.\n4.I go to the \"MASK\" menu.\n5. I click on \"mask slice to new object\".\n6. Press CTRL + Z.\n7. Blender closes.\n", "Mantaflow: charge force field crash\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.0.0 Alpha\n\nWhen I try to add the charge force field and play the simulation the blender 3.0.0 Alpha crashes\n\nMake a simple water simulation and add the charge force field\n**Crash seems to happen only in release builds**\n\n[#92110.blend](T92110.blend)", "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 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)", "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", "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", "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", "GPencil: Blender crash when file open\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65\n\nBroken: version: 3.4.0 Beta\n\nAs soon as I open attached file Blender crashes. Attached also crash log file.\n\n- Open attached file\n- Change radius (say 0.6)\n- Save file\n- reopen it (Crash)\n[#102930.blend](T102930.blend)", "Render crash\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: Radeon RX 560X ATI Technologies Inc. 4.5.0 Core Profile Context 22.8.1.220810\n+ AMD Ryzen 5 3550H with Radeon Vega Mobile Gfx\n\nBroken: version: 3.3.0 Beta\nWorked: 3.2.2\n\nBlender every time crash when switch to render mode in viewport.\nRender set to Cycles with GPU Compute.\nVega 8 selected as device in preferences.\nIf I select RX 560X in preferences, GPU Compute is greyed in Render preferences (also interesting why).\n\nAny project with simple cube crashed.[test11.crash.txt](test11.crash.txt)\n", "Application templates crashes if the startup.blend of the application template contains scene named \"Asset\"\nOperating system: Windows-10-10.0.22621-SP0'\nGraphics card: NVIDIA GeForce RTX 2070 Super with Max-Q Design/PCIe/SSE2\n\nBroken: 3.5.1 2023-04-24 18:00 e1ccd9d4a1d3\nWorked: Never\n\nApplication templates that contain certain pattern in startup.blend lead to Blender to crash.\nApparently occurs when the scene is created with the name \"Asset\" and used as a application template.\n\n- Download attached [MCE.zip](attachment) file\n- Install the attached application template file (`Blender` menu > `Install Application Template...`).\n- Load it (choose the new \"MCE\" option in `File` > `New`).\n\nBlender crashes.\n\nAttached also the `blender.crash.txt` and another template.\n\n[MCE.zip](attachment)" ]
[ "Crash on export UV Layout\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1080 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.15\n\nBroken: version: 2.81 (sub 5)\n\nExport UV Layout operator crashed Blender\n\nWith default cube selected\nEnter edit mode\nOpen a UV Editor\nGo to UV/Export UV Layout\nHit the Export button\nCrash\n\n" ]
UI: Metadata option is added in all VSE Preview Sidebar tabs Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30 Broken: version: 2.92.0 Metadata is added to all VSE preview sidebar tabs including tabs added from add-on. It should only be exposed in the View menu. Or in the overlay pop-over? {[F9910937](metadata_all_over.gif),size=full}
[ "VSE snapping defaults\nSnapping status is stored in tool settings, but it is independent of global scene snapping status. Further snapping parameters are stored in `SequencerToolSettings`, since it is intended to be best suited for VSE workflow. \nCurrent snapping implementation is important also for new transform mode outlined in [D11805](D11805), which is still not finished tohugh. this is also VSE/NLE specific mode.\n\nSnapping was enabled by default because visually aids in strip positioning, while still allowing usual workflow. I have no strong opinion about default status here.\nScrubbing snapping - [D11745](D11745) should be subset of VSE snapping settings, and off by default, because it complicates usual workflow in that user can't smoothly scrub through entire timeline.\n", "UVEditor: Add developer option to show vertex, edge and poly indexes.\nSimilar to the 3d viewport we should add option to show the vertex, edge and poly indexes to the uv editor.\n\nWithout I have looked to close to the current code-base this should be possible by adding the option to the UVEditor overlay and some tweaks in the overlay engine. \n\nCurrent work-around is to use a split screen.\n![Screenshot 2023-01-23 at 16.06.17.png](Screenshot_2023-01-23_at_16.06.17.png)\n", "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", "Add-on preferences panel should open on activation\nBroken: 2.78 testbuild 1\n\n\n**Description of issue**\nAccording to the [new protocols for add-ons](Add-ons#New_Protocols), certain add-ons need more actions from the user than simple activation, before they do anything. This is an excerpt from the pie menu example:\n\n* With Pie menus, First you activate the addon & nothing happens!\n* You need to expand the Addons Preferences.\n* From here you can individually activate the menus you like to use. \n\nThis is bad UI design, as it requires the user to *know* that activating the add-on does nothing. Blender also requires them to click a button that doesn't appear any different than before (and thus doesn't visually indicate there is something else to see there now).\n\n**Possible solution**\nAutomatically opening the add-on's preferences panel when it is activated would help a lot. At least this allows the user to see that there are options to inspect, and possibly activate.\n", "Blender 2.8 Defaults\nThis is a list of things we should change about Blender's default settings and behaviour.\n\nThe list will grow and change over time.\n\n\nCommits:\n\n- 4d5b7696cb - prefs\n- bcf6cc1f6b - startup\n- Update: default preferences are now maintained in: `./release/datafiles/userdef/userdef_default.c`\n\n## Preferences\n\n- - [x] Python tooltips OFF\n- - [x] Auto Perspective ON ***\n- - [x] Navigation Manipulator ON ***\n- - [x] Region Overlap ON (Could be removed completely, now that it's optimized) ***\n - To make transparent toolbars work better, we would like to:\n - Make the toolbar region height be limited to the contents.\n - Make the toolbar region a separate theme\n\n## Default Settings\n\n- - [x] Default Shader should be set to Principled BSDF\n- - [x] Default Lamp increased strength (10x stronger)\n- - [ ] Playback set to AV Sync (reverted, breaks physics caching)\n- - [x] 3D View Lens = 50mm\n- - [x] Camera film size = 36x24mm Full Frame\n- - [x] Camera Focal Length = 50mm\n- - [x] Render Size Percentage = 100%\n- - [x] Render Display = New Window\n- - [x] Scene Units = Metric\n- - [x] Color Management View = Filmic\n- - [x] Workbench Object Overlap = ON\n- - [x] Absolute Shape Keys Interpolation = Linear\n- - [x] Curve Fill Mode = Full\n\n## Default Renderer\n\n- - [x] Viewport = Workbench + Studio Lighting\n\n\n## Layout\n- - [x] Headers on top for all editors, except the Timeline at the bottom\n- - [x] Default Properties tab = Object Properties\n\n## New Objects\n- - [x] Generate UV's = ON\n\n## Default Theme\n\n- - [x] Flat\n- - [x] Dark UI Chrome\n- - [ ] Universal widget radius\n- - [x] Transparent header in 3D View\n- - [x] Transparent toolbar area in 3D View\n\n## Tools\nVertex Slide:\n- - [x] Correct UV's = ON\n\nExtrude Along Normals:\n- - [x] Even Thickness = ON\n\nLaplacian Smooth:\n- - [x] Lambda Factor = 1.000\n\n## UV/Image Editor\n- - [x] Normalized Coordinates\n\n## Weight Painting\n- - [ ] Auto-Normalize = ON\n\n\n## Cycles\n- - [x] Dithering = 1\n- - [x] Image Sequence Auto Refresh = ON\n\n\n## New Objects\n- - [ ] SubdivisionSurfaces = ON (via OpenSubdiv)\n- - [ ] Shade Smooth = ON (Wait till we have OpenSubdiv)\n\n## Preferences\n - - [ ] Compute Devices ON (Postpone until we can detect crappy GPU's)\n - - [x] Release Confirms Transform\n\n## Text Editor\n - - [x] Line Numbers ON\n\n## Addons\n - - [ ] All exporters should be set to Only Selected by default", "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}", "Assigning shortcut to Sequencer data is wrongly 'hooked' the Scene instead of Scene's VSE data\nThis error shows all the time when I right click on the viewscreen, and I have to right click and press ESC, so the message disappears and I keep working this way, right click, a message appears, ESC.\nIt suddenly started to happen and even deleting and downloading blender again, even with the other 2.8 version it happens.\n\nThank you, I love your work guys\nJust trying to help\n\nOperating system: Windows 10 Home, Core i7 - 7500U @ 2.70GHz, 8.00 GB RAM\nGraphics card: AMD Radeon R7 M440 32GB, 4.00 Gbps\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\nWorked: (optional) ", "Don't show catalog path when dragging assets over root level catalogs\nWe show the name, and the full path of a catalog in parentheses, when dragging assets over it. For root level items this will just result in showing the catalog name twice. This is confusing and should be avoided.\n\n![image.png](image.png)", "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", "Support previewing geometry in the viewport\n", "Collection instancing does not include metaballs.\nOperating system: Win 10 x64\nGraphics card: Gtx 1070\n\nBroken: blender-2.83-50ef801a79b5-windows64\n\n\nAdd some objects to a collection. Then add a metaball to the collection. Once done instance the collection. The metaball is not included in the new instanced collection.\n\n\nPlease see the attached image and the scene for a quick look at.\n\n![blender_fukI4OEZkJ.jpg](blender_fukI4OEZkJ.jpg)\n\n[NoMetaball.blend](NoMetaball.blend)", "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.", "Reference/background images hide additional information in the Properties Editor\nOperating system: Linux-6.4.13-200.fc38.x86_64-x86_64-with-glibc2.37 64 Bits, WAYLAND UI\nGraphics card: AMD Radeon Graphics (renoir, LLVM 16.0.6, DRM 3.52, 6.4.13-200.fc38.x86_64) AMD 4.6 (Core Profile) Mesa 23.1.6\n\nBroken: version: 4.0.0 Alpha\n\nReference/background images hide additional information in the Properties Editor\n\n- Add > Image > Reference / Background\n- observe the Image panel in the Properties Editor\n![image](attachment)\n- compare with the Image panel in the Image Editor\n![image](attachment)\n\n", "Rewrite File Browser UI to use views\nViews were introduced to simplify and unify UIs with common functionality to display and interact with (possibly large) sets of data. More info:\n- Views\n- #98560 (UI Views: General ToDo's)\n- #95653 (Split Asset and File Browser frontend, implement Grid View)\n\nThe Asset Browser should be split off from the File Browser and the file-list backend for a number of important reasons. As part of that a grid view is being developed.\n\nOnly doing this and not doing this together with rewriting the File Browser UI raised some concerns for @mont29. So together with him it was decided that both should be looked at. At some point we have to prioritize addressing technical debt too, and not just work on shiny new things. Otherwise we let the code paths diverge significantly, with no plans to address the effective duplication. So both browsers should be ported short-term.\n\n----\n\n**Thumbnail display mode Todo's:**\n- - [ ] Use grid view for drawing thumbnail mode (initial work done in 3a97c4056f)\n- - [ ] Selection in views (click-select, box select, walk select, etc.)\n- - [ ] Double click to open\n- - [ ] Dragging files\n- - [ ] Context menu\n- - [ ] Renaming\n- - [ ] Remove old code (selection, operators, drawing, ...)\n- - [ ] \"Composed\" icons as buttons/widgets ![image.png](image.png) Current code just draws them in-place, but views use the button/widget system. Alternatively, an overlapping layout can be used, but then there needs to be a way to get the exact preview image size for \n- - [ ] Superimposed file type icon for previews. Similar problem to the above.\n\nThe other display modes should also be ported to views, since otherwise interaction code (selection, renaming, context menu, ...) would have to be duplicated. So:\n- - [ ] Add new table view\n- - [ ] Use for Vertical List display mode\n- - [ ] Use for Horizontal List display mode\n\nWe could add an experimental feature flag for this, so development can happen mostly in master. This way the legacy code can stay for a while.", "VSE UI Regression: Text of transformed strips is colliding with text of non transformed strips\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 3.0.0 Alpha\n\n\nDrag a strip over another strip:\n{[F10136750](text_overlap.gif),size=full}\n\nThis is 2.49:\n{[F10138081](2-49.gif),size=full}" ]
[ "UI: Metadata Panel is added to every Sidebar Tab\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: Intel(R) UHD Graphics 600 Intel 4.5.0 - Build 26.20.100.7262\n\nBroken: version: 2.83 (sub 4)\nWorked: (optional)\n\nThe empty Metadata Panel is added to every Sidebar tab here and there, all over Blender. Ex. in the Sequencer Preview:\n![Metadata_panel.gif](Metadata_panel.gif)" ]
T86800: Motion Capture plugin Rokoko lags in to Blender Hey Philipp, They finally got back. Apparently there is an issue with the JSON version within Blender that is causing their system to lag coming in to the system. They suggested changing the version to JSON 2.5 rather than 3. Which seems to have helped a little. But the problem very well could just be JSON. I’m going to try a work around of readdressing all of it to OSC and see if I can’t get an improvement in performance out of it. But if it is something inside of blender you can test it by downloading Rokoko’s plugin and their studio app and pairing a face to a rigged character and you can see the latency. But you don’t get that latency if you instead use OSC and the FaceCap app instead. So not sure where the problem starts or ends whether or not it is inside of Blender or inside of JSON or Rokoko. But I’ll keep troubleshooting and let you know what I find. But apparently this is a Blender specific as they don’t have the same issues within Unity or Unreal or 3DS. And apparently its JSON but the improvement to the latency is negligible when changing from V3 to V2.5 in JSON. So it could be something worth investigating Blender side. But I’ll keep you posted with their findings. Thanks for getting back so quick! Sorry for my delayed response I was waiting to have something to actually report. Daniel
[ "Backface culling is not working for mask in edit mode\n2.80 (sub 45), 893fa598319e, 2019-02-24 22:02\n\nAnd wireframe too heavy.\n\n![140255.jpg](140255.jpg)\n\nIdk if it is bug or intended, but it will be nice, if it will work like on the 2nd or 3rd picture: much more readable.\nAnd when x-ray is on, wireframe on the background will be faded too, accordingly slider-setting.\n\n![140238.jpg](140238.jpg)\n![140205.jpg](140205.jpg)\n\n", "Blender Selection Lag\nOperating system: Windows 8.1 64bit\nGraphics card: Intel(R) HD Graphics 4400\n\nBroken: \nblender-2.83-39aa122a0e6d-windows64\nblender-2.90-4f622c9a080b-windows64\nblender-2.90-5254ffa17bf0-windows64\nWorked: \nblender-2.79b-windows64\nblender-2.80-windows64\nblender-2.81a-windows64\nblender-2.82a-windows64\n\n\nBlender's selection tool started to lag noticeably behind the mouse. \n\nSteps to reproduce:\n1. Open Blender 2.83 / 2.90 Beta and Alpha\n2. Select Circle select or Box select\n3. Move around the mouse to see the lag\n\nNot sure if this is intended or a new known issue.[SelectionLag.avi](SelectionLag.avi)", "persisting issue: MacOS, Blender's system device usage rights (info.plist) add camera & mic usage descriptions\nOperating system: MacOS (13.2.1) \nGraphics card: any\n\nBroken: (All Blender addons that would need external peripheral like camera or microphone access, will cause Blender to CRASH, because of MacOS)\nWorked: (it's a MacOS dependent issue (since maybe macOS 12?)\n\n*\n\"Termination Reason: Namespace TCC, Code 0\nThis app has crashed because it attempted to access privacy-sensitive data without a usage description. The app's Info.plist must contain an com.apple.security.device.camera key with a string value explaining to the user how the app uses this data.\"*\n\n\nInstall an anddon that would need camera / microphone access. After checking the checkbox in blender addon menu, Blender crashes (or at the point that addon is running code that would need such peripheral. Nowadays you cannot add it manually and this needs to be addressed globally.\n\nFIX:\nglobally add info.plist usage rights for camera, mic and other widely used peripherals for blender's MacOS version, since the current state of MacOS, doesn't allow addon's to access any of those, and it really hinders the blender as a core, those of course aren't used if not needed, but at the moment addon developer cannot have any modules that use any of those without MACOS causing the blender to literally crash. I hope this could be corrected asap. Before it was still possible to manually grant access to applications via macos settings, but alas, its not anymore possible.\n\n", "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 greenstoneleaf@gmail.com\n Ps, My CPU wasn't hot.\n- - -\nAble to run blender from `blender_debug_gpu_glitchworkaround.cmd` batch file", "Mesh Bevel Node\nNOTE: Design outdated. See #98674 for current design and progress. It is a development task though, so please don't add comments like \"when will this be finished?\"", "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", "Proposal for fast high poly mesh editing\nStage 1, Minimize Unnecessary Work\n****\n\nThis should bring Blender's performance back to what we had in 2.7x.\n\nThe first step for this planning will be to perform benchmarks to\nget an idea how much time these operations are taking,\nso we can estimate how much of a speed improvement\nwe can expect to see for each proposed change.\n\nThis can help us prioritize changes.\n\n\nSkip EditMesh to Mesh Conversion\n--------------------------------\n\nBlender 2.7x supported edit-mesh without the creation of an \"evaluation mesh\".\n\nFor Blender 2.8x development it was convenient to always create this mesh\nhowever this adds significant overhead, especially when making interactive mesh edits.\n\nExactly how to do this needs some design discussion with other module owners,\nsince it impacts the:\n\n* Depsgraph.\n* Modifier stack.\n* Render engine API.\n* Python API & file IO.\n\nExact details for this may change.\n\n* **Support Delayed Mesh Creation:**\n```\nInitially this may mean locking the object upon request for an evaluation mesh,\nfor common editing operations there would be no need to create this data.\n```\n\n```\nFor cases where we know the evaluation mesh is needed,\nthe depsgraph could create this.\n```\n\n```\nThe end result should be that locking is avoided in common cases.\nIdeally we could avoid it entirely, however there may end up being some operations\nthat require mesh data that we can't predict ahead of time.\n```\n\n* **Modifier Stack Support for EditMesh:**\n\n```\nSupport deformations without converting to a \"Mesh\".\n```\n\n* **Support edit-mesh for tools & UI code:** Currently which assume an evaluation mesh is present. Listing this here since it's going to take time to go over all uses of\n```\n`Object.runtime.mesh_eval` and find cases which should account for the edit-mesh,\nfor example `stats_object` checks this.\n```\n\n* Multi-Thread EditMesh to Mesh Conversion\n\n```\nThis can use 3 threads, vertices/edges/faces.\n```\n\n```\nSplitting this up further could be done, I'd need to check if this would cause problems copying custom-data.\n```\n\n\nMinimize Data Send to the GPU\n-----------------------------\n\nOne part of this project is to minimize data sent to the GPU after each mesh edit.\n\n* **Selection:**\n```\nWhen changing selection,\nonly the selection state arrays need to be refreshed.\n```\n* **Deformation:**\n```\nWhen moving geometry, only vertex locations need be updated,\nalong with derived data:\nFace centers, normals and possibly UV tangents.\n```\n* **Custom Data Layers:**\n```\nWhen editing a UV layer, the updates could be limited to that layer\nand it's (UV tangents when present).\nThe same goes for Vertex colors and Weight Paint colors.\n```\n\nThis could be achieved by tagging a mesh as requiring data to be updated.\n\nOptimize Edit-mesh to GPU Conversion\n------------------------------------\n\nBenchmark current code, identify any bottlenecks to improve the performance.\n\n//As far as I know, nobody has checked on edit-mesh conversion performance,\nsince for 2.80 release we were mainly concerned with it working correctly.//\n\n\nStage 2, Further Optimizations\n****\n\nThis is mainly to note possible improvements.\n\nThis is only a rough outline, we can re-evaluate this once stage one is done.\n\n\n\nPartial Geometry Updates\n------------------------\n\nCurrently when moving a single vertex, all normals are recalculated and the entire mesh is updated.\n\nThis would avoid two expensive operations:\n\n* Recalculating all normals.\n* Sending all vertex coordinates and normals the the GPU.\n\nWe could support tagging geometry to update, while this would only work for deformations,\nthis could give a significant speedup in the common case of transforming geometry.\n\nAlthough there are complications with having to update connected normals, custom-normals and UV-tangents\nmaking this a less straightforward task.\n\n\nBMesh Support in the Modifier Stack\n-----------------------------------\n\nAvoid unnecessary BMesh conversions by allowing modifiers to pass BMesh data between modifiers.\n\n\nMulti-Object Edit-Mode\n----------------------\n\nCurrently there aren't many optimizations relating to multi-object edit-mode.\n\n* Every undo step includes all editable objects.\n\n```\nThis can be optimized only to include tagged objects.\n```\n\n\nMulti-Threaded Conversion\n-------------------------\n\nThere are some difficulties with OpenGL and threading,\nso the gains here might be limited, or better left until we move to Vulkan which handles this better.\n\nThe gains for edit-mesh aren't large unless the users is editing many meshes at once.\n\nListing this for completeness.\n", "Regression: Blender 3.1 UI editor resize /border dragging performance\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.1.2\nWorked: 3.0.1\n\nCaused by {6738ecb64e8b6d0c1f5a79f1e63f468b4138de19}\n\nResizing UI editor panels in Blender 3.1 is significantly slower (framerate) and laggier than it was in 3.0. This is not related to the UV Editor performance regression as it happens even when there's no UV editor displayed in the given workspace. \n\nHere's a video of the issue, recorded at 60FPS and slowed down to 50% so the issue is more apparent: watch?v=a0wzLgkf6mk\n\n1. Open blender with a new empty file \n2. Drag the top of the Timeline Editor UI area around\nResult: The UI redraw framerate and input response (lag) are worse than in Blender 3.0\nExpected: The UI redraw framerate and input response (lag) are same or better than in Blender 3.0\n\n", "Metaball fixes\n- [ ] Dependency graph integration\n- [ ] Naming based design is weak\n\nThere are many issues with the current version of metaballs. If we won't fix them we may want to consider to deprecate/remove this in future releases.", "Menu items slow to open, laggy, in video editing mode on Mac M2\n```\n====================================\n= Blender 3.6.2 System Information =\n====================================\n\n\nBlender:\n====================================\n\nversion: 3.6.2, branch: blender-v3.6-release, commit date: 2023-08-16 16:43, hash: e53e55951e7a, type: release\nbuild date: 2023-08-16, 23:43:53\nplatform: 'macOS-13.2-arm64-arm-64bit'\nbinary path: '/Applications/Blender.app/Contents/MacOS/Blender'\nbuild cflags: -Wall -Werror=implicit-function-declaration -Werror=return-type -Wno-tautological-compare -Wno-unknown-pragmas -Wno-char-subscripts -Wstrict-prototypes -Wmissing-prototypes -Wunused-parameter -Werror=unguarded-availability-new -mmacosx-version-min=11.00 -Xclang -fopenmp -I'/Users/blender/git/blender-v360/blender.git/../lib/darwin_arm64/openmp/include' -std=gnu11 -pipe -funsigned-char -fno-strict-aliasing -ffp-contract=off \nbuild cxxflags: -Wall -Wc++20-designator -Wno-tautological-compare -Wno-unknown-pragmas -Wno-char-subscripts -Wno-overloaded-virtual -Wno-sign-compare -Wno-invalid-offsetof -Wno-suggest-override -Werror=unguarded-availability-new -mmacosx-version-min=11.00 -ftemplate-depth=1024 -stdlib=libc++ -Xclang -fopenmp -I'/Users/blender/git/blender-v360/blender.git/../lib/darwin_arm64/openmp/include' -pipe -funsigned-char -fno-strict-aliasing -ffp-contract=off \nbuild linkflags: -fexceptions -framework CoreServices -framework Foundation -framework IOKit -framework AppKit -framework Cocoa -framework Carbon -framework AudioUnit -framework AudioToolbox -framework CoreAudio -framework Metal -framework QuartzCore -framework Accelerate -framework ForceFeedback -framework GameController -framework CoreHaptics -liconv -Wl,-unexported_symbols_list,'/Users/blender/git/blender-v360/blender.git/source/creator/symbols_apple.map' -stdlib=libc++\nbuild system: CMake\n\nPython:\n====================================\n\nversion: 3.10.12 (main, Jun 20 2023, 20:10:37) [Clang 14.0.3 (clang-1403.0.22.14.1)]\nfile system encoding: utf-8:surrogateescape\npaths:\n\t'/Applications/Blender.app/Contents/Resources/3.6/scripts/startup'\n\t'/Applications/Blender.app/Contents/Resources/3.6/scripts/modules'\n\t'/Applications/Blender.app/Contents/Resources/3.6/python/lib/python310.zip'\n\t'/Applications/Blender.app/Contents/Resources/3.6/python/lib/python3.10'\n\t'/Applications/Blender.app/Contents/Resources/3.6/python/lib/python3.10/lib-dynload'\n\t'/Applications/Blender.app/Contents/Resources/3.6/python/lib/python3.10/site-packages'\n\t'/Applications/Blender.app/Contents/Resources/3.6/scripts/freestyle/modules'\n\t'/Applications/Blender.app/Contents/Resources/3.6/scripts/addons/modules'\n\t'/Users/local/Library/Application Support/Blender/3.6/scripts/addons/modules'\n\t'/Applications/Blender.app/Contents/Resources/3.6/scripts/addons'\n\t'/Applications/Blender.app/Contents/Resources/3.6/scripts/addons_contrib'\n\nPython (External Binary):\n====================================\n\nbinary path: '/Applications/Blender.app/Contents/Resources/3.6/python/bin/python3.10'\nversion: Python 3.10.12\n\nDirectories:\n====================================\n\nscripts:\n\t'/Applications/Blender.app/Contents/Resources/3.6/scripts'\nuser scripts: '/Users/local/Library/Application Support/Blender/3.6/scripts'\npref scripts:\ndatafiles: '/Users/local/Library/Application Support/Blender/3.6/datafiles'\nconfig: '/Users/local/Library/Application Support/Blender/3.6/config'\nscripts: '/Users/local/Library/Application Support/Blender/3.6/scripts'\nautosave: '/Users/local/Library/Application Support/Blender/3.6/autosave'\ntempdir: '/var/folders/7v/szffw42146z3d53bhf53scw80000gn/T/blender_AEVBnW/'\n\nFFmpeg:\n====================================\n\navcodec: '60, 3, 100'\navdevice: '60, 1, 100'\navformat: '60, 3, 100'\navutil: '58, 2, 100'\nswscale: ' 7, 1, 100'\n\nSDL:\n====================================\n\nVersion: 2.0.20\nLoading method: linked (WITH_SDL_DYNLOAD=OFF)\n\nOther Libraries:\n====================================\n\nOpenColorIO: 2, 2, 0\nOpenImageIO: 2, 4, 11\nOpenShadingLanguage: 1, 13, 0\nOpenSubdiv: 3, 5, 0\nOpenVDB: 10, 0, 0\nAlembic: 1, 8, 3\nUSD: 0, 23, 5\n\nGPU:\n====================================\n\nrenderer:\t'Metal API'\nvendor:\t\t'Apple M2 Pro'\nversion:\t'1.2'\ndevice type:\t'APPLE'\nbackend type:\t'METAL'\nextensions:\n\nImplementation Dependent GPU Limits:\n====================================\n\nMaximum Batch Vertices:\t-2147483648\nMaximum Batch Indices:\t-2147483648\n\nGLSL:\nMaximum Varying Floats:\t60\nMaximum Vertex Attributes:\t31\nMaximum Vertex Uniform Components:\t1024\nMaximum Fragment Uniform Components:\t1024\nMaximum Vertex Image Units:\t128\nMaximum Fragment Image Units:\t128\nMaximum Pipeline Image Units:\t128\n\nFeatures:\nCompute Shader Support: \t1\nShader Storage Buffer Objects Support:\t1\nImage Load/Store Support: \t1\n\nCycles:\n====================================\n\n\nCPU device capabilities: \n\nMetal device capabilities:\nNumber of devices: 1\n\t\tDevice: Apple M2 Pro (GPU - 16 cores)\n\nEnabled add-ons:\n====================================\n\nio_anim_bvh (version: (1, 0, 1), path: /Applications/Blender.app/Contents/Resources/3.6/scripts/addons/io_anim_bvh/__init__.py)\nio_curve_svg (version: UNKNOWN, path: /Applications/Blender.app/Contents/Resources/3.6/scripts/addons/io_curve_svg/__init__.py)\nio_mesh_ply (version: (2, 2, 0), path: /Applications/Blender.app/Contents/Resources/3.6/scripts/addons/io_mesh_ply/__init__.py)\nio_mesh_stl (version: (1, 1, 3), path: /Applications/Blender.app/Contents/Resources/3.6/scripts/addons/io_mesh_stl/__init__.py)\nio_mesh_uv_layout (version: (1, 1, 6), path: /Applications/Blender.app/Contents/Resources/3.6/scripts/addons/io_mesh_uv_layout/__init__.py)\nio_scene_fbx (version: (5, 4, 0), path: /Applications/Blender.app/Contents/Resources/3.6/scripts/addons/io_scene_fbx/__init__.py)\nio_scene_gltf2 (version: (3, 6, 27), path: /Applications/Blender.app/Contents/Resources/3.6/scripts/addons/io_scene_gltf2/__init__.py)\nio_scene_obj (version: (3, 9, 0), path: /Applications/Blender.app/Contents/Resources/3.6/scripts/addons/io_scene_obj/__init__.py)\nio_scene_x3d (version: (2, 3, 1), path: /Applications/Blender.app/Contents/Resources/3.6/scripts/addons/io_scene_x3d/__init__.py)\ncycles (version: UNKNOWN, path: /Applications/Blender.app/Contents/Resources/3.6/scripts/addons/cycles/__init__.py)\npose_library (version: (2, 0), path: /Applications/Blender.app/Contents/Resources/3.6/scripts/addons/pose_library/__init__.py)\n```", "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", "\"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.", "Eevee Motion Blur not applied to AOVs\nOperating system: Ubuntu 18.04\nGraphics card: GTX 2080 Super\n\n2.92 Official\n\nWhen rendering with eevee, motion blur is only applied to the beauty pass. Other passes such as cryptomatte or normal dont have mblur applied, but you can see the steps of the accumulation blur in some passes. This is a huge problem for compositing, it makes all the passes mostly useless.\n\n- animate an object\n- turn on passes\n- render with eevee with mblur on\n- check the aovs, there will be no mblur on them\n\n[aov_motion_blur.blend](aov_motion_blur.blend)", "Displacement baking with Cycles\n", "EEVEE motion blur in cryptomatte\nI have tested this in 2.93.3 and even blender-3.0.0-beta+v30.bd734cc4419a to check if it got added there. \nThe issue is simple to explain: cryptomattes in eevee don't include motionblur. In Cycles they do include the motion blur. Is this a known thing, will it be addressed in the next updates?\nI suppose it could also be an undiscovered bug as the blender manual describes it as following \"[...] mattes will be anti-aliased and take into account effects like motion blur and transparency.\" cryptomatte.html - well in eevee it doesn't take motion blur into account" ]
[ "Motion Capture plugin Rokoko lags in to Blender\nOperating system: Win 10\nGraphics card: Titan Xp\n\n2.92\n\nHello, I was trying to get Rokoko studio to do \"live\" mode where the data from Rokoko studio gets sent in to Blender via their plugin in to a local port. I reached out to them with my issue and they couldn't help. \n\nThe issue is the motion capture data is realtime and smooth within Rokoko studio but when sent in to Blender it now accrues a latency of around 2 seconds and the data seems to \"catch up\" occasionally. I am confused since these are two applications within the same computer basically sharing the ARkit data through a text file. If any one has any indication why the information would be laggy and slow would be very useful to know. \n\nThank you. \n" ]
mirror + bevel modifiers, gives not symmetrical result Operating system: Windows-10-10.0.19044-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59 Broken: version: 3.3.0 In some cases the bevel modifier gives non-consistent results when used with the mirror modifier Please check the image and the attached file. thank you. ![bevsym.PNG](bevsym.PNG) [bevel_symmetry.blend](bevel_symmetry.blend)
[ "Displacement map, wrong normals and shadows on triangle geometry\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Quadro RTX 3000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.69\n\nBroken: version: 2.92.0\nWorked: ?\n\nExperimental Cycles displacement introduces rendering artifacts on some geometries made of triangles. The problem seem to disappear on quad geometry.\n\nOpen the attached \"displace-problem.blend\" file.\nRender an image, or enable Cycles preview in viewport.\nThe left object is made of triangles, and appears with problems.\nThe right object is made of 1 quad, and appears fine.\n\n[displace-problem.blend](displace-problem.blend)\n", "Concave cutter causes bevel with arc outer miter to produce weird geo with protrusions inside the negative space of the cutter\nOperating system: Manjaro Linux\nGraphics card: NVIDIA GeForce GTX 1060 6GB\n\nBroken: 3.1.2\nWorked: 2.79.0\n\nCreate a mesh and give it a concave wall (i.e. a cylinder with 6 sides, subdivide one face from top to bottom, and move it in towards the center on the x and y axes), and create a difference boolean on the top of the default cube and hide the cutter. Next, grab a cylinder a decent number of sides (32 is fine), and create a union boolean inside the negative space of the cut. Finally, add a bevel modifier to the cube, set the Miter Outer setting under Geometry to Arc, and you should see geo similar to as shown in the screenshot below.\n![Screenshot 2022-05-10 22-06-21.png](Screenshot_2022-05-10_22-06-21.png)\nThe bottom surface of the cutter is completely flat, however rotations of the complete surface does not affect the bug. There is a workaround to prevent the weird geo by performing separate bevels before and after the protrusion boolean.\nHere is a sample blend file demonstrating the bug using the instructions above:\n\n[sample.blend](sample.blend)", "Sculpt Mode - Face Set FK, mirror X is wrong when Scale/Translate using Pose brush with Lock Rotation When Scaling\nOperating system: macOS-10.15.7-x86_64-i386-64bit 64 Bits\n\nBroken: 2.92, 3.5.0 Alpha\nWorked: Never.\n\n\n- Change to pose brush.\n- Change brush deformation mode to Scale/Translate.\n- Enable brush Lock Rotation When Scaling.\n- Try to pose the hand.\n- The other hand is flipped.\n\n![Screenshot 2022-12-06 at 11.23.29.png](Screenshot_2022-12-06_at_11.23.29.png)\n\n![Screenshot 2022-12-06 at 11.23.37.png](Screenshot_2022-12-06_at_11.23.37.png)\n\nThis is the file I'm using:\n\n[20221205_model_human_sculting_pose_brush_using_facecets_0001.blend](20221205_model_human_sculting_pose_brush_using_facecets_0001.blend)\n", "Weird Shading with Multiscatter GGX\nOperating system: Linux-5.15.0-48-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 Super/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.65.01\n\nBroken: version: 3.4.0 Alpha\nWorked: 3.3.0 LTS\n\nI get some weird artifacts when rendering glass with Multiscatter GGX\n\n- Download attached Blend file\n[Shadertest_v01.blend](Shadertest_v01.blend)\n- Press F12 to render\n- The result looks different in 3.3 and 3.4 master\n\n3.3:\n![image.png](image.png)\n\n3.4\n![image.png](image.png)\n\nWhen I switch the glass shader to GGX or Beckmann the results look identical between 3.3 and 3.4", "Strange shading behaviour when using boolean modifier\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.07\n\nBroken: version: 3.0.0\n\nWhen using a boolean modifier with an object that on a target object it uses the normals of the boolean object on the target object to determine the shading on the affected areas of the target object.\n\nWhen using a boolean modifier with an object that on a target object it uses the normals of the boolean object on the target object to determine the shading on the affected areas of the target object.\nThis means, that when using a boolean object that has shade flat on a target object that has shade smooth, the resulting object will have smooth shading everywhere except where the boolean operation happens.\nAdditionally, when using custom split normals (like e.g. weighted normals) it applies the custom split normals on the target object.\n\nThis behavior already seems pretty strange to me, since it almost always gives strange results since oftentimes the normals from the boolean object and the target object don't perfectly match, causing weird shading issues.\nI can understand that this may be an intentional feature, but it just brings so many problems, since normal editing modifiers after a boolean modifer like weighted normals don't affect the areas affected by the boolean modifier, meaning to tweak shading in these areas you have to tweak the normals of the boolean object and somehow make a seamless transition to the target object...\nApart from that it also causes some other problems, that are a worth a seperate bug report, which i will write shortly.\n\nAn additional problem with this is that shade smooth and shade flat aren't considered custom spilt normals, so after applying the boolean modifier the areas affected by the boolean modifier will change it's shading to that of the target object, since the shade smooth isn't applied as a custom normal.\nFor some reason that doesn't happen automatically, since directly after you aplly the boolean modifier the shading doesn't change immediately, instead it only changes when you \"recalculate\" the normals when using left click -> shade flat or shade smooth.\n\nA test file to demonstrate this behavior:\n[Test_file3.blend](Test_file3.blend)\n\nAfter applying the boolean modifier and \"recalculating\" the normals using left click -> shade flat or shade smooth the normals left from the boolean modifier will have vanished.\n\n\n", "inset and bevel edits crashing blender 3.x\nThreadripper 1950x 128 gb ram 2tb SSD (home)\nNVIDA 3080 updated to latest drivers\n\nIntel i7 64 gb ram 2 tb SSD (work)\nAMD 6900xt updated to latest drivers\n\n\nHappens on all 3.x versions of blender.\n\nIssue happens on both my home PC (the thread ripper) and my work PC.\n\nStart editing default cube add bevels, insets place some cuts... crashes within a couple of minutes. Happens in all display modes.. mesh, solid, renders. Happens with a smooth display mesh and hard edges. Super frustrating need to save just before doing any of these procedures on any modeling task. Always update video drivers which probably cant be the issue because two different families of video cards in two different machines have the same issue. Been doing this ever since I updated to Blender 3. I assume it's a plugin I installed because I can't imagine why this would happen on two completely different computers. Is there a dump file or something I can send? Here is a video of a typical crash. No dialog box... just blender vanishes in the the middle of editing.\n\n", "Cycles HIP RT geometry artifacts\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon RX 6600 ATI Technologies Inc. 4.5.0 Core Profile Context 23.5.2.230523\n\nBroken: version: 3.6.0\nWorked: 3.5.1\n\nMesh in blender cycles looks weird, some faces in the geometry don't show correctly in Blender 3.6 with the new HIP RT\n\nJust installed and opened blender, turned on HIP RT in the settings tab and then opened a file with a model i made with blender 3.5.1 and switched to cycles.\n\ni attach a screenshot of how it looks with HIP RT and how it's supposed to look (how it looks with HIP RT deactivated)\n\n", "Bevel modifier UV problem with corners\nBroken: 2.79. 2.8*\n\n**Description**\nImportantly for games with Weighted Normals and Bevels workflow it would be very desirable for Corners of UV to scale and connect correctly so there are minimal distortions and UV disconnections. \n![bevel_blender.png](bevel_blender.png)\n\nThis is how it opens in max post export:\n![bevel_max.png](bevel_max.png)\n\nPlease also note that in 2.8 Bevel modifier completely distorts UVs in \"Vertex average\"(and possibly other) Normal Modes. Works as in 2.79 without any normal mode.\n![bevel_2_8_broken.png](bevel_2_8_broken.png)\n\nPrepared debug scene (as requested by Howard): \n![bevel_test_scene.png](bevel_test_scene.png)\n[debug_bevel_uv.blend](debug_bevel_uv.blend)\nAlso available here: debug_bevel_uv.blend\n\nThank you!\n", "Subdivide with smoothness not symmetrical (not deterministic, depends of order of vertices in face)\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GT 430/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 388.13\n\nBroken: version: 2.83.4\nWorked: Never (2.8+)\n\nMesh is no longer centered along axis after using Subdivide with Smoothness greater zero. Projection of mesh is not exactly rectangular when looking form top.\nThe position of vertices, created with Subdivide with applied Smoothness, is wrong/arbitrary only if the vertex is placed inside the original face/polygon not along the edges of it. (Quads have one vertex inside face after one subdivision, Triangles need atleast two subdivisions for the error to appear because first subdivision creates new vertices only on edges)\n\nFirst example:\n1. Open subdivide_smoothness_plane.blend\n2. Apply Subdivide with Smoothness to the mesh\n3. Mesh is no longer centered along y-Axis. Compare position of vertices created inside the two quads.\n[subdivide_smoothness_plane.blend](subdivide_smoothness_plane.blend)\n\nSecond example:\n1. Open subdivide_smoothness_multiple.blend\n2. Apply Subdivide with Smoothness to the mesh with MORE then one Number of Cuts\n3. Mesh is no longer centered along y-Axis\n[subdivide_smoothness_multiple.blend](subdivide_smoothness_multiple.blend)\n", "Visualized face normals are duplicated when Edit Cage is enabled in subdivision modifier (GPU subdivision turned OFF)\n### Simplified Report\n\nHaving Edit Cage on subdivision modifier enabled causes visualized face normals to be duplicated started from the origin. Here is a simplified file with a single face:\n\n![20220830-084513.png](20220830-084513.png)\n\n[editCageWrongNormalDisplay.blend](editCageWrongNormalDisplay.blend)\n\nThis issue exists back to 2.83.\n\n### Original Report\n\nOperating system: Ubuntu 22.04 LTS\nGraphics card: Nvidia Quadro M4000\n\nBroken: 2.93.10, 2.83\nWorked: Unknown.\n\n\"Flying\" normals everywhere\n\nI have not discovered a correlation. The alignment of the normal is random, it changes when you exit edit mode and return.![Screenshot from 2022-08-28 11-53-05.png](Screenshot_from_2022-08-28_11-53-05.png)\n\n![Screenshot from 2022-08-28 11-52-51.png](Screenshot_from_2022-08-28_11-52-51.png)\n\n![Screenshot from 2022-08-13 09-34-02.png](Screenshot_from_2022-08-13_09-34-02.png)\n\n![Screenshot from 2022-08-13 09-35-09.png](Screenshot_from_2022-08-13_09-35-09.png)\n\n![Screenshot from 2022-08-28 11-52-31.png](Screenshot_from_2022-08-28_11-52-31.png)\n\n![Screenshot from 2022-08-13 14-33-00.png](Screenshot_from_2022-08-13_14-33-00.png)", "Bevel improvements for \"Correct Face Attributes\"\n@mano-wii recently made a new commit {4387aff99e01} for adjusting uv's during mesh transformation. After discussing with him and @ideasman42 I was asked to add a new task with suggestion for improvement to the bevel operator so that it works well with **correct face attributes** like mesh transform does. \n\n---\n**Relevant links**\n\n#78671 (Improvements to \"Correct Face Attributes\")\n\n---\n\nSettings for **correct face attributes** can be found in the top right corner of the 3d viewport.\n \n![image.png](image.png)\n\n**Bevel - bevel edge(s) currently does not work with **Correct face attributes****\n\n[bevel does not correct uv.mp4](bevel_does_not_correct_uv.mp4)\n\n**Suggested behavior for bevel**\nStep 1 - selection\n![image](image.png)\n\nStep 2 - bevel\nCreated face inherits uv coordinate from one face and then uv coordinates are corrected. UV overlap are expected in a lot of cases.\n![image](image.png)\n", "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)", "Bevel disappears when vertex group value is less than 0.5\nOperating system: win10\nGraphics card: 1050ti\n\nBroken: 3.1.0 Alpha\n\nBevel modifier disappears when vertex group value is less than 0.5.\n\n\n - Open file and start decreasing weight value of active vertex in N-panel -> see how bevel is shrinking relatively to the weight\n - Go under 0.5 value -> bevel stops working abruptly\n - Invert vgroup influence inside modifier options\n - Go from 0.5 to 0.0 value -> bevel functioning again\n\n[bevel_vgroup.blend](bevel_vgroup.blend)\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.", "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" ]
[ "bevel (Miter Outer) + mirror modifier gives inconsistent result.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.51\n\nBroken: version: 2.91.0\n\n\nMirror + Bevel modifier sometimes give some inconsistent result when using the \"Miter Outer\" options.\n\nOpen the file to see the error.\nThank you\n\n![bevel.PNG](bevel.PNG)\n[bevel.blend](bevel.blend)\n\n\n\n\n\n" ]
pen top Operating system: Graphics card: Broken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen) Based on the default startup or an attached .blend file (as simple as possible).
[ "Enable pen tilt support by default\nThis task keeps track of the tested devices in order to enable pen tilt support by default.\nThe reason this feature was committed as experimental was because it is not clear what devices and OS configurations are supported and what devices we are planning to support. \nRight now the feature can be enabled in alpha builds as a experimental feature and used in some sculpt tools (draw sharp, scrape, clay strips...). \n\n\nWorking:\n- Wacom Cintiq Pro 16 - Ubuntu 20.04\n- Wacom Cintiq Pro 24 - Ubuntu 20.04\n- Wacom Cintiq Pro 24 - Manjaro 19 GNOME \n- Wacom Intuos Pro M - Ubuntu 20.04\n- Wacom Intuos Pro M - Pop OS 20.04\n- Wacom Intuos Pro M - Windows 11\n\n- XP-Pen Artist 13.3 Pro - Windows 10\n- XP-Pen Artist 15.6 Pro - Windows 10\n\n\n\nNot working:\n- Wacom Mobilestudio Pro 16 - Windows 10 (y tilt axis is inverted)\n- Huion Kamvas 13 - Windows 10 (y tilt axis is inverted)\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", "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.", "Edge quality of uv export\nWindows 10\nGtx 1060\n\nBlender 2.8 - February 28 ( d7d180bd3d8d )\n\ndifference looks huge between blender 2.79 and blender 2.8\n\nPlease note: check image in full view.\n\n![bug report.png](bug_report.png)\n\n\n\nthanks.", "Topbar glitch when the Status Bar is hidden due to the process bar display\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68\n\nOperating system: Darwin-19.4.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 455 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.8.24\n\nBroken: 2.81a, 2.82a, 2.83.0, 2.90, 2.93.3, 3.1.0\nWorked: not found\n\nIf the Status Bar is hidden, when you invoke a process that displays a progress bar, it causes a glitch.\n\nThis has something to do with the fact that the *arena* is divided into *regions*, so for example,\nthis works fine when `template_running_jobs()` is moved from `draw_right()` to `draw_left()`.\n\n\n- Hide the Status Bar\n- Press F12\n\n{[F8577145](topbar-glitch.png), size=full}\n\n[topbar-glitch.mov](topbar-glitch.mov)\n\n\n- Hide the Status Bar\n- Invoke the File Browser with File > Import or Add > Image > Background.\n\n{[F10340167](bug.mp4), layout=link}", "Blender Opens Window then Closes/crashes\nOperating system: Windows 10\nGraphics card: AMD FirePro W2100\n\nBroken: 3.5.1 2023-04-24 18:11 Hash:e1ccd9d4a123 Branch: Blender -v3.5-release\nWorked: first version used on this computer\n\n-First attempted to run blender, found error by running the debug, error:\n\n_EXCEPTION_ACCESS_VIOLATION_\n\n- Did specific driver updates for AMD FirePro W2100 and Intel CPU\n\n- Then ran dell command update\n\n- New error appeared after driver updates and running blender:\n\n_A graphics card and driver with support for OpenGL 3.3 or higher is required.\nInstalling the latest driver for your graphics card might resolve the issue._\n\n- Then downloaded GPU-Z to figure out OpenGL version\n- Open GL version was 1.1 when monitor DisplayPort was plugged into the motherboard\n- Open GL version was 4.5 when monitor DisplayPort was plugged into GPU\n\n- Now blender window would appear but closes immediately\n- running blender_debug_gpu_glitchworkaround.cmd in the Blender file worked to make Blender run but is NOT the overall fix\n- updated python\n- did windows updates\n\nunsure\n\n", "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", "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)", "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)", "Grease pencil eraser settings not loaded on startup when using ctrl+LMB with the Draw tool\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 620 Intel 4.5.0 - Build 26.20.100.7925\n\nBroken: version: 2.90.0\n\nWhen first opening a blend file, your eraser settings are set to default when using ctrl+LMB with the draw tool, and only update after switching to the eraser tool and using it.\n\n\n- Open attached file (the Stroke object is selected and the Draw tool activated in Draw mode).\n- Draw a line\n- Erase part of the line using the same tool but with Ctrl selected. Notice how it behaves as if the `\"Eraser Soft\"` brush is used. \n- Switch to the Eraser tool, erase part of the line. Notice how it behaves according to the specified Brush: `\"Eraser Point\"`. \n- Switch back to Draw tool, and hold down ctrl to erase another part of the line, it should now start behaving like the `\"Eraser Point\"` brush.\n\n[eraser bug.blend](eraser_bug.blend)\n\n", "Port Temporal AntiAliasing to Grease Pencil\nPort should be as simple as copying what Workbench does, with the addition of [D10414](D10414).\n\nSee parent task for more detail.", "Dae parsing issue\nOperating system:Windows 10\nGraphics card: NVidia gforce GTX660\n\n 2.79\n\n\nIt is a common error, when trying to upload an object to Second-life or Opensim, to be unable to upload a model,created in Blender, due to a \"DAE parsing issue\"\nThis object is one that is effected.\n\n[lowpol.blend](lowpol.blend)\nExport as .DAE file and upload to Opensim or Second-life", "Re-saving 16bit PNG image with straight alpha multiple times corrupts the image\nOperating system: Windows 10\nGraphics card: AMD\n\nBroken: 3.2.1\nWorked: ?\n\n\nRe-saving 16bit PNG image with straight alpha multiple times corrupts the image.\nAs far as I can tell it's broken only for 16/32bit images and works for 8bit\n\n[Texture.zip](Texture.zip)\n1) Open the file, paint something half-transparent (optionally)\n2) Press \"Save image\"\n3) Press \"Reload image\"\n4) Image should look different than before saving", "Windows/msi installer: Blender casing in the installer is lower case\nOperating system: Windows\nGraphics card: Irrelevant \n\nBroken: 3.4/3.5\nWorked: No idea\n\n\nThe Blender .msi installer on windows has a lower case 'blender' in the title bar\n\n![image](attachment)\n\n\nUse the installer.\n\nEverything on the blender repository side is configured to have a capital B, when I build an installer locally it indeed has the right capitalization. @brecht showed me part of the build bot scripts when this last came up that forced that specific variable to lower case so this needs to be fixed on the bots to either by it having the right capitalization or to stop it from overriding this specific value.\n\n", "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" ]
[ "pen tool not working with tablet\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)." ]
Black material with adaptive subsurf Windows 10 Intel HD 4600 Broken: 2.78.1 Worked: (optional) When adaptive subsurf is enabled and the material has a normal map with the space set the "tangent" the render is black. Open blend-file and render
[ "Two materials: volumetric being in second slot causes error in EEVEE\nOperating system: Windows 10 64 bit\nGraphics card: Intel HD Graphics\n\nBroken: 2.90.1\nWorked: IDK, but I've been using blender since 2.79 and have not encountered this problem when I have done this kind of thing.\n\nWhen I have a mesh object that has both solid and Volume Scatter materials on it (in different slots), in EEVEE, the volumetric material only works if it is not in the second slot. If it is in the second slot (top down), it causes the black \"shader missing\" to be applied. Moving the volume slot up to the top with the solid material in the slot at the bottom causes normal operation.\n\nGo into edit mode on the default cube.\nDuplicate the mesh, but leave it at 0 0 0. Scale the duplicate up a little.\nCreate a second material slot, and assign the duplicate larger cube to it. Leave edit mode.\nCreate a \"Volume Scatter\" material for the second slot. The outer cube will turn black.\nMove volumetric material up in list of materials. The outer cube will change to the proper fuzzy grey.\n\n[#83538.blend](T83538.blend)\n", "Geometry Nodes: Color mix nodes don't effect the alpha\nOperating system:\nGraphics card:\n\nBroken: 3.4.1\n\nwhenever I try doing any math with colors, the alpha isn't affected when I use the color mix node in any blend mode. \n\n1. Open blender geometry nodes.\n2. Add 2 combine color, color or whatever node with different different values for the alpha's.\n3. Use a mix color node with any operation like add, subtract etc.\n4. See that the alpha didn't change (use the spreadsheet or the hover over).", "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.", "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", "Multiscatter GGX Glass Shader - Roughness has no effect until 0.05\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.07\n\nBroken: version: 3.0.0\n\nWhen using the Principled BSDF with Multiscatter GGX the roughness input has no influence on the shader if the input is between 0-0.05.\n\n[Multitest.blend](Multitest.blend)\n\nIn this test file only the specular reflection is visible. The gradient going into the roughness input goes from 0 at the top to 1 at the bottom. As can be seen there is no change in roughness if the input is between 0-0.05 and there is a sudden transition the to roughness=0.06.\n\nThis problem is exclusive to Multiscatter GGX and does not occur with other microfacet distribution models.\n\nThank you and have a great day!", "Light Nodetree support\nWhen rendering shadowmaps, we could run a postprocess shader (using the depth texture to retreive position) to output a Mono or Poly-chromatic intensity texture.\n\nThis would enable the use of custom light shaders and IES light profiles.\n\nThis will have to use another sampler since the shadow texture use another format.\n\nEstimate : 2 weeks", "Texture painting: Brush and fill miss some pixels.\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.41\n\nBroken: version: 2.93.4 Release Candidate\n\nFinally I can reproduce this bug each time (and it annoys me every time I work with characters).\nTere is file with example: [fill testblend.blend](fill_testblend.blend)\nTry to fill selection \nOperation will leave randomly scattered pixels.\n![изображение.png](изображение.png)\nYou can overpaint some of them, but another few pixels you can`t overpaint or you can only from specific camera angle.\n\nDemos:\n[2021-08-22_03-27-01.mp4](2021-08-22_03-27-01.mp4)\n[2021-08-22_03-22-39.mp4](2021-08-22_03-22-39.mp4)\n\nMake lowpoly.\nUnwrap to few islands.\nAdd Multiresolution (4-5 levels)\nAdd black texture (4k)\nSelect some islands in edit mode\nGo to texture paint mode, enable paint mask\nFill with white\nInspect result, you will find missed pixels\n\n\nFrom #95663: this is also true for orthographic view (if zoomed in far enough):\n- brushes wont paint pixels at all\n- fill tool will leave black pixels\n\n- Open .blend file\n- Use fill tool on object in 3DView (will leave black pixels) or\n- Use paint brush (wont paint pixels at all)\n\n![image.png](image.png)\n\nTest File:\n[#95663.blend](T95663.blend)", "\"Regression\" : Using normal or bump maps in cycles produces flat washed-out shading (caused by terminator softening)\nOperating system: Windows 10 x64\nGraphics card: GeForce GTX 1660 Dual OC\n\nBroken: 2.81, 2.82, 2.83 from 2020-03-06 22:46\nWorked: 2.80\n\nCaused by c3be14e151\n\nUsing normal or bump maps in cycles produces flat washed-out results comparing to EEVEE.\nThe bug also appears in the latest 2.83 build, it affects both Diffuse and Principled Shader but not Glossy.\nNormal Map and Bump nodes seem to produce identical results with the 2.80 version, so the problem lies with the Shader node itself.\n![comparision.png](comparision.png)\n\n[bug_report.blend](bug_report.blend)\n1. Open file\n2. Switch to Rendered viewport shading", "Subdivision Surface modifier performance issues\nOperating system: Xubuntu 18.04\nGraphics card: Nvidia Titan X (Pascal)\n\nBroken: 2.80 26d5a3625ed\nWorked: Before the new \"Quality\" setting was introduced in the Subdivision Surface modifier\n\nThe Subdivision surface modifier has slowed down significantly, especially noticable with multiple Subdivision Surface modifiers on the same object.\nCreating the same setup in the builds before the new setting is as fast as 2.79.\n\n- Create Monkey object\n- Add Subdivision Surface modifier\n- Add Wireframe Modifier\n- Add second Subdivision Surface modifer\n[slow-subsurf.blend](slow-subsurf.blend)", "Roundness fails for top corners of lighting subpanel\nWindows 11 OS\nBlender 3.0.1\n**Under 3DViewport Theme Settings, ''MenuBack\" Roundness slider only rounds the bottom part of matcap/studio light SubPanel)**\n\n![MenuBack_Roundness_BUG.gif](MenuBack_Roundness_BUG.gif)", "Viewport render still cannot render \"non-antialiased\" Outline overlay.\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.0.0 Alpha\n\nHi, I'm trying to get a non anti-aliased image out of the viewport render option, but the final image is still anti-aliased.\n\n![image.png](image.png)\n\nUsing these settings in the preferences:\n\n![image.png](image.png)\n\n\n", "Remesh Modifier in Voxel mode produces surface artifacts when Adaptivity 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 456.71\n\nBroken: \n - 2.83.9\n - 2.91.0 Beta\n - 2.92.0 \nWorked: never\n\nRemesh modifier produces artifacts on mesh which look like a result of bad triangulation.\n\n1. Open attached blender file\n2. Open modifier panel and select testMesh\n3. Change adaptivity value from 1 to 0 cm and back\n4. Observe black shading artifacts \n[remesh_bug.blend](remesh_bug.blend)\n![remesh_bug.png](remesh_bug.png)", "Vertex paint. Brush mode Color gives only black.\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\nIt ruins colors to black with any strength.\nExpected: full or partial replacement of Hue and Saturation and keeping Value/Luminosity.\n[2020-05-22_16-52-13.mp4](2020-05-22_16-52-13.mp4)\n[untitled.blend](untitled.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)", "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)" ]
[ "Normal map Turns mesh black with Adaptive subsurf\n**Windows 10, MSI GeForce GTX 970 Gaming 4G Graphics Card**\n\n\n**2.78**\nBroken: (2.78)\n\n\n**Normal map turns mesh black, when rendering, when i use adaptive subsurf**\n\n1. Turn the feature set to Experimental in the render tab.\n2. Add a subsurf modifier to any mesh.\n3. Turn Adaptive on in the modifier.\n4. Add a normal map node to the material and plug it into the bsdf shader.\n5. Plug a normal map texture into the normal map node. \n6. Try to render it.\n```\n\n```\n\n[normal map.blend](normal_map.blend)\n" ]
Shrink/Fatten ignores the Offset Even checkbox in keymap editor Operating system: Windows-10-10.0.18362 64 Bits Graphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86 Broken: version: 2.80 (sub 74) Worked: (optional) Shrink/Fatten ignores the Offset Even checkbox in keymap editor - Find Shrink/Fatten (Alt + S) in the Keymap editor ``` ``` - Check the "Offset Even" box ``` ``` - Select some faces on any object then press Alt +S ``` ``` - See that Offset Even parameter is incorrectly set to false ``` ``` (same steps with the "Use Snapping Options" setting in the same tool and see that it does work) ![ShrinkFatten_Offset Even.gif](ShrinkFatten_Offset_Even.gif)
[ "Proportional Editing in Mask mode only works with \"G\", not with slide_marker\nOperating system: Linux-5.8.0-7630-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce RTX 2070 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 455.38\n\nBroken: version: 2.93.0 Alpha\nWorked: never\n\nCould be that this is more a design issue, but it feels very inconsitent to me and I cannot find a good reason for it.\nWhen proportional editing is enabled in Mask mode, it only works when you use \"g\" or the move tool to actually grab the mask control point and move it, but when you use the left mouse button (= \"slide_marker\") it only moves the current CV, without proportional editing. I am not sure there should be a difference between \"grab and move\" and \"slide_marker\" when it comes to proportional editing.\nWith keymap set to right click select this is maybe less of an issue because you can right click and drag to tweak the curve (and thereby using proportional editing), but with the default of left click select there is only slide_marker available as a tweaking option, and that does not use proportional editing. \nI suggest to have proportional editing during slide_marker as well. \n@SeanKennedy what do you think about this?\n\nOpen this file:\n[mask_drawing.blend](mask_drawing.blend)\nUse use left mouse button to slide any of the mask points. No falloff is in use.\nNow try the same with \"g\". Proportional editing is in use.", "Weight paint: front face falloff checkbox looks inactive (dimmed)\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\nBroken in 2.93.7 too\n\nFront face falloff checkbox Looks dimmed, but it is active\n![изображение.png](изображение.png)\n\nAlso in the n-panel there is correct variant. And another one incorrect.\n![40171841.png](40171841.png)\n\n[2021-12-19_04-11-58.mp4](2021-12-19_04-11-58.mp4)\n", "Keyframing Corner pinning in compositing is inconsistent\nOperating system: windows 10\nGraphics card: Nvidia geforce GTX 1050 Ti\n\nBroken: 3.3.0\n\n\nWhen using the background X symbols to drag and drop corners with corner pinning, only the topmost value of each vector is keyframed\nExample image(wanted to edit a meme):\n![image.png](image.png)\n\n- Open attached file\n- Single Render to Update Compositor\n- Move the Corner Pins\nor\n- Arrange nodes as seen.\n```\n{F13601679}\n```\n- Select the corner pin node\n- Try to keyframe the location of the second image/video, using auto keyframes and the background viewport manipulators.\nOnly the topmost (X) value gets keyframed\n\n[Corner pin.blend](Corner_pin.blend)\n", "'Normalize' option in Graph Editor makes Y-axis key values incorrect\nOperating system: Windows-10-10.0.16299 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.17\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nWhen 'Normalize' option is on in Graph Editor the Y-axis key values change so cursor snap options do not work.\n\nCreate a graph with multiple keys at various heights (y-axis)\nNote the Y-axis values when 'Normalize' is turned on/off\n\nUsing 'To Keys' in ViewProperties ('N' menu) do not correspond to the correct Y-axis values\n\n", "Measure Tool does not abide by snap settings. Specifically, exclude non-selectable doesn't seem to work in Blender 3.3.1\nOperating system: Windows 10\nGraphics card: Nvidia 3080\n\nBroken: 3.3.1 (2022-10-04 b292cfe5a936)\n\nIt seems that 'Exclude Non-selectable' is being ignored in Blender 3.3.1. \n\nI often use Google Earth 3D data under my models to create architecture. For the mesh I don't want to be selectable I have unchecked 'selectable' in Object Properties > Visibility. However, when using the measure tool it seems to ignore the 'exclude non-selectable' option in snap settings. ", "Skipping node auto-attachment doesn't work with custom keymap\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 526.86\n\nBroken: version: 3.5.0 Alpha\nWorked: none\n\nBy default holding `ALT` while dragging a node disables auto-attachment. However, this doesn't work when using a custom keymap that has been imported from previous version. The prompt doesn't show which key to hold, and holding `ALT` just makes the prompt flicker like crazy, but doesn't disable auto-attachment.\n\n![prompt.jpg](prompt.jpg)\n\n\n**Steps to reproduce the bug**\n\n - Switch to a keymap that has been created with an earlier Blender version\n - Move a node in any node editor\n - Hold `ALT`\n\n\n\n", "Grease Pencil vertices selection is offset when Layers/Transform Location as set to a driver\nOperating system: Win10\nGraphics card: RTX3070\n\nBroken: 3.1.0 A\nWorked: N/A\n\n**Short Description of issue**\nMoving a Grease Pencil object's layer via Layers->Transform, by using a Driver, offsets where you have to click to select vertices from that layer.\n\nNOTE: Switching to Draw Mode and drawing a stroke fixes it temporarily, but once you move the controller of the driver again, the problem returns.\n\n**Steps to Reproduce**\n- Open .blend file\n- Select Suzanne and switch to edit mode\n- Try selecting vertices (Does not work)\n- Now attempt to select in circled area\n\n![image.png](image.png)\n\n[#95902.blend](T95902.blend)\nVideo example: iZ_A2wOnAJQ", "Can't Animate Texture Mapping Offset For Particle Hair\nWindow 7 64bit 8gb\nnvidia 660\n\nBroken: 2.72 RC\nWorked: I thought this was possible all the way back into the 2.4 series.\n\nAdd a single keyframe to particle texture mapping coordinates.\nMove to another frame and type a new number in the *Offset* mapping field and it will jump back to the number of the first keyframe.\nIn this state there is no way to animate the*Offset*. Even if I insert the same value at the new time location and edit the value in the graph editor the system still refuses to use the *Offset*information for the particle system hair density.\n\nOpen the Attached BLEND file and type a new number in the *X Offset* field.\nThe system refuses to accept the input and resets to the keyframe value.\n\nNOTE: This seems to only be a problem in the *Offset* and *Size* properties for Mapping. You will also see in the BLEND file that I have successfully keyframed the R value of the RGB without experiencing the same problem.\n\n[27_sequin_star_curtain_1a.blend](27_sequin_star_curtain_1a.blend)\n", "Can't resize node in visible bounds\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.40\n\nBroken: version: 4.0.0 Alpha\n\nWhen trying to resize a node, the node cannot be resized if the mouse is precisely on the edge of the node\n\nAdd any node in shader o geometry node editor and try to resize the node with the cursor in the border line of the node\n<video src=\"attachment\" title=\"2023-07-11 14-28-46.mp4\" controls></video>\n\n", "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", "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.", "Exact Boolean with Incorrect Result - multiprecision/float round trips not exact\nOperating system: Windows 64 bit\nGraphics card: Nvidia GTX 750 Ti\n\nBroken: 2.91.0 Beta dca36a8ec922\n\nAnother case, where the exact boolean does not work as expected. (Sorry @howardt, I had to break it. I have to admit, that I have not run into this problem in a real scene.)\nAgain, this manifests after applying the same difference operation several times.\n\n[boolean_rotated_box3.blend](boolean_rotated_box3.blend)\nLook at the scene.\nThe first run of the modifier works as expected, the second creates overlapping faces, the third removes most of the mesh.\nThis \"bug\" is very erratic, and if the transform of the objects is slightly changed, it does not occur.\n\nThis is what I see:\n![boolean_rotated_box3.png](boolean_rotated_box3.png)\n\nThe expected behavior is that the second and third modifier do nothing.", "Unsubdivide support for non-grid topology\nOperating system:mac os mojave 10.14.5\nGraphics card:intel iris 550\n\nBroken: d62a749fcf48\nWorked: never\n\nUnsubdive either from the edge menu or under the decimate modifier not giving expected result with many production models. This never worked well so I figured I put in a report since I haven't seen an active one.\n\nAttached blend file, unsibdivide fails more often than not, producing triangles with unsubividealbe geometry. Works in other packages though, so it's not a problem with the geo.\n\n![Screen Shot 2019-06-12 at 9.31.20 PM.png](Screen_Shot_2019-06-12_at_9.31.20_PM.png)\n[unsubdivide.blend](unsubdivide.blend)", "Sculpt. Mesh/color filters. RMB do not cancel operation immediately\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.95\n\nBroken: version: 3.6.0 Alpha\n\nIf i press and drag with left mouse button, right click do not cancel operation and revert it immediately. It is a bug and inconsistency with grab/rotate/scale for example. RMB works with GRS awesome, as it should!\n\n", "Compositor: Continously add/remove for cryptomatte.\nSource: 24223\n\nPROBLEM\n\nSometimes when using Cryptomatte the objects to isolate and divide into various passes can be a lot, and the process becomes tedious because you can only Add or Remove one object per time, then go back to the Cryptomatte node and click the + or - icon again, slowing a lot the process. Instead, it would be way more handy being able to select multiple specific objects.\n\nSOLUTION\n\nHave Add and Remove to work with multiple clicks, and then press Esc to go out of the selection mode when needed.\n\nNOTE: although categorized as good first issue, it might require more changes than expected as UI code is shared with color picker. Of course the color picker workflow should not change." ]
[ "Shrink/Fatten \"Offset Even\" can not be used as default\nThe \"Offset Even\" option is turned on by default for the Shrink/Fatten (Alt-S) tool. You can see this by opening user preferences, selecting the input tab and opening the Shrink/Fatten menu under the Mesh menu. However, if you use the tool, you'll see checking or unchecking this default option makes no difference. The tool always defaults to off.\n\nIt doesn't seem currently possible, even with custom coding, to have this option on by default. I disabled all transform modal map keys just to be sure they weren't interfering. They are not. I also tried changing the default key to something else (Ctrl-K). It seems nothing can be done to have this tool use \"Offset Even\" (i.e. even thickness) by default. " ]
Time Offset modifier changes not rendering Operating system: Windows 10 Graphics card: AMD Radeon(TM) RX Vega 11 Graphics (Integrated Graphics) Broken: 2.92 Worked: 2.91.2 Incorrect grease pencil stroke is rendered for time offset modifier Add a grease pencil stroke. then add a time offset modifier and change mode to "fixed frame". draw a few random frames and set "Frame" to a random frame. render the frame. the modifier will have no effect and the rendered image will be as if the modifier was never added.[reportfile.blend](reportfile.blend)
[ "GPencil: Randomize brush's 'Position' attribute doesn't work when camera is too close to Grease Pencil object\nOperating system: Win10 Home 64\nGraphics card: rtx3070\n\nBlender Version\nBroken: 2.93, 3.1.0\nWorked: N/A\n\nExact steps to reproduce the error:\n\n- Open file\n- try to use Randomize brush\n- Strength and Thickness work, but not Position \n- Switch to the other camera that's farther away from the GP object, and randomizing the position works fine.\n\n[randomize_not_working_close_NEW.blend](randomize_not_working_close_NEW.blend)\n\n\nwatch?v=4pTrEm5HqVU", "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}", "Grease Pencil: unable to change erase size while using the Draw tool\nOperating system: Linux-5.19.0-76051900-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: AMD Radeon RX 5700 XT (navi10, LLVM 13.0.1, DRM 3.47, 5.19.0-76051900-generic) AMD 4.6 (Core Profile) Mesa 22.0.5\n\nBroken: version: 3.5.0 Alpha\nWorked: ???\n\nCan't change the size of the eraser brush while erasing while using the draw tool (`Ctrl + LMB`), I can do it with the scroll wheel on the mouse but not with the shortcuts assign for it `[]`\nAlso applies to annotation tool.\n\n- go to greasepencil draw mode\n- draw something\n- hold control to erase\n- try to change the size of the eraser brush while erasing (Either scroll wheel or brackets)", "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", "Crash on Changing Repeat value to -1 in Corrective Smooth modifier\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.49\n\nBroken: version: 2.93.5\n\nNot Responding when I change the Repeat value to -1\n\n{[F11810617](image.png), size=full}\n\n", "Move cache visualization to draw overlay\nCurrenlty the cache visualization isn't updated during playback, only when the screen is redrawn.\nThis needs an optimization of the drawing of the cache lines.", "Grease Pencil ignores collection Line Art usage settings\nversion: 3.3.0 Beta, branch: master, commit date: 2022-07-28 22:39, hash: 6ca602dd9fa1, type: release\nbuild date: 2022-07-29, 00:21:12\nplatform: 'Windows-10-10.0.22000-SP0'\n\nrenderer:\t'NVIDIA GeForce RTX 3090/PCIe/SSE2'\nvendor:\t'NVIDIA Corporation'\nversion:\t'4.5.0 NVIDIA 516.59'\n\nGrese Pencil ingnores Collections Line Art usage settings. See my attachment and screenshot.\n\nOpen the attached file and check the line art settings in the torus collection.\n\n![image.png](image.png)\n\n[gpencil_outlines-test-3_3.blend](gpencil_outlines-test-3_3.blend)", "Grease Pencil drawing sticks to Camera (when stroke placement is Surface and drawing outside of camera border)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.0.0 Alpha\n\nGrease Pencil drawing sticks to Camera (when stroke placement is Surface and drawing outside of camera border)\n\n[#92351.blend](T92351.blend)\n- open .blend\n- start a stroke inside camera bounds and end it outside camera bounds\n- stroke will stick to the camera on the end\n\n\n", "Object rotation increases render time more than 10 times.\nTested with windows 7 64bit and windows 10 64bit.\nCPU ryzen 5 1600\nGPU GTX 780\nRAM 8GB GDDR4\n(bug appears on other computers too)\n\ntested with 2.79 and 2.8\nWorked: (optional)\n\nIf I rotate object for about 45 degrees around Z axis render time increases more than 10 times.\nBut in preview mode there is no difference in render time before and after rotation.[test.blend](test.blend)\njust rotate the object on attached blend file around Z axis about 45 degrees and compare render times before and after.\n10seconds for 2000 samples before rotation and about 10 minutes after.\nBased on a (as simple as possible) attached .blend file with minimum amount of steps\n", "Exchanging a color in Grease pencil from a color attribute is bugged\nOperating system: Windows 10\nGraphics card: GTX 1060\n\nBroken: 3.4.1\n\n**Short Description**\nExchanging a color in Grease pencil from a color attribute is bugged\n\n- Go into 2D animation\n- Draw a shape with a fill color using a color attribute\n- Change color attribute and draw another fill stroke\n- In materials tab create a new fill color\n- Assign that color in edit-mode to the shape to replace color attribute. \nIt doesn't look like it got applied. Go into viewport shading with material view and the assigned color is there. Pressing F12 shows the color that is supposed to be overwritten.[Color error.blend](Color_error.blend)", "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", "Incorrect occlusion between grease pencil objects\nOperating system: macOS-12.2.1-x86_64-i386-64bit 64 Bits\nGraphics card: Intel(R) Iris(TM) Plus Graphics 655 Intel Inc. 4.1 INTEL-18.4.6\n\nBroken: version: 3.3.0\n\nIncorrect occlusion occurs with this setup\n![gp_occlusion_bug.png](gp_occlusion_bug.png)\nThe two Suzannes are clearly behind the strip, but one of them appears to be in front of the strip in camera\nIf I rotate the camera a little, both of them are in front\n![go_occlusion_bug_1.png](go_occlusion_bug_1.png)\nI've tried switching the stroke depth order to 3D Location, it doesn't fix it either\n\nSee the attached file\n[gp_wrong_depth.blend](gp_wrong_depth.blend)\n\n", "GPencil: Brush and stroke size related issues\n**Description**\n\nWhen drawing in grease pencil, control over the brush size and the thickness of the stroke is of course extremely important. Currently, there are some inconsistencies and confusing behavior that need to be addressed. Here is a list of current issues and some new proposals.\n\n - **Brush Radius:** Currently, the brush size can be changed via this slider in draw mode. ![image.png](image.png) The name displays \"Radius\" and the tooltip reads \"Radius of the brush in pixels.\", but this is not consistent with the thickness of the strokes. If the user sets the **radius** to 100px and the *Stroke Thickness* option in the object data properties is set to *Screen Space* the stroke has a **diameter** of 100 pixels. If the *Stroke Thickness* is set to *World Space* the stroke has a **diameter** of 0.1 meters. A simple solution is to change the UI name from \"Radius\" to \"Size\" and clarify in the tooltip that the thickness or diameter of the stroke is meant.\n - **Radial Control:** When the user changes the brush size via the radial control (shortcut {key F}) the control has a **radius** of the given pixel value, not (like mentioned before) a **diameter** of the pixel value set. ![brush_size_overlay.png](brush_size_overlay.png) \n - **Brush size in World Space** When the *Stroke Thickness* in the object data properties is set to *World Space* the displayed thickness of the strokes in that grease pencil object are calculated via the following formula: `((line_change + stroke_thickness) * pressure * pixel_factor) / 1000.0f` E.g. when all adjustment values are set to their default value then **1px (stroke thickness) = 1mm (world space)**. Currently, there is no way for the user to know this. The UI gives no indication of this and the manual also does not mention it. A possible solution is to change the units of the brush from pixels to meters and also do the right conversion so that the size is correctly displayed in the UI.\n - **Drawing in screen space/world space:** The user can change the stroke thickness (screen space/world space) in the object data properties. That means that *all* strokes in the grease pencil object will be either drawn using the screen space thickness in pixels or the world space thickness in meters. But there is currently not a way to choose the brush size to be in screen or world space. In sculpt mode, the user can choose the brush size \"reference\" (Radius Unit). ![brush_size_units.png](brush_size_units.png) This would also be useful for grease pencil. \n # **Brush size indicator:** At the moment there is no visual feedback on how big the current brush is. A solution could be a \"ring\" around the cursor and deactivate it during drawing so it only shows up before starting the stroke.\n\n---\n**Related reports:**\n#83675, ", "Grease Pencil vertices selection is offset when Layers/Transform Location as set to a driver\nOperating system: Win10\nGraphics card: RTX3070\n\nBroken: 3.1.0 A\nWorked: N/A\n\n**Short Description of issue**\nMoving a Grease Pencil object's layer via Layers->Transform, by using a Driver, offsets where you have to click to select vertices from that layer.\n\nNOTE: Switching to Draw Mode and drawing a stroke fixes it temporarily, but once you move the controller of the driver again, the problem returns.\n\n**Steps to Reproduce**\n- Open .blend file\n- Select Suzanne and switch to edit mode\n- Try selecting vertices (Does not work)\n- Now attempt to select in circled area\n\n![image.png](image.png)\n\n[#95902.blend](T95902.blend)\nVideo example: iZ_A2wOnAJQ", "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)" ]
[ "Time Offset Modifier does not work in Eevee Renders\nOperating system: MacOS 11.2.2\nGraphics card: Intel Iris Plus Graphics 640\n\nBroken: 2.92\nWorked: 2.91.2\n\nI have created a Grease Pencil rig that uses Time Offset modifiers. It functions correctly in the viewport window, but during render it plays through the frames as though there was no modifier. I have not tried this in Cycles yet. It appears to work fine in 2.91.2, so this is a new bug. \n\nI've attached a WIP of the rig, the (unfinished) body frames are supposed to remain the same, and the head is supposed to move with along with the face. \n\nSomeone reported a similar problem on this link while using the time offset on loop: 1288262\n\n\nTo create this, create a Grease Pencil object with multiple frames, and then put a time offset modifier on it as either fixed frame, or a loop. Test to make sure the modifier is working correctly in viewport, then attempt a render. [0001-0070.mp4](0001-0070.mp4)\n", "Grease Pencil Modificador Time Offset Error \nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.09\n\nBroken: version: 2.93.0 Alpha\n\n[Hola, el modificador Time Offset solo está mostrando el ultimo frame de un loop, el error es reciente]\n\nIngresa al modo 2D, crea 3 dibujos en fotogramas distintos, usa el modificador time offset en loop, haz render y solo te mostrará el ultimo frame, aunque especifiques el frema dos en cualquier parte de la línea de tiempo, espero se pueda resolver pronto, un saludo Antonio y gracias por tu trabajo \n\n\n[TimeOffsetError.blend](TimeOffsetError.blend)\n", "Time Offset not working while GP layer is in relation with a Bone\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.72\n\nBroken: version: 2.92.0\n\nWhen putting a grease pencil layer in relation with a bone and adding a time offset, this last one won't work in render.\n\nCreate a GP object and draw 3 different frame.\nCreate an Armature with a bone.\nSet the relationship in the GP layer for the bone.\nAdd the Time Offset modifier to the GP object.\nTry to render with a rotation in the parent Bone and you get the last frame drawn in GP.\n\n[TIME OFFSET.blend](TIME_OFFSET.blend)\n\n", "Grease Pencil: Time offset modifier not rendering loops anymore\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89\n\nBroken: version: 2.92.0\nWorked: 2.91\n\nSince 2.92, looped animations with a grease pencil modifier \"Time offset\" are not rendered. Although they are working correctly in the viewport.\n\n- Create a grease pencil object.\n- Create a set of frames to loop.\n- Add a \"Time offset\" modifier, check \"custom range\" and enter the first and last frame of the sequence that has to be looped.\n- Choose a random frame to render, picked outside of the sequence of initially interpolated frames.\n\nAs a result, the last frame of the sequence will be rendered, and looping will be ignored.\n\n[Based on attached .blend file (as simple as possible)]\n- Place the temporal cursor on frame 15. Now, if you render this image, since it is a looped interpolation of 11 frames showing Suzanne moving from left to right, you would expect the rendered image to show Suzanne slightly to the left. But she will appear to the right for each frame after the sequence of keyframes, ignoring the \"Time offset\" modifier.\n\nThank you for your time.\n\n[time_offset_bug.blend](time_offset_bug.blend)\n", "Grease Pencil Time Offset Modifier does not work in 2.92\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.92.0\nWorked: 2.91\n\nGrease Pencil Time Offset Modifier does not work in Render, but works in Viewport. Works fine in previous version.\n\n1. Open Blender default 2D Animation template.\n2. Draw '1' on frame one and '2' second frame.\n3. Add Time Offset modifier (Mode: Fixed Frame, Frame 2)\n4. Render Frame 1. (Should Render 2, but Renders first frame instead. \n\n[2.92 GPencil Time Offset bug.blend](2.92_GPencil_Time_Offset_bug.blend)\n\n" ]
Switch between Wireframe and Solid is slowly? Operating system: windows 10 64 Graphics card: gtx1070 Broken: 2.80 beta, 798d2cadc307, 2019-03-04 In complex scene, switch between Solid and Wireframe mode in normal way is slowly, but you used x-ray is very quickly. Method First: 1, In a complex scene(my test have 3.8 million face), press z key used pie to switch between wireframe and solid mode, it's will take about three second, very slowly. Method Second: 1, Enable the wireframe in overlays option, and set the x-ray alpha to zero in shading option; 2, In solid mode, Press Alt +Z to switch between wireframe and solid, you can see it's very quickly, switch is realtime. Screenshot: Method First used z with pie: ![pie_z.gif](pie_z.gif) Method Second used xray with alt+z: ![x-ray.gif](x-ray.gif) So I think switch between wireframe and solid mode can do some optimization and more quickly, sorry my poor English
[ "Regression: 3.1 & 3.2 Image/UV Editor poor performance (Byte textures, window dragging, maximizing area)\nOperating system: Win 10\nGraphics card: 980 Ti, recent drivers\n\nBroken: 3.1 beta v31.f420118335e4 and 3.2 alpha master.95005bbe02cf\nWorked: 3.0.x\n\n**Short Description**\nTest 1: \nWhen interacting with UV / Image editor my fps drops from 144 to ~20 - depending on how large is the Image Editor window.\nThe actual image size or format doesn't affect the performance at all, but Image Editor without any image loaded (just with grid) is completely smooth when moving it around.\n\nTest 2: \nThe performance is also significantly lower when dragging any window border\nWas completely smooth in 3.0.x\nCould be specific for this GPU / architecture, since my coworker with AMD can't reproduce the issue.\nnote this also has its own report, see #97272 (Regression: Blender 3.1 UI editor resize /border dragging performance), so maybe this could be removed from this report...\n\n**Steps to Reproduce**\nTest 1:\n\nopen UV / Image Editor\nload any image\npan the view around, move UVs etc\nshould be noticeably slower than in 3.0.x\n[2022-02-02 11-03-10.mp4](2022-02-02_11-03-10.mp4)\n\nTest 2:\nopen the default scene\ndrag any window border\nshould be noticeably slower than in 3.0.x\n[2022-02-02 11-00-05.mp4](2022-02-02_11-00-05.mp4)\n", "Shadow buffers\nIn order to reduce Shader register pressure during shading phase, we need to transfer the shadow sampling of opaque surfaces to a fullscreen pass.\nWe would store 1 or 2 bits per lights (limiting number of shadowed lights per pixels to 32 or 16) and use noise to dither the shadow shape.\nThe noise would disappear with accumulation.\nThis idea was explored in this presentation [link](view).\nThe issue is that this technique will not work for alpha-blended surfaces that will still need the standard shadow code.\nContact shadow and cascade shadows cost could be reduced. This could be the opportunity to remove support for contact shadows for alpha blend surfaces.\nThis also will permit to have raytraced shadows in the future.\n\nEstimate : 2 weeks\n", "Mesh Optimization Project Progress\n### Committed\n\n- 2b640622ff\n- aa6f0f3d1f\n- deb71cef38\n- 5f749a03ca\n- 44d2479dc3\n- c2fa36999f\n- 496045fc30\n- e4c6da29b2\n- d8b8b4d7e2\n- bcefce33f2\n- 8a1860bd9a\n- 6bef255904\n- 174ed69c1b\n- b3f0dc2907\n- 513f566b40\n- 2d60c496a2\n- 27da305a40\n- 51568030e9\n- b5542c1ea4\n- 2d4ec90497\n- 4f9ef65dac\n- 04313f1bb5\n- 0f201049b4\n- f9c9e000ca\n- 1b4d5c7a35\n- 25c2875e0f (depending on 8839b4c32a)\n- 178086d581\n- 4ba06ad0a8\n- 39b2a7bb7e\n- 399b6ec76c\n\n### Differentials\n\n*Remove once committed.*\n\n- [D11294: DrawManager: Use threading for ibo.fdots_nor/hq](D11294)\n- [D11969: Depsgraph: Implement 'ID_RECALC_GEOMETRY_DEFORM' - Second solution](D11969)\n", "Selection is covered by unselected geometry in ortho display\nOperating system: Linux-4.15.0-51-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 850M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.116\n\nBroken: version: 2.90.0 Alpha\nWorked: 2.79\n\nVertices and facedots selection is not visible from the top ortho view, selected elements are covered by unselected.\nArchitectural modeling consists of working with stacks of vertical geometry (walls, windows, etc.)\nTo select vertical stack of geometry for modifications (like changing windos size) or material painting is used non-ortho selection markups (selecting some part of geometry), and then expanding this selection to the entire stack by selecting elements from the top otho view.\n2.79 example GIF:\n![Fast_selection.gif](Fast_selection.gif)\n\nMaking vertices/facedots selection unobvious from top/ortho view makes working with vertical stacks of geometry unobvious and hard. PNG:\n![изображение.png](изображение.png)\n\n[1D_BUILDING_PAINTING.blend](1D_BUILDING_PAINTING.blend)\n\n- Open file\n- In Solid shading, select some geometry\n# Switch shading to wireframe, go to top ortho view.\n\nI would like to \"expand\" this selection to whole vertical array using box select, but I can't see what is selected now.\n", "Can not selection Armature in MacOS Backend Metal.\nOperating system: Macbook pro 14\nGraphics card: Apple M2\n\n3.6.2\n\n\n\nCan not selection wire Armature in MacOS Backend Metal.\n\nrecorded video\n\nview?usp=sharing\n\nWhen Macos' Backend is set to Metal and the Armature object Viewport Display is wire, objects cannot be selected in bone areas other than the root bone at the location of the origin point.\n\n- Open attached .blend file\n- Try to select any bone in wireframe mode", "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", "Performance bottleneck with many nested nodes\nOperating system: win 10\nGraphics card: 1050 ti\n\nBroken: 3.2.0 Alpha\n\nSeems like *Domain Size* performance drops if using nested groups.\n \nIn attached file mute *Float to Integer* node (yellow color) and look how *Domain Size*'s executing time is drastically increasing.\n[domain_size_performance.blend](domain_size_performance.blend)", "Slower frame-change with many objects in the scenes collection\nWhen objects are in the scenes collection (instead of a sub-collection), changing frames using left/right keys is slower.\n\nThere is also a slowdown when animation playback restarts.\n\nThis occurs in 3.5x `ab63fe9eab8fd01d4a763199442987191d105c55` and 3.4x release.\n\nTo reproduce the problem:\n\n- With a new file paste the script inlined at the bottom of the report into a text editor and run it.\n- Press Spacebar in the 3D viewport to play back animation.\n- Note the FPS (~13.1 FPS here).\n\n- Start again, doing the previous steps with `USE_SCENE_COLLECTION = True` in the script.\n- Note the FPS is much lower (~3.46 FPS here).\n\n---\n\n#### Explanation\n\n- This is an issue I ran into when investigating why objects in collections were being re-populated during animation playback in some files, see !104553.\n- The cause of the problem is the scene is tagged by the depsgraph (see: `ANIMPLAY_FLAG_JUMPED`). _(note: the jumped flag is set when changing frame via arrow keys & when the animation restarts)._\n- When `ANIMPLAY_FLAG_JUMPED` is set `scene` is tagged with `ID_RECALC_FRAME_CHANGE`.\n- This causes the scene to be copied (see `blender::deg::deg_update_copy_on_write_datablock`).\n- The `scene->master_collection` is copied (non recursively).\n\n - When `scene->master_collection` contains many objects, copying has a noticeable performance penalty.\n - When it only contains some collections, the problem isn't noticeable.\n\n#### Other Notes\n\n- This is mainly noticeable when loading files pre 2.8x which load objects directly into `scene->master_collection`.\n- This report mentions animation playback speed because it's easily measurable, however many other operations trigger this (left/right arrow keys to change frames, every update when dragging scene number buttons \"Sampling\" (Render or Viewport) for e.g.).\n- In the test script the start and end frames are the same to so the playback is continually restarting to accentuate the problem and match the slowdown from changing frames via arrow keys.\n\n---\n\nThis script adds many objects to the factory settings file, hides them, adds some keyframes to the Light and sets the 3D viewport full-screen, ready for animation playback.\n\n\n```python\nimport bpy\n\nUSE_SCENE_COLLECTION = False\nOBJECT_NUMBER = 20_000\n\ndef objects_create(object_num):\n objects = []\n new = bpy.data.objects.new\n for i in range(object_num):\n objects.append(new(hex(i), None))\n return objects\n\n\ndef objects_collection_link(collection, objects):\n link = collection.objects.link\n for ob in objects:\n link(ob)\n\n\ndef main():\n from bpy import context\n\n bpy.ops.wm.read_homefile(use_factory_startup=True)\n\n if USE_SCENE_COLLECTION:\n collection = context.scene.collection\n else:\n collection = context.collection\n\n # Keyframe the lamps location, this is important as without this\n # the scene is not considered \"animated\".\n ob_lamp = bpy.data.objects[\"Light\"]\n ob_lamp.keyframe_insert(\"location\", frame=1)\n\n # The short frame range shows the problem most,\n # as this tags the scene to be tagged to update on frame-change.\n context.scene.frame_start = 1\n context.scene.frame_end = 1\n \n # Attempt max FPS.\n context.scene.render.fps = 1000\n\n objects = objects_create(OBJECT_NUMBER)\n objects_collection_link(collection, objects)\n \n # Hide everything, except the lamp.\n bpy.ops.object.select_all(action='SELECT')\n window = bpy.data.window_managers[0].windows[0]\n area = next(area for area in window.screen.areas if area.type == 'VIEW_3D')\n \n # Hide needs an 3D viewport (but select doesn't, hrm..).\n with context.temp_override(window=window, area=area):\n bpy.ops.object.hide_view_set(unselected=False)\n ob_lamp.hide_set(False)\n \n # Fullscreen 3D view (rule out slowdown from drawing other areas).\n with context.temp_override(window=window, area=area):\n bpy.ops.screen.screen_full_area()\n \n\nif __name__ == \"__main__\":\n main()\n```\n\n", "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.", "interior rim edges not drawn for wireframe of subdiv + optimal-display\nOperating system: linux\nGraphics card: nvidia RTX 2060\n\nBroken: 3.3.1\nWorked: ?\n\ninterior rim edges not drawn for wireframe of subdiv + optimal-display\n\n(see attached .blend file)\n\nThis is not a bug, just maybe a short-coming.\n\nobject with topological hole (\"Box\")\nviewport_shading = wireframe\nviewport xray = off\nmodifier subdivision surface: - [x] optimal_display\n... inner-boundary of near \"hand-hole\" is not drawn.\n... inner-boundary of near-side rim is not drawn.\n\n[test045_subdivOptDisplay.blend](test045_subdivOptDisplay.blend)\n[system-info.txt](system-info.txt)\n", "pixelated Artifacts displayed in 3D view port on the wire frame with 'Outline Selected' On or 'smooth wires overlay' turn on.\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: AMD Radeon(TM) Graphics ATI Technologies Inc. 4.5.0 Core Profile Context 22.20.42.01.221031\n\nBroken: version: 3.5.1\n\nPixelated Artifacts are displayed on the selected object's wire frame in the 3D view port, in object mode when viewed through the camera with 'Outline Selected' turned On. The grid floor also has pixelated artifacts on it's wire frame in both edit and object mode when viewed through the camera and 'smooth wires' overlay is turned on in preferences -> view port -> quality. When you rotate the view and it brakes from the camera view the artifacts disappear.\n\nIn 3D view turn on 'Outline Selected' On and or in preferences -> View port -> quality turn on 'smooth wires' overlay.\nBased on the attached .blend file (as simple as possible)\n\n", "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", "Node Editor gets unusably slow in scenes of average production complexity\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.59\n\nBroken: version: 3.1.2\nWorked: Probably never\n\nThe node editor, as well as other parts of Blender get unusably slow when the scene complexity reaches level of average production scenes from about 5-10 years ago (About 30 million triangles on average). This even includes the operations, which should not require re-evaluation of the entire complex scene dependencies, such as moving unconnected nodes in the shader editor.\n\n[SlowScene_Base.blend](SlowScene_Base.blend)\n1. Open the attached .blend file:\n2. Select all the objects in the scene and convert them to meshes using Object->Apply->Visual Geometry to Mesh (this step was necessary to keep the repro file size small)\n3. Attempt regular material editing operations in shader editor, such as adding nodes, moving nodes around, editing properties of nodes, such as color ramp sliders, and so on\nResult: The constant UI blocking freezes make it impossible to work with the node editor when scene complexity exceeds trivial level.\nExpected: The performance of the node editor remains acceptable in the scenes of production complexity.\n\nNote: Feel free to duplicate the objects in the viewport to increase the severity of the lags and freezes.\n\n---\n\nBit of research: this is because of UNDO.\n\nIf you turn OFF `Global Undo` in the Preferences (or set `Undo Steps` to zero) everything is back to being snappy fast.\nNot sure if this can be smarter, but this does make sense in a way because Global Undo keeps a copy of the whole file in memory?", "Automatic moving of the timeline when the current frame reach the region border\n\nAnimation and keyframes are visible through multiple spaces : nla, graph, sequencer, timeline, etc...\nWhen it comes complex animation with a lot of keyframes / clips / actions, we often zoom in the timeline to better edit these things. But when we start the playback, we can not see what's happening when the current frame is offscreen.\n\nIn my opinion, it is inconvenient for some uses, like video editing, keyframing.\n\n### Solutions\n\n------------------------\n\n**Fixed cursor**\nInstead of having the time cursor moving, it could be the timeline that moves :\n[Screencast_2021-10-30_16_42_15-converted.mp4](Screencast_2021-10-30_16_42_15-converted.mp4)\n**Floating cursor inside the area**\nThe time cursor is moving, but it can not go outside the view, so the timeline moves to keep the cursor in view :\n[Screencast_2021-10-30_16_38_32-converted.mp4](Screencast_2021-10-30_16_38_32-converted.mp4)\n\n### Issues\n\n------------------------\n\nThe first solution is maybe a bit to limiting for viewing around the current frame. I prefer the second approach.\n\n\nThe main problem with the 2 solution is the performance of redrawing the area for each frame.\nDo it really impact the performances or is it minor ?\n\nI have a patch about some changes, if it is something interesting to look at.\n", "Subdivision Surface Performance Degrades Markedly With Non-Quad Meshes\nOperating system: Windows 7 Pro X64\nGraphics card: Nvidia Geforce GTX 980 Ti\n\n![BlenderSplash.JPG](BlenderSplash.JPG)\nBroken: Date: 2019-01-21\n```\n Hash: dd3f5186260e\n Branch: Blender 2.7 (although it's supposed to be a 2.80 Beta)\n```\n\n[OpenSubDiv_PerformanceBug.zip](OpenSubDiv_PerformanceBug.zip)\n\nSubdivision surfaces are fast and responsive in Edit mode *with all-quad meshes*, but very slow (~ 10x slower) with meshes comprised of triangles and quads.\n\n\nOpen the attached blend file and select **Cube.001**\n\nGo into Edit mode. Turn on Proportional Editing. Grab a point and move it - observe how responsive the viewport is with the all-quad mesh.\n\nGo back to Object Mode. Select **Cube**. Go back into Edit Mode. Grab a point and move it (with proportional editing still turned on) Observe how slow it is.\n\n" ]
[ "Blender 2.79 vs 2.8 - Changing between solid and wireframe mode is slower\nOperating system: Ubuntu 18.04\nGraphics card: GTX 1080\n\nBroken: 41cb5658803bf3b96f18e93c74c6af66ecdb1e83\n\nChanging between solid and wireframe mode is slower.\n\nThis is an example file, other production files are significantly worse.\n1. Open attached blend file in blender 2.79\n2. press z many times (blender 2.79 keymaps) to toggle back and forth\n3. feel how snappy it is\n4. switch to blender 2.8\n5. press z many times (blender 2.79 keymaps) to toggle back and forth\n6. notice how it lags.\n\n[slowdown-2.blend](slowdown-2.blend)" ]
Toggle Maximise Area keyboard shortcut doesn't work in Text Editor despite being listed in the View menu Operating system: Windows-10-10.0.18362 64 Bits Graphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86 Broken: version: 2.80 (sub 75) Worked: (optional) In the Text Editor under View menu > Area it says that the keyboard shortcut is "Ctrl Spacebar" to Toggle Maximise Area. However this keyboard shortcut does not work in this Editor. By default this is set to Text Auto Complete in the default Blender 2.8 keymap. However even if this option is unselected in preferences the "Ctrl Spacebar" shortcut does not Toggle Maximise Area. If you use the mouse to click the option in the menu it does toggle maximise area but the shortcut won't work. Open a new session of Blender 2.8. Go to preferences and under keymap and key-bindings search for spacebar and untick the option for Text Auto Complete. Change one of the editor windows to a Text Editor. Create a new text data-block. Try the keyboard shortcut "Ctrl Spacebar" while mouse is over the Text Editor and it doesn't toggle maximise the area as stated in the menu.
[ "Circle Select Tool improvements\n## Issue\n\nThe current problem with the Circle Select Tool is that it is very inconvenient to change the brush size. In the modal operator equivalent (Shortcut C) it's just about pressing + and - or using the scrollwheel but this is not an option for the Tool. Generally there are no shortcuts for Tools before they are initiated. If the settings need to be changed then this needs to happen in the Tool Settings in the header or sidebar.\nBut changing the radius via that slider in the settings is awkward and appears visually glitchy since it's intersecting with the UI itself.\n\n![Screenshot 2020-12-16 133043.jpg](Screenshot_2020-12-16_133043.jpg)\n\n## Proposals\n\nSo how can this be fixed. Ideally the solution should be as straight forward as possible without reshuffling the keymap. But it is very important that this is a general solution that can also be used for other brush-like Tools in the future (like proposed retopology tools that also rely on a brush radius)\n\n**1. More integrated modal shortcuts**\n\nOnce a Tool is initiated (usually by click & dragging) it uses the modal operator. This means that when using the Circle Select Tool and click & dragging, the radius can be changed with the mouse wheel & the + and - keys. \nThe current issue with this is that the Gizmo drawing is conflicting with the Tool Radius and that any changes to the radius are not updated in the tool settings.\nKeeping these 2 more in sync would be one solution or at least a great added feature.\n\n![Screenshot 2020-12-16 133624.jpg](Screenshot_2020-12-16_133624.jpg)\n\nIt should be updated to the way the annotate eraser tool works but with more accessible shortcuts for radius changes if the mouse wheel is not an option (pen users)\n\n**2. Include Brush Tools in more modes**\n\nAnother solution is to redesign the Circle Select Tool (and any tools, present or future, that work similarly) as a brush like in sculpt mode or the painting modes.\nThis means that when the Tool is active it does have a set of shortcuts that can change the tool settings before the tool is initiated.\n\n**Conflicts**\n\nAlmost all are already taken like the typical F for brush size changes. It's not clear what shortcut can be used. \nAlso any shortcut that would be available must then be exclusively used for those brush tools to avoid any conflicts. \n\n**Solutions**\n\n1. Find or make an available shortcut for brush tools radius. But this shortcut then needs to be left exclusive of those tools.\n2. Override needed shortcuts when brush tool is used (In this case F for the radius). This does introduce difficulties and extra tool switching in edit mode though. \n3. Reuse the shortcut C that is used for the Circle Select Tool to change the radius once the tool is active. This will be awkward and incompatible with future tools that will work similar though.\n\n## Open Topics\n\n- Can it be achieved to use both solutions to improve brush like tools?\n- Are there possibly other ways of solving the conflicts in proposal 2?\n- For proposal 1, what shortcuts could be better for adjusting the brush size? + & - are on the numpad and the brackets are too far to the right and on for example German keyboard layouts not very accessible.", "Pie Menu Hotkey Customization\n# Summary\n\nAs a blender user, I am interested in customizing the hotkeys for pie menus. If properties with key press events can be added to a layout, then it follows that operators with key press events should be possible to be add to a layout as well. This applies to pie menus, but also to the items in any layout.\n\n## Current\n\n```python\n# 4 - LEFT\npie.operator(...)\n# 6 - RIGHT\npie.operator(...)\n# 2 - BOTTOM\npie.operator(...)\n# 8 - TOP\npie.operator(...)\n...\n```\n![image](attachment)\n\n## Desired\n\n```python\npie.operator(..., key = 'l')\npie.operator(..., key = 'r')\npie.operator(..., key = 't')\npie.operator(..., key = 'd')\n...\n```\n![image](attachment)\n\n# Intro\n\nNew to blender source code, been trying to interact on blender discord and blender developer chat for a few days. Trying here now.\n\n# Motivation\n\nIn principle, pie menus are like interactive modal hotkeys, similar to vim. New users can open a pie menu to see what functionality is relevant in a given context, and experienced users can press a key to open the pie and a second key to choose the operator. Modal pies are to modeling what tab completion is to coding.\n\n# Current State\n\nThe numpad keys 2,4,6,8 activate the items in a pie menu, and I'm struggling to figure out how I might be able to customize those hotkeys for each pie menu. If there is a way, I missed it.\n\n# Desired State\n\nEach operator added to a pie layout can be configured to have a specific hotkey.\n\n# So Far\n\nThe [UILayout class](bpy.types.UILayout.html) has a `.operator()` method which could be modified to accept a hotkey to trigger the operator while the pie is active.\n\nThere is also a `.prop()` method which accepts a param `event (boolean, (optional)) – Use button to input key events`. If properties with key press events can be added to a layout, then it should be straightforward that operators with key events can be added to a layout.\n\nI haven't been able to find the source code for the UILayout python class (the UILayout_Fake class inherits UILayout):\n![image](attachment)\n, but there is a section of `source/blender/makesrna/internal/rna_ui.cc` that might be defining the class jointly for C++ and python.\n\nI also can't find the `.menu_pie()` implementation anywhere:\n![image](attachment)\n\n# To Do\n\n1. Find the UILayout class implementation\n2. Find the menu_pie function implementation\n\n# Relevant Links\n\nHere is an example of typical pie menu code: ui.py\nHere is some discussion of hacking modal hotkeys into blender addons: 2\n\n", "Blender crashes when using temp_override on 'UV' area with transform.translate, transform.resize\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.41\n\nBroken: version: 3.3.5\nBroken: version: 3.4.1\nBroken: version: 3.5.0\nWorked: none\n\nWhen executing `transform.resize` or `transform.translate` with `context.temp_override(area=uv_area)` Blender crashes. This happens when the area.ui_type is UV, with VIEW_3D is works fine.\n```\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF72DEF3C80\nModule : blender.exe\nThread : 000009dc\n```\nthe complete crash file is attached\n\n1. create a new Text and paste the below code into the text (the attached file issue.blend can also be used)\n```py\nimport bpy \ncontext = bpy.context\narea = context.area\narea.ui_type = \"UV\"\nwith context.temp_override(area=area):\n bpy.ops.transform.resize(value=(0.5, 0.5, 0.5), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=False, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False, snap=False, snap_elements={'INCREMENT'}, use_snap_project=False, snap_target='CLOSEST', use_snap_self=True, use_snap_edit=True, use_snap_nonedit=True, use_snap_selectable=False)\n bpy.ops.transform.translate(value=(0.25, -0.25, 0), orient_axis_ortho='X', orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=False, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False, snap=False, snap_elements={'INCREMENT'}, use_snap_project=False, snap_target='CLOSEST', use_snap_self=True, use_snap_edit=True, use_snap_nonedit=True, use_snap_selectable=False)\n```\n2. run this text, Blender will now crash\n\n**Note**: not using `temp_override()` and executing these operators in the current context with the ui_type set to UV works fine. Like this: \n```py\nimport bpy \ncontext = bpy.context\narea = context.area\narea.ui_type = \"UV\"\nbpy.ops.transform.resize(value=(0.5, 0.5, 0.5), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=False, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False, snap=False, snap_elements={'INCREMENT'}, use_snap_project=False, snap_target='CLOSEST', use_snap_self=True, use_snap_edit=True, use_snap_nonedit=True, use_snap_selectable=False)\nbpy.ops.transform.translate(value=(0.25, -0.25, 0), orient_axis_ortho='X', orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', mirror=False, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False, snap=False, snap_elements={'INCREMENT'}, use_snap_project=False, snap_target='CLOSEST', use_snap_self=True, use_snap_edit=True, use_snap_nonedit=True, use_snap_selectable=False)\n```\n\n", "Property tab search does not highlight the \"Active Tool and Workspace settings\" tab\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\nWhen searching for a property, the *Active Tool and Workspace settings* tab and icon do not get highlighted like the other property tabs when a matching property is found inside.\n\n{[F9527643](61775821.png) size = full}\n\n\n- Search for e.g. `obj` or another string that can be found in the activated add-ons\n- Notice that other tabs will be highlighted that match.\n# Open the *Active Tool and Workspace settings* tab and see that it correctly highlights the *Workspace* panel and the *Import-Export: Wavefront OBJ format*. However it does not highlight the tab itself.\n\n[2020-12-24_07-17-43.mp4](2020-12-24_07-17-43.mp4)\n", "Modal keymap for snapping in the `Corner Pin` widget has no effect\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nThe bottom bar states that pressing ^ will enable snapping, but it seems it does nothing.\n![bottombar.jpg](bottombar.jpg)\n\n\n1. Create a new default file;\n2. Go to the compositor;\n3. Enable nodes;\n4. Add a viewer node (this allows you to resize and test different sizes for the `Corner Pin` Gizmo);\n5. Add a `Corner Pin` node;\n6. Edit the `Corner Pin` widget and try to snap.\n", "Assigning shortcut to Sequencer data is wrongly 'hooked' the Scene instead of Scene's VSE data\nThis error shows all the time when I right click on the viewscreen, and I have to right click and press ESC, so the message disappears and I keep working this way, right click, a message appears, ESC.\nIt suddenly started to happen and even deleting and downloading blender again, even with the other 2.8 version it happens.\n\nThank you, I love your work guys\nJust trying to help\n\nOperating system: Windows 10 Home, Core i7 - 7500U @ 2.70GHz, 8.00 GB RAM\nGraphics card: AMD Radeon R7 M440 32GB, 4.00 Gbps\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\nWorked: (optional) ", "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", "Skipping node auto-attachment doesn't work with custom keymap\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 526.86\n\nBroken: version: 3.5.0 Alpha\nWorked: none\n\nBy default holding `ALT` while dragging a node disables auto-attachment. However, this doesn't work when using a custom keymap that has been imported from previous version. The prompt doesn't show which key to hold, and holding `ALT` just makes the prompt flicker like crazy, but doesn't disable auto-attachment.\n\n![prompt.jpg](prompt.jpg)\n\n\n**Steps to reproduce the bug**\n\n - Switch to a keymap that has been created with an earlier Blender version\n - Move a node in any node editor\n - Hold `ALT`\n\n\n\n", "Transform cursor (patch included)\nRecently LMB-Drag was made to move the cursor *(edit, this has since been reverted)*.\n\nHowever this just moves the cursor under the mouse,\n\nit _could_ be useful to use transform here, it allows.\n\n- Drag, XKey to lock to an axis\n- ... Shift+Y to constrain to a plane.\n- ... Hold Ctrl to snap (snap to verts for example is handy)\n- ... Shift for more precise placement...\n... most other transform keys.\n\n\nOne reservation I have about this, is that you probably would often want to be able to snap to vertices and edges, and not have to depend on the current snap options in the 3d view header.\n\nSo we could override the snap options that transform uses.... but this seems a bit crappy too, since you may want to snap to faces in some cases, or even snap to grid.\n\nAs an alternative, we could just not bother attempting to integrate this with transform, and add snapping to the current modal operator (similar to how we have with the Ruler operator, which shares low level code with transform snapping)\nBut in that case we miss the axis constraints which seem like they would be nice to support.\n\n\nHere is a test patch to show how it works: [P87](P87.txt)\nNote, it crashes if you try to scale and its hard coded to LMB for cursor place, so its mostly a proof of concept.", "It is not possible to switch from \"English Input to Korean Input\" in TEXT mode.\nOperating system:win10_64\nGraphics card:inner\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\nWorked: (optional)\n\nHello. I am Korean. Thank you for developing the blender. I'm using the latest version of blender. But there's one serious problem.\nIt is not possible to switch from \"English Input to Korean Input\" in TEXT mode.\nThis is also true of Chinese and Japanese keyboards.\nWe would appreciate it if you could correct the \"Switching language input\" bug in TEXT mode.\n\n\nBased on the default startup or an attached .blend file (as simple as possible).", "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.", "Clipboard inconsistencies when copy-pasting text\nOperating system: Linux-5.16.15-76051615-generic-x86_64-with-glibc2.34 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.86\n\nBroken: version: 3.2.0 Alpha\n\n### Short-ish description of error\n@ZedDB explained to me that, at least on Linux, there are two OS clipboards (and I might be inaccurate on the details here, feel free to correct):\n- Ctrl+C -> Ctrl+V on a selection, the one we're all familiar with.\n- The 2nd clipboard is filled with the user's last text selection, and pasted with Middle Mouse Button or Shift+Insert.\n- Additionally, we have a Blender clipboard, accessible from the PyAPI via `context.window_manager.clipboard`. From what I've tested, pressing Ctrl+C always behaves the same as setting this.\n\nThe way copying and pasting works from Blender into other running applications seems to be inconsistent, depending on the target application and which one of the copy-pasting methods are used.\n\n**Some use case examples, if that's needed**:\n1) Pasting quick scripts from Text Editor/PyConsole into a chat application (quick scripts for artists).\n2) Making an operator in an add-on that can put an error message on the user's clipboard, to aid troubleshooting errors.\n\n### Situation on popOS\nI expect these issues to have some variation across different systems, so if you have a different system and get different results, please post them.\n\nThe inconsistencies I found, sorted in my personal priority:\n- Ctrl+C -> Ctrl+V from Blender Text Editor and Properties works to VSC, but not to Firefox.\n- Ctrl+C -> Ctrl+V does work from one Blender instance to another ONLY IF the source Blender instance is not closed.\n- Selection -> Middle Mouse Paste works from Blender Text Editor to other software, UNLESS using the Ctrl+A \"Select All\" shortcut in the text editor.\n- Selection -> Middle Mouse Paste does not work from one Blender Text Editor to another.\n- Selection -> Middle Mouse Paste does not work from Blender Properties to anywhere else.", "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", "Mirror UI in does not update immediately when a shortcut is assigning \nOperating system: Windows-10-10.0.16299-SP0 64 Bits\nGraphics card: NVIDIA GeForce 940MX/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.11\n\nBroken: version: 3.2.0\nWorked: for sculpt mode it used to work in blender 2.80-2.92, broke in blender 2.93 and up. \n\nAssigning a shortcut to the mirror widget in any mode does not immediately trigger a ui update when pressed.\n\n- Enter sculpt or any other mode\n- Assign shortcut to the mirror x widget, v for example since its unassigned by default \nUI does not update immediately when pressing the shortcut, mouse cursor need to hover over the ui to trigger the update, this used to work in 2.80-2.92, but since 2.93 and up the ui does not refresh after pressing the shortcut. \nVideo of the issue:\n[Blender 2022-07-02 14_30_21_Trim_Trim.mp4](Blender_2022-07-02_14_30_21_Trim_Trim.mp4)", "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}" ]
[ "Shortcut to \"Toggle Maximize Area\" is listed in the menu but does not work as labeled.\nBroken: 2.80\n\nNow that the ctrl-up shortcut to maximize the area is gone, this brings up the issue that the ctrl-space is already used in the console for auto-complete, and thus there is no longer a shortcut to maximize the console area.\n" ]
Adding Color Attribute Crash Operating system: Windows-10-10.0.22000-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.96 Broken: version: 3.2.0 Adding Color Attribute to verts, edges or faces Crashes Blender Crashes after clicking ok in the Add color attribute popup menu ![Screenshot 2022-06-25 063023.png](Screenshot_2022-06-25_063023.png)
[ "Color Atributes: Inverted Smooth filter gives diferent artifacts in diferent Color Attributes\nOperating system: Linux-5.4.0-107-generic-x86_64-with-glibc2.27 64 Bits\nGraphics card: GeForce GTX 670MX/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.144\n\nBroken: version: 3.2.0 Alpha\n\n\nInvert of the smooth color filter gives different results in different color Attributes, Some are good and some are realy bad.\n\n1 Create the for different color attributes for color paint in sculpt mode.\n2 Paint color with the paint brush.\n3 activate the smooth color filter from right to left a few times.\n\nHere it is a video showing the for results. As it can be seen independent of the domain, the color ones give worst result than the bytes colors. I have only use pure Red, Green, and Blue that are the colors that gives the less errors, but even so you can see that the results in color are changing.\n\nTest File:\n[#97340.blend](T97340.blend)\n[vokoscreen-2022-04-15_02-08-18.mp4](vokoscreen-2022-04-15_02-08-18.mp4)", "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```", "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", "The colors of the vertices do not correspond to the values in which I paint them with vertex paint.\nOperating system: Windows-10-10.0.14393-SP0 64 Bits\nGraphics card: GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.38\n\nBroken: version: 2.92.0\n\nthe vertex color values that I get from the vertices in the shader editor node called \"vertex_color\" do not correspond to the values that I write there using vertex painting.\n\n![vertex_color.gif](vertex_color.gif)\nSet the viewport mode to render or material preview. And change the inputs from the manual value to the value taken from vertex color. As you can see, the values themselves should not differ, but the color change.\n\n[vertex_color_error.blend](vertex_color_error.blend)\n\nPerhaps this is due to this issue D10956, but I want to say that we then need the ability to convert from one color space to another.\nBecause I use a blender to create game models and would like to use vertex colors to mix materials. But I can't, because it doesn't correspond to the colors and values that I enter. And it will not match what I will see in the game.\nIn addition, I enter specific values using the color wheel and sliders. And I expect to get them unchanged. That would be logical.\n", "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", "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", "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", "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/Assert with two modifiers that require normals data [e.g. DataTransfer]\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: 2.90.0\n\nCrash/Assert with two modifiers that require custom normals data [e.g. DataTransfer]\n\nIn a Debug build:\n\n[#84664.blend](T84664.blend)\n- Open File\n- add another modifier that requires normal data (e.g. Displace), or just duplicate the existing modifier\n\n[un2.blend](un2.blend)\n- Try to go to edit mode of \"Vert.011\"\n- Blender will crash.\n\n", "Script node with shader output crashes Eevee\nOperating system: OSX Monterey (12.6)\nGraphics card: Radeon Pro Vega 20\n\nBroken: git versions: blender-v3.2-release, blender-v3.3-release, master\nWorked: 3.2 release\n\nI'm testing the MaterialX standard surface shader. It seems to work when in Release versions, but in a debug build, it crashes when you connect the output of the shader to 'surface' in the terminal node.\n\nUsing the default scene, switch from Eevee to Cycles + Open Shading Language. Select the Cube, switch to Shading tab. Create a new material, and add a new Script node. Load the attached .oso file (to compile the attached .osl, you need to have MaterialX installed. I'm using 1.38.5). Attach the output of the script node to the 'Surface' input of the terminal. Boom! Where the crash occurs depends on whether your in Eevee preview, or Cycles preview.\n\n[out.osl](out.osl)\n\n[out1.oso](out1.oso)", "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.", "Themes→3dViewport→Active vertex color do nothing\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.95\n\nBroken: version: 3.5.0\n\nThis one influence nothing. Should it be deleted?\n![98932743.png](attachment)\n\n[2023-04-13_07-48-03.mp4](attachment)\n\n\np.s. Dull colors and other issues about wireframe [described here](426) and I am sad, that it looks abandoned and ignored…\n\n", "EEVEE: Add support for extracting alpha channels from a color\nI mistakenly filed a bug report --> #72856 EEVEE transparency problem with mtpaint PNG\n\nI didn't fully understand the bug and attached a blender file that didn't show the bug properly.\nPacking the image file with blender command 'Pack' makes the image\nopaque so it is worthless to include a blender document. I will\ninclude a mtpaint PNG image instead and you can load it into\nblender 2.81 yourself and see how it renders in EEVEE versus cycles.\n\nI noticed that your forum converts the image to opaque if I try to attach to this post\nso I'll use a shareable link that preserves the transparency:\n\nopen?id=1TjfSjzabYEmVHXTODPFymGVNwuL02SnJ\n\nHere is how I created the mtpaint image to reproduce the problem...\n\n1) Launch GIMP -->new gimp document -no alpha channel - paint with brush\n2) save as PNG format with no alpha channel\n3) Launch mtpaint ---> open the PNG document\n4) 'Save as' to output the document - one color chosen to be transparent - PNG format\n5) Launch blender 2.81 (linux) - images > Images as planes\n\nEEVEE rendering doesn't respect the transparent region.\nCycles rendering does respect the transparent region.\n\n\nNot a high priorty.", "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", "Texture Paint: Color Palette operator issues with Undo/Redo -- Vertex Paint is fine though\nOperating system: Darwin-15.6.0-x86_64-i386-64bit 64 Bits\nGraphics card: ATI Radeon HD 5770 OpenGL Engine ATI Technologies Inc. 4.1 ATI-1.42.15\n\nBroken: version: 2.83.0\n\n\nIn Texture Paint mode (contrary to vertexpaint mode or gpencil), the palette operators dont work with Undo/Redo\n\nFrom the default startup file:\n- go to vertexpaint mode\n- (a) in the Active Tool tab in the Properties Editor, under Brush Settings > Color Palette, add a palette\n- (b) add a color to the palette\n- (c) Undo --> should be working [color is removed again]\n- so far everything is working\n- go to texture paint and do the same a, b, c --> color is not removed again, Undo is not working\n\nThis is what is probably the cause for the following more specialized original report (but also there the same thing works fine in vertex paint mode)\n\n## original report\n\nWhile in texture mode users press S to activate a color picker (not sure why this isnt the GUI nor the tools palette?)\nWhen its active, we have the options menu (used to be F6 i believe) There is this option \"Add to Palette\".\nThis however always adds colors. When you uncheck it, it will enable itself the next time your use the S key and pick a color.\n\n01. Open the attached scene.\n02. Start texture paint mode\n03. Use S key to enable color picker\n04. Options menu (bottom left) shows \"Add option to palette\" > Deactivate it.\n05. Use S key again > Notice colors are still being added but option is unchecked.\n06. When you let go of the S key, its checked again\n\n![Screen Shot 2020-06-23 at 17.01.00.png](Screen_Shot_2020-06-23_at_17.01.00.png)\n![Color-picker-options-enables-itself.gif](Color-picker-options-enables-itself.gif)\n\n[IMport Palette - Blank.blend](IMport_Palette_-_Blank.blend)" ]
[ "Regression: Crash when adding color attribute in edit mode\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65\n\nBroken: version: 3.2.0\nWorked: 3.1\n\nCaused by 3d5f5c2d9a\n\nAdding a color attribute to a mesh from the Color Attribute panel causes a crash if the object is in edit mode.\nA crash does not occur if a color type attribute is added manually from the Attributes panel\n\nBased on the default startup file:\n1. enter edit mode on the cube\n2. try adding a color attribute\n3. crash\n\n[blender_2022-06-08_16-58-25.mp4](blender_2022-06-08_16-58-25.mp4)\n\n", "Blender 3.2.0 crashes at \"Add Color Attribute\" while in edit mode\nOperating system: Linux Ubuntu 22.04 & Windows 10\nGraphics card: ?\n\nBroken: 3.2.0,release\nWorked: ?, (new option ?)\n\nBlender 3.2.0 crashes when object is in edit mode and try to Add Color Attribute\n(does not crash, when in object mode)\n\n1. open blender 3.2.0 (optional with --factory-startup).\n2. on the default scene (cube selected) hit TAB to change in edit mode.\n3. select Object Data Properties\n4. expand Color Attributes\n5. hit - [x] \"Add Color Attribute\"\n6. hit [OK] in the Add Color Attribute dialog\n7. blender crash\n\n![issue - Add Color Attribute.png](issue_-_Add_Color_Attribute.png)\n\n\n```\n# Blender 3.2.0, Commit date: 2022-06-08 10:22, Hash e05e1e369187\nbpy.ops.object.editmode_toggle() # Operator\nbpy.context.space_data.context = 'DATA' # Property\n\n# backtrace\n/snap/blender/2474/blender(BLI_system_backtrace+0x20) [0xc1491e0]\n/snap/blender/2474/blender() [0x11d8e2a]\n/lib/x86_64-linux-gnu/libc.so.6(+0x42520) [0x7f10945bb520]\n/snap/blender/2474/blender() [0x229aed4]\n/snap/blender/2474/blender() [0x2459305]\n/snap/blender/2474/blender() [0x17a0dc5]\n/snap/blender/2474/blender() [0x23862df]\n/snap/blender/2474/blender() [0x239879c]\n/snap/blender/2474/blender() [0x17a45d9]\n/snap/blender/2474/blender() [0x17a513d]\n/snap/blender/2474/blender(wm_event_do_handlers+0x37a) [0x17a5b9a]\n/snap/blender/2474/blender(WM_main+0x20) [0x179aa30]\n/snap/blender/2474/blender(main+0x322) [0x10d47e2]\n/lib/x86_64-linux-gnu/libc.so.6(+0x29d90) [0x7f10945a2d90]\n/lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0x80) [0x7f10945a2e40]\n/snap/blender/2474/blender() [0x11d570c]\n\n# Python backtrace\n```" ]
color space turns back to default preset sRGB when changing texture in shader editor Operating system: Windows-10-10.0.18362 64 Bits Graphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86 Broken: version: 2.81 (sub 3) Worked: (optional) when adding textures on the principled node i change the color space from sRGB to non color data. When adding a new texture it switch back to the default sRGB. Add a new material, go to shader editor and add a image texture. change the color space to non color data and connect t anny input you want. Now select the image texture node again and change teh texture. it will change the non color data back to sRGB. this is extremely confusing when you build a large node tree and change the textures during the process.
[ "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", "Error code in NodeShader Color default_value\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.99\n\nBroken: version: 4.0.0 Alpha\n\ncode in files\nthe color default_value require a 3-dimensional array , but when specified as a 3-dimensional array, the red channel is missing\n\n\n", "Theme > Shader Editor, Sidebar > Alpha value does not work\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA RTX A3000 12GB Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 537.13\n\nBroken: version: 3.6.1\n\nIn side of the Shader editor, if you want to change the color works correctly, but if you want to change the Alpha value, is not working.\n\nGo to Preferences > Themes > Node editor > Theme space > Region Background\n\n", "Baked Normal Map Is Not Equal To The Original Normal Map.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Radeon RX 570 Series ATI Technologies Inc. 4.5.0 Core Profile Context 22.Q4.221025\n\nBroken: version: 2.93.2\n\nThe problem that after I bake the normal it appears different than the original\n,Is this a bug ? , and why it appears different .\n\n1. Open blender\n2. Go to the shading window\n3. Select The cube \n4. Add normal map image connect it to the normal map after you add it , Then to the BSDF node \n5. create image to bake to it and select it \n6. bake the normal and see the result\n\n", "Shading change (smooth/flat) resets current simulation cache. \nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.19\n\nBroken: version: 2.83 (sub 5)\nversion: 2.82 (sub 7)\nWorked: 2.79\n\n[2020-02-26_04-40-40.mp4](2020-02-26_04-40-40.mp4)\n\nSet simple simulation, play it (to the end or pause), change shading to smooth/flat. Your cache lost.\nHere file.\n[simeset.blend](simeset.blend)\n\n", "Shader Nodetree Error: Invalid implicit socket conversion: Shader -> Color\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: GeForce GTX 1660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.33\n\nBroken: version: 3.3.1\nWorked: I don't know but the problem is also present in the version 3.0.0\n\n\n```lang=glsl\nRead prefs: C:\\Users\\rfnei\\AppData\\Roaming\\Blender Foundation\\Blender\\3.3\\config\\userpref.blend\nShader Nodetree Error: Invalid implicit socket conversion\nERROR (gpu.shader): GPU_material_compile FragShader:\n |\n\n 7164 | invert(float_from_Closure(tmp34), node_tree.u36, tmp37);\n |\n | Error: C1503: undefined variable \"float_from_Closure\"\n\n\nShader Nodetree Error: Invalid implicit socket conversion\nERROR (gpu.shader): GPU_material_compile FragShader:\n |\n\n 7164 | invert(node_tree.u35, vec4_from_Closure(tmp34), tmp37);\n |\n | Error: C1503: undefined variable \"vec4_from_Closure\"\n\nShader Nodetree Error: Invalid implicit socket conversion\nShader Nodetree Error: Invalid implicit socket conversion\n```\n\n\n1. EEVEE render\n2. Shader editor: put some shader socket to color socket\n3. Check the console", "Color Attribute not affecting \"bump\" shader node\nOperating system: Windows 10\nGraphics card: RTX 3080\n\nBroken: 3.50 beta (03 March 23)\n\nUsing a mesh's color attribute as an input to the \"bump\" shader node does not result in the expected behavior. Using the color attribute for practically every other value (including the normal map node, roughness, metalness etc.) works as expected.\n\nCreate a mesh and paint a color attribute with, for example, a black-and-white pattern.\nGive the mesh a material and add the color attribute.\nPlug the color attribute into the \"height\" input of the bump node, and view the result. There is no difference compared to the \"height\" input being left disconnected.\n\nOther inputs (such as a noise texture) result in the expected behavior.\n\n", "Alpha channel of Textures can't be deactivated in UV Editor\nOperating system: Windows10\nGraphics card:Geforce GTX 970M\n\nBroken: 2.91.0\nWorked: 2.83.0\n\nWhen you load an Image/Texture with an alpha channel in the UV editor, you can't turn the alpha channel off anymore, the image will stay black.\nIt worked in older Versions from 2.80 up to 2.83, there you only have to click on **Color** in **Display Channel** options.\n\nOnly areas that aren't black in the Alphachannel will be visible, in my examples I work with textures that need an all black Alpha channel.\n\njust load any Texture with Alpha channel in UV editor viewport\n\n\n\nHere an Screenshot from Blender 2.83.0 where it worked\n![44.jpg](44.jpg)\n\n\n\nand here an screenshot of Blender 2.91.0, the same Texture is used, I also tried different settings under Image, but nothing works\n![14.JPG](14.JPG)\n\n", "Shading turns pink if combining UDIM + AOV\nOperating system: Windows 10\nGraphics card: GTX 1070 Ti\n\nBroken: 3.6.1 and 4.0 (963c0ed5e7b0)\nWorked: 3.5.0\n\nShading renders pink (viewport, eevee, cycles) when the material has an UDIM image texture and a AOV Output.\n\n![GIF](attachment)\n\n- In the default's cube material, add an image texture node.\n- Click on \"new\" to create a new texture with \"Tiled\" enabled.\n- Connect the texture to the Principled BSDF node.\n- Add a AOV Output node.\n\nCube turns pink.\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)", "Geometry Nodes: Color mix nodes don't effect the alpha\nOperating system:\nGraphics card:\n\nBroken: 3.4.1\n\nwhenever I try doing any math with colors, the alpha isn't affected when I use the color mix node in any blend mode. \n\n1. Open blender geometry nodes.\n2. Add 2 combine color, color or whatever node with different different values for the alpha's.\n3. Use a mix color node with any operation like add, subtract etc.\n4. See that the alpha didn't change (use the spreadsheet or the hover over).", "Bump map texture painting in 3d viewport applies gamma correction to 32-bit float noncolor image data. \nOperating system: **NA** (Windows-10-10.0.18362-SP0 64 Bits, Darwin)\nGraphics card: **NA** (GeForce GTX 470/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.35, AMD Radeon HD 6970M 4.1 ATI-1.68.25)\n\nBroken: version: 2.90.1, 2.92.0 Alpha\n\nWhen texture painting a float non color image, the `3D viewport` uses a different `mix` algorithm than the one used on byte images in the 3D viewport, and floats and bytes in the `Image Editor`.\n\n\n\n| **Mix additive ?** | Byte | Float |\n| -- | -- | -- |\n| Image Editor | Yes | Yes |\n| 3d Viewport | Yes | No |\n\n\n\n\n\n![Screen Shot 2020-11-17 at 10.10.26 AM.png](Screen_Shot_2020-11-17_at_10.10.26_AM.png)\n\nProblem with texture painting bump maps. The image above shows two drawn curves. The left curve was drawn in the image editor, the right curve was drawn in the 3D viewport. Brush color is set to (r,g,b)=(0.6,0.6,0.6). The image texture used for the bump map was generated by the brush tool which creates a noncolor image set to 0.5. The problem occurs when specifying a 32-bit float for that image. \n\nYou can open the 2 following .blend files, and try painting a stroke in both the 3D viewport and the Image editor.\n\n![T82818_texturepaint_mix_byte.png](T82818_texturepaint_mix_byte.png)\n\n[T82818_texturepaint_mix_byte.blend](T82818_texturepaint_mix_byte.blend)\n\n![T82818_texturepaint_mix_float.png](T82818_texturepaint_mix_float.png)\n\n\n\n[T82818_texturepaint_mix_float.blend](T82818_texturepaint_mix_float.blend)\n\n---\n[system-info.txt](system-info.txt)", "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)", "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", "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." ]
[ "Texture color space in shader editor resets every time i import textures\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.64\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nwhen i try to reimport/import texture for example for non-color space texture it changes to SRGB mode every time and its too annoying.\n![image.png](image.png)\n\n1)changing color space to non-color data\n2)importing texture\n3)it automatically changes to SRGB data\n\n" ]
Blender crashing when attempting to start it up Windows 7 64 bit GTX660 Blender version 2.72 I did a clean install of blender 2.72 and whenever try to start it up, it crashes instantly and says it has stopped working I dont know, I just try to start up the program and instantly get the error
[ "Crash when playing animation in rendered view (cycles)\nOperating system: macOS-12.0.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Max Apple 4.1 Metal - 76.1\n\nBroken: version: 3.0.0, 3.5\nWorked: unknown\n\nPlaying animations in cycles rendered view frequently crash blender. With the attached file I consistently get a crash within 1-2 minutes of starting the animation.\n\nThe crashes do not occur when running the intel version through rosetta. They occur much faster/more often when using the CPU than when using the GPU.\n\nOpen attached file\nSwitch to rendered view (Crashes with and without Metal preference)\nPress spacebar to play\n\n[Boat boating.blend](Boat_boating.blend)\n[Animation crash.txt](Animation_crash.txt)\n```\nThread 17 Crashed:\n0 Blender \t 0x10319354c tbb::internal::custom_scheduler<tbb::internal::IntelSchedulerTraits>::process_bypass_loop(tbb::internal::context_guard_helper<false>&, tbb::task*, long) + 340\n1 Blender \t 0x103193644 tbb::internal::custom_scheduler<tbb::internal::IntelSchedulerTraits>::process_bypass_loop(tbb::internal::context_guard_helper<false>&, tbb::task*, long) + 588\n2 Blender \t 0x103192c60 tbb::internal::custom_scheduler<tbb::internal::IntelSchedulerTraits>::local_wait_for_all(tbb::task&, tbb::task*) + 184\n3 Blender \t 0x103183300 tbb::internal::arena::process(tbb::internal::generic_scheduler&) + 252\n4 Blender \t 0x10318c3b8 tbb::internal::market::process(rml::job&) + 40\n5 Blender \t 0x10318d6b0 tbb::internal::rml::private_worker::run() + 288\n6 Blender \t 0x10318d584 tbb::internal::rml::private_worker::thread_routine(void*) + 12\n7 libsystem_pthread.dylib \t 0x1b39cd4ec _pthread_start + 148\n8 libsystem_pthread.dylib \t 0x1b39c82d0 thread_start + 8```", "AMD - Blender Crashes When I Start Render - Cycles GPU Compute\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: AMD Radeon RX 6800 XT ATI Technologies Inc. 4.5.0 Core Profile Context 23.7.1.230626\n\nBroken: version: 3.6.1\n\n[Whenever I start Rendering, It crashes when using cycles on GPU compute. Doesn't happen on CPU option.]\n\n[On render engine, select cycles. Then set it to GPU Compute. Then click on render on top left corner. Then select render image.]\n\n", "Render 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", "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", "Installation fails when desktop permission to write is denied\nOperating system: Windows 10\nGraphics card: N/A\n\nBroken: 3.6 lts\nWorked: Unknown\n\n**Short Description**\n\nBlender setup error : An error occurred while attempting to create the directory DESKTOP_PATH\nOptions are Retry or Cancel.\nSelecting cancel give a confirmation prompt and then rolls back the installation.\n\n- - -\nI do not want every program I install to create icons on my desktop so have remove permissions to prevent this which is why this error occurs. Even so setup should not fail simply because a desktop Icon can not be created.\n\n", "Blender crash when selecting and moving vertex using API\nOperating system: Linux Mint 20 Ulyana\nGraphics card: NVIDIA GeForce RTX 2060 Super\n\nBroken: 2.91.2, 5be9ef417703, master, 2021-01-19\n\n\nBlender crashes when opening a new instance pasting the below script in a new document in the \"Scripting\" editor and clicking play:\n\n```\n\nimport bpy\n\ncontext = bpy.context\n\n# Assume default cube exists and select it\nobj = bpy.data.objects[\"Cube\"]\nobj.select_set(state=True)\ncontext.view_layer.objects.active = obj\n\n# Select a vertex and move it\nobj = bpy.context.active_object\nobj.data.vertices[0].select = True\nbpy.ops.object.mode_set(mode = 'EDIT')\nbpy.ops.transform.translate('INVOKE_DEFAULT',\n constraint_axis=(True, True, False),\n orient_type='GLOBAL',\n release_confirm=True)\nbpy.ops.object.mode_set(mode='OBJECT')\n```\n", "Crash when shading\nModel: HP Probook x360 435 G7 (independently upgraded SSD and RAM)\nOperating system: Windows 11 Pro 22H2 22621.1555\nGraphics card: AMD Radeon Graphics (Built-in graphics of AMD Ryzen 5 4500U with Radeon Graphics)\n\nBroken: 3.5.1 and 3.3.1 were tested, both had this issue.\nWorked: 3.1.2 – At the time of issue creation, there are no newer versions that have worked, including the latest build of 3.6.0 Alpha.\n\nBlender freezes for a second or so, and then crashes.\n\nI don't know if it *is* reproducable, but I have tested multiple conditions under which it crashes. These conditions are accompanied with the crash logs of that test. The problem does not seem to be (V)RAM usage, as the usage remains constant from before Blender is opened to long after.\n- Press F12 to Render Image: Crash [Log](itihmb)\n- Select Default Cube, Click on Shading workspace: Crash [Log](nxyeck)\n- Select Default Cube, Go to Materials tab: Crash [Log](ixgrhp)\n- Change Viewport Shading mode to Material Preview: Crash [Log](diwmma)\n- Change Viewport Shading mode to Render Preview: Crash [Log](ztajes)\n- DEL to delete Default Cube, SHIFT+A M P to create a Plane, Go into Materials Tab, Create Material: Crash [Log](gcaded)\n- Change Render Engine to Cycles, Press F12 to Render Image: **No** crash\n- Change Render Engine to Cycles, Click on Shading workspace: Crash [Log](chmkgj)\n- Change Render Engine to Cycles, Go to Materials tab: **No** crash\n- Change Render Engine to Cycles, Change Viewport Shading mode to Material Preview: Crash [Log](fhfyfo)\n- Change Render Engine to Cycles, Change Viewport Shading mode to Render Preview: **No** crash\n- Change Render Engine to Cycles, DEL to delete Default Cube, SHIFT+A M P to create a Plane, Go into Materials Tab, Create Material: **No** crash\n- Change Render Engine to Workbench, Press F12 to Render Image: **No** crash\n- Change Render Engine to Workbench, Click on Shading workspace: **No** crash\n- Change Render Engine to Workbench, Go to Materials tab: **No** crash\n- Change Render Engine to Workbench, Change Viewport Shading mode to Material Preview: **No** crash\n- Change Render Engine to Workbench, Change Viewport Shading mode to Render Preview: **No** crash\n- Change Render Engine to Workbench, DEL to delete Default Cube, SHIFT+A M P to create a Plane, Go into Materials Tab, Create Material: **No** crash\nThank you for your help.\n\n", "Cycles 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)", "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", "Blender crashes when merging mesh.vertices with a python script\nOperating system: Pop_OS 20.04\nGraphics card: Intel 4th Generation Core Proc \n\n\nBroken: 2.82a\n\n\nLink to stackoverflow question:\n\nblender-crashes-when-merging-mesh-vertices-with-a-python-script\n\nI have reuploaded the question here because I think It could be an error with blender code rather than mine. The steps to reproduce the crash would be creating an icosphere mesh, setting the max_distance variable to 0.3 and just moving nodes nearby to other ones and clicking run_script then. At some point it will close and save an ico.crash.txt. I have attached mine.\n\n[ico.crash.txt](ico.crash.txt)\n\n[#88022.blend](T88022.blend)\n\n[#88022.webm](T88022.webm)", "Crash 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)", "Blender crashes: OpenVDB math::Transform::read throws exception. \nOperating system: Darwin-19.5.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.9.15\n\nBroken: version: 2.83.2\n\nBlender keeps crashing.\n\nI have a project were I created an animation of modified arrays. Everytime I play it it crashes\n\nCrash report: P1536\n\ncrashed thread: \n```\n\tThread 35 Crashed:\n0 libsystem_kernel.dylib \t0x00007fff726c733a __pthread_kill + 10\n1 libsystem_pthread.dylib \t0x00007fff72783e60 pthread_kill + 430\n2 libsystem_c.dylib \t0x00007fff7264e8a2 __abort + 139\n3 libsystem_c.dylib \t0x00007fff7264e817 abort + 135\n4 libc++abi.dylib \t0x00007fff6f8ae458 abort_message + 231\n5 libc++abi.dylib \t0x00007fff6f89f8bf demangling_terminate_handler() + 262\n6 libobjc.A.dylib \t0x00007fff713da5b1 _objc_terminate() + 104\n7 libc++abi.dylib \t0x00007fff6f8ad887 std::__terminate(void (*)()) + 8\n8 libc++abi.dylib \t0x00007fff6f8b01a2 __cxxabiv1::failed_throw(__cxxabiv1::__cxa_exception*) + 27\n9 libc++abi.dylib \t0x00007fff6f8b0169 __cxa_throw + 113\n10 org.blenderfoundation.blender \t0x0000000110291c61 openvdb::v7_0::math::Transform::read(std::__1::basic_istream<char, std::__1::char_traits<char> >&) + 4801\n11 org.blenderfoundation.blender \t0x000000011026082b openvdb::v7_0::io::Archive::readGrid(std::__1::shared_ptr<openvdb::v7_0::GridBase>, openvdb::v7_0::io::GridDescriptor const&, std::__1::basic_istream<char, std::__1::char_traits<char> >&) + 1787\n12 org.blenderfoundation.blender \t0x0000000110286589 openvdb::v7_0::io::File::Impl::unarchive(openvdb::v7_0::io::File const&, std::__1::shared_ptr<openvdb::v7_0::GridBase>&, openvdb::v7_0::io::GridDescriptor const&, openvdb::v7_0::io::File::Impl::NoBBox) + 57\n13 org.blenderfoundation.blender \t0x0000000110282c91 openvdb::v7_0::io::File::readGridByName(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, openvdb::v7_0::math::BBox<openvdb::v7_0::math::Vec3<double> > const&) + 465\n14 org.blenderfoundation.blender \t0x0000000110282ab6 openvdb::v7_0::io::File::readGrid(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&) + 54\n15 org.blenderfoundation.blender \t0x00000001128a2cc9 MANTA::updateGridFromVDB(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, float*, bool) + 361\n16 org.blenderfoundation.blender \t0x0000000112890985 MANTA::updateGridFromFile(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, float*, bool) + 869\n17 org.blenderfoundation.blender \t0x0000000112890cee MANTA::updateNoiseStructures(FluidModifierData*, int) + 558\n18 org.blenderfoundation.blender \t0x000000011287e2b5 manta_update_noise_structures + 21\n19 org.blenderfoundation.blender \t0x000000010df34cd0 BKE_fluid_modifier_processDomain + 3168\n20 org.blenderfoundation.blender \t0x000000010df316ce BKE_fluid_modifier_do + 142\n21 org.blenderfoundation.blender \t0x000000010e3ad4f6 applyModifier + 54\n22 org.blenderfoundation.blender \t0x000000010dea5b0a mesh_calc_modifiers + 2778\n23 org.blenderfoundation.blender \t0x000000010dea4d6b mesh_build_data + 123\n24 org.blenderfoundation.blender \t0x000000010dea4035 makeDerivedMesh + 133\n25 org.blenderfoundation.blender \t0x000000010dfe1281 BKE_object_handle_data_update + 1089\n26 org.blenderfoundation.blender \t0x000000010dfe1704 BKE_object_eval_uber_data + 52\n27 org.blenderfoundation.blender \t0x000000010e9f36ba DEG::(anonymous namespace)::deg_task_run_func(TaskPool*, void*, int) + 138\n28 org.blenderfoundation.blender \t0x00000001142cadbc task_scheduler_thread_run(void*) + 364\n29 libsystem_pthread.dylib \t0x00007fff72784109 _pthread_start + 148\n30 libsystem_pthread.dylib \t0x00007fff7277fb8b thread_start + 15\n```\n", "Crash 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", "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", "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 with the latest 2.72 64bit installer\nWindows 7 64bit, Intel i7 4770K 3.5 GHz, MSI GeForce GTX 770 Gaming Twin Frozr IV OC 2GB DDR5 256-bit\n\nBlender 2.72, 64bit from the latest installer that you can download from blender.org blender-2.72-windows64.exe\n\nThe installation worked ok. When I try to start it, I get the error: \"Blender has stopped working. A problem caused the program to stop working correctly...\"\n\nThis is what I get when I run it from the console:\nD:\\Blender Foundation\\blender>blender.exe -d\nSwitching to fully guarded memory allocator.\nBlender 2.72 (sub 0)\nBuild: 2014-10-03 16:49:17 Windows:32bit Release\nargv- [x] = blender-app.exe\nargv- [x] = -d\nread file\n```\nVersion 267 sub 1 date 1970-01-01 00:00 hash\n```\n\nordered\n OBCube\n OBLamp\n OBCamera\nfound bundled python: D:\\Blender Foundation\\blender\\2.72\\python\n\nAfter this it crashes.\n" ]
Regression: Viewport in Sculpt mode with modifiers is 4x slower compared to 3.2 [Blender 33 massive lag in sculpt.mp4](Blender_33_massive_lag_in_sculpt.mp4) In this exemple: a default cube, moved on X axe, subdivided to lovel 9 (about 3 mil polygons), then modificator Mirror added. When in Sculpt mode we see massive lag even when trying to navigate the scene. Lag dissapeared after a modificator applied. Same happens when using array modificator. Lag also dissaperes if switch to other non-modified objects in the scene.
[ "Surface Deform modifier always updates when selecting objects\nOperating system: Windows 10\nGraphics card: NVidia GTX1080\n\n2.93.1, 2.93.3\n\nSurface Deform modifier causes click lag even if object or/and the modifier is disabled in viewport. It doesn't affect camera panning or rotation.\nWhile I'm at it, it also seems to keep unnecessary data in saved file. I wanted to provide an example file, but it turned out to be over 1 GB. I don't see why it keeps the deformed mesh in the file rather than recalculating it when we enable it or open the file.\nIt seemed to me to be the best way of making a chainmail, but I can't work with the lag.\n\n1. Subdivide the default cube with 7-10 cuts (7 enough for my PC, if in the end it doesn't lag, try more divisions).\n2. Duplicate the cube.\n3. Add subdivision modifier (level=6) to 2nd Cube, then add Surface Deform, set the source to 1st Cube, bind.\n4. Disable both objects in viewport, you can even disable the modifiers.\n5. Add a new Cube to the scene. Try selecting and deselecting in in the viewport. There's a lag. Camera panning and rotation works fine. The only way to fix the lag is to apply or remove the Surface Deform modifier.\n6. Save the file. Our file is just 396 faces with modifiers applied. It's over 1GB in size.\n\nVideo: hEQnVVvPEGU\n\nor\n- Open .blend file\n- Bind mesh to the target\n- Try to select the Cube.001 in viewport\n[#90985.blend](T90985.blend)\n", "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", "Sculpt: Artifact in Multires when mirror modifier is applied\nOperating system: Linux-4.19.97-x86_64-x86_64-AMD_Athlon-tm-_II_X4_620_Processor-with-gentoo-2.6 64 Bits\nGraphics card: GeForce GTX 960/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.64\n\nBroken: version: 2.90 (sub 1)\n\nArtifact in Multires when apply mirror\n![image.png](image.png)\n4xYyu0y.png\n\n1. add multires\n2. subdivide 4-5 times\n3. make sculpt\n4. add mirror\n5. apply mirror\nor \n1. Open attached file\n2. apply the mirror modifier\n[multires_mirror_bug.blend](multires_mirror_bug.blend)", "Surface smoothing when sculpting does not respect mirror modifier\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.2.0\n\nSmoothing in sculpt mode using Surface deformation does not respect the clipping option of the mirror modifier. This is not the case in the other brushes.\n[0281-0782.mp4](0281-0782.mp4)\n\n1.Creatre an object with at least one plane of symmetry.\n2.Delete one side and add the mirror modifier to fill that same side.\n3.In sculpt mode, try smoothing over the mirror seam using Surface deformation.\n\n", "Clay Brush and Dyntopo Bad Performance\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.23\n\nBroken: version: 3.1.0 Beta\n\n\nSculpting with using ClayBrush with Dyntopo giving me a very bad brush performance, the brush just lagging so bad.\nBut when using SculptDraw Brush and Dyntopo i can sculpt smoothly without any performance issue.\n\n[blender_vGfZsuAhnt.mp4](blender_vGfZsuAhnt.mp4)\n\n1. Open attached files\n2. Go to sculpt mode activate dyntopo\n3. start sculpting using Clay brush\n4. now compare the performance with sculpt draw brush\n[ClayBrushDyntopoPerformance.blend](ClayBrushDyntopoPerformance.blend)\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", "Sculpt Mode Performance\n**Status:** Prototype implemented in [D8983](D8983) with all optimizations included for Meshes, but only for some tools and features. Needs to be split into multiple patches and implement all remaining features.\n\n---\n\n**Team**\n**Commissioner:** @DanielBystedt \n**Project leader:** @PabloDobarro\n**Project members:** `-` \n\n**Description**\n**Big picture:** Improve the performance of Sculpt Mode brushes and tools.\n\n[Sculpt performance demo.mov](Sculpt_performance_demo.mov)\n\n**Use cases**:\n* Edit geometry surface detail in high poly meshes without performance issues\n\n**Design:**\nRemove all unnecessary calculations and updates from the PBVH when an editing operation is active, making all the Sculpt Mode code work only with the relevant vertices per brush step. The PBVH should only be used to get the affected area by the stroke as fast as possible.\n\n**Engineer plan:**\n* Get the PBVH code ready to have much smaller leaf node sizes\n* Store draw buffers in intermediate nodes to reduce the size of the leaf nodes of the PBVH.\n* Make proxies, bounding box and normal updates optional per tool and per symmetry options.\n* Do fast bounding box recalculations by updating the bounding boxes when deforming and propagating them from children to parents nodes to the root of the tree.\n* Implement optional fast normal updates (single loop) for brushes that require them.\n* Replace per node undo with a per vertex undo, which will also be used to get the original data during the stroke.\n\n* Remove BMesh based dyntopo (to be replaced with a better implementation).\n* Remove all loops over nodes from the code that runs when a stroke is active. \n* Configure the optimal settings of the scheduler per tool.\n* Make special tools (Pose, Boundary, Elastic Deform) not use the PBVH for getting the affected area. Cache the affected area of these tools once their data is initialized.\n\n**Work plan**\n\n**Milestone 1 - optional name**\n*Optimize PBVH queries and drawing*\nTime estimate: `2 - 3 weeks`\n\n**Milestone 2 - optional name**\n*Rewrite task scheduling and per vertex updates.*\nTime estimate: `3 - 4 weeks`\n\n---\n\n**Relevant links**:\n* #68873\n* #73934", "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", "Crosshair cursor is too small when sculpting on 4k resolution.\nOperating system: Linux-5.4.0-48-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.66\n\nBroken: version: 2.91.0 Alpha\n\nOn 4k monitor, while sculpting, the cursor is barely visible.\nIf the mesh is grey/white, you cant see the cursor.\nSame on Vertex Paint and Weight Paint modes.\n\nwatch?v=fpADGvD47hE\n\n- On Edit Mode however the cursor is big and quite visible.\n", "GPU Subdivision slows down in Sculpt mode, Weight paint mode.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.30\n\nBroken: version: 3.3.1\n\nGPU Subdivision slows down the work in Sculpt mode and Weight paint mode\n\n1. Turn on the GPU Subdivision.\n2. Enable the subdivision surface modifier on the model.\n3. Try to do something in Sculpt mode, Weight paint mode.\n4. Turn off the GPU Subdivision and follow step 3.\n\nWith GPU Subdivision enabled, the Sculpt mode and Weight paint mode tabs work much slower.\nIf it can't be fixed, then it would be logical for GPU Subdivision not to be enabled on these tabs.\n\nAt the same time, the GPU Subdivision works correctly in Object mode.\n", "Sculpt Mode - Face Set FK, mirror X is wrong when Scale/Translate using Pose brush with Lock Rotation When Scaling\nOperating system: macOS-10.15.7-x86_64-i386-64bit 64 Bits\n\nBroken: 2.92, 3.5.0 Alpha\nWorked: Never.\n\n\n- Change to pose brush.\n- Change brush deformation mode to Scale/Translate.\n- Enable brush Lock Rotation When Scaling.\n- Try to pose the hand.\n- The other hand is flipped.\n\n![Screenshot 2022-12-06 at 11.23.29.png](Screenshot_2022-12-06_at_11.23.29.png)\n\n![Screenshot 2022-12-06 at 11.23.37.png](Screenshot_2022-12-06_at_11.23.37.png)\n\nThis is the file I'm using:\n\n[20221205_model_human_sculting_pose_brush_using_facecets_0001.blend](20221205_model_human_sculting_pose_brush_using_facecets_0001.blend)\n", "Dynamic Paint evaluated even when disabled\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 473.04\n\nBroken: version: 3.3.1\nWorked: (Unknown)\n\nAfter disabling the Viewport Display and Render options for both the Canvas and the Brush in the Dynamic Paint settings, the system continues to be evaluated during timeline playback, resulting in a very low frame rate. The only way to fix this is to completely delete the **Dynamic Paint modifier** from **both** the Canvas **AND** the Brush. This is not ideal, as settings need to be tweaked in between testing an animation, so the system **should be properly bypassed** when the Viewport Display and Render options are disabled.\n\nThanks very much for looking into this!\n\n**[exact steps needed to reproduce the issue]**\n\nPlease see example .blend file. The landscape mesh is used as a proximity brush to paint \"shoreline\" interaction onto an animated canvas. The project exhibits the same low frame rate even when the Dynamic Paint modifiers have their Visibility and Render settings disabled. Only by completely deleting the modifiers, does the the frame rate return to normal.\n\n![image.png](image.png)\n\n[DYNAMIC PAINT TEST FILE.blend](DYNAMIC_PAINT_TEST_FILE.blend)\n\n", "Textures not displayed in sculpt mode due to missing UVs (PBVH rendering, Multires)\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 417.35\n\n\nBroken: version: 2.80 (sub 55)\nWorked: 2.79b\n\n\nModel with Multiresolution modifier doesn't display texture in Sculpt Mode.\nRender engine doesn't matter.\n\n![2019-04-14 00_59_29-Window.png](2019-04-14_00_59_29-Window.png) \n![2019-04-14 00_59_54-Window.png](2019-04-14_00_59_54-Window.png)\n\nObserved in display modes:\n1. Solid (Lighting: Studio / Color: Texture)\n2. LookDev\n3. Rendered (in Cycles mesh is invisible)\n\n- Open [test.blend](test.blend)\n- Enable \"Display modifier in viewport.\"\n\nOR\n\n- Switch to LookDev mode\n- Apply multiresolution modifier to a mesh with texture\n- Add single subdivision (`Sculpt Base Mesh` OFF)\n", "Disabling collection in the outliner does not entirely disable all the calculations connected with that collection\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660 Ti with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.78\n\nBroken: version: 3.2.1\nWorked: 2.79\n\nIf you have a collection with some armature (*say \"Character\" collection*) and some other collection that has objects linked to that armature (say \"Character's Clothes\") and there are some heavy models there (*lots of modifiers, faces, etc.*), then the armature performance would be abysmal until you completely delete that collection from the Scene.\n\nBased on an attached .blend file.\n 1) Move any armature's bones with \"Sides\" collection **ENABLED**\n 2) Observe lag\n 3) **Disable**\"Sides\" collection\n 4) Move any armature's bones\n 5) Observe lag\n 6) **Delete Hierarchy** \"Sides\" collection\n 7) Move any armature's bones\n 8) There would be no lag\n\nWhich means that after you disable collection in the Outliner, the calculations that are connected to that collection's objects are not entirely disabled like it was with Layers in 2.79. So, if the objects in the second collection are really compute-intensive, the whole scene is going to lag.\n\nI have attached a blend file and a video of this happening.\n[lag_example.blend](lag_example.blend)\n[blender_vp_lag.mp4](blender_vp_lag.mp4)", "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. " ]
[ "Regression: Lag in sculpt mode when navigating around an object with modifiers\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\nRAM: 64Go DDR4\nProcessor: Intel core i7-7820X @ 3.6GHz\n\nBroken: version: 3.3.0, caused by 285a68b7bb\nWorked: 3.2.2\n\nViewport performance is now quite poor when displaying/sculpting a mesh with a modifier like Subdivision Surface, Mirror, or Array in Sculpt Mode. \nTested on 2 machines with similar hardware, the issue persists. \nFirst noticed on a sub-10K faces mesh.\nEven after a viewport change (rotation of the view, for example), it takes 2-3 seconds for the cursor to get back to normal speed.\n\n[blender330_sculpt-subsurf_perf-issue.blend](blender330_sculpt-subsurf_perf-issue.blend)\n- open with 3.3 LTS, go to sculpt mode and rotate around the object, try sculpting it, you'll notice the lag.\n- do the same steps in 3.2.2 and performance is great.\n" ]
Camera Walk Mode - Looking around with mouse not working OSX 10.8.5 GeForce Gt 650M 2.75a c27589e Worked: 2.74 and earlier When pressing Shift+F and getting into walk mode, mouse no more turns or rotates the camera view. If I switch to Fly mode in User Preferences, mouses starts to work again. Press Shift+F. Move mouse
[ "No (selection) tool in Image editor mask mode (Left-click and drag selection doesn't work)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.93.0 Alpha\n\nLeft-click and drag selection doesn't work in Image editor -> Viewer Node -> Mask mode\n\nCreate a mask in the Image Editor and try to select it with left-click and drag selection\n\n![Mask shot.png](Mask_shot.png)\n", "The walk mode is stuck when it is enabled while using a tablet pen\nOperating system: Windows 10\n\n\nBroken: 3.0.0\n\n\nThe walk navigation mode goes does not trigger right away when it is used with a Wacom tablet in Windows Ink mode. The Win ink is set both in Blender and the Wacom properties.\n\nHere I enable the walk mode, but it does not move at all until I lightly move the mouse. After that it works.\n[ClvNCLQx0H.mp4](ClvNCLQx0H.mp4)\n\nUse a Wacom pen \nEnable Windows Ink in Wacom panel and in Blender\nEnable Walk navigation", "Viewport \"Focal Length\" doesn't match Camera's focal length\nI've noticed that camera's focal length and viewport's focal lengths don't match. I agree with the Alessandro Padovani (padone) who created the parent task.\n\nBasically, when you have a scene and want to do a quick test render of what you see in the viewport you need to set the camera's position/rotation to viewport's view. To do that you first view the scene using the viewport then set the camera's position/rotation using Ctrl+Alt+0 (numpad) and hit F12. The problem with this is viewport's focal length and camera's focal length don't match even though they are both set to 50mm. \nWhen you hit Ctrl+Alt+0, camera's position/rotation is set but what camera sees is actually zoomed in which seems like 100mm. So, if you want the camera to see what the viewport sees then you need to change viewport focal length to twice of what camera is.\n\nI don't know what the parent task was closed.\n\nI'm using Blender 2.90 \nBuild date: 2020-06-23\n\n", "automated motion path not working correctly\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 3.2.1\nWorked: version 3.1\n\nin version 3.2.1 or in 3.3 the motion path the newer automated way doesn't show the motion path for the last keyframe the older way where we can select the range is better please give that back\n\nthe motion path not showing last keyframe's motion path\n[constant Extrapolation not working and motion path not showing the last keyframe.blend](constant_Extrapolation_not_working_and_motion_path_not_showing_the_last_keyframe.blend)\nopen the attached file and when you try to calculate the motion path of any object or bone the last keyframe's motion path not showing in this file you can see the frame 24 not showing\n", "Regression: Armatures [in front] overlay doesn't update properly (toggling overlay ON and OFF)\nOperating system: Linux-5.15.0-52-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.103.01\n\nBroken: version: 3.4.0 Alpha\nBroken: 2.92.0\nWorked: 2.91.2\n\nBisecting gives 0f95f51361 as the culprit commit\n\nif the armature viewport mode is set to \"in front\" it doesn't properly update when the overlays are turned off and on\n[Peek 2022-11-01 05-35.mp4](Peek_2022-11-01_05-35.mp4)\n\n1-add an armature\n2-set the \"viewport display\" to in front\n3-turn off and on overlays\n4-if you can confirm the bug the armature should appear after changing anything in the 3d view to update as in the video, move rotate or zoom \n\n", "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", "mouse scroll zoom freeze in first attempt \nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce 940M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.11\n\nBroken: version: 3.0.0 Alpha\n\nHello , i tried new version for blender 2.92 and found that whenever i rotate my object or do pan, immediate after that zoom in and zoom our \"with mouse scroll\" not working for some fraction of second. it freez for one scroll motion. Otherwise working fine with \"alt+MMB\" \nAlso i tried this same thing with version3.0.0 but same thing happened. Don't remember about the previous version. \n\nalso i checked my mouse with other 3d software but it worked fine there. so mouse is not causing errors i hope. \n\nopen fresh blend file\nrotate camera/view with MMB\nimmediate after rotating the camera/view scroll in or our. It will miss for sure. \n\nbut the speed for rotating and zoom in our should be fast. it worked in slow manner. \n\n\nThanks in advance, \n", "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)", "Mouse leaves window during walk navigation\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.98\n\nBroken: version: 3.3.0\n\nmouse goes out in walking navigation\n\n\n- Simply open any file\n- Activate walking navigation and turn the mouse from top left to bottom right quickly several times (between 3 and 5 times)\n\n", "Improve support for Rotate and Pinch trackpad gestures\nOperating system: macOS-12.6.3-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 455 1.2\n\nBroken: version: 4.0.0 Alpha\nWorked: never\n\n\nAt the moment, zooming with the Pinch gesture is too slow, requiring several full gestures to zoom in on details. When using the Rotate gesture, the rotation angle does not match the rotation of the fingers. Both gestures do not allow tiny changes with slow finger movements, due to rounding/conversions of values in the code.\n\nThe current code converts 'magnification' and 'rotation' values (float) to delta values (int). It would be more correct to use 'magnification' and 'rotation' values directly, without rounding when converting to delta.\n\nThere's an old macOS patch to start with: D8521", "Quad view toggle changes \"main view\" orientation with lock rotation is unchecked\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: AMD Radeon HD 6700 Series ATI Technologies Inc. 4.5.13417 Core Profile Context 15.301.1901.0\n\nBroken: version: 2.82 (sub 7)\nWorked: Never (2.79+)\n\nQuad view toggle changes main view orientation with lock rotation is unchecked\n[Project 121.mpg](Project_121.mpg)\n\n- Open general template\n- ctrl + alt + q to toggle quad view\n- In side panel > Quad View uncheck Lock\n- Move mouse to any dedicated ortho views\n# Hit ctrl + alt + q twice\n\nTop right view - \"main\" view has orientation of view where mouse cursor was.\n", "Fly/Walk in viewport, Workbench/Eevee do not stop rendering at sample limit\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 760/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67\n\nBroken since at least 2.80 and still broken in 2.91.0 Alpha\n\nWhen using Walk or Fly navigation modes using any built-in renderer except Cycles, the viewport will render the specified number of samples, then start again from sample 1 and repeat indefinitely, *even if the navigation is motionless.* This can be seen visibly. If set to 1 sample, it still re-renders it indefinitely. This can be confirmed via GPU usage.\n\nEnter walk or fly mode in any scene, using any viewport mode, and any renderer except Cycles. If you have a hard time seeing it, you can use Eevee and any volume shader to more easily see each sample as it's rendered.\n\n**Misc notes**\nI'm aware Workbench's render settings are anti-aliasing samples instead of sample count, but it still re-renders those anti-aliasing samples.\n\nIt's not a pressing problem, but it does waste GPU resources and can introduce visible flickering. It should either stop rendering when it reaches the set number of samples (like orbit), or stop rendering after 1 sample regardless of sample limit. The latter would actually be more useful in my use case, even for regular orbiting. My proposal: It could pause for about 500-1000ms (configurable?) before rendering sample 2 and onward. This would improve viewport responsiveness, but still retain the benefits of rendering the full quality version during navigation.", "Video Editor Scene Strips and scene camera binds are out of sync (most of the time)\nBroken: blender-2.80.0-git.03bd024c077d-windows64\n\nThis is a re-do of another other bug report I filed earlier this month (#63304), now that I understand it a lot better I'm filing it again with a more accurate description and demo file.\n\nIn the video editor, if you one or many scene strips, on updating the frame the camera bind that the playhead falls under will most likely not be applied until the following frame.\nSo, when you place the playhead in a region that uses a different camera bind, it usually does not update unless you update once more in that same region.\nThis is also the case in rendering animations using the video editor.\n\nI've created a demo file that perfectly illustrates this problem below.\nThis bug urgently needs fixing.\n\n**Exact steps for others to reproduce the error**[sequence camera bind bug.blend](sequence_camera_bind_bug.blend)\nInstructions for demo:\n\nIf the playhead is in the BOX region, it should show a box, if it is in the SPHERE region, it should show a sphere. I estimate about 80-90% of the time it doesn't update correctly. Why there is an element of chance I cannot work out.\n\nTry moving the playhead around between markers (which indicate a camera bind in the strip's scene) and notice how the bind almost always fails to apply.\n\nNow try jumping from region to region and notice how the camera bind is almost always 1 step behind, so it is never applied, place the playhead within the current region and it updates without fail.", "Support Viewport roll - around the cursor position\nCurrently view orbit supports zoom-to-mouse-position as a way to rotate and zoom around the cursor position.\n\nView roll however always uses the view center.\n\nWhile low priority, this would be nice to support. See: #70761 (Roll View ignores Auto Depth)", "\"Align Active Camera to View\" doesn't match properly\nOperating system: windows 10 21h2\nGraphics card: gtx 1070 ti\n\n3.1.2\n\n\"Align Active Camera to View\" doesn't match to the active and wanted 3D view boundaries and the object distance properly. See the attachments below. \n\n![the-wanted-3D-perspective-view.jpg](the-wanted-3D-perspective-view.jpg) ![align-camera-to-the-3D-view-doesnt-match.jpg](align-camera-to-the-3D-view-doesnt-match.jpg)\n\nThe steps for this: hit the \"Align Active Camera to view\" button in the \"View -> Align view\" menu in the 3D viewport, from where you want to achieve the desirable and proper view result, this result will be the same as I wrote in the short description. Which is very disturbing, mainly if someone came from eg. Maya or C4D to Blender. This is my blend file: [camera align problem.7z](camera_align_problem.7z)\n\nPlease correct this disturbing snapping malfunction in the near future! I would really appreciate that!\n\nThank you!" ]
[ "Camera does not rotate in walk mode (Shift - F)\nWin7 64bit, GTX 560\n\nBroken: 2.75 c6b042b\nWorked: 2.74\n\nSometimes when switching into the walk mode (Shift + F) in camera view the camera doesnot react to mouse movement. I found out that it is caused by fast mouse movement while pressing the Shift F combination.\n\n\nOpen a new file, add a camera, switch to camera view.\nMove your mouse quickly from left to right (or make quick circles with the cursor). Press the Shift F combo while moving your mouse. If you do it right the camera switches to the walk mode but does not rotate. The WSAD keys work as they should. \nIf the cursor is still during the shortcut everything works as expected. \n" ]
Remove double vertices crash Operating system: Windows 10 Graphics card: 1080 Broken: 2019-03-06 00:18 18e5540a48b6 Repeatable crash on remove double vertices 1. Open crash.blend 2. Select all 3. Remove double vertices Result: Crash Expected result: All double vertices should have been removed. [crash.blend](crash.blend)
[ "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", "LineArt; Crahes when I reopen a file\nAn old HP laptop with\nOperating system: Linux Ubuntu 18.04.5 LTS\nGraphics card: Mesa DRI Intel(R) HD Graphics 5500 (BDW GT2)\n\nBroken: Blender 2.93.0 Alpha, 3ea1779365b5, master, 2021-03-23 18:34\n\n\nI added two GP LineArt on the scene and it worked and then I saved the scene, with new grease pencil modifiers activated, but when I try to reopen in Blender the same scene crashes every times and I'm not able to see anythings after waiting the processing until crashes without any report. the file is attached.\n\n[yach.tar.xz](yach.tar.xz)", "Crash/Assert with two modifiers that require normals data [e.g. DataTransfer]\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: 2.90.0\n\nCrash/Assert with two modifiers that require custom normals data [e.g. DataTransfer]\n\nIn a Debug build:\n\n[#84664.blend](T84664.blend)\n- Open File\n- add another modifier that requires normal data (e.g. Displace), or just duplicate the existing modifier\n\n[un2.blend](un2.blend)\n- Try to go to edit mode of \"Vert.011\"\n- Blender will crash.\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", "Merging vertices keeps vertex groups from one vertex, discards others\n[merge_vgroup_bug.webm](merge_vgroup_bug.webm)\nBroken: 2.80, d3870471edd7, 2019-02-12\n\nWhen merging vertices (either directly or using \"Remove Doubles\"), vertex groups are only inherited from one vertex and the others are discarded (effectively at random). Expected behavior is that all vertex groups assigned to the vertices to be merged will be inherited.\n\nDoing the same but with materials instead of vertex groups results in expected behavior (all materials assigned to the vertices to be merged are inherited), so I guess there's a case to be made for consistency.\n\n - Open the attached .blend file\n - Note that the vertex group \"top_group\" contains all top vertices and \"bottom_group\" contains all bottom vertices\n - Select all vertices\n - Remove Doubles\n # Note that the merged vertices only inherited vertex groups from either \"top_group\" or \"bottom_group\", instead of both\n[merge_vgroup_bug.blend](merge_vgroup_bug.blend)", "Regression: Repeating resizing image and undoing causes view in image editor strange state, and editing it causes crash.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\n\nBroken: version: 3.3.0 Alpha\nBroken: 3.2\nWorked: 3.1\n\nCaused/exposed by e06399c223\n\nIf resizeing image and undoing is repeated, view in image editor becomes strange state.\n(It looks like that the image size is incorrect state).\nIf the image is editted in this state, the blender would crash.\n\n![Crash_ResizeUndo_2.gif](Crash_ResizeUndo_2.gif)\n\nAt the first undoing, it looks O.K.\nBut if I repeat resizing and undoing one more time, the image becomes strange.\n\n\nFollowings are what I did in the video above.\n1. Open image editor and make a new image. (1024x1024)\n2. Resize the image to 256x256 from menu.\n3. Undo it.\n4. Then, Resize the image to 256x256 one more time.\n5. Undo it.\n6. The image size in the editor becomes strange.\n7. If I edit the image, blender crashes.\n\nI tried above process in several conditions.\nI found that\nA. this does not happens in 3.1. It happens after 3.2\nB. If I checked Undo Legacy option, this does not happen. It happens in standard undo mode.\n", "Crash when multiple materials are assigned to a mesh\nOperating system: Linux-5.17.15-76051715-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.103.01\n\nBroken: version: 3.2.1 Release Candidate\nWorked: unknown (I haven't opened the .blend file in versions older than 3.2. It is broken in 3.2)\n\nWhen two materials are assigned to the mesh, random faces disappear and reappear when switching between Object and Edit modes. After switching back and forth several times, Blender crashes. In some instances it took significantly more switches from Edit mode to Object mode and back before Blender crashed. In some of these instances, Blender appeared to create new faces with one or more vertices at the object's origin.\n\nWhen transforming any vertex, edge, or face, Blender quickly generates new faces with at least one vertex at the object origin and crashed shortly thereafter.\n\nI posted a 30-second video of the issue (including two crashes) here: strange_face_artifacts_causing_crashes/\n\nThankfully, I have not reproduced this issue in any other .blend file.\n\n1) Open the attached file, \"Crash - random faces.blend\" and you will see the mesh has a number of holes in it.\n2) Press tab and the missing faces will reappear but other faces will disappear. Pressing tab additional times eventually results in Blender crashing.\n3) Select any vertex, edge, or face and transform the selected element using G, S, or R and new faces will appear. Blender will quickly crash.\n4) Reducing the number of material slots to one appears to fix the problem (all faces are visible as normal) but it reappears as soon as a material is assigned to the second slot.\n\nThank you very much for your time.\n\n[Crash - random face orientation.blend](Crash_-_random_face_orientation.blend)\n", "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.", "Connect failed in certain case\nWin8 64bit | GTX680 \n\nBroken: 2.71.6 a0b3604\n\nWhen select two vertices and press J to connect, it fails to add vertices to edges in between.\n\nPlease see the attached case for example. Thanks for checking.\n\n![connect.png](connect.png)\n\n[vertex_connect.blend](vertex_connect.blend)", "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", "Vertices will always merge when \"Clipping\" is checked on a mirror modifier\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56\n\nBroken: version: 3.4.0\nWorked: Not sure\n\nDespite \"merge\" being unchecked, if you have clipping checked on a mirror modifier it will behave as if merge is turned on.\n\n1. Scale down the default cube to 0.1. Apply scale.\n2. Add a loop cut down the middle and delete half the mesh\n3. Add a mirror modifier and turn off merge\n4. Select the edge loop you just created and move it very slightly off center (so there's a gap)\n5. Turn on clipping (but leave merge off)\n6. In edit move move the edge loop again and you'll see it auto-merge the vertices close to the edge. If you reduce the merge distance it will not merge them, showing that when clipping is enabled it will auto merge verts despite that being unchecked.\n\nAttached example:\n[clipping demo.blend](clipping_demo.blend)\n\n", "stack_overflow exception while rendering with viewport render on\nOperating system: win10\nGraphics card: 2070super\n\n[blender_system_info.txt](blender_system_info.txt)\n\nBroken: 2.83.4, 2.91 6fe609d4c3\n\n\nwhen pressing f12 in render mode, blender crashes,\nwhen pressing render in solid mode, blender doesnt crash\n\n[blender_debug_output.txt](blender_debug_output.txt)\n```\nError : EXCEPTION_STACK_OVERFLOW\nAddress : 0x00007FFF42963FDB\nModule : C:\\Windows\\system32\\DriverStore\\FileRepository\\nv_dispsi.inf_amd64_6af46268c19e4980\\nvcuda64.dll\n```\n[2.blend](2.blend) \n1. switch to render mode\n2. press f12 & watch task manager.\n3. blender will close", "Blender crashed in edit mode with material index creazy and strange normal\nOperating system: Linux pop-os 5.17.5-76051705-generic\nGraphics card: NVIDIA GeForce RTX 3060 Ti\n\nBroken: 3.1.0 / blender-3.2.0-stable+v32.e05e1e369187-linux.x86_64-release\n\nAn object imported from I don't know where, with crazy material_index : (-30086) in spreadsheet editor, and with strange normal, makes blender sik.\n\nIn edit mode, if I try to move the concerned geometry blender crashes systematically.\n\n[2022-06-16_bug-normal.crash.txt](2022-06-16_bug-normal.crash.txt)\n\n[2022-06-16_bug_system-info.txt](2022-06-16_bug_system-info.txt)\n\n[2022-06-16_bug-normal.blend](2022-06-16_bug-normal.blend)\n\nthank you,\n - Thomas", "Vertex Weight Transfer in LineArt may not work when Remove Double option is enabled\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Radeon(TM) RX 460 Graphics ATI Technologies Inc. 4.5.13596 Core Profile Context 20.10.35.02 27.20.1034.6\n\nBroken: version: 2.93.0 Beta\nWorked: (the newest version of Blender that worked as expected)\n\nVertex Weight Transfer in LineArt may not work when Remove Double option is enabled. Following is a gif.\n![remove-double-bug.gif](remove-double-bug.gif)\n\n1. Open the following blend file. \n1. Toggle Remove Double option.\n[remove-double-bug.blend](remove-double-bug.blend)\n", "Ngon with more edge crash blender when using Multires/Subdivision Modifier\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.41\n\nBroken: version: 3.0.0 Alpha, 2.93.2, \nWorked: None\n\nPlease check the video, it shows the difference when blender deal will small ngon(edge < 10) and large ngon (~=600).\nI think it should take over aleast 5000 points ngon(for some svg file)\n[2021-08-15 17-50-41.mp4](2021-08-15_17-50-41.mp4)\n\nCreat a ngon with more than 600 points\nextrude it and add Subdivision Modifier\ncrash\n[test.blend](test.blend)\n" ]
[ "Crash\nOperating system: Windows 10\nGraphics card: NVidia GeForce GT 1030\n\nBroken: Crash\n(example: 2.80,18ee5540a48b6, blender2.7, 2019-03-06, as found on the splash screen)\nWorked: (optional)\n\nThe programm crash periodically if I want to use \"remove doubles vertices\", double G and \"Shader editor\". I can't include .blend file because this is a closed project\nBased on the default startup or an attached .blend file (as simple as possible).", "Remove Double Vertices crashes Blender\nOperating system: Windows 7\nGraphics card: GTX 1080 + RTX 2080Ti\n\nBroken: version: 2.80 (sub 46), branch: blender2.7, commit date: 2019-03-06 00:18, hash: 18e5540a48b6, type: Release\nbuild date: 05/03/2019, 17:06\nWorked: (optional)\n\nClicking \"Remove Double Vertices\" makes blender crash\n\nI'm providing a file with which you can reproduce the bug. Here are the steps:\n1. Open file\n2. In viewport, right-click (vertex Context Menu)\n3. Select Remove Double Vertices\n4... crash!\n\nThis is an important new bug for me, because I use this feature very often.\n\n[CrashingRemoveDoubles.blend](CrashingRemoveDoubles.blend)" ]
Marker menu in Time line editor Windows 10 gtx 1080 Broken: 2.79a 8928d99270f The Marker menu in the is not displayed, only an empty box appears
[ "Drawing of pose markers does not take NLA time mapping into account\nOperating system: Linux-5.11.0-49-generic-x86_64-with-glibc2.33 64 Bits\nGraphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.91.03\n\nBroken: version: 3.2.0 Alpha, branch: `master`, hash: `d6e7241237`\nWorked: don't think it ever workerd\n\nShifting an Action on the NLA, then going into tweak mode to edit it, shows the keyframes shifted in the animation editors. The action's pose markers are still in their absolute position.\n\n![image.png](image.png)\n\nThe pose markers should align with the 2nd, 3rd, and 4th keyframe.\n\n- Open the attached file, look at the pose markers.\n- Drag the action in the NLA editor, and see the keys moving while the pose markers stay put.\n\n[[D14176](D14176)-select-markers.blend](https://archive.blender.org/developer/F13001132/D14176-select-markers.blend)\n\n**Context & Relevance**\n\nThese \"pose\" markers originated from the old, now obsolete, pose library. However, regardless of the status of that library, I've heard the desire to have Action-scoped markers (so independent of scene time), and the pose markers would fit that need quite well. The only thing that has to be done to make this a reality is a rename (from \"pose marker\" to \"action marker\") and some UI cleanup. Fixing this bug is a good start.\n\nMarked as low-prio because the new purpose for pose markers isn't that official yet.\n\n**Note:** Be sure to test the `marker.select_leftright` operator as well (f1ae6952a8) after addressing this issue.\n", "Unable to see cursor point properly when R/S/G keys are used\nOperating system: macOS-12.5-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.8.101\n\nBroken: version: 3.2.0\n\nAccessibility issue: Unable to see cursor point properly when R or S or G keys are used\nPlease fix copy code from 3D Viewer when push the R or S or G appear color there then paste code into Timeline to become color can see without full black.\n\n- Cursor point can not be seen properly when R/S/G keys are used in timeline (in particular theme as shown in video)\n\n![image.png](image.png)\n![image.png](image.png)\nSee youtube Fh6OYqW2AfU\n", "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", "paint.sample_color operator options no longer accessible by default due to undo flag removal\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 3.2.0\nWorked: 3.1.2\n\nThe undo flag for `paint.sample_color` was removed in rB511a08585d2934b38e7d3de447752686b5f0e15b, this means that the 'redo toolbar panel' no longer pops up after sampling color with the default keybinding of 'S'. Previously, users could change the default settings through the 'redo toolbar panel', without it, I don't think the \"Sample Merged\" and \"Add to Palette\" options are accessible to users by default any more.\n\nI'm not sure if this should be considered a bug or an API change, but for the latter, I think there should at least be some other way to access these options through the UI or default keybindings without requiring users to create new keybindings with these options specifically enabled/disabled.\n\n'redo toolbar panel': ![image.png](image.png)\n\n1. Enter Texture Paint mode\n2. Hit `S` (default keybinding of `paint.sample_color`)\n3. No 'redo toolbar panel' appears to allow for changing operator options\n\n", "Technical Documentation ToDos: User Interface\nTechnical documentation is missing for the following:\n* - [x] [Window Manager](Window_Manager)\n* - [x] [Window](Window)\n* - [x] [Screen](Screen)\n* - [x] [Text](Text)\n* - [ ] [Ghost](Ghost)\n* - [ ] [Tools](Tools)\n* - [ ] [Templates](Templates)\n* - [ ] [Screen Hierarchy](Screen_Hierarchy) (Workspaces, workspace-layouts, global-areas, screens, areas, regions)\n* - [ ] [Event System](Event_System)\n* - [ ] [Notifiers](Notifiers)\n* - [ ] [Message-Bus](Message-Bus)\n* - [ ] [View2D](View2D)\n* - [x] [Editors](Editors) (Outliner, File Browser, animation editors, text editors, ...)\n* - [ ] [Panels](Panels)\n* - [ ] [Gizmo System](Gizmo_System)\n* - [ ] [Buttons](Buttons) (Button-Widget definition, drawing, handling, updating)\n* - [ ] [Layout](Layout)\n* - [ ] [Eyedropper](Eyedropper)\n* - [ ] [Menu Search](Menu_Search)\n* - [ ] [Property Search](Property_Search)\n* - [ ] [Keymap](Keymap) (Keymap hierarchy, item diffing, preset loading, item properties, ...)\n* - [x] [Preferences & Defaults](Preferences_and_Defaults) (Preferences, themes, defaults versioning, ...)", "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", "Glitches on Video Sequence timeline\nOperating system: Linux 5.9.11\nGraphics card: Intel Haswell\n\n[system-info.txt](system-info.txt)\n\nBroken: 2.92\n\nShowing glitches on video sequence timeline when area of Video Sequencer resizing\n\nSteps shown on video\n\n[2020-12-02_15-19-26.mov](2020-12-02_15-19-26.mov)", "Color space seems wrong while painting in image editor.\nIn the image editor add a new image and with default settings just do a red line paint over a green line paint.\nDark zone appear in the falloff between red and green. it should not be there and should stay clear, not dark. \nI don't know why, but it looks like a color space issue. \n\ndark falloff not ok in blender:\n![Capture dark fallof.PNG](Capture_dark_fallof.PNG)\n\nclear falloff ok in gimp:\n![Capture fallof ok.PNG](Capture_fallof_ok.PNG)\n\nblender 2.8\nWindows 7 \n\n\n", "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)", "Sequencer: Can't toggle Channels sidebar when VSE view type is \"Sequencer & Preview\"\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: AMD Radeon (TM) R9 380 Series ATI Technologies Inc. 4.5.13596 Core Profile Context 20.10.35.02 27.20.1034.6\n\nversion: 3.2.0\n\nAll in the title.\n\n1) Be in Video Sequencer editor\n2) Switch view type to Sequencer & Preview\n3) Try to toggle Channels sidebar : either with the little arrow (that doesn't show up), or by going to View > Channels (it doesn't toggle the sidebar, its checkbox doesn't get checked)\n\n", "Node Tools not exposed in the Preferences > Keymap\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: AMD Radeon (TM) R9 380 Series ATI Technologies Inc. 4.5.13596 Core Profile Context 20.10.35.02 27.20.1034.6\n\nBroken: version: 3.3.1\n\n**Short description of problem**\nFor the Node Editor keymap, there are hidden Node Tool keymaps that exist within Blender (they are only visible via search filter) that override the keymaps that are exposed, and can't be customized properly.\n\n![Capture.JPG](Capture.JPG)\n\nThis report stems from this bug report:\nT102422 ", "Info log popup on the status bar displays large messages incorrectly\nOperating system: Windows 11\nGraphics card: NVIDIA RTX 3060 Ti\n\nBroken: 3.3.0\nWorked: Probably never\n\n\nWhen a large report is submitted to the info log, the pop-up message indicator displays an enormous empty space. Ideally, this should display a truncated amount of text from the first line of the report.\n\n![image.png](image.png)\n\nIn addition, it appears as though it is attempting to display the newline (`\\n`) character (I wrote out `\"Foo\\nBar\"` to the log).\n\n![image.png](image.png)\n\n[lorum.mp4](lorum.mp4)\n[infobug.blend](infobug.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", "No slash in «Bright Contrast» menu item\nOperating system: Windows 7 SP1\nGraphics card: nVidia GTX 770\n\nBroken: 2.90 last beta\nWorked: 2.79\n\nI noticed that there is no slash in Bright/Contrast menu item in the Color category in the node editor. It is written there as \"Bright Contrast\" (without slash).\n\nOpen the node editor, select the add item, select the Color category and look at the \"Bright Contrast\" menu item.\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" ]
[ "The marker menu has disappeared in 2.79a\nwin10 64bit gtx1060\n\nBroken: 2.79a 8928d99270f\nWorked: (optional)\n\nThe marker menu has disappeared in timeline editor.\n\nJust open Blender 2.79a and click the Marker menu on the timeline editor header, nothing to show.\n\n![QQ截图20180305094509.png](QQ截图20180305094509.png)\n" ]
Volumetrics STILL does not support NODES on Mac with Vega 64 graphics card 2.91 and all else Please don't close this task as you did previously because you never fixed the problem and now we have the new 2.91 release. I'm assuming I'm not the only person who has a modern MacBook that wants to use volumetrics. I reported this a month ago and it was closed quickly which makes no sense because it was never fixed. Apparently the graphics card in any new MacBook (Vega) won't use nodes when plugged into Principled Volume (it goes transparent). Please tell me why the bug report was closed so quickly and so assuredly when it wasn't fixed. I have been waiting to work with volumetrics ever since I upgraded to a new MacBook, I know some will sympathize with me this is very important to my life and Blender is such a great company. Please Please Please help me!!! **System Informa{[F9381784](system-info.txt)}tion** Operating system: Mac OS Catalina Graphics card: All versions broken including newest 2.91 Plug any node into any socket of a principled volume and it will go transparent. I'm using Mac OS Catalina but apparently from the research I've done this happens on previous Mac OS builds. The graphics card in newer mac's the Vega 64 card I believe its called is the culprit. How come this task was closed and it was never fixed not even with the new update to 2.91?? This is seriously killing me here!! I know you will help me!!! I've been waiting forever!!
[ "Fly Navigation using the trackpad is broken\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: until 3064da1200a9\n\n\nThere is trackpad support for Fly Navigating, but it does not currently work due to key-map issues.\nDetails are here: D9641\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)", "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)", "Design: Shading: Extend Clamp and Map Range nodes to work with Vectors\nI'd like to make these nodes work with vector inputs and outputs.\n\nIt's unclear to me as the the best way of doing this. \n\n![image.png](image.png)\n\nSome options:\n\n - **Separate Nodes** : Create separate versions of these nodes with Vector sockets.\n\n - **Dynamic** : Use a dynamic socket. This is better from a UX perspective but how do we show this? For these two nodes, they are pretty pointless without a value input so the edit control could be hidden. The node then operates accordingly depending on the input link. \n\n![image.png](image.png)\n\n- **Mode Switch** : Add vector input and output sockets and add a mode switch to hide the unwanted input socket. \n\n- **Double Sockets** : Add vector input and output sockets and depending what is connected. For vector only input, `Vector` > `Float & Vector`. For float only input, `Float` > `Float & Vector`. If both inputs are connected do `Float` > `Float` and `Vector` > `Vector`.\n\nFor the combined cases, the node would output and show both Value and Vector.\n\n\n\n\n\n\n\n", "Displacement in a shader on volumetrics starts to work only after connecting a shader into the surface output socket\nOperating system: Linux-5.4.0-72-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.119.03\n\nBroken: version: 3.0.0 Alpha\n\nDisplacement in a shader on volumetrics starts to work only after connecting a shader into the surface output socket.\nI do preview switching to an emission shader, but you can use any other shader in the surface socket and then disconnect it.\nIf you change any values, displacement will disappear again.\n[2021-05-08_15-40-44.mp4](2021-05-08_15-40-44.mp4)\n\nOpen the file and reproduce the steps from the video.\n\n[volumetric_displacement_bug.blend](volumetric_displacement_bug.blend)", "Socket.enabled does not call update methods\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.09\n\nBroken: version: 2.93.0\n\n`Socket.enabled = False` make the socket to be sort of hidden with connected link. I assume that the logic here is close to `link.is_muted = True`. But unlike changes of `is_muted` attribute changes of `enabled` attribute does no trigger calling update method of a tree. And it does not change the `is_linked` status of the socket from opposite side.\nSo I think there are two bugs here.\n1. Whenever `enabled` attribute is changed the update method of a tree should be called. This will indicate that topology of the tree was changed.\n2. Sockets with connected hidden links should have `is_linked` status as False because disabled sockets should not produce or receive any data (according to how I understand the purpose of this functionality).\n\n[untitled (2).blend](untitled__2_.blend)\n1. Open the file\n2. Ran the script\n3. Read a console\n\n", "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", "[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", "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 NodeGroupInput node with NodeSocketImage input to CompositorNodeTree causes Bad Access crash\nOperating system: macOS 12.3.1 (21E258)\nGraphics card: `Apple M1`\n\nBroken: 2.93.10, 3.1.0, 3.1.2, 3.2.1\n\n\nAdding both a `NodeGroupInput` node and a `NodeSocketImage` socket to a `CompositorNodeTree`'s input causes a crash upon entering the group view of the node.\n\n\nOpen a fresh Blender instance\n\nRun the following python commands:\n\n```\ngroup = bpy.data.node_groups.new(\"test\", \"CompositorNodeTree\")\ngroup.inputs.new(\"NodeSocketImage\", \"image\")\ngroup.nodes.new(\"NodeGroupInput\")\n```\n\nOrder of the last two commands does not matter.\n\nOpen up your compositing node graph and enable \"Use Nodes\" if you haven't already.\n\nGo to Add->Group->test\n\nThe application crashes immediately with the following error summary\n\n```-------------------------------------\nTranslated Report (Full Report Below)\n-------------------------------------\n\nProcess: Blender [83447]\nPath: /Applications/Blender3.1.2.app/Contents/MacOS/Blender\nIdentifier: org.blenderfoundation.blender\nVersion: 3.1.2 (3.1.2 2022-04-01)\nCode Type: ARM-64 (Native)\nParent Process: launchd [1]\nUser ID: 501\n\nDate/Time: 2022-05-14 23:55:57.0678 -0700\nOS Version: macOS 12.3.1 (21E258)\nReport Version: 12\nAnonymous UUID: FFD4E34D-780E-1ED3-65BE-8567CF743554\n\nSleep/Wake UUID: DF7F69BF-5C10-4E9C-8649-79686FC1C136\n\nTime Awake Since Boot: 140000 seconds\nTime Since Wake: 5503 seconds\n\nSystem Integrity Protection: enabled\n\nCrashed Thread: 27\n\nException Type: EXC_BAD_ACCESS (SIGABRT)\nException Codes: KERN_PROTECTION_FAILURE at 0x0000000101784ddc\nException Codes: 0x0000000000000002, 0x0000000101784ddc\nException Note: EXC_CORPSE_NOTIFY\n\nVM Region Info: 0x101784ddc is in 0x100e48000-0x10a7dc000; bytes after start: 9686492 bytes before end: 151351843\n```\n REGION TYPE START - END [ VSIZE] PRT/MAX SHRMOD REGION DETAIL\n UNUSED SPACE AT START\n```\n - > __TEXT 100e48000-10a7dc000 [153.6M] r-x/r-x SM=COW ...MacOS/Blender\n```\n __DATA_CONST 10a7dc000-10ada8000 [ 5936K] r--/rw- SM=COW ...MacOS/Blender\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)", "Blender File Browser Freezes if folder includes an not reachable Alias | MacOS\nOperating system: 13.5.2 (22G91)\nMachine: Apple Macbook Pro M2 Max\n\n3.6.2 - This has been happening before, I'm just reporting it now.\n\nWe have been using an Alias of our flamenco root folder called \"_flamenco\" on our Desktops for a while now. This error is NOT connected to flamenco issues, but I figured I add this for completeness.\n\nAlias is at:\n`/Users/USERACCOUNT/Desktop/\n`\nAlias points to:\n`/Volumes/Files/_flamenco\n`\n\nThis Files server is only reachable in local – physical – network, so if no cable is attached to the machine the connection can not be established.\n\nEvery time I select the Blender File Browser and open the Desktop folder, Blender will hang, freeze or crash. We had quite the trouble figuring out what is happening as we thought it would be connected to the actual contents of the other elements in the folder.\n\nI wonder if it is necessary to evaluate the source of the alias at that stage, or if this can be postponed until I click on the Alias.\n\n\nNo special blend file is needed to recreate this bug.\n\n1. Create Alias to an imaginary/not connected resource to the Desktop\n2. Open default Blender install\n3. File -> Open.. -> \n4. The Blender File Browser will open\n4. The Blender File Browser will still look responsive (hovering over buttons still works) but the next interaction will trigger a freeze\n4. User clicks on anything\n5. The file Browser and Blender will freeze, either for a very long time >3minutes or crash completly\n\n", "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", "Cycles/Eevee texture nodes for modifiers, painting and more\nWith Blender Internal being removed, we have an opportunity to support the same set of textures for Cycles, Eevee, modifiers, particles, painting, compositing, etc. So we plan to port the relevant Cycles / Eevee shader nodes to Blender C code, and make those the new texture nodes that can be used throughout Blender. Blender Internal textures can be removed then, and we can extend the Cycles / Eevee shader nodes to add any important missing features from them.\n\n* Some nodes like color ramps, RGB curves, and similar utilities are already there.\n* Texture nodes like image, noise, voronoi need to be ported.\n* Geometry, attribute and similar nodes as well. These are the most complicated since they access the mesh geometry.\n* Some nodes like BSDF, Mix Shader, Bevel, .. would not be supported.\n\nFurther we need a good UI for this in the texture properties.", "Geometry Nodes does not work with Rigid Body correctly\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Intel(R) UHD Graphics 630 Intel 4.5.0 - Build 26.20.100.7925\n\nBroken: version: 3.5.1\n\nI have seen that Geometry Nodes does not work with Rigid Body correctly.\n\nI join you and example with two flags and two dominoes pieces.\n[Bug Gemoetry Nodes and Rigid Body 1.blend](attachment)\n\nA flag traditionally rotates on the \"Z\" axis and pushes the domino piece.\nThe other flag uses the geometry nodes to rotate and instead of pushing the domino, it through it.\n![Captura 1.PNG](attachment)\n\nThe Geometry Nodes only did a 'Transform Geometry' to rotate the flag.\n\nI opened the issue on https://blender.stackexchange.com/ and no one could did it work. \nI don't know if is a bug or that it still not deployed.\n\nI hope this is helpful and that you can fix it.\n\n" ]
[ "Nodes don't work with Volumetrics on Mac OS Catalina\n**System Information** \nOperating system: Mac OS Catalina\nGraphics card:\n\nBroken: Blender 2.83/2.90/2.91Beta\n\n**EEVVEE Volumetrics doesn't work when using NODES**\n\n" ]
Fast navigate doesnt work. Operating system: Linux-6.1.3-arch1-1-x86_64-with-glibc2.36 64 Bits Graphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 525.60.11 Broken: version: 3.4.1 Worked: Blender 3.3.2 LTs Fast Navigate doesn't work on the official version of blender 1. Open Blender 2. Select cube and change to Sculpt mode 3. Add Multires modifier and subdivide. 4. Check, Fast navigate option, Rotate. Nothing happens.
[ "Sculpt brushes in UV editor work only with UV of active object\nOperating system: Ubuntu 20.04\nGraphics card: Geforce MX230\n\nBroken: 3.3, 3,4\n\nsculpt brushes in the UV editor work only with the active object\n\n1. Create several meshes and select it\n2. Go to edit mode\n3. Use sculpt brushes (before this step, it is necessary to place the uv so that it is convenient to track where the uv of the active object is located, and where the uv of the remaining selected objects is located)\n[#103956.blend](T103956.blend)\n[2023-01-18 04-53-24.mp4](2023-01-18_04-53-24.mp4)", "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", "Converting hair don't work\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.3.0\nWorked: -\n\nUsing any of the conversion options in {nav Obejct > Convert}:\n1. Converting the new hair curves systems to any other type don't work, \n2. Converting the new hair curves systems to `Curves` removes the `Surface Deform` modifier\n\n- add a mesh and add the `Empty Hair` curves\n- go to sculpt mode for the hair system\n- add some hair and optionally start to sculpt the the hair with the Comb brush\n- go to object mode\n- press {key F3} or go to {nav Obejct > Convert} and try convert the hair to any other type.\nNoting will hapen unless you convert it to `Curves`, but the `Surface Deform` modifier will disapper.\n\n[Test Hair2.blend](Test_Hair2.blend)\n\nthis files has the old and new hair system for teating, and the old has a tool the new don't have, vutting the size of the hair. I don't know if that is a missing tool or by design, but I real hope that can be added later.\n\nkeep up the grate work :-)", "Shortcut detection problem for tablet user\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56\n\nBroken: version: 3.4.1\n\n\nThere are 2 types of shortcuts in Blender.\n1. General shortcuts that work regardless of the location of the mouse pointer. such as 'Ctrl+S'\n2. Window specific shortcuts that work only when the mouse pointer is hovering on the specific window.\n\nThe issue is about the second type of shortcuts that happens to tablet users.\nThe problem is that Blender shortcuts don't work even though the mouse pointer stays on the specific window if the tablet stylus is further from the tablet surface. \nThis behavior can't be reproduced with mouse on.\nBecause there's no indication on screen whether the window is activated to register shortcuts, users will be difficult to pinpoint why the shortcuts are not working.\nIt's also very difficult to utilize shortcuts when users need to press the shortcuts with a stylus in hand or shortcuts that require two hands to operate.\n\n\n\n\n\n1. Start up Blender on PC with a graphic tablet\n2. Make sure no mouse is connected on PC\n3. Select the cube mesh and go into edit mode\n4. Select one of vertice of the cube mesh\n5. Lift your stylus out of the tablet while making sure your mouse pointer stays on the desired window\n6. Try shortcut such as 'L' to select linked\n7. You will see the shortcuts don't work\n\n\n\n\n**Solution that I can think of is:**\n\nTo be able to recognize and register the shorcut inputs as long as the mouse pointer stays on the specific window even if the stylus is out of the distance of the tablet surface.\n\n", "Sculpt mode pivot ignores object transform when pivot mode is \"Active Element\"\nOperating system: macOS-10.13.6-x86_64-i386-64bit 64 Bits\nGraphics card: NVIDIA GeForce GT 750M OpenGL Engine NVIDIA Corporation 4.1 NVIDIA-10.32.0 355.11.10.10.40.102\n\nBroken: version: 3.4.0\nWorked: unknown\n\nWhen the pivot mode is set to \"Active Element,\" the sculpt mode pivot location ignores the transform of the object.\n\n- move and/or rotate default cube\n- Set `Transform Pivot Point` to `Active Element`\n- To see the pivot position, enable `Move` Object Gizmos (in popover of `Viewport Gizmos`)\n- enter sculpt mode. (note that the pivot has moved back to origin)\n- Go to {nav Sculpt > Set Pivot} and run any of the `Set Pivot Operation` operators (such as `Pivot to Origin`, `Pivot to Unmasked`, `Pivot to Mask Border`, etc)\n\nThe pivot location will be relative to the world origin, not the transformed object (which is also active).\n\n---\nTo be honest, it's strange to me that operations such as \"Set Pivot -> Pivot to Mask Border\" generate a pivot that's different for different pivot selection modes in the first place --- it's very unintuitive for the pivot location to not appear at the actual (world space, post-transform) mask border when you run an operation that's supposed to set it to that location. I haven't thought through the nuances of sculpt pivot vs 3d cursor vs pivot mode interaction, though, so maybe there's a good reason for this --- in which case take this as UX feedback that I spent an hour trying to figure out why my pivots weren't working before finding this issue :)\n\nAt any rate, the Active Element behavior seems broken", "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", "Modifier are still evaluated even when not required.\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.13\n\nBroken: version: 3.0.0\nWorked: never\n\nModifiers are evaluated, even when blank, for example a lattice modifier without any lattice, would still make depth graph calculation or something like that, that make each action (select, move, rotate, etc.) verry slower.\n\nCreate/ import a large object (60M poly mesh for example).\nAdd lattice modifier, let all option blank. \nDisable viewport visibility of this modifier.\nTry to move/rotate/scale the object in the viewport, the performance is really low.\n\nIn order to transform your mesh, you need to remove all modifiers, and add then back once transform is convenient.\n", "Multires: Duplicating objects sets the viewport level to sculpt level\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: GeForce GTX 1060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 3.1.0 Alpha\n\nWhen sculpting on an object with a multiresolution modifier there are 3 sliders to define the level of subdivision.\nWhen duplicating the object right now, it will set the viewport level to the same value as the sculpt level.\n\n- Add a multires modifier\n- Subdidive the object\n- Set the viewport level to soemthing other than the viewport value\n- Duplicate the object\n\n", "Confirm On Release in Radial Control doesn't work with Right Mouse Button\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: Radeon (TM) RX 480 Graphics ATI Technologies Inc. 4.5.14800 Core Profile Context 22.3.1 30.0.15002.1004\n\nBroken: version: 3.1.2\nWorked: Never\n\nRadial Control option \"Confirm On Release\" doesn't work if assigned to Right Mouse Button.\n\nGo to Preferences -> Keymap -> 3D View -> Sculpt -> Sculpt (Global) -> Radial Control (not necessarily in this mode it is possible in any other where there is a radial control).\nAssign Right Mouse Button to Radial Control check \"Confirm On Release\" option.\nRMB-drag in 3D viewport then release button and the action will be canceled.", "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)", "Multires Unsubdivide freezes Blender with hidden geoemtry\nOperating system: Linux-5.15.0-41-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.73.05\n\nBroken: version: 3.3.0 Alpha\n\nIn the Multiresolution modifier the buttons \"Unsubdivide\" and \"Rebuild Subdivisions\" do a similar operation.\nWhen having any faces in edit/sculpt mode hidden though, using any of these operators will freeze Blender.\n\n- Subdivide Cube a couple times\n- Apply modifier\n- In edit mode, hide some faces\n- Add multires modifier (Don't add any more subdivisions)\n- Use \"Unsubdivide\" or \"Rebuild Subdivisions\" \n\n[#99887.blend](T99887.blend)", "Cursor warping not supported on Remote Session\nOperating system: Linux-3.10.0-1160.59.1.el7.x86_64-x86_64-with-glibc2.17 64 Bits\nGraphics card: NVIDIA RTX A5000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.47.03\n\nBroken: version: 3.2.2\nNever worked on previous Blender Version as far as I am aware\n\nMouse wrapping (seem in `Walk Navigation` for example) in Remote Sessions is unusable.\nAs Unreal had a similar issue that was fixed, I was wondering if that was something that could be fixed for Blender as well.\nIt happens both on Linux and Windows.\n\nInfo from the Remote tech used and possible issue:\nrelative_mouse_support/\nInfo on Unreal Problem and Solution:\n141157\n\n- Under a Remote session, go to View > Navigation > Walk Navigation to activate the tool.\n- panning and tilting around,\nthe camera will lag a lot and get out of control by over-panning/tilting\n\nThanks a lot :)\n\n", "Sculpt mode: Pose brush with Face sets FK mode do not work with Multiresolution\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: 3.0 fresh alpha, 2.93.0\n\nAs title says. It produces weird results even with simpliest model.\n\n[face set FK multires.blend](face_set_FK_multires.blend)\n[2021-06-09_13-32-46.mp4](2021-06-09_13-32-46.mp4)\n\n", "LineArt: \"Force intersection\" doesn't work like expected\nVersion: 3.3.2 Release Candidate, branch: master, commit date: 2022-10-17 14:20, hash: c98268d3f56d, type: release\nBuild date: 2022-10-18, 00:42:54\nPlatform: 'Windows-10-10.0.22621-SP0'\n\nRenderer:\t'NVIDIA GeForce RTX 3090/PCIe/SSE2'\nVendor:\t'NVIDIA Corporation'\nVersion:\t'4.5.0 NVIDIA 516.59'\n\nLine Art usage mode \"Force Intersection\" doesn't work like expected. See my screenshot and attached file for tests.\n\nObjects or collections that are set to \"Force Intersection\" should always produce intersections, even if other rules defines something else.\nLine Art usage set to \"Force Intersection\" should work like a global line art override.\n\n1. Try to set the Line Art usage of object \"Cube1\" to Force Intersection mode.\n2. Try to set the Line Art usage settings to \"Force Intersection\" to the Collection called \"Forced Intersections\".\n\n- >Both settings produce no results, means: Cube1 intersections with other objects aren't visible.\n\n**Screenshot:**\n![image.png](image.png)\n\n**File:**\n[IntersectionBug.blend](IntersectionBug.blend)", "2.83 3D viewport performance\nOperating system: Ubuntu 20.04 LTS\nGraphics card: Mesa DRI Intel(R) HD Graphics 4600 (HSW GT2), version: 4.5 (Core Profile) Mesa 20.0.4\n[system-info.txt](system-info.txt)\n\nBroken: 2.83\nWorking: 2.82\n\nProblem seen in Workbench, Wireframe and Eevee.\nViewport performance it's really bad, I'm moving around just the initial cube scene at 15-20 Fps, older Blender versions movement is perfectly smooth.\nNo matter the scene/blend file, 2.83 offers worse viewport movement performance compared to older versions,\nIt's important to mention that only the viewport movement is being affected by this performance drop, everything else including rendering works smooth as butter just like older versions or even better. Splitting up the scene in windows kinda fixes this problem." ]
[ "Sculpting - Fast Navigate option for multires do not appear to work\nOperating system: macOS-10.15.7-x86_64-i386-64bit 64 Bits\n\n\nBroken: version: 3.5.0 Alpha\n\nThis is the settings of multires:\n![Screenshot 2022-12-11 at 16.12.53.png](Screenshot_2022-12-11_at_16.12.53.png)\n\nThis is the Fast Navigate turning on:\n![Screenshot 2022-12-11 at 16.13.05.png](Screenshot_2022-12-11_at_16.13.05.png)\n\nWhen moving the model I do not see lowering of resolution. This is the file I'm using:\n[20221211_learning_sculpt_multires_displacement_fast_navigate_option_do_not_work_0001.blend](20221211_learning_sculpt_multires_displacement_fast_navigate_option_do_not_work_0001.blend)", "Regression: Sculpt: Fast Navigate 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 22.11.1.221110\n\nBroken: version: 3.5, 3.4\nWorked: version: 3.3\nCaused by 65900d88a8\n\n\nSculpt mode Fast Navigate option does not work.\n\n- From startup file, go in to Sculpt mode with the cube.\n- Add multires modifier and do a few subdiv\n- Make sure Fast Navigate is enabled in Options at the header, navigate around the cube\n[BrokenFastNavigate.mp4](BrokenFastNavigate.mp4)" ]
Frequent crashes when changing 'Display Settings > Recursions' in the Link/Append file dialogue Operating system: Windows-10-10.0.22621-SP0 64 Bits Graphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 517.48 Broken: version: 3.6.0 Beta Very reproducible/frequent crashes for me when inside the Link or Append file dialogue and changing the 'Recursions' option. See the attached screenshot to see the exact menu I'm talking about. It seems like that there are blend files that upon the file browser looking at their contents using recursion option causes crashes 100% of the time. I think I've isolated the problem to be related to blend files that have Assets marked. I've attached a very simple blend file that will cause a crash when the file browser displays its contents using recursion. The only thing that is different about it from the default startup file is that the default collection is marked as an Asset. - Download the attached test.blend file and place it in an empty folder. - Start blender normally (don't open the test.blend file) - Click File > Append - Navigate to the folder with test.blend - Click the dropdown arrow near the top right for the display settings - Change the Recursions option to anything that isn't 'None' (in my experience in 3.6 beta, 'Two Levels' will always crash) - Blender may crash. If it doesn't, try different recursion levels. If it still doesn't crash, navigate to your own folders with blend files that contain Collection Assets.
[ "Crash when duplicating and \"Use Clump Curve\" is turned on for hair particles\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 497.09\n\nBroken: version: 3.1.0 Beta\n\nA crash occurs when a curve guide force field is applied and \"Use Clump Curve\" is turned on. Doing this then duplicating the object crashes Blender.\n[blender_puASiznJH9.mp4](blender_puASiznJH9.mp4)\n\nFrom Default Start up\n1. Create Hair particle on cube\n2. Create curve, and add \"Curve Guide\" force field\n3. In Hair particle settings, turn on \"Children: Simple\" and \"Use Clump Curve\"\n4. Attempt to duplicate cube. It should crash here\n\nFrom attached:\nJust turn on \"Use Clump curve\" then duplicate. \n[haircrash.blend](haircrash.blend) \n\n\n\n\n\n", "Crash opening file using Clump Curves on Particle Children \n****\n\nversion: 2.81 (sub 16), branch: master, commit date: 2019-12-04 11:32, hash: f1aa4d18d49d, type: Release\nbuild date: 2019-12-04, 14:30:40\nplatform: Windows\n\n***********************************************************\n\nWhen I worked on a project using particles, after a short break I wasn´t able to reopen the project. The project crashed right after opening. When starting Blender from console the only error I could find was:\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF706DC271E\n\nno Blender log file was written!\n\nEven in debug mode there were no more hints but his one. I opened the project in an Ubuntu VM and it also crashed there. No chance to recover the file.\n\n\nUsing Particle following a nurbspath with Force Field \"Curve\".\nParticles rendered as objects.\nUsed Simple Children.\nWhen ticking the box: Use Clump Curve it crashes.\n\nEither Blender crashes right after ticking the box or when reopen the project. The latter then means that I´m not able to recover my work at all.\nI might have to do with particles already baked or not. Not sure. \n\n[T72763_crash_log.txt](T72763_crash_log.txt)\n\nfile written from c2a37867f2 that crashes on file read:\n[#72763.blend](T72763.blend)\nfile written from 2.79b that crashes on file read:\n[T72763_279.blend](T72763_279.blend)", "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", "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```", "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", "Blender 3.2 crashes on opening a specific file\nOperating system: Windows 11\nGraphics card: RTX 3060\n\nBroken: 3.2.0\nWorked: unknown\n\n**problem**\nBlender immediately crashes when opening the file steam_engine.blend\n\nThe latest object I was working on, was UV-unwrapping a mesh which I think I called 'greenthingy' or something like that. There was no crash prior to re-opening the file. I attach the file (hope it's not too big and apologies for the mess...). crash report and system_info.\n\n[blender_debug_output.txt](blender_debug_output.txt)\n\n[blender_system_info.txt](blender_system_info.txt)\n\n[steam_engine.crash.txt](steam_engine.crash.txt)\n\n**Steps for others to reproduce the error**\n[steam_engine.blend](steam_engine.blend)\n[#99105.blend](T99105.blend)\n\nAfter opening `steam_engine.blend` file Blender crashes. \n`#99105.blend` is same file as `steam_engine.blend`, but material preview panel has beeen collapsed. This file does not crash. Interestingly it does not crash even when panel is re-opened. Tested with GPU and CPU\n", "Blender 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", "2.8: Python API: Changing area type on frame change crashes Blender\nOperating system: Windows 10\nGraphics card: Quadro P4200/PCIe/SSE2\n\nBroken: 2.81a (also crashes in 2.79 and 2.80)\n\nI am attempting to sample the individual frames of an image on frame change, using a solution similar to the one described here: 5. I cannot seem to set the viewer area, however, from this context, as `bpy.context.screen` is `None`, and `bpy.context.window_manager.windows- [x].screen` seems to crash Blender in some situations.\n\nFrom the default startup file, run the following basic code:\n\n```\nimport bpy\n\ndef on_frame_change(scn):\n bpy.context.window_manager.windows[0].screen.areas[0].type = \"IMAGE_EDITOR\"\n\nbpy.app.handlers.frame_change_pre.append(on_frame_change)\n```\n\nRun the `Render Animation` operator to crash Blender.\n\nNote: This code runs fine when playing the animation in the 3D Viewport. It seems that this bug relates to the render context only.", "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 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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 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usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00005544\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 0000ad94\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 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 : 000067e0\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 : 0000401c\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 : 0000b360\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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RtlUserThreadStart\n\n\nThread : 00007dec\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 : 00004294\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 : 0000559c\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 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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. -----------------------------------------------------------", "'Load Factory Settings' doesn't prompt you to save your file or warn you that your changes will be lost\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 517.48\n\nBroken: version: 3.6.1 Release Candidate\n\nFile > Defaults > Load Factory Settings gives you one confirmation prompt, but this prompt doesn't indicate that you will not be further prompted to save your current file, nor does it explicitly state that your unsaved changes will be lost. This is a data loss hazard in my opinion.\n\nMake changes to any blend file, then load factory settings. You are not prompted to save your changes, or given warning that your changes will be lost.\n\n", "Crash while switching to edit mode with EEVEE + Geometry Nodes\nOperating system: macOS-10.15.7-x86_64-i386-64bit 64 Bits\nGraphics card: NVIDIA GeForce GT 650M OpenGL Engine NVIDIA Corporation 4.1 NVIDIA-14.0.32 355.11.11.10.10.143\n\nBroken: version: 3.0.0\n\nWhen switching to edit mode in while the viewport's set to render it crashes (see attached video)\n[blender crash 2021-12-17 21-54-00.mp4](blender_crash_2021-12-17_21-54-00.mp4)\n\n1 load the attached file\n2 switch to rendered view in the viewport\n3 switch to edit vertex mode\n4 that's a crash!\n\n[transitions_001_blender3.blend](transitions_001_blender3.blend)", "2022.1.21 30x24k crash after finisx1.6\n[2022.1.21_HK_tree.crash.txt](2022.1.21_HK_tree.crash.txt)\n\n{[F12814049](2022.1.21_blender_debug_output.txt)}Operating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA RTX A6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.47\n\nBroken: version: 3.1.0 Alpha\n\n超过20K高分辨 仍旧在GPU渲染完成后崩溃\nMore than 20K high resolution,Still crashes after GPU rendering is complete\n但当分辨率降至 20k 以下,比如 19 x 16 k 则不会发生崩溃\nBut when the resolution drops below 20k, such as 1.9 x 1.6k, the crash will not occur.\n\n\n", "Blender 3.6 crashes when opening 3.5 files with library overrides / shape keys.\nOperating system: Windows 10\nGraphics card: RTX 3080Ti \n\nBroken: 3.6.3 Release Candidate (71b55b491e9c) \nWorked: 3.5\n\nI recently switched from 3.5 to 3.6 but I noticed that many of my Blender 3.5 .blend files make Blender 3.6 crash whenever I open them. The issue seems to be a null pointer reference in `shapekey_owner_pointer_get` in one of my mesh assets with shape keys. The debug build aborts with a failed assertion:\n\n```\nBLI_assert failed: X:\\blender\\source\\blender\\blenkernel\\intern\\key.cc:98, shapekey_owner_pointer_get(), at 'key->from != nullptr'\n```\n\nAll of my problematic .blend files use library overrides of mesh objects with shape keys. Additionally, some of the included assets were changed (in 3.5, maybe in 3.6).Blender 3.5 simply logs some missing meshes as usual but does not crash. Also these do _not_ include the specific mesh that Blender 3.6 crashes on, that one was unchanged AFAIK. However, after opening and saving in 3.5, I can succesfully open them in 3.6 so the missing meshes may somehow play a role.\n\nI have not been able to reproduce this in a simple setup and I cannot share my production files. However I have bisected and the following commit introduced this behavior:\n\n```\n89bd7b64026ef56ec659db25bf455ced705f5601 is the first bad commit\ncommit 89bd7b64026ef56ec659db25bf455ced705f5601\nAuthor: Bastien Montagne <bastien@blender.org>\nDate: Tue May 23 15:03:21 2023 +0200\n\n Fix #105889: LibOverride: Overrides of shape keys reset on resync.\n\n The usual special ShapeKey case needs yet another extra corner case\n special handling... See comments in code for details about that specific\n issue.\n\n NOTE: May be worth checking if this can be backported to 3.3 LTS too.\n\n source/blender/blenkernel/intern/lib_override.cc | 27 +++++++++++++++++++++++-\n 1 file changed, 26 insertions(+), 1 deletion(-)\n\n```\n@mont29 So under some circumstances, this fix results in `key->from` being `NULL` in `shapekey_owner_pointer_get()` (`key.cc:98`). Hopefully this is enough information to solve that. Otherwise I will continue to try and reproduce this in a simple setup and post an example `.blend` file.\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```", "Sculpt mode - program crash: brush smooth + graphics tablet\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.30\n\nBroken: version: 3.6.0\n\nUnless explicitly specified in \"preferences > input > tablet > tablet API > wintab or windows ink\", it crashes when using smooth brush. If I use the \"automatically\" setting.\nFor the bug to recur, the brush must take a force or size parameter from the pressure force on the graphics tablet. If I use the mouse, the error does not occur.\nThis error is repeated in any scene and with any object. I created a cube, remesh it and used a smooth brush in sculpt mode. Blender crashes to completion.\n\ngraphics tablet: xp-pen star 06\n\n" ]
[ "File Append with recursions leads to crash\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: 3.5.1\n& version 3.6.0 alpha\nWorked: 3.4.1\n\nCaused by 6a7917162c560eef9c5db188bc0a4d608aff21ad\n\nTrying to switch to any other option (sometimes two or three levels are required to trigger the crash depending on the folder) in the Recursions Drop down in the Append File>View makes blender crash\n\nChange the Recursion options other than None\n\n" ]
Update on super slow GPU rendering in 2.77 2013 MacPro dual D700s, 64 GB RAM 8-core 3.0 ghz OS 10.10.4 Broken: 2.77 RC2 Worked: I rendered a block of my scene with the GPU in 2.77 rc2 this time without any smoke effects (meshes only), and the render took 8mins and 12 seconds. I changed nothing, except switching back to 2.76 and rendered the same block and it took 1min and 41 seconds. So I obviously dont know what is causing the slow down, but it seems to be due to something in 2.77. I dont know if its all GPUs or just the Titan X. But my Titan X is useless in 2.77 rc2. My CPU renders are twice as fast, coming in a 4mins and 13 seconds, but again, in 2.77, the GPU render was 1min and 41 seconds. Please please please fix this in 2.77!
[ "Performance iGPU with traffic-sim\nDuring testing of the traffic add-on on an 10th gen iGPU the frame rate dropped when agents were added to the scene.\n\nWill share detail soon", "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.", "GPU: GPU accellerated depth testing for gizmos\n0cb5eae9d0 tried to implemtne GPU accellerated depth testing for gizmos. It resulted in some platform specific issues:\n#97771 (Regression: light gizmos not working (Windows + NVidia)) #97124 (Regression: Area lights. Size manipulators lost (WIN+NVidia)) #96435 (Regression: very long input delay when dragging some gizmos handles in macOS)\nWe decided to revert the change for Blender 3.2 and created a todo to keep track of the wish to have GPU accellerated depth testing for gizmos.\n", "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", "GUI: The curser is heavily lagging if GSync is set to windowed and full screen mode\nOperating system: Windows-11-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.29\n\nBroken: version: Blender 2.79b up to Blender 3.0.0\n\nEverything is as expected if the mode is set to \"Fullscreen only\" (the default)\nBut as soon as you set to it to \"Window- and Fullscreen mode\" the mouse curser will lag heavily.\n![2021-12-30 11_39_43-aid_4768_compatible.png (707×588).png](2021-12-30_11_39_43-aid_4768_compatible.png__707_588_.png)\n\n1. Enable GSync\n2. Set it to \"Enable for windowed and full screen mode\"\n3. Save\n4. Open Blender and move the curser\n\n**Workaround** \nJust set it back to full screen mode only.\nOR\nIf you go to nVidia Control Panel > Manage 3d Settings > Program Settings.\n\nAdd Blender under Select Program To Customize. Changing to the following settings can fix it:\n\nMonitor Technology: Fixed Refresh\nPreferred Refresh Rate: Application-controlled\n\n**Desired behavior** \nA fluid curser on the screen even with \"windowed and full screen mode\" enabled", "Render difference with big quad light and ray visibility\nall vendors\n\nBroken: 1ebc14064b\nWorked: 2.79a\n\nsome parts of principled shader render very glossy in latest master\n\nOpen attached file [bug principled v2.blend](bug_principled_v2.blend), render. \nIn 2.79a you get this (correct):\n![2.79a.png](2.79a.png)\nand in latest master this:\n![buggy master.png](buggy_master.png)\nNote that I replaced wood tex by voronoi in file, but differences are also obvious.", "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", "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", "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.", "Blender 3.1 CPU/GPU rendering denoise is broken on M1 Mac / Monterey\nOperating system: MacOS Monterey (M1 Max)\nGraphics card: Integrated GPU\n\n**Blender Version** 3.1.0 release for M1 Macs\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\nWorked: (newest version of Blender that worked as expected) 2.93.3\n\nOn all my projects, when rendering via the CPU or GPU, the render works as expected, but on completion the entire screen blacks out to a solid color and the render is LOST! I suspected it must be a post render step, and I have confirmed that it is the DENOISER that is broken in this version of blender. When I go into the scene and remove the denoiser, the render completes, and I can save the image!\n\nBased on the default startup or an attached .blend file (as simple as possible).\nYou need a project that uses denoising as a final compositing step. Attached is a simple matt object set to denoise at the end. Render it, and at the end you get a gray screen. Go into compositing and remove the denoise node, and you get the render.[TestRenderWithDenoise.blend](TestRenderWithDenoise.blend)\n", "Shader node float precision issue cause different results on CPU and GPU\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1070 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\nCPU: Intel(R) Core(TM) i7-8750H CPU @ 2.20GHz\n\nBroken: version: 2.80rc2 (2.80 (sub 74))\n\nWhen rendering a mandelbulb volumetric thing on cycles using CPU and GPU, the two have very different ideas on how the scene should look like, making the individual tiles clearly visible. \n\n**Render**\n![t3-rc2.png](t3-rc2.png) \n(most tiles are GPU-rendered, note the stray red CPU-rendered tile to the left)\n\n**Blend**\n[mandelbrot.blend](mandelbrot.blend)\n\n**Potentially useful information**\n* #50193 may be the same bug; I opened a new one because that bug doesn't report differences within a single frame, and is from 2016.\n* Since most of this object is endless math nodes, it may be some sort of floating-point thing that works differently on CPUs and GPUs. \n* I was following this tutorial: watch?v=WSQFt1Nruns\n* I noticed that some operations for which I expected single inputs (namely the sines) had two inputs. In the tutorial, the dude said the second input doesn't do anything, but then, that's from the alpha. Maybe taking a 0.5th sine of a value does something strange?", "I export a pyro from C4D as VDB but the rendering time is not displayed with the cycle?(only cycle)\nOperating system: win 11.x64\nGraphics card: rtx 3070ti\n\n3.5.0, 2023-04-26\n\n**I checked in different modes and tested with other VDB files, they are fully rendered in the rendering cycle, but this file, which was output from Cinema 4D, only works in Eevee mode.**\n", "Sequencer Render does not render overlays and always uses original media\nOperating system:\t\tWindows 7\nGPU:\t\t\t\tRadeon Vega 64\nGPU Software Version:\t20.4.2 (2020.0515.1537.28108)\nCPU:\t\t\t\tIntel Core i7-5960X\n\n**Blender Version(s)**\n*(listed are versions tested)*\n\nBroken:\t\t\t\t` 2.79 (sub 00), branch: master, commit date: 2018-03-22 14:10, hash: f4dc9f9d68b, type: Release, build date: 2018-03-22, 09:59 AM`\nBroken:\t\t\t\t` blender-2.91.0-010c1370aff6-windows64` (BF Build Bot)\n\n\nClicking Sequencer Render will not render the image as set in the sidebar view settings like: Show Overexposed, Safe Areas or Proxies don't work.\n\n\n\nTrying to render proxies:\n\n\n - Open and Viewport render\n\n\n[Render_Proxy.zip](Render_Proxy.zip)", "Regression: 3.1 & 3.2 Image/UV Editor poor performance (Byte textures, window dragging, maximizing area)\nOperating system: Win 10\nGraphics card: 980 Ti, recent drivers\n\nBroken: 3.1 beta v31.f420118335e4 and 3.2 alpha master.95005bbe02cf\nWorked: 3.0.x\n\n**Short Description**\nTest 1: \nWhen interacting with UV / Image editor my fps drops from 144 to ~20 - depending on how large is the Image Editor window.\nThe actual image size or format doesn't affect the performance at all, but Image Editor without any image loaded (just with grid) is completely smooth when moving it around.\n\nTest 2: \nThe performance is also significantly lower when dragging any window border\nWas completely smooth in 3.0.x\nCould be specific for this GPU / architecture, since my coworker with AMD can't reproduce the issue.\nnote this also has its own report, see #97272 (Regression: Blender 3.1 UI editor resize /border dragging performance), so maybe this could be removed from this report...\n\n**Steps to Reproduce**\nTest 1:\n\nopen UV / Image Editor\nload any image\npan the view around, move UVs etc\nshould be noticeably slower than in 3.0.x\n[2022-02-02 11-03-10.mp4](2022-02-02_11-03-10.mp4)\n\nTest 2:\nopen the default scene\ndrag any window border\nshould be noticeably slower than in 3.0.x\n[2022-02-02 11-00-05.mp4](2022-02-02_11-00-05.mp4)\n", "Render artefacts with GPU / motion blur\nOperating system: Linux-5.4.0-48-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.80.02\n\nBroken: version: 2.91.0 Alpha + official releases and master from build bot.\nWorked: none that I tried so far\n\nI get weird rendering artefacts where some buckets render different than others. This only seems to happen when:\nRendering with motion blur AND rendering with GPU AND rendering under a Linux OS AND the shutter position is set to \"start\" or \"center on frame\". \"end of frame\" renders fine.\nIt's completely weird as it doesn't happen under Win10 (at least in my case). I completely reduced a production scene to the point where some basic geometry and particles with a sky shader show the problem.\n\n- Open the attached blend file:\n[SHOT060_MPS_v33.blend](SHOT060_MPS_v33.blend)\n- Press F12 to render\n- If you're under Windows (and maybe Mac) or render with CPU you should be fine. Otherwise you should get something like this:\n![MPS_GPU_MB_cof.png](MPS_GPU_MB_cof.png)\n- Switch the motion blur position from \"center on frame\" to \"end on frame\" and render again:\n![MPS_GPU_MB_eof.png](MPS_GPU_MB_eof.png)\nEverything fine\n- Now switch back to \"center on frame\" and switch the render engine to CPU and render again:\n![MPS_CPU_MB_cof.png](MPS_CPU_MB_cof.png)\nFine again.\n\nSo it only affects Linux, \"start or center on frame\" and GPU rendering.\n\nP.S.: Might be somehow related to T76792 although I can't reproduce his problems. But the description sounds similar and he's on Linux, too.\n\n" ]
[ "GPU rendering taking 4x longer than CPU with smoke effects\nMac OSX 10.10.4 Yoesmite\n2013 MacPro Dual D700s, 8-Core 3.0 Ghz 64GB RAM\nTitan X 12GB VRAM\n\n2.77 RC2\nWorked: (optional)\n\nThe frames Im rendering take 90mins on an i7 quad-core CPU with 16GB RAM. On the 2013 MacPro with the Titan card those same frames are taking 2hrs 50mins. Something is incredibly wrong. The scene is very simple but does contain smoke/fire effects which I know were added in 2.77 for GPU rendering.\n\n" ]
Box selection not working properly Operating system: windows 10 Graphics card: gtx 1060 Broken: (2.80 Beta release) ( 2.80, 4b7596ec914e, blender2.8, 2019-01-05, as found on the splash screen) Box select only selects the origin and not the object. If I turn off All origin then I can only select the active object. yGFxQp9.gif Required box/circle/lasso tool. I'd also like see the changes in lasso and circle select too. JTvbncw.gif Demonstrated above.
[ "Trim Tools: Depth location options\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\nThis is mostly based on the patch [D9622: Sculpt: Location option for lasso trim and depth info](D9622), which was never finished, even though the design is approved and requested.\nThe feature should add a \"Shape Location\" tool setting to define the placement of new geometry.\n\nThis task is for rebasing the patch and making any adjustments to make it work with the latest versions of the Lasso Trim and Box Trim tools.\n\n[2020-11-21 19-43-43.mp4](2020-11-21_19-43-43.mp4)", "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)", "Circle Select Tool Todo\n## Circle Select Tool Todo\n * - [x] {icon circle color=red} Add Radius control to the tool settings, to set the radius of the select brush\n * - [x] {icon circle color=red} There should be a brush circle size preview cursor always visible, just like a paint tool. Currently the radius is only visible while painting your selection.\n * - [ ] {icon circle color=yellow} Currently, Circle Select only selects object origins. Add enum option to select normally too.\n * - [ ] {icon circle color=yellow} Add options to create new selections, add to selections or subtract from selections.\n\n * - [x] 3D view.\n * - [x] UV editor.\n * - [ ] Action editor.\n * - [ ] Annotations.\n * - [ ] Tracking.\n * - [ ] Node.\n * - [ ] Graph.\n\n\n\n\n![Screen Shot 2018-08-27 at 14.36.15.png](Screen_Shot_2018-08-27_at_14.36.15.png)", "Animation: Circle & Lasso select does not work correctly on bones with custom shapes\nOperating system: Windows 11\nGraphics card: NVIDIA RTX 3060 Ti\n\nBroken: 3.3.1\nWorked: Unknown\n\n\nUsing circle or lasso select to select bones with custom shapes does not work correctly. It seems to pick against the actual bone shape instead of the custom bone shape. It's interesting to note that box select seems to work fine here.\n\n[circleselectcustombones.mp4](circleselectcustombones.mp4)", "Trim tools doesn't work with Dyntopo enabled\nBroken: blender-2.92.0-ef5d6e9c457a-windows64\n\nEnable the experimental \"tools with missing icons\"\nFile ´/ New / Sculpting\nEnable Dyntopo\nChoose the box or trim lasso tool and try to trim the mesh\nDoesn't work", "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)", "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", "Eyedropper in object selection box doesn't work\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce 920M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 425.31\n\nBroken: version: 2.82 (sub 7)\nWorked: (optional)\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\nBroken: version: 2.83 (sub 17)\n\nBroken: version: 2.90 (sub 2)\n\n\nI click on a specific eyedropper and then it doesn't work. Other eyedroppers that I know seem to work fine.\n\n3D Viewport > Sculpt Mode > Top Header Panel > Options > Orientation > Eyedropper in object box selection > Click on it\n\n[Based on the default startup]\n\n[2020-05-17 13-21-02.mp4](2020-05-17_13-21-02.mp4)\n\n", "Tool with Dragmenu is hard to select using Stylus\nOperating system: Linux-5.15.0-2-amd64-x86_64-with-glibc2.32 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.86\n\nBroken: version: 3.1.0 Alpha\nWorked: (long time ago if ever)\n\nThe tools in the tools panel on the left, which have mutliple tools assgined to on button, are really hard to select using a tablet. This is because they open the menu on a timer and on even tiny drag input. (The timer seems to interact strangely with the tooltip timer, causing it to open immediatly sometimes, but that is not part of this report). The drag threshold for detecting a drag seems to be not influenced by the settings in the preferences (#92995, #84726). Also the drag causes the selection to be canceled on release leaving it not selected, while on normal tool buttons it is finished on release, meaning they will be selected. That is IMO the real bug here.\n\nI checked that the correct drag threshold is used by `WM_event_drag_threshold` on my device and it is! But the tool in the toolbar which is explicitly mentioned here seems to be not using it.\n\n![Peek 2022-02-02 16-14.gif](Peek_2022-02-02_16-14.gif)\n\nself explanatory, just drag the toolbar buttons and observe. Also play with the setting \"Tablet/Mouse Drag Threshold\" to see that it in fact doesn't change anything.", "Stronger binding of Active and Selected\n**Context**\n\nFor many things that can be *Selected*, there is also a state called *Active*. There can be 0..∞ *Selected* things, and 0..1 *Active* things. This applies to objects, bones, fcurves, fcurve keys, mesh elements, and more. These will just be referred to as *thing* in this task to avoid having to repeat that entire list.\n\nThe *Selected* and *Active* states are independent, so there are four states a thing can be in:\n\n| | Not Selected | Selected |\n| -- | -- | -- |\n| Not Active | x | x |\n| Active | x | x |\n\n**Problem**\n\nThere are two states possible that can cause issues:\n1. **There are *Selected* things, but none of them is *Active*:** a sidebar/numerical/properties panel will not show information, and generally be empty without explanation why.\n2. **There is an *Active* thing, but it is not *Selected*:** this is not shown in the UI, as there is no separate color for this situation; all *Active* things are shown the same way regardless of them being *Selected* or not. This causes confusion and unexpected behaviour, and also doesn't allow for an actual clear use of this possibility.\n\n**Related Reports**\n\nThese reports are examples of confusing situations where the disconnect between *Active* and *Selected*. The list is not exhaustive, and may be expanded later.\n\n- #14429 (selected bone is not active)\n- #65219 (Objects don't become active object if they are selected by a box)\n- #68647 (objects selected using box select cannot be moved to collection if there is no active object)\n- #81922 (The Graph Editor doesn't show any curve of the Armature (if in Pose mode, but armature unselected, with box/circle/lasso tools))\n\n**Proposal**\n\nThis design task proposes linking *Active* and *Selected* such that:\n1. If there are *Selected* things, there is always one of those that is the *Active* thing.\n2. If a thing is *Active*, it is also always *Selected*.\n\n**Hurdles to Overcome**\n\nRule 1. above requires that one of the selected things is marked active. There is not always a unique, obvious choice here, for example when box-selecting multiple things at the same time. In this case the choice should at least be consistent so that users know what to expect after a while. The thing closest to the mouse cursor (when using the mouse to select) could be a reasonable choice.\n\nRule 2. above can be dealt with in various ways:\n- Create a function that returns the *Active* thing, and make it return nil when that thing is not also *Selected*. This is what was implemented for the Active Keyframe (983ad4210b). This has the downside that now nothing is active, breaking rule 1 and forcing the selection-changing code to pick another thing to become *Active*.\n- Refuse deselection of the *Active* thing.\n- ... something more elegant.\n\n**Goal of this Design Task**\n\nThe goal of this design task is to answer the following questions:\n- Is there an agreement that the current situation causes issues, and that having a stronger correlation between *Active* and *Selected* is a good thing?\n- Is there an agreement that the proposed two rules are the way to go?\n- How do we implement these rules in a way that makes sense to artists?\n- Can we implement this in a way that can be reused by all the affected parts? Some unified selection/activation API that can be implemented for different data types?\n", "Outliner: Sync Selection off not working when clicking LMB on data object name\nBroken: version: 3.0.0\nBroken: version: 2.91.2 (works correctly on meshes for some reason till worked version)\nWorked: version: 2.82\n\nWhen `Sync Selection` is off it's still possible to sync selection by clicking on object data name (+ small margin). Additionaly clicking on object data name will sync it with relevant slot in Properties editor. This bugged area becomes slightly longer to the left when active, see video.\n\n1. Open default scene.\n2. Turn off `Sync Selection` on Outliner.\n3. Deselect onjects in your scene by clicking on empty space in 3D Viewport.\n4. Select objects or object data in outliner without clicking on their name - see that `Sync Selection` is off\n5. Select objects or object data in outliner by clicking in their name - see that now parent onject is selected in Outliner aswell as in 3D Viewport.\n[Outliner Sync Selection off bug 2021-12-15 20-45-35-213.mp4](Outliner_Sync_Selection_off_bug_2021-12-15_20-45-35-213.mp4)", "Multi-Object-Mode: Operators that need refactor on their logic\nSome operators are working for multiple-object editing however are still not fully benefiting from it.\nThe most common case is that the operator works but only if all the objects have the same transformation matrix.\n\n* **~~MESH_OT_select_similar~~** (SIMEDGE_FACE_ANGLE, SIMFACE_AREA, SIMFACE_PERIMETER). 0c1934f3c2\n\n* **MESH_OT_knife_project** and **MESH_OT_knife_tool**.\nNeed to convert the code from screen space to world space. More details on [D3637](D3637).\n\n* **UV_OT_weld** (UV_STRAIGHTEN, UV_STRAIGHTEN_X, UV_STRAIGHTEN_Y).\nThe current logic to determine the first and last selected vertex is not very compatible with multi-object. We should be able to select vertices from different objects, and use their position to determine the line extremes.\n\n* **LATTICE_OT_flip**\nThe axis need to be in world space, not local space.\n\n* **~~CURVE_OT_select_similar~~** (SIMCURHAND_DIRECTION). ab77f5b5fe\nNeed to calculate direction taking scale into consideration.", "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)", "Box Select (B) changed to Left Mouse unable to Deselect\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.18\n\nBroken: 3.0, 3.5\nWorked: 2.93.9 (31712ce77a6a), 3.0.0 broke it\n\nBox Select (standard B) changed to Left Mouse ignores Gesture Box Deselect. Instead Deselect now selects Objects.\n\n(See attached Image. These preferences work different until 3.0.0. The Image and Full Version below is basically an alternative to Blenders standard \"Left Mouse Drag Box Select\" which removes the need to hold the mouse button)\n\nPreferences > 3D View > Box Select:\n\n-SHORT VERSION-\n1. Set Left Mouse as Event (Press)\n2. Go to Gesture Box\n3. Change \"Begin - Left Mouse\" to \"Release\"\n4. Use a Left Mouse click + release in 3D View to begin the Box.\n\nProblem: Middle Mouse (Deselect) only selects Objects.\n\n-FULL VERSION-\n1. Set Left Mouse as Event (Press)\n2. Set Mode to Extend\n3. Go to Gesture Box\n3.1 Change \"Begin - Left Mouse\" to \"Release\"\n3.2 Change \"Select - Left Mouse\" to \"Press\"\n3.3 Deactivate \"Begin - Middle Mouse\"\n3.4 Change \"DeSelect - Middle Mouse\" to \"Press\"\n4. Use a Left Mouse click + release in 3D View to begin the Box.\n\nExpected: Left Mouse will select, Middle Mouse will deselect.\nProblem: Middle Mouse (Deselect) only selects Objects.\n\n------\n\nI could not find a way to have it Deselect or if there is a conflict with other settings. Can you take a look at this? Thank you.\n\n", "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" ]
[ "[object mode] circle/ lasso select only works on object origins\nOperating system: Windows 10 64 bit\nGraphics card: Nvidia gtx 860m\n\nBroken: \n2.79b release\nversion: 2.80 (sub 37), branch: blender2.8, commit date: 2018-12-16 00:27, hash: 4488056f3d9, type: Release\n\nWorked: (optional)\n\n\nwhen in object mode and using circle or lasso select, objects will only be selected when the objects origin is within the circle. when using box select its enough if any part of the object is within the selection\n![circleselect.gif](circleselect.gif)\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n1. create a couple of duplicated cubes, stay in object mode\n2. use box select and try to select the cubes on any part of the mesh\n3. now switch to lasso or circle select tool\n4. try to select the objects on any part of the mesh again\n5. notice how its only possible with these selection methods if the origin of the object is within the selection", "Select Circle/Lasso behave differently than Select Box\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1060 3GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 446.14\n\nBroken: version: 2.83.0\n\n`box select` selects object based on their geometry and will select objects if any part of their mesh (spline for curves etc.) is inside the box selection. `box select` does not care about object's origin point\n`circle select` and `lasso select` on the other hand do the opposite: they only select objects whose origin point is inside the circle/lasso selection, completely disregarding visual geometry.\n\nI personally would like circle/lasso select to behave exactly like box select in this aspect. \n\n" ]
Texture Coordinate node cause crash Operating system: Windows-10-10.0.17134 64 Bits Graphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.81 Broken: version: 2.80 (sub 53) If using Eevee, Blender will crash as soon as a texture coordinate node created. If using Cycles, Blender will crash when switch to look dev display if the material contain a texture coordinate node. Use Eevee engine, create a material for the default cube, add a texture coordinate node, Blender will crash. Or Use Cycles, create a material, add a texture coordinate node and switch to look dev, Blender will crash
[ "Outliner (Data API mode) crash trying to display a MeshSkinVertex in editmode\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.48\n\nBroken: version: 2.83.5, 2.90, 2.91 ce0bcd5fb\nWorked: Never (2.79 has the same problem)\n\nOutliner (Data API mode) crash trying to display a MeshSkinVertex in editmode\n\n[T79961_repro.blend](T79961_repro.blend)\n- Open file\n- Cube should be in editmode\n- In the Outliner (should be in Data API mode):\n - navigate to Meshes > Cube > Skin Vertices > expand the dot as well\n - crash", "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)", "Material Preview (EEVEE) can cause access violations when switching to edit mode\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65\n\nBroken: version: 3.6.3\nWorked: N/A\n\nSwitching to edit mode with material preview (EEVEE) enabled results in a crash \n(Log from my machine produced with the joined blender file also joined to this report)\n\nusing the file joined in this report:\n- Open the scene\n- Select \"Circle.039\"\n- Switch to material preview\n- Attempt to enter edit mode on \"Circle.039\"\n\n", "Link-drag-search unsupported in texture node editor\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 3.3.1\nWorked: 3.0.0, since there is no such feature.\n\n\"Auto-completion/search\" is not working as intended with Texture Node Editor. For some reason, only reroutes are being displayed. [2022-11-23 22-42-21_1.mp4](2022-11-23_22-42-21_1.mp4)\n\nOpen Texture Node Editor -> Drag from any socket.\n\nNote: sorry for the incorrect spelling of word \"reroute\"\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", "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)", "Rendering animation using \"Generate\" type modifiers after animated displacement texture crashes Blender\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.79\n\nBroken: version: 2.92.0 Alpha\nWorked: 2.83.10\n\nIf 2 high poly (~100k faces per obj) objects in modifiers properties have after Displacement modifier (with animated texture) \"Generate\" type modifiers (I've tried Boolean and Decimate), Blender cant run Animation render (but still can run Image render). \nCrash happens on 2.9 and higher. I've tested this on 2.83.10 LTS (from steam) and everything worked fine there.\nCrashes with Decimate a little bit hard to recreate. So I will go with steps for \"Boolean crash\"\n\n- create Cude, Empty and Icosphere\n- Add Subdivision mod. to Cube: set it to \"Simple\" and 7 levels\n- Add Displacement mod. to Cube and set texture (Clouds) coordinates to object - Empty\n- Add Boolean mod. (difference) and select object Icosphere\n- Select Cude with Icosphere and duplicate them\n- Save and press Render Animation\n[bug.blend](bug.blend)\n[bug.crash.txt](bug.crash.txt)\n\n```lines\n## 3883==ERROR: AddressSanitizer: heap-use-after-free on address 0x61500034ec08 at pc 0x000016fc795d bp 0x7fffc19dd6c0 sp 0x7fffc19dd6b0\nREAD of size 8 at 0x61500034ec08 thread #15\n - 0 0x16fc795c in blender::gpu::GLBatch::verts_(int) const /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_batch.hh:112\n - 1 0x17013501 in blender::gpu::GLVertArray::update_bindings(unsigned int, GPUBatch const*, blender::gpu::ShaderInterface const*, int) /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_vertex_array.cc:124\n - 2 0x16fa900b in blender::gpu::GLVaoCache::vao_get(GPUBatch*) /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_batch.cc:273\n - 3 0x16fa84d8 in blender::gpu::GLVaoCache::base_instance_vao_get(GPUBatch*, int) /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_batch.cc:234\n - 4 0x16fa9d3e in blender::gpu::GLBatch::bind(int) /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_batch.cc:317\n - 5 0x16fa9f3f in blender::gpu::GLBatch::draw(int, int, int, int) /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_batch.cc:328\n - 6 0x16eca2be in GPU_batch_draw_advanced /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/intern/gpu_batch.cc:282\n - 7 0x16fc1207 in blender::gpu::GLDrawList::append(GPUBatch*, int, int) /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_drawlist.cc:122\n - 8 0x16efa9f5 in GPU_draw_list_append /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/intern/gpu_drawlist.cc:52\n - 9 0x5978acc in draw_indirect_call /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/intern/draw_manager_exec.c:598\n - 10 0x5978acc in draw_call_batching_flush /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/intern/draw_manager_exec.c:795\n - 11 0x597c5f0 in draw_call_batching_finish /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/intern/draw_manager_exec.c:891\n - 12 0x597eae7 in draw_shgroup /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/intern/draw_manager_exec.c:1056\n - 13 0x597f89f in drw_draw_pass_ex /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/intern/draw_manager_exec.c:1113\n - 14 0x597fe50 in DRW_draw_pass /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/intern/draw_manager_exec.c:1153\n - 15 0x5c51bc0 in EEVEE_velocity_resolve /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/engines/eevee/eevee_effects.c:466\n - 16 0x5c5202b in EEVEE_draw_effects /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/engines/eevee/eevee_effects.c:486\n - 17 0x5a21f42 in EEVEE_render_draw /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/engines/eevee/eevee_render.c:671\n - 18 0x59b1dbc in eevee_render_to_image /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/engines/eevee/eevee_engine.c:559\n - 19 0x5948820 in DRW_render_to_image /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/intern/draw_manager.c:1909\n - 20 0x14ff1d77 in engine_render_view_layer /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/engine.c:786\n - 21 0x14ff40a3 in RE_engine_render /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/engine.c:914\n - 22 0x1501aafb in do_render_3d /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1132\n - 23 0x1501c24a in do_render /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1209\n - 24 0x1501e036 in do_render_composite /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1349\n - 25 0x15022789 in do_render_all_options /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1615\n - 26 0x15027839 in RE_RenderFrame /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:2015\n - 27 0xd7b42cf in render_startjob /home/dev/01-data/01-git/blender-git/blender/source/blender/editors/render/render_internal.c:630\n - 28 0x4fed4f1 in do_job_thread /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_jobs.c:389\n - 29 0x18de408d in tslot_thread_start /home/dev/01-data/01-git/blender-git/blender/source/blender/blenlib/intern/threads.cc:231\n - 30 0x7ffff7566608 in start_thread /build/glibc-ZN95T4/glibc-2.31/nptl/pthread_create.c:477\n - 31 0x7ffff6f46292 in __clone (/lib/x86_64-linux-gnu/libc.so.6+0x122292)\n\n0x61500034ec08 is located 8 bytes inside of 512-byte region [0x61500034ec00,0x61500034ee00)\nfreed by thread #15 here:\n - 0 0x7ffff76927cf in __interceptor_free (/lib/x86_64-linux-gnu/libasan.so.5+0x10d7cf)\n - 1 0x18e0eab0 in MEM_lockfree_freeN /home/dev/01-data/01-git/blender-git/blender/intern/guardedalloc/intern/mallocn_lockfree_impl.c:129\n - 2 0x16ef56c6 in blender::gpu::GLVertBuf::operator delete(void*) /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_vertex_buffer.hh:57\n - 3 0x17018021 in blender::gpu::GLVertBuf::~GLVertBuf() /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_vertex_buffer.hh:35\n - 4 0x16f8bb19 in blender::gpu::VertBuf::reference_remove() /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/intern/gpu_vertex_buffer_private.hh:94\n - 5 0x16f877f5 in GPU_vertbuf_discard /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/intern/gpu_vertex_buffer.cc:161\n - 6 0x5a0eab8 in EEVEE_motion_blur_cache_finish /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/engines/eevee/eevee_motion_blur.c:449\n - 7 0x59b1bef in eevee_render_to_image /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/engines/eevee/eevee_engine.c:542\n - 8 0x5948820 in DRW_render_to_image /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/intern/draw_manager.c:1909\n - 9 0x14ff1d77 in engine_render_view_layer /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/engine.c:786\n - 10 0x14ff40a3 in RE_engine_render /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/engine.c:914\n - 11 0x1501aafb in do_render_3d /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1132\n - 12 0x1501c24a in do_render /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1209\n - 13 0x1501e036 in do_render_composite /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1349\n - 14 0x15022789 in do_render_all_options /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1615\n - 15 0x15027839 in RE_RenderFrame /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:2015\n - 16 0xd7b42cf in render_startjob /home/dev/01-data/01-git/blender-git/blender/source/blender/editors/render/render_internal.c:630\n - 17 0x4fed4f1 in do_job_thread /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_jobs.c:389\n - 18 0x18de408d in tslot_thread_start /home/dev/01-data/01-git/blender-git/blender/source/blender/blenlib/intern/threads.cc:231\n - 19 0x7ffff7566608 in start_thread /build/glibc-ZN95T4/glibc-2.31/nptl/pthread_create.c:477\n\npreviously allocated by thread #15 here:\n - 0 0x7ffff7692bc8 in malloc (/lib/x86_64-linux-gnu/libasan.so.5+0x10dbc8)\n - 1 0x18e0f510 in MEM_lockfree_mallocN /home/dev/01-data/01-git/blender-git/blender/intern/guardedalloc/intern/mallocn_lockfree_impl.c:276\n - 2 0x16ef5676 in blender::gpu::GLVertBuf::operator new(unsigned long) /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_vertex_buffer.hh:57\n - 3 0x16ef70a2 in blender::gpu::GLBackend::vertbuf_alloc() /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_backend.hh:121\n - 4 0x16f85d10 in blender::gpu::VertBuf::duplicate() /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/intern/gpu_vertex_buffer.cc:77\n - 5 0x16f8750d in GPU_vertbuf_duplicate /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/intern/gpu_vertex_buffer.cc:149\n - 6 0x5a0ee06 in EEVEE_motion_blur_cache_finish /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/engines/eevee/eevee_motion_blur.c:467\n - 7 0x59b1953 in eevee_render_to_image /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/engines/eevee/eevee_engine.c:507\n - 8 0x5948820 in DRW_render_to_image /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/intern/draw_manager.c:1909\n - 9 0x14ff1d77 in engine_render_view_layer /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/engine.c:786\n - 10 0x14ff40a3 in RE_engine_render /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/engine.c:914\n - 11 0x1501aafb in do_render_3d /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1132\n - 12 0x1501c24a in do_render /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1209\n - 13 0x1501e036 in do_render_composite /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1349\n - 14 0x15022789 in do_render_all_options /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1615\n - 15 0x15027839 in RE_RenderFrame /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:2015\n - 16 0xd7b42cf in render_startjob /home/dev/01-data/01-git/blender-git/blender/source/blender/editors/render/render_internal.c:630\n - 17 0x4fed4f1 in do_job_thread /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_jobs.c:389\n - 18 0x18de408d in tslot_thread_start /home/dev/01-data/01-git/blender-git/blender/source/blender/blenlib/intern/threads.cc:231\n - 19 0x7ffff7566608 in start_thread /build/glibc-ZN95T4/glibc-2.31/nptl/pthread_create.c:477\n\nThread #15 created by T0 here:\n - 0 0x7ffff75bf805 in pthread_create (/lib/x86_64-linux-gnu/libasan.so.5+0x3a805)\n - 1 0x18de42b9 in BLI_threadpool_insert /home/dev/01-data/01-git/blender-git/blender/source/blender/blenlib/intern/threads.cc:245\n - 2 0x4fee516 in WM_jobs_start /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_jobs.c:484\n - 3 0xd7b88bd in screen_render_invoke /home/dev/01-data/01-git/blender-git/blender/source/blender/editors/render/render_internal.c:1041\n - 4 0x4f8f3ba in wm_operator_invoke /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:1293\n - 5 0x4f912f2 in wm_operator_call_internal /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:1500\n - 6 0x4f91551 in WM_operator_name_call_ptr /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:1548\n - 7 0x90f1c95 in ui_apply_but_funcs_after /home/dev/01-data/01-git/blender-git/blender/source/blender/editors/interface/interface_handlers.c:932\n - 8 0x917b8d0 in ui_handler_region_menu /home/dev/01-data/01-git/blender-git/blender/source/blender/editors/interface/interface_handlers.c:10809\n - 9 0x4f88a9b in wm_handler_ui_call /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:636\n - 10 0x4f9ec36 in wm_handlers_do_intern /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:2757\n - 11 0x4f9fc78 in wm_handlers_do /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:2865\n - 12 0x4fa537f in wm_event_do_handlers /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:3288\n - 13 0x4f732cf in WM_main /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm.c:635\n - 14 0x34f58fa in main /home/dev/01-data/01-git/blender-git/blender/source/creator/creator.c:522\n - 15 0x7ffff6e4b0b2 in __libc_start_main (/lib/x86_64-linux-gnu/libc.so.6+0x270b2)\n\nSUMMARY: AddressSanitizer: heap-use-after-free /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_batch.hh:112 in blender::gpu::GLBatch::verts_(int) const\nShadow bytes around the buggy address:\n 0x0c2a80061d30: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c2a80061d40: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c2a80061d50: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c2a80061d60: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fa\n 0x0c2a80061d70: fa fa fa fa fa fa fa fa fa fa fa fa fa fa fa fa\n# >0x0c2a80061d80: fd[fd]fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c2a80061d90: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c2a80061da0: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c2a80061db0: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c2a80061dc0: fa fa fa fa fa fa fa fa fa fa fa fa fa fa fa fa\n 0x0c2a80061dd0: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\nShadow byte legend (one shadow byte represents 8 application bytes):\n```\nAddressable: 00\nPartially addressable: 01 02 03 04 05 06 07 \nHeap left redzone: fa\nFreed heap region: fd\nStack left redzone: f1\nStack mid redzone: f2\nStack right redzone: f3\nStack after return: f5\nStack use after scope: f8\nGlobal redzone: f9\nGlobal init order: f6\nPoisoned by user: f7\nContainer overflow: fc\nArray cookie: ac\nIntra object redzone: bb\nASan internal: fe\nLeft alloca redzone: ca\nRight alloca redzone: cb\nShadow gap: cc\n```\n", "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", "Geometry Nodes + Shader Editor + Asset Browser bug\nOperating system: macOS-13.1-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.9.51\n\nBroken: version: 3.5 `7bf75231e8c5` , 3.4.1 `55485cb379`\nWorked: (latest 3.3.2 for Mac Intel)\n\nGeometry Nodes Editor + Shader Editor loads in all marked, related assets from Asset Browser causing crash and memory overload\n\n- Extract Asset.zip\n- Open default blender scene and assign asser library path as shown in the image\n- Open node editor\n- SHIFT+A action cause immediate memory overload from Asset Browser\n\n![Screenshot 2023-01-12 at 10.38.30 AM.png](Screenshot_2023-01-12_at_10.38.30_AM.png)\n\n[Assets.zip](Assets.zip)\n\n[asset-library-indices.zip](asset-library-indices.zip)", "Linked libraries+Cloth objects+LineArt -> Blender crashes\nOperating system: \"Linux Mint 20.1 Ulyssa\"\n\nGraphics card: NVIDIA Corporation TU106 [GeForce RTX 2060]\n\n**Blender Version** Blender 3.0.0, Commit date: 2021-12-02 18:35, Hash f1cca3055776\n\nLinked libraries+Cloth objects+LineArt -> Blender crashes\n\nI'm in kind complex project. There're characters (roughly meshed, and bad rigged, but working), with 'clothed' hair, and all of them LineArted.\nMany of the scene files work ok, so they've not much characters. But I don't know why, some of them can't render more of a bunch of frames, even they crash when calculating something (i don't know if's about either cloth, collisions or LineArt modifiers, or whatever.\nMemory looks ok, a little is used.\nI attach both files: a scene, and the characters source (personajes.blend).\n\n - Load 's4 pl1 coleAna.blend'\n - Just 'Play' and wait.\n\n For me, it crashes after 5 frames or so.\n\nA simpler backtrace:\n\n# backtrace\n/home/klopes/soft/blender3/blender(BLI_system_backtrace+0x20) [0xb0b3460]\n/home/klopes/soft/blender3/blender() [0x10babdb]\n/lib/x86_64-linux-gnu/libc.so.6(+0x46210) [0x7fdfaf178210]\n/home/klopes/soft/blender3/blender() [0x2349478]\n/home/klopes/soft/blender3/blender() [0x234a454]\n/home/klopes/soft/blender3/blender() [0xb0b71dd]\n/home/klopes/soft/blender3/blender() [0x14b5b05]\n/home/klopes/soft/blender3/blender() [0x14b5dbb]\n/home/klopes/soft/blender3/blender() [0x14a49b7]\n/home/klopes/soft/blender3/blender() [0x14af7f0]\n/home/klopes/soft/blender3/blender() [0x14b182c]\n/home/klopes/soft/blender3/blender() [0x14b1a29]\n/lib/x86_64-linux-gnu/libpthread.so.0(+0x9609) [0x7fdfaf874609]\n/lib/x86_64-linux-gnu/libc.so.6(clone+0x43) [0x7fdfaf254293]\n\n- Python backtrace", "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", "Particle instance modifier can crash when create from Children is checked and Normal is not\nOSX 10.11.6, xeon w3680 6core 12thread \n[system-info.txt](system-info.txt)\n2.69.7 5bd8ac9\nalso Nightly 2.79 34fe3f9c069\n\n\nUsing a particle instance modifier with Children checked and Normal not checked and then attempting to change certain parameters of the particle system such as in the velocity or children tabs causes a crash. Enabling Normal in the particle instance modifier prevents this from happening.\nCreate a Plane with a hair type particle system.\nCreate a cube with a particle instance modifier and set the object to the Plane with the particle system.\nCheck the box for Children and uncheck the box for Normal.\nGo to the particle system on the Plane and check Advanced. \nDrag any of the values in Velocity or Children and soon it will crash.\n[Crash_ParticleInstance.zip](Crash_ParticleInstance.zip)", "crash 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 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", "Suspected asset library crash by `json_sax_dom_parser`\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.68\n\nBroken: version: 3.5.1\n\nI dont completely know why but blender crashes very often for me.\nIts doing something no idea what it is doing.\nSorry for being vague, but it seems to mostly happen when i have the viewport set to cycles render and i am trying to modify materials, in the shader editor.\n\n" ]
[ "Blender crashes when trying to add Texture Coordinate node in shader editor\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.67\n\n\nBroken: version: 2.80 (sub 53)\nWorked: (optional)\n\n\nBlender crashes when I try to add the Texture Coordinate node in the Shader Editor to my scene\n\nIn the Shader Editor, press Shift+A or use the ADD menu, hover to Input and click on Texture Coordinate node and Blender crashes.\n\nAttaching the Blend file.\n\n[crash_simple_file.blend](crash_simple_file.blend)" ]
3D view not refreshed when changing interpolation mode from graphEditor property panel Operating system: Mint 19 Graphics card: Nvidia 860M Broken: 2.80 build of feb. 21rst 3D view not refreshed when changing interpolation mode from Graph Editor property panel * Add a simple animation on default cube ( Z location for example) * Open a graph editor (and keep 3D view too) * Select your first keyframe in graph editor * If you change interpolation mode with shortcut (T), everything is OK: curve changes in graph editor, and animation changes in 3D view * Changing interpolation from panel (graph editor N, panel Active Keyframe, field interpolation) : curve changes in graph editor, but 3D view keeps showing old interpolation
[ "Attribute node (Type: View Layer) doesn't update in real time in Cycles\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.09\n\nBroken: version: 3.4.0\nWorked:\n\nWhen using an Attribute node (type: View Layer) to get the position or angle of an object, the Attribute is not immediately updated in Cycles if Viewport Shading is Rendered.\nBut It works correctly in EEVEE and Material Preview.\n\n - Open attached file\n - Set Viewport Shading to Rendered\n # Move Empty and Rotate Sun\n\n[AttributeNodeBug.blend](AttributeNodeBug.blend)\n[221212_022211.mp4](221212_022211.mp4)\n\n", "Spreadsheet editor in `Original` mode shows no geometry for curves\nOperating system: Linux-5.15.8-76051508-generic-x86_64-with-glibc2.34 64 Bits\nGraphics card: AMD Radeon RX 6700 XT (NAVY_FLOUNDER, DRM 3.42.0, 5.15.8-76051508-generic, LLVM 12.0.1) AMD 4.6 (Core Profile) Mesa 21.2.2\n\nBroken: version: 3.1.0 Alpha\nWorked: never (?)\n\n![image.png](image.png)\nThe `Original` evaluation state should show the geometry before it is altered by modifiers.\nOn a curve object the `Original` state shows no geometry information.\n\n- Add curve object\n- Open spreadsheet editor\n- Switch to `Original` evaluation state", "Geometry Node: Changing modifier input values with python no cause update\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.72\n\nBroken: version: 2.93.0 Alpha\n\n\nChanging modifier input values with python no cause update.\nBy code:\n\n```\nbpy.data.objects[\"Cube\"].modifiers[\"GeometryNodes\"][\"Input_1\"][0] = 13.8\n```\n\nValue in modifier property was changed. User interface no updated before modifiers panel are not redrawn. Result of modifier didn't updated.\n\n![image.png](image.png)\n\n- Open attached file\n- Run the code `bpy.data.objects[\"Cube\"].modifiers[\"GeometryNodes\"][\"Input_7\"] = 1.0` in the python console\nThe modifier UI may change, but the Viewport does not.\n[geom_node_py_bug.blend](geom_node_py_bug.blend)\n\n", "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?", "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)", "Broken curve drawing in normalized view in graph editor\nOperating system: Ubuntu 20.04\nGraphics card: Geforce MX230\n\nBroken: 3.1\nWorked: ?\n\nin the normalized mapping in the graph editor, the curve behaves strangely. In the normal display, everything is fine\n[2022-04-20 22-13-05.mp4](2022-04-20_22-13-05.mp4)\n\n- Open attached .blend file\n- In graphics editor pan view up and down\nDisable Normalized to hide the problem\n[bandit_anim.blend](bandit_anim.blend)", "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.", "Switching Curve Shapekeys in Edit Mode go haywire if relative to one another\nOperating system:\nLinux\n\nBroken in 2.79 onwards\nWorked in 2.78\n\nPossibly caused by\n6f1493f68f\n5e1d4714fe\n\nShapekeys on curves do not reset properly when switching between them in edit mode, and one shapekey is relative to another.\n\nSelect the circle and enter edit mode. Repeatedly switch between shapekeys 'Key 1' and 'Key 2' while staying in edit mode. 'Key 2' will change over time from just this.\n[bug_report_shapekeys_curve.blend](bug_report_shapekeys_curve.blend)\n\n**How to reproduce the scene**\nCreate a Curve object. Add Basis, Key 1, Key 2 shapekeys. Set 'Key 2' relative to 'Key 1'. Select 'Key 1' and translate/scale it. ", "Graph Editor menu item Key -> Clean Channels and Key -> Clean Keyframes have the same descriptive text\nOperating system: macOS-11.5.2-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 560X OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.6.20\n\nBroken: version: 3.0.0 Alpha\nWorked: none\n\nThe graph editor menu item Key -> Clean Channels and Key -> Clean Keyframes have the same descriptive text when they do two different things.\nKey -> Clean Channels help text should be changed to Clears keyframes on channels that have default values.\n\nCreate some animation on the default cube\nopen the graph editor\nselect the curves\nChoose the Key menu\nHover over the Clean Channels and Clean Keyframes menu items to see the text.\n", "Unify Interpolation In Vertex Paint And Sculpt Mode\nVertex paint squares colors when it interpolates, while the paint tools in sculpt mode do not. This should really be made consistent across both modes. \n\n\n", "Fix preview flickering when using \"Adjust Last Operation\"\nTweaking properties in the \"Adjust Last Operation\" panel removes all previews for a moment, causing quite drastic and annoying flickering.", "Add object redo: exits local view if there are no other objects in local view\nBroken: 2.80 to 2.92 master\nWorked: 2.79b\n\n\nIf you're in local view and there are no objects, add an object and attempt to adjust any property in the redo panel, Blender drops out of local view. However, if you don't touch the redo panel and instead e.g. transform the object, local view is retained.\n\n\nIn the default scene with cube selected:\n\n- enter local view\n- delete the cube\n- add a new object\n- attempt to adjust any property in the redo panel", "Texture Painting not updating cycles shader in viewport\nOperating system: Linux-5.8.0-44-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: Mesa Intel(R) Xe Graphics (TGL GT2) Intel 4.6 (Core Profile) Mesa 20.2.6\n\nBroken: version: 2.92.0\n\n\nLevel 1. When texture painting in the 3D viewport, the image is updated, but the visible shader on the object doesn't update in cycles until switching to viewport shading and back to cycles.\nIt still works when switching to Eevee shading. When reloading the image in the shader image texture node, it updates in cycles, but the problem persists when the image is updated (painted on) again.\n\nLevel 2. The above bug becomes worse as follows:\n\nIn cycles the image stops updating even when switching to viewport shading and back to cycles.\n(A)-When reloading the image in the shader image texture node, it updates in cycles, but any new paint on the texture in the viewport or image editor -> paint mode won't update until step A is repeated. \n\nI do not know exactly what triggers this 2nd level bug, but it doesn't take long to show up. \nI was able to repeat it just by painting and switching between Eevee and cycles using my test .blend file (attached)\n\n\n\n\n1. Assign a material with an image node to an unwrapped object\n2. Switch to viewport texture painting and start painting on the image in cycles shading. \n3. The image updates in viewport shading, but not the visible shader on the object in cycles. \n4. Switch to Eevee shading - now eveything works as expected.\n\n5. I do not know what triggers the level 2 bug.\n\n[Cycles not painting on Cube.blend](Cycles_not_painting_on_Cube.blend)\n\n\n\n\n\n", "Cycles: modifying properties through the Python console does not trigger updates.\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.1.0 Beta\n\n\nLoad a scene with a 16k hdri\nwith viewport rendering happening, try and rotate the hdri environment using a mapping node:\n![image.png](image.png)\n\nnow change the world surface setting sampling method to manual, and the map resolution to 1024\n![image.png](image.png)\nmessage will appear:\n![image.png](image.png)\n\nnow rotate the hdri again. It'll be much more responsive.\n\nnow in the python console enter:\nbpy.data.scenes['Scene'].world.cycles.sample_map_resolution = 15360\n\nNotice the message 'updating lights' didn't appear in the viewport.\n\n rotate again, it's still responsive because cycles is still using the 1024 manually entered.\n\nNow restart the viewport render by clicking on solid viewport mode and back to rendered viewport mode\n\nRotate again. Still responsive. Even though the viewport has been restarted, cycles is still using the last manually entered value of 1024.\n\n-------\n\nNOTE: no updates seem to be triggered for the properties. The only update triggered seem to be for the console's current line which is modified after executing the entered line.\n", "Clicking on Driven decorator should open the Edit Driver popup\nIt would be nice if single-click on the driver icon would open the edit driver popover and double-clicking open driver editor. \n\nIn the keyframe icons by double clicking you could open in floating window the curve editor would be good, or ctrl + left click.\n\n![image.png](image.png)\n\n![image.png](image.png)" ]
[ "Interpolation changes using the Active Keyframe panel in the graph editor aren't updating 3D viewport\nOperating system: Pop!_OS (Debian) 18.10\nGraphics card: GTX Titan X\n\nBlender Version\nBroken:\n2.80 77eaa4790d37\nWorked: (optional)\n\nInterpolation settings in the graph editor in the Active Keyframe section of the panel aren't updating the motion in the 3D viewport.\n\nUsing 'interpolation-mode-bug-test.blend'\n\n- Press play. The cube should move along the x axis.\n- While still playing, change the interpolation mode using the UI dropdown in the graph editor.\n- The motion of the cube doesn't change.\n- Press 'T' to change the interpolation mode. Upon choosing a mode (can be the same as the existing mode or a new mode) the animation updates as it should.\n- Try changing any value under the 'Active Keyframe' section. The changes aren't updated in the 3D viewport.\n\n[interpolation-mode-bug-test.blend](interpolation-mode-bug-test.blend)" ]
Submenus sometimes don't show. Operating system: Linux 2.79b Submenus sometimes don't show. 1. Pick a submenu just above or below a divider. 2. Quickly move the mouse to the divider, passing through the submenu on the way, and then stop moving the mouse. If the menu opens, try again. 3. Wait for a tooltip about the passed-over submenu to appear. 4. Now actually move the mouse to the submenu, and note that the submenu doesn't open (unless clicking, which isn't usually needed for opening submenus). ![blenderMenu.png](blenderMenu.png) (weird mouse cursor drawn by hand) Steps 1-4 can occasionally happen by accident, which can then result in confusion since the menu seems to be missing.
[ "My Blender won't open anymore\nOperating system: Windows 11\nGraphics card: NVIDIA GeForce RTX 3060\n\nBroken: Every version\n\nWhen I try to open Blender the terminal appears then disappears and nothing else happens.\nBlender worked until today in all its versions, but now it no longer opens.\n\nI tried opening it as administrator, on different versions. I restarted my PC. I updated my drivers. There no bug/crash report or anything.\n\nI don't know what to do.\n\n", "Gizmo can't display when select two object\n\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 980 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65\n\nBroken: version: 3.2.0\n\n**Short description**\nTwo conditions are assumed:\n1. Two objects, one is movable and one is locked to move.\n2. The second is a child of the first.\n\nWhen a movable object is selected, the gizmo can be displayed normally\n\n![1.jpg](1.jpg)\n\nwhen both are selected, the gizmo cannot be displayed, but they can be moved, so is it against common sense?\n\n![2.jpg](2.jpg)\n[gizmo_bug.blend](gizmo_bug.blend)\n\n\n", "Sculpt mode: Pose/Cloth gizmos/cursors remain visible when switching to other tools \nOperating system: Win 10\n\nBroken: blender-2.92.0-165b4f85ec23-windows64\nWorked: 2.90\n\nThe gizmos/cursors of tools like Pose and Cloth remain visible when switching to other tools that shouldn't have cursor... which wasn't the case in 2.90...\n\n[2020-10-24_21-16-50.mp4](2020-10-24_21-16-50.mp4)", "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", "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.", "In eevee, shading disappears when SSS is enabled\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92\n\nBroken: version: 2.93.0\nWorked: -\n\nShading disappears in Eevee if one object is located on another object and both have Subsurface enabled\n\nWhen an object has no shading, it looks unrealistic and wrong.\nTo get around this bug, I render two images and connect them in the compositor.\n\nMaybe it is possible to somehow enable these shading without a second render?\nSSS is needed for both objects.\n\nBall Subsurface On (0.02)\n![SSS-on.jpg](SSS-on.jpg)\nBall Subsurface Off (0.0)\n![SSS-off.jpg](SSS-off.jpg)\n\n.Blend file\n[bugshafowsubsurface.blend](bugshafowsubsurface.blend)\n", "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", "Nodes: Reroute node disappear when pressing `Ctrl H`\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.23\n\nBroken: version: 4.0.0 Alpha\nWorked: Never.\n\nIf the reroute is not connected to anything, then pressing `Ctrl + H` will make the reroute invisible.\n![2023-09-16_19.00.52.gif](attachment)\n\n1. Add reroute in nodetree using `Shift + A`.\n2. Press `Ctrl + H`.\n\n", "Material setting \"show_transparent_back\" (Show Backface) gives weird results\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.92.0\n\n![ShowTransparentBackBug.jpg](ShowTransparentBackBug.jpg)\nMy materials are messed up by having blend mode set to \"Alpha Blend\" and \"Show Backface\" set true.\n(The checkbox for \"Show Backface\" pops up if a materials blend mode is set to Alpha Blend\")\n\nIs this normal behaviour?\nThe intend here was to see every side of the cube with a bit of transparency.\n\n[ShowTransparentBackBug.blend](ShowTransparentBackBug.blend)\n1. Add a Cube (subdivide a few times) and give it a material\n2. Go to material settings and set the materials...\n- Blend mode to \"Alpha Blend\"\n- Backface Culling to False\n- Show Backface to True", "Grid doesnt show\nOperating system:\nGraphics card:\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n", "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)", "segfault on f3 when mouse hover focus off foreground window\nOperating system: macOS-10.15.7-x86_64-i386-64bit 64 Bits\nGraphics card: NVIDIA GeForce GT 650M OpenGL Engine NVIDIA Corporation 4.1 NVIDIA-14.0.32 355.11.11.10.10.143\n\nBroken: version: 3.6.1\nAlready broken: 3.0\nWorked: 2.93.18\n\nThe application crashes upon using the Search Menu keyboard shortcut, under the condition that the mouse hover focus is not over the foreground window.\n\nUPDATE: must enable Developer Extras for crash to occur!\nNew file.\nMake the window not fullscreen so you can see some desktop.\nHover mouse over desktop.\nPress F3 key to open Search Menu.\nObserve notification of segmentation fault.\n\nAlternatively, open a preferences window or secondary blender window and mouse over the main window and press F3, that's how I found it.\n\nBefore 3.0 the same steps will cause the menu to appear in the foreground window as close as it can get itself to the mouse outside.\nUPDATE: checked Developer Extras and it was on, yet no crash prior to 3.0\n", "Knife cursor goes away when dragging status bar to see options\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.41\n\nBroken: version: 3.5.0\n\nWhile using the Knife tool, and using middle mouse click and drag to see all options within the status bar, the knife cursor changes to the edit cross cursor. This doesn't happen when using the mouse wheel to scroll through the status bar. It also doesn't happen using the Knife Active Tool, only when pressing K to launch the tool.\n\n1. Press K in Edit Mode to launch the knife tool\n2. Move the cursor over to the status bar, where the options for the tool are shown.\n3. Middle Mouse click and drag left and right to scroll through the status bar.\n\n[Knife cursor dissappears.mp4](attachment)\n\n", "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.", "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 " ]
[ "Submenus don't open sometimes\nOperating system: macOS / Mac OS X 10.9 (Mavericks)\nGraphics card: AMD Radeon HD 6770M\n\nBroken: 2.80 beta\n\nSubmenus don't expand when you move the cursor in a certain way.\n\n[blender-submenu-bug.mov](blender-submenu-bug.mov)\n\n(Don't mind the choppy framerate – that's just from recording on my old computer.)\n\n1. Open a menu with submenus.\n2. Move the cursor down, go over a submenu but keep moving until just before the next item. => the hovered submenu's tooltip shows, but the submenu itself won't open.\n\nEasy to reproduce in menus where there's a submenu as the first or last item. Simply move the cursor past the submenu, then back on it. => It won't open." ]
Geometry nodes editor: attribute search do not appear if object is not active (but nodetree is pinned) Operating system: Windows-8.1-6.3.9600-SP0 64 Bits Graphics card: NVIDIA GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.41 Broken: version: 2.93.4 Release Candidate When I work in pin mode and object is not active, list of attributes do not appear when I click to empty attribute field. **Step to Reproduce** - Open .blend file - Pin the node tree - Choose "Empty" object - Input the value in math attribute node (List of attributes will not display) ![изображение.png](изображение.png) [2021-08-20_01-03-15.mp4](2021-08-20_01-03-15.mp4) Test File: [example1.blend](example1.blend)
[ "Geometry Nodes: Modifier input properties don't cause update for screen statistic\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.24\n\nBroken: version: 3.4.1\n\nModifier input properties of geometry node don't cause update for screen statistic.\n\n1. Create object with geometry nodes.\n2. Add any Mesh Primitive node in modifier node tree.\nPut mesh primitive on group output. Updating the detail of a primitive affects the statistics of the scene.\n3. Put group input dummy socket in detail of a primitive node to create connection.\nChanging the details through the modifier settings is not reflected in the statistics.\n", "Retopology: Active Object Geometry gets Occluded by Semi-Transparent Reference Object in Edit Mode\nOperating system: Linux Ubuntu 16.04\nGraphics card: Nvidia GeForce MX130\n\nBroken: 2.83.0\nWorked: 2.82.a\n\nActive mesh is occluded by high poly or another reference mesh in Edit mode. This is: I want to edit mesh A. I need mesh B to get a reference. So I make B to have a semi-transparent material for Viewport view. I select A and go to Edit mode to edit it. However, its edges and vertexes are occluded by B. We can see a comparison of 2.83.0 (first image) with 2.82a (second image): version: 2.83.0 does not show active object geometry so that we can not edit it. On the other hand 2.82a does show required geometry.\n\n![bug-2.83.0.png](bug-2.83.0.png) ![bug-2.82a.png](bug-2.82a.png)\n\n1. Open Blender 2.83.0\n2. Create a Sphere mesh in the world origin so that it fits inside the default cube.\n3. Assign a semi-transparent viewport display material to the Cube so that we can see the Sphere inside. Change color also to have a better view.\n4. Select Sphere and go to Edit mode.\n5. Press A to select all vertexes.\n6. We can see that Edges and Vertexes are occluded by the Cube so that we can not edit the Sphere properly.\n\n\n[bug-report.blend](bug-report.blend)\n", "Empty object property \"Size\" should be \"Radius\"\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.61\n\nBroken: version: 3.5.0\n\n- Mesh Cube is 1 meters wide when set its \"Size\" to 1 meters when creating\n- Empty Cube is 2 meters wide when set its \"Radius\" to 1 meter when creating.\n- However the property tab for the empty cube shows \"Size\" as 1 when it really supposed to mean \"Radius\".\n\n- Add a Mesh Cube with size 1 meter\n- Add an Empty Cube with size 1 meter\n- Compare the size. The size of Empty Cube is 2 Meters when set to 1 meter\n\n", "Spreadsheet editor in `Original` mode shows no geometry for curves\nOperating system: Linux-5.15.8-76051508-generic-x86_64-with-glibc2.34 64 Bits\nGraphics card: AMD Radeon RX 6700 XT (NAVY_FLOUNDER, DRM 3.42.0, 5.15.8-76051508-generic, LLVM 12.0.1) AMD 4.6 (Core Profile) Mesa 21.2.2\n\nBroken: version: 3.1.0 Alpha\nWorked: never (?)\n\n![image.png](image.png)\nThe `Original` evaluation state should show the geometry before it is altered by modifiers.\nOn a curve object the `Original` state shows no geometry information.\n\n- Add curve object\n- Open spreadsheet editor\n- Switch to `Original` evaluation state", "Materials linked to the object's data are lost when removing attributes from instances in geometry nodes\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.24\n\nBroken: version: 3.5.0 Alpha\n\nMaterials linked to the object's data are lost when removing attributes from instances in geometry nodes.\n![Screenshot 2023-01-30 155635.png](Screenshot_2023-01-30_155635.png)\n1.Instance a collection using geometry nodes.\n2.Remove an attribute from the instances (the attribute doesn't need to exist).\n3.Materials stored on the object data are now lost.\n\n\n[BugExample.blend](BugExample.blend)\n\n\n", "Cycles: Refraction shaders work incorrectly with normals as mesh attributes\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: Last main.\nWorked: Never?\n\nNormals created as Normal input node in Geometry Nodes. Captuted on mesh and saved as named attribute.\n- Dot product return 1.0f (~+some error) result for shader Geometry normals and named attrbite.\n- Distance between shader Geometry normals and named attribute is 0.0f.\n\nBoth normals are the same (?). But shader node produce different results for both kinds:\n\n| Normals | Refraction materials |\n| -- | -- |\n| ![image](attachment) | ![image](attachment) |\n\nSee attachet example file.\n\nFrom scrath:\n1. Create mesh with Geometry Nodes modifier.\n2. Connect Normal input node to output of Geometry Nodes modifier node tree.\n3. Set the name for modifier output.\n4. Appy modifier.\n5. Add Material.\n6. In material, create Geometry input node and Named Attribute.\n7. Add Refraction Shader node and try to put both normals and see results.", "Splitting the \"Object Info\" node, access to object original geometry\nFor various use cases (like implementing the \"Deform Curves on Surface\" node as a group),\nwe need access to the original geometry of an object. One proposal was to break apart the\n\"Object Info\" node into separate nodes with more clear purposes:\n\n{[F13561065](image.png) size=full}\n\n{[F13561067](image.png) size=full}\n\nThe general \"Info\" nodes are generally not scalable, and their purpose is vague\nenough that they aren't as intuitive to use. This design means there are separate\nnodes for different use cases. \n\nThe \"Object Transform\" node could have a matrix output in the future.", "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)", "Geometry node group input for \"Single Value Only\"\nAdd a new \"Single Value Only\" option to node group inputs, only for geometry nodes.\n\nThis would hard-code the non-field status of that input, and remove the \"Use attribute\" toggle in modifier and tool inputs.\n\n", "Entering names in Object pointer parameter and confirming with the mouse in the right part of the button will clear user input immediately again\nWin 8.1x64, 3x gtx580\n\n2.79a\n\nIn a node's Object parameter, on entering the text manually, after pressing enter to confirm, if the mouse happened to be located where normally the \"X\" button to clear the parameter is, the field gets cleared.\nAlso applies to other object pointer fields.\n\nWhen entering names in Node Editor, (at least for me) it is common to move the mouse slightly sideways, so that the cursor is not over the field being typed in. As a result it happens to be over said clear button quite often. Given that it is currently impossible to undo a single name change #54580 , it turns into either loosing the name and having to search/type it again, or more often - by automatically pressing Undo - losing a whole row of changed fields.\n\n[rename.blend](rename.blend)\n - Click the Object parameter to type manually,\n - Move the mouse to the right side of the field, where the \"X\" was located before starting to type,\n - Enter a new object and press enter,\n - The Object parameter field is empty.", "Unlinked/deleted objects reappear, when deleted at startup in a python script (i.e. ./blender --python delete.py)\nDebian 7.4 64bit, also occurs on OSX\n\nBroken: 2.63, 2.69.0\n\n\nUnder certain conditions objects which have been unlinked from a scene do reappear.\n\n\n\n\n - Start blender with `./blender --python delete.py` (see below for the script) (blender just shows an empty scene)\n - Once the GUI is loaded, do: **Add -> Mesh -> Plane**\n # Immediately afterwards hit **F6** and adjust one Property of the newly added object (e.g. the radius)\n\nResult: the objects from the start scene (camera, lamp, cube) reappear.\n\n**Doesn't occur when...**\n - ... A second Mesh is inserted before hitting **F6** to change its properties\n - ... The script is executed in the Blender Editor (and not at startup with option `--python`)\n\n\n**Python script `delete.py`**\n\t\n\n\n\n```\n import bpy\n \n```\n - IMPORTANT: run as: ./blender --python delete.py\n - once blender started, here is what I did in Blender GUI:\n - - add a new mesh (Add -> Mesh -> Plane)\n - - Hit F6 immediately afterwards and modify radius\n # Result: Blender start scene (cube, light & camera) is visible again\n```\n \n```\n # the described bahaviour and result is the same for deleteScene1() - deleteScene3()\n```\n \n def deleteScene1():\n bpy.ops.object.select_all(action='SELECT')\n bpy.ops.object.delete()\n \n def deleteScene2():\n bpy.ops.object.select_by_type(type='MESH')\n bpy.ops.object.delete()\n bpy.ops.object.select_by_type(type='LAMP')\n bpy.ops.object.delete()\n bpy.ops.object.select_by_type(type='CAMERA')\n bpy.ops.object.delete()\n \n def deleteScene3():\n scn = bpy.context.scene\n for obj in scn.objects:\n scn.objects.unlink(obj)\n \n```\n - deleteScene1()\n - deleteScene2()\n```\n deleteScene3()\n\n```\n\n\n\n", "Add Active Camera geometry node\nSince geometry nodes is always processed in the context of a scene (at least it is now), there is typically a single camera object that's currently used for rendering. It can be useful to extract information from it, and the first step is just being able to access its transform.\n\nVQ2W/\n\nAdd a node that outputs the active camera object. Users can then use the object info node to retrieve data about the object's transform. The task includes investigating and adding dependencies between the two objects so that geometry nodes reevaluates when the active camera is moved. That is done in `process_nodes_for_depsgraph`.\n\n", "Texture on active object is not visible in solid view with sculpt mode activated\nOperating system: Windows 10, Ubuntu 16.04\nGraphics card: GeForce GTX 760\n\nBroken: 2.80\n\nTexture is not visible in solid view with sculpt mode activated\n\nCreate a texture, apply it to an object, like start cube, make sure you're in solid view mode with textured color active, you'll see the texture in object mode. After switching to sculpt mode, object becomes gray.\nIf you change view mode to LookDev or Material, everything is fine.\n\n**Extra info**\nIf you go back to Solid view and add a Shape Key, texture is visible again, but mask brush doesn't work. The problem with mask brush and shape keys is already mentioned #67303\nI made a video about those problems Mk2w41C87AI", "Unexpected behavior when applying Geometry Nodes modifier on top of the Multires.\nThis is a more comprehensive report on a bug that was recently posted and closed [HERE ](T97603)\n\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.84\n\nBroken: version: 3.0.1+\n\nApplying Geometry Nodes on top of the Multires modifier does not give expected results. Multires is an exception from the \"Applying a modifier will apply it as if it was first in the stack\" rule, when a modifier is applied on top of the Multires, the mesh changes will be applied to the currently visible subdivision level. Quick video below.\n[Multires GNodes Bug.mp4](Multires_GNodes_Bug.mp4)\nAnd the Example .blend file > [Multires GN Bug.blend](Multires_GN_Bug.blend)\n\nHow should applying the Geometry Nodes behave ? When the Geometry Nodes modifier doesn't change the vertex count and simply deforms the mesh, it should behave just like any other modifier, see example video with the Shrinkwrap modifier. \nSo what when Geometry Nodes does change the vertex count ? I say we keep the same behavior that solidify modifier has, it skips Multires and applies it as it would be first in the stack. While of course this will bring broken results, this is a already an existing behavior so i think it would be completely fine.\n\nSeries of images presenting how applying a Solidify modifier on top of Multires behaves. (Intended behavior)\n![2022-06-02 12_08_50-Window.png](2022-06-02_12_08_50-Window.png)\n![2022-06-02 12_09_00-Window.png](2022-06-02_12_09_00-Window.png)\n![2022-06-02 12_09_06-Window.png](2022-06-02_12_09_06-Window.png)\n![2022-06-02 12_11_33-Window.png](2022-06-02_12_11_33-Window.png)\n\n\n\n", "depsgraph.object_instances does not respect collection visibility\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 860M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.48\n\nBroken: version: 2.83 (sub 5)\nWorked: 2.80 release\n\nCollection visibility (Hide in Viewport) does not affect object appearance in `depsgraph.object_instances`.\nWhile hiding objects individually or excluding collection from view layer or Disable in Viewports does hide them from `depsgraph.object_instances`.\n\nIn 2.80 release collection visibility did affect `depsgraph.object_instances`.\n\n\n - Open attached blend file: [dep_visibility.blend](dep_visibility.blend)\n - Run the script > console output lists all three objects.\n - Use collection `Hide in Viewport` visibility options and run script > console output has the same objects regardless of collection visibility state.\n - Use `Hide in Viewport` on an individual object > console output remose this individual object\n" ]
[ "Geometry Nodes : Attribute search is empty when another object is active\nOperating system:\nGraphics card:\n\nBroken: actual master\n\nWhen the geometrynode tree is pinned and another object is selected, the attribute search dropdown is empty.\n\n![Screenshot_20210308_211445.png](Screenshot_20210308_211445.png)\n\n![Screenshot_20210308_211450.png](Screenshot_20210308_211450.png)\n\nAdd a cube, add a geometry nodes modifier, pin the geonodes panel to the cube and add an empty. Then try to use some attribute dropdown search.\nSee the two screenshots\n[untitled.blend](untitled.blend)" ]
Windows Defender detects Blender as Virus Operating system: Windows 10 64bit Graphics card: Intel HD Graphics Broken: v2.81 Worked: none Windows Defender Smartscreen reports Blender as a Virus/Threat/Trojan Screenshot: ![image.png](image.png) Download blender-2.81a-windows64.msi (Latest version), double click it
[ "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", "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", "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", "Object.display_type \"Solid\" behaves the same as \"Textured\"\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: Radeon RX 580 Series ATI Technologies Inc. 4.5.13570 Core Profile Context 19.8.1 26.20.13001.29010\n\nBroken: version: 2.81 (sub 12)\nWorked: 2.79b\n\nIn a viewport set to \"Textured\" mode (either on Cycles or Eevee), setting Object.display_type = \"SOLID\" still shows a textured object.\nOn Blender 2.79 this property was called \"Maximum Draw Type\" and was behaving as expected.\n\n1.-Set the viewport to Textured mode.\n2.-Select a textured object and set its property \"Display As\" to Solid.\nIt will stil be shown as Textured so theres no difference between the two modes (Solid, Textured)\n\nBlender 2.81\n![screenshot_20190920_233932.jpg](screenshot_20190920_233932.jpg)\n\nBlender 2.79b\n![screenshot_20190920_234046.jpg](screenshot_20190920_234046.jpg)\n\nExample blend.\nThe viewport is set to \"Textured\", the monkey set to \"Solid\" but is shown as Textured.\n[solid_object_display_type.blend](solid_object_display_type.blend)\n", "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", "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", "Drivers don't refresh simulations.\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.77\n\nBroken: version: 2.90.0\nAs far as i can remember this bug exists at least from Blender 2.81\n\nAdding Drivers to any of the cloth simulation values will result in them not refreshing the bake when changing that value. When any of these values are changed by the Drivers, user needs to manually go back into the cloth simulation settings and either switch a random setting or Re-Bake the simulation for it to update to the current settings.\n\nAdd custom property to any object -> Copy that value as driver -> Paste it into any of the cloth simulation value settings -> Values will update but cloth simulation won't refresh, forcing you to go back into the cloth settings and refresh them manually. \n\n", "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", "Visual glitches With adaptive domain enabled when object is duplicated or transformed\nOperating system: windows 10\nGraphics card: 3080ti\n\n**Blender Version** 3.3 lts\n\nVisual glitches With adaptive domain enabled when object is duplicated or transformed\n\n- Open default scene\n- Add quick smoke on cube\n- enable `adaptive domain`\n- play animation\n- move domain around or duplicate it (snaps back to original place)\n- play animation again (will move to transformed position)", "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.", "Some Cycles nodes are active when muted (RGB To BW, Math, vector Math, Separate RGB)\nWin10 64bit\n\nBroken: 2.79\n\nRGB To BW node is active when muted\n\nOpen file and render\n[RGB_BW.blend](RGB_BW.blend)\n\n", "Blender full crash during smoke+noise baking \"EXCEPTION_ACCESS_VIOLATION\"\nOperating system: Windows 10\nGraphics card: Nvidia RTX 3090\nCPU: Ryzen 5900X\n[system-info.txt](system-info.txt)\n\nBroken: 2.92\n\nEvery single time I try to bake a high res particle system, in this case, fire at 256 + default noise settings, it never gets to complete the render and the blender crashes completely (including the console running in the background) at around frame 60 / 150.\nPausing and resuming baking sometimes works but most of the time it instantly crashes on the resume.\n\nEdit:\nI currently have 32 GB RAM and they are not really under much use during the bake.\nI tried with an RTX 3070 and Ryzen 5800x and the same issue.\n\nCrash file:\n\n\n```lines=30\n# Blender 2.92.0, Commit date: 2021-02-24 16:25, Hash 02948a2cab44\n\n# backtrace\nException Record:\n\nExceptionCode : EXCEPTION_ACCESS_VIOLATION\nException Address : 0x00007FF76E01AD1A\nException Module : blender.exe\nException Flags : 0x00000000\nException Parameters : 0x2\n\tParameters[0] : 0x0000000000000000\n\tParameters[1] : 0x000001C8281373F8\n\n\nStack trace:\nblender.exe :0x00007FF76E01A850 adaptive_domain_adjust\nblender.exe :0x00007FF76E021580 update_flowsfluids\nblender.exe :0x00007FF76E01F380 manta_step\nblender.exe :0x00007FF76E018CD0 BKE_fluid_modifier_processDomain\nblender.exe :0x00007FF76E018530 BKE_fluid_modifier_do\nblender.exe :0x00007FF76E2CC220 modifyMesh\nblender.exe :0x00007FF76E0C4DF0 mesh_calc_modifiers\nblender.exe :0x00007FF76E0C4AF0 mesh_build_data\nblender.exe :0x00007FF76E0C7170 makeDerivedMesh\nblender.exe :0x00007FF76E0A65F0 BKE_object_handle_data_update\nblender.exe :0x00007FF76E0A6320 BKE_object_eval_uber_data\nblender.exe :0x00007FF771D6AFA0 std::_Func_impl_no_alloc<std::_Binder<std::_Unforced,void (__cdecl&)(Depsgraph * __ptr64,Main * __p\nblender.exe :0x00007FF771D69380 blender::deg::`anonymous namespace'::evaluate_node\nblender.exe :0x00007FF771D69330 blender::deg::`anonymous namespace'::deg_task_run_func\ntbb.dll :0x00007FFDEAAF51D0 tbb::interface7::internal::isolate_within_arena\nblender.exe :0x00007FF771DEE500 tbb::internal::function_task<Task>::execute\ntbb.dll :0x00007FFDEAB037A0 tbb::recursive_mutex::scoped_lock::internal_try_acquire\ntbb.dll :0x00007FFDEAB037A0 tbb::recursive_mutex::scoped_lock::internal_try_acquire\ntbb.dll :0x00007FFDEAAF51D0 tbb::interface7::internal::isolate_within_arena\ntbb.dll :0x00007FFDEAAFA490 tbb::task_scheduler_init::terminate\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFDEAB019C0 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThreads:\nThread : 00002380\nntdll.dll :0x00007FFDEFFED280 NtDelayExecution\nKERNELBASE.dll :0x00007FFDEDB18FE0 SleepEx\nblender.exe :0x00007FF76E122380 wm_window_process_events\nblender.exe :0x00007FF76E1184D0 WM_main\nblender.exe :0x00007FF76DE09C70 main\nblender.exe :0x00007FF772313468 __scrt_common_main_seh\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000024a0\nntdll.dll :0x00007FFDEFFF0650 NtWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFDEFFA2680 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 0000549c\nntdll.dll :0x00007FFDEFFF0650 NtWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFDEFFA2680 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00006094\nntdll.dll :0x00007FFDEFFF0650 NtWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFDEFFA2680 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00003a78\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 0000722c\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000058fc\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00004090\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00005f20\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000029a4\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000047b8\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00005718\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00003ba0\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00002ae4\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00006820\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00001738\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00003c44\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00004984\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00006c48\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 0000389c\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00002d68\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00002f90\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00007248\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 00005010\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000027d8\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 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BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 0000571c\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 std::_LaunchPad<std::unique_ptr<std::tuple<void (__cdecl IlmThread_2_4::Thread::*)(void) __ptr64,Il\nblender.exe :0x00007FF770B059C0 std::_Pad::_Call_func\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nThread : 000017f0\nntdll.dll :0x00007FFDEFFECC80 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFDEDAF15D0 WaitForSingleObjectEx\nblender.exe :0x00007FF7719101D0 IlmThread_2_4::Semaphore::wait\nblender.exe :0x00007FF77190F9A0 IlmThread_2_4::ThreadPool::numThreads\nblender.exe :0x00007FF771910650 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:0x00007FF76E7B6A90 fluid_bake_startjob\nblender.exe :0x00007FF76E13D7D0 do_job_thread\nblender.exe :0x00007FF77234F320 _ptw32_threadStart\nucrtbase.dll :0x00007FFDEDE21B20 configthreadlocale\nKERNEL32.DLL :0x00007FFDEE7A7020 BaseThreadInitThunk\nntdll.dll :0x00007FFDEFFA2630 RtlUserThreadStart\n\n\nLoaded Modules :\n0x00007FF76DCE0000 2.9.2.0 blender.exe C:\\Program Files (x86)\\Steam\\steamapps\\common\\Blender\\blender.pdb \n0x00007FFDEFF50000 10.0.19041.844 ntdll.dll \n0x00007FFDEE790000 10.0.19041.804 KERNEL32.DLL \n0x00007FFDEDAD0000 10.0.19041.906 KERNELBASE.dll \n0x00007FFDEF880000 10.0.19041.906 USER32.dll \n0x00007FFDEDDD0000 10.0.19041.906 win32u.dll \n0x00007FFDEF500000 10.0.19041.746 GDI32.dll \n0x00007FFDED770000 10.0.19041.746 gdi32full.dll \n0x00007FFDED880000 10.0.19041.789 msvcp_win.dll \n0x00007FFDEAAF0000 2019.9.0.0 tbb.dll \n0x00007FFDEDE00000 10.0.19041.789 ucrtbase.dll \n0x00007FFDEEDB0000 10.0.19041.906 SHELL32.dll \n0x00007FFDED920000 10.0.19041.546 CFGMGR32.dll \n0x00007FFDEEA40000 10.0.19041.546 WS2_32.dll \n0x00007FFDEE5E0000 10.0.19041.746 RPCRT4.dll \n0x00007FFDCFCF0000 7.0.0.0 openvdb.dll \n0x00007FFDCF740000 10.0.19041.844 OPENGL32.dll \n0x00007FFDEEC60000 10.0.19041.610 ADVAPI32.dll \n0x00007FFDEED10000 7.0.19041.546 msvcrt.dll \n0x00007FFDEEAB0000 10.0.19041.906 sechost.dll \n0x00007FFDEDFF0000 10.0.19041.906 combase.dll \n0x00007FFDEE850000 10.0.19041.746 ole32.dll \n0x00007FFDEEA30000 10.0.19041.546 PSAPI.DLL \n0x00007FFDEEB50000 10.0.19041.746 SHLWAPI.dll \n0x00007FFDCF870000 3.7.7150.1013 python37.dll \n0x00007FFDEDFB0000 10.0.19041.546 IMM32.dll \n0x00007FFD22410000 58.54.100.0 avcodec-58.dll \n0x00007FFDCD5C0000 58.29.100.0 avformat-58.dll \n0x00007FFDEAB40000 58.8.100.0 avdevice-58.dll \n0x00007FFDEE510000 10.0.19041.804 OLEAUT32.dll \n0x00007FFDD40F0000 5.5.100.0 swscale-5.dll \n0x00007FFDCF610000 56.31.100.0 avutil-56.dll \n0x00007FFDEDDA0000 10.0.19041.662 bcrypt.dll \n0x0000000070440000 1.0.28.0 libsndfile-1.dll \n0x00007FFDC8FD0000 1.20.1.0 OpenAL32.dll \n0x00007FFDCE1D0000 2.0.12.0 SDL2.dll \n0x00007FFDEAAE0000 2019.9.0.0 tbbmalloc_proxy.dll \n0x000000006ACC0000 libgmp-10.dll \n0x00007FFDEFAA0000 10.0.19041.844 SETUPAPI.dll \n0x00007FFDD2CB0000 14.26.28720.3 MSVCP140.dll \n0x00007FFDEAAC0000 14.26.28720.3 VCRUNTIME140.dll \n0x00007FFDEAAB0000 14.26.28720.3 VCRUNTIME140_1.dll \n0x00007FFDE1F70000 6.10.19041.844 COMCTL32.dll \n0x00007FFDE7F50000 10.0.19041.1 AVIFIL32.dll \n0x00007FFDE6B50000 10.0.19041.546 VERSION.dll \n0x00007FFDD8550000 10.0.19041.844 GLU32.dll \n0x00007FFDEBD30000 10.0.19041.867 dbghelp.dll \n0x0000000070680000 libfftw3-3.dll \n0x00007FFDD30A0000 3.5.100.0 swresample-3.dll \n0x00007FFDCDB10000 10.0.19041.546 Secur32.dll \n0x00007FFDD82B0000 10.0.19041.1 AVICAP32.dll \n0x00007FFDE28A0000 10.0.19041.546 WINMM.dll \n0x00007FFDD2C70000 2019.9.0.0 tbbmalloc.dll \n0x00007FFD5AD10000 10.0.19041.1 MSACM32.dll \n0x00007FFDD3070000 10.0.19041.1 MSVFW32.dll \n0x00007FFDDECB0000 10.0.19041.1 winmmbase.dll \n0x00007FFDED580000 10.0.19041.906 SSPICLI.DLL \n0x00007FFDEE980000 10.0.19041.746 shcore.dll \n0x00007FFDEBF80000 10.0.19041.546 kernel.appcore.dll \n0x00007FFDEB590000 10.0.19041.906 windows.storage.dll \n0x00007FFDED100000 10.0.19041.662 Wldp.dll \n0x00007FFDEADF0000 10.0.19041.746 uxtheme.dll \n0x00007FFDED6F0000 10.0.19041.662 bcryptPrimitives.dll \n0x00007FFDED5D0000 10.0.19041.844 profapi.dll \n0x00007FFDEEBB0000 2001.12.10941.16384 clbcatq.dll \n0x00007FFDE6250000 10.0.19041.789 MMDevApi.dll \n0x00007FFDED440000 10.0.19041.546 DEVOBJ.dll \n0x00007FFDE6400000 10.0.19041.906 AUDIOSES.DLL \n0x00007FFDECC30000 10.0.19041.546 powrprof.dll \n0x00007FFDECAF0000 UMPDC.dll \n0x00007FFDEAF10000 10.0.19041.546 resourcepolicyclient.dll \n0x00007FFDEF6D0000 10.0.19041.906 MSCTF.dll \n0x00007FFDC2F40000 10.0.19041.746 dataexchange.dll \n0x00007FFDE8030000 10.0.19041.746 d3d11.dll \n0x00007FFDE8EB0000 10.0.19041.906 dcomp.dll \n0x00007FFDEBFD0000 10.0.19041.746 dxgi.dll \n0x00007FFDE6B60000 10.0.19041.746 twinapi.appcore.dll \n0x00007FFDE7A20000 10.0.19041.906 AppXDeploymentClient.dll \n0x00007FFD1FA70000 27.21.14.6192 nvoglv64.dll \n0x00007FFDEA2D0000 10.0.19041.546 WTSAPI32.dll \n0x00007FFDED280000 10.0.19041.546 msasn1.dll \n0x00007FFDE6AA0000 10.0.19041.906 cryptnet.dll \n0x00007FFDED970000 10.0.19041.844 CRYPT32.dll \n0x00007FFDED040000 10.0.19041.546 cryptbase.dll \n0x00007FFDED690000 10.0.19041.804 WINTRUST.dll \n0x00007FFDEC4F0000 10.0.19041.546 ntmarta.dll \n0x00007FFDE5470000 10.0.19041.546 dxcore.dll \n0x00007FFDEB000000 10.0.19041.746 dwmapi.dll \n0x00007FFDEC490000 10.0.19041.546 WINSTA.dll \n0x00007FFDCB3B0000 10.0.19041.906 textinputframework.dll \n0x00007FFDE9960000 10.0.19041.746 CoreMessaging.dll \n0x00007FFDE9420000 10.0.19041.546 CoreUIComponents.dll \n0x00007FFDE9CA0000 10.0.19041.906 wintypes.dll \n0x00007FFDC2C70000 10.0.19041.844 explorerframe.dll \n0x00007FFDEA590000 7.0.19041.867 propsys.dll \n0x00007FFDED050000 10.0.19041.546 CRYPTSP.dll \n0x00007FFDEC7A0000 10.0.19041.546 rsaenh.dll \n0x00007FFDE53A0000 3.7.7150.1013 python3.dll \n0x00007FFDD40D0000 3.7.7150.1013 _bz2.pyd \n0x00007FFDD04E0000 3.7.7150.1013 _lzma.pyd \n0x00007FFDD04C0000 3.7.7150.1013 _socket.pyd \n0x00007FFDDFD70000 3.7.7150.1013 select.pyd \n \n# Python backtrace\n\n```\nSimply bake the file attached, I can't do it and I tried with multiple brand new .blend simple mantaflow setups.\n[Cinematic Fire Simulation.blend](Cinematic_Fire_Simulation.blend)", "Trouble starting Blender on Wayland with dedicated NVIDIA card\nOperating system: openSUSE Tumbleweed\nGraphics card: NVIDIA Corporation GA106M / GeForce RTX 3060\n\nBroken: 3.61, 8bda729ef4dc, 2023-07-17\n\nWhen trying to launch Blender, with Wayland using my dedicated graphics card through switcherooctl, I'm getting \"EGL_BAD_SURFACE\" errors:\n```\nEGL Error (0x300D): EGL_BAD_SURFACE: An EGLSurface argument does not name a valid surface (window, pixel buffer or pixmap) configured for GL rendering.\n```\n\nThis causes Blender to hang, and cannot respond to Wayland events and can't close, so I have to end the process with GNOME system monitor, or with the command: `killall -s 9 blender`.\n\nswitcherooctl launch -g 1 ~/Downloads/blender-3.6.1-linux-x64/blender\n\n", "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 ", "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" ]
[ "Installer of 2.81 is detected by Windows Defender Smartscreen and weird installation\nOperating system: Windows 10 x64 Pro\nGraphics card: GTX 1060 6Gb\n\nBroken: 2.81 release\nWorked: (optional)\n\n\nIt's the first version where it happens. I donwloaded the blender-2.81-windows64.msi for Windows 10 x64 , I executed it and Windows Defender Smartcreen warned me as it can be dangerous (it usually does this with the daily builds). I executed it anyway, let all by default as usual and instead\n of overriding the previous version, it creates a new folder \"Blender 2.81\" in Programs/Blender Foundation and I have 2 Blender in Applications & Functionalities of Windows 10.\n\n2 questions :\n\n- why is it detected by Windows Defender Smartscreen ?\n- is it a new way for the installation to work ?\n\nBased on the default startup or an attached .blend file (as simple as possible)." ]
Instanced objects with array modifier cannot be rendered in Cycles Operating system: Win7x64 Graphics card: GTX1070 Broken:blender-2.80.0-git.87aca8bd02bc-windows64 Worked: ? Instanced objects with array modifier cannot be rendered in Cycles. Eevee works fine (Cycles constantly updates viewport, renders only instance object and the last object in array) Create 2 planes and parent one to another. On parent object enable vertex instancing. Add an array modifier and try to render in Cycles engine. [instance.blend](instance.blend)
[ "OPTIX_ERROR_INTERNAL_ERROR when rendering using Cycles with OptiX\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.99\n\nBroken: version: 3.6.2\nAlso tested on:\n- 3.0.0 — got same error\n- 2.93.18 — same error but different line of code\n\nOPTIX_ERROR_INTERNAL_ERROR when rendering with OptiX.\n\nError on 3.6.2\n![image](attachment)\n\nError on 2.93.18\n![image](attachment)\n\nThe issue is **not** presented when I'm using _NVIDIA Studio Driver 472.84_. However I've tried several newer versions and got this error for all of them.\n\n\n1. Open blender (just the default cube)\n2. Edit -> Preferences -> System -> OptiX -> NVIDIA GeForce GTX 1060 6GB\n3. Render Engine: Cycles\n4. Device: GPU Compute\n5. Shading (Z) -> Rendered or Render Image (F12)\n\n", "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 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", "Modifier are still evaluated even when not required.\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.13\n\nBroken: version: 3.0.0\nWorked: never\n\nModifiers are evaluated, even when blank, for example a lattice modifier without any lattice, would still make depth graph calculation or something like that, that make each action (select, move, rotate, etc.) verry slower.\n\nCreate/ import a large object (60M poly mesh for example).\nAdd lattice modifier, let all option blank. \nDisable viewport visibility of this modifier.\nTry to move/rotate/scale the object in the viewport, the performance is really low.\n\nIn order to transform your mesh, you need to remove all modifiers, and add then back once transform is convenient.\n", "EEVEE-Next: Refactor renderpass storage\nCurrently render-passes are allocated in multiple texture buffers.\nThey take a lot of binding points and currently prevent the deferred pipeline to output diffuse color correctly.\n\nThe plan is to combine all render-passes into the same array texture and use an associated UBO containing offset to the layer of each pass type.\n\nThis would very similar to the AOV support.\n\nAnother direct benefit of this would be that the GBuffer encoding could be simplified.\n\n", "Cycles does not respect Object->Holdout option.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.24\n\nBroken: version: 3.5.0\nWorked: Never (Goes as far back as 3.0 where the object->holdout option is added)\n\n\nCycles does not respect Object->Holdout option.\n\n\n- Open the provided file.\n- Press render.\n- The plane which is set as \"holdout\" doesn't mask the image.\n - Expected: the region of the plane should be zero alpha.\n", "Crushed Velvet Eevee render problems in Cycles\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.75\n\nBroken: version: \n- 2.93.0 Alpha\n- 2.82 (sub 7)\nWorked: ?\n\n\nThe *Crushed Velvet* material from the *Material Library* does not render properly with Cycles when setting the device to *GPU*.\n\n- Load the simplified material attached below\n- Set the render device to *CPU* and render. The output should be all black\n# Set the render device to *GPU* and render.. Depending whether you have only GPU(s) activated in the preferences or also CPU(s) you should see one of the following. When only GPU(s) are enabled you should get a proper render. When CPU(s) are also enabled you should get dark render tiles that are rendered on the CPUs.\n\n[VelvetTestSimplified2.blend](VelvetTestSimplified2.blend)\n\n---\n\nOriginal description:\nI'm attaching the .blend file I used to test this issue. I'm not even sure this is a bug or simply me not being overly familiar with materials yet, but it feels like a bug. An dit may be a Blender bug and nothing to do with this add-on. Obviously, this material renders fine in Eevee, but it also renders fine in Cycles when using CPU to render, but has major artifacts when using GPU to render. I've attached a render to show what I'm getting in case you don't experience it.![Velvet.png](Velvet.png)\n\nThe steps I took to get here are, \n\nBasically, I have a default scene I use to do my modeling or as a start point. It's very basic. I was experiencing this issue in another project I was working on and noticed it went away when I changed the material on one object. \n\n- I loaded up my basic start file\n- selected the sphere\n- Scrolled down to the Material Library VX panel in the Material Properties tab\n- Loaded the Sample Library\n- Chose the Crushed Velvet Eevee material and clicked Apply to Selected\n\nThat's it. I had initially thought it was simply a problem rendering in Cycles but for my first render, I forgot to switch from CPU to GPU and noticed it rendered fine. So I did a few more tests and it renders fine with CPU every time, but not with GPU.\n\n[VelvertTest.blend](VelvertTest.blend)\n\n", "Support for USD PointInstancer\nOperating system: Win10\nGraphics card: GTX 1660 Ti\n\nBroken: 3.1\n\nAfter loading a USD file with type particleInstancer attached with spheres as child, Blender failed to draw the points as spheres. Instead, the displayed object in the layout window is just a singular point at the origin. Example file attached.[example_sim_granular.zip](example_sim_granular.zip)\n\n\nBased on the default startup or an attached .blend file (as simple as possible).", "Modifier changes to support sub-panels for Geometry Nodes\nThis is a follow up of #108649\n\n", "Disabling/enabling in viewport a sub collection doesn't make the instances of the collection disabled/enabled unless you save and re-open the file\nOperating system: Windows 10 Pro 64-bit (10.0, Build 18363)\nGraphics card: NVIDIA GeForce 920M (Laptop)\n\nBroken: v2.83.13 Beta, 2020-04-21\n\nIf you disable/enable in viewport a sub collection of Collection then the instances of the parent collection \"Collection\" is not disabled/enabled in viewport unless you save and re-open the file.\n\n**Wanted result**\nThe wanted result is exactly like when you save and re-open the file, because for example if you enable/disable the cube which is child of child of Collection, then the instance of cube is enable/disabled. And just like that, SubCollection is child of Collection and if it's enable/disabled then the instance should be enabled/disabled too.\n\n![SubCollection_ViewportEnableDisable_refresh_bug.jpg](SubCollection_ViewportEnableDisable_refresh_bug.jpg)\n[SubCollection_ViewportEnableDisable_refresh_bug.blend](SubCollection_ViewportEnableDisable_refresh_bug.blend)\n1. Open the provided file.\n2. Disable in viewport the collection named \"**SubCollection**\" to unreveal it in viewport. Now the two collection instances \"Instance of '**Collection**' (1) & (2)\" are not hidden.\n3. Save the file.\n4. Press Ctrl+N and click General.\n5. Reopen the same file. Now the two collection instances before are hidden, but before they were not hidden, it's a bug about refreshing.\n6. Enable in viewport the collection named \"**SubCollection**\" to reveal it in viewport. Now the two collection instances \"Instance of '**Collection**' (1) & (2)\" are not shown.\n7. Save the file.\n8. Press Ctrl+N and click General.\n9. Reopen the same file. Now the two collection instances before are shown, but before they were not shown, it's a bug about refreshing.\n\n**Steps for others to explain the logic of the viewport visibility of Collection and Collection Instance, this is not a bug, it's a useful feature that you should keep**\n- Don't forget to enable the \"SubCollection\" if you didn't do it yet, you've already save and re-open the file.\n- Disable in viewport the collection named \"**Collection**\" to unreveal it (not SubCollection). Now the two collection instances \"Instance of '**SubCollection**' (1) & (2)\" are not hidden. Now Enable back the \"Collection\", the enablement of the 2 collection instances \"Instance of 'SubCollection' (1) & (2)\" don't depend on the viewport enablement of the collection named \"Collection\".\n\n**Description of the last steps**\nIt's very useful when you build a model in a .blend file at the origin (0, 0, 0), and its collection name is \"_MODEL_\", and you want to place a collection instance of it at other location (not origin), and you want to disable the model at the origin by disabling the parent collection of the collection named \"_MODEL_\", and you want to keep enabled (visible) the collection instances.\n![Monkey.jpg](Monkey.jpg)\n\n**People will adapt the non-logic bug but they will see weird things**\nThis is a big problem because if people don't know the bug then they think that it's the logic of viewport enablement of collection instances, and all their projects depend on that, but once they save and close and then re-open the file, they will see weird things.", "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", "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", "\"Updating Objects Flags\" Stalling Blender\n{[F10130762](22_Nautilus_through_City_-_Cycles___Eevee.zip)}Operating system: Linux-5.8.0-53-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.73.01\n\nBroken: version: 2.92.0\nWorked: Not working down to 2.83 LTS\n\nThis file will not render the Scene named \"Cycles\" with the Cycles render engine. \n\n\n1. Open attached blend file. Note everything except camera and lights are turned off.\n\n2. Using command line, attempt to render a single frame (say 130).\n\n3. Result = Everything initialises but the render stalls on \"Updating Objects Flags\".\n\n4. Open the file in UI\n\n5. Render image renders a blank image (expected).\n\n6. Turn on Buildings and Landscape, 9 collections from the top, and Nautilus and Submarine Search Lights at the bottom. \n\n7. Render a single frame, or the cycles render layer in the compositor.\n\n8. Result = A single image may render in cycles (followed by the second scene in Eevee that composites).\n\n9. Render animation\n\n10. Result = Blender hangs on \"updating objects flags\" and it does not render, and it is not possible to cancel the render.\n\nIt may be possible to get back rendering by saving the file as a new file. But as soon as rendering an animation as attempted, \"updating objects flags\" hangs Blender either in command line or in UI mode.\n\nNotes: \n\n1. I have tried the same file on multiple machines and multiple Operating Systems with the same result.\n\n2. Quite a number of files have similar kinds of problems. Most commonly, the files will not render in UI mode. Usually though, rendering in command line works. In this case it does not.\n\n3. I have tried every permutation of trouble-shooting I can think of. I have added meshes back in one by one, re-baking ocean modifer, particles, everything. Trying recently, I had to re-bake the particles after which rendering stopped working in any configuration. The particle systems have been baked to a disk cache.\n\n4. Reconstructing from a new blend file is pointless - new blend files are fine and I do not know what is happening to bring about the bug.\n\n5. It may be necessary to re-send the file in its state when it cannot render. Please let me know if anymore information is required.", "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)", "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." ]
[ "Instanced Meshes incorrectly rendered in Cycles (Sample 1 renders over and over again)\nOperating system: Windows 10 Home 64 bit\nGraphics card: NVIDIA GeForce GTX 1080\n\nBroken: 2.80 Beta c6cbcf83d015\n\n- a mesh object consisting of a single vertex (in my example named \"Vertex\") has an array modifier (3 instances) on it\n- it has another object (in my example a UV sphere named \"Sphere\") as its only child object\n- instancing (per vert) is activated on the \"Vertex\" object\n- as expected, the sphere is instanced three times\n- as soon as render mode \"Rendered\" is activated (in Cycles), rendering seems to be stuck in a loop, rendering sample 1 over and over again\n- also, only the first and last instance show up in the render, the \"middle\" instance(s) is/are missing\n- happens for CPU and GPU alike, but only in Cycles, not in Eevee\n- when the array modifier is applied, the error goes away \n\n - please open the attached file [instance_error_example.blend](instance_error_example.blend) and switch display method to \"Rendered\"", "Dupliverts don't work when a modifier is added to duplicator object\nOperating system: Ubuntu 18.04\nGraphics card: Nvidia 1080 Ti\n\nBroken: Blender 2.80 (6d89337257b6 from December 25)\n\nThe cycles viewport won't stop udpating itself when a dupliverts parent object has a mirror modifier (or some other modifiers) applied to it. By \"won't stop updating,\" I mean that it continuously renders sample 1 out of n. In my experience, this also stops the dupliverts from rendering in F12 cycles render.\n\n1) Create a plane\n2) Enter edit mode on the plain\n3) Select all vertices\n4) Drag all vertices down, away from the origin\n5) Add but do not apply a mirror modifier in the Z direction\n6) Create a cube (as a separate object, so enter object mode first)\n7) Make the cube a child object of the plane\n8) Enable dupliverts on the plane\n9) Enter cycles render mode\n10) Enter rendered mode in viewport\n\n**Workaround**\n11) Apply the mirror modifier", "Cycles renders only first duplivert when mesh has generative modifier\nOperating system: Linux Mint 19.0 x64\nGraphics card: Nvidia GeForce 820M\n\nBroken: 2.8 Date: 2019-01-16 21:59 Hash: e57ee5934a30\nWorked: 2.79b\n\nWhen rendering a mesh with dupliverts with Cycles, if that mesh has a modifier from the \"Generate\" column, only one instance will be rendered.\nExceptions: Bevel, Boolean, Decimate, Edge split, Skin, Triangulate, Wireframe\nNote: This bug also happens in the Cycles viewport and when it does, for some reason the progressive sampling refreshes constantly as if something was being edited.\nOther note: This bug doesn't happen with duplifaces\n\n\nFrom start:\n- Keep cube\n- add another one\n- scale this one down\n- parent it to the big one\n- enable dupliverts on the big one\n- add a subdivision modifier (or any other that is not in the exceptions) to the big one \n- render with Cycles\n\nOnly one instance gets rendered" ]
Blender crash and i can't open others .exe Operating system: Windows Graphics card: - GeForce GTX 1050 Ti/PCIe/SSE2 4.5.0 NVIDIA 442.19 - Intel(R) Core(TM) i5-8300H CPU with Intel(R) UHD Graphics 630 Broken version: 2.82 (sub 7), branch: master, commit date: 2020-03-12 05:06, hash: 375c7dc4caf4, type: Release after i clicked to open a new file , but it doesn't really mean is that, after i try to save my UV also did this there is no exact steps to this bug, it just happen after i try to open new blender file/ import fbx/ save uv. after i can't open any programs i have to restart my notebook, i didn't this time and then i open the blender factory startup and give me these two files the debug folder there is nothing bc blender didn't open :/ my .SAI, 3ds max, unity i can't open these, but i can open images, and word files {F8514504} [blender_system_info.txt](blender_system_info.txt)
[ "My blender doesnt open\nOperating system: Windows 10\nGraphics card: ?\n\n\nBroken: 3.6.2 LTS\nWorked: ?\n\n\nWhenever I try to open blender a Pop up appears saying \" No se pudo inicia la aplicacion;la configuracion en paralelo no es correcta.Consulte el registro de eventos de la aplicacion o use la herramienta sxstrace.exe para obtener mas detalles\"\n\nI have no idea, the one thats dowloaded by ZIP, i have already tryed this by the installer and the same problem\n\n\nWay literally, download blender and try to open it\nBased on the default startup or an attached .blend file (as simple as possible).\n\n", "Blender 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", "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 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", "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", "2.90 Not opening on Linux\nOperating system: Linux Mint 18.1\nGraphics card: Intel HD 620\n\nBroken: \nBlender 2.90 won't open up fully, it appears to open up and immediately closes\nWorked: \n\nTried a few different ways to open, won't open.\n\nOne of the methods I tried opening with was through the Terminal and this was the message I had returned back:\n\nRead prefs: /home/john/.config/blender/2.90/config/userpref.blend\nfound bundled python: /home/john/Desktop/3D Related/1BlenderVersions/blender-2.90.0-linux64/2.90/python\nGPUShader: linking error:\nerror: Input block `ShaderStageInterface' is not an output of the previous stage\n\nGPUShader: linking error:\nerror: Input block `ShaderStageInterface' is not an output of the previous stage\n\nWriting: /tmp/blender.crash.txt\nSegmentation fault", "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.", "Crash when renaming a world in a timer and dragging a world in the asset browser\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.23\n\nBroken: version: 3.4.0 Alpha\nWorked: Don't know, tested back to 3.1, and still got the crash\n\nWhen a python timer renames a world, and the user is dragging a world *from another file* in the asset browser, blender will crash. (doesn't happen if the world is from the current file)\n\nI also tested this on materials, and it didn't cause a crash, so I assume that it's limited to just worlds.\n\n[world renaming crash.blend](world_renaming_crash.blend)\n* Open the attached blend file, and run the script in the text editor.\n* That will start a timer that will run once a second for ten seconds, and will rename a world data-block each time.\n* During those ten seconds, in the asset browser window, start dragging a world asset that originates from another file.\n* Blender should crash.\n\n[2022-10-23 15-49-18.mp4](2022-10-23_15-49-18.mp4)\n\nThanks a lot!", "Crash without warning when opening material properties panel.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: AMD Radeon RX 540 Series, ATI Technologies Inc., OpenGL, 4.5.0 Core Profile Context 22.20.16.03.220829\n\nBroken: version: 3.4.1, branch: blender-v3.4-release, commit date: 2022-12-19 17:00, hash: 55485cb379f7\nBroken: version: 3.5.1, branch: blender-v3.5-release, commit date: 2023-04-24 18:11, hash: e1ccd9d4a1d3\nWorked: no newer version works.\n\nWe get a hard crash without warning when opening the material properties panel in the \"Layout\" workspace right after startup (i.e. with a clean \"General\" new file). Opening the material properties panel in other workspaces causes the same crash.\n\nI suspect that this is an EEVEE problem since opening other properties panels (which do not have the material preview) works fine and opening the material properties panel after having selected the Cycles engine in the \"Render properties\" panel also works fine. Somehow, it feels like being a hardware problem, but I cannot explain why. Interestingly, the device for rendering in the [Preferences][System] is set to \"\"None\" and no GPU's are available in the Cuda, OptiX, HIP, and oneAPI sections.\n\nWhen switching the viewport in the \"Layout\" workspace to \"Viewport Shading\" (i.e. rendered by EEVEE), Blender crashes. When Cycles is selected as rendering engine, then \"Viewport Shading\" works fine.\n\nThe crash happens on my colleague's computer in India to which I have no direct access. Updating graphics drivers is not easily possible due to company constraints. My colleague now uses the Cycles rendering engine by default. Some current file of her was saved with the default EEVEE setting, so she cannot load the file without crashing Blender; I have now modified the file on my computer by switching it to Cycles rendering which bypasses that problem for now.\n\n\n[Based on the default startup]:\n- Open Blender.\n- Select \"General\" new file\n- Open the \"Material properties\" panel in the \"Layout\" workspace.\n- Blender crashes.\n\n[Based on the default startup]:\n- Open Blender.\n- Select \"General\" new file\n- Select \"Viewport Shading\" in the \"Layout\" workspace.\n- Blender Crashes.\n\n[Based on the default startup]:\n- Open Blender.\n- Load a previously stored blend file with EEVEE set as the renderer (and I suspect showing the \"Materials properties panel\" or the viewport in \"Viewport Shading\" mode).\n- Blender Crashes.\n\n", "Crash: Custom Panel UI Toggle while Undoing\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.66\n\nBroken: version: 2.83 (sub 4)\nBroken: 2.82\nBroken: 2.81\n\n\nRead Access Violation when toggling custom UI button and repeatedly undoing. Crash unlikely to happen first time but will happen eventually. In the video, I toggle a few times, then hold Undo while toggling. (Video shows exact steps)\n\nSometimes it can take a bit of time before the crash happens. It might happen faster if you reload the file then repeat the toggling process.\n\n\nOpen attached .blend File\nRun Script\nGo to 3DView -> N -> Panel \"Crash\"\nToggle the button a few times\nHold Undo while continuing to toggle the button. \nCrash occurs eventually.\n\n\n[crash_simpler_vid.mp4](crash_simpler_vid.mp4)\n\n[crash_simpler1.blend](crash_simpler1.blend)\n\nBelow is a pic of where the exception is thrown (Blender version for source pic attached)\n![image.png](image.png)\n![enable_relative_parent_access_violation_callstack.png](enable_relative_parent_access_violation_callstack.png)\n![enable_relative_parent_access_violation.png](enable_relative_parent_access_violation.png)\n\nThank you for your time and hard work.\n\n\n\n\n", "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", "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", "Switching to a mode that has a tool set which is not available for that object causes error [e.g Select Box tool is available if paint mask is enabled, if it is disabled it causes error]\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.92\n\nBroken: version: 2.83.0\n\n[when i try open vertex paint or weight paint , brush and color bar not coming to viewport]\n\n[after basic modeling something i apply all modifer and try to create uv but i cant do properly. So after unsuccessful attempt i tried to paint weight paint but color and other bar not coming to screen. But if i create new blend file and append it. Also work and i can create but after some paint also broke vertex paint file and mine locak vertex paint parts gone. btw i also cant open in new file as link...\n\n[try_007_gun.blend](try_007_gun.blend)\n\n![Ek Açıklama 2020-06-17 210549.jpg](Ek_Açıklama_2020-06-17_210549.jpg)\n", "Blender 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)", "CMD terminal stays open after opening blender\nOperating system: Windows-10-10.0.25247-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.86\n\nBroken: version: 3.5.0 Alpha\n\nI'm not sure why it';s happening but it's not happening for 3.3 version\n![image.png](image.png)\n\n\n" ]
[ "Blender crash and does't open again\nOperating system: Windows\nGraphics card:\n\nGeForce GTX 1050 Ti/PCIe/SSE2 4.5.0 NVIDIA 442.19\nIntel(R) Core(TM) i5-8300H CPU with Intel(R) UHD Graphics 630\n\nBroken version: 2.82 (sub 7), branch: master, commit date: 2020-03-12 05:06, hash: 375c7dc4caf4, type: Release\n\nBlender crash, and doesn't open again, and all my other programs doesn't open, like paint tool sai, 3ds max, unity, discord\n\nThe bug happen when i open the window to chose a file, like when you click \"save as\" then open the window to chose where you want to save, or export/import something, or even export uv map. After i click to open this window there is a chance that the blender will close (without open the window) and i have to restart my notebook to open blender again.\n\nthese are the files after i did the bug in blender_debug_log\n\n\n\n[blender_system_info.txt](blender_system_info.txt)\n\n[blender_debug_output.txt](blender_debug_output.txt)" ]
Snap doesn't work when moving object associated with Boolean. Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.79 Broken: version: 4.0.0 Alpha [Snap doesn't work when moving object associated with Boolean.] [I was moving an object, and when I tried to use the snap it wasn't working. Then I realized that the object I was moving is the object for the boolean operation, and the snap just doesn't work on the object that has the Boolean modifier. KJiQOuB0EQk ]
[ "Reload Image (in Image Texture Node) not worked with Cycles selected. bpy.ops.image.reload()\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.61\n\nBroken: version: 3.5.1\nAlso not working in 3.6 beta\n\nReload Image (in Image Texture Node) not worked with Cycles. bpy.ops.image.reload()\nIf Cycles selected as active render - it's not working, but if set to Workbench or Eevee - all works fine.\n\n1. Create a plane, assign a texture. Set render to Cycles in settings and in viewport active render.\n2. Change texture, press reload image button - the texture won't change.\n\nSee video in attach for preview.", "Measure Tool does not abide by snap settings. Specifically, exclude non-selectable doesn't seem to work in Blender 3.3.1\nOperating system: Windows 10\nGraphics card: Nvidia 3080\n\nBroken: 3.3.1 (2022-10-04 b292cfe5a936)\n\nIt seems that 'Exclude Non-selectable' is being ignored in Blender 3.3.1. \n\nI often use Google Earth 3D data under my models to create architecture. For the mesh I don't want to be selectable I have unchecked 'selectable' in Object Properties > Visibility. However, when using the measure tool it seems to ignore the 'exclude non-selectable' option in snap settings. ", "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)", "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", "Calling operator from handler that saves bmesh freezes blender forever\nBlender version: 3.5.1\n\nI setup some shader to run on top of blender viewport and connected it’s update to `SpaceView3D.draw_handler_add`. The idea was that shader will only work in EDIT mode and if user exists it then it will automatically trigger some operator.\nLine that freezes Blender is `bm.to_mesh(context.object.data)` although it doens’t freeze right away.\n\nWhat I’ve found that if I call operator that edits mesh from bmesh then it freezes Blender entirely.\nCurrently as a workaround I moved operator’s code to some function and call it instead of because `bm.to_mesh(context.object.data)` doesn’t seem to freeze Blender when it’s called from handler without operator.\n\n\nEasy way to reproduce (create default scene, make sure cube is selected, run the script):\n\n```python\nimport bpy\nfrom bpy.types import SpaceView3D\nimport bmesh\n\nclass TestHandler:\n installed = None\n\n @classmethod\n def install(cls, context):\n handler = cls()\n cls.installed = SpaceView3D.draw_handler_add(\n handler, (context, ), \"WINDOW\", \"POST_VIEW\"\n )\n\n @classmethod\n def uninstall(cls):\n try:\n SpaceView3D.draw_handler_remove(cls.installed, \"WINDOW\")\n except ValueError:\n pass\n cls.installed = None\n\n def __call__(self, context):\n obj = context.object\n if obj.mode != \"EDIT\":\n TestHandler.uninstall()\n bpy.ops.test.test()\n print('HANDLER CALL FINISHED') # never printed\n return\n \n print('HANDLER FINISHED')\n\nclass TestOperator(bpy.types.Operator):\n bl_idname = \"test.test\"\n bl_label = \"test\"\n\n def execute(self, context):\n print('TEST OPERATOR CALLED')\n bm = bmesh.new()\n\n # WITHOUT THIS LINE IT DOESN'T FREEZE\n bm.to_mesh(context.object.data)\n\n # still printed\n print('TEST OPERATOR FINISHED')\n return {\"FINISHED\"}\n \nclass TestSetupOperator(bpy.types.Operator):\n bl_idname = \"test.test_setup\"\n bl_label = \"test\"\n\n def execute(self, context):\n print('TEST SETUP OPERATOR CALLED')\n TestHandler.install(context)\n return {\"FINISHED\"}\n\n\nbpy.utils.register_class(TestOperator)\nbpy.utils.register_class(TestSetupOperator)\nbpy.ops.object.mode_set(mode=\"EDIT\")\nbpy.ops.test.test_setup()\n# freezes on the next step\nbpy.ops.object.mode_set(mode=\"OBJECT\")\n```\n\n", "Eyedropper in object selection box doesn't work\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce 920M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 425.31\n\nBroken: version: 2.82 (sub 7)\nWorked: (optional)\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\nBroken: version: 2.83 (sub 17)\n\nBroken: version: 2.90 (sub 2)\n\n\nI click on a specific eyedropper and then it doesn't work. Other eyedroppers that I know seem to work fine.\n\n3D Viewport > Sculpt Mode > Top Header Panel > Options > Orientation > Eyedropper in object box selection > Click on it\n\n[Based on the default startup]\n\n[2020-05-17 13-21-02.mp4](2020-05-17_13-21-02.mp4)\n\n", "Toggling Autosmooth changes evaluated bbox `obj.bound_box` when SUBSURF mod (using GPU subd) is present\nOperating system: Linux-6.2.0-76060200-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Ti Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 525.89.02\n\nBroken: version: 3.5.0\nWorked: -\n\nOn a mesh object with a SUBSURF mod active (using GPU Subdivision), the (evaluated) bounding box at `obj.bound_box` will only produce the correct coordinates when `obj.data.use_auto_smooth` is enabled. Otherwise it will be produce the coordinates of the original mesh bounding box, even though the evaluated mesh is clearly smaller, and so the bbox should be too.\n\nThat makes relying on `obj.bound_box` impossible, when working with the bounding box and assuming it represents the evaluated mesh object.\n\nInterestingly, boolean mods don't share this behavior, the bbox created using booleans, works properly with either auto smooth setting.\n\nSee watch?v=KKnWbRL5h7o for demonstration\n\n\n* open the attached blend file\n* toggle Autosmooth and see the bound box change, even though the evaluated mesh displayed does not change at all.\n\n", "Undo of operations on modifiers is inconsistent when object is in edit mode\nBroken: version: 2.79, 2.82 (sub 1), branch: master, commit date: 2019-11-22 18:14, hash: 373e936e3e\n\n\nwhen a modifier that has been **added in edit mode** to a object and is **deleted in edit mode,** it is not restored when using undo. \nThe operation shows up in the undo history but does nothing.\n![image.png](image.png)\n\n1. go into edit mode\n2. add a modifier\n3. delete the modifier\n4. use undo, notice modifier is not restored.\n\ncreating the modifier in object mode or deleting it in object mode will restore it when using undo. this is a very confusion inconsistency that i noticed with the new undo method.\n", "Connected child bone's nominal location values affected when transformed about 3D cursor\nBroken: 2.79, 2.90.1\nWorked: N/a\n\nAs expected, when moving a single connected child bone, its location is not affected, only the rotation.\nBut it is still possible to affect them accidentally if transforming about the 3D cursor.\nThis is a minor bug, but it's a definite inconsistency.\n\n - Open attached file.\n - Move/Rotate/Scale the child bone about the 3D cursor.\nNote the bone's nominal location values in the side panel.\n\n[Connected Bone Pose Bug.blend](Connected_Bone_Pose_Bug.blend)", "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.", "Add Handlers to Operators.\n## Motivation\nI have found a needed to do something from python, when an operator is being executed.\n\n## Usage examples\n* an add-on is doing managing with geometry and needs to perform something when vertices are deleted.\n* an add-on could use translate operator to move something it controls, related to vertices positions.\n\nExample code can be found on [D10579](D10579) \n\n## Design\n\nSee M2\n\n## Development steps\n* {icon check-square-o color=green} execute pre and post funtions on invoke \n* {icon check-square-o color=green} allow handlers removal\n* {icon check-square-o color=green} get the operator return code on py func\n* {icon check-square-o color=green} get the operator parameters on py func\n* {icon check-square-o color=green} loop only for operator self handlers\n* {icon check-square-o color=green} add modal handler\n* {icon check-square-o color=green} poll function\n* {icon check-square-o color=green} modal_end handler\n* {icon check-square-o color=green} context and event available on all handlers and poll function\n* {icon check-square-o color=green} delete all modal handlers from one owner in a single call\n\n## Know Issues\nFeedback is welcome!\n\n\n\n", "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.", "Tracking: Selecting camera maker in 3D-View with other active camera\nWhen fixing #72162 (Crash when selecting camera maker in 3D-View when different camera is active) we came into uncharted territory. This task is for the expedition to this territory.\n\nIn the setup where you have a track connected to a camera, but have activated another camera, the selection logic is not working.\nIt is expected that when selecting a marker in this case, it would select the camera where the marker belongs to and select the marker that is under the mouse button.\n", "Snapping: with cursor as pivot and orientation blender still use object`s local orientation for rotation.\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 375.70\n\nBroken: version: 3.0.0 Alpha\n\nAs title says. I expect, blender should use cursor`s orientation for «align rotation to target» and allow to rotate object in any position without changing its local orientation.\n\n[2021-07-11_23-03-49.mp4](2021-07-11_23-03-49.mp4)\n\n[untitled.blend](untitled.blend)\n\n\n", "Regression: Crash with boolean modifier\nOperating system: Fedora Linux 36 (Workstation Edition)\nGraphics card: Nvidia Geforce RTX 3080\n\nBroken: 3.2.1, 3.3 alpha\nWorked: 3.1\n\nCrash with boolean modifier\n\n- Open .blend file\n- In boolean modifier tab -> select `dot cutter` for boolean operation\n[yin_yang-v1.blend](yin_yang-v1.blend)\noriginal file: [F13292564](yin_yang.blend)" ]
[ "Boolean modifier, snapping doesn't work\nWindows 10\n\nBlender 2.79a 8928d99270f\n\nIf an object has a boolean modifier with a chosen mesh, that chosen mesh cannot be snapped onto the object with the said boolean modifier. You can snap the object with the boolean modifier onto anything, works fine; you can snap any other object onto a mesh with boolean on, also works fine. But if it's the mesh that was chosen to be used as a boolean object, you can't snap it onto any element of that object that has the boolean modifier.\n![boolean.png](boolean.png)\n\n" ]
GPU Subdivision Crashes When Setting Last Subdivision Surface Modifier to 0 levels Operating system: Windows-10-10.0.19043-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.79 Broken: version: 3.1.0 Still Broken: version: 3.2.0 Alpha Blender crashes when using multiple subdivision surface modifiers and the last modifier is set to 0 subdivision levels. Make sure GPU subdivision is enabled. With the test file, set the viewport subdivision level to 0 for the last subdivision modifier in the stack. Test File: [gpu_subdivision_crash.blend](gpu_subdivision_crash.blend) Crash Log: [gpu_subdivision_crash.crash.txt](gpu_subdivision_crash.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", "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", "The program crashes when texturing \nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1660/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.72\n\nBroken: version: 2.93.0\n\nWhen try texture object in texture paint mode, and there are another map in shader tab. Program crashes. \n\n1. In default (or other) scene go to Texture paint window, create new texture for paint. \n2. Apply this texture to diffuse color object in shader editor. (or in object properties)\n3. Go back to texture window. We make sure that everything is painted correctly\n4. Go to shading window and drag&drop any other texture to node window. (NOT APPLY TO DIFFUSE COLOR (or APPLY))\n5. Go back to texture paint window. For some reason, the dragged texture itself was assigned to the duffuse color.\n6. Change linced texture in image editor (in left window)\n7. Try paint on RIGHT window (3D viewport)\n8. Click on left texture editor (try paint in 2D ) program crash. \n\nVideo steps: 0Ophy4Lmx0A\n\nDebug logs:\n[blender.crash.txt](blender.crash.txt)\n\n[blender_debug_output.txt](blender_debug_output.txt)\n\n[blender_system_info.txt](blender_system_info.txt)\n\n[Blender_crash.webm](Blender_crash.webm)\n\n![test_image.jpg](test_image.jpg)", "Crash on Changing Repeat value to -1 in Corrective Smooth modifier\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.49\n\nBroken: version: 2.93.5\n\nNot Responding when I change the Repeat value to -1\n\n{[F11810617](image.png), size=full}\n\n", "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 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.", "Old blend file corrupts to crash blender, I guess\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: AMD Radeon R9 200 Series ATI Technologies Inc. 4.5.14761 Core Profile Context 20.11.2 27.20.14540.4003\n\nBroken: version: 3.0.0\n\nCrashes here and there. RN I witness crush form select/deselect. help plz ;c\n\nI do, tho, have installed two PROBABLY outdated addons BUT in new file crash doesn't seem to happen.\n\nThe problem is - Idk exact steps, but overall it takes to select/deselect all/smth at all few times\n\nSteps\n- Open the provided .blend below\n- Enter edit mode on the main SN4K3Mesh\n- Select-All, De-Select-All (Repeat)\n\n[#94213-asan.txt](T94213-asan.txt)\n\n```\n# Blender 3.0.0, Commit date: 2021-12-02 18:35, Hash f1cca3055776\nbpy.ops.object.editmode_toggle() # Operator\nbpy.ops.mesh.select_all(action='SELECT') # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_all(action='SELECT') # Operator\n\n# backtrace\nException Record:\n\nExceptionCode : EXCEPTION_ACCESS_VIOLATION\nException Address : 0x00007FF715993808\nException Module : blender.exe\nException Flags : 0x00000000\nException Parameters : 0x2\n\tParameters[0] : 0x0000000000000000\n\tParameters[1] : 0xFFFFFFFFFFFFFFFF\n```\n```\n# Blender 3.0.0, Commit date: 2021-12-02 18:35, Hash f1cca3055776\nbpy.ops.object.editmode_toggle() # Operator\nbpy.ops.mesh.select_all(action='SELECT') # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_all(action='SELECT') # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\n\n# backtrace\nException Record:\n\nExceptionCode : EXCEPTION_ACCESS_VIOLATION\nException Address : 0x00007FF71599380C\nException Module : blender.exe\nException Flags : 0x00000000\nException Parameters : 0x2\n\tParameters[0] : 0x0000000000000000\n\tParameters[1] : 0xFFFFFFFFFFFFFFFF\n```\n\n[SN4K3.blend](SN4K3.blend)\n\n[SN4K3.crash.txt](SN4K3.crash.txt)", "Blender crashes 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 to desktop when trying to bake (Blender 3.3.6)\nOperating system: Windows 11 (64-bit)\nGraphics card: NVIDIA RTX A2000\n\nBroken: (3.3.5, 3.3.6, blender-3.3.6-stable+v33.948f8298b982-windows.amd64-release)\nWorking (2.91.2)\n\nWhen trying to bake scene produced in script, Blender crashed.\n\nOpen attached blend file and press Bake.", "Unable to undo subdivision with Multiresolution modifier\nOperating system: Linux-5.4.0-91-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.86\n\nBroken: version: 2.93.6\n\n**Bug**: If i subdivide with Multiresolution modifier after a sculpt action it doesn't undo subdivision but it needs to undo the sculpt action to undo that subdivision done with Multisolution modifier.\n**Note**: If no sculpt action is done before subdivision with Multiresolution modifier, the undo for subdivision just works (No need to undo the action done just before the subdivision to get the result back).\n**Mode** : Sculpt\n\n**Steps**:\n1. File> New> Sculpting. \n2. Add Multiresolution modifier.\n3. Sculpt with Grab brush.\n4. Subdivide once at Multiresolution modifier.\n5. Undo (Doesn't work).\n\n**File**:[Multiresolution_subdivision_bug.blend](Multiresolution_subdivision_bug.blend)\n\n", "Applying Subdivision/Multires Modifier De-merges UV's\n### Update\n\nThe issue of custom-data (UV's specifically) becoming detached remains, this problem existed before b88dd3b8e7, it was just less obvious since selection connected near-by UV's. Now UV's are merged by default at a very low threshold when applying modifiers to mitigate the problem. Keeping this report open as it would be good if subdivision-surface didn't separate UV's, replies to this report contain some notes that could lead to a solution. In practice users should not experience problems caused by this behavior, so marking low priority. ~ @campbellbarton.\n\n----\n\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Radeon (TM) RX 480 Graphics ATI Technologies Inc. 4.5.14736 Core Profile Context 20.8.3 27.20.12027.1001\n\nBroken: version: 2.91.0 Alpha \nWorked: working in 2.90 \n\nCaused by b88dd3b8e7\n\nWhen applying a subdivision modifier, certain UV's points disconnect from their neighbors. This does not seem to occur with the F3 menu subdivide operation.\n\n- Open default blender scene.\n- Subdivide cube - 1 level and apply it. Do this step 4x\n- In the UV editor use \"Alt select\" to select face loops at random.\n- Alt click around until a face loop is not fully completed, this will reveal unmerged vertices.\n- Check area that did not complete by moving faces, vertices, edges etc to confirm unmerged UV's.\nThis does not seem to be an issue with the newly added 9a52b30cc0 in my eyes, rather an issue with subdividing.\n[UV Disconnect.blend](UV_Disconnect.blend)\n\n", "Extra face dots in UV Layout editor (GPU subdivision OFF, On Cage OFF in Subdivision modifier make a difference)\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 4600 Intel 4.3.0 - Build 20.19.15.4835\n\nBroken: version: 3.4.1\nBroken: version: 3.1\nWorked: not since GPU subdivision was introduced (so in a way, it was working in 3.0)\n\nExtra random faces appear in the UV Layout editor\n\n- I can mosty repro this if GPU Subdivision in Preferences > Viewport > Subdivision is OFF\n- It does not happen at all if I turn off `On Cage - Adjust edit cage to modifier result` on the SubSurf modifier.\n\nIn the attached file, toggle from face select mode to vertex select mode and back to face select mode. (Might have to repeat 5-6 times) Extra faces appear in the UV Layout editor. Also see here: [1457172]\n\n", "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", "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)", "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" ]
[ "GPU Subdivision Crash Blender 3.1.2 and 3.2\nOperating system: Linux-5.13.0-39-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce GTX 960/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.60.02\n\nBroken: version: 3.1.2\n\nTry opening in Blender 3.1 or 3.2 (GPU subdiv enabled) the following simple file shared here:\n3\n\nYou can also reproduce the crash by following these steps:\nOpen default scene. On the cube add two Subdivision Surf modifiers. In the last modifier in the stack you modify Viewport Levels to 0 and it will crash.\n\n" ]
GPU Subdivision Crash Blender 3.1.2 and 3.2 Operating system: Linux-5.13.0-39-generic-x86_64-with-glibc2.31 64 Bits Graphics card: NVIDIA GeForce GTX 960/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.60.02 Broken: version: 3.1.2 Try opening in Blender 3.1 or 3.2 (GPU subdiv enabled) the following simple file shared here: 3 You can also reproduce the crash by following these steps: Open default scene. On the cube add two Subdivision Surf modifiers. In the last modifier in the stack you modify Viewport Levels to 0 and it will crash.
[ "gpu module in CustomRenderEngine causes segfault\nOperating system: Linux-5.4.2-arch1-1-x86_64-with-glibc2.29 64 Bits\nGraphics card: Mesa DRI Intel(R) HD Graphics 620 (Kaby Lake GT2) Intel Open Source Technology Center 4.5 (Core Profile) Mesa 19.2.7\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\nUsing gpu module in CustomRenderEngine render function causes segfault\n\n- Open attached blendfile\n- Run the python script from text editor\n - it is based on the example bpy.types.RenderEngine.html\n - only difference is, importing gpu module and doing a gpu.matrix.push_pop() in the render function\n - also added faulthandler to see where it crashes\n- change render engine to custom\n- hit f12 (blender crashes)\n\nIs the GPU module not suited for use in CustomRenderEngine ?\nAlso testet drawing a gpu.types.GPUBatch to a framebuffer object without doing matrix.push_pop(), it also caused a segfault. The matrix thing is just the simplest case to reproduce.\n\n[CustomRenderBug.blend](CustomRenderBug.blend)\n\n", "Generated Texture Coordinate Node In Shader Creates Broken Pattern Upon Applying Subdivision After Armature Modifier \nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.3.1\nWorked: Blender 3.2\n\nWhen I use the Generated value of a Texture Coordinate node, and have a modifier stack with an Armature above and a Subdivision below, it creates a really weird result [broke.blend](broke.blend)\n\n\n - Check the .blend file and simply activate the Subdivision modifier on the model\n![exhibit_1.PNG](exhibit_1.PNG)\n\n![exhibit_2.PNG](exhibit_2.PNG)\n\n![exhibit_3.PNG](exhibit_3.PNG)", "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", "stack_overflow exception while rendering with viewport render on\nOperating system: win10\nGraphics card: 2070super\n\n[blender_system_info.txt](blender_system_info.txt)\n\nBroken: 2.83.4, 2.91 6fe609d4c3\n\n\nwhen pressing f12 in render mode, blender crashes,\nwhen pressing render in solid mode, blender doesnt crash\n\n[blender_debug_output.txt](blender_debug_output.txt)\n```\nError : EXCEPTION_STACK_OVERFLOW\nAddress : 0x00007FFF42963FDB\nModule : C:\\Windows\\system32\\DriverStore\\FileRepository\\nv_dispsi.inf_amd64_6af46268c19e4980\\nvcuda64.dll\n```\n[2.blend](2.blend) \n1. switch to render mode\n2. press f12 & watch task manager.\n3. blender will close", "With enabled Modifier On Cage option crashes on entering Edit Mode if in Render Viewport Shading\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.30\n\nBroken: version: 3.3.0\n\nIn Eevee, in Render Viewport Shading, an object having a Geometry Nodes modifier with enabled On Cage Modifier Result, that affects a UV Attribute which is used in Shader, crashes upon entering Edit Mode.\n\n - Set Viewport Shading Mode to Render\n - Enter Edit Mode ->Crash\n[displace-preview.blend](displace-preview.blend)", "Crash probability opening .blend with imported USDs\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.3.0\n\nOpening files with imported USDs (animated high poly) causes a crash, on some files, with probability of crash, depending on file 25-80%, on some - 100%.\nWhat possibly leads to increased chances of crash is replacing materials or multiple USDs.\nIdentical geometry via Alembic works fine.\n\n - Opening the file should lead to a crash\n[usd_crash.zip](usd_crash.zip)\n\n\n", "Blender crashes right after loading up a blend file or when creasing a specific mesh on a slightly older version of said blend file\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.77\nCPU: Ryzen 7 3700X\nRAM: 16GB, roughly 7GB available when loading\n\nBroken: version: 3.2.0\n\nFollowing a sculpting course i'm currently trying to crease the claws of a model in the attched blend file.\nBlender keeps crashing without further notice when doing so. I managed to save in the specific state that causes the crash, but can also reproduce it by creasing the front-left hoof/claw-thing in the older state\n\nLoad up file, change to sculpt mode without hiding linked duplicates (feet/hooves)\n[dog!.blend](dog_.blend)\n\nOld:\nLoad up attached blend file -> Crash immediately after apparently successfully loading the scene\n[dog!.blend](dog_.blend)\nLoad up attached blend1 file, crease said claw region with Dyntopo active -> Crash soon after doing so\n[dog!.blend1](dog_.blend1)", "Crash Python API - GPUOffScreen.draw_view3d() crashes blender with draw_type = POST_VIEW but works with draw_type = POST_PIXEL\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.51\n\nBroken: version: 3.3.1\n\nWhen using [GPUOffScreen.draw_view3d() ]] in a [[ https:*docs.blender.org/api/current/bpy.types.Space.html?highlight=post_view#bpy.types.Space.draw_handler_add | draw_handler ]], blender crashes when running the [[ gpu.shader.html?highlight=gpu+shader+from_builtin#built-in-shaders | 3D_IMAGE builtin shader ](https:*docs.blender.org/api/current/gpu.types.html?highlight=draw_view3d#gpu.types.GPUOffScreen.draw_view3d) if the draw_type was set to POST_VIEW but works if the draw_type was set to POST_PIXEL.\n\n\n\n - Open CrashScriptDrawView3D.blend\n - Run the script Crash3D and blender will crash\n\n\n\n\n\n - Open CrashScriptDrawView3D.blend\n - Run the script NoCrash2D, and it will draw the camera view in the viewport without crashing\n\nAttachments:\n\n[CrashScriptDrawView3D.blend](CrashScriptDrawView3D.blend)\n[blender.crash.txt](blender.crash.txt)\n\n\n\n\n\n\n", "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 crashed when increasing Strand Steps in the Viewport Display on the Particle tab\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: Quadro RTX 3000 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.98\n\nBroken: version: 3.6.0\nWorked: I dunno\n\nBlender crashed when increasing Strand Steps in the Viewport Display on the Particle tab\n\n<video src=\"attachment\" title=\"Crash when particle edit.mp4\" controls></video>\n\n1, Open the attached Blender file\n2, Rekey it to have a higher keypoints\n3, Increase the Strand Steps in the Viewport Display on the Particle tab\n\n", "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", "Regression: Crash with boolean modifier\nOperating system: Fedora Linux 36 (Workstation Edition)\nGraphics card: Nvidia Geforce RTX 3080\n\nBroken: 3.2.1, 3.3 alpha\nWorked: 3.1\n\nCrash with boolean modifier\n\n- Open .blend file\n- In boolean modifier tab -> select `dot cutter` for boolean operation\n[yin_yang-v1.blend](yin_yang-v1.blend)\noriginal file: [F13292564](yin_yang.blend)", "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", "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)", "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" ]
[ "GPU Subdivision Crashes When Setting Last Subdivision Surface Modifier to 0 levels\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.79\n\nBroken: version: 3.1.0\nStill Broken: version: 3.2.0 Alpha\n\nBlender crashes when using multiple subdivision surface modifiers and the last modifier is set to 0 subdivision levels.\n\nMake sure GPU subdivision is enabled.\nWith the test file, set the viewport subdivision level to 0 for the last subdivision modifier in the stack.\n\nTest File:\n[gpu_subdivision_crash.blend](gpu_subdivision_crash.blend)\n\nCrash Log:\n[gpu_subdivision_crash.crash.txt](gpu_subdivision_crash.crash.txt)\n" ]
Pin button fails on bones Win8.1 64bit | GTX680 Broken: 2.77.1 a506f4c The pin button in Property Editor doesn't work for bones, both Edit and Pose mode. (Since the message says "Follow context or keep fixed datablock displayed." ) ![pin.png](pin.png) Create an armature, switch to Edit or Pose mode, click Pin button, then select another bone.
[ "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)", "Nodes: Assert and crash: Editing nodes through the material panel and undo.\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: Intel(R) UHD Graphics 600 Intel 4.5.0 - Build 27.20.100.8729\n\nBroken: 3.4, 3.3, ... 2.8\nWorked: never\n\nWhen I select certain nodes from the materials tab after pressing undo on the last node change, blender crashes. But only if the last click is made with my wired USB mouse. Or even if the cursor was left on the button to switch tabs before clicking with the touchpad.\n\n\n```lines=10\n# Blender 3.4.0, Unknown revision\nbpy.context.space_data.context = 'MATERIAL' # Property\n\n# backtrace\nException Record:\n\nExceptionCode : EXCEPTION_ACCESS_VIOLATION\nException Address : 0x00007FF717820508\nException Module : blender.exe\nException Flags : 0x00000000\nException Parameters : 0x2\n\tParameters[0] : 0x0000000000000000\n\tParameters[1] : 0xFFFFFFFFFFFFFFFF\n\n\nStack trace:\nblender.exe :0x00007FF7178203F0 blender::ed::space_node::ui_template_node_link_menu F:\\Blender_build\\first\\blender\\source\\blender\\editors\\space_node\\node_templates.cc:659\nblender.exe :0x00007FF71736AAF0 ui_block_func_POPUP F:\\Blender_build\\first\\blender\\source\\blender\\editors\\interface\\interface_region_menu_popup.cc:183\nblender.exe :0x00007FF717463480 ui_popup_block_refresh F:\\Blender_build\\first\\blender\\source\\blender\\editors\\interface\\interface_region_popup.cc:566\nblender.exe :0x00007FF717463050 ui_popup_block_create F:\\Blender_build\\first\\blender\\source\\blender\\editors\\interface\\interface_region_popup.cc:796\nblender.exe :0x00007FF71736CA60 ui_popup_menu_create F:\\Blender_build\\first\\blender\\source\\blender\\editors\\interface\\interface_region_menu_popup.cc:358\nblender.exe :0x00007FF717397CC0 ui_block_open_begin F:\\Blender_build\\first\\blender\\source\\blender\\editors\\interface\\interface_handlers.c:4224\nblender.exe :0x00007FF717391810 button_activate_state F:\\Blender_build\\first\\blender\\source\\blender\\editors\\interface\\interface_handlers.c:8338\nblender.exe :0x00007FF71739CD50 ui_do_but_BLOCK F:\\Blender_build\\first\\blender\\source\\blender\\editors\\interface\\interface_handlers.c:5982\nblender.exe :0x00007FF7173A7AB0 ui_do_button F:\\Blender_build\\first\\blender\\source\\blender\\editors\\interface\\interface_handlers.c:8027\nblender.exe :0x00007FF7173A9D20 ui_handle_button_event F:\\Blender_build\\first\\blender\\source\\blender\\editors\\interface\\interface_handlers.c:9189\nblender.exe :0x00007FF7173BA070 ui_region_handler F:\\Blender_build\\first\\blender\\source\\blender\\editors\\interface\\interface_handlers.c:11275\nblender.exe :0x00007FF7156CFE60 wm_handler_ui_call F:\\Blender_build\\first\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.cc:786\nblender.exe :0x00007FF7156D1CE0 wm_handlers_do_intern F:\\Blender_build\\first\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.cc:3217\nblender.exe :0x00007FF7156D01F0 wm_handlers_do F:\\Blender_build\\first\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.cc:3334\nblender.exe :0x00007FF7156CB580 wm_event_do_region_handlers F:\\Blender_build\\first\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.cc:3754\nblender.exe :0x00007FF7156CB440 wm_event_do_handlers_area_regions F:\\Blender_build\\first\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.cc:3784\nblender.exe :0x00007FF7156DCD90 wm_event_do_handlers F:\\Blender_build\\first\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.cc:3979\nblender.exe :0x00007FF7156A5E50 WM_main F:\\Blender_build\\first\\blender\\source\\blender\\windowmanager\\intern\\wm.c:643\nblender.exe :0x00007FF714C52160 main F:\\Blender_build\\first\\blender\\source\\creator\\creator.c:579\nblender.exe :0x00007FF7186F9260 invoke_main D:\\a\\_work\\1\\s\\src\\vctools\\crt\\vcstartup\\src\\startup\\exe_common.inl:79\nblender.exe :0x00007FF7186F9010 __scrt_common_main_seh D:\\a\\_work\\1\\s\\src\\vctools\\crt\\vcstartup\\src\\startup\\exe_common.inl:288\nblender.exe :0x00007FF7186F8FF0 __scrt_common_main D:\\a\\_work\\1\\s\\src\\vctools\\crt\\vcstartup\\src\\startup\\exe_common.inl:331\nblender.exe :0x00007FF7186F9320 mainCRTStartup D:\\a\\_work\\1\\s\\src\\vctools\\crt\\vcstartup\\src\\startup\\exe_main.cpp:17\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThreads:\nThread : 00002514\nntdll.dll :0x00007FFEA42F0B00 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFEA42A26D0 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002e60\nntdll.dll :0x00007FFEA42F0B00 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFEA42A26D0 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002ab8\nntdll.dll :0x00007FFEA42F0B00 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFEA42A26D0 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002e20\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000026a0\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002404\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002234\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00000ddc\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 0000305c\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002640\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00001ec4\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002130\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000022e8\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00001ff0\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000002f8\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00000e8c\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00001b88\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00001f10\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 0000132c\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nnvoglv64.dll :0x00007FFE58561C00 DrvValidateVersion\nnvoglv64.dll :0x00007FFE582EF73C Symbols not available\n\n\nThread : 000000c0\nntdll.dll :0x00007FFEA42EDC00 ZwWaitForMultipleObjects\nKERNELBASE.dll :0x00007FFEA2020370 WaitForMultipleObjectsEx\nKERNELBASE.dll :0x00007FFEA2020350 WaitForMultipleObjects\nnvoglv64.dll :0x00007FFE58597770 DrvPresentBuffers\nnvoglv64.dll :0x00007FFE58597770 DrvPresentBuffers\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002298\nwin32u.dll :0x00007FFEA1B5A0F0 NtUserMsgWaitForMultipleObjectsEx\nUSER32.dll :0x00007FFEA3570730 MsgWaitForMultipleObjectsEx\nnvoglv64.dll :0x00007FFE58561C00 DrvValidateVersion\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00001e98\nntdll.dll :0x00007FFEA42F0B00 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFEA42A26D0 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002b4c\nntdll.dll :0x00007FFEA42F0B00 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFEA42A26D0 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002278\nntdll.dll :0x00007FFEA42EDC00 ZwWaitForMultipleObjects\nKERNELBASE.dll :0x00007FFEA2020370 WaitForMultipleObjectsEx\ncombase.dll :0x00007FFEA3A83390 InternalTlsAllocData\ncombase.dll :0x00007FFEA3A83390 InternalTlsAllocData\ncombase.dll :0x00007FFEA3A83390 InternalTlsAllocData\ncombase.dll :0x00007FFEA3A83390 InternalTlsAllocData\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000014f8\nwin32u.dll :0x00007FFEA1B5A0F0 NtUserMsgWaitForMultipleObjectsEx\nUSER32.dll :0x00007FFEA3570730 MsgWaitForMultipleObjectsEx\ndirectmanipulation.dll:0x00007FFE8DD7458B Symbols not available\n\n\nLoaded Modules :\n0x00007FF712C80000 3.4.0.0 blender.exe F:\\Blender_build\\first\\ninja_lite_debug\\source\\creator\\Debug\\blender_private.pdb \n0x00007FFEA4250000 10.0.19041.2130 ntdll.dll \n0x00007FFEA2540000 10.0.19041.1889 KERNEL32.DLL \n0x00007FFEA1FD0000 10.0.19041.2130 KERNELBASE.dll \n0x00007FFEA3550000 10.0.19041.2130 USER32.dll \n0x00007FFEA1B50000 10.0.19041.2130 win32u.dll \n0x00007FFEA2600000 10.0.19041.2130 GDI32.dll \n0x00007FFEA1CC0000 10.0.19041.2130 gdi32full.dll \n0x00007FFEA19B0000 10.0.19041.789 msvcp_win.dll \n0x00007FFEA1A50000 10.0.19041.789 ucrtbase.dll \n0x00007FFEA2630000 10.0.19041.2075 SHELL32.dll \n0x00007FFEA30A0000 10.0.19041.2130 ADVAPI32.dll \n0x00007FFEA34B0000 7.0.19041.546 msvcrt.dll \n0x00007FFEA3790000 10.0.19041.1865 sechost.dll \n0x00007FFEA38B0000 10.0.19041.1806 RPCRT4.dll \n0x00007FFEA2410000 10.0.19041.1202 ole32.dll \n0x00007FFEA39E0000 10.0.19041.2130 combase.dll \n0x00007FFEA22B0000 10.0.19041.2075 SHLWAPI.dll \n0x00007FFEA3270000 10.0.19041.1865 shcore.dll \n0x00007FFE83ED0000 14.32.31332.0 MSVCP140D.dll \n0x00007FFE8C790000 14.32.31332.0 VCRUNTIME140D.dll \n0x00007FFE9CEF0000 14.32.31332.0 VCRUNTIME140_1D.dll \n0x00007FFE7F6C0000 10.0.19041.685 ucrtbased.dll \n0x00007FFE844B0000 6.10.19041.1110 COMCTL32.dll \n0x00007FFE9C5E0000 10.0.19041.546 VERSION.dll \n0x00007FFE9B860000 10.0.19041.867 dbghelp.dll \n0x00007FFE9F730000 10.0.19041.746 dwmapi.dll \n0x00007FFE8C310000 tbb_debug.dll \n0x00007FFE7EC20000 epoxy-0.dll \n0x00007FFE67340000 3.10.8150.1013 python310_d.dll \n0x00007FFEA2F50000 10.0.19041.546 WS2_32.dll \n0x00007FFE98DC0000 14.32.31332.0 VCRUNTIME140.dll \n0x00007FFEA2310000 10.0.19041.546 IMM32.DLL \n0x00007FFE9FA40000 10.0.19041.2130 windows.storage.dll \n0x00007FFEA12E0000 10.0.19041.2075 Wldp.dll \n0x00007FFEA18A0000 10.0.19041.844 profapi.dll \n0x00007FFE9F460000 10.0.19041.2130 uxtheme.dll \n0x00007FFE9F840000 10.0.19041.546 kernel.appcore.dll \n0x00007FFEA1C30000 10.0.19041.1415 bcryptPrimitives.dll \n0x00007FFE8B530000 tbbmalloc_debug.dll \n0x00007FFEA3150000 10.0.19041.2075 MSCTF.dll \n0x00007FFEA2FC0000 10.0.19041.985 OLEAUT32.dll \n0x00007FFE824C0000 10.0.19041.2075 OPENGL32.DLL \n0x00007FFE8C420000 10.0.19041.2075 GLU32.dll \n0x00007FFEA3400000 2001.12.10941.16384 clbcatq.dll \n0x00007FFE9ADF0000 10.0.19041.2075 AppXDeploymentClient.dll \n0x00007FFE57830000 30.0.14.9649 nvoglv64.dll \n0x00007FFEA3D40000 10.0.19041.1741 SETUPAPI.dll \n0x00007FFEA1960000 10.0.19041.1620 cfgmgr32.dll \n0x00007FFEA1FA0000 10.0.19041.1023 bcrypt.dll \n0x00007FFE9D780000 10.0.19041.546 WTSAPI32.dll \n0x00007FFEA1250000 10.0.19041.546 CRYPTBASE.DLL \n0x00007FFEA1470000 10.0.19041.546 msasn1.dll \n0x00007FFE9C570000 10.0.19041.906 cryptnet.dll \n0x00007FFEA1DD0000 10.0.19041.1889 CRYPT32.dll \n0x00007FFE9AEF0000 10.0.19041.1949 drvstore.dll \n0x00007FFEA1650000 10.0.19041.1620 devobj.dll \n0x00007FFEA1F30000 10.0.19041.2075 WINTRUST.dll \n0x00007FFEA0AA0000 10.0.19041.546 ntmarta.dll \n0x00007FFE93710000 10.0.19041.546 dxcore.dll \n0x00007FFEA17D0000 10.0.19041.546 powrprof.dll \n0x00007FFEA17B0000 UMPDC.dll \n0x00007FFEA1740000 10.0.19041.2075 WINSTA.dll \n0x00007FFE87CC0000 10.0.19041.1387 dataexchange.dll \n0x00007FFE9D990000 10.0.19041.2075 d3d11.dll \n0x00007FFE9E1C0000 10.0.19041.2075 dcomp.dll \n0x00007FFEA0340000 10.0.19041.2075 dxgi.dll \n0x00007FFE94780000 10.0.19041.1865 twinapi.appcore.dll \n0x00007FFE93EB0000 10.0.19041.2075 textinputframework.dll \n0x00007FFE9ED10000 10.0.19041.746 CoreMessaging.dll \n0x00007FFE9EF10000 10.0.19041.546 CoreUIComponents.dll \n0x00007FFE9E060000 10.0.19041.2130 wintypes.dll \n0x00007FFE7E100000 10.0.19041.1949 explorerframe.dll \n0x00007FFE8DD60000 10.0.19041.1566 directmanipulation.dll \n0x00007FFEA1230000 10.0.19041.546 CRYPTSP.dll \n0x00007FFEA0960000 10.0.19041.1052 rsaenh.dll \n\n# Python backtrace\n```\n\n```lines=10\n# Blender 3.4.0, Commit date: 2022-10-20 00:36, Hash 3915f5300ad2\nbpy.context.space_data.context = 'MATERIAL' # Property\n\n# backtrace\nException Record:\n\nExceptionCode : EXCEPTION_ACCESS_VIOLATION\nException Address : 0x00007FF6E6FDF4EA\nException Module : blender.exe\nException Flags : 0x00000000\nException Parameters : 0x2\n\tParameters[0] : 0x0000000000000001\n\tParameters[1] : 0x00000000000001A1\n\n\nStack trace:\nblender.exe :0x00007FF6E6FDF4C0 nodeRemLink\nblender.exe :0x00007FF6E80A8DA0 blender::ed::space_node::node_socket_add_replace\nblender.exe :0x00007FF6E80A9980 blender::ed::space_node::ui_node_link\nblender.exe :0x00007FF6E7EBCF50 ui_apply_but_funcs_after\nblender.exe :0x00007FF6E7EC87F0 ui_handler_region_menu\nblender.exe :0x00007FF6E7495810 wm_handlers_do_intern\nblender.exe :0x00007FF6E7494C40 wm_handlers_do\nblender.exe :0x00007FF6E749B1B0 wm_event_do_handlers\nblender.exe :0x00007FF6E7480BC0 WM_main\nblender.exe :0x00007FF6E65512F0 main\nblender.exe :0x00007FF6EC6F4380 __scrt_common_main_seh\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThreads:\nThread : 000032c8\nntdll.dll :0x00007FFEA42F0B00 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFEA42A26D0 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00000778\nntdll.dll :0x00007FFEA42F0B00 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFEA42A26D0 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000015a8\nntdll.dll :0x00007FFEA42F0B00 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFEA42A26D0 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000022e0\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000018f0\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00000f34\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 0000265c\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00000458\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00000fdc\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 0000198c\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000026e4\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000022f8\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00001088\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00001234\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00001aac\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002a14\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002228\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000030f8\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00000c60\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000022e4\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002248\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00003084\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00001ff0\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002e60\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002514\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00000b84\nntdll.dll :0x00007FFEA42F0B00 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFEA42A26D0 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000005dc\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nnvoglv64.dll :0x00007FFE4F811C00 DrvValidateVersion\nnvoglv64.dll :0x00007FFE4F59F73C Symbols not available\n\n\nThread : 00002fec\nntdll.dll :0x00007FFEA42EDC00 ZwWaitForMultipleObjects\nKERNELBASE.dll :0x00007FFEA2020370 WaitForMultipleObjectsEx\nKERNELBASE.dll :0x00007FFEA2020350 WaitForMultipleObjects\nnvoglv64.dll :0x00007FFE4F847770 DrvPresentBuffers\nnvoglv64.dll :0x00007FFE4F847770 DrvPresentBuffers\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00001754\nwin32u.dll :0x00007FFEA1B5A0F0 NtUserMsgWaitForMultipleObjectsEx\nUSER32.dll :0x00007FFEA3570730 MsgWaitForMultipleObjectsEx\nnvoglv64.dll :0x00007FFE4F811C00 DrvValidateVersion\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00000e54\nntdll.dll :0x00007FFEA42F0B00 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFEA42A26D0 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000029ac\nntdll.dll :0x00007FFEA42EDC00 ZwWaitForMultipleObjects\nKERNELBASE.dll :0x00007FFEA2020370 WaitForMultipleObjectsEx\ncombase.dll :0x00007FFEA3A83390 InternalTlsAllocData\ncombase.dll :0x00007FFEA3A83390 InternalTlsAllocData\ncombase.dll :0x00007FFEA3A83390 InternalTlsAllocData\ncombase.dll :0x00007FFEA3A83390 InternalTlsAllocData\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002474\nwin32u.dll :0x00007FFEA1B5A0F0 NtUserMsgWaitForMultipleObjectsEx\nUSER32.dll :0x00007FFEA3570730 MsgWaitForMultipleObjectsEx\ndirectmanipulation.dll:0x00007FFE8DD7458B Symbols not available\n\n\nThread : 000007a4\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002ed4\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000022dc\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00001410\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 0000154c\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002bf4\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00000f78\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000027d8\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000031e0\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFE988AD800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nLoaded Modules :\n0x00007FF6E63E0000 3.4.0.0 blender.exe F:\\Диск I\\programm\\blenders\\свежак 24-14-9-11\\b \n0x00007FFEA4250000 10.0.19041.2130 ntdll.dll \n0x00007FFEA2540000 10.0.19041.1889 KERNEL32.DLL \n0x00007FFEA1FD0000 10.0.19041.2130 KERNELBASE.dll \n0x00007FFEA2F50000 10.0.19041.546 WS2_32.dll \n0x00007FFEA38B0000 10.0.19041.1806 RPCRT4.dll \n0x00007FFE98DA0000 tbbmalloc.dll \n0x00007FFE988A0000 tbb.dll \n0x00007FFEA3550000 10.0.19041.2130 USER32.dll \n0x00007FFEA1B50000 10.0.19041.2130 win32u.dll \n0x00007FFEA2600000 10.0.19041.2130 GDI32.dll \n0x00007FFEA1CC0000 10.0.19041.2130 gdi32full.dll \n0x00007FFEA19B0000 10.0.19041.789 msvcp_win.dll \n0x00007FFEA1A50000 10.0.19041.789 ucrtbase.dll \n0x00007FFEA30A0000 10.0.19041.2130 ADVAPI32.dll \n0x00007FFE8C700000 14.29.30139.0 MSVCP140.dll \n0x00007FFE999F0000 14.29.30139.0 VCRUNTIME140.dll \n0x00007FFEA34B0000 7.0.19041.546 msvcrt.dll \n0x00007FFE9A080000 14.29.30139.0 VCRUNTIME140_1.dll \n0x00007FFEA3790000 10.0.19041.1865 sechost.dll \n0x00007FFEA2630000 10.0.19041.2075 SHELL32.dll \n0x00007FFEA22B0000 10.0.19041.2075 SHLWAPI.dll \n0x00007FFEA1960000 10.0.19041.1620 CFGMGR32.dll \n0x00007FFE9B860000 10.0.19041.867 dbghelp.dll \n0x00007FFEA1FA0000 10.0.19041.1023 bcrypt.dll \n0x00007FFE68390000 5.7.0.7 sycl.dll \n0x00007FFEA2410000 10.0.19041.1202 ole32.dll \n0x00007FFEA39E0000 10.0.19041.2130 combase.dll \n0x00007FFEA3780000 10.0.19041.546 PSAPI.DLL \n0x00007FFE81390000 epoxy-0.dll \n0x00007FFEA3270000 10.0.19041.1865 shcore.dll \n0x00007FFE556F0000 cycles_kernel_oneapi.dll \n0x00007FFEA2310000 10.0.19041.546 IMM32.dll \n0x00007FFE53FA0000 9.0.0.0 openvdb.dll \n0x00007FFE67640000 59.16.100.0 avformat-59.dll \n0x00007FFE51AA0000 59.18.100.0 avcodec-59.dll \n0x00007FFE944D0000 59.4.100.0 avdevice-59.dll \n0x00007FFE7EBF0000 57.17.100.0 avutil-57.dll \n0x00007FFEA2FC0000 10.0.19041.985 OLEAUT32.dll \n0x00007FFE8C5C0000 6.4.100.0 swscale-6.dll \n0x0000000070440000 1.0.28.0 libsndfile-1.dll \n0x000000006ACC0000 libgmp-10.dll \n0x00007FFE83E80000 1.21.1.0 OpenAL32.dll \n0x00007FFE82490000 2.0.20.0 SDL2.dll \n0x00007FFE99D20000 libgmpxx.dll \n0x00007FFEA3D40000 10.0.19041.1741 SETUPAPI.dll \n0x00007FFE67170000 3.10.2150.1013 python310.dll \n0x00007FFE99A30000 tbbmalloc_proxy.dll \n0x00007FFE942E0000 10.0.19041.1 AVIFIL32.dll \n0x00007FFE844B0000 6.10.19041.1110 COMCTL32.dll \n0x00007FFE9C5E0000 10.0.19041.546 VERSION.dll \n0x0000000070680000 libfftw3-3.dll \n0x00007FFE9F730000 10.0.19041.746 dwmapi.dll \n0x00007FFE92F80000 10.0.19041.546 Secur32.dll \n0x00007FFE8C530000 4.3.100.0 swresample-4.dll \n0x00007FFE98880000 10.0.19041.1 AVICAP32.dll \n0x00007FFE936E0000 10.0.19041.546 WINMM.dll \n0x00007FFE9CED0000 10.0.19041.1 MSACM32.dll \n0x00007FFE8C420000 10.0.19041.1 MSVFW32.dll \n0x00007FFE96EB0000 10.0.19041.1 winmmbase.dll \n0x00007FFEA1820000 10.0.19041.2130 SSPICLI.DLL \n0x00007FFE9F840000 10.0.19041.546 kernel.appcore.dll \n0x00007FFE9FA40000 10.0.19041.2130 windows.storage.dll \n0x00007FFEA12E0000 10.0.19041.2075 Wldp.dll \n0x00007FFE9F460000 10.0.19041.2130 uxtheme.dll \n0x00007FFEA1C30000 10.0.19041.1415 bcryptPrimitives.dll \n0x00007FFEA18A0000 10.0.19041.844 profapi.dll \n0x00007FFEA3400000 2001.12.10941.16384 clbcatq.dll \n0x00007FFE9CFC0000 10.0.19041.1503 MMDevApi.dll \n0x00007FFEA1650000 10.0.19041.1620 DEVOBJ.dll \n0x00007FFE9D0C0000 10.0.19041.1865 AUDIOSES.DLL \n0x00007FFEA17D0000 10.0.19041.546 powrprof.dll \n0x00007FFEA17B0000 UMPDC.dll \n0x00007FFEA3150000 10.0.19041.2075 MSCTF.dll \n0x00007FFE80380000 10.0.19041.2075 OPENGL32.DLL \n0x00007FFE8B550000 10.0.19041.2075 GLU32.dll \n0x00007FFE9ADF0000 10.0.19041.2075 AppXDeploymentClient.dll \n0x00007FFE4EAE0000 30.0.14.9649 nvoglv64.dll \n0x00007FFE9D780000 10.0.19041.546 WTSAPI32.dll \n0x00007FFEA1250000 10.0.19041.546 CRYPTBASE.DLL \n0x00007FFEA1470000 10.0.19041.546 msasn1.dll \n0x00007FFE9C570000 10.0.19041.906 cryptnet.dll \n0x00007FFEA1DD0000 10.0.19041.1889 CRYPT32.dll \n0x00007FFE9AEF0000 10.0.19041.1949 drvstore.dll \n0x00007FFEA1F30000 10.0.19041.2075 WINTRUST.dll \n0x00007FFEA0AA0000 10.0.19041.546 ntmarta.dll \n0x00007FFE93710000 10.0.19041.546 dxcore.dll \n0x00007FFEA1740000 10.0.19041.2075 WINSTA.dll \n0x00007FFE87CC0000 10.0.19041.1387 dataexchange.dll \n0x00007FFE9D990000 10.0.19041.2075 d3d11.dll \n0x00007FFE9E1C0000 10.0.19041.2075 dcomp.dll \n0x00007FFEA0340000 10.0.19041.2075 dxgi.dll \n0x00007FFE94780000 10.0.19041.1865 twinapi.appcore.dll \n0x00007FFE93EB0000 10.0.19041.2075 textinputframework.dll \n0x00007FFE9EF10000 10.0.19041.546 CoreUIComponents.dll \n0x00007FFE9ED10000 10.0.19041.746 CoreMessaging.dll \n0x00007FFE9E060000 10.0.19041.2130 wintypes.dll \n0x00007FFE7E100000 10.0.19041.1949 explorerframe.dll \n0x00007FFE8DD60000 10.0.19041.1566 directmanipulation.dll \n0x00007FFEA1230000 10.0.19041.546 CRYPTSP.dll \n0x00007FFEA0960000 10.0.19041.1052 rsaenh.dll \n0x00007FFE66EB0000 30.0.14.9649 nvcuda.dll \n0x00007FFE4D460000 30.0.14.9649 nvcuda64.dll \n0x00007FFE788A0000 30.0.14.9649 nvapi64.dll \n\n# Python backtrace\n\n```\n\nBlenders: 3.4, 3.2, 3.0, 2.9, 2.83\n```lines=10\nC:\\Users\\rfnei>\"F:\\Диск I\\programm\\blenders\\свежак 24-14-8-11\\blender.exe\"\nRead prefs: C:\\Users\\rfnei\\AppData\\Roaming\\Blender Foundation\\Blender\\3.4\\config\\userpref.blend\nWarning: File written by newer Blender binary (304.3), expect loss of data!\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FFE8C723020\nModule : MSVCP140.dll\nThread : 0000207c\nWriting: C:\\Users\\rfnei\\AppData\\Local\\Temp\\blender.crash.txt\n\nC:\\Users\\rfnei>\"F:\\Диск I\\programm\\blenders\\свежак 24-12-1\\blender.exe\"\nRead prefs: C:\\Users\\rfnei\\AppData\\Roaming\\Blender Foundation\\Blender\\3.2\\config\\userpref.blend\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF73481F663\nModule : blender.exe\nThread : 000029c0\nWriting: C:\\Users\\rfnei\\AppData\\Local\\Temp\\blender.crash.txt\n\nC:\\Users\\rfnei>\"F:\\Диск I\\programm\\blenders\\свежак 24-9-10\\blender.exe\"\nRead prefs: C:\\Users\\rfnei\\AppData\\Roaming\\Blender Foundation\\Blender\\3.1\\config\\userpref.blend\nERROR (bke.node): C:\\Users\\blender\\git\\blender-vdev\\blender.git\\source\\blender\\blenkernel\\intern\\node.cc:2222 nodeAddStaticNode: static node type 200 undefined\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF7A47ABC94\nModule : blender.exe\nThread : 00000674\nWriting: C:\\Users\\rfnei\\AppData\\Local\\Temp\\blender.crash.txt\n\nC:\\Users\\rfnei>\"F:\\Диск I\\programm\\blenders\\свежак 22-14\\blender.exe\"\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF776C49221\nModule : blender.exe\nThread : 00000cc0\nWriting: C:\\Users\\rfnei\\AppData\\Local\\Temp\\blender.crash.txt\n\nC:\\Users\\rfnei>\"F:\\Диск I\\programm\\blenders\\свежак 20-6\\blender.exe\"\nfound bundled python: F:\\╨Ф╨╕╤Б╨║ I\\programm\\blenders\\╤Б╨▓╨╡╨╢╨░╨║ 20-6\\2.83\\python\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF6508070ED\nModule : F:\\─шёъ I\\programm\\blenders\\ётхцръ 20-6\\blender.exe\n```\n\n1: Open blender to the default startup file.\n2: Go to the materials tab.\n3: Click on the button next to \"Surface\" labeled \"Principled BSDF\" and select a different node to switch it out.\n4: Press Ctrl + Z on the keyboard to undo the previous action.\n5: Repeat steps 3 and 4 with various nodes until it crashes.\n(There used to be a more consistent way of replicating this, making a mix shader, putting a glossy bsdf node in the top slot, then pressing undo and selecting an emission node instead, but it stopped crashing with that just before I sent this.\n. . . And it just started crashing with that again. I'm sorry I can't give you something more consistent.)\n\nBased on the default startup file.\n", "Small Custom Bone Shapes have some Wireframes Artifact.\nWindows 10 64 Bits.\nGraphics card GeForce GTX 1080 Ti \n\nBroken: version: 2.82.6, hash: a854840e76ae\nWorked: (optional)\n\nSmall custom bone shape has wireframe glitching, the Scale is based on real world but if you resize it in/out u can see it happen.\n\n{[F8257584](Shape.gif) size = full}\n\n\n\n[Bug.blend](Bug.blend)\n", "Corrective smooth apply as shape key does not work\nWindow 8.1, Nvidia GTX 770\n\nBroken: 2.74. f8540d7 (from build bot)\nAlso reported by [BlenderArtists forum user DanPro for build dc95ca9 ](showthread.php?366313-Delta-Mush-Modifier&p=2867232&viewfull=1#post2867232)\n\nApply as shape on the corrective smooth modifier creates an empty shape key. \nApply as shape in the same conditions for the smooth modifier works fine.\n\n\n1. create mesh skinned to armature (e.g. cylinder skinned to two bones)\n2. add corrective smooth modifier after armature modifier\n3. pose armature\n4. apply corrective smooth modifier as shape (or to mesh)\n5. the resulting shape key would be empty (should contain the corrective smoothing effect for that pose)\nFile: [corrsmooth_shape_bug.blend](corrsmooth_shape_bug.blend)", "Select key in dopesheet deselect bone in the viewport\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.48\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\nIf you select key in Dopesheet without Only selected, it deselect your bone in viewport\n\n1) open [deselectBone.blend](deselectBone.blend)\n2) select bone in Pose mode\n3) select any key in dopesheet without \"Only selected\"\n4) bone is now deselected in viewport\n\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", "Bone's Custom Properties are invisible in the Bone Properties Editor if bone in hidden layer\nOperating system: Linux 64-bit\nGraphics card: GTX 1080 ti\n\n3.0.0\n\nWhen a bone is selected in the Outliner, but is not on a visible bone layer, its Bone Properties are accessible, but it will not appear to have any Custom Properties.\n\n[BoneBug.blend](BoneBug.blend)\n\n - Open attached file. \n - Select \"Bone B\" in the Outliner.\n - View the properties of Bone B in the Properties Editor. The Custom Properties panel is empty!\n - Go to Armature Properties and enable the hidden layer.\n # Bone B's Custom Property has magically re-emerged.\n\nThis is very misleading!\n", "Scene pre/post handlers are called for each main loop iteration\nTitle says it pretty much everything. just execute this in py console:\n\n```\ndef cb(sce): print(\"foo\")\n\nbpy.app.handlers.scene_update_post.append(cb)\n```\n\n…and you'll get endless 'foo' lines in your console, even when Blender is hidden and all.\n\nIssue is, main loop calls (through `wm_event_do_notifiers()`) `BKE_scene_update_tagged()`, which unconditionally fires those pre/post scene update handlers.\n\nNot quite sure what's to be done here really, not familiar at all with this area of the code.", "Animation: Circle & Lasso select does not work correctly on bones with custom shapes\nOperating system: Windows 11\nGraphics card: NVIDIA RTX 3060 Ti\n\nBroken: 3.3.1\nWorked: Unknown\n\n\nUsing circle or lasso select to select bones with custom shapes does not work correctly. It seems to pick against the actual bone shape instead of the custom bone shape. It's interesting to note that box select seems to work fine here.\n\n[circleselectcustombones.mp4](circleselectcustombones.mp4)", "Some icons cannot be overriden from python (e.g. 'Constraint.mute', 'use_fake_user')\nBroken: version: 3.3.0 Alpha\nWorked: Looks like this was once working in 2.80 (but has stopped working in 2.81)\n\nSome boolean properties apply an offset to their icon depending on the state of the boolean. This offset is applied even when an icon override is used, like so: `UILayout.prop(icon=whatever)`.\n\n**Workaround**\n```python\ndef get_icon_value(icon_name: str) -> int:\n icon_items = bpy.types.UILayout.bl_rna.functions[\"prop\"].parameters[\"icon\"].enum_items.items()\n icon_dict = {tup[1].identifier : tup[1].value for tup in icon_items}\n\n return icon_dict[icon_name]\n\ndef draw_with_icon_fix(layout, prop_owner, prop_name, icon: str, offset=1, invert_checkbox=False, **kwargs):\n \"\"\"Drawing some booleans in the UI with a custom icon can be \n annoying because Blender might offset the icon based on the boolean state.\n You can use this function to counter that offset. To find the offset, you have to \n trial and error, it's either 1 or -1. (Or 0 but then you don't need this)\n \"\"\"\n\n bool_value = getattr(prop_owner, prop_name)\n offset = offset * int(bool_value)\n if invert_checkbox:\n offset = 1 - offset\n icon_value = get_icon_value(icon) + offset\n layout.prop(prop_owner, prop_name, icon_value=icon_value, invert_checkbox=invert_checkbox, **kwargs)\n```\n\n- File with script within: [icon_madness.blend](icon_madness.blend)\n- Script should self-execute, look for a \"FixMe\" panel in the sidebar.\n![image.png](image.png)\n\nSo this file works in 2.80 and is broken in 2.81:\n[icon_madness_2.blend](icon_madness_2.blend)", "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", "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", "Bones locked when use_connect is enabled, despite no parent\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 770/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.64\n\nBroken: version: 2.81 (sub 3)\nWorked: (optional)\n\nIf a bone has Connected enabled, it's location remains locked, even though it doesn't have a parent. \nIt's not immediately obvious that this is the reason why you can't move the bone. \n\n[2019-08-27 16-34-26.mp4](2019-08-27_16-34-26.mp4)\n\n[cons.blend](cons.blend)\n", "No (selection) tool in Image editor mask mode (Left-click and drag selection doesn't work)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.93.0 Alpha\n\nLeft-click and drag selection doesn't work in Image editor -> Viewer Node -> Mask mode\n\nCreate a mask in the Image Editor and try to select it with left-click and drag selection\n\n![Mask shot.png](Mask_shot.png)\n", "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" ]
[ "Pinning Bones/Constraint Tabs in Properties Editor doesn't work\nBroken: 2.76 - master (1283c66)\nWorked: Unknown\n\nThe context pinning functionality in the Properties Editor doesn't work for Bones and Constraints. There may be a few others too that I haven't noticed yet, but these are the biggest ones.\n", "Datablock pinning doesn't work with bone constraints\nBroken: version: 2.91.2\n\n\n\nThis new pushpin button in the Properties window is wonderful! Been using it a lot for mechanical rigging, so nice to always have something available without selecting it.\n\nHowever, it doesn't work with bones. I select armature, go into pose mode, select a bone, open it's bone constraints in the properties window and press the pushpin, hoping to have those constraints pinned so I can debug other parts of the rig and have access to a particular constraint. But instead the bone constraint tab continues to follow bone selection. This isn't expected behaviour is it? Not sure what the point of the pushpin button is in the bone constraint tab if not to pin a bone?\n\n" ]
Blender crashes when using particles properties. Operating system: Windows 10 Graphics card: Intel(R) HD Graphics 4600 Broken: 3.0.0 Crashing when using particles properties. Hair. You don't need a blend file to see that. It crashes just when you work with a simple cube.
[ "Suspected asset library crash by `json_sax_dom_parser`\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.68\n\nBroken: version: 3.5.1\n\nI dont completely know why but blender crashes very often for me.\nIts doing something no idea what it is doing.\nSorry for being vague, but it seems to mostly happen when i have the viewport set to cycles render and i am trying to modify materials, in the shader editor.\n\n", "blender 3.0 cannot render this file with audio\nProcessor\tIntel(R) Core(TM) i7-10750H CPU @ 2.60GHz 2.59 GHz\nInstalled RAM\t16.0 GB (15.8 GB usable)\nSystem type\t64-bit operating system, x64-based processor\n\nEdition\tWindows 11 Home\n\nGraphics Card: NVIDIA GeForce RTX 2060 \n\nThis problem happens only with these files, It works fine with other files.\n\nI think that I have setup rendering props ok, Using mp3 for audio output.\nThis file will render video only. It will also render audio audio only from the render tab. \nI have tried any number of combinations of audio and video output (mp4, mp3, etc).\n\nI have tried for weeks to solve this, with no success. Please help. \n\nThank you for your attention,\n\nRoberto Collins Lazo\n\nKept trying different starting and ending points for the video. Rendering only audio crashes with more than a short starting and ending points.\n\n\n**Steps to reproduce**\n[#94586.blend](T94586.blend)\n\nOpen file and render animation. No sound is rendered.", "Bake All Dynamics doesn't work when baking particle hair\nMacBook Pro, NVIDIA GeForce GT 750M, Intel Iris Pro\nMac OS 10.12.6\n\nBroken: Blender 2.79 Hash: 5bd8ac9\n\nHitting the Bake All Dynamics to bake out particle hair doesn't do anything.\n\nLoad the attached file.\nSelect the sphere.\nGo to the particle panel.\nUnder Cache, click Bake All Dynamics.\nNothing happens.[sph.blend](sph.blend)", "Regression: Some particles have darker faces\nOperating system: Windows 10 1909\nGraphics card: GTX 1070 512.15\n\nBroken: 3.1 (also 3.1.1 RC)\nWorked: 3.0.1\n\nSome object instances, in a hair particle system, have darker faces\n\n3.0.1\n![Black Particles 3.0.1.png](Black_Particles_3.0.1.png)\n\n3.1 and 3.1.1 RC\n![Black Particles.png](Black_Particles.png)\n\nPress F12 in this test file:\n[Dark Particles.blend](Dark_Particles.blend)", "Realtime Compositor - Crash on Mac when using Map UV node\nOperating system: macOS Ventura 13.3.1\nGraphics card: AMD Radeon Pro 5700 XT 16GB\n\nBroken: 3.6 alpha cef128e68af5 (2023-04-13 16:06)\n\nConnecting a Map UV node in Compositing will crash on macOS\n\nIn Blender's startup scene, enable Compositing by checking \"Use Nodes\".\nConnect a Map UV node between the Render Layers node and the Composite node.\nIn a 3D view, turn on Rendered viewport and set Viewport Compositing to Always.\nThis will crash (100% reproducible).\n\nPlease contact summary if more information is required.\n\n", "Application templates crashes if the startup.blend of the application template contains scene named \"Asset\"\nOperating system: Windows-10-10.0.22621-SP0'\nGraphics card: NVIDIA GeForce RTX 2070 Super with Max-Q Design/PCIe/SSE2\n\nBroken: 3.5.1 2023-04-24 18:00 e1ccd9d4a1d3\nWorked: Never\n\nApplication templates that contain certain pattern in startup.blend lead to Blender to crash.\nApparently occurs when the scene is created with the name \"Asset\" and used as a application template.\n\n- Download attached [MCE.zip](attachment) file\n- Install the attached application template file (`Blender` menu > `Install Application Template...`).\n- Load it (choose the new \"MCE\" option in `File` > `New`).\n\nBlender crashes.\n\nAttached also the `blender.crash.txt` and another template.\n\n[MCE.zip](attachment)", "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", "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)", "Fluid modifier affects particle hair (even when set to None)\n(blendfile attached : view?usp=sharing ) \nUsed Blender 2.91.\nDon't really know how to reproduce the because when I try reproducing the bug by adding a fluid modifier to a scalp before (in the modifier hierarchy his edited particle system, the hair edit changes in the edit particle, as well as it changes in object mode. However, with my original file, the hair edit don't change in edit particle mode, whether I hide the fluid modifier or not, it just changes in the other mode, e.g. object mode.\n\nHello,\nMy hair is very buggy and, I really, really need help on this.\nI have a hairstyle composed of two layers, two particle system, one for the main hairs, and one for the frizzy hairs. The scalp where the hair is, has modifiers set up like this :\n\n![image.png](image.png)\n\nAnd here is a picture of the hair how I want em, and how I stylized em in the particle editor :\n\n![image.png](image.png)\n\nBut this is how it looks when I disable the fluid modifier that the scalp has\n\n![image.png](image.png)\n\nAnd this is how it looks when I uncheck the “Dynamic Hair” box\n\n![image.png](image.png)\n\nI want to simulate my hair, but when I bake it, it comes out weird and deformed, plus, the main hair are static, there is only the frizz going crazy.\nWhat am I doing wrong, please I really need help, at the end I want to be able to simulate my hair correctly, them looking exactly like the first picture, but without the fluid modifier, wich I think is causing problem in the sim.\n\nIf you can provide help, please do, It’s urgent, and I absolutely need this to get fixed, and If you can’t provide me help, like or upvote my post so that other users that can help, see my post.\n\n(blendfile attached : view?usp=sharing )\n\nEdit : If you wanna see the particles in edit particle mode, make sure this option is set to particles :\n![image.png](image.png)", "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", "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)", "Hair (Particles): Cannot animate the property hair_lenght\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: Radeon (TM) RX 480 Graphics ATI Technologies Inc. 4.5.14739 Core Profile Context 21.6.1 27.20.22001.14011\n\nBroken: version: 2.93.5\n\nI can't animate the hair_lenght property in hair (particles)\n\n1. Select an object (mesh) and add hair (particles) to it.\n2. Add an animation key in the Hair Lenght property (4m by default).\n3. Change to another frame, modify the Hair Lenght property (put 0m for example) and add a new animation key.\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", "Rigid Body System stops working when particle system added\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Radeon RX Vega ATI Technologies Inc. 4.5.13587 Core Profile Context 20.2.2 26.20.15019.15019\n\nBroken: version: 2.82 (sub 7) & 2.83 (sub 5)\nWorked: -\n\nI have a rigid body collision setup with various chained constraints - if I add a particle system to any of the active rigid body objects, the simulation ceases to run.\n\nBlender file attached. Try adding a particle system to the 'Brick to test particle system' object in the main collection (or any other active object, the specified one simply for convenience). \n\nThe simulation will not run. Remove the particle system, the simulation runs again. \n\nI would like to add particles emitting from the objects to simulate debris/dust but hit this issue and can't find any workaround. \n\nAny insight much appreciated!\n\n\n\n[Wall destruction march v1.blend](Wall_destruction_march_v1.blend)\n\n", "Blender crashed when increasing Strand Steps in the Viewport Display on the Particle tab\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: Quadro RTX 3000 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.98\n\nBroken: version: 3.6.0\nWorked: I dunno\n\nBlender crashed when increasing Strand Steps in the Viewport Display on the Particle tab\n\n<video src=\"attachment\" title=\"Crash when particle edit.mp4\" controls></video>\n\n1, Open the attached Blender file\n2, Rekey it to have a higher keypoints\n3, Increase the Strand Steps in the Viewport Display on the Particle tab\n\n" ]
[ "Blender crash when I try to use hair\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 4400 Intel 4.3.0 - Build 20.19.15.5126\n\nBroken: version: 3.0.0\n\n[Whenever I try to use the blender hair particles it crashes instantly (This did not happen to me in the 2.9 version)]\n\n[Adding any hair particles automatically causes a crash]\n", "Blender 3.0 is crashing when creating hair particle system (Windows, Intel)\nOperating system: Windows 10 Pro 21H1\nGraphics card: Intel(R) HD Graphics 4400\n\n\nBroken: 3.0.0 | Date: 2021-12-02 18:35 | Hash: f1cca3055776 | Branch: master\nWorked: 2.93\n\n[2021-12-05 08-26-58.mp4](2021-12-05_08-26-58.mp4)\n[blender.crash.txt](blender.crash.txt)\n\n", "blender crashes when adding hair particle system or open a file with hair \nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 4600 Intel 4.3.0 - Build 20.19.15.5171\n\nBroken: version: 3.0.0\n\n[whenever i add hair particles or import a model with hair blender crashes]\n\n\n- open a new file\n- add a particle system to the default cube \n- switch it from particles to hair \n\n\n", "Blender V3 Crash when Starting Hair Particle\nOperating system: Win 10 Pro\nGraphics card: Intel HD Graphics 5500\n\nBroken: 3.0.0\n\n\nCrash when Starting Hair Particles or Open old Project including Hair Particles\n\nCrash when Starting Hair Particles or Open old Project including Hair Particles", "Blender 3.0 Crashes When Handling Hair Particles\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 4600 Intel 4.3.0 - Build 20.19.15.5144\n\nBroken: version: 3.0.0\n\nBlender crashes whenever it loads a scene containing hair particles. I'm coming from a clean version of Blender with all of my add-ons turned off from the transition from 2.93, to 3.0.\n\nIn a default scene, the moment I hit the \"Hair\" button in the default cube's particle system, Blender crashes. When the source object is hidden, it will not crash, however, the moment the source object is unhidden while the particle system is visible, it crashes.\n\n" ]
Subdivide modifier before Armature causes crash when weight painting grease pencil in Blender 2.83.4 LTS Operating system: Linux-4.15.0-107-generic-x86_64-with-debian-stretch-sid 64 Bits Graphics card: Mesa DRI Intel(R) Ivybridge Mobile Intel Open Source Technology Center 4.2 (Core Profile) Mesa 18.0.5 Broken: version: 2.83.4 it is not very important though . i can turn off subdivide modifier and do the job . it work's fine. - open the .blend file - try to weight paint the grease pencil object - after a couple of seconds it will crash. - the image below is a couple of clicks away from crashing ![2020-08-07-101026_1360x768_scrot.png](2020-08-07-101026_1360x768_scrot.png) [crash-scene.blend](crash-scene.blend) [crash-scene.crash.txt](crash-scene.crash.txt) have a nice day thank you.
[ "Modifier changes to support sub-panels for Geometry Nodes\nThis is a follow up of #108649\n\n", "Crash (memory use after free) on freeing RigidBody world\nReproducible with current master, probably there since forever.\n\n# Steps\nWith an ASAN build:\n\n- Open `rigid.anim.blend`\n- Close Blender\n\n[rigid.anim.blend](rigid.anim.blend) \n\n(Case found while working on #86379 (When using \"Append\" rigid body objects + empty constraint, none of its constraints work.))\n", "Unable to undo subdivision with Multiresolution modifier\nOperating system: Linux-5.4.0-91-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.86\n\nBroken: version: 2.93.6\n\n**Bug**: If i subdivide with Multiresolution modifier after a sculpt action it doesn't undo subdivision but it needs to undo the sculpt action to undo that subdivision done with Multisolution modifier.\n**Note**: If no sculpt action is done before subdivision with Multiresolution modifier, the undo for subdivision just works (No need to undo the action done just before the subdivision to get the result back).\n**Mode** : Sculpt\n\n**Steps**:\n1. File> New> Sculpting. \n2. Add Multiresolution modifier.\n3. Sculpt with Grab brush.\n4. Subdivide once at Multiresolution modifier.\n5. Undo (Doesn't work).\n\n**File**:[Multiresolution_subdivision_bug.blend](Multiresolution_subdivision_bug.blend)\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", "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", "Grease Pencil Shear Tool Todo\n## Grease Pencil Shear Tool Todo\n * - [x] {icon circle color=red} The tool should execute on release, so when you click and drag, it stops. Currently you need to click an extra time, which is inconsistent and annoying.\n * - [ ] {icon circle color=green} Add Tool Setting to switch between horizontal and vertical shearing\n * - [ ] {icon circle color=green} Shear should have a manipulator to shear in any direction, the orientation on which is controlled by the Orientation setting, just like the Transform manipulators. Dragging any of the handles shears in that direction.", "Grease Pencil drawing next to objects using 3D cursor and View mode previews \nOperating system: \nGraphics card:\n![image.png](image.png) [system-info.txt](system-info.txt)\nBroken: Blender 2.92.0 Alpha - November 12, 10:10:02- bc090387ace9 - macOS 64 bit\nand blender-2.91.0-b99faa0f567f-macOS\nWorked: (blender-2.90.1-macOS)\n\nDrawing with the Grease pencil near objects sketches out and glitches through the object geometry and randomly offsets from the curser point when using a 3D cursor as the stroke placement and View as the drawing plane. The simple step by step video attached below best explains it. Note: this is not the case when starting the file in 2D Animation mode only when adding a grease pencil to a general 3D scene. Also, This problem did not exist with version 2.90.1\n\nSee the short video and blender files of the easiest set up to show the bug.\n\n[Grease Pencil Bug.mp4](Grease_Pencil_Bug.mp4)\n\n[Grease pencil Bug-latest build.blend](Grease_pencil_Bug-latest_build.blend)\n\n[Grease pencil Bug.blend](Grease_pencil_Bug.blend)\n", "Rigify crash in edit mode\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Radeon RX550/550 Series ATI Technologies Inc. 4.5.0 Core Profile Context 23.3.2.230315\n\nBroken: version: 3.5.0\n\nWhen I orbit the view in edit mode, the program crashes after a few seconds. Especially around the hands and face.\nIn version 3.1.2 it does not happen to me, it does happen in 3.3.0 and 3.5.\nTried to clean and reinstall, update drivers, save file in 3.1.2 and open in new versions, but the bug persists.\n\nSorry for bothering you, I hope you have a good day.-\n\n\ncreate human metarig, go to edit mode, orbit the view. Orbiting around hands seems to crash faster.\n\n", "Dopeheet (in the Grease Pencil submodule) take account the transform keys of the GP object wen you press jump to previous/next key frames.\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: AMD Radeon (TM) Pro WX 7100 Graphics ATI Technologies Inc. 4.5.14802 Core Profile Context FireGL 21.Q4 30.0.14011.2006\n\nBroken: version: 3.4.0 Alpha\n\nDopeheet (in the Grease Pencil submodule) take account the transform keys of the GP object wen you press jump to previous/next key frames.\nIn this Grease Pencil submudule only the GP drawing keys should be taken into account.\n\n**Steps to Reproduce**\n- Open .blend file\n- Select Grease pencil mode in Dope Sheet\n- Jump to next keyframe \n[#100538.blend](T100538.blend)\nHere a quick video with the issue:\n [2022-08-21 15-13-26.mp4](2022-08-21_15-13-26.mp4)\n\n\n\n", "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.", "Inconsistencies in GPU subdivision info message\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: Radeon RX 570 Series ATI Technologies Inc. 4.5.0 Core Profile Context 22.11.2.221130\n\nBroken: version: 3.5.0 Alpha\nWorked: n/a\n\nThis feature is introduced with 4d3bfb3f4195ac879b7330e981829122b2633e93\n\n1. Message does not update accordingly when...\n\n1-1. enabling and disabling GPU Subdivision in the preferences\n\n![GPUSubdivisionMessage01.gif](attachment)\n\n1-2. changing modifier visibility\n\n![GPUSubdivisionMessage02.gif](attachment)\n\n1-3. enabling and disabling auto smooth\n\n![GPUSubdivisionMessage03.gif](attachment)\n\n2. I don't know the technical details, but I feel that \"Using both CPU and GPU Subdivision\" contradicts to what the tooltip for GPU Subdivision says (\"Enable (...) for the last subdivision subsurface modifiers in the stack\").\n\n(On a related note, I think [documentation](viewport.html#subdivision) could be more descriptive about GPU Subdivision than just \"Under certain circumstances\".)\n\n", "Ngon with more edge crash blender when using Multires/Subdivision Modifier\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.41\n\nBroken: version: 3.0.0 Alpha, 2.93.2, \nWorked: None\n\nPlease check the video, it shows the difference when blender deal will small ngon(edge < 10) and large ngon (~=600).\nI think it should take over aleast 5000 points ngon(for some svg file)\n[2021-08-15 17-50-41.mp4](2021-08-15_17-50-41.mp4)\n\nCreat a ngon with more than 600 points\nextrude it and add Subdivision Modifier\ncrash\n[test.blend](test.blend)\n", "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", "Decentralize .blend I/O for grease pencil modifiers.\nThis is a follow up task for #76372.\n\nFor normal modifiers this has been done already. Have a look at `ModifierTypeInfo.blendWrite` and `ModifierTypeInfo.blendRead` for more details.", "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" ]
[ "Grease Pencil: Crash weight painting on stroke with generative modifier [subdivide] - also generative modifiers create actual editable points?\nOperating system: Windows-10-10.0.16299-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 530 Intel 4.5.0 - Build 22.20.16.4836\n\nBroken: version: 2.83.2\n\nBlender crashes when you are trying draw weight on subdevided grease pensil object (does not seem to happen on the regular meshes).\n\n0. Open attachment.\n1. Try to draw weight on grease pencil object.\n[CrashGreasePenscilArmatureSubdivide.blend](CrashGreasePenscilArmatureSubdivide.blend)\n\nWhat I have done:\ncreate a new grease pencil object (Blank)\nIn Draw mode make some figure.\nIn Edit mode make few simplifies.\nIn Object mode add Subdivide; add armature; set perrent with empty groups\nIn Weigth paint mode try to draw weigth\nCrash.\n\nSorry. My English not so good. I hope, I have create a good description.\n\n" ]
Crash when rapitedly setting custom property on material node tree Operating system: Linux-4.15.0-55-generic-x86_64-with-debian-buster-sid 64 Bits Graphics card: GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.40 Broken: version: 2.80 (sub 75) Worked: (optional) When using custom properties defined via Python on materials node tree, blender will crash after you set the property for a few times. First variant: 1. Open attached blend file: [crash_test.blend](crash_test.blend) 2. Run the script Second variant: 1. Open default blend file. 2. Run this script: ``` import bpy def timer(): material = bpy.data.materials["Material"] material.blend_method = "OPAQUE" node_tree = material.node_tree node_tree["test"] = "test" return 0.01 bpy.app.timers.register(timer, first_interval=0.01) ```
[ "GPencil: Blender crash when file open\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65\n\nBroken: version: 3.4.0 Beta\n\nAs soon as I open attached file Blender crashes. Attached also crash log file.\n\n- Open attached file\n- Change radius (say 0.6)\n- Save file\n- reopen it (Crash)\n[#102930.blend](T102930.blend)", "Crash opening file using Clump Curves on Particle Children \n****\n\nversion: 2.81 (sub 16), branch: master, commit date: 2019-12-04 11:32, hash: f1aa4d18d49d, type: Release\nbuild date: 2019-12-04, 14:30:40\nplatform: Windows\n\n***********************************************************\n\nWhen I worked on a project using particles, after a short break I wasn´t able to reopen the project. The project crashed right after opening. When starting Blender from console the only error I could find was:\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF706DC271E\n\nno Blender log file was written!\n\nEven in debug mode there were no more hints but his one. I opened the project in an Ubuntu VM and it also crashed there. No chance to recover the file.\n\n\nUsing Particle following a nurbspath with Force Field \"Curve\".\nParticles rendered as objects.\nUsed Simple Children.\nWhen ticking the box: Use Clump Curve it crashes.\n\nEither Blender crashes right after ticking the box or when reopen the project. The latter then means that I´m not able to recover my work at all.\nI might have to do with particles already baked or not. Not sure. \n\n[T72763_crash_log.txt](T72763_crash_log.txt)\n\nfile written from c2a37867f2 that crashes on file read:\n[#72763.blend](T72763.blend)\nfile written from 2.79b that crashes on file read:\n[T72763_279.blend](T72763_279.blend)", "Normal map support in Cycles standalone\nWindows 8.1 64-bit\n\n**Cycles Version**\nd553b8de7180\n\n\nIn the latest version available in the Cycles standalone repository, commit d553b8de7180, using a normal map node in a shader graph will cause Cycles to crash. This behavior was not present in release 1.7.0 but has been added since then.\n\nThis looks to be caused by an improperly initialized member variable in the ccl::NormalMapNode type. Upon creating an object of type NormalMapNode, the ustring named 'attribute' is initialized such that attribute.c_str() will return a nullptr.\n\nCycles crashes when the nullptr used to construct a std::string in NormalMapNode::attributes in this bit:\n\n```\t\n\t\telse {\n\t\t\tattributes->add(ustring((string(attribute.c_str()) + \".tangent\").c_str()));\n\t\t\tattributes->add(ustring((string(attribute.c_str()) + \".tangent_sign\").c_str()));\n\t\t}\n```\n\n\nI have attached a simple cycles standalone scene that triggers this error here: [sample_scene.xml](sample_scene.xml)", "Segmentation fault when selecting context.area.type before applying operator (scripting)\nOS: Ubuntu 16.04.4 LTS\nHW: Dell XPS 9550 notebook, using Intel HD GPU (nvidia deactivted)\n\nBroken: 2.83\n\nExecuting the operator `bpy.ops.transform.translate` causes a crash if `bpy.context.area.type` is set manually before.\nCrash in `setTransformViewMatrices` because `t->ar->regiondata` is `NULL`\n\nRunning the following script causes the crash:\n```\nimport bpy\nimport bmesh\n\n# Create object\nbpy.ops.mesh.primitive_plane_add(size=1, enter_editmode=False, location=(0, 0, 0))\n\n# Enter edit mode\nbpy.context.area.type = 'VIEW_3D' # If this is not set, crash does not occur\nbpy.ops.object.mode_set(mode='EDIT', toggle=False)\n\n# Modify vertices\nmesh = bmesh.from_edit_mesh(bpy.context.active_object.data)\nmesh.verts.ensure_lookup_table()\nmesh.verts[0].select = True\n\n# Next call causes crash:\nbpy.ops.transform.translate(value=(0, 0, 1), constraint_axis=(False, False, True),\n mirror=False, use_proportional_edit=True,\n proportional_edit_falloff='SHARP')\n```\n", "Blender crashes after rendering a few frames of an animation\nOperating system: Windows-10-10.0.18363-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.49\n\nBroken: version: 3.4.1\n\nI've never had this kind of problem - Blender crashes randomly after rendering a few frames of the animation. The only \"new\" thing I'm doing is I started using geometry nodes in this scene. I have plenty of VRAM left, shouldn't be a GPU issue. Tried both in 3.4 and 3.5\n\n\n", "Blender crashes when 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)", "Geometry Node: Input Color node: Custom color and value color is the same property\nOperating system: Linux-5.15.0-60-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 3GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.86.01\n\nBroken: version: 3.4.1\nWorked: Never.\n\n\nCustom color and value color is the same property. Impossible to set custom color to node, always edited value color.\n\n1. Create Geometry Node tree.\n2. Create `Input Color` node\n3. In `N` panel, `Node` page:\n a. Enable `Custom Color` button.\n b. Try to change custom color.", "Python Nodes for Cycles, Eevee, Compositor and Textures\nThis task has the purpose of adding RNA classes that can be used to create custom python nodes for builtin nodetree types.\n\nThe main purpose of these classes is to provide a better interface for custom nodes, that can be used in the Shader, Compositor, and Texture Node Editors.\n\n- - [x] Add Shader RNA class\n- - [x] Add Compositor RNA class\n- - [ ] Add Texture RNA class\n\n- - [ ] Add Python utilities for managing custom nodes\n- - [ ] Add Python utilities for converting nodegroups into custom nodes\n\n- - [ ] Documentation\n\nAny comments, sugestions and corrections are welcome.\n\nSome custom nodes for testing the patches:\n[Testing_nodes.py](Testing_nodes.py)", "No responding open .blend file reuse mesh many times\nOperating system: Windows 10\nGraphics card: RTX 3090\n\nBroken: blender-3.0.0-alpha+master.32cc9ff03746-windows.amd64-release (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\nWorked: None (newest version of Blender that worked as expected)\n\n.blend file can download here\n21082\n\nI use bpy build a scene reuse some mesh many times. reuse around 64 times can work smoothly, only 0.4 second to build and open immediately. 128 times build 0.9 seconds and open will take a while. 256 times build 3.17 seconds and cannot open(no responding, not error). \n\n```\n collection = bpy.data.collections.new('matrices')\n bpy.data.collections['meshes'].children.link(collection)\n count = 0\n for mat in self.matrices:\n obj = bpy.data.objects.new(mesh.name, mesh)\n collection.objects.link(obj)\n mat_bpy = matrix_translate_to_bpy(mat)\n obj.matrix_world = mathutils.Matrix([mat_bpy[:4], mat_bpy[4:8], mat_bpy[8:12], mat_bpy[12:16]])\n obj.data.materials.append(materials[get_material_key(self.material)])\n count += 1\n if count > 256:break\n```\n\n", "Old blend file corrupts to crash blender, I guess\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: AMD Radeon R9 200 Series ATI Technologies Inc. 4.5.14761 Core Profile Context 20.11.2 27.20.14540.4003\n\nBroken: version: 3.0.0\n\nCrashes here and there. RN I witness crush form select/deselect. help plz ;c\n\nI do, tho, have installed two PROBABLY outdated addons BUT in new file crash doesn't seem to happen.\n\nThe problem is - Idk exact steps, but overall it takes to select/deselect all/smth at all few times\n\nSteps\n- Open the provided .blend below\n- Enter edit mode on the main SN4K3Mesh\n- Select-All, De-Select-All (Repeat)\n\n[#94213-asan.txt](T94213-asan.txt)\n\n```\n# Blender 3.0.0, Commit date: 2021-12-02 18:35, Hash f1cca3055776\nbpy.ops.object.editmode_toggle() # Operator\nbpy.ops.mesh.select_all(action='SELECT') # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_all(action='SELECT') # Operator\n\n# backtrace\nException Record:\n\nExceptionCode : EXCEPTION_ACCESS_VIOLATION\nException Address : 0x00007FF715993808\nException Module : blender.exe\nException Flags : 0x00000000\nException Parameters : 0x2\n\tParameters[0] : 0x0000000000000000\n\tParameters[1] : 0xFFFFFFFFFFFFFFFF\n```\n```\n# Blender 3.0.0, Commit date: 2021-12-02 18:35, Hash f1cca3055776\nbpy.ops.object.editmode_toggle() # Operator\nbpy.ops.mesh.select_all(action='SELECT') # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\nbpy.ops.mesh.select_all(action='SELECT') # Operator\nbpy.ops.mesh.select_all(action='DESELECT') # Operator\n\n# backtrace\nException Record:\n\nExceptionCode : EXCEPTION_ACCESS_VIOLATION\nException Address : 0x00007FF71599380C\nException Module : blender.exe\nException Flags : 0x00000000\nException Parameters : 0x2\n\tParameters[0] : 0x0000000000000000\n\tParameters[1] : 0xFFFFFFFFFFFFFFFF\n```\n\n[SN4K3.blend](SN4K3.blend)\n\n[SN4K3.crash.txt](SN4K3.crash.txt)", "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)", "Shader Nodetree Error: Invalid implicit socket conversion: Shader -> Color\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: GeForce GTX 1660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.33\n\nBroken: version: 3.3.1\nWorked: I don't know but the problem is also present in the version 3.0.0\n\n\n```lang=glsl\nRead prefs: C:\\Users\\rfnei\\AppData\\Roaming\\Blender Foundation\\Blender\\3.3\\config\\userpref.blend\nShader Nodetree Error: Invalid implicit socket conversion\nERROR (gpu.shader): GPU_material_compile FragShader:\n |\n\n 7164 | invert(float_from_Closure(tmp34), node_tree.u36, tmp37);\n |\n | Error: C1503: undefined variable \"float_from_Closure\"\n\n\nShader Nodetree Error: Invalid implicit socket conversion\nERROR (gpu.shader): GPU_material_compile FragShader:\n |\n\n 7164 | invert(node_tree.u35, vec4_from_Closure(tmp34), tmp37);\n |\n | Error: C1503: undefined variable \"vec4_from_Closure\"\n\nShader Nodetree Error: Invalid implicit socket conversion\nShader Nodetree Error: Invalid implicit socket conversion\n```\n\n\n1. EEVEE render\n2. Shader editor: put some shader socket to color socket\n3. Check the console", "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)", "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", "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" ]
[ "Crash on Node Tree Custom Property Update function\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 446.14\n\nBroken: version: 2.83.0\n\nBlender crashes after using the Update function on a Custom Property added to a Node Tree that is currently visible in the Material Properties Panel. Also broken on latest 2.90 Beta.\n\nUse the Blender Python API to edit any Custom Property with an Update function on a Node Tree while the material has a slot in the current Object and the Material Properties Panel is open. If the Material Properties Panel is not opened, the crash will occur shortly after navigating back to the Material Properties Panel.\n\nIn the example blend file, the snippet of code open in the Scripting Workspace will cause the crash in the open scene. Note that modifying `Material` while `Cube.001` is selected will not cause the crash until the Materials Property Panel is opened on `Cube`. However, editing `Material.001` while on `Cube` *will* crash despite the material not being assigned in `Cube`.\n\nNotably, the print calls inside and after the update show that the update call is occurring and the crash is happening after returning.\n\nThe crash did not seem to occur when I added a Custom Property to a Scene, as is done in the documentation example for Update functions.\n\n\n[bugtest.blend](bugtest.blend)" ]
Using a rigid body world from another scene leads to multiple ways to crash blender after playback. windows 7 professional 64-bit NVIDIA GeForce GT 650M **Tested in ver.:** 2.78 4bb1e22 2.79 4bd8ac9 Using a rigid body world from another scene and then playing the scene causes loading of files, creation of groups, as well as undo to crash blender. 1. create an object and set the object as a rigid body 2. make a new scene 3. set the rigid body world group from the previous scene as the rigid body world in the current scene 4. Play animation. (it makes no difference if you pause it again before the next step) 5. Make a new group and make sure to change the name. Blender crashes upon confirming the name of the group. Trying to load another file(startup file as well) instead of making a new group also crashes blender. Undo also crashes blender at this point. If the file is saved and reopened at any point after the rigid body world is created, a crash doesn't seem to happen, so I can't really include any file. This seems like it may be related to #52551, so apologizes in advance if I'm reporting the same bug twice.
[ "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", "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", "Nodes: Assert and crash: Editing nodes through the material panel and undo.\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: Intel(R) UHD Graphics 600 Intel 4.5.0 - Build 27.20.100.8729\n\nBroken: 3.4, 3.3, ... 2.8\nWorked: never\n\nWhen I select certain nodes from the materials tab after pressing undo on the last node change, blender crashes. But only if the last click is made with my wired USB mouse. Or even if the cursor was left on the button to switch tabs before clicking with the touchpad.\n\n\n```lines=10\n# Blender 3.4.0, Unknown revision\nbpy.context.space_data.context = 'MATERIAL' # Property\n\n# backtrace\nException Record:\n\nExceptionCode : EXCEPTION_ACCESS_VIOLATION\nException Address : 0x00007FF717820508\nException Module : blender.exe\nException Flags : 0x00000000\nException Parameters : 0x2\n\tParameters[0] : 0x0000000000000000\n\tParameters[1] : 0xFFFFFFFFFFFFFFFF\n\n\nStack trace:\nblender.exe :0x00007FF7178203F0 blender::ed::space_node::ui_template_node_link_menu F:\\Blender_build\\first\\blender\\source\\blender\\editors\\space_node\\node_templates.cc:659\nblender.exe :0x00007FF71736AAF0 ui_block_func_POPUP F:\\Blender_build\\first\\blender\\source\\blender\\editors\\interface\\interface_region_menu_popup.cc:183\nblender.exe :0x00007FF717463480 ui_popup_block_refresh F:\\Blender_build\\first\\blender\\source\\blender\\editors\\interface\\interface_region_popup.cc:566\nblender.exe :0x00007FF717463050 ui_popup_block_create F:\\Blender_build\\first\\blender\\source\\blender\\editors\\interface\\interface_region_popup.cc:796\nblender.exe :0x00007FF71736CA60 ui_popup_menu_create F:\\Blender_build\\first\\blender\\source\\blender\\editors\\interface\\interface_region_menu_popup.cc:358\nblender.exe :0x00007FF717397CC0 ui_block_open_begin F:\\Blender_build\\first\\blender\\source\\blender\\editors\\interface\\interface_handlers.c:4224\nblender.exe :0x00007FF717391810 button_activate_state F:\\Blender_build\\first\\blender\\source\\blender\\editors\\interface\\interface_handlers.c:8338\nblender.exe :0x00007FF71739CD50 ui_do_but_BLOCK F:\\Blender_build\\first\\blender\\source\\blender\\editors\\interface\\interface_handlers.c:5982\nblender.exe :0x00007FF7173A7AB0 ui_do_button F:\\Blender_build\\first\\blender\\source\\blender\\editors\\interface\\interface_handlers.c:8027\nblender.exe :0x00007FF7173A9D20 ui_handle_button_event F:\\Blender_build\\first\\blender\\source\\blender\\editors\\interface\\interface_handlers.c:9189\nblender.exe :0x00007FF7173BA070 ui_region_handler F:\\Blender_build\\first\\blender\\source\\blender\\editors\\interface\\interface_handlers.c:11275\nblender.exe :0x00007FF7156CFE60 wm_handler_ui_call F:\\Blender_build\\first\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.cc:786\nblender.exe :0x00007FF7156D1CE0 wm_handlers_do_intern F:\\Blender_build\\first\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.cc:3217\nblender.exe :0x00007FF7156D01F0 wm_handlers_do F:\\Blender_build\\first\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.cc:3334\nblender.exe :0x00007FF7156CB580 wm_event_do_region_handlers F:\\Blender_build\\first\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.cc:3754\nblender.exe :0x00007FF7156CB440 wm_event_do_handlers_area_regions F:\\Blender_build\\first\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.cc:3784\nblender.exe :0x00007FF7156DCD90 wm_event_do_handlers F:\\Blender_build\\first\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.cc:3979\nblender.exe :0x00007FF7156A5E50 WM_main F:\\Blender_build\\first\\blender\\source\\blender\\windowmanager\\intern\\wm.c:643\nblender.exe :0x00007FF714C52160 main F:\\Blender_build\\first\\blender\\source\\creator\\creator.c:579\nblender.exe :0x00007FF7186F9260 invoke_main D:\\a\\_work\\1\\s\\src\\vctools\\crt\\vcstartup\\src\\startup\\exe_common.inl:79\nblender.exe :0x00007FF7186F9010 __scrt_common_main_seh D:\\a\\_work\\1\\s\\src\\vctools\\crt\\vcstartup\\src\\startup\\exe_common.inl:288\nblender.exe :0x00007FF7186F8FF0 __scrt_common_main D:\\a\\_work\\1\\s\\src\\vctools\\crt\\vcstartup\\src\\startup\\exe_common.inl:331\nblender.exe :0x00007FF7186F9320 mainCRTStartup D:\\a\\_work\\1\\s\\src\\vctools\\crt\\vcstartup\\src\\startup\\exe_main.cpp:17\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThreads:\nThread : 00002514\nntdll.dll :0x00007FFEA42F0B00 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFEA42A26D0 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002e60\nntdll.dll :0x00007FFEA42F0B00 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFEA42A26D0 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002ab8\nntdll.dll :0x00007FFEA42F0B00 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFEA42A26D0 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002e20\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000026a0\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002404\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002234\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00000ddc\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 0000305c\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002640\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00001ec4\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002130\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000022e8\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00001ff0\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000002f8\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00000e8c\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00001b88\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00001f10\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\ntbb_debug.dll :0x00007FFE8C312176 tbb::spin_rw_mutex_v3::internal_release_writer\nucrtbased.dll :0x00007FFE7F734B90 register_onexit_function\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 0000132c\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nnvoglv64.dll :0x00007FFE58561C00 DrvValidateVersion\nnvoglv64.dll :0x00007FFE582EF73C Symbols not available\n\n\nThread : 000000c0\nntdll.dll :0x00007FFEA42EDC00 ZwWaitForMultipleObjects\nKERNELBASE.dll :0x00007FFEA2020370 WaitForMultipleObjectsEx\nKERNELBASE.dll :0x00007FFEA2020350 WaitForMultipleObjects\nnvoglv64.dll :0x00007FFE58597770 DrvPresentBuffers\nnvoglv64.dll :0x00007FFE58597770 DrvPresentBuffers\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002298\nwin32u.dll :0x00007FFEA1B5A0F0 NtUserMsgWaitForMultipleObjectsEx\nUSER32.dll :0x00007FFEA3570730 MsgWaitForMultipleObjectsEx\nnvoglv64.dll :0x00007FFE58561C00 DrvValidateVersion\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00001e98\nntdll.dll :0x00007FFEA42F0B00 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFEA42A26D0 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002b4c\nntdll.dll :0x00007FFEA42F0B00 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFEA42A26D0 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00002278\nntdll.dll :0x00007FFEA42EDC00 ZwWaitForMultipleObjects\nKERNELBASE.dll :0x00007FFEA2020370 WaitForMultipleObjectsEx\ncombase.dll :0x00007FFEA3A83390 InternalTlsAllocData\ncombase.dll :0x00007FFEA3A83390 InternalTlsAllocData\ncombase.dll :0x00007FFEA3A83390 InternalTlsAllocData\ncombase.dll :0x00007FFEA3A83390 InternalTlsAllocData\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000014f8\nwin32u.dll :0x00007FFEA1B5A0F0 NtUserMsgWaitForMultipleObjectsEx\nUSER32.dll :0x00007FFEA3570730 MsgWaitForMultipleObjectsEx\ndirectmanipulation.dll:0x00007FFE8DD7458B Symbols not available\n\n\nLoaded Modules :\n0x00007FF712C80000 3.4.0.0 blender.exe F:\\Blender_build\\first\\ninja_lite_debug\\source\\creator\\Debug\\blender_private.pdb \n0x00007FFEA4250000 10.0.19041.2130 ntdll.dll \n0x00007FFEA2540000 10.0.19041.1889 KERNEL32.DLL \n0x00007FFEA1FD0000 10.0.19041.2130 KERNELBASE.dll \n0x00007FFEA3550000 10.0.19041.2130 USER32.dll \n0x00007FFEA1B50000 10.0.19041.2130 win32u.dll \n0x00007FFEA2600000 10.0.19041.2130 GDI32.dll \n0x00007FFEA1CC0000 10.0.19041.2130 gdi32full.dll \n0x00007FFEA19B0000 10.0.19041.789 msvcp_win.dll \n0x00007FFEA1A50000 10.0.19041.789 ucrtbase.dll \n0x00007FFEA2630000 10.0.19041.2075 SHELL32.dll \n0x00007FFEA30A0000 10.0.19041.2130 ADVAPI32.dll \n0x00007FFEA34B0000 7.0.19041.546 msvcrt.dll \n0x00007FFEA3790000 10.0.19041.1865 sechost.dll \n0x00007FFEA38B0000 10.0.19041.1806 RPCRT4.dll \n0x00007FFEA2410000 10.0.19041.1202 ole32.dll \n0x00007FFEA39E0000 10.0.19041.2130 combase.dll \n0x00007FFEA22B0000 10.0.19041.2075 SHLWAPI.dll \n0x00007FFEA3270000 10.0.19041.1865 shcore.dll \n0x00007FFE83ED0000 14.32.31332.0 MSVCP140D.dll \n0x00007FFE8C790000 14.32.31332.0 VCRUNTIME140D.dll \n0x00007FFE9CEF0000 14.32.31332.0 VCRUNTIME140_1D.dll \n0x00007FFE7F6C0000 10.0.19041.685 ucrtbased.dll \n0x00007FFE844B0000 6.10.19041.1110 COMCTL32.dll \n0x00007FFE9C5E0000 10.0.19041.546 VERSION.dll \n0x00007FFE9B860000 10.0.19041.867 dbghelp.dll \n0x00007FFE9F730000 10.0.19041.746 dwmapi.dll \n0x00007FFE8C310000 tbb_debug.dll \n0x00007FFE7EC20000 epoxy-0.dll \n0x00007FFE67340000 3.10.8150.1013 python310_d.dll \n0x00007FFEA2F50000 10.0.19041.546 WS2_32.dll \n0x00007FFE98DC0000 14.32.31332.0 VCRUNTIME140.dll \n0x00007FFEA2310000 10.0.19041.546 IMM32.DLL \n0x00007FFE9FA40000 10.0.19041.2130 windows.storage.dll \n0x00007FFEA12E0000 10.0.19041.2075 Wldp.dll \n0x00007FFEA18A0000 10.0.19041.844 profapi.dll \n0x00007FFE9F460000 10.0.19041.2130 uxtheme.dll \n0x00007FFE9F840000 10.0.19041.546 kernel.appcore.dll \n0x00007FFEA1C30000 10.0.19041.1415 bcryptPrimitives.dll \n0x00007FFE8B530000 tbbmalloc_debug.dll \n0x00007FFEA3150000 10.0.19041.2075 MSCTF.dll \n0x00007FFEA2FC0000 10.0.19041.985 OLEAUT32.dll \n0x00007FFE824C0000 10.0.19041.2075 OPENGL32.DLL \n0x00007FFE8C420000 10.0.19041.2075 GLU32.dll \n0x00007FFEA3400000 2001.12.10941.16384 clbcatq.dll \n0x00007FFE9ADF0000 10.0.19041.2075 AppXDeploymentClient.dll \n0x00007FFE57830000 30.0.14.9649 nvoglv64.dll \n0x00007FFEA3D40000 10.0.19041.1741 SETUPAPI.dll \n0x00007FFEA1960000 10.0.19041.1620 cfgmgr32.dll \n0x00007FFEA1FA0000 10.0.19041.1023 bcrypt.dll \n0x00007FFE9D780000 10.0.19041.546 WTSAPI32.dll \n0x00007FFEA1250000 10.0.19041.546 CRYPTBASE.DLL \n0x00007FFEA1470000 10.0.19041.546 msasn1.dll \n0x00007FFE9C570000 10.0.19041.906 cryptnet.dll \n0x00007FFEA1DD0000 10.0.19041.1889 CRYPT32.dll \n0x00007FFE9AEF0000 10.0.19041.1949 drvstore.dll \n0x00007FFEA1650000 10.0.19041.1620 devobj.dll \n0x00007FFEA1F30000 10.0.19041.2075 WINTRUST.dll \n0x00007FFEA0AA0000 10.0.19041.546 ntmarta.dll \n0x00007FFE93710000 10.0.19041.546 dxcore.dll \n0x00007FFEA17D0000 10.0.19041.546 powrprof.dll \n0x00007FFEA17B0000 UMPDC.dll \n0x00007FFEA1740000 10.0.19041.2075 WINSTA.dll \n0x00007FFE87CC0000 10.0.19041.1387 dataexchange.dll \n0x00007FFE9D990000 10.0.19041.2075 d3d11.dll \n0x00007FFE9E1C0000 10.0.19041.2075 dcomp.dll \n0x00007FFEA0340000 10.0.19041.2075 dxgi.dll \n0x00007FFE94780000 10.0.19041.1865 twinapi.appcore.dll \n0x00007FFE93EB0000 10.0.19041.2075 textinputframework.dll \n0x00007FFE9ED10000 10.0.19041.746 CoreMessaging.dll \n0x00007FFE9EF10000 10.0.19041.546 CoreUIComponents.dll \n0x00007FFE9E060000 10.0.19041.2130 wintypes.dll \n0x00007FFE7E100000 10.0.19041.1949 explorerframe.dll \n0x00007FFE8DD60000 10.0.19041.1566 directmanipulation.dll \n0x00007FFEA1230000 10.0.19041.546 CRYPTSP.dll \n0x00007FFEA0960000 10.0.19041.1052 rsaenh.dll \n\n# Python backtrace\n```\n\n```lines=10\n# Blender 3.4.0, Commit date: 2022-10-20 00:36, Hash 3915f5300ad2\nbpy.context.space_data.context = 'MATERIAL' # Property\n\n# backtrace\nException Record:\n\nExceptionCode : EXCEPTION_ACCESS_VIOLATION\nException Address : 0x00007FF6E6FDF4EA\nException Module : blender.exe\nException Flags : 0x00000000\nException Parameters : 0x2\n\tParameters[0] : 0x0000000000000001\n\tParameters[1] : 0x00000000000001A1\n\n\nStack trace:\nblender.exe :0x00007FF6E6FDF4C0 nodeRemLink\nblender.exe :0x00007FF6E80A8DA0 blender::ed::space_node::node_socket_add_replace\nblender.exe :0x00007FF6E80A9980 blender::ed::space_node::ui_node_link\nblender.exe :0x00007FF6E7EBCF50 ui_apply_but_funcs_after\nblender.exe :0x00007FF6E7EC87F0 ui_handler_region_menu\nblender.exe :0x00007FF6E7495810 wm_handlers_do_intern\nblender.exe :0x00007FF6E7494C40 wm_handlers_do\nblender.exe :0x00007FF6E749B1B0 wm_event_do_handlers\nblender.exe :0x00007FF6E7480BC0 WM_main\nblender.exe :0x00007FF6E65512F0 main\nblender.exe :0x00007FF6EC6F4380 __scrt_common_main_seh\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThreads:\nThread : 000032c8\nntdll.dll :0x00007FFEA42F0B00 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFEA42A26D0 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00000778\nntdll.dll :0x00007FFEA42F0B00 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFEA42A26D0 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000015a8\nntdll.dll :0x00007FFEA42F0B00 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFEA42A26D0 TpReleaseCleanupGroupMembers\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000022e0\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 000018f0\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00000f34\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 0000265c\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00000458\nntdll.dll :0x00007FFEA42ED130 NtWaitForSingleObject\nKERNELBASE.dll :0x00007FFEA1FF2FE0 WaitForSingleObjectEx\nblender.exe :0x00007FF6ED271160 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF6ED270970 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF6E6713C20 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFEA1A71B20 configthreadlocale\nKERNEL32.DLL :0x00007FFEA2557020 BaseThreadInitThunk\nntdll.dll :0x00007FFEA42A2680 RtlUserThreadStart\n\n\nThread : 00000fdc\nntdll.dll 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\n0x00007FFEA2540000 10.0.19041.1889 KERNEL32.DLL \n0x00007FFEA1FD0000 10.0.19041.2130 KERNELBASE.dll \n0x00007FFEA2F50000 10.0.19041.546 WS2_32.dll \n0x00007FFEA38B0000 10.0.19041.1806 RPCRT4.dll \n0x00007FFE98DA0000 tbbmalloc.dll \n0x00007FFE988A0000 tbb.dll \n0x00007FFEA3550000 10.0.19041.2130 USER32.dll \n0x00007FFEA1B50000 10.0.19041.2130 win32u.dll \n0x00007FFEA2600000 10.0.19041.2130 GDI32.dll \n0x00007FFEA1CC0000 10.0.19041.2130 gdi32full.dll \n0x00007FFEA19B0000 10.0.19041.789 msvcp_win.dll \n0x00007FFEA1A50000 10.0.19041.789 ucrtbase.dll \n0x00007FFEA30A0000 10.0.19041.2130 ADVAPI32.dll \n0x00007FFE8C700000 14.29.30139.0 MSVCP140.dll \n0x00007FFE999F0000 14.29.30139.0 VCRUNTIME140.dll \n0x00007FFEA34B0000 7.0.19041.546 msvcrt.dll \n0x00007FFE9A080000 14.29.30139.0 VCRUNTIME140_1.dll \n0x00007FFEA3790000 10.0.19041.1865 sechost.dll \n0x00007FFEA2630000 10.0.19041.2075 SHELL32.dll \n0x00007FFEA22B0000 10.0.19041.2075 SHLWAPI.dll \n0x00007FFEA1960000 10.0.19041.1620 CFGMGR32.dll \n0x00007FFE9B860000 10.0.19041.867 dbghelp.dll \n0x00007FFEA1FA0000 10.0.19041.1023 bcrypt.dll \n0x00007FFE68390000 5.7.0.7 sycl.dll \n0x00007FFEA2410000 10.0.19041.1202 ole32.dll \n0x00007FFEA39E0000 10.0.19041.2130 combase.dll \n0x00007FFEA3780000 10.0.19041.546 PSAPI.DLL \n0x00007FFE81390000 epoxy-0.dll \n0x00007FFEA3270000 10.0.19041.1865 shcore.dll \n0x00007FFE556F0000 cycles_kernel_oneapi.dll \n0x00007FFEA2310000 10.0.19041.546 IMM32.dll \n0x00007FFE53FA0000 9.0.0.0 openvdb.dll \n0x00007FFE67640000 59.16.100.0 avformat-59.dll \n0x00007FFE51AA0000 59.18.100.0 avcodec-59.dll \n0x00007FFE944D0000 59.4.100.0 avdevice-59.dll \n0x00007FFE7EBF0000 57.17.100.0 avutil-57.dll \n0x00007FFEA2FC0000 10.0.19041.985 OLEAUT32.dll \n0x00007FFE8C5C0000 6.4.100.0 swscale-6.dll \n0x0000000070440000 1.0.28.0 libsndfile-1.dll \n0x000000006ACC0000 libgmp-10.dll \n0x00007FFE83E80000 1.21.1.0 OpenAL32.dll \n0x00007FFE82490000 2.0.20.0 SDL2.dll \n0x00007FFE99D20000 libgmpxx.dll \n0x00007FFEA3D40000 10.0.19041.1741 SETUPAPI.dll \n0x00007FFE67170000 3.10.2150.1013 python310.dll \n0x00007FFE99A30000 tbbmalloc_proxy.dll \n0x00007FFE942E0000 10.0.19041.1 AVIFIL32.dll \n0x00007FFE844B0000 6.10.19041.1110 COMCTL32.dll \n0x00007FFE9C5E0000 10.0.19041.546 VERSION.dll \n0x0000000070680000 libfftw3-3.dll \n0x00007FFE9F730000 10.0.19041.746 dwmapi.dll \n0x00007FFE92F80000 10.0.19041.546 Secur32.dll \n0x00007FFE8C530000 4.3.100.0 swresample-4.dll \n0x00007FFE98880000 10.0.19041.1 AVICAP32.dll \n0x00007FFE936E0000 10.0.19041.546 WINMM.dll \n0x00007FFE9CED0000 10.0.19041.1 MSACM32.dll \n0x00007FFE8C420000 10.0.19041.1 MSVFW32.dll \n0x00007FFE96EB0000 10.0.19041.1 winmmbase.dll \n0x00007FFEA1820000 10.0.19041.2130 SSPICLI.DLL \n0x00007FFE9F840000 10.0.19041.546 kernel.appcore.dll \n0x00007FFE9FA40000 10.0.19041.2130 windows.storage.dll \n0x00007FFEA12E0000 10.0.19041.2075 Wldp.dll \n0x00007FFE9F460000 10.0.19041.2130 uxtheme.dll \n0x00007FFEA1C30000 10.0.19041.1415 bcryptPrimitives.dll \n0x00007FFEA18A0000 10.0.19041.844 profapi.dll \n0x00007FFEA3400000 2001.12.10941.16384 clbcatq.dll \n0x00007FFE9CFC0000 10.0.19041.1503 MMDevApi.dll \n0x00007FFEA1650000 10.0.19041.1620 DEVOBJ.dll \n0x00007FFE9D0C0000 10.0.19041.1865 AUDIOSES.DLL \n0x00007FFEA17D0000 10.0.19041.546 powrprof.dll \n0x00007FFEA17B0000 UMPDC.dll \n0x00007FFEA3150000 10.0.19041.2075 MSCTF.dll \n0x00007FFE80380000 10.0.19041.2075 OPENGL32.DLL \n0x00007FFE8B550000 10.0.19041.2075 GLU32.dll \n0x00007FFE9ADF0000 10.0.19041.2075 AppXDeploymentClient.dll \n0x00007FFE4EAE0000 30.0.14.9649 nvoglv64.dll \n0x00007FFE9D780000 10.0.19041.546 WTSAPI32.dll \n0x00007FFEA1250000 10.0.19041.546 CRYPTBASE.DLL \n0x00007FFEA1470000 10.0.19041.546 msasn1.dll \n0x00007FFE9C570000 10.0.19041.906 cryptnet.dll \n0x00007FFEA1DD0000 10.0.19041.1889 CRYPT32.dll \n0x00007FFE9AEF0000 10.0.19041.1949 drvstore.dll \n0x00007FFEA1F30000 10.0.19041.2075 WINTRUST.dll \n0x00007FFEA0AA0000 10.0.19041.546 ntmarta.dll \n0x00007FFE93710000 10.0.19041.546 dxcore.dll \n0x00007FFEA1740000 10.0.19041.2075 WINSTA.dll \n0x00007FFE87CC0000 10.0.19041.1387 dataexchange.dll \n0x00007FFE9D990000 10.0.19041.2075 d3d11.dll \n0x00007FFE9E1C0000 10.0.19041.2075 dcomp.dll \n0x00007FFEA0340000 10.0.19041.2075 dxgi.dll \n0x00007FFE94780000 10.0.19041.1865 twinapi.appcore.dll \n0x00007FFE93EB0000 10.0.19041.2075 textinputframework.dll \n0x00007FFE9EF10000 10.0.19041.546 CoreUIComponents.dll \n0x00007FFE9ED10000 10.0.19041.746 CoreMessaging.dll \n0x00007FFE9E060000 10.0.19041.2130 wintypes.dll \n0x00007FFE7E100000 10.0.19041.1949 explorerframe.dll \n0x00007FFE8DD60000 10.0.19041.1566 directmanipulation.dll \n0x00007FFEA1230000 10.0.19041.546 CRYPTSP.dll \n0x00007FFEA0960000 10.0.19041.1052 rsaenh.dll \n0x00007FFE66EB0000 30.0.14.9649 nvcuda.dll \n0x00007FFE4D460000 30.0.14.9649 nvcuda64.dll \n0x00007FFE788A0000 30.0.14.9649 nvapi64.dll \n\n# Python backtrace\n\n```\n\nBlenders: 3.4, 3.2, 3.0, 2.9, 2.83\n```lines=10\nC:\\Users\\rfnei>\"F:\\Диск I\\programm\\blenders\\свежак 24-14-8-11\\blender.exe\"\nRead prefs: C:\\Users\\rfnei\\AppData\\Roaming\\Blender Foundation\\Blender\\3.4\\config\\userpref.blend\nWarning: File written by newer Blender binary (304.3), expect loss of data!\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FFE8C723020\nModule : MSVCP140.dll\nThread : 0000207c\nWriting: C:\\Users\\rfnei\\AppData\\Local\\Temp\\blender.crash.txt\n\nC:\\Users\\rfnei>\"F:\\Диск I\\programm\\blenders\\свежак 24-12-1\\blender.exe\"\nRead prefs: C:\\Users\\rfnei\\AppData\\Roaming\\Blender Foundation\\Blender\\3.2\\config\\userpref.blend\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF73481F663\nModule : blender.exe\nThread : 000029c0\nWriting: C:\\Users\\rfnei\\AppData\\Local\\Temp\\blender.crash.txt\n\nC:\\Users\\rfnei>\"F:\\Диск I\\programm\\blenders\\свежак 24-9-10\\blender.exe\"\nRead prefs: C:\\Users\\rfnei\\AppData\\Roaming\\Blender Foundation\\Blender\\3.1\\config\\userpref.blend\nERROR (bke.node): C:\\Users\\blender\\git\\blender-vdev\\blender.git\\source\\blender\\blenkernel\\intern\\node.cc:2222 nodeAddStaticNode: static node type 200 undefined\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF7A47ABC94\nModule : blender.exe\nThread : 00000674\nWriting: C:\\Users\\rfnei\\AppData\\Local\\Temp\\blender.crash.txt\n\nC:\\Users\\rfnei>\"F:\\Диск I\\programm\\blenders\\свежак 22-14\\blender.exe\"\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF776C49221\nModule : blender.exe\nThread : 00000cc0\nWriting: C:\\Users\\rfnei\\AppData\\Local\\Temp\\blender.crash.txt\n\nC:\\Users\\rfnei>\"F:\\Диск I\\programm\\blenders\\свежак 20-6\\blender.exe\"\nfound bundled python: F:\\╨Ф╨╕╤Б╨║ I\\programm\\blenders\\╤Б╨▓╨╡╨╢╨░╨║ 20-6\\2.83\\python\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF6508070ED\nModule : F:\\─шёъ I\\programm\\blenders\\ётхцръ 20-6\\blender.exe\n```\n\n1: Open blender to the default startup file.\n2: Go to the materials tab.\n3: Click on the button next to \"Surface\" labeled \"Principled BSDF\" and select a different node to switch it out.\n4: Press Ctrl + Z on the keyboard to undo the previous action.\n5: Repeat steps 3 and 4 with various nodes until it crashes.\n(There used to be a more consistent way of replicating this, making a mix shader, putting a glossy bsdf node in the top slot, then pressing undo and selecting an emission node instead, but it stopped crashing with that just before I sent this.\n. . . And it just started crashing with that again. I'm sorry I can't give you something more consistent.)\n\nBased on the default startup file.\n", "Undo in Armature EditMode ignores changes to other IDs\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 2.92.0 Alpha\n\nWhen you rename bones of armatures with some meshes by python scripts and then do Undo (Ctrl +z), then only bone names are reverted and the mesh vertex groups are never reverted.\nIt seems to happen immediately after from Object mode to Edit mode for armatures.\n\n* Open \"bpy_rename_bone_and_undo_bug_report.blend\".\n* Go to Armature Edit mode.\n* Run script \"rename.py\". It will rename selected bones and the mesh vertex groups.\n* Do undo (Ctrl +z)\n* Then you will see only bone names are reverted and the mesh vertex groups aren't reverted.\n\n[bpy_rename_bone_and_undo_bug_report.blend](bpy_rename_bone_and_undo_bug_report.blend)\n\nIt will lost bone deformations.\nI thinks it will cause some human errors.\n\nThanks!\n", "MacOS crash when opening a second rendered 3dview window --MacOS 13.0.1--\nOperating system: macOS-13.0.1-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5700 XT OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.9.48\n\nBroken: version: 3.5.0 Alpha\n\n\nWhen in rendered 3dview and open a second window also in rendered 3d view, blender hangs for 20 sec. and then MacOS becomes unresponsive and finally crashes.\nNo way to 'force quit' or any other trick to stop blender. or the MacOS crash.\nThis happened now 5 times in a row, always when opening a second new window also in rendered 3dview.\n\nOpen blender 3.4 /3.5 in MacOS 13.01 & switch to rendered 3dview. Then after a minute open another rendered 3dview window.\n![System.jpg](System.jpg)\n", "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", "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", "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", "Usability issues with old group operators\nBroken: 2.79, 2.8x\n\n\nWhen using linked objects, all the Group commands [Remove From Group / Remove From All Groups / Add Selected To Active Group / Remove Selected From Active Group] except [Create New Group (Ctrl G)], do nothing\n\n\nIn my particular usage, I link a scene from one file into my main scene, afterwards I create a [New scene with Link Objects] from the Linked scene. \n\n [GroupsFail.blend](GroupsFail.blend)\n [GroupsFail-MainScene.blend](GroupsFail-MainScene.blend)\n\nI can Create Groups by selected objects, and I can remove the group from the object in the Object Properties tab but the only way to remove multiple groups is through python script or deleting the group itself.\n\nSince this report is used to more generally handle issues with the old group operators and other reports have already been merged here, will also list these:\n- Ctrl G is placing new collections inside \"Orphan Data\"", "LineArt; Crahes when I reopen a file\nAn old HP laptop with\nOperating system: Linux Ubuntu 18.04.5 LTS\nGraphics card: Mesa DRI Intel(R) HD Graphics 5500 (BDW GT2)\n\nBroken: Blender 2.93.0 Alpha, 3ea1779365b5, master, 2021-03-23 18:34\n\n\nI added two GP LineArt on the scene and it worked and then I saved the scene, with new grease pencil modifiers activated, but when I try to reopen in Blender the same scene crashes every times and I'm not able to see anythings after waiting the processing until crashes without any report. the file is attached.\n\n[yach.tar.xz](yach.tar.xz)", "Blender crashes instantly when trying to render with Cycles (HIP)\nOperating system: Windows 11\nGraphics card: AMD RX 6600 / Adrenalin 23.9.1\n\nBroken: Blender 3.4.x / 3.5.X / 3.6.2 / 4.0 Alpha\nWorked: 3.3.X\n\nBlender instantly crashes when trying to render with Cycles using HIP. Apparently only happens with files that have high number of polygons. New Project with cube doesn't crash. Using CPU doesn't crash.\nAlso, System preferences shows that I have 2 GPU units, but I have only one. It disables both when trying to disable a single one (idk if this is normal)\n\n", "Setting playback to anything but \"Play Every Frame\" breaks rigid body simulations\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.68\n\nBroken: Current main.\nWorked: Never.\n\nWhen making a rigid body simulation, setting the playback mode to anything except \"Play Every Frame\" causes the simulation to break. This is because it doesn't correctly process the skipped frames.\n\n1. Make any physics simulation, for example two objects colliding\n2. Clear the rigid body cache if one exists\n3. Set the playback to anything except for \"Play Every Frame\"\n4. Observe the simulation breaks\n\n", "Blender crash when selecting and moving vertex using API\nOperating system: Linux Mint 20 Ulyana\nGraphics card: NVIDIA GeForce RTX 2060 Super\n\nBroken: 2.91.2, 5be9ef417703, master, 2021-01-19\n\n\nBlender crashes when opening a new instance pasting the below script in a new document in the \"Scripting\" editor and clicking play:\n\n```\n\nimport bpy\n\ncontext = bpy.context\n\n# Assume default cube exists and select it\nobj = bpy.data.objects[\"Cube\"]\nobj.select_set(state=True)\ncontext.view_layer.objects.active = obj\n\n# Select a vertex and move it\nobj = bpy.context.active_object\nobj.data.vertices[0].select = True\nbpy.ops.object.mode_set(mode = 'EDIT')\nbpy.ops.transform.translate('INVOKE_DEFAULT',\n constraint_axis=(True, True, False),\n orient_type='GLOBAL',\n release_confirm=True)\nbpy.ops.object.mode_set(mode='OBJECT')\n```\n", "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", "Cloth+RigidBody limitation\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 2.90.1\n\nHi,\nI wonder that to make interactive a rigid body and a cloth (so that cloth can be deformed by the rigid body after collision), I had to create a phantom-collider parented with the rigid body to whom I applied a Collision. This is the only method to have interactivity between the 2 object.\nI noticed that making the same execise in Blender 2.79, the rigid body naturally defermed the cloth, without the phantom-collider parented.\nWhy?\n\n[#82817.blend](T82817.blend)\n\n- Open file\n- Play animation\nCloth should collide with Sphere, but it doesn't" ]
[ "undo causes crash after enabling a new rigid body when scene uses a referenced rigid body world\nwindows 7 professional 64-bit\nNVIDIA GeForce GT 650M\n\nBroken: \n 2.78 4bb1e22\n 2.79 RC2 7b397cd\n 2.79 58d92ce\n\nAfter linking a rigid body world from a different blender file, and setting it as the rigid body world for the current blender file.\nSetting a new object as a rigid body, then performing an undo, causes blender to crash.\n\nSome observations:\n(Even when more actions are performed after enabling the rigid body physics, undo still crashes blender)\n(enabling the rigid body physics, then saving the file and reopening it, results in the object not taking part in the simulation after the file is reopened, and\nperforming undo is no longer a problem. Unless of course you disable and re-enable the rigid body physics of the object again.)\n\nhave main.blend and rigid system.blend in the same folder for the referencing to work\nopen main.blend\nenable rigid body physics for bottom cube\nundo\n\n\n[rigid system.blend](rigid_system.blend)\n\n[main.blend](main.blend)" ]
Unable to execute Toggle Edit Mode - error changing modes Duplicate of T94458 Submit here, because can not submit file when comment Operating system: Linux-5.15.0-37-generic-x86_64-with-glibc2.35 64 Bits Graphics card: AMD KABINI (LLVM 13.0.1, DRM 2.50, 5.15.0-37-generic) AMD 4.5 (Core Profile) Mesa 22.0.1 Broken: version: 3.2.0 Unable to execute Toggle Edit Mode - error changing modes Unable to execute Toggle Edit Mode - error changing modes when try to edit the skin object tposefemme-base.002{[F13142878](bugSubmitLbl05484.blend)}
[ "Impossible to copy/paste data between different Blender instances that are using different temp directories\n|Operating system:|Linux-5.8.16-2-MANJARO-x86_64-with-glibc2.2.5 64 Bits\n| -- | -- |\n||Windows 10\nGraphics card: AMD VERDE (DRM 2.50.0, 5.8.16-2-MANJARO, LLVM 10.0.1) X.Org 4.5 (Core Profile) Mesa 20.1.8\n\nBroken: version: 2.92.0 Alpha\nWorked: Never\n\nIt is not possible to copy/paste data between two Blender instances that use a different `Temporary Files` path.\n\n- Open two instances of Blender (regardless of whether they are the same version or different versions)\n- In the destination instance, delete all objects and set a custom path for Temporary Files (in Blender Preferences - File Paths)\n- In the other instance, Ctrl-C to copy default cube, \n- In the destination instance, Ctrl-V to paste,\nIt is not pasted, message \"no objects to paste\"\n\n", "Applying Skin Modifier to square loop object and in edit mode braking the loop makes prob\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: AMD Radeon HD 8400 / R3 Series ATI Technologies Inc. 4.5.13399 Core Profile Context 15.200.1065.0\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\n\nSkin modifier disturbs the geometry form one corner on braking the loop form one corner of closed loop (of square shape). Although in this case the angles are 90% but it's will make prob...\n\n\n![Skin Modifier Prob.gif](Skin_Modifier_Prob.gif)\n\n", "Can't edit new driver on an overriden property on a linked object with no animation data\n## Simplified Report\n\n- The following file contains an object with no animation data.\n- Link the object to a new file and make a library override from it.\n- Add a new driver on one of its location channels.\n- Notice that driver options are grayed out and can't be edited.\n- One expects to be able to edit the driver since the object has no animation data. \n\n[libraryFileWithNoAnimationData.blend](libraryFileWithNoAnimationData.blend)\n\n## Original Report\n\n\nOperating system: Linux-5.15.60-1-MANJARO-x86_64-with-glibc2.36 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.65.01\n\nBroken: version: 3.3.0\nWorked: ??? I could have sworn this worked in 3.2 but it seems to have the same behavior. Same in 2.93.\n\nUsing drivers with overridden properties is not really usable. I can add a driver, but then I cannot edit it.\n\nLink a collection into a file and make a library override. Right-click on a property and choose \"Add Driver\".\nRight click on the property (which should turn purple) and then choose \"Edit Driver\" Notice that the\ndriver's controls are all blurred out! You can't edit them in the UI.\nIt gets worse!\nOpen a driver-editor window so you can watch what happens in the next step, and select the driver you\njust created- open the \"Drivers\" tab in the window. Look at the expression.\nIn the main window (not the driver window), click on the driven property and type ~~\"#1\" - when you\nprepend a hash symbol, that tells Blender to edit the expression of a driver (it's a handy way to make\nnew drivers with simple expressions. Try it at home!)~~ **edit: it looks like you don't need the hash when it is already driven.**\nNow, notice the expression change in the driver window that you aren't normally able to edit!\nI have also confirmed that you can edit some properties with the Python API that you cannot edit in\nthe user interface.\n\n**My Thoughts** (If you're interested)\nI do not know if the design for overrides is intended to support using drivers like this. It feels a little squishy\nbecause I don't know if Blender will keep the driver around when I resync the override. On the other hand, it's\nreally handy when doing animation that is easier to do programmatically, such as causing a bone to oscillate\nwith sine-waves (e.g. a plant waving with the wind). Sometimes I use a driver to bake keyframes - so I set up the\ndriver and then bake its motion to an action, and get rid of the driver. It is my opinion that driver support is\nnecessary for overrides, because it's something I expect to be able to use, as an animator. I don't know if the\nold Proxy system supported drivers, though.\nAt any rate, if it is blocked from editing in one place, it should be blocked from editing through the API, too.\n\nI apologize if this is a known issue. I don't see any similar bug reports but it appears things have been like this\nfor a while.", "\"Repeat History\" unavailable after \"Undo\"\nCurrently undo clears the operator history,\nideally this should instead keep these actions in sync with the undo history.\n", "Wrong editor type saved in workspace\nOperating system: Win11\nGraphics card: AMD Radeon (TM) Graphics (Included Graphics)\n\nBroken: 3.5.1\nWorked: N/A.\n\nMy properties editor is glitched and keeps resetting to nonlinear animation editor.\n(When saving file and reopening)\n\nIdk how to repreduce it, but here are steps for my blender file:\n1. Switch editor type to properties editor.\n2. Save file.\n3. Close blender .\n4. Open the saved file.\n5. Properties editor switched to nonlinear animation editor.\n6. (When repeating 1-4 with all objects deleted, then its working normally without the switch at restart).\n7. Viedeo: EDgFd6MIzjM.\n\n", "Impossible to run Modal operator with simultaneously open props dialog (Blender crashes)\nOperating system: Linux-5.15.4-x86_64-AMD_Ryzen_3_PRO_4350G_with_Radeon_Graphics-with-glibc2.33 64 Bits\nGraphics card: AMD RENOIR (DRM 3.42.0, 5.15.4, LLVM 13.0.0) AMD 4.6 (Core Profile) Mesa 21.2.6\n\nBroken: version: 2.93.0\n2.93.6, 2.93.7, 3.0.0 and 3.1.0 all are broken.\nWorked: (don't know)\n\nBlender crashes while trying to display operator properties dialog (invoke_props_dialog) and add\nthe same operator as the modal handler (modal_handler_add(self))\nI think it's the same problem as in the (closed) task blender/blender-addons#48196\n\nTry to invoke corresponding operator and then to return {'FINISHED'} or {'CANCELLED'} from the modal() handler.\nThen blender crashes after pressing ESC or closing dialog.\n\nSample code:\n\n```\nimport bpy\n\nclass TEST(bpy.types.Operator):\n bl_idname = \"test.modal\"\n bl_label = \"test invoke props + modal\"\n\n test: bpy.props.StringProperty(\n name=\"test\",\n description=\"test\",\n default=''\n )\n \n def draw(self, context):\n col = self.layout.column(align=True)\n col.prop(self, \"test\")\n\n def invoke(self, context, event):\n context.window_manager.invoke_props_dialog(self)\n context.window_manager.modal_handler_add(self)\n return {'RUNNING_MODAL'}\n \n def execute(self, context):\n return {'FINISHED'}\n\n def modal(self, context, event):\n if event.type in {'ESC'}:\n return {'CANCELLED'}\n return {'PASS_THROUGH'}\n\ndef register():\n bpy.utils.register_class(TEST)\n\n\ndef unregister():\n bpy.utils.unregister_class(TEST)\n\nif __name__ == \"__main__\":\n register()\n```\n\nI think that impossibility of creating modal operators which can simultaneously have open properties\ndialog for on-the-fly corrections lead to endless tries to create custom bgl-rendered UIs which is just\nan unneeded overhead.\n\nPlease, review the mentioned bug, AFAIK it was already fixed but somehow reappeared upstream...\n", "Keymap system refactor\nListing issues with the current key-map system.\n\nKey-Map System\n--------------\n\n\n- Timers should be removed from the key-map, since they are for internal operations.\n- Action-zones should be removed from key-maps.\n\n\n\nUser Interface\n--------------\n\n- The ability to re-order key-map items.\n\n```\nThis is important as key-map items are handled in the order listed, with some items passing on to key-map items defined afterwards. \n```\n\n- Ability to select from existing operators list instead of typing in a string (similar to selecting ID's bones... etc).\n\n- Other features:\n\n - Remove duplicate key-map items.\n - Show invalid key-map items (missing operators, reference to invalid menu items... etc).\n - Disallow assigning invalid/duplicate key-map items when using \"Assign Shortcut\".\n\n\nOpen Topics\n-----------\n\nThese are larger issues which need design work, which this proposal doesn't (yet) handle, and it's not clear exactly how these would be handled.\n\n- Exporting key-maps looses the ability to access key-map preferences.\n- Mapping keys from keyboards which have keys not found on a US/English keyboard.\n- Workflow for editing and maintaining custom key-maps could be looked into & improved.", "Sculpt mode: hide masked do not work when modifier enabled, but hidden part works with modifier.\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.41\n\nBroken: version: 3.0.0 Alpha\n\n\nAs title said. Hiding works with modifier but not work simultaneously as «hide masked»\nFor example, edit mode work well with mirror and hiding, hiding by faceset works well too...\n\n**Steps to Reproduce**\n- Open .blend file\n- Paint with mask brush\n- {nav Sculpt > Hide Masked} \n\nTest File:\n[#92372.blend](T92372.blend)\n[2021-10-20_18-49-00.mp4](2021-10-20_18-49-00.mp4)\n", "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", "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", "Curves edit mode radius editing\nThis consists of two features, a connection to the \"Shrink-Fatten\" transform mode and a corresponding active tool in the sidebar. \n\n![image](attachment)\n\n", "Pinning Bones/Constraint Tabs in Properties Editor doesn't work\nBroken: 2.76 - master (1283c66)\nWorked: Unknown\n\nThe context pinning functionality in the Properties Editor doesn't work for Bones and Constraints. There may be a few others too that I haven't noticed yet, but these are the biggest ones.\n", "Assigning shortcuts: Lots of keyboard keys unknown to Blender (international keyboard layout)\nOperating system: Ubuntu 18.04\nGraphics card: GeForce GTX 1060\n\nBroken: 2.81a, 2.79, 2.81\nWorked: (optional)\n\n\nI want to use '<' key (grless in windows) as shortcut, like I have in Windows but it doesn't work with \"unsupported key: unknown\" message. The same behavior append with '^', '$', ':', '!' keys (maybe some more, didn't test) . All these keys work in all other apps.\nI have a french azerty keyboard and tried multiple keyboard configurations without success.\n\nInstall Ubuntu 18.04, install Blender 2.81a, plug a french azerty keyboard, try to change a shortcut with the mentioned keys.\n\nAdding some more info, the keys works in Blender console and text editor, it's only the shortcut assignation that doesn't work.\n\n\nI'm open to make some more testing if needed.", "Error de progama\nno me aparece el modo vèrtice\n\n", "Segfault when encountering exception with props dialog open.\nOperating system: Linux\nGraphics card: Intel\n\n\nBroken: 2.92, 2.93.0\n\n\nWhen an `Exception` is raised in the `.invoke()` method of an operator while a props dialog is open, Blender does a segfault:\n\n`Unhandled exception thrown: read access violation. op->type was nullptr.`\n```\n>\tblender.exe!ui_layout_operator_properties_only_booleans(const bContext * C, wmWindowManager * wm, wmOperator * op, int layout_flags) Line 2517\tC\n\n \tblender.exe!uiTemplateOperatorPropertyButs(const bContext * C, uiLayout * layout, wmOperator * op, eButLabelAlign label_align, short flag) Line 2560\tC\n \tblender.exe!wm_block_dialog_create(bContext * C, ARegion * region, void * userData) Line 1391\tC\n \tblender.exe!ui_popup_block_refresh(bContext * C, uiPopupBlockHandle * handle, ARegion * butregion, uiBut * but) Line 586\tC\n \tblender.exe!ui_block_region_refresh(const bContext * C, ARegion * region) Line 399\tC\n \tblender.exe!wm_draw_window_offscreen(bContext * C, wmWindow * win, bool stereo) Line 754\tC\n \tblender.exe!wm_draw_window(bContext * C, wmWindow * win) Line 867\tC\n \tblender.exe!wm_draw_update(bContext * C) Line 1066\tC\n \tblender.exe!WM_main(bContext * C) Line 654\tC\n \tblender.exe!main(int argc, const unsigned char * * UNUSED_argv_c) Line 523\tC\n```\n\n\n[#88929.blend](T88929.blend)\n\n- Open file\n- Run script" ]
[ "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" ]
VSE Preview tool shelf - adding shortcuts adds them in the Window category Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.09 Broken: version: 3.1.0 Alpha When you assign a shortcut to the new tools in the VSE in the Preview window, then they get added in the global Window category. And causes overriding issues then. - Open Blender - Switch to Video Editing - Assign a shortcut to one of the tools in the tool shelf of the Preview window - In the preferences have a look in which category these hotkeys lands. ![vsetoolshotkeys.jpg](vsetoolshotkeys.jpg)
[ "Change autokey preferences \"Only insert needed\" to \"Only insert keyframes on properties that have changed.\"\nOperating system: macOS-11.5.2-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 560X OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.6.20\n\nBroken: version: 3.0.0 Alpha\n\nThe auto key preference descriptions can be confusing. Without an understanding of what \"Needed\" means, it's unclear what this preference does. We can be more descriptive and make it clear to users that this option will only insert keyframes on properties that have changed.\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", "Sequencer: Can't toggle Channels sidebar when VSE view type is \"Sequencer & Preview\"\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: AMD Radeon (TM) R9 380 Series ATI Technologies Inc. 4.5.13596 Core Profile Context 20.10.35.02 27.20.1034.6\n\nversion: 3.2.0\n\nAll in the title.\n\n1) Be in Video Sequencer editor\n2) Switch view type to Sequencer & Preview\n3) Try to toggle Channels sidebar : either with the little arrow (that doesn't show up), or by going to View > Channels (it doesn't toggle the sidebar, its checkbox doesn't get checked)\n\n", "\"Open Custom Preview Scene\" operator for asset previews\n(Better name ideas welcome.)\n\n**Motivation**\nWhile generally quite useful, the automatic preview isn't always working too well. That's why there is the option to load a custom preview image from a file. But that tends to be cumbersome too: You typically have to open a new Blender file, import the asset, set up the scene (camera, lighting, render settings, etc), render, save the render result to disk and back in the original file, load the rendered image into the asset preview.\n\n**Idea**\nIt would be nice to have a button, say *Open Custom Preview Scene* that opens a new Blender instance with a scene set up for object preview rendering (e.g. the preview.blend, or a specific collection from it). After saving and closing it the original Blender instance could render the preview using it.\nThis is similar to the *Edit Asset* button Sybren implemented recently, which also opens a new Blender instance and reloads the asset library after closing it.\n\n**Possible Issues**\n\nYou may want to set up different scenes for different assets, but you don't want the scene to get lost every time you close the instance. So maybe the .blend(s) with the edited preview setup should be stored somehow (they are small).\nWe could store it in `/tmp/` by default and let users choose a different location in {nav Preferences > File Paths}. For each custom preview scene we store a .blend with a name like `[source_file_name]__[object_name].blend`. \nIf the file or object name changes now, that mapping will be broken. But there could be ways to restore that (in worst case, manually updating the preview file name).\n\n\nNote that I think this should be done in a script, possibly even in an add-on.\n\nPlus, I'd suggest showing a warning when you save something in the temp directory, indicating that the data might get lost.", "Add asset catalog selector to asset-view template (i.e. pose selector in the side-bar)\nThere is currently no way to filter assets by catalogs in the asset-view template: \n![image.png](image.png) Note how animators rely on naming still to organize poses (in practice they typically mount different asset libraries).\nThe idea is to do this with a search menu that exposes the asset catalog paths similar to the attribute search:\n\n{[F13331187](image.png), size=full}\n\n{[F13331123](image.png), size=full}", "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", "Make the “redo” panel also appear in the tool settings tab\nWe should make the 'redo' panel also appear in the Tool Settings tab in Properties:\n\n![image.png](image.png)", "\"Make Default\" option not registering file explorer Thumbnails on Microsoft Store Blender\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 517.63\n\nBroken: version: 3.5.1\n\nWhen installing Blender 3.5 from the official Microsoft Store, attempting to \"Make Default\" installation to get Thumbnails to show on file explorer does not work, even after restarting the OS and refreshing file explorer.\n\n\n1. Download Blender 3.5 from the Microsoft Store\n2. Load Blender > Settings > System > \"Make Default\"\n3. Open any .blend with a camera and save it\n3. Open Windows File Explorer > go to the .blend path > Right Click > View > Large Icons\nOR press Ctrl + Shift + 1\n4. Click F5 to Refresh directory view\n\n", "Click Inserting Keyframes in the Graph Editor should obey Automatic Time Snapping\nCurrently in the Graph Editor, ctrl-right click allows the animator to insert a new keyframe into an f-curve. The new keyframe is inserted directly under the mouse pointer.\n\nThe problem is that the inserted keyframe is almost certainly on a non-integer frame:\n\n - breaks workflow - animators are usually not trying to animate subframes (until they are), and results in a need to clean up each frame after ctrl clicking: first ctrl click, then snap to nearest frame immediately after\n - or confuses new users who might not understand why keyframing very close to the recently inserted keyframe results in discontinuity or jumps since the 'replace' part of add and replace doesn't work when the keyframe is not exactly the same.\n\nSince the Graph Editor already has a setting for auto snapping in the header, it makes sense that ctrl right click inserting should just use the current setting (which defaults to nearest frame and eliminates the previous problems in the default setting), however new issues arise:\n\n**No Auto Snap**\nNo change from current behavior, nothing to be done.\n\n**Nearest Frame**\nThe default and most often used setting. Here we should create the new inserted keyframe to the frame nearest to the mouse. This can result in one of the following situations:\n\n\n - **best case:**animator clicks close to the snapped frame - the created keyframe is only slightly off from where the mouse was, which is ideal (fig 1), and would almost always be the case when zoomed out far enough.(fig 1)\n - **middle case:** animator clicks far from an snapped frame (perhaps we're zoomed in or are using a snap option with bigger distances, e.g. nearest marker) - the keyframe jumps a lot. (fig 2)\n # **worst case:** animator clicks far from the snapped frame which is *outside the view* - the keyframe now gets created so far away that the animator doesn't see it (no visual indication) which feels like a bug. (fig 3)\n![ctrlclick.png](ctrlclick.png)\n\n**Frame Step**\nDoesn't map to inserting keyframes at all! perhaps we should just adopt / fall back to the same behavior as Nearest Frame\n\n**Second Step**\nDoesn't map to inserting keyframes at all! perhaps we should just adopt / fall back to the same behavior as Nearest Second\n\n**Nearest Second**\nThis maps well, however, since seconds are further apart than frames, it's more likely we'd run into the undesirable cases in Nearest Frame. We could also consider falling back to Nearest Frame as well, depending on the zoom level.\n\n**Nearest Marker**\nThis could work the same, but it feels weird/ likely to result in undesirable cases. We could fall back to nearest frame or nearest second, and have a sperate command for 'insert keyframe at marker'\n\n**Solving the problems for middle and worst case snapping**\n\nWe have some options:\n\n - Highlight keyframe location before clicking: While holding control, but before right clicking, highlight the nearest snap-target, and use an indicator to the left or right of the view if the keyframe is out of view (like a gradient or a glow). **problem** could result in annoying noise when the user presses control for other reasons, e.g. to select keyframes to the right or left (control left click)\n - Animated highlight after clicking: an attention grabbing glow that animates on and fades off after clicking, on the frame where the new keyframe is added, tells the user \"this is what you added\" after the fact. we can also borrow the idea of the glow to the left or right of the graph editor when the new keyframe is off screen.\n\n**Solving the problems for snapping settings that may not make sense for click insert keyframe**\n\n\n - Using 'fall backs' as suggest above\n - Having a different setting just for ctrl click (potentially a user preference)\n\n\nThe above is intended as a problem statement and start of discussion, not a final design. Once we decide on UX design, we could generate mockups for how it should look (UI)\n\n\n\n\n\n\n\n\n\n", "Sequencer: preview TODO's\nThis tasks is to track TODO's for the sequencer preview which can now select sequencer strips directly.\n\n\n**Unimplemented Operators**\n\n**Display Settings**\n\n- - [x] Option to toggle gizmos (matching the 3D view). ebe216f532\n- - [ ] Option to display Origins & Origins (all).\n\n**View**\n\n- - [ ] Frame Selected\n\n**Animation**\n\n- - [ ] Keyframe menu (location, rotation.. etc).\n\n**Selection**\n\n- - [x] All/None/Invert f0d20198b2\n- - [ ] Hide/Reveal\n\n- - [ ] Lasso Select *(low priority)*\n- - [ ] Circle Select *(low priority)*\n- - [ ] Menu picking (match 3D view Alt-Select). *(low priority)*\n\n**Transform**\n\n- - [ ] Snap Menu *(low priority)*\n- - [ ] Transform Origin *(low priority)*\n\n**Other**\n\n- - [x] Delete f0d20198b2\n- - [ ] Copy/Paste\n\n----\n\n**Gizmos**\n\n- - [ ] Crop gizmo. *(low priority)*\n\n-----\n\n\n**Bugs/Limitations**\n\n- Non 1:1 aspect currently don't work properly (when the render output aspect is not `1:1`).\n", "Regression: Texture slots thumbnails in Texture painting mode are missing\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 3.3.0 Alpha\nCaused by 8b7cd1ed2a\n\nTexture slots thumbnails in Texture painting mode are missing\n\nIn Texture Paint mode, create texture, begin to paint, save texture and blender file. In the active tools panel>Texture Slots, the texture appears as a generic icon and its name, in 2.90 there was a thumbnail of the created texture instead of a generic icon.\n\n\nimages for reference:\n![Bug.jpg](Bug.jpg)\n\n", "VSE: Retime tool not available in \"Sequencer & Preview\" mode\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 4.0.0 Alpha\n\nWhile the Blade tool is available in both the \"Sequencer\" and \"Sequencer & Preview\" modes, the Retime tool is only available in the \"Sequencer\" mode. I'm not sure this inconsistency is intentional.\n\n(Apart from this, most of the tools in the \"Preview\" mode are also not available in \"Sequencer & Preview\", but I'm guessing that's intentional to avoid confusion - after all, users might expect the transformation tools to also work on strips in the timeline, not just on items in the preview. Is that correct?)", "assigning shortcut key to wireframe overlay toggle not working\nOperating system: Linux-5.16.5-1-MANJARO-x86_64-with-glibc2.33 64 Bits\nGraphics card: NVIDIA GeForce GTX 960/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.47.03\n\nBroken: version: 3.2.0 Alpha\n\nassigning any shortcut key to wireframe overlay toggle not working. but if i hold the short cut it turns on and off rapdly.\n\nright click on the wireframe toggle in the overlays menu and assign a shortcut.\npress that shortcut key the wireframe overlay will not be enabled. \nif you keep holding the shortcut key it will turn on and off rapidly \n![Screenshot_2022-02-14_01-06-45.png](Screenshot_2022-02-14_01-06-45.png)", "VSE unkeyed transforms in preview persist in cache\nOperating system: Linux-5.13.0-0.rc6.45.fc35.x86_64-x86_64-with-glibc2.34.9000 64 Bits\nGraphics card: NVIDIA GeForce GTX 970M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 495.44\n\nBroken: version: 3.3.0 Alpha\nWorked: never\n\nVSE unkeyed transforms in preview persist in cache.\nIf transforms occur on a property that has an fcurve already (but no keyframe is actually created on that frame), this transform will remain in the cache for that frame.\nThis does not get invalidated on timeline scrubbing / frame change.\n\n(this report was split from #98015 (VSE strip transforms do not animate correctly and persist after clearing the animation) since multiple issues came up in that report)\n\n[VSE_keyframing.blend](VSE_keyframing.blend)\n\n- open .blend\n- create a keyframes for rotation on frame 1\n- go to frame 10\n- rotate in the `Preview` again and confirm the rotation (but dont create a keyframe)\n- scrub the timeline\n- since this change on frame 10 was not keyed, it should vanish, but it doesnt, it remains in the cache\n- note: when the strip in the `Sequencer` view gets moved, the issue goes away (assume the whole cache gets invalidated then)\n\n\n", "--addons does not enable the relative addon checkbox\nWindows 7\n\nBroken: 2.79\n\nBy using [--addons ](https:*docs.blender.org/manual/en/dev/advanced/command_line/arguments.html)*add-on*, the checkbox in the UI of*Blender User Preferences*\"Add-ons\" page is not enabled for*add-on//.\n\n - type `.\\blender.exe --addons mocap`\n - open *User Preferences*\n - click *Animation* under *Categories*\n - search for *Animation: Motion Capture Tools*\n - verify the checkbox is not enabled for this addon" ]
[ "VSE Preview - assigngin hotkeys to the toolshelf tools adds them to the Window category\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.09\n\nBroken: version: 3.0.0 Alpha\n\nI want to map the G R S keys in the VSE preview to the tool shelf tools. But the hotkeys doesn't arrive in the VSE . But gets added globally, in the Window section of the keymap manager. This conflicts with the key mapping in other editors then.\n\n\n- Switch to VSE. \n- Assign a hotkey to the move, rotate and scale tools in the tool shelf\n- Watch the keymap manager where these hotkeys gets added\n\n![vsetoolshelfkeys.jpg](vsetoolshelfkeys.jpg)\n" ]
Smooth vertex color does not work Operating system: Windows 10 Blender 3.0.0 Beta ``` build date: 2021-11-08 build time: 00:49:09 build commit date: 2021-11-07 build commit time: 23:44 build hash: 56ee96349dce build platform: Windows ``` Applying vertex color smoothing does not work in Vertex Paint mode. [WnXXAdIoVh.mp4](WnXXAdIoVh.mp4) Load the attached scene Select the sphere Change to Vertex Paint mode Paint->Smooth Vertex color [vcol_09112021_1133_33.blend](vcol_09112021_1133_33.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)", "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:", "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)", "Wireframe opacity slider does not work.\nOperating system: Windows 10\nGraphics card: gtx1060\n\nBroken: 3.1\nWorked: \n\nWireframe opacity slider does not work if smooth wires is turned off.\n\nopen preferences>viewport\ndisable smooth wire overlay\nsave preference\nset viewport to wireframe shading\nin the overlay panel in viewport drag the wireframe opacity slider, the wire color will fade to black, the opacity won't change.", "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.", "GP transparent layer doesn't blend with background object \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\nI have a foreground grease pencil object, and a background grease pencil object (yellow blob).\nThe foreground object contains a layer set to 0 opacity.\nWhere this layer overlaps the background object in the viewport, the background object is invisible.\nExpected behaviour: the visibility of the background grease pencil object isn't affected by transparent layers in a foreground object.\n\n![100percent.png](100percent.png)\n![0percent.png](0percent.png)\n\n\n[#89286.blend](T89286.blend)\n\nForeground object \"makes hole\" in background, doesn't blend. Rotate viewport camera, suddenly it blends correctly.\nWhen foreground location is set to 0,0,0 it blends correctly too.", "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", "Cycles vertex baking seams\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: GeForce GTX 560 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.35\n\nBroken: version: 3.1.0\n\nThere are seams between the vertices when I try to bake lighting into vertex colors using Cycles, even when the vertices are merged.\n![image.png](image.png)\nHere's my .blend file:\n[baking test.blend](baking_test.blend)", "Tangent node used as a vector on Texture Nodes yields nothing through a Bump Node\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 680/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.0.0 Alpha\n\nIf you plug a tangent node into any procedural noise texture as the vector, it will work, however once you plug the result into a vector bump node it will draw as an empty bump map. \n\n1. In the shading workspace, grab a noise texture\n2. Grab the tangent node and plug it into the noise textures vector input. Any tangent mode will do fine (x,y,z)\n3. Grab a vector bump node and plug the noise texture into height. \n4. View the resulting bump, nothing will be yielded (however if plugged into the normal input it will)\n[Example.blend](Example.blend)\n", " Annotations are blended incorrectly (looks like added?) on viewport backgrounds in viewport renders\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 SUPER\n\nBroken: version: 3.0.0\n\nBlender renders colorful annotations as white while using the viewport render function, when the viewport background is set to be completely white.\n\n- Draw an annotation (e.g. blue)\n- Set the viewport background (via Viewport Shading) to \"Viewport\" and set it to be red (could be world as well if you like).\n- 3D Viewport > View > Viewport Render Image.\n- notice the blue annotation being added to red background (resulting in pink)\n- if you do this with a white background, you will think the annotations are gone (all strokes add to white... giving.... white :)\n\n[#93748.blend](T93748.blend)\n![image.png](image.png)\n\n", " Greasepencil Hue/Saturation modifier\nOperating system:windows 10\nGraphics card:GTX 1060\n\nBroken:2.93beta\n\nHue/Saturation modifier can not take effect on fill-gradient", "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)", "Color Picker in texture mode sampling incorrect values (sample merged OFF, sampling from another object)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.31\n\nBroken: version: 2.92.0\nWorked: ?\n\nThe color picker in \"Texture Painting\" mode seems to only sample the correct color when the look is set to **None**under the **ColorManagement->Look->\"None\"** and if the Viewport **Shading->RenderPass** is set to **DiffuseColor**.\nOtherwise, the color values are simply wrong, they are either too bright or too dark.\n*In the provided scene the issue is quite clear, but in more complex scenes with more complex lighting and post-processing the sampling becomes **completely** broken giving values that aren't even close to what is shown on screen.*\n\n**Expected Behaviour**\nThe way I would expect the color picker to work is that it either samples the color as **I** as a user see it on my viewport.\nOr that it samples the source texture at the pixel I am sampling without any extra lighting applied to it. *( This should be easily toggleable behavior but that is more of a feature request )*[ColorPicker_WrongSampling.blend](ColorPicker_WrongSampling.blend)\nRight now it seems to do neither.\n\n\n - Open attached .blend file.\n - Select the black cube and enter Texture Paint Mode.\n # Sample the color from the other cube *( I recommend sampling the green since the meshes are close to each other making it easy to see the color difference )*.\n\n\n", "Switching image color space doesn't work on grayscale images in Cycles\nOperating system: Windows 10\nGraphics card: Nvidia GTX 1060\n\nBroken: 3.0 release, 3.1 daily build (e6ca0b33e920)\n\nSwitching image's color space doesn't work on grayscale images in Cycles. Eevee and image editor displays image correctly, RGB images are also displayed correctly.\n(Tested on current 3.0 release build and today's 3.1 daily build, haven't checked older blender versions)\n\n[Test.zip](Test.zip)\n1) Open the attached file, go into rendered view\n2) Compare rendered image to the one opened in the image editor\n3) Switch to Eevee, image now displays as it should\n4a) Interesting thing, if you pack the image into the blend file using External data>Pack resources and switch to solid view and back to rendered, image updates and displays correctly", "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)" ]
[ "Vertex Paint ➔ Paint menu ➔ Smooth Vertex Colors could be improved\nOperating system: Windows 10 Pro 64-bit\nGraphics card: NVIDIA GeForce RTX 2080 Ti\n\nTested: Blender 2.81 Alpha, September 18, 14:29:45 - b962aca8003d\nWorked: never\n\nVertex Paint ➔ Paint menu ➔ Smooth Vertex Colors tool does not smooth other than direct loop neighbors.\n\n1. Divide the default cube a few times (apply if subdivision is done with modifier).\n2. Enter Vertex Paint mode.\n3. Paint an area with black.\n4. Apply Paint menu ➔ Smooth Vertex Colors.\n5. The vertex paint is not smoothed other than direct loop neighbors.\n\n\nHere is some clarification as the descriptions above are not very clear (I work with vertex colors very regularly and still came out confused by reading this post).\n\n- The Smooth Vertex Colors command will have visible results *if* it is run on vertex colors that have been applied per-face (by first selecting the desired faces in Edit mode, and then filling them with colors in Vertex color mode with the face filter enabled). Think of these as \"harsh\" vertex colors. When such vcols exist, then the smooth operation will indeed smooth out the vcol data so that the harsh separation between painted faces will be smoothed out, blending it with the surrounding faces.\n- But if the command is run on vcol data that has been painted on using the paint brush or on vcol generated by the \"dirty vertex colors\" command then nothing will happen as the vcols will already be point-based.\n\nTherefore there is no bug here, just some very confusing naming of the command and a lack of clarity when the command is run but nothing happens. For any user working with painted-on vertex colors, it will indeed seem like nothing is happening at all since one would expect some sort of global smoothing to be applied.\n\nPart of the confusion is also coming from the fact that this command sits just below \"Dirty Vertex Colors\" in the menu, which generates smooth, per-vertex vcol data. Meaning that for a user exploring vcol mode by trying one feature after the next, \"smooth vertex colors\" will almost always feel like it is doing nothing at all (unless the user first applied some vcol using face masking, which is extremely unlikely).\n\nIf anything the tooltip and/or the menu entry could be changed for clarity :\n\n- The menu item name could be renamed from \"Smooth vertex colors\" to \"Smooth harsh per-face vertex colors\"\n- The tooltip could be changed from \"Smooth colors across vertices\" to \"Smooth colors across vertices. Only operates on harsh, per-face vertex colors\".\n\nAnd then of course it would be great to have a new feature altogether to blur vcols globally, similarly to what the blur brush does." ]
boolean modifier: union and difference are confused Linux 4.6.0-1-amd64 / Radeon R9-280 2.78.a (Debian package) Using the boolean modifier with "Carve" solver ("BMesh" doesn't seem to work at all), the values of "union" and "difference" seem to be interchanged. If you want one, you have to select the other. Create two intersecting objects. Select one; turn off viewport visibility for the other. Add boolean modifier for first object, with "Carve" solver, referencing other invisible object. Now try boolean operations "union" and "difference"; it will be apparent that their values are confused. I'm not sure about "intersect". ********* Unfortunately, the attached file does not succeed in reproducing the problem. But it happened several times; it must somehow be path dependent. However, if you change the boolean solver on the cylinder to "BMesh", you will see what I mean about it not working, except for "union". [boolean.blend](boolean.blend)
[ "Intersect Knife: options 'self interesect' + 'cut' result in too many loose parts\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: Intel(R) HD Graphics 630 Intel 4.5.0 - Build 26.20.100.6912\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\n[2 intersected objects should do an intersection on each one but keep 2 objects not 4 ]\n\n[[2 intersected objects>ctrl+J>'EDIT'>select all verts>intersect (knife)>options self intersected and cut] [which should be equivalent to 1 object selected>interect (knife)>options select/unsel and cut >>given 1 intersection but still 2 initial objetcs]]\n\n", "Stitch tool only works on separate islands\nHello,\n\nIn my opinion the biggest issue with UVs in blender right now is the stitch tool.\n\nIn its current state you are unable to stitch edges that belong to the same UV island. It will only function if you are stitching two different UV islands together. \n\nThe only way to sew edges together that belong to the same island is to either change your seams and unfold the UV island again or manually go through each UV point and merge them one by one.\n\nI propose that we have full control over the stitch tool and remove this limitation. If the selected edges have the capability to be stitched, the tool should function as expected regardless if the selected edges belong to the same UV island or not.\n\nThanks to the Devs for all your efforts.\n\n", "Enhance ways of accessing active modifier for poll functions of operators\nCurrently, poll function of operators can only get the modifier they are supposed to work on from the context. This is often missing (when called from shortcuts e.g., also with drag-n-drop of modifier panels...).\n\nThis is a sever problem for liboverrides, as some modifiers should then be edited (the locally added ones), and others not.\n\nI can see two ways to solve that: \n \n- Add current 'active' modifier to context (not sure how, or even if, this is always possible).\n- Work around the issue by adding some kind of second 'polling' helper function to be used from invoke/exec functions (since when not found in context, those use event to get the modifier to work on, but events are not passed to poll functions).\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)", "Wrong result mixing 2 nodes of an image texture\nOperating system: Windows 10\nGraphics card: AMD\n\nBroken: 3.3, 2.93\nWorked: unsure\n\nWhen using 2 nodes of the same texture and connecting the Color output from one and the Alpha from another, the result looks different in comparison when using both outputs from one node. Broken in EEVEE\n\n1) Open the file, switch to material preview/rendered\n2) Reconnect the color (or the alpha) link to another texture\n[Bug1.blend](Bug1.blend)", "Gizmo position is wrong for meshes with modifiers\nWin10, Win7, Mac OS Sierra\nGTX970, GTX750\n\nBroken: 2.78a e8299c8 , 2.66.0 r54697\n\n![Screen Shot 2017-02-05 at 12.59.39.png](Screen_Shot_2017-02-05_at_12.59.39.png)\nWhen a joint (for example, an arm) is bent, paint weight is not enough to express deformation around the joint. So it's a common practice to add a shape key for the bent shape and edit it.\nBut when you enter edit mode and select polygons to edit it, the manipulator is on wrong position. \n\nJust select faces. Manipulator is supposed to sit on the selected faces but it's not.\n\n[manipulator bug.blend](manipulator_bug.blend)", "Boolean Exact Mode failing\nOperating system: macOS-13.3.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 1.2\n\nBroken: 3.5.0 - 3.6.0\nWorked: Unknown.\n\nIn the attached `v8 bug daily.blend` file, an object mysteriously vanishes at frame 36, then reappears in frame 37. Changing various minor things makes the problem go away.\n\nThat file uses a simple armature to animate the rotation of the \"Rotor\" object. \n\nIf you change the end frame of the animation from 60 to 61 and move the last keyframe from frame 61 to frame 62--i.e., stretch out the animation just a little bit--the problem goes away.\n\n- Open the [Boolean_exact_difference__bug.blend](attachment) file\n- Enable the boolean modifier\nor \n- Open the [v8 bug daily 03b.blend](107388#:~:text=Save-,v8%20bug%20daily%2003b.blend,-1006%20KiB) file\n- Go to frame 36", "Tweaking redo values in extend vertices operator causes extended vertex to dissolve\nBroken in 2.80 (1d908bffddb4 from 2019-01-24) as well as 2.79b release\n\nTweaking redo values in extend vertices operator causes extended vertex (the one from which the operator is executed) to dissolve", "'Custom Split Normals' generated by the Boolean modifier does not match the normals of the object\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.07\n\nBroken: version: 3.0.0\n\nIf the object used as operand in the Boolean modifier has `Custom Split Normals` (either through the `WeightedNormal` modifier or manually added) the resulting object will have a \"broken\" `Custom Split Normal`.\nThis kind of works with objects which do not have any `Custom Split Normals` (so only shade flat and shade smooth, no weighted normals etc.) (although it also has it's problems. See #95913 (Strange shading behaviour when using boolean modifier))\nWhen `Custom Split Normals` are involved, the modifier uses the `Custom Split Normals` of the operand object on the target object to determine the shading on the affected areas.\n\n- Open attached file. (The left example has only shade smooth on the boolean object and on the right example the boolean object has a weighted normal modifier on the modifier stack).\nThe issue still persists even if you delete the weighted normals modifier on the target object in the right example.\n[Test_file2.blend](Test_file2.blend)\n\n---\nAnother example:\n[Test_file.blend](Test_file.blend)\n", "Modifiers UI Overhaul\n## The Issue\n\nThe user interface for managing modifiers has barely changed since its inception in the early 2000's.\n\n![modifiers_comparison.png](attachment)\n\nA modifier has always been a \"panel with settings\", where the interface was made as compact as possible to fit many modifiers on screen at once.\n\nSome modifiers had way too many settings to fit in the stack so they were given their own context, such as **Particle Systems** or **Physics**. These are still modifiers and show up in the list as such, but they show a \"_Settings are inside the -context- tab_\". Not ideal.\n\n![003_modifiers_list_psys_coll.png](attachment)\n\nIn recent years, users have gained the ability to build their own modifiers using Geometry Nodes. This has led to incredibly complex modifiers featuring long lists of settings.\n\nThere has to be an easy way to list, and tweak modifiers.\n\n## The Solution\n\nLists.\n\nThis is not a new idea. Lists have been proposed several times with the oldest record I could find dating back to [this PDF from 2014 by Cole Reed](Modifier_Proposal.pdf). As well as [design tasks](38178), [RightClickSelect proposals](?sorting=hot), [community hacks](1106948247489257475), and [add-ons](1147752).\n\nThis was proposed over the years again, with the most recent being for Blender 3.0. The main reason against turning the modifier stack into a `UIList` widget is the loss of the [nice drag & drop](9b099c86123fc828a194c59ce5b8bbf5a56f9cdb) that was added back in 2020. With the new **List** widget this will no longer be an issue.\n\n## The List\n\nA list will contain all modifiers for the active object.\n\nAdding and removing modifiers will be done via the familiar `+` and `-` icons, same as in every other List in Blender.\n\nVisibility settings for each modifier will be icons on the right side. Dropdown items to `Apply`, `Apply as Shape Key`, and so on, will be in the dropdown button (under `+`/`-`). This dropdown could contain new operators that apply to the entire stack. Like `Apply All Modifiers`, `Delete All Modifiers` (some operations part of the popular **Modifier Tools** built-in add-on).\n\nModifier settings will still be inside a panel as it is currently, but the panel's header will be much simpler since visibility toggles are in the list now.\n\n![030_modifiers_list_multiple_items.png](attachment)\n\nThe `Particles` tab goes away. Particles Systems show up in the list of modifiers. When a Particle System is active, their settings will show up in a panel. All panels currently containing particle settings will be sub-panels.\n\nMost of the physics systems will show up in the modifiers list as well. With the exception of those that are not part of the modifier stack (**Force Fields** and **Rigid Body**). Each physics system will be a panel (just as it is currently).\n\n### Multiple Items\n\n_Optional. Just food for thought._\n\nOne modifier must be active, but several could be selected and displayed at the same time, to easily compare values or apply settings to multiple at once.\n\n![040_modifiers_list_multiple_items_selected.png](attachment)\n\n## The Add Menu\n\nImplemented in !111717\n\n----\n\n\n![006_modifiers_list_add_menu_current.png](attachment)\n\nThe current menu has issues:\n* Can't be searched\n* Too many items for accelerator keys to be useful (Mirror is one of the most popular modifiers yet it's not underlined)\n* Won't fit in small windows (an issue on all big dropdowns)\n* Categories are vague (is the Ocean modifier considered physics?, Mask modifier doesn't \"Generate\", it removes geometry)\n\nBut the main issue is that it can't be extended. Users could make their own modifiers and have them show up in the Add menu.\n\nSimilar to the `Add Object` or `Add Node` menus, a new list-style `Add Modifier` menu will look more familiar and be easier to navigate. With the upcoming [search in menus](110855) feature allowing to quickly find what we're looking for.\n\n![007_modifiers_list_add_menu_new.png](attachment)\n(mockup using the current categories as example, this should be re-organized once the new system is in place)\n\nAt the bottom of the menu there will be our custom-made modifiers, grouped by catalogs, similar to how Node Group assets show up in the `Add Node` menu in Geometry Nodes.\n\nTo make adding modifiers faster, users can press `Shift+A` with the mouse over the properties editor to spawn the `Add Modifier` menu.\n\n## Conclusion\n\nAgain, this is not a new idea, but I believe Blender now has many of the pieces required to make this finally happen (the new Lists view, node/modifier panels, modifier assets).\n\nThis will make it easier to replace (and improve) the current modifiers with the help of the community, and make custom-made ones integrate seamlessly.\n\n## Plan of Action\n\nThis project will need a team. Some of the work can be done simultaneously by two devs, such as the `Add` menus is a separate project from the List display. A designer should be involved, and feedback from the community as always.\n\nObject modifiers would be the first to tackle but future work will be needed for bringing this (or similar) interface to:\n* Grease Pencil modifiers\n* Object constraints\n* Bone constraints\n* VSE modifiers\n* F-Curve modifiers\n\n## Related Tasks\n* [UI: Unify Add menus #111746](111746)\n* [Geometry Nodes: Extend add modifier menu with node group assets #111717](111717)\n* [User Interface: Re-design of Physics panel to unclutter interface and resembles Modifiers more #107326](111538)", "NURBS subdivision wrong.\nCurve>>segments>>Subdivide\n```\n for NURBS circle changes the shape to a rounded rectangle.\n```\nThis seems to be wrong for all NURBS.\n\nThe Bohm algorithm for dividing a single interval is (this is for a cubic NURBS)\n\n Q_i = P_i for i <= j-3\n Q_i = (1-a_i) P_i-1 + a_i P_i for j-2 <= i <= j\n Q_i+1 = P_i for j+1 <= i\n\n a_i=(t' - t_i)/(t_i+3 - t_i)\nThe interval being divided is between t_j and t_j+1, and is split at t'.\nQ_i are the new control points.\nP_i are the old control points.\n\nThis is taken from Computer Graphics: Principles and Practice\nby Foley, van Dam, Feiner and Hughes, page 509.\n\n\nThe Oslo algorithm for multiple divisions can be found in\n\"Discrete B-Splines and Subdivision Techniques in Computer-Aided Geometric Design and Computer Graphics\" by Cohen, E.T. Lyche and R. Riesenfeld\nCGIP 14(2), October 1980 87-111.\n\n\n\nBroken: (example: 2.69.7 4b206af, see splash screen)\nWorked: (optional)\n\n\nBased on a (as simple as possible) attached .blend file with minimum amount of steps\n", "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", "Intersect (Knife/Boolean) - Exact: triangulate faces and merges double vertices\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.0.0\n\nIntersect (Knife) with Exact method triangulates some faces (not flat faces - idn how their call exactly)\n\n* delete default Cube\n* create Suzanne\n* enter edit mode\n* create plane\n* with the plane selected, run {nav Face > Intersect (Knife or Boolean)} - Exact method (by default)\n* look at the faces near Suzanne nose, they turns to triangles\n* ![Intersect (Knife) Exact.png](Intersect__Knife__Exact.png)\n* add a Subdivision modifier\n* look at the vertex near Suzanne eyes, because vertices on eye and on cheek are at the same coordinates, they became merged together\n* ![Intersect (Knife) Exact 2.png](Intersect__Knife__Exact_2.png)", "Geometry Nodes input subtype changes on assign\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 860M/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 522.25\n\nBroken: version: 4.0.0 Alpha\n\nWhen setting GN modifier value in Python, float input changes subtype from `Angle` to `None`.\n\nExample code:\n`object.modifiers[0]['Socket_2'] = 3.14`\n\n\n1. Open attached [blend file](attachment)\n1. Notice how modifier value is in degrees.\n1. Execute code in Console area.\n1. Move mouse over modifier value to refresh UI.\n1. Value displays 3.14 radians instead of 180 degrees.\n\n_* Note: I also noticed that subtype does not affect input default value._\n\n", "Eevee: math wrap and floor, AMD Driver precision issues\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Radeon RX 5500 XT ATI Technologies Inc. 4.5.14831 Core Profile Context 21.5.1 27.20.21003.1028\n\nBroken: version: 2.92.0\nBlender 2.83 LTS has same problem\n\nMath and Vector Wrap give different results for Eevee and Cycles, also doesn't swap min max, when max is less than min\n\n\n**More info**\nThis is important for an upcoming Shader Nodes patch that relies on wrap operation\nalso for shader setups that rely on this\n\nother people tested this, the problem seems to appear only on AMD Windows\n\n\nWhen Using -3 as Min for wrap, and 3 as max, some values give different results in Eevee than in Cycles\nFloor operation is probably the cause of this\nthis node setup \n![image.png](image.png)\n\nCycles\n![cycles.jpg](cycles.jpg)\n\nEevee\n![eevee.jpg](eevee.jpg)\n\n[eevee_math_wrap_different_from_cycles.blend](eevee_math_wrap_different_from_cycles.blend)\n\n" ]
[ "Boolean modifier inverts Difference and Union (sometimes + strange behavior)\nWindows 10 64 bits\nThe issue is not with the rendering but just in case: Iris Pro graphics with Nvidia 960M\n\nBroken: 2.78c e92f235283\n\nSometimes when applying the boolean modifier, selecting Difference does a Union and conversly.\n\n- Open attached Blender file\n[Bishop low bad.blend](Bishop_low_bad.blend)\n- Select Primary white bishop\n- Add Boolean Modifier (Difference, BMesh, Object: Cube)\n- Apply\nAt this point a Union was made instead of a Difference. If selecting Union it makes a Difference instead.\n\nEDIT: when doing a Difference by selecting Union, faces to \"cover the holes\" are not created like they're supposed to be\n\nIt seems like deleting the cube and trying with a fresh one corrects the error." ]
Changing parameters of all selected objects with ALT key is conflicted by "Emulate 3 Button Mouse" Operating system: Windows-10-10.0.18362 64 Bits Graphics card: GeForce GTX 750 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.87 Broken: version: 2.81 (sub 16) Worked: (optional) When I change the parameter with holding ALT key, it applies to all of selected objects. However, this useful function is seemed to be conflicted by "Emulate 3 Button Mouse" option.
[ "Causing other objects to be named .001 doesn't immediately update the Viewport Name Display\nI found this in 3.0.0 but happens the same in 3.1.0.\n\nWhen you turn on Viewport Name Display:\n![image.png](image.png)\n\nAnd then you rename a new object the same as object that was already in the scene:\n![image.png](image.png)\n\nThe name of the original doesn't update until you somehow \"touch\" the object by moving it, entering Edit Mode etc.\n\nIt doesn't get fixed by simply affecting something else.\n\nIn the .blend you need to select the object with name \"Plane.001\" and rename it to \"Plane\" then the object on the left stays named as Plane until you somehow affect it.\n[Bug-ViewportDisplayName.blend](Bug-ViewportDisplayName.blend)", "Multiple pop-ups overlayed with same functioning on Right Clicking `Online Manual` button\nOperating system: Windows 10 Pro\nGraphics card: GeForce GTX 1650\n\nBroken: version: 3.5.0 Alpha, branch: master, commit date: 2022-12-31, hash: 614704f90c, type: release\n\nRight Click on any operation/property on interface until `Online Manual` button is available and keep right clicking on `Online Manual` to get prompted again to right on `Online Manual` and keep going to create an infinite error pop-ups type screen. \n\n- Keep right clicking on `Online Manual` option in context menu\n![blender_bug_or_wot.png](blender_bug_or_wot.png)", "Pick Shortest path interferes with Ring select - Regression\nWindows 10\nNvidia GTX 1070\n\nBroken: Blender 3.0, 2.93LTS\nWorked: Blender 2.92.0\n\n In Blender 3.0 shortest path selection interferes with ring selection on my custom keymap where both operators share the same button layout, the difference being a single and double mouse click respectively. When selecting two edge rings, shortest path interferes and adds additional edges to connect the two edges from which a ring selection is produced. Instead, I expect it to only perform two ring selections.\n\n1. Map \"mesh.shortest_path_pick\" to Shift + LMB click\n2. Map \"mesh.edgering_select\" to Shift + LMB double click\n3. Create a cube or monkey\n4. Perform two edge ring selections that do not touch each other, preferably one or two edges apart from each other.\n5. Notice the additional edges selected in between the edges used to pick the ring selection with. \n\n[Bugreport - Shortest path & edgering selection.mp4](Bugreport_-_Shortest_path___edgering_selection.mp4)\nI also confirmed this on a factory reset 3.0.", "Editing an object that is referenced in a disabled modifier (of another object) forces the other modifiers on the same stack to update\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.20\n\nBroken: version: 2.82 (sub 6)\n\nWhen there are two Boolean modifiers, and the second one is disabled, editing its shape still recalculates the Boolean operation if the first one is enabled.\nEven when both modifiers are disabled, editing their shapes is slower than editing the same shape that is not targeted by a Boolean modifier.\n\nAs an example:\n\n[2020-01-17_18-02-50.mp4](2020-01-17_18-02-50.mp4)\n\n\n- Open [#73199-testboolean.blend](T73199-testboolean.blend) (or add two cubes, make a dense mesh, add Boolean modifiers to the dense mesh each targeting a cube).\n- Switch off a single Boolean modifier.\n- Edit the mesh that is targeted by that Boolean modifier. This is slow.\n- Switch off the other Boolean modifier.\n- Edit the same mesh as above. This is now much faster.\n- Add a third cube and edit it. This is still faster than in the previous step.\n\n", "Switching object with alt+click do not fade inactive objects\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\nExpected: same fading as with direct entering to sculpt/edit or as with newer switch operator.\n\n[2021-03-09_16-33-47.mp4](2021-03-09_16-33-47.mp4)", "UI: Cursor flickering when hovering over properties\nBroken: version: 3.0.0 Beta\n\nWhen hovering from one property to another in property area, sometimes cursor changes from <--> to standard cursor. There are no instances where you stop moving it and it stays as standard one - it always changes to <--> after a fraction of a second. UI scaling does not affect it.\n\nNote that when tried without recording problem was more apparent, almost always cursor was flickering.\n[UI Cursor flickering take 2 2021-11-27 10-58-42-112.mp4](UI_Cursor_flickering_take_2_2021-11-27_10-58-42-112.mp4)", "'Set Origin' operator shows non-functional options (depending on selected object type and chosen operation -- e.g. Bounds Center (Center of Mass) is not working)\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.59\n\nBroken: version: 3.1.2\n\n(Origin set to Center of Mass) \nCenter: Bounds Center does not work. Same result as Median Center. \nAlso if the \"Bounds\" checkbox will be toggled in the Viewport Display(Object Properties Tab) while having the Set Origin dialog opened it will be toggled when switching options in the dialog box. \nI checked it with 1 imported FBX and one Suzanne that i deformed. \nHowever Maya and Houdini set the pivot to the correct center.\n\nSet Origin > Origin to Center of Mass (Surface or Volume) in the dialog switch from Center: Median Center to Bounds Center.\n\n[center_of_mass.blend](center_of_mass.blend)\n", "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", "Assigning shortcuts: Lots of keyboard keys unknown to Blender (international keyboard layout)\nOperating system: Ubuntu 18.04\nGraphics card: GeForce GTX 1060\n\nBroken: 2.81a, 2.79, 2.81\nWorked: (optional)\n\n\nI want to use '<' key (grless in windows) as shortcut, like I have in Windows but it doesn't work with \"unsupported key: unknown\" message. The same behavior append with '^', '$', ':', '!' keys (maybe some more, didn't test) . All these keys work in all other apps.\nI have a french azerty keyboard and tried multiple keyboard configurations without success.\n\nInstall Ubuntu 18.04, install Blender 2.81a, plug a french azerty keyboard, try to change a shortcut with the mentioned keys.\n\nAdding some more info, the keys works in Blender console and text editor, it's only the shortcut assignation that doesn't work.\n\n\nI'm open to make some more testing if needed.", "Inconsistent Grease Pencil auto-keying behavior\nOperating system: Linux 64-bit\nGraphics card: GTX 1080\n\n3.1 and prior\n\nWhen auto-keying is enabled and you're transforming a GP stroke in edit mode on a new frame, a keyframe is added at the beginning of the operation before it is confirmed. If you right-click to cancel the operation, the redundant keyframe remains. This is inconsistent with auto-keying in every other area, in which Blender waits for the user to confirm the operation before adding the keyframe. \n\nAlso, deleting a stroke fails to add a new keyframe. I apologize if these are two different bugs but they seem related.\n[GP_autokey_bug.blend](GP_autokey_bug.blend)\n - Open the attached file.\n - Grab (G) a stroke, then right-click to cancel moving it. The keyframe was inserted, even though no change was made.\n # Go to another frame, then delete a stroke. No keyframe was inserted this time, even though the GP drawing has definitely changed!\n\n", "Enhance ways of accessing active modifier for poll functions of operators\nCurrently, poll function of operators can only get the modifier they are supposed to work on from the context. This is often missing (when called from shortcuts e.g., also with drag-n-drop of modifier panels...).\n\nThis is a sever problem for liboverrides, as some modifiers should then be edited (the locally added ones), and others not.\n\nI can see two ways to solve that: \n \n- Add current 'active' modifier to context (not sure how, or even if, this is always possible).\n- Work around the issue by adding some kind of second 'polling' helper function to be used from invoke/exec functions (since when not found in context, those use event to get the modifier to work on, but events are not passed to poll functions).\n", "Text editing operations for the console\nText operations not yet supported for console:\n\n- Text cursor insertion by mouse.\n- Mouse drag to select does not change text cursor position.\n- Shift-Ctrl-arrow to select word.\n- Ctrl-x to copy to clipboard and delete.\n- Ctrl-a to select all.\n- Ctrl-z,shift-ctrl-z undo/redo (implies undo system).\n\n- Mac shortcuts\n\n - KM_OSKEY-arrow to beginning/end of line.\n - KM_OSKEY-backspace to start of line.\n - KM_OSKEY-delete to end of line.\n\n", "Entering names in Object pointer parameter and confirming with the mouse in the right part of the button will clear user input immediately again\nWin 8.1x64, 3x gtx580\n\n2.79a\n\nIn a node's Object parameter, on entering the text manually, after pressing enter to confirm, if the mouse happened to be located where normally the \"X\" button to clear the parameter is, the field gets cleared.\nAlso applies to other object pointer fields.\n\nWhen entering names in Node Editor, (at least for me) it is common to move the mouse slightly sideways, so that the cursor is not over the field being typed in. As a result it happens to be over said clear button quite often. Given that it is currently impossible to undo a single name change #54580 , it turns into either loosing the name and having to search/type it again, or more often - by automatically pressing Undo - losing a whole row of changed fields.\n\n[rename.blend](rename.blend)\n - Click the Object parameter to type manually,\n - Move the mouse to the right side of the field, where the \"X\" was located before starting to type,\n - Enter a new object and press enter,\n - The Object parameter field is empty.", "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", "Wrong undo/redo sequence with direct transform change (via Item/transform panel or addon)\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 375.70\n\nBroken: version: 2.93.1\n\n\nUndo operation is not working properly with `Copy attributes addon`.\n[refer the video to understand the situation better]\n\n\n**Exact steps to Reproduce the error**\n\n[2021-07-28_13-59-32.mp4](2021-07-28_13-59-32.mp4)\n\n**To reproduce**\n- 0. Make sphere, go to sculpt mode.\n- 1. Draw «1» on sphere\n- 2. Change location via item panel\n- 3. Draw «3» on the sphere\n- 4. Undo actions with {key Ctrl+Z}: undo order is broken\n\n---\n\n**Exact steps to Reproduce the error (Addon Case)**\n\n- Open .blend file\n- Enable Copy attributes addon\n- Select both mesh objects\n- Do {key Ctrl C} -> `Copy Locations`\n- Switch to edit mode\n- Perform some changes to the mesh\n- Switch to object mode\n- Perform undo operation.\n\n[Notice that the undo operation ignores all the steps from edit mode and directly switches the mesh to the initial position]\n\n\n[2021-07-27_13-33-38.mp4](2021-07-27_13-33-38.mp4)\n\nTest File:\n[#90234.blend](T90234.blend)" ]
[ "alt + mouse click for editing parameter of multiple selected object not work.\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: AMD Radeon HD 7600M Series ATI Technologies Inc. 4.5.13422 Core Profile Context 0\n\nBroken: version: 2.81 (sub 12)\nWorked: (optional)\n\nWith the graphics tablet i find it essential to activate **emulate 3 button mouse**.\nThe problem is that with this mode it is impossible to edit multiple objects simultaneously.\n\n```\nalt + mouse click\n```\n for move and editing parameter of multiple selected object not work.\n\n\n\n[altclik.mp4](altclik.mp4)", "If you enable emulate 3 button mouse, then alt dragging the value in armature pose mode won't work\nOperating system: Windows 10\nGraphics card: Nvidia Geforce 1080, Geforce 1070\n\nBroken: 2.91\nWorked: N/A\n\n\nHi! If you emulate 3 button mouse in Input tab in the Preferences window, you will not be able to use Alt-dragging in ARmature pose mode to change rotation values of multiple selected bones. I don't know if it is a bug or an intended thing, but it won't hurt reporting, I guess. \n\nHere's the video:\n[2020-12-06 00-12-52.mkv](2020-12-06_00-12-52.mkv)\n\n\nGo to preferences\nGo to input tab, tick \"Emulate 3 button mouse\"\nCreate an armature with multiple bones\nGo to \"Pose mode\" and select several bones\nGo to the \"Item tab\" on the Side bar\nWhile hovering over the desired rotation axis Hold ALT and try rotating multiple bones\n\nYou won't be able to", "Emulate 3 Buttons doesn't work with ALT Modifier key on UI buttons\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: Quadro M6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.02\n\nBroken: version: 2.81 (sub 3)\nWorked: (optional)\n\nEmulate 3 Buttons doesn't work with ALT Modifier key on UI buttons\n\nWhen we add modifiers keys to a button on pie menus or UI buttons, Emulate 3 Buttons doesn't work with the ALT key.\n\nExample: This button allows several actions with modifiers keys.\nALT doesn't work with Emulate 3 Buttons.\n![emulate_3_buttons_alt_key_issue.jpg](emulate_3_buttons_alt_key_issue.jpg)\n\n" ]
Resolved issue with download of Blender 3.3 on mac OS 10.14.6 Downloading with Safari using Mojave may present a problem where, when opening the Blender 3.3 to move to Application folder states that macOS 10.13 or higher is required, yet Mojave is Version 10.14.6 and will not open. Solution is to download the new Blender 3.3 update either with Google chrome or with Firefox. This I have found out works and the program will place itself in the application folder and will work when initiated.
[ "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", "Crash Guide during render complete 2 December 9, 2022\nOperating system: macOS-13.1-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.9.51\n\nBroken: version: 3.4.0\n\nCrash Guide during render 2\n\nSame crash guide during render before and today.\nSee youtube: ZeCA2p5wISY\n\nHistory previous.\nT100691\n\n![image.png](image.png)\n![image.png](image.png)\n\n[Blender-2022-12-09-161546.ips](Blender-2022-12-09-161546.ips)\n\n[Horizontal Video.zip](Horizontal_Video.zip)", "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", "3DConnexion Mouse not working in new Blender instance\nOperating system: Darwin-18.7.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon VII OpenGL Engine ATI Technologies Inc. 4.1 ATI-2.11.20\n\nBroken: version: 2.81 (sub 5)\nWorked: (optional)\n\n3dconnexion mouse works only in one instance of Blender\n\nIf I open 2nd instance of Blender 3d mouse does not work in it, only in the original file. This behaviour is same in official 2.8. I have tested this in Rhino for Mac. There Mouse works in both instances, which ever is active of course.\n", "Refactor AssetCatalogservice\nAfter Blender 3.0 has been released, the `blender::bke::AssetCatalogService` class needs some refactoring. It has too many responsibilities in this single class:\n\n- Finding catalogs (by ID, by path)\n- CRUD operations on catalogs\n- Writing to & loading from disk\n- Undo/redo system\n- ... by the time you read this, likely more.\n\nOnce Blender has been released (or at least after the release branch has been created), there should be a better view on the necessary functionality, and a refactor of the code should be fairly straight-forward.\n", "`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", "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)", "Blender Cycles \"Launch failed in CUDA queue copy from device (integrator_intersect_shadow)\"\nOperating system: Windows 10 - 22H2\nGraphics card: 3090ti 31.0.15.3667\n\nBroken: (3.5, 3.5.1, 3.6.1)\nWorked: None\n\nBlender Cycles \"Launch failed in CUDA queue copy from device (integrator_intersect_shadow)\"\n\nI have a volumetric setup in the scene. To show up as haze on the horizon. Error only occurs when Volumetric is active.\n\nEnsure the WorldSphere is enabled for render and just render animation for 1279. \nIt will do 1 - 10 frames before throws the error attached. \n\nFile is too big for the attacher, please get blend file from google drive link.\n\nview?usp=drive_link\n\nSimplified: view?usp=drive_link\n\n", "Crash on calling bpy.ops.mesh.loopcut in python script\nOperation system: macOS BigSur 11.6 (20G165) \nApple M1\n\nVersion 3.4.1 (3.4.1 2022-12-20)\n\nBlender crashes in background mode when you are calling bpy.ops.mesh.loopcut with overridden context\n\nRun Blender from cli with args:\n/path/to/bin --background --python bug.py\n[bug.py](bug.py)\n\n", "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", "3D Connexion Space Mouse Pro - Blender 2.82a on macOS\nmacOS Catalina 10.15.4 (19E287)\n3D Connexion 3dWare10 10.6.5\n\nBlender 2.82a\n\n\nThe mouse appears to almost match the 3D Connexion training app in terms of movement when in object/edit mode but it would appear that none of the buttons & especially the MENU do not work. \n\nI have installed the 3D Connexion drivers a second and third time with firewall and anti-virus off and the problem with these mice seem to persist. \n\n>> This has been edited by another but im wondering if there is some resource file missing where keys are mapped, either this is a 3D Connexion plug in or something to do with Blender?\n\n\nI've seen these tasks; It's still a problem for me. \n#67686 (NDOF mouse not working in code signed macOS builds)\n#67971 (3D Connexion Space Mouse Enterprise Custom Buttons 1-10 Not working in Blender 2.8 (macOS))", "Cycles GPU crash when switching to Rendered 3DViewport --MacOS 13.1--\nOperating system: macOS-13.1-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5700 XT OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.9.51\n\nBroken: version: 3.5.0 Alpha\nWorked: 3.5.0 Alpha (works fine)\n\nInstant crash of blender when switching to rendered 3DView.\n\nCompile latest 3.5 version as of 2022-12-18 20:06, hash: `50c7eb14f4`\nopen empty scene provided below and switch to rendered 3DView.\n[gpu.blend](gpu.blend)\n\n![system.jpg](system.jpg)\nxcode 14.1\nlatest brew updates\n(cycles-cache & build-darwin folders deleted before compiling )\n\nPS: When switching to CPU there is no crash. Only GPU !", "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?", "Support MinGW\nWe have some patches in MINGW-packages to make blender build on MinGW.\nWe already have it for Windows ARM64.\nIs it OK to upstream those patches?", "CMake: Clang-specific features are handled as Apple-specific\nBroken: 3.6 main branch, `45c1deac4f61af39f586`\n\n**Description of error**\nThere were (addressed in #106675) issues with using AddressSanitizer on Clang-14 / Linux. When looking into this, I saw that there are compiler-specific configurations handled as if they are platform-specific ones. Basically `if (APPLE)` was used where `if (COMPILER_IS_CLANG)` logic would have been appropriate.\n\nThis issue is here to remind us of the per-compilerification of this part of `CMakeLists.txt`.\n" ]
[ "DownLoad 3.3 LTS on mac\nYou can't use this version of the application \"Blender.app\" with this version of macOS.\nYou have macOS 10.14.6. The application requires macOS 10.13 or later.\n\nI am running macOS Mojave Version 10.14.6\nMacBook Pro (Retina, 15-inch Mid 2015)\nProcessor 2.8 GHz Intel core i7\nMemory 16 GB 1600 MHz DDR3\nGraphics AMD Radeon R9 M370X 2 GB\nIntel Iris Pro 1536 MB\n\nI don't understand as I am running Blender 3.2.2 without any problem. Can you Help? Thank you in advance." ]
Crash when adding subdivision surface modifier Operating system: Windows-10-10.0.19044-SP0 64 Bits Graphics card: Intel(R) HD Graphics 5500 Intel 4.4.0 - Build 20.19.15.5126 Broken: version: 3.3.1 The Blender application crash and close just after trying to add the subdivision surface modifier to any object. Create a new general project. On the default cube, add subdivision surface modifier. The Blender application crashes. Tried also on Blender 3.3.1, same result. Other modifier works. Subdividing a mesh clicking with right-click and subdivide also works.
[ "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", "Mesh Deform modifier doesn't deform after binding\nBlender 3.3.0 (hash: 0759f671ce1f)\n\nMesh Deform modifier simply doesn't work. The cage mesh doesn't deform the effected mesh.\n\nI modeled my base mesh (a simple array of duplicated rectangles). Then i added a cube, as a separate object, entered Edit Mode, adjusted the size to fit my base mesh, added some loop cuts, exited Edit Mode. Selected my base mesh, added the Mesh Deform modifier, chose the object to deform with, clicked on Bind. \n\n[mesh deform.blend](mesh_deform.blend)\nThe deformation mesh is a solid geometry. I just changed the Viewport Display option to Wire. ", "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", "GPU subdivision option with subdivision surface modifier collapses geometry (AMD GPU)\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: AMD Radeon HD 7800 Series ATI Technologies Inc. 4.5.14831 Core Profile Context 21.5.2 27.20.20903.8001\n\nBroken: version: 3.1.0 Alpha\n\nSubdivision surface modifier with GPU Subdivision enabled produce geometry that appear to be lost\n\n1. Open default scene.\n2. Add subdivision surface modifier to an object.\n3. Make sure GPU Subdivision option is enabled.\n4. ~~Uncheck Use Limit Surface~~\n5. ~~Disable GPU Subdivision to see correct result.~~\nLast two steps are not necessary for recreation of the bug since this change- 118a219e9d\n[Subdiv GPU Use Limit Surface 2022-01-15 22-13-33.mp4](Subdiv_GPU_Use_Limit_Surface_2022-01-15_22-13-33.mp4)\n\n------\n\nNOTE: This bug seems to only occur on AMD cards on Windows.\n\n**Reproducible on:**\n\n| Operating System | GPU | Driver |\n| ----------------|-------------|---------|\n| Windows 10 | AMD Radeon HD 7800 Series | 4.5.14831 Core Profile Context 21.5.2 27.20.20903.8001 |\n| Windows 10 | AMD Radeon (TM) RX 480 | 4.5.14760 Core Profile Context 20.45.37.01 27.20.14537.1001 |\n| Windows 10 | AMD Radeon(TM) 535 | 4.5.14831 Core Profile Context 21.5.2 27.20.21003.8013 |\n\n**Not reproducible on:**\n\n| Operating System | GPU | Driver Version |\n| -----------------|-------------|---------|\n| Linux Mint 20 | AMD Radeon RX550 | 4.5.14800 Core Profile Context 21.40 |\n| Linux Mint 20 | AMD Radeon RX550 | 4.6 (Core Profile) Mesa 21.3.0-devel |\n| Windows 10 | Intel(R) UHD Graphics 620 | |\n| Windows 10 | NVIDIA GeForce GTX 1050 | 472.39 |\n| Linux Mint 20 | NVIDIA RTX 2070 | 510.47.03 |\n| Linux | NVIDIA GeForce GTX 970M | 495.44\n|Windows-10-10.0.19043-SP0 64 Bits|Radeon (TM) RX 480 Graphics| 21.30.23.01, 22.2.3, 21.10.2 |\n", "“Surface Deform”-modifier is overwriting the whole modifier stack\nOperating system and graphics card\nFedora 27 / GeForce GT 740\n(OS-independent issue)\n\n2.79a - offical release - 8928d99270f\n\nUnlike the “Mesh Deform”-modifier, which is applying the changes in a relative fashion, the “Surface Deform”-modifier just overwrites the previous modifier/s with the absolute values of the transform.\n\n[bug_report_surface_deform_modifier.blend](bug_report_surface_deform_modifier.blend)\n\nPlease look into the attached blend-file to follow the examples:\n\nExample1: adding two times the same “Surface Deform”-modifier on top of each other yields the same result as just one or in fact any number of copies of this modifier, thus rendering the nature of the modifier-stack here somewhat useless. In contrast e.g. the “Mesh Deform”-modifier would apply each copy of itself as a relative transform, thus building upon the previous modifiers in stack and changing the output-mesh with every copy of itself.\n\nExample2: Using the “Multi Modifier”-option of the “Armature”-modifier usually takes the same data as the previous modifier as input. The results of the previous modifier and the “Armature”-modifiers are then mixed together, using the weights of the Vertex Group as “mixing guides”. But in the case of the “Surface Deform”-modifier being the previous modifier this seems not to apply and the “Multi Modifier”-option takes no effect at all.\n\nExample3: Adding the “Surface Deform”-modifier on top of “Armature”-modifier overwrites the effect of the “Armature”-modifier (and all other modifiers prior to the “Surface Deform”-modifier.\n\n( An additional oddity seems to me that there is no option to control the overall influence of the “Surface Deform”-modifier with a vertex group, as is usually the case with all other deform modifiers. This though is not part of the bug report and rather a small feature request – but if someone is already looking into the above issue, I figured it wouldn't hurt to mention it here as it is probably just a matter of copy and paste from any modifier that already has this implemented - I might be wrong here though of course - please forgive my ignorance.)\n\nThank you for taking your time to look into that issue.\n\n\n", "Blender 3.2 crash when extracting mesh draw cache\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.96\n\nBroken: version: 3.2.0\nWorked: 3.1\n\nBlender 3.2 constantly crash on heavy load.\n\nI have loaded my scene that has a lot of particles. tried to playback the timeline. after maximum 3 frames, Blender just closes without any error messages.\n[HourglassBuildUp-JUNE30.blend](HourglassBuildUp-JUNE30.blend)\n\n", "Blender Opens Window then Closes/crashes\nOperating system: Windows 10\nGraphics card: AMD FirePro W2100\n\nBroken: 3.5.1 2023-04-24 18:11 Hash:e1ccd9d4a123 Branch: Blender -v3.5-release\nWorked: first version used on this computer\n\n-First attempted to run blender, found error by running the debug, error:\n\n_EXCEPTION_ACCESS_VIOLATION_\n\n- Did specific driver updates for AMD FirePro W2100 and Intel CPU\n\n- Then ran dell command update\n\n- New error appeared after driver updates and running blender:\n\n_A graphics card and driver with support for OpenGL 3.3 or higher is required.\nInstalling the latest driver for your graphics card might resolve the issue._\n\n- Then downloaded GPU-Z to figure out OpenGL version\n- Open GL version was 1.1 when monitor DisplayPort was plugged into the motherboard\n- Open GL version was 4.5 when monitor DisplayPort was plugged into GPU\n\n- Now blender window would appear but closes immediately\n- running blender_debug_gpu_glitchworkaround.cmd in the Blender file worked to make Blender run but is NOT the overall fix\n- updated python\n- did windows updates\n\nunsure\n\n", "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", "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", "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", "Blender 2.90.1 crashes after rendering the first few frames of animation.\n**System Information** \nOperating system: windows 10 64 bit\nGraphics card: Nvidia GeForce GTX 1650\n\nBroken: (2.90.1 3e85bb34d0d7; master)\nWorked(didn't): (only tried on 2.8.3 and did not work at all)\n\nWhen I try to render the animation, after about 50 or so frames(varies randomly), blender crashes with no alerts or anything that tells me what the error is, it simply closes.\nI've rendered another project, and that did indeed render, so I'm left confused why this short animation would cause a crash.\n\nEdit: I disabled motion blur, and it rendered fine. However, I would really like to know why blender won't render if motion blur is enabled. The renderer is Eevee and while my laptop isn't a super computer, it should be able to handle it. Thank you all in advance!\n\n- Open attached file\n- render the animation\n[cube-loop-tut-V1.0.blend](cube-loop-tut-V1.0.blend)", "Crash after copy pasting a material onto itself and switching to render\nOperating system: ArchLinux\nGraphics card: NVIDIA 3090\n\nBroken: Current main.\nWorked: Never.\n\n\nBlender crashes when copy pasting a material onto itself (via UI), then creating a new material slot, and then switching to the rendered view.\n\n1. Open a new scene in blender.\n2. Select the cube and go to its material tab.\n3. Next to the material list, on the right, click the down arrow and do Copy Material.\n4. From the same menu now do Paste Material.\n5. Add a new material slot using the + in the materials tab.\n6. Switch to rendered view.\n\nAttached a crash stacktrace taken with gdb, and main build with debug.\n\nIf it's useful, the crash was taken with a manually built blender, so it was a factory startup with Eevee as a renderer, but it also crashes when using Cycles.\n", "Crash on Python API bpy.ops.mesh.rip_move()\nOperating system: Windows 10\nGraphics card: RTX3080\n\nBroken: 3.3.2, 3.4.0, 3.5.0-alpha\n\nCrash on calling `bpy.ops.mesh.rip_move()` from Python API.\n\n - Open new Blender file\n - Switch to Scripting workspace\n - Create file with\n```\nimport bpy\nbpy.context.area.ui_type = 'VIEW_3D'\nbpy.ops.mesh.rip_move()\nbpy.context.area.ui_type = \"TEXT_EDITOR\"\n```\n - Delete all objects\n - `Shift-A` to add cylinder\n - Tab` to edit mode\n - Click edge or vertex selection mode\n - Select an edge or vertex\n - Run script\n - Crash\n\nManually doing a `V` rip move and then using the \"reports\" list to copy over the exact command to line #3, also results in a crash\n[blender.crash.txt](blender.crash.txt)", "Extra face dots in UV Layout editor (GPU subdivision OFF, On Cage OFF in Subdivision modifier make a difference)\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 4600 Intel 4.3.0 - Build 20.19.15.4835\n\nBroken: version: 3.4.1\nBroken: version: 3.1\nWorked: not since GPU subdivision was introduced (so in a way, it was working in 3.0)\n\nExtra random faces appear in the UV Layout editor\n\n- I can mosty repro this if GPU Subdivision in Preferences > Viewport > Subdivision is OFF\n- It does not happen at all if I turn off `On Cage - Adjust edit cage to modifier result` on the SubSurf modifier.\n\nIn the attached file, toggle from face select mode to vertex select mode and back to face select mode. (Might have to repeat 5-6 times) Extra faces appear in the UV Layout editor. Also see here: [1457172]\n\n", "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)" ]
[ "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" ]
Cannot Use GPU compute in Cycles Blender 2.79+ Using WIndows 10 Problem with Sapphire Radeon R9 270X OC Edition **Blender 2.79 5bd8ac9** Broken: Any Blender Version after **2.78c** Worked: "2.78c, 2.78a, 2.77a, and as far as I can tell any other version." Cannot Select GPU compute as rendering device using aforementioned version of 2.79 as well as 2 other earlier versions before the release, the release Candidate 2 and even 2 versions of 2.8. In all of these versions, "**none**" is written as the cycles compute device in the user preferences, while in working versions it was under the name "**Pitcairn**", which is the name of the GPU family. I'm using driver version 17.8.2 Crimson Relive, but the problem also occurred with 17.1, however I doubt this has to do with drivers since earlier versions can still work. It is worth mentioning, however, that even in earlier versions I would sometimes get an error while rendering relatively large images which states **CL_MEM_OBJECT_ALLOCATION_FAILURE upon clEnqueueNDRangeKernel**. I couldn't fix that problem by reverting to older versions and/or older drivers so I was hoping 2.79 would work well. I realise this is a separate problem but thought it might be connected. I could post a DxDIag or any other information about my system if needed.
[ "Blender 3.0.0 breaks compatibility of rigs with the previous version\nOperating system: Windows 11 Pro 21H2\nGraphics card: Nvidia RTX 3070\n\nBroken: 3.0.0\nWorked: 2.93.6\nBlender 3.0.0 breaks compatibility of rigs with the previous version.\n\n1. Open Agent 327 shot 10_03_B-agent_dodges animation file (10_03_B.anim.blend)\n2. Observe that the rigs are completely broken\n![2.93.6.png](2.93.6.png)\n\n![3.0.0.png](3.0.0.png)", "Grid doesnt show\nOperating system:\nGraphics card:\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n", "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", "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)", "Render crashes – metal related\nOperating system: macOS-13.5.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M2 Pro 1.2\n\nBroken: version: 3.6.2\n\nI get some of these intermittently: `Context leak detected, msgtracer returned -1`\nrender ultimately fails (always at around frame 400) with this:\n\n```\nCommandBuffer Failed: cycles_metal_integrator_reset\n\nRefer to the Cycles GPU rendering documentation for possible solutions:\ngpu_rendering.html\n\nCommandBuffer Failed: cycles_metal_integrator_init_from_camera\n``` \n\n- download and extract the files attached to this issue\n- run `render.sh` + wait until blender crashes\n\n~~using the opengl backend, it works just fine~~\n\n", "Blender 3.5.0 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.", "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)", "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)", "AMD GPU Denoising via \"Radeon Image Filters\" library.\n**Overview**\nThis task is to enable GPU denoising on AMD GPUs. We have a denoising library (RadeonImageFilter) publically available which operates similarly to OIDN, Optix, etc. We would like to use this to enable faster GPU denoising for users on AMD hardware. It should be noted, this library actually works on other GPUs and CPU (the latter via OIDN) but on Nvidia GPUs, the Optix denoiser will most likely be more optimal.\n\n**GPL compliance**\nWe offer the library free under a permissive Apache2 license at the link above. However, it is not open source. A shortly upcoming version of the AMD driver on windows will include this RIF library. Thus we propose to use it similarly as Optix, as a closed source \"system device\" library exception to the GPL.\n\n**Code design** \nWe added a new denoiser type, AMD Radeon Image Filter, with similar options to Optix Denoising to enable usage.\n\nPatch coming soon.", "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", "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", "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)!!", "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", "Cycles GPU Compute 5000 x 5000 pixels render F12 crashes\nOperating system: macOS-13.5-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 575 1.2\n\nBroken: version: 4.0.0 Alpha\n\nCycles GPU Compute 5000 x 5000 pixels render F12 crashes\n\nMacOS 13.5\nSee youtube about Blender crash guide during 5000 x 5000 pixels.\n\nNot matter both same crash Blender 3.6.3 and 4.0\n\n", "Crash using blender_debug_log.cmd and \"Reload Scripts\" in Cycles preview render\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.91\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nLoading Blender with blender_debug_log.cmd, it crash immediately when I try to reload the scripts if Cycles is running. This is not happening when launching blender.exe ![2019-06-08_10-28-33.gif](2019-06-08_10-28-33.gif)\n\nLaunch blender 2.8 using blender_debug_log.cmd.\nIn the view 3d, choose Cycles as render preview.\nIn the search bar, look for \"Reload Scripts\" and click on it.\nBlender Crash.\n[blender_system_info.txt](blender_system_info.txt)\n\n[blender_debug_output.txt](blender_debug_output.txt)\n\n" ]
[ "Blender 2.79 - Cycles Compute Device doesn't detect my AMD GPU\nWindows 10 Pro version 1703 with AMD Radeon HD 7970 driver 17.9.1\n\nBroken: 2.79.1 6f633de as well as the stable release version 2.79 5bd8ac9\nWorked: 2.78c stable release\n\nBlender 2.79 won't let me select my AMD GPU for rendering with Cycles. \n\nI simply downloaded the new stable version today and installed it over 2.78c and copied the settings from the previous version on the splash screen. Noticed that GPU Compute was greyed out so I checked the User Preferences > System > Cycles Compute Device setting and it was simply \"None\". Tried restoring factory settings, reinstalling Blender, deleting all Blender settings from AppData, installing latest test build and upgrading my AMD drivers but it's all the same.\n\nI downloaded the 2.78c stable version and GPU rendering works fine like always.\n\n![Windows 10 version and GPU version.PNG](Windows_10_version_and_GPU_version.PNG)\n\n![Blender 2.79 not letting me choose my GPU.PNG](Blender_2.79_not_letting_me_choose_my_GPU.PNG)\n\n![Blender 2.78c working as expected.PNG](Blender_2.78c_working_as_expected.PNG)\n" ]
Crash When Rendering In Workbench Render Engine. Operating system: Windows-10-10.0.19044-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94 Broken: version: 3.4.0 [Crash When Rendering In Workbench Render Engine] [Based on the default startup or an attached .blend file (as simple as possible)] [Yes It Based On The Default Startup.blende File]
[ "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)", "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", "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", "Crash on render\n**System Information** MSI BRAVO 15\nOperating system: WINDOW 11\nGraphics card: RX 6600\n\n**Blender Version**3.6\n\nWhen attempting to render a scene in Blender, the software consistently crashes, causing frustration and hindrance to the rendering process. This issue is hindering users from efficiently creating their projects and requires immediate attention to maintain a stable and reliable rendering environment.\n\n[debug-log](https://projects.blender.orgattachment)\n[system info](https://projects.blender.orgattachment)", "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 Crash. Code marked as unreachable has been executed.\nOperating system: Windows-11-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.67\n\nBroken: version: 3.6.1, 4.0.0 Alpha\nWorked: didn't test\n\nOpen the .blend and go to frame 60. Crash\n\nThis is a .blend from a random user. So, sadly, I don't know the exact steps to reproduce.\nIt just said: \"Code marked as unreachable has been executed. Please report this as a bug.\"\n\n", "Cycles Render with Intel UHD GPU Crashes\nOperating system: macOS Ventura 13.0.1\nGraphics card: Intel UHD Graphics 630 (built-in), AMD Radeon RX 6800 (eGPU)\n\nBroken: 3.4.0 (downloaded from the Blender website)\nWorked: the last 3.3.1\n\nIt is impossible to render in Cycles with the Intel GPU enabled: Blender crashes\n\nOn a Mac Mini 2018 (Intel) with 6-core i7 CPU and 32GB of RAM, with Stage Manager enabled, open Blender, load a file, then in the Preferences, enable only the Intel GPU (uncheck the eGPU), and start rendering. Note: unless it is the first attempt (that involves the loading of the kernels), unchecking the eGPU may not even be necessary.\nWhen the preliminary steps are finished (such as the BVH building, importance map, and so on), Blender will crash before the rendering proper starts (before anything appears in the render result output).\nThe subsequent error dump will look as follows: \n![image.png](image.png)\nThe full dump is below:\n\n```lines\n-------------------------------------\nTranslated Report (Full Report Below)\n-------------------------------------\n\nProcess: Blender [4086]\nPath: /Applications/Blender.app/Contents/MacOS/Blender\nIdentifier: org.blenderfoundation.blender\nVersion: 3.4.0 (3.4.0 2022-12-07)\nCode Type: X86-64 (Native)\nParent Process: launchd [1]\nUser ID: 501\n\nDate/Time: 2022-12-09 13:00:26.8303 +1000\nOS Version: macOS 13.0.1 (22A400)\nReport Version: 12\nBridge OS Version: 7.0 (20P420)\nAnonymous UUID: DA7E5727-A75F-6765-C417-804DFCD4552C\n\n\nTime Awake Since Boot: 5000 seconds\n\nSystem Integrity Protection: enabled\n\nCrashed Thread: 35\n\nException Type: EXC_CRASH (SIGABRT)\nException Codes: 0x0000000000000000, 0x0000000000000000\n\nID Vend/Dev\n8488 73bf1002\nSeconds Ago ID Type\n 5000.0 8488 Attach\n\n\nThread 0:: Dispatch queue: com.apple.main-thread\n0 libsystem_kernel.dylib \t 0x7ff8140160ce __semwait_signal + 10\n1 libsystem_c.dylib \t 0x7ff813f2ab4a nanosleep + 196\n2 libsystem_c.dylib \t 0x7ff813f2aa80 usleep + 53\n3 Blender \t 0x1069dd928 WM_main + 24\n4 Blender \t 0x106262b8e main + 878\n5 dyld \t 0x7ff813d21310 start + 2432\n\nThread 1:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 2:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 3:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 4:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 5:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 6:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 7:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 8:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 9:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 10:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 11:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 12:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 libdispatch.dylib \t 0x7ff813ed2efb _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t 0x7ff813ed33d7 _dispatch_semaphore_wait_slow + 98\n3 Blender \t 0x1120ad1d2 IlmThread_3_1::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 Blender \t 0x1120abcce void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_3_1::Thread::*)(), IlmThread_3_1::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 13:: caulk.messenger.shared:17\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 caulk \t 0x7ff81d7598f8 caulk::mach::semaphore::wait_or_error() + 16\n2 caulk \t 0x7ff81d73f664 caulk::concurrent::details::worker_thread::run() + 36\n3 caulk \t 0x7ff81d73f328 void* caulk::thread_proxy<std::__1::tuple<caulk::thread::attributes, void (caulk::concurrent::details::worker_thread::*)(), std::__1::tuple<caulk::concurrent::details::worker_thread*> > >(void*) + 41\n4 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n5 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 14:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 15:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 16:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 17:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 18:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 19:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 20:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 21:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 22:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 23:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 24:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 25:: com.apple.audio.IOThread.client\n0 libsystem_kernel.dylib \t 0x7ff8140136a2 mach_msg2_trap + 10\n1 libsystem_kernel.dylib \t 0x7ff81402167d mach_msg2_internal + 82\n2 libsystem_kernel.dylib \t 0x7ff81401a71a mach_msg_overwrite + 723\n3 libsystem_kernel.dylib \t 0x7ff814013989 mach_msg + 19\n4 CoreAudio \t 0x7ff81635f8a5 HALB_MachPort::SendSimpleMessageWithSimpleReply(unsigned int, unsigned int, int, int&, bool, unsigned int) + 111\n5 CoreAudio \t 0x7ff8162384c1 HALC_ProxyIOContext::IOWorkLoop() + 3783\n6 CoreAudio \t 0x7ff816237029 invocation function for block in HALC_ProxyIOContext::HALC_ProxyIOContext(unsigned int, unsigned int) + 63\n7 CoreAudio \t 0x7ff8163be630 HALB_IOThread::Entry(void*) + 72\n8 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n9 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 26:\n0 libsystem_kernel.dylib \t 0x7ff8140161fe __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t 0x7ff8140527e1 _pthread_cond_wait + 1243\n2 libopenblas64_.0.dylib \t 0x136d5a49f blas_thread_server + 207\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 27:\n0 libsystem_kernel.dylib \t 0x7ff8140161fe __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t 0x7ff8140527e1 _pthread_cond_wait + 1243\n2 libopenblas64_.0.dylib \t 0x136d5a49f blas_thread_server + 207\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 28:\n0 libsystem_kernel.dylib \t 0x7ff8140161fe __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t 0x7ff8140527e1 _pthread_cond_wait + 1243\n2 libopenblas64_.0.dylib \t 0x136d5a49f blas_thread_server + 207\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 29:\n0 libsystem_kernel.dylib \t 0x7ff8140161fe __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t 0x7ff8140527e1 _pthread_cond_wait + 1243\n2 libopenblas64_.0.dylib \t 0x136d5a49f blas_thread_server + 207\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 30:\n0 libsystem_kernel.dylib \t 0x7ff8140161fe __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t 0x7ff8140527e1 _pthread_cond_wait + 1243\n2 libopenblas64_.0.dylib \t 0x136d5a49f blas_thread_server + 207\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 31:: com.apple.NSEventThread\n0 libsystem_kernel.dylib \t 0x7ff8140136a2 mach_msg2_trap + 10\n1 libsystem_kernel.dylib \t 0x7ff81402167d mach_msg2_internal + 82\n2 libsystem_kernel.dylib \t 0x7ff81401a71a mach_msg_overwrite + 723\n3 libsystem_kernel.dylib \t 0x7ff814013989 mach_msg + 19\n4 CoreFoundation \t 0x7ff81412cd0e __CFRunLoopServiceMachPort + 145\n5 CoreFoundation \t 0x7ff81412b77a __CFRunLoopRun + 1360\n6 CoreFoundation \t 0x7ff81412abb0 CFRunLoopRunSpecific + 560\n7 AppKit \t 0x7ff8173ad696 _NSEventThread + 132\n8 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n9 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 32:\n0 libsystem_kernel.dylib \t 0x7ff8140161fe __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t 0x7ff8140527e1 _pthread_cond_wait + 1243\n2 libc++.1.dylib \t 0x7ff813faec32 std::__1::condition_variable::wait(std::__1::unique_lock<std::__1::mutex>&) + 18\n3 Blender \t 0x108d23ba5 ccl::Session::wait() + 101\n4 Blender \t 0x1081da316 ccl::BlenderSession::render(BL::Depsgraph&) + 3526\n5 Blender \t 0x1081d10e0 ccl::render_func(_object*, _object*) + 176\n6 Blender \t 0x112141552 cfunction_call + 130\n7 Blender \t 0x1120fa1b5 _PyObject_MakeTpCall + 373\n8 Blender \t 0x1121efcce call_function + 974\n9 Blender \t 0x1121eca4a _PyEval_EvalFrameDefault + 30570\n10 Blender \t 0x1121e51b1 _PyEval_Vector + 145\n11 Blender \t 0x1121efaaf call_function + 431\n12 Blender \t 0x1121eca4a _PyEval_EvalFrameDefault + 30570\n13 Blender \t 0x1121e51b1 _PyEval_Vector + 145\n14 Blender \t 0x106f00225 bpy_class_call + 1029\n15 Blender \t 0x106e433d1 engine_render + 113\n16 Blender \t 0x1079cb58c engine_render_view_layer(Render*, RenderEngine*, ViewLayer*, bool, bool) + 572\n17 Blender \t 0x1079cb0ca RE_engine_render + 954\n18 Blender \t 0x1079d097e do_render_full_pipeline(Render*) + 334\n19 Blender \t 0x1079d0566 RE_RenderFrame + 406\n20 Blender \t 0x108178e8f render_startjob(void*, short*, short*, float*) + 127\n21 Blender \t 0x1069f92f8 do_job_thread + 40\n22 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n23 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 33:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 34:\n0 libsystem_kernel.dylib \t 0x7ff81401361e semaphore_wait_trap + 10\n1 Blender \t 0x1069d3e08 tbb::internal::rml::private_worker::run() + 104\n2 Blender \t 0x1069d3d99 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n4 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 35 Crashed:\n0 libsystem_kernel.dylib \t 0x7ff81401a30e __pthread_kill + 10\n1 libsystem_pthread.dylib \t 0x7ff814051f7b pthread_kill + 263\n2 libsystem_c.dylib \t 0x7ff813f9bd3f __abort + 139\n3 libsystem_c.dylib \t 0x7ff813f9bcb4 abort + 138\n4 libsystem_c.dylib \t 0x7ff813f9afbe __assert_rtn + 314\n5 Metal \t 0x7ff81d6acf32 MTLReportFailure.cold.1 + 43\n6 Metal \t 0x7ff81d687df9 MTLReportFailure + 529\n7 Metal \t 0x7ff81d5913ba -[_MTLCommandBuffer addCompletedHandler:] + 87\n8 Blender \t 0x10827ac38 ccl::MetalDeviceQueue::enqueue(ccl::DeviceKernel, int, ccl::DeviceKernelArguments const&) + 3352\n9 Blender \t 0x108dc338b ccl::ShaderEval::eval_gpu(ccl::Device*, ccl::ShaderEvalType, ccl::device_vector<ccl::KernelShaderEvalInput>&, ccl::device_vector<float>&, long long) + 267\n10 Blender \t 0x108dc2d48 std::__1::__function::__func<ccl::ShaderEval::eval(ccl::ShaderEvalType, int, int, std::__1::function<int (ccl::device_vector<ccl::KernelShaderEvalInput>&)> const&, std::__1::function<void (ccl::device_vector<float>&)> const&)::$_0, std::__1::allocator<ccl::ShaderEval::eval(ccl::ShaderEvalType, int, int, std::__1::function<int (ccl::device_vector<ccl::KernelShaderEvalInput>&)> const&, std::__1::function<void (ccl::device_vector<float>&)> const&)::$_0>, void (ccl::Device*)>::operator()(ccl::Device*&&) + 680\n11 Blender \t 0x10823c8af ccl::Device::foreach_device(std::__1::function<void (ccl::Device*)> const&) + 31\n12 Blender \t 0x108246740 ccl::MultiDevice::foreach_device(std::__1::function<void (ccl::Device*)> const&) + 64\n13 Blender \t 0x108dc296a ccl::ShaderEval::eval(ccl::ShaderEvalType, int, int, std::__1::function<int (ccl::device_vector<ccl::KernelShaderEvalInput>&)> const&, std::__1::function<void (ccl::device_vector<float>&)> const&) + 154\n14 Blender \t 0x108c2a79f ccl::GeometryManager::displace(ccl::Device*, ccl::Scene*, ccl::Mesh*, ccl::Progress&) + 511\n15 Blender \t 0x108bb4769 ccl::GeometryManager::device_update(ccl::Device*, ccl::DeviceScene*, ccl::Scene*, ccl::Progress&) + 3305\n16 Blender \t 0x108c51111 ccl::Scene::device_update(ccl::Device*, ccl::Progress&) + 1745\n17 Blender \t 0x108c52d73 ccl::Scene::update(ccl::Progress&) + 163\n18 Blender \t 0x108d246e3 ccl::Session::run_update_for_next_iteration() + 1395\n19 Blender \t 0x108d23c74 ccl::Session::run_main_render_loop() + 100\n20 Blender \t 0x108d24c13 ccl::Session::thread_render() + 259\n21 Blender \t 0x108d228c8 ccl::Session::thread_run() + 168\n22 Blender \t 0x10db3e413 ccl::thread::run(void*) + 19\n23 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n24 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 36:\n0 libsystem_pthread.dylib \t 0x7ff81404dc58 start_wqthread + 0\n\nThread 37:\n0 libsystem_pthread.dylib \t 0x7ff81404dc58 start_wqthread + 0\n\nThread 38:\n0 libsystem_pthread.dylib \t 0x7ff81404dc58 start_wqthread + 0\n\nThread 39:\n0 libsystem_kernel.dylib \t 0x7ff8140161fe __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t 0x7ff8140527e1 _pthread_cond_wait + 1243\n2 libc++.1.dylib \t 0x7ff813faec32 std::__1::condition_variable::wait(std::__1::unique_lock<std::__1::mutex>&) + 18\n3 Blender \t 0x108271985 ccl::ShaderCache::compile_thread_func(int) + 165\n4 Blender \t 0x108274dfd void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, ccl::ShaderCache::load_kernel(ccl::DeviceKernel, ccl::MetalDevice*, ccl::MetalPipelineType)::$_1> >(void*) + 45\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 40:\n0 libsystem_kernel.dylib \t 0x7ff8140161fe __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t 0x7ff8140527e1 _pthread_cond_wait + 1243\n2 libc++.1.dylib \t 0x7ff813faec32 std::__1::condition_variable::wait(std::__1::unique_lock<std::__1::mutex>&) + 18\n3 Blender \t 0x108271985 ccl::ShaderCache::compile_thread_func(int) + 165\n4 Blender \t 0x108274dfd void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, ccl::ShaderCache::load_kernel(ccl::DeviceKernel, ccl::MetalDevice*, ccl::MetalPipelineType)::$_1> >(void*) + 45\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 41:\n0 libsystem_kernel.dylib \t 0x7ff8140161fe __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t 0x7ff8140527e1 _pthread_cond_wait + 1243\n2 libc++.1.dylib \t 0x7ff813faec32 std::__1::condition_variable::wait(std::__1::unique_lock<std::__1::mutex>&) + 18\n3 Blender \t 0x108271985 ccl::ShaderCache::compile_thread_func(int) + 165\n4 Blender \t 0x108274dfd void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, ccl::ShaderCache::load_kernel(ccl::DeviceKernel, ccl::MetalDevice*, ccl::MetalPipelineType)::$_1> >(void*) + 45\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 42:\n0 libsystem_kernel.dylib \t 0x7ff8140161fe __psynch_cvwait + 10\n1 libsystem_pthread.dylib \t 0x7ff8140527e1 _pthread_cond_wait + 1243\n2 libc++.1.dylib \t 0x7ff813faec32 std::__1::condition_variable::wait(std::__1::unique_lock<std::__1::mutex>&) + 18\n3 Blender \t 0x108271985 ccl::ShaderCache::compile_thread_func(int) + 165\n4 Blender \t 0x108274dfd void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, ccl::ShaderCache::load_kernel(ccl::DeviceKernel, ccl::MetalDevice*, ccl::MetalPipelineType)::$_1> >(void*) + 45\n5 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n6 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n\nThread 43:\n0 libsystem_pthread.dylib \t 0x7ff81404dc58 start_wqthread + 0\n\n\nThread 35 crashed with X86 Thread State (64-bit):\n```\nrax: 0x0000000000000000 rbx: 0x000070001368d000 rcx: 0x000070001368a7c8 rdx: 0x0000000000000000\nrdi: 0x000000000002c707 rsi: 0x0000000000000006 rbp: 0x000070001368a7f0 rsp: 0x000070001368a7c8\n r8: 0x0000000000000000 r9: 0x0000000000989680 r10: 0x000070001368d000 r11: 0x0000000000000246\nr12: 0x000000000002c707 r13: 0x000000012feea028 r14: 0x0000000000000006 r15: 0x0000000000000016\nrip: 0x00007ff81401a30e rfl: 0x0000000000000246 cr2: 0x000000012feea000\n\n```\nLogical CPU: 0\nError Code: 0x02000148 \nTrap Number: 133\n\n\nBinary Images:\n 0x7ff814012000 - 0x7ff81404bff7 libsystem_kernel.dylib (*) <0c2fd2c9-777c-3355-b70f-7b1b6e9d1b0b> /usr/lib/system/libsystem_kernel.dylib\n 0x7ff813f1a000 - 0x7ff813fa2fff libsystem_c.dylib (*) <5efaf10b-2ec1-32ed-b077-80125e552c8d> /usr/lib/system/libsystem_c.dylib\n 0x1060c2000 - 0x116badfff org.blenderfoundation.blender (3.4.0) <de78ac19-6469-3e44-ab08-627697965862> /Applications/Blender.app/Contents/MacOS/Blender\n 0x7ff813d1b000 - 0x7ff813daf54f dyld (*) <28fd2071-57f3-3873-87bf-e4f674a82de6> /usr/lib/dyld\n 0x7ff813ed0000 - 0x7ff813f16ff3 libdispatch.dylib (*) <817339a1-d03e-3e54-9c47-acacf69f6193> /usr/lib/system/libdispatch.dylib\n 0x7ff81404c000 - 0x7ff814057ff7 libsystem_pthread.dylib (*) <13b5e252-77d1-31e1-888d-1c5f4426ea87> /usr/lib/system/libsystem_pthread.dylib\n 0x7ff81d73d000 - 0x7ff81d762fff com.apple.audio.caulk (1.0) <43ed8c13-59df-3c8d-b4d2-aee44e4939b9> /System/Library/PrivateFrameworks/caulk.framework/Versions/A/caulk\n 0x7ff816060000 - 0x7ff81675affd com.apple.audio.CoreAudio (5.0) <e9f27094-01cb-337a-8530-0cab0e2cc96d> /System/Library/Frameworks/CoreAudio.framework/Versions/A/CoreAudio\n 0x136a29000 - 0x13a6b4fff libopenblas64_.0.dylib (*) <10431d8f-5e3b-3bbc-abd5-81f6a73a5269> /Applications/Blender.app/Contents/Resources/3.4/python/lib/python3.10/site-packages/numpy/.dylibs/libopenblas64_.0.dylib\n 0x7ff8140ae000 - 0x7ff814546fff com.apple.CoreFoundation (6.9) <dbc459f3-81bb-398a-8f74-3f7392392bb7> /System/Library/Frameworks/CoreFoundation.framework/Versions/A/CoreFoundation\n 0x7ff81720f000 - 0x7ff818213ff6 com.apple.AppKit (6.9) <817d572e-eb8c-3999-b7a0-68e1c4b47266> /System/Library/Frameworks/AppKit.framework/Versions/C/AppKit\n 0x7ff813fa3000 - 0x7ff813ffbff3 libc++.1.dylib (*) <06015868-b157-3745-889b-69e23c5034fd> /usr/lib/libc++.1.dylib\n 0x7ff81d570000 - 0x7ff81d73cffb com.apple.Metal (306.2.4) <4ac8bfa1-153f-3c2d-8f98-6831b7c643f8> /System/Library/Frameworks/Metal.framework/Versions/A/Metal\n\nExternal Modification Summary:\n```\nCalls made by other processes targeting this process:\n task_for_pid: 0\n thread_create: 0\n thread_set_state: 0\nCalls made by this process:\n task_for_pid: 0\n thread_create: 0\n thread_set_state: 0\nCalls made by all processes on this machine:\n task_for_pid: 0\n thread_create: 0\n thread_set_state: 0\n```\n\nVM Region Summary:\nReadOnly portion of Libraries: Total=1.2G resident=0K(0%) swapped_out_or_unallocated=1.2G(100%)\nWritable regions: Total=47.1G written=0K(0%) resident=0K(0%) swapped_out=0K(0%) unallocated=47.1G(100%)\n\n```\n VIRTUAL REGION \n```\nREGION TYPE SIZE COUNT (non-coalesced) \n**=======**\nAccelerate framework 256K 2 \nActivity Tracing 256K 1 \nCG backing stores 960K 4 \nCG image 228K 14 \nColorSync 228K 25 \nCoreAnimation 64K 14 \nCoreGraphics 12K 2 \nCoreImage 4K 1 \nCoreUI image data 636K 9 \nFoundation 16K 1 \nIOAccelerator 12.8G 547 \nIOKit 148K 10 \nIOSurface 58.3M 8 \nKernel Alloc Once 8K 1 \nMALLOC 32.1G 1445 \nMALLOC guard page 48K 9 \nMALLOC_LARGE (reserved) 383.9M 11 reserved VM address space (unallocated)\nMALLOC_MEDIUM (reserved) 496.0M 10 reserved VM address space (unallocated)\nMALLOC_NANO (reserved) 384.0M 1 reserved VM address space (unallocated)\nOpenGL GLSL 256K 3 \nSTACK GUARD 176K 44 \nStack 69.8M 44 \nVM_ALLOCATE 158.7M 96 \nVM_ALLOCATE (reserved) 224.0M 3 reserved VM address space (unallocated)\n__CTF 756 1 \n__DATA 59.9M 642 \n__DATA_CONST 51.3M 373 \n__DATA_DIRTY 1753K 211 \n__FONT_DATA 2352 1 \n__GLSLBUILTINS 5174K 1 \n__LINKEDIT 274.5M 70 \n__OBJC_RO 65.1M 1 \n__OBJC_RW 1982K 2 \n__TEXT 989.1M 651 \ndyld private memory 512K 3 \nmapped file 298.9M 95 \nshared memory 447.1M 580 \n**=======**\nTOTAL 48.8G 4936 \nTOTAL, minus reserved VM space 47.4G 4936 \n\n\n\n-----------\nFull Report\n-----------\n\n{\"app_name\":\"Blender\",\"timestamp\":\"2022-12-09 13:00:27.00 +1000\",\"app_version\":\"3.4.0\",\"slice_uuid\":\"de78ac19-6469-3e44-ab08-627697965862\",\"build_version\":\"3.4.0 2022-12-07\",\"platform\":1,\"bundleID\":\"org.blenderfoundation.blender\",\"share_with_app_devs\":0,\"is_first_party\":0,\"bug_type\":\"309\",\"os_version\":\"macOS 13.0.1 (22A400)\",\"roots_installed\":0,\"name\":\"Blender\",\"incident_id\":\"C005C7B8-C72E-4093-B4F1-FAE90C2561DF\"}\n{\n```\n\"uptime\" : 5000,\n\"procRole\" : \"Foreground\",\n\"version\" : 2,\n\"userID\" : 501,\n\"deployVersion\" : 210,\n\"modelCode\" : \"Macmini8,1\",\n\"coalitionID\" : 1400,\n\"osVersion\" : {\n \"train\" : \"macOS 13.0.1\",\n \"build\" : \"22A400\",\n \"releaseType\" : \"User\"\n},\n\"captureTime\" : \"2022-12-09 13:00:26.8303 +1000\",\n\"incident\" : \"C005C7B8-C72E-4093-B4F1-FAE90C2561DF\",\n\"pid\" : 4086,\n\"cpuType\" : \"X86-64\",\n\"roots_installed\" : 0,\n\"bug_type\" : \"309\",\n\"procLaunch\" : \"2022-12-09 12:58:58.0017 +1000\",\n\"procStartAbsTime\" : 4965752889748,\n\"procExitAbsTime\" : 5054490072306,\n\"procName\" : \"Blender\",\n\"procPath\" : \"\\/Applications\\/Blender.app\\/Contents\\/MacOS\\/Blender\",\n\"bundleInfo\" : {\"CFBundleShortVersionString\":\"3.4.0\",\"CFBundleVersion\":\"3.4.0 2022-12-07\",\"CFBundleIdentifier\":\"org.blenderfoundation.blender\"},\n\"storeInfo\" : {\"deviceIdentifierForVendor\":\"94D4C7AA-42A4-5C3F-8C08-A3A0F4499D46\",\"thirdParty\":true},\n\"parentProc\" : \"launchd\",\n\"parentPid\" : 1,\n\"coalitionName\" : \"org.blenderfoundation.blender\",\n\"crashReporterKey\" : \"DA7E5727-A75F-6765-C417-804DFCD4552C\",\n\"bridgeVersion\" : {\"build\":\"20P420\",\"train\":\"7.0\"},\n\"sip\" : \"enabled\",\n\"externalGPUInfo\" : \"ID Vend\\/Dev\\n8488 73bf1002\\nSeconds Ago ID Type\\n 5000.0 8488 Attach\\n\",\n\"exception\" : {\"codes\":\"0x0000000000000000, 0x0000000000000000\",\"rawCodes\":[0,0],\"type\":\"EXC_CRASH\",\"signal\":\"SIGABRT\"},\n\"extMods\" : {\"caller\":{\"thread_create\":0,\"thread_set_state\":0,\"task_for_pid\":0},\"system\":{\"thread_create\":0,\"thread_set_state\":0,\"task_for_pid\":0},\"targeted\":{\"thread_create\":0,\"thread_set_state\":0,\"task_for_pid\":0},\"warnings\":0},\n\"faultingThread\" : 35,\n\"threads\" : 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\"CFBundleIdentifier\" : \"com.apple.AppKit\",\n \"size\" : 16797687,\n \"uuid\" : \"817d572e-eb8c-3999-b7a0-68e1c4b47266\",\n \"path\" : \"\\/System\\/Library\\/Frameworks\\/AppKit.framework\\/Versions\\/C\\/AppKit\",\n \"name\" : \"AppKit\",\n \"CFBundleVersion\" : \"2299\"\n},\n{\n \"source\" : \"P\",\n \"arch\" : \"x86_64\",\n \"base\" : 140703463780352,\n \"size\" : 364532,\n \"uuid\" : \"06015868-b157-3745-889b-69e23c5034fd\",\n \"path\" : \"\\/usr\\/lib\\/libc++.1.dylib\",\n \"name\" : \"libc++.1.dylib\"\n},\n{\n \"source\" : \"P\",\n \"arch\" : \"x86_64\",\n \"base\" : 140703620857856,\n \"CFBundleShortVersionString\" : \"306.2.4\",\n \"CFBundleIdentifier\" : \"com.apple.Metal\",\n \"size\" : 1888252,\n \"uuid\" : \"4ac8bfa1-153f-3c2d-8f98-6831b7c643f8\",\n \"path\" : \"\\/System\\/Library\\/Frameworks\\/Metal.framework\\/Versions\\/A\\/Metal\",\n \"name\" : \"Metal\",\n \"CFBundleVersion\" : \"306.2.4\"\n}\n```\n],\n```\n\"sharedCache\" : {\n\"base\" : 140703460519936,\n\"size\" : 21474836480,\n\"uuid\" : \"840e528a-0c70-3c6a-b7b4-4f05f32ccc51\"\n```\n},\n```\n\"vmSummary\" : \"ReadOnly portion of Libraries: Total=1.2G resident=0K(0%) swapped_out_or_unallocated=1.2G(100%)\\nWritable regions: Total=47.1G written=0K(0%) resident=0K(0%) swapped_out=0K(0%) unallocated=47.1G(100%)\\n\\n VIRTUAL REGION \\nREGION TYPE SIZE COUNT (non-coalesced) \\n=========== ======= ======= \\nAccelerate framework 256K 2 \\nActivity Tracing 256K 1 \\nCG backing stores 960K 4 \\nCG image 228K 14 \\nColorSync 228K 25 \\nCoreAnimation 64K 14 \\nCoreGraphics 12K 2 \\nCoreImage 4K 1 \\nCoreUI image data 636K 9 \\nFoundation 16K 1 \\nIOAccelerator 12.8G 547 \\nIOKit 148K 10 \\nIOSurface 58.3M 8 \\nKernel Alloc Once 8K 1 \\nMALLOC 32.1G 1445 \\nMALLOC guard page 48K 9 \\nMALLOC_LARGE (reserved) 383.9M 11 reserved VM address space (unallocated)\\nMALLOC_MEDIUM (reserved) 496.0M 10 reserved VM address space (unallocated)\\nMALLOC_NANO (reserved) 384.0M 1 reserved VM address space (unallocated)\\nOpenGL GLSL 256K 3 \\nSTACK GUARD 176K 44 \\nStack 69.8M 44 \\nVM_ALLOCATE 158.7M 96 \\nVM_ALLOCATE (reserved) 224.0M 3 reserved VM address space (unallocated)\\n__CTF 756 1 \\n__DATA 59.9M 642 \\n__DATA_CONST 51.3M 373 \\n__DATA_DIRTY 1753K 211 \\n__FONT_DATA 2352 1 \\n__GLSLBUILTINS 5174K 1 \\n__LINKEDIT 274.5M 70 \\n__OBJC_RO 65.1M 1 \\n__OBJC_RW 1982K 2 \\n__TEXT 989.1M 651 \\ndyld private memory 512K 3 \\nmapped file 298.9M 95 \\nshared memory 447.1M 580 \\n=========== ======= ======= \\nTOTAL 48.8G 4936 \\nTOTAL, minus reserved VM space 47.4G 4936 \\n\",\n\"legacyInfo\" : {\n\"threadTriggered\" : {\n```\n\n```\n}\n```\n},\n```\n\"trialInfo\" : {\n\"rollouts\" : [\n {\n \"rolloutId\" : \"5fb4245a1bbfe8005e33a1e1\",\n \"factorPackIds\" : {\n```\n\n```\n },\n \"deploymentId\" : 240000021\n },\n {\n \"rolloutId\" : \"62b4513af75dc926494899c6\",\n \"factorPackIds\" : {\n \"COREOS_ICD\" : \"62fbe3cfa9a700130f60b3ea\"\n },\n \"deploymentId\" : 240000014\n }\n],\n\"experiments\" : [\n```\n\n```\n]\n```\n}\n}\n\nModel: Macmini8,1, BootROM 1916.40.8.0.0 (iBridge: 20.16.420.0.0,0), 6 processors, 6-Core Intel Core i7, 3.2 GHz, 32 GB, SMC \nGraphics: Intel UHD Graphics 630, Intel UHD Graphics 630, Built-In\nDisplay: ASUS VG32V, 2560 x 1440 (QHD/WQHD - Wide Quad High Definition), Main, MirrorOff, Online\nGraphics: AMD Radeon RX 6800, AMD Radeon RX 6800, PCIe, 16 GB\nMemory Module: BANK 0/ChannelA-DIMM0, 16 GB, DDR4, 2667 MHz, SK Hynix, HMA82GS6CJR8N-VK\nMemory Module: BANK 2/ChannelB-DIMM0, 16 GB, DDR4, 2667 MHz, SK Hynix, HMA82GS6CJR8N-VK\nAirPort: spairport_wireless_card_type_wifi (0x14E4, 0x7BF), wl0: Sep 14 2022 18:10:05 version 9.30.489.3.32.5.84 FWID 01-31bf0e8d\nBluetooth: Version (null), 0 services, 0 devices, 0 incoming serial ports\nNetwork Service: Ethernet, Ethernet, en0\nNetwork Service: Wi-Fi, AirPort, en1\nPCI Card: pci8086,15f0, USB eXtensible Host Controller, Thunderbolt@13,0,0\nPCI Card: pci144d,a808, NVM Express Controller, Thunderbolt@73,0,0\nPCI Card: AMD Radeon RX 6800, gpu-controller, Thunderbolt@12,0,0\nPCI Card: pci1002,ab28, Audio Device, Thunderbolt@12,0,1\nPCI Card: pci1002,73a6, USB eXtensible Host Controller, Thunderbolt@12,0,2\nPCI Card: pci1002,73a4, Unknown, Thunderbolt@12,0,3\nUSB Device: USB31Bus\nUSB Device: USB31Bus\nUSB Device: USB3.1 Hub\nUSB Device: USB3.1 Hub\nUSB Device: USB2.0 Hub\nUSB Device: Microsoft® LifeCam HD-3000\nUSB Device: USB2.0 Hub\nUSB Device: Matias RGB Backlit Wired Keyboard\nUSB Device: USB2.1 Hub\nUSB Device: USB Storage\nUSB Device: Dell MS116 USB Optical Mouse\nUSB Device: T2Bus\nUSB Device: Headset\nUSB Device: Apple #2 Controller\nThunderbolt Bus: Mac mini, Apple Inc., 47.5\nThunderbolt Device: Node Titan, AKiTiO, 1, 50.1\nThunderbolt Device: Portable SSD X5, SAMSUNG ELECTRONICS CO., LTD, 3, 35.1\nThunderbolt Bus: Mac mini, Apple Inc., 47.5\n```\n\nCrashing Thread:\n```\nThread 35 Crashed:\n0 libsystem_kernel.dylib \t 0x7ff81401a30e __pthread_kill + 10\n1 libsystem_pthread.dylib \t 0x7ff814051f7b pthread_kill + 263\n2 libsystem_c.dylib \t 0x7ff813f9bd3f __abort + 139\n3 libsystem_c.dylib \t 0x7ff813f9bcb4 abort + 138\n4 libsystem_c.dylib \t 0x7ff813f9afbe __assert_rtn + 314\n5 Metal \t 0x7ff81d6acf32 MTLReportFailure.cold.1 + 43\n6 Metal \t 0x7ff81d687df9 MTLReportFailure + 529\n7 Metal \t 0x7ff81d5913ba -[_MTLCommandBuffer addCompletedHandler:] + 87\n8 Blender \t 0x10827ac38 ccl::MetalDeviceQueue::enqueue(ccl::DeviceKernel, int, ccl::DeviceKernelArguments const&) + 3352\n9 Blender \t 0x108dc338b ccl::ShaderEval::eval_gpu(ccl::Device*, ccl::ShaderEvalType, ccl::device_vector<ccl::KernelShaderEvalInput>&, ccl::device_vector<float>&, long long) + 267\n10 Blender \t 0x108dc2d48 std::__1::__function::__func<ccl::ShaderEval::eval(ccl::ShaderEvalType, int, int, std::__1::function<int (ccl::device_vector<ccl::KernelShaderEvalInput>&)> const&, std::__1::function<void (ccl::device_vector<float>&)> const&)::$_0, std::__1::allocator<ccl::ShaderEval::eval(ccl::ShaderEvalType, int, int, std::__1::function<int (ccl::device_vector<ccl::KernelShaderEvalInput>&)> const&, std::__1::function<void (ccl::device_vector<float>&)> const&)::$_0>, void (ccl::Device*)>::operator()(ccl::Device*&&) + 680\n11 Blender \t 0x10823c8af ccl::Device::foreach_device(std::__1::function<void (ccl::Device*)> const&) + 31\n12 Blender \t 0x108246740 ccl::MultiDevice::foreach_device(std::__1::function<void (ccl::Device*)> const&) + 64\n13 Blender \t 0x108dc296a ccl::ShaderEval::eval(ccl::ShaderEvalType, int, int, std::__1::function<int (ccl::device_vector<ccl::KernelShaderEvalInput>&)> const&, std::__1::function<void (ccl::device_vector<float>&)> const&) + 154\n14 Blender \t 0x108c2a79f ccl::GeometryManager::displace(ccl::Device*, ccl::Scene*, ccl::Mesh*, ccl::Progress&) + 511\n15 Blender \t 0x108bb4769 ccl::GeometryManager::device_update(ccl::Device*, ccl::DeviceScene*, ccl::Scene*, ccl::Progress&) + 3305\n16 Blender \t 0x108c51111 ccl::Scene::device_update(ccl::Device*, ccl::Progress&) + 1745\n17 Blender \t 0x108c52d73 ccl::Scene::update(ccl::Progress&) + 163\n18 Blender \t 0x108d246e3 ccl::Session::run_update_for_next_iteration() + 1395\n19 Blender \t 0x108d23c74 ccl::Session::run_main_render_loop() + 100\n20 Blender \t 0x108d24c13 ccl::Session::thread_render() + 259\n21 Blender \t 0x108d228c8 ccl::Session::thread_run() + 168\n22 Blender \t 0x10db3e413 ccl::thread::run(void*) + 19\n23 libsystem_pthread.dylib \t 0x7ff814052259 _pthread_start + 125\n24 libsystem_pthread.dylib \t 0x7ff81404dc7b thread_start + 15\n```", "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)", "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", "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", "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", "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```", "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", "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", "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" ]
[ "workbench render crash when start to render in Blender newest version V3.4-release\nOperating system: Windows 11\nGraphics card: Nvidia RTX 3050Ti Laptop GPU\n\nBroken: 3.4.0,\nbranch: blender-v3.4-release, \ncommit date: 2022-12-06 18:46,\nhash: a95bf1ac01be, \ntype: release\nbuild date: 2022-12-07, 02:06:25\nWorked: (the newest version of Blender that worked as expected)\n\nworkbench render crashes when starting to render in Blender newest version V3.4-release\n\n\nBlender exits if I press the Render Image or Render Animation button after setting the workbench render settings.", "Regression: Workbench render crash in 3.4\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\nWorked: 3.3\nCaused by 3411a96e74\n\nBlender quit immediately when start to render in workbench mode.\n\n[workbench_render_crash.blend](workbench_render_crash.blend)\n\n- Open Blender with default scene.\n- Choose workbench mode.\n- Click F12 to render.\n\n" ]
Mode switching pie menu don't work with armatures Operating system: Windows-10-10.0.19042-SP0 64 Bits Graphics card: GeForce GTX 750 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71 Broken: version: 3.0, 3.1.0 Worked: 2.93 If the Armature is selected in obejct or pose mode when and I press Ctrl+tab, the Pie menu wont open. If I'm in edit mode wiht the Armature then press Ctrl+tab, then the Pie menu opens. **Solution** If you check the box "Tab for pie menu" the hotkeys will change and everything works fine Add an Armature Object With this object selected, press Ctrl-Tab The pie menu will not appear ![изображение.png](изображение.png) ![изображение.png](изображение.png) ![изображение.png](изображение.png)
[ "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", "Inconsistent naming for modes in the undo history menu\nBroken: 3.4 alpha\n\nIn the undo history panel, the \"Object mode\" entry is registered with the name of previous modes. Switch from sculpt mode to Object mode will create an undo step with \"Sculpt Mode\" name\n\nAs for the other modes entries, they have no naming standard. Some entries have \"Toggle\" written before, some have \"Toggle\" after, some don't have \"Toggle\". Also they all have \"Mode\" written except for texture paint. \nThe entries are as follows:\n\n\"Texture Paint Toggle\"\n\"Weight Paint Mode\"\n\"Vertex Paint Mode\"\n\"Toggle Edit Mode\"\n\"Sculpt Mode\"\n\nBased on the default startup;\nChange modes; \nCheck \"Edit -> Undo History\" menu.\n", "Can't create a working shortcut for Extract Face Set\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.96\n\nBroken: version: 3.0.0 Alpha\n\n\nCan't create a working shortcut for Face Set Extract. Creating one does appear in the Keymap, but not in the Face Sets menu. Can only manually use the operator in the menu to make it work.\n\n[Desktop 2021.09.05 - 05.28.09.02.mp4](Desktop_2021.09.05_-_05.28.09.02.mp4)\n\n1. Create a shortcut for Extract Face Set.\n2. Check that it is in the Keymap to be sure it's there.\n3. Pressing the keys to perform the shortcut will not work. The shortcut text will not appear in the menu as other shortcuts do in Blender.\n", "Text Object -> Edit Mode, Many Short-cuts Showing Here & There, But Not Working \nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: AMD Radeon HD 8400 / R3 Series ATI Technologies Inc. 4.5.13399 Core Profile Context 15.200.1065.0\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (Probably Never)\n\n\nFor Text Object -> Many Short-cuts are showing in e.g. menus but not working. e.g. T (Tool Shelf), N (Numeric Pane) e.t.c\n\n\n![Shortcuts not working.gif](Shortcuts_not_working.gif)\n\n*Wait:* I am checking a list the all short-cuts which are not working...", "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", "Node Tools: popover menus for options\nWhen creating a new Node Tool the defaults are immediatelly set. But users can still change them from the menus\n\n* **Object Types**: Mesh, ...\n* **Modes**: Object, Edit, Sculpt\n\n![image](attachment)\n\nNote: This is only for the Tool context. But once assets are also supported in the Modifiers Add Menu we will need the `Object Types` popover in the Modifier context as well.\n\n", "Gizmos do not appear when editing normals via the rotate or point to target functions\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: Intel(R) HD Graphics 620 Intel 4.5.0 - Build 24.20.100.6292\n\n\nBroken: version: 2.80 (sub 72)\nWorked: (optional)\n\n\nWhen editing normals using the \"rotate\" or \"point to target\" options in the Alt-N normal menu, no gizmo appears to control these functions using the mouse. This behavior isn't consistent with the behavior [shown in this video ](Rqsgrg_SVME?t=123).\n\n\n # Open new \"General\" file\n\n # (Optional: Enable normal visualization gizmos)\n\n # Select cube and go into edit mode\n\n # Select a face and open the Alt-N normal editing menu\n\n # Choose the \"rotate\" or \"look at target\" options\n\n - Gizmo for mouse does not appear\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", "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.", "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)", "Auto keying not keying for child bones and not transformed\nOperating system: Windows 10\nGraphics card: RTX 3060 Ti\n\nBroken: (3.1.0 c77597cd0e15 master 2022-03-08 18:16)\n\nWhen I tried to auto key multiple bones by select these and hit G > Mouse1 only the top of parented bone is keyed and nothing for anything else \n\n・Add armature\n・In edit mode -> extrude bone\n・Enable Auto keying\n・In pose mode -> Select All (A) ->Move/Rotate/Scale(but not make any transform, just apply) to add a keyframe\n\nTest file with first 3 steps included:\n[#96473.blend](T96473.blend)", "Regression from 3.3: Invalid button mapping on SpaceMouse Enterprise (256f:c633)\nButton mapping on this device is now completely scrambled. For example pressing \"Shift\" deletes selected object, \"Lock rotation\" is interpreted as play/pause, \"Button 6\" rotates camera 90deg CCW and \"1\" brings up the menu. Other buttons do not seem to register.\n\n\nBus 003 Device 013: ID 256f:c633 3Dconnexion SpaceMouse Enterprise\n\nTested on macOS Ventura and Ubuntu 22.04\n\nIn blender 3.3.2 on Linux and macOS, some buttons function correctly:\n - Shift\n - Ctrl\n - Alt\n - Rotate\n - Top\n - Front\n - Right\n\n Basically all other keys in 3.3.2 bring up the on-screen menu.\n\n\nTested versions: 3.4, 3.5 and 3.6.\n\nOperating system: macOS-14.0-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Pro 1.2\n\nBroken: version: 3.6.0\nWorked: 3.3.2\n", "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.", "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", "Annotation tool in Image Editor does not switched off when mode is changed\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:\n- 2.93.0 Alpha\n- 2.91.2\n- 2.90.1\n- 2.83.10\n- 2.81a\n- 2.80\nWorked: Never\n\n\nWhen annotation tool is selected in View Mode, and then changed to the Paint Mode,\nthe annotation tool remains \"ON\" even if Draw tool is active in Paint Mode. \n\n![Annotation.png](Annotation.png)\n\nI uploaded a snapshot.\nThe active tool is Draw tool, as shown in tool panel.\nBut the annotation line is drawn when the mouse is dragged.\n\n- Open the Image Editor and create a new image.\n- Switch to *Paint* mode in the *Image Editor* and select the *Draw* tool.\n- Switch to *View* mode in the *Image Editor* and select the *Annotation* tool.\n- Switch to *Paint* mode and notice that the *Draw* tool is indicated as active tool in the toolbar\n# Try to use the *Draw* tool.\nAn annotation line is drawn instead of a brush stroke with the *Draw* tool. It only starts to work once the tool is reselected in the toolbar." ]
[ "Armature: No Pie-Menu in Object- and Pose-Mode\nOperating system: Windows 11\nGraphics card: RTX 550\n\nBroken: 3.1.0\nWorked: I don't know, I didn't try it with other versions.\n\nCtrl + Tab is the shortcut for the pie-menu for switching between the different modes (e.g. object-mode, edit, mode,...).\nWhen using an armature IN THE OBJECT-MODE the shortcut goes directly in the pose-mode.\nWhen using an armature IN THE POSE-MODE the shortcut goes directly in the object mode.\nThe EDIT-MODE is the only mode where the pie-menu appears when using an armature.\nAs far as I tested this it's only an issue with armature-objects; other object-types (e.g. polygons, curves, surfaces,...) work fine.\n\n1) Create armature.\n2) Try to switch between the different modes with the pie-menu shortcut Ctrl + Tab.\n\n.blend-file is attached.\n[armature.blend](armature.blend)", "Ctrl+Tab pie menu to select mode does not work with armatures\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.86\n\nBroken: version: 2.81 (sub 14)\nWorked: (optional)\n\nThe shortcut for the pie menu to select mode (Ctrl+Tab) does not work when an Armature is selected\nNot sure if this is intended behavior. If it is, I would argue that it's confusing, since the it differs from normal result for the same operation. \n\n- Start Blender\n- Create Armature\n- Select Armature\n- Hit Ctrl+Tab\n>>Viewer enters pose mode instead of displaying the usual pie menu\n\n\n" ]
Modo Theme: Preview range has invisible color Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: GeForce GTX TITAN/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71 Broken: version: 2.93.0 In the fashion theme Modo, the preview range has invisible color.
[ "Hair with material using a non-existing attribute looks different between Eevee and Cycles\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: Radeon (TM) RX 480 Graphics ATI Technologies Inc. 4.5.0 Core Profile Context 22.20.00.20.220516\n\nBroken: version: 3.4.0 Alpha\nWorked: -\n\nHair can be affected by materials that use attributes such as mesh.\nThe color of the mesh at the root position of the strand usually defines the color.\nBut that's not the case in Eevee if an attribute doesn't exist.\n![image.png](image.png)\n\nThe actual color can be kind of undefined, but there should be a convention between the renders.\n\n- Open attached .blend file\n- Compare Cycles and Eevee\n[hair_material_with_non-existing_attribute__bug.blend](hair_material_with_non-existing_attribute__bug.blend)\n\n", "Blander crash without ray shadows Nvidia GTX 950M CUDA\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 950M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 411.63\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\nWhen turn off ray shadow visiblity render becomes slow and the blender crashes.\n[2019-10-28_03-53-23.mp4](2019-10-28_03-53-23.mp4)\n\n------------\nI tested again on GTX 750 Ti and 2.92.0 Alpha. If I turn shadows off first, then switch to rendered view, it gives bad render:\n![image.png](image.png)\nIt disappears when you do something. Typical when there's something wrong in Cycles. I need to restart Blender to be able to render again.\nWhen I turn rendered view first, then turn shadows off, it sometimes crashes.\nThis is all Cuda. Optix renders nothing at all. I presume Optix doesn't do volumes yet.\nAlso noticed that deleting sun lamp and leaving only area lamps fixed the issue.\n\n**Steps to reproduce**\n[облака в стекле.blend](облака_в_стекле.blend)\n- Open file\n- Disable shadow ray invisibility on object\n- Switch to rendered shading\n", "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.", "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", " Greasepencil Hue/Saturation modifier\nOperating system:windows 10\nGraphics card:GTX 1060\n\nBroken:2.93beta\n\nHue/Saturation modifier can not take effect on fill-gradient", "Can't get vertex color in index layer of \"Particle Instance\" modifier\nOperating system: Mac OS ventura 13.1 \nGraphics card: Apple M1\n\n\nBroken: version: 3.5.1. 3.6.1\nWorked: 2.80.75\n\n\nI define a vertex color named \"test color\" in \"Object data properties\"-\"color attributes\"-\"+\"-\"domain: vertex\"-\"data type: color\" for a general plane mesh. Then I add a \"Particle Instance\" modifier for the mesh. In the \"layers\" section of the modifier, I want to assign the previous \"test color\" to the \"index\" field. However, I get an empty list prompted when tapping the field area. And I can't enter the name manually either.\n\n1. build a plane mesh\n2. Create a vertex color. \"Object data properties\"-\"color attributes\"-\"+\"-\"domain: vertex\"-\"data type: color\" for the plane\n3. Add a \"Particle Instance\" modifier for the plane\n4. Go to \"index\" field in \"layers\" section of the modifier.\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.", "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", "Grid doesnt show\nOperating system:\nGraphics card:\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n", "Color Picker in texture mode sampling incorrect values (sample merged OFF, sampling from another object)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.31\n\nBroken: version: 2.92.0\nWorked: ?\n\nThe color picker in \"Texture Painting\" mode seems to only sample the correct color when the look is set to **None**under the **ColorManagement->Look->\"None\"** and if the Viewport **Shading->RenderPass** is set to **DiffuseColor**.\nOtherwise, the color values are simply wrong, they are either too bright or too dark.\n*In the provided scene the issue is quite clear, but in more complex scenes with more complex lighting and post-processing the sampling becomes **completely** broken giving values that aren't even close to what is shown on screen.*\n\n**Expected Behaviour**\nThe way I would expect the color picker to work is that it either samples the color as **I** as a user see it on my viewport.\nOr that it samples the source texture at the pixel I am sampling without any extra lighting applied to it. *( This should be easily toggleable behavior but that is more of a feature request )*[ColorPicker_WrongSampling.blend](ColorPicker_WrongSampling.blend)\nRight now it seems to do neither.\n\n\n - Open attached .blend file.\n - Select the black cube and enter Texture Paint Mode.\n # Sample the color from the other cube *( I recommend sampling the green since the meshes are close to each other making it easy to see the color difference )*.\n\n\n", "Allow user to change the shading parameters of the asset preview generation scene\nUsers should be able to have some control over the render settings of generated asset preview icons.\n\nPersonally, I want to be able to turn off the specular lighting because it makes my assets look ugly in the previews (note the big shiny surfaces on these bushes).\n\n![image.png](image.png)", "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", "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)", "Default theme: Data types corresponding with modes\nFor the release of Blender 2.83, we have removed the use of the crosshair cursor for Edit Mode, because it was conflicting with tool cursors. \n\nInstead, we can use other things to help clarify to users which mode is active. \n\n{[F8383208](Screenshot_2020-03-02_at_11.07.10.png), size=full}\n\nCurrently, selection in all modes is orange. But, as you can see above, we already color code different kinds of data in Blender. Object data (mesh, curve etc) is set to green, so we could use that as the edit mode selection color.\n\n\n## Examples:\n\nVertex:\n{[F8383329](theme_vertex.png), size=full}\n\nEdge:\n{[F8383332](theme_edge.png), size=full}\n\nFace:\n{[F8383334](theme_face.png), size=full}", "Eevee AOV passes have inacurate colour\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.93.7 Release Candidate\nBroken: version: 3.0.0\nWorked: NA\n\nIn Eevee AOV, the colors of AOV result slightly changed from the original colors.\nThis color change doesn't occur in Cycles.\n\nSimilar problem, but this thread says fixed.\nT85261\n\n\n1. Open 211203_eeveeAOV.blend.\n2. Render(F12) in Eevee.\n3. Check the rendered image and the AOV pass 'test' in Image Editor and sample the color.\n\nEmission shader and rendered image(checked by Image Editor > Sample):\nR: 0.80000\nG: 0.40000\nB: 0.20000\nA: 1.0000\n\nRendered AOV (checked by Image Editor > Sample)\nR: 0.80322\nG: 0.40161\nB: 0.20081\nA: 1.0000\n![compare.png](compare.png)\n[211203_eeveeAOV.blend](211203_eeveeAOV.blend)\n\n" ]
[ "Modo theme. Set preview range does not differ in color.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: GeForce GTX TITAN/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 3.2.0\n\n\n\nSet preview range does not differ in color.\nI wrote about this many months ago.\nReally like this Modo theme, but this little bug is a bit of a nuisance.\nIt would be nice if you could fix it.\nThanks.\n[2022-06-12 22-03-57.mkv](2022-06-12_22-03-57.mkv)\n\n" ]
NDOF Device (3DConnexion Space Navigator) doesn't work in 2.76 rc2 **Environment** Running the latest 3D Connexion Drivers: 3DXWare 10 Version 10.2.3 SpaceNavigator Firmware 4.35 MacBook Pro (Retina, 13-inch, Late 2013) 2.8 GHz Intel Core i7 Graphics Intel Iris 1536 MB **Description** I tried using Fly and Orbit mode. No rotation or moving happens. Clicking on the mouse buttons triggers the default radial menu instead of the Blender NDOF menu. The device works in the 3DConexion demo app.
[ "When turning VR mode on, the controllers show, even when there are no controllers in the system\n**System**\n* ConceptD 7 (laptop with holographic display using OpenXR backend on Windows)\n\nBroken: version: 4.0.0 Alpha\nWorked: - (technically in old Blenders before we had XR input support)\n\nWhen turning VR mode on, the controllers show, even when there are no controllers in the system.\n\n\nI don't know if the issue is unique to this system, but this is a laptop that uses OpenXR backend to handle head tracking and has an holographic display but no \"VR controllers\".\n\n* Turn on VR\n* You will see a big gizmo in the screen (black circle, with a XYZ gizmo on top of it).\n\nThe gizmo is following Blender's camera (making the experience unusable).\n\n**Workaround**\n\nI can work around that by disabling the visualization of VR controllers. However if the system has no controllers, they shouldn't be drawn in the first place:\n\n![image](attachment)", "Multi-Object-Mode: EditMesh Vert/Edge Slide (transform) incorrect orientation for non active objects\nVert/Edge slide calculates the closest edge, then a screen space vector to move the cursor along to perform the slide.\n\nThis currently is only correct for the active object.\n\nIt's possible to have multiple objects rotated differently so the slide vector will be wrong on some objects.\n\nNote that performing vert/edge slide on multiple loops (while supported) is not all that common.", "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", "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", "Weird Motion Blur with Simulation Nodes\nBroken: 3.6.2\n\nMotion Blur doesn't work properly with Geometry Nodes instances.\nAs shown in the rendered video, the motion blur seems to give weird results, the motion trails of the instanced particles from the Geometry Nodes (and Simulation Nodes) setup don't seem to follow their direction properly.\n\n<video src=\"attachment\" title=\"animation.mp4\" controls></video>\n\n[Test.blend](attachment)\n- Open file\n- Hit play to bake simulation until let's say frame 45\n- Render frame 45\n\n", "With ThinkPad keyboards Zoom does not work with the trackpoint and middle button\nOperating system: Linux ubuntu 22.04\nGraphics card: Intel HD4600 + NVidia GT730M\n\nBroken: 3.4.1\nWorked: Works correctly until Blender version 3.3.1\n\n\nIn previous versions of blender moving the trackpoint and pressing the center button of the trackpack on thinkpad keyboards blender zooms in and out. In version 3.4.1 it no longer does. In 3.4.1 rotates the wiev. Does not work with or without 3er button emulation. In previus versions it works correctly, does zoom in and out. \n\nBased on the default startup or an attached .blend file (as simple as possible).\nStart blender move the track point while cicking the middle button on the trackpad.\nUntil blender 3.5 it does zoom, in 3.4.1 rotates the view. (I think in some alpha 3.4 it works but not in 3.4.1)", "Outline of plane in Object mode does not Render after applying transforms\nBroken: Current main.\nWorked: N/A.\n\nOutline of plane in Object mode does not Render after applying transforms and looking Down the plane in top down view or any view.\n\n1. Delete the default cube.\n2. Add a Plane.\n3. Numpad 7 for top down view.\n4. selct the plane and rotate on x axis 90 degrees\n5. Apply all transforms.\n\nFrom Blend File Just Select the plane and press numpad 7 to go to Topdown view and Out line should stop rendering.", "3D cursor doesn't precisely follow mouse pointer when Transform Pivot Point is Active Element\nOperating system: Fedora Linux (Wayland)\nGraphics card: AMD\n\nBroken: at least from 2.93 to 4.0 all broken\nWorked: never?\n\nWhen moving the 3D cursor, it's moved distance is multiplied by some value depending on the view orientation. \n\n\n- Move the default cube and rotate the viewport orientation\n- Select Active Element as the Transform Pivot Point\n- Move the 3D-Cursor with shift+RMB\n\n", "Transform constraints not working with rigid body simulation\nOperating system: Ubuntu 16.04\nGraphics card: MSI 1080Ti\n\nBroken: 2.80, 337eb8c1de4c, master, 2019-03-27,\nWorked: 2.80, 8beab3e33922, master, 2019-01-21\n\nThe new blender release (as of hash: 936014ea8c74), seems to have disabled constraints from animations. \nIf you set a Minimum Z for a rigid body object, it will ignore that minimum.\n\n - Open the default room.\n - Place the cube at (0, 0, 5)\n - Add “Active” rigid body to the cube\n - Add “Limit Location” object constraint and check minimum Z = 0\n - Press play\n\nIn previous versions, the cube would drop and stop at z = 0, but now it falls to -infinity.", "Rigid body doesn't work when collision is set to mesh, deform and deforming\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: Radeon RX Vega M GH Graphics ATI Technologies Inc. 4.5.14761 Core Profile Context 21.30.37.04 30.0.13037.4001\n\nBroken: version: 3.2.1\n\nThe rigid body simulation doesn't work with objects using collision with mesh, deform and deforming.\n\n* Make a plane, subdivided\n* Give it a wave modifier\n* Set up the rigid body type: dynamic, active, animated; collision: mesh, deform and deforming.\n* Use another object make it rigid body active\n* Run simulation\n* Sometimes works and when changing rigid body substeps per frame doesn't work at all (well sometimes works but when it does things jump out of control not like in Blender 2.79)\n\nIn Blender 2.79 works perfectly\n\n\n[Wave simulation 3.2.blend](Wave_simulation_3.2.blend)\n\n[Wave simulation 2.79.blend](Wave_simulation_2.79.blend)\n\nBlender 3.2\n\n![image.png](image.png)\n\nBlender 2.79\n![image.png](image.png)\n\n", "Cycles box mapping not working with rotated texture coordinates\nubuntu 14.04, 630GT, 4930k\n\nBroken: 2.74\n\n\nbox mapping doesn't work with object mapping (object) if the object is rotated (only 1 side is properly projected)\n\n\n1. open the blend file\n2. copy \"Cube\" and rotate it (90 degress)\n3. render\n\n\n\n\n\n\n\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", "'Set Origin' operator shows non-functional options (depending on selected object type and chosen operation -- e.g. Bounds Center (Center of Mass) is not working)\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.59\n\nBroken: version: 3.1.2\n\n(Origin set to Center of Mass) \nCenter: Bounds Center does not work. Same result as Median Center. \nAlso if the \"Bounds\" checkbox will be toggled in the Viewport Display(Object Properties Tab) while having the Set Origin dialog opened it will be toggled when switching options in the dialog box. \nI checked it with 1 imported FBX and one Suzanne that i deformed. \nHowever Maya and Houdini set the pivot to the correct center.\n\nSet Origin > Origin to Center of Mass (Surface or Volume) in the dialog switch from Center: Median Center to Bounds Center.\n\n[center_of_mass.blend](center_of_mass.blend)\n", "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", "ShowNavigationGuide refresh Problem\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.1.2\n\nno Updating the Viewport when setting the the Navigation Guide on/off\n\n \ninside Blender -Preferences -Input -Show Navigation Guide \nno refresh when checking the Show Navigation Guide on off .\norbit in the 3d-view will refresh and Update these changes.\n\n![refresh_problem.gif](refresh_problem.gif)\n\n\n" ]
[ "NDOF Support on OSX\nWINDOWS 7 (64 bit)\ngraphics card: AMD RADEON HE 6450\n\n**Blender 2.72b**\nBroken: ?\nWorked: ?\n\nPROBLEM:\n3DConnexion Space Navigator no longer rotates around selection.\n\nI use a 3D mouse: the Space Navigator by 3DConnexion. In Blender 2.64, it no longer worked. I reported this and after much discussion, the problem was solved and it worked fine up to version 2.70. Here's the previous discussion:\n\nT32806\n\n\nIn all versions after 2.70, it does not work. I just tested 2.72b and it is still malfunctioning.\n\nIt must be that none of the developers use a 3d Mouse, though I don't know why, since they are so useful, especially for modeling and sculpting.\n\nThe previous discussion describes in detail how the Space Navigator SHOULD work. I hope someone will again spend some time to make it work that way again. Thanks for your time. \n\nJohn Howard\n\n" ]
Only Insert Needed breaks manual keying. Broken: all since 2.7x Worked: never Only Insert Needed option in animation preferences, overrides manual keying hence making manual keying unusable. Select your default cube, create a keyframe in frame 1 create a keyframe in frame 10 go to preferences > animation activate the Only Insert Needed option. go to frame 5, try inserting a keyframe with, I (menu) or in the animation editors. message comes up: "Keying set failed to insert any keyframes" this makes the option needed to be turned off everytime that you want to force a keyframe which is broken. any further info let me know.
[ "Can't type tilde (~) in text editing mode - Blender enters fly/walk navigation immediately\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\nOS Language: Brazilian Portuguese\nKeyboard layout: United States (international)\n\nBroken: version: 2.90.0\nWorked: don't know\n\nUsing the `ENG` layout the tilde (~) is in this position on the keyboard:\n![400px-KB_United_States-NoAltGr.svg.png](400px-KB_United_States-NoAltGr.svg.png)\n\nIt can be entered by pressing {key Shift `}.\nHowever, this is the shortcut of another operator:\n![untitled.png](untitled.png)\n\nThis conflict causes the `VIEW3D_OT_navigate` operator to run instead of the `FONT_OT_text_insert`.\nPressing {key Shift `} (grave accent) enters into fly/walk navigation even when in text editing mode. This makes it impossible to type letters with tilde (i.e. \"**ã**\") directly into Blender.\nThe workaround for now is typing the text I need in another program and then pasting into Blender.\nThis is quite annoying, specially for someone who speaks another language, or has the tilde in his name, even if one uses the English user interface.\nThis bug might be related to #66607.\n\n\n - Open Blender with a new file.\n - Add a text object.\n - Enter text mode ({key TAB}).\n - Press {key Shift `}\n\nThis enters the fly/walk navigation mode immediately, instead of registering the tilde deadkey.\n\n", "2.80 FBX export simplify key not working as expected\nThe 'Simplify' keys option doesn't appear to work correctly\n\n**Goal** \n- to export all channels with keys.\n- keep keys that are the same value (flat curves).\n- not add keys to channels that don't have keys.\n\nWith 'simplify' set to 0.01 up to 1 - all keys that have a flat curve are removed, even rotations that are not 0,0,0.\nWith 'simplify' set to 0 (disabled) - all animate-able channels are keyed, even if there are no curves/keys on them. \n\nThis means there is no way to export with keys on only the channels I animated. \n\n**Should this be fixed???**\nSimplify shouldn't remove curves that are flat (especially if the values are not default) - or it should be a check box.\nDisabling 'simplify' shouldn't add keys to un-keyed channels - we have 'Force Start/End keying' for that.\n\n**Current workaround**\nI can get what I want by ensuring all bones with currently flat curves have some small tweak to make them not flat. Bit of a PITA as you might expect. \n\nIf these can't be fixed or aren't considered bugs then we don't have full control over animation exported from Blender in FBX files :( \n", "Spin / Screw Adjust Last Operation: using the slider after having reset the axis will constantly pop up `Invalid/unset axis` [hard to escape]\nWindows 10\nNvidia mx 150\n\nBlender 2.9\n\nBlender starts to loose control in some functions when i press make some values to \"Zero\".\n\n1. Make a plane. goto edit mode and select face.\n2. Press \"Alt+E\" and select \"Spin\" option.\n3. Goto Last action menu, hover over the axis X value and press \"Backspace\" to make all values to zero. Error popup `Invalid/unset axis` comes up (which is correct)\n3. note here that Backspace seems broken [or intentionally disabled in recent builds], so it might be neccessary to set axis to zero \"by hand\"\n4. Now try to change the spin \"Steps\" using the slider (arrow keys are OK) and it will \"hang\" (as in: Error popup will follow the mouse) and you will have to hit ESC multiple times or force close blender.\n\n[#81042.webm](T81042.webm)", "Assign shortcuts: add support for enum menus\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 388.13\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nFor group menus, can't assign shortcuts by right click, and no python tooltips on this. maybe it's not bug, but really need it.\n\n\nscreenshots:\n![0000.png](0000.png)\n\n![gg.png](gg.png)\n\n\n\n", "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", "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", "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.", "Improve auto offset when inserting new node\nIn the example below the Noise Texture node should be moved automatically as well, not just the Set Position node.\n\n[screen_recording-2021-12-13_17.34.37.mp4](screen_recording-2021-12-13_17.34.37.mp4)\n\nThe exact behavior in more complex trees still has to be designed.", "Next/Previous Keyframe breaks when \"Show Only Selected\" is disabled\nOperating system: Linux-5.4.0-91-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.91.03\n\nBroken: version: 3.1.0 Alpha, branch: master, hash: `60a9703de8`\nWorked: never, 2.79 also had this problem in a way (but slightly different due to limitations of its dope sheet). 2.83 has the exact same problem described here.\n\nNext/Previous Keyframe ( {key up} and {key down} in the dope sheet) do not jump to the next/previous key **shown**, but to the next/previous key of the **active object**.\n\nIn other words, it sort of works as if \"Show Only Selected\" is always enabled, but then even more strict, only responding to the keys of the active object. This can probably be tracked down to the dope sheet only showing animation data of the active object back in the old ≤2.79 days.\n\n1. Open the attached blend file.\n2. See that the current frame is set to frame 1.\n3. While hovering with the mouse over the dope sheet, press the up arrow {key up}.\n4. See the message \"No more keyframes to jump to in this direction\". *Expected behaviour:* it would jump to the next keyframe shown, which is at frame 5.\n5. Click on the Cube to make it active + selected.\n6. While hovering with the mouse over the dope sheet, press the up arrow {key up}.\n7. See that it jumps to frame 10, which is the next keyframe in the Cube's animation. *Expected behaviour:* it would jump to the next keyframe shown, which is at frame 5.\n\n![image.png](image.png)\n\n[next-prev-keyframe-selection-issue.blend](next-prev-keyframe-selection-issue.blend)", "Better Baking in the Graph Editor\n## Summary\nThe existing \"Bake Curve\" operator has been confusing people for a long time because it leaves your curves in an un-editable state.\nAdditionally the feature set is very limited only allowing to add a key every frame etc.\nIn order to alleviate the confusion, rename the existing operator and update the manual to indicate its purpose. Then add a better operator that has more options for baking keys.\n\n## Manual\n- [x] Update manual to indicate that the \"Bake Curve\" operator is meant to safe disk space\n\n## Refactor\n- [x] [#111049: Animation: Rename \"Bake Curve\" to \"Keys to Samples\"](111049)\n- [x] [#112148: Animation: Rename Graph_OT_sample](112148)\n- [x] [#112151: Animation: Rename ACTION_OT_sample](112151)\n\n## Features\n- [ ] [#111263: WIP: Animation: Bake Channel operator](111263)\n * Add sample step property. e.g. to add a key every n-th frame\n * Bake F-Curve modifiers to keys\n * Remove or keep existing frames\n\n", "When Object is not selectable it can still be switched to edit mode\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.24\n\nBroken: version: 3.5.0\nWorked: dont know\n\nWhen a object is disabled for selection in the outliner and the object is then selected in the outliner its possible to enter any of the interaction modes. \nI would assume if a object is not selectable this should not be happening. \nNote: it only happens with single object selections. \nMaybe this is by design, it just felt like a strange thing and i thought i report it just in case.\n\n1. Create a object\n2. disable the object selection in the outliner ![Screen Shot 04-20-23 at 10.08 PM 001.PNG](attachment)\n\n3. Choose your interaction mode ![Screen Shot 04-20-23 at 10.07 PM.PNG](attachment)\n\n4. The mode changes to the one you selected ![Screen Shot 04-20-23 at 10.08 PM.PNG](attachment)\n\n", "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?", "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", "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", "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." ]
[ "\"Only Insert Needed\" option in conjunction with keying set causes \"Unable to Keyframe\" warning message\nOperating system: Darwin-19.4.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 555 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.8.14\n\nBroken: version: 2.82 (sub 6)\nWorked: Blender 2.81 before 2.82\n\nWith \"Only Insert Needed\" enabled in the user preferences, adding a key that's not needed causes a \"Keying set failed to insert any keyframes\" warning \n\n\n[#73773-keyframe-needed-error-msg.blend](T73773-keyframe-needed-error-msg.blend)\n\n- Open the attached blend file.\n- Enable \"Only Insert Needed\" in User Preferences → Animation.\n- Insert a keyframe between the already-existing keyframes.\n- See a warning message.\n\nThe warning seems to imply something went wrong, even though the Only Insert Needed option did exactly what was expected of it.\n", "\"Only Insert Needed\" inhibits manual keyframe adding\nLinux 64-bit\n\n2.92\n\n[keyframes.blend](keyframes.blend)\n\nAlthough helpful when using auto-keyframing, the option \"Only Insert Needed\" makes it difficult to add keyframes manually.\n\n - Open attached file\n - Go to User Preferences > Animation and enable \"Only Insert Needed\"\n - Without transforming the cube, try inserting a location, rotation, or scale keyframe using the I key, either in the timeline or the 3d viewport.\n - This issue occurs in the Dope Sheet and F-curve editor as well.\n\nI believe this is a design flaw. It is a common workflow to manually insert keyframes at the current frame, then adjust them. This becomes needlessly difficult when \"Only Insert Needed\" is enabled. When the user tries to manually add keyframes, Blender decides that they are not needed. I can think of no use-case where this is desirable. The effect of this option should be limited to automatic-keying, not manual keying." ]
glass material bug the glass material is giving me a bug. with every frame there is a glitch in the bottom part of the glass. i have attached an animation below that i rendered. also attached is the source file. please help i tried on both my systems and it seems to be not going away. system nvidia 2080gti cpu: amd ryzen 9 ram 32 gb [video.mp4](video.mp4) [bottle test1 (2).blend](bottle_test1__2_.blend)
[ "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", "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)", "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.", "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)", "Quick Explode operator messes with user materials\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: version: 2.91.0\n\nWhen using quick explode material, the operator messes with the user created materials present in the first material slot. This results in unintended and unexpected changes to already existing user materials. It also, without any warning, changes the Eevee material blend mode to Alpha Blend, creating severe shading artifacts for materials which were not supposed to be transparent.\n![image.png](image.png)\n\n1. In a new, empty .blend file, create a sphere.\n2. Add new default material to the created sphere\n3. Using operator search, find Quick Explode operator and execute it\nResult: The user created material was changed without warning or user's permission\nExpected: Under no circumstances are user's materials adjusted without warning when running Quick Explode operator\n\n", "Metal Backend causes UV editing to glitch out, crash Blender\nOperating system: macOS-13.5.2-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 1.2\n\nBroken: version: 3.5.1, 3.6.3, 4.0 alpha\n\nTrying to do UV editing with the Metal backend causes unexpected UI behavior. Islands will glitch out, disappear, randomly stretch and contort, or Blender will crash entirely. It makes Metal useless for work and requires a switch to OpenGL to have expected performance. This happens on my M1 Air, M1 Pro MacBook Pro, and M1 Max Mac Studio. They all had to be switched back to OpenGL.\n\n<video src=\"attachment\" title=\"error.mov\" controls></video>\n<video src=\"attachment\" title=\"Screen Recording 2023-09-09 at 5.50.49 PM.mov\" controls></video>\n\n- Open the included Blender file with Metal backend\n- Make sure the 3D viewport has either Material Preview or Rendered View enabled.\n- Start UV editing on the `Azumi` object (go to Object Mode > Select the Azumi object > go to UV Editing Workspace)\n- Zoom, pan, scale, rotate...\n\nIt'll happen eventually.\n\nEDIT: This issue seems to stem from having multiple UV Maps on the model somehow. If the additional UV Maps are removed, the issue stops occurring.\n\nEDIT 2: Further digging seems to show that it specifically has to do with the texture atlas expression swapping using the UV Map and Mapping Nodes in the \"Colors.001\" material. Clearing the field in the UV Map node also immediately resolves the issue.\n\nI've attached two screen recordings of some of the behavior, as well as the error log when Blender crashed, and the file I'm working with.\n\nEDIT 3: Uploaded a simple test file with just a cube using the same material setup as my character file. It exhibits the exact same behavior.", "Eevee: Occasional render glitches when using attribute node\nOperating system: Linux, specifically KUbuntu with X11\nGraphics card: RTX 3080 (Driver Version: 530.30.02, CUDA Version: 12.1)\n\nBroken: 2.93 - 4.0.0 Alpha, 2023-06-29, f47eed749eaf\nWorked: 2.92 (as available on Steam)\n\nUsing an attribute in an Eevee material causes occasional but severe render glitches. This does not happen consistently on any particular frame. It does not happen when rendering from the command line with `--background`.\n\nTo reproduce, render an animation with the attached Blender file. One in every 50 frames or so are corrupted. Occasionally it gets most of the way through the animation before ever producing a bad frame.\n\nThis file is basically the startup file with two changes:\n1. An attribute node with the name set to \"Color\" is plugged into the base color on the default material.\n2. The sample count is lowered to one. (The issue persists without this, but with a higher sample count, some samples glitch and others do not. The final image is a mix of the glitched and regular samples.)\n\nI have ensured that this is not a problem with my particular Blender settings by deleting everything in `~/.config/blender/4.0/config` and selecting \"Save New Settings\" in the splash screen before opening and rendering the file in the 4.0.0 alpha.\n\nNormal frame:\n![Normal Frame](attachment)\n\nCorrupted frame (as rendered in 2.93, some other versions simply display a transparent hole where the cube was without affecting the background):\n![Corrupted Frame](attachment)\n\n", "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", "Blender 2.91 alpha - Debug menu, instant crash\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX TITAN X/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.55\n\nBroken: version: 2.91.0 Alpha\nWorked: 2.90.1\n\nShader compilation is causing an error when the debug menu is invoked on a blank scene or working scene.\n\nOpen the .blend attached file, press F3>search: Debug. Type 22 (eevee GPU speed benchmarking verbose),\nBlender will crash immediately. The same is true on a blank new scene in the general application template.\n\nFile to test: \n44cb6eb461af31ad1209dedb738d76c0.blend\n\n", "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", "Render artifacts in Cycles with multi material with sss combined with glass or transparent \nOperating system:\nGraphics card: rtx 2080 TI\n[Bug_joined_object_sss_and_transparency_01.blend](Bug_joined_object_sss_and_transparency_01.blend)\n\nBlender version 3.0 stable\nRender artifacts in Cycles when rendering a multi material mesh with sss combined with glass or transparent shader. the transparent shader is shadowing the sss part of the model. this is not the case when the shaders are also separated in to two different objects. \n\nCreate two boxes assign a sss shader to one and transparent shader to the other. render in viewport. It works as supposed to. Now join the two objects in to one mesh. Render and see the \"shadow\" artifacts. or see attached file", "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)", "Skin modifier can produce undesirable geometry\nBroken: blender-2.74-65328fa-win32\nWorked: never as the skin modifier always had problems like that\n\nThe skin modifier sometime fail and generate very bad geometry\n\n[skinbug.blend](skinbug.blend)\nload the attached blend, and see the problem as shown in the screenshot {[F177512](screenshotbug01.jpg)}(the underlying vertices are all symmetrical, as that base was done with the mirror modifier) \nTest with the various x/y/z options in the skin modifier and see how that buggy geometry can move in other place of the generated mesh\n\nOnly way to fix is to try to either move around the vertices or to rescale them (CTRL+A with the skin modifier) , not real solutions if you need all the branches to be +/- the same diameter and at exact locations.", "GPU Subdivision: Wrong objects statistics information\nWindows 10\ni7-4790\n16 GB RAM\nRTX 2070\n\nBlender v3.4.1 (Steam)\n\nWrong objects statistics information in object mode when GPU Subdivision is enabled\n\n- Open `Rat.blend` file\n- Enable GPU subdivision\n- Rotate/move the bone\n- Switch to object mode (notice the viewport statistics)\n\n\n\n", "blender's UI repeatedly freezes when editing a material while the material settings are open.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.11\n\nBroken: version: 2.93.2 Release Candidate\n\nWhen I load any .blend file containing at least 1 material that has image texture maps assigned to it, and I open the material settings, blender's UI will freeze for a while when I change any value or property related to said material, either in the shader editor or the material settings. \n\nThe whole process will repeat whenever you change any value/property in the materials settings or shader editor. The time it freezes depends on what formats and resolutions the textures are. In the below example with 16k textures, it should freeze for about 10 seconds on a fast computer, but if you replace the textures with 8 or 16k PNGs (which are available from the same site where the blend is hosted), the freeze time increases significantly: 120 seconds or more. \n\nThe only way to get it to stop repeatedly freezing is to close the material settings. \nIt will keep happening in render preview or in solid mode, it also happens regardless of whether the material preview in the material properties is enabled or disabled. \n\nThis also happens with 8k and 4k textures, but it's less noticeable.\n![material change.png](material_change.png)\n\n1. download and open clay_floor_001.blend\n2. select the sphere.\n3. open the material settings.\n4. change any property or value in the material properties or in the shader editor\n5. wait for a moment and blender's UI should freeze completely for 10-25 seconds. \n6. after it unfreezes, change any value/property in the materials properties or shader editor again, and the process should repeat.\n\ndownload the blend hosted here: clay_floor_001\nNote: you can also download png versions of the textures for this blend by clicking the little menu button to the top right of the site.\n" ]
[ "flickering animation in glass material\nI am trying to render an animation of bottle rotating. but when i render each frame is coming with a flicker at the bottom of the bottle. and looks bad in the video.\n\nplease help since it is my work for the client and i am not seeing a way to solve it. i have tried on 2.8 and 3.0 the problem is not getting better also i have merged doublees and all normals are calculated outside\n\n[animation bug.blend](animation_bug.blend)\n\n[VIDEO BOTTLE.mp4](VIDEO_BOTTLE.mp4)\n\n\n3 frames you can notice the flickering at the base of the bottle{[F12985567](0003.png)}\n\n![0000.png](0000.png)\n\n![0001.png](0001.png)\n\n![0002.png](0002.png)\n" ]
Interface Quick Favorites Bug Operating system: Windows-7-6.1.7601-SP1 64 Bits Graphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.39 Broken: version: 2.80 (sub 60) Worked: (optional) Can't remove item from quick favorites if operator no longer exists. The menu item becomes greyed out, and the user cannot right-click on the item to remove it. Upon invoking the quick favorites menu, each time an error is printed to the console: "uiItemFull%d: %r unknown operator" Register an operator, add the operator to quick favorites, then unregister the operator or remove the addon that creates it.
[ "Remove/Update \"Emulate Middle Mouse\" preference\nThis task is to check if it is reasonable to remove the emulate middle mouse option.\n\nBlender 2.7x didn't allow left-click-select and emulate middle mouse to be enabled at once, this never worked - it's just that in 2.8x we allow both options to be enabled at once with key-conflicts.\n\nSince I don't use a touch-pad on macOS / ms-windows, I'm not sure how common it is that middle-click gestures are enabled without having to manually configure it.\n\nAre there systems where using a middle-click still isn't practical?\n\nOptions could be:\n\n- Remove this preference.\n- Remove the keys that use Alt-LMB *(means re-working the keymap in some places)*.\n- Use an alternative shortcut that doesn't conflict, eg: OSKey (Cmd / Super / Windows-Key).\n\n *(By default this conflicts on Linux with many window-managers, these would need to be re-configured not to use Super-LMB).*\n\nUnless this is given some attention it's likely Alt-LMB will be used more, to the point Emulate-Middle-Mouse preference isn't useful and we'll need to remove or document all it's known limitations and accept Blender isn't fully usable with this enabled. \n\n----\n\nThere are currently conflicts using with emulate middle mouse\n\n- Number Button Alt-Drag to change all other selected items #69053 (Emulate 3 Buttons doesn't work with ALT Modifier key on UI buttons)\n- Edit-Mesh: Edge-ring de-select isn't possible.\n- Alt-MMB-drag to change views.\n- Un-clamped vertex slide can't be confirmed.\n- Grease Pencil, Circle Primitive\n- Weight Paint Gradient\n- Loop select *(Worked around with double-click, but not very convenient since selecting boundaries requires quad-click).*\n\nHere is a full list of potential conflicts in the default keymap.\n\nAre we serious about resolving these or would it be better to drop this option? \n\n----\n\nFrom a search of the code:\n\n```\ncat release/scripts/presets/keyconfig/keymap_data/blender_default.py | \\\n pcregrep \"(LEFTMOUSE|TWEAK_L|params.select_mouse|params.action_tweak|params.action_mouse).*alt\\\":\"\n```\n\n```\n (\"uv.select_loop\", {\"type\": params.select_mouse, \"value\": params.select_mouse_value, \"alt\": True},\n (\"uv.select_loop\", {\"type\": params.select_mouse, \"value\": params.select_mouse_value, \"shift\": True, \"alt\": True},\n (\"uv.select_edge_ring\", {\"type\": params.select_mouse, \"value\": params.select_mouse_value, \"ctrl\": True, \"alt\": True},\n (\"uv.select_edge_ring\", {\"type\": params.select_mouse, \"value\": params.select_mouse_value, \"ctrl\": True, \"shift\": True, \"alt\": True},\n (\"uv.select_loop\", {\"type\": params.select_mouse, \"value\": 'DOUBLE_CLICK', \"alt\": True},\n (\"mask.select_lasso\", {\"type\": params.action_tweak, \"value\": 'ANY', \"ctrl\": True, \"alt\": True},\n (\"mask.select_lasso\", {\"type\": params.action_tweak, \"value\": 'ANY', \"shift\": True, \"ctrl\": True, \"alt\": True},\n (\"graph.clickselect\", {\"type\": params.select_mouse, \"value\": 'PRESS', \"alt\": True},\n (\"graph.clickselect\", {\"type\": params.select_mouse, \"value\": 'PRESS', \"shift\": True, \"alt\": True},\n (\"graph.clickselect\", {\"type\": params.select_mouse, \"value\": 'PRESS', \"ctrl\": True, \"alt\": True},\n (\"graph.clickselect\", {\"type\": params.select_mouse, \"value\": 'PRESS', \"shift\": True, \"ctrl\": True, \"alt\": True},\n (\"node.select_lasso\", {\"type\": 'EVT_TWEAK_L', \"value\": 'ANY', \"ctrl\": True, \"alt\": True},\n (\"node.select_lasso\", {\"type\": 'EVT_TWEAK_L', \"value\": 'ANY', \"shift\": True, \"ctrl\": True, \"alt\": True},\n (\"node.backimage_sample\", {\"type\": params.action_mouse, \"value\": 'PRESS', \"alt\": True}, None),\n (\"node.move_detach_links_release\", {\"type\": params.action_tweak, \"value\": 'ANY', \"alt\": True}, None),\n (\"action.clickselect\", {\"type\": params.select_mouse, \"value\": 'PRESS', \"alt\": True},\n (\"action.clickselect\", {\"type\": params.select_mouse, \"value\": 'PRESS', \"shift\": True, \"alt\": True},\n (\"action.clickselect\", {\"type\": params.select_mouse, \"value\": 'PRESS', \"ctrl\": True, \"alt\": True},\n (\"action.clickselect\", {\"type\": params.select_mouse, \"value\": 'PRESS', \"shift\": True, \"ctrl\": True, \"alt\": True},\n (\"sequencer.select\", {\"type\": params.select_mouse, \"value\": 'PRESS', \"alt\": True},\n (\"sequencer.select\", {\"type\": params.select_mouse, \"value\": 'PRESS', \"shift\": True, \"alt\": True},\n (\"clip.select_lasso\", {\"type\": params.action_tweak, \"value\": 'ANY', \"ctrl\": True, \"alt\": True},\n (\"clip.select_lasso\", {\"type\": params.action_tweak, \"value\": 'ANY', \"shift\": True, \"ctrl\": True, \"alt\": True},\n (\"gpencil.annotate\", {\"type\": 'LEFTMOUSE', \"value\": 'PRESS', \"alt\": True, \"key_modifier\": 'D'},\n (\"gpencil.annotate\", {\"type\": 'LEFTMOUSE', \"value\": 'PRESS', \"shift\": True, \"alt\": True, \"key_modifier\": 'D'},\n (\"gpencil.select_lasso\", {\"type\": params.action_tweak, \"value\": 'ANY', \"ctrl\": True, \"alt\": True},\n (\"gpencil.select_lasso\", {\"type\": params.action_tweak, \"value\": 'ANY', \"shift\": True, \"ctrl\": True, \"alt\": True},\n (\"gpencil.select\", {\"type\": params.select_mouse, \"value\": params.select_mouse_value, \"alt\": True},\n (\"gpencil.select\", {\"type\": params.select_mouse, \"value\": params.select_mouse_value, \"shift\": True, \"alt\": True},\n (\"gpencil.draw\", {\"type\": 'LEFTMOUSE', \"value\": 'PRESS', \"alt\": True},\n (\"gpencil.select_lasso\", {\"type\": params.action_tweak, \"value\": 'ANY', \"ctrl\": True, \"alt\": True}, None),\n (\"gpencil.select_lasso\", {\"type\": params.action_tweak, \"value\": 'ANY', \"ctrl\": True, \"alt\": True}, None),\n (\"gpencil.draw\", {\"type\": 'LEFTMOUSE', \"value\": 'PRESS', \"alt\": True},\n (\"paint.weight_gradient\", {\"type\": 'LEFTMOUSE', \"value\": 'PRESS', \"alt\": True},\n (\"paint.weight_gradient\", {\"type\": 'LEFTMOUSE', \"value\": 'PRESS', \"ctrl\": True, \"alt\": True},\n (\"mesh.loop_select\", {\"type\": params.select_mouse, \"value\": params.select_mouse_value, \"alt\": True},\n (\"mesh.loop_select\", {\"type\": params.select_mouse, \"value\": params.select_mouse_value, \"shift\": True, \"alt\": True},\n (\"mesh.edgering_select\", {\"type\": params.select_mouse, \"value\": params.select_mouse_value, \"ctrl\": True, \"alt\": True},\n (\"mesh.edgering_select\", {\"type\": params.select_mouse, \"value\": params.select_mouse_value, \"shift\": True, \"ctrl\": True, \"alt\": True},\n (\"mesh.loop_select\", {\"type\": params.select_mouse, \"value\": 'DOUBLE_CLICK', \"alt\": True},\n (\"gpencil.primitive_line\", {\"type\": 'LEFTMOUSE', \"value\": 'PRESS', \"alt\": True},\n (\"gpencil.select_lasso\", {\"type\": params.action_tweak, \"value\": 'ANY', \"ctrl\": True, \"alt\": True}, None),\n (\"gpencil.select_lasso\", {\"type\": params.action_tweak, \"value\": 'ANY', \"ctrl\": True, \"alt\": True}, None),\n (\"gpencil.primitive_box\", {\"type\": 'LEFTMOUSE', \"value\": 'PRESS', \"alt\": True},\n (\"gpencil.select_lasso\", {\"type\": params.action_tweak, \"value\": 'ANY', \"ctrl\": True, \"alt\": True}, None),\n (\"gpencil.primitive_circle\", {\"type\": 'LEFTMOUSE', \"value\": 'PRESS', \"alt\": True},\n (\"gpencil.select_lasso\", {\"type\": params.action_tweak, \"value\": 'ANY', \"ctrl\": True, \"alt\": True}, None),\n (\"gpencil.primitive_curve\", {\"type\": 'LEFTMOUSE', \"value\": 'PRESS', \"alt\": True},\n (\"gpencil.select_lasso\", {\"type\": params.action_tweak, \"value\": 'ANY', \"ctrl\": True, \"alt\": True}, None),\n (\"gpencil.select_lasso\", {\"type\": params.action_tweak, \"value\": 'ANY', \"ctrl\": True, \"alt\": True}, None),\n (\"gpencil.select_lasso\", {\"type\": params.action_tweak, \"value\": 'ANY', \"ctrl\": True, \"alt\": True}, None),\n```\n\n", "Calling operator from handler that saves bmesh freezes blender forever\nBlender version: 3.5.1\n\nI setup some shader to run on top of blender viewport and connected it’s update to `SpaceView3D.draw_handler_add`. The idea was that shader will only work in EDIT mode and if user exists it then it will automatically trigger some operator.\nLine that freezes Blender is `bm.to_mesh(context.object.data)` although it doens’t freeze right away.\n\nWhat I’ve found that if I call operator that edits mesh from bmesh then it freezes Blender entirely.\nCurrently as a workaround I moved operator’s code to some function and call it instead of because `bm.to_mesh(context.object.data)` doesn’t seem to freeze Blender when it’s called from handler without operator.\n\n\nEasy way to reproduce (create default scene, make sure cube is selected, run the script):\n\n```python\nimport bpy\nfrom bpy.types import SpaceView3D\nimport bmesh\n\nclass TestHandler:\n installed = None\n\n @classmethod\n def install(cls, context):\n handler = cls()\n cls.installed = SpaceView3D.draw_handler_add(\n handler, (context, ), \"WINDOW\", \"POST_VIEW\"\n )\n\n @classmethod\n def uninstall(cls):\n try:\n SpaceView3D.draw_handler_remove(cls.installed, \"WINDOW\")\n except ValueError:\n pass\n cls.installed = None\n\n def __call__(self, context):\n obj = context.object\n if obj.mode != \"EDIT\":\n TestHandler.uninstall()\n bpy.ops.test.test()\n print('HANDLER CALL FINISHED') # never printed\n return\n \n print('HANDLER FINISHED')\n\nclass TestOperator(bpy.types.Operator):\n bl_idname = \"test.test\"\n bl_label = \"test\"\n\n def execute(self, context):\n print('TEST OPERATOR CALLED')\n bm = bmesh.new()\n\n # WITHOUT THIS LINE IT DOESN'T FREEZE\n bm.to_mesh(context.object.data)\n\n # still printed\n print('TEST OPERATOR FINISHED')\n return {\"FINISHED\"}\n \nclass TestSetupOperator(bpy.types.Operator):\n bl_idname = \"test.test_setup\"\n bl_label = \"test\"\n\n def execute(self, context):\n print('TEST SETUP OPERATOR CALLED')\n TestHandler.install(context)\n return {\"FINISHED\"}\n\n\nbpy.utils.register_class(TestOperator)\nbpy.utils.register_class(TestSetupOperator)\nbpy.ops.object.mode_set(mode=\"EDIT\")\nbpy.ops.test.test_setup()\n# freezes on the next step\nbpy.ops.object.mode_set(mode=\"OBJECT\")\n```\n\n", "Gizmos blink when selecting with right mouse button\nWindows 10 64 Bits.\nGraphics card GeForce GTX 1080 Ti.\n\nBroken: version: 2.82.6\nWorked: 2.79b, 2.80 & 2.81.\n\nWhenever you select or extend select the gizmos do a quick blink.\n\n - I have a custom keymap that changed the type of event from Click to Press for the default.\n - This issue can easily be replicated if you use the Right Click Select.\n - Default Cube subdivided then Select few Vertices in a normal manner like shown in the Gif. \n\n\n\n{[F8246599](Select.gif) size = full}\n", "Adjust last operation: can't reset properties to default value\nBroken: 2.8x\n\nIn the Adjust Last Operation panel, the context menu for any property has the Reset to Default Value options disabled, although they are enabled in the operator panel.\n\n\n1. Load the default scene\n2. Enter edit mode on the cube\n3. Bevel an edge\n4. Expand the operator panel in the bottom left\n5. Right click any property, note that Reset to Default Value option is enabled and works\n6. Go Edit -> Adjust Last Operation\n7. Right click the same property in that panel, note that Reset to Default Value option is disabled", "Make Local feature is undocumented\nBroken: version: 2.83.0\nWorked: Never\n\n**Description of error**\nMake Local feature is undocumented\n\nRight click on collection -> \"ID Data\" -> \"Make Local\" <---- no action (not intuitively obvious what the action would be)\n\n", "UI of Dropdown Menus : long list of EnumProperty Items (ColorSpace, Language, RemapUser ID) is partially hidden\nHi all !\nHere is a UI glitch in Dropdown Menus happening with long list of items.\n\nOriginally, this report was about the Language select list in the Preferences window but it actually occurs with every long Dropdown Menu lists.\nThis problem appears every time the Dropdown Menu is bigger than the window it is displayed inside.\n\n\nOperating system: Linux-5.3.0-2-amd64-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: Mesa DRI Intel(R) UHD Graphics 630 (Coffeelake 3x8 GT2) Intel Open Source Technology Center 4.5 (Core Profile) Mesa 19.2.4\nDisplay resolution : Full HD 1920x1080px\n\nBroken: version: 2.82 (sub 3)\n\nOpening the Preferences window (or any small sized Blender window) with Factory Settings defaults and changing the translation language (or choosing any other option in a long Dropdown Menu) displays a \"bigger than expected\" dialog that is partially hidden by the side of the window in a 1920x1080 pixels screen. The user has then to resize the Preferences window to fit, not a big problem per se but would be better if defaults were better.\nThat is because the list of supported languages is becoming quite big, specially the \"starting\" ones.\nBlender already has a few big list dialogs (e.g. the Editor Type or the Add Modifier) but those are generally dispayed correctly within the Blender window (almost full-screen).\nThat is not the case of the Preferences window.\n\nThree possibilities to solve this:\n- reordering the list so it stays into the Preferences window (e.g. \"In Progress\" below \"Complete\")\n- allowing the list to go beyond the borders of the Preferences window (do not know if technically feasible)\n- resize a bit the whole Preferences window to fit\n- redesign how Dropdown Menus behave, allowing for easy scrolling and search\n \n see illustrations below\n Thanks a lot ! =D\n\n\n\n![preferences_UI_bug.png](preferences_UI_bug.png)\n\n![BLNDR_DropdownIssue.jpg](BLNDR_DropdownIssue.jpg)", "Animating hide_viewport propertie deselect objects\nOperating system: Linux-4.15.0-20-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.87.01\n\nBroken: version: 2.81 (sub 16)\n\nWhen animating the \"*hide_viewport*\" propertie of an object it deselect it, this was not the case in 2.79.\nNot only the selection is lost but this make the user unable to use filters \"*Selected only*\" in combination with \"*Display hidden*\" like you could do in 2.79\n\n{[F7930271](losing_selection_and_only_select_filter.gif), size=full}\n\nAnimate the hide_viewport visibility of an object, in graph editor toggle on *Selected only* and *Display hidden*. Select the object and then scrub in/out the animated hide range, object gets deselected.\nExample blend : [animated_display_on_cube.blend](animated_display_on_cube.blend)\n\nSomeone also mentionned it in blender stack exchange with gifs to compare 2.79 and 2.8+ behavior : hiding-object-in-2-80-via-animated-disable-in-viewport-loses-selection\n\n\nThank you !\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", "The X or Delete button does not work in the outliner (Blender File)\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68\n\nBroken: version: 2.93.6\n\n[The X or Delete button does not work in the outliner (Blender File)]\n\n- Open default startup file\n- {nav Outliner >Display Mode > Blender File}\n- In outliner {nav Brush > RMB > Delete > RMB > Assign Shortcut > X}\n- Attempt to delete any brush with hotkey (will not delete brush)\n- Change hotkey (eg {key Shift X}) and now attempt to delete brush with hotkey\n\nwhen you press X items in:\n| Broken | Brushes, Cameras, Images, Lights, Line Styles, Materials, Meshes, Palettes, Workspaces, Worlds |\n| -- | -- |\n| worked | Collections, Objects, Scenes |\n\n\n![X Button.png](X_Button.png)\n\n[Delete _X_ Button.blend.py](Delete__X__Button.blend.py)\n\n{[F12271213](Delete__X__Button.blend)}]\n\n", "Invisible color picker in the preferences menu\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.36\n\n\nBroken: version: 2.80 (sub 74)\n\n**Short description of error**![Bug.jpg](Bug.jpg)\nDepending on your position in the preferences menu the colour picker becomes invisible\n\nDepending on your position in the themes menu (preferences/themes), the colour picker may be above or under the setting you want to change, but there is a specific position in which the colour picker becomes invisible. This bug only occurs if there are multiple settings above, at least one submenu open and you edit one of the settings in the middle. E.g. \"Inner\" and \"Inner selected\" in the user interface section. The colour picker is not only invisible but also not functioning. The \"RGB\" and \"HSV\" sliders work as well as the \"HEX\" section.\nClosing the picker and scrolling down the page, only by a single line (up or down) fixes the glitch, also resizing the window works. \n\nBased on the default startup\n\n", "When you clear measurements through View > Annotations, they don't vanish immediately\nOperating system: Windows\nGraphics card: GTX-2080\n\nBroken: 3.4.1\n\n\nDeleting measurement annotations appears to be broken because the UI is not refreshed until you change tool.\n\n\n1. Create some measurements\n2. Open View settings Tab\n3. Remove ruler Annotations\n\nExpected behavior: Measurements are removed and action can be undone.\n\nCurrent behavior: The Annotation is no longer visible in the annotation list, but still shown in edit view.\n\nHere is a screen recording: 185530\n\n", "Toolbar hotkeys can change unintentionally\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: version: 2.91.0\n\n**Description**\nToolbar hotkeys can change unintentionally. This happens when you select tool that is not last in hotkey list and it uses character instead of number as hotkey.\n\n- New General template\n- Switch to UV editing workspace\n- Observe shortcuts for Grab - 7, Relax - 8 and Pinch tools - 9\n- Activate Annotate tool\n- Observe shortcuts for Grab - 8, Relax - 9 and Pinch tools - 0\n- Activate Select Box tool\n- Observe shortcuts for Grab - 7, Relax - 8 and Pinch tools - 9\n", "Compositor refresh on every 3D view edit and blocks UI\nOperating system: Windows-10-10.0.16299 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.67\n\nBroken: version: 2.80 (sub 74)\n\nAdjust operator panel for selection operations is greyed out after every operation. When you move cursor out of the input field it's active again. It happens only when compositor is opened and \"Use Nodes\" is selected. See video:\n[Desktop 2019.06.19 - 12.22.31.02.avi](Desktop_2019.06.19_-_12.22.31.02.avi)\n\n - Open attached file: [select_compositor_bug.blend](select_compositor_bug.blend)\n - Use Select > Checker deselect\n # Go to adjust operator panel and change one value. Menu will be greyed out until you move cursor out of input field.\nIt's the same with other selection operations like \"Select Similar\" or \"Select Sharp Edges\".", "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?", "Text editing operations for the console\nText operations not yet supported for console:\n\n- Text cursor insertion by mouse.\n- Mouse drag to select does not change text cursor position.\n- Shift-Ctrl-arrow to select word.\n- Ctrl-x to copy to clipboard and delete.\n- Ctrl-a to select all.\n- Ctrl-z,shift-ctrl-z undo/redo (implies undo system).\n\n- Mac shortcuts\n\n - KM_OSKEY-arrow to beginning/end of line.\n - KM_OSKEY-backspace to start of line.\n - KM_OSKEY-delete to end of line.\n\n" ]
[ "Old added Quick Favorites items cant be removed\nOperating system: Darwin-15.6.0-x86_64-i386-64bit 64 Bits\nGraphics card: Intel Iris Pro OpenGL Engine Intel Inc. 4.1 INTEL-10.14.74\n\n\nBroken: version: 2.80 (sub 60)\nWorked: (optional)\n\n\nSInce some items have been moved, renamed, i cant delete them from the quick-menu. They show some OT name which i guess is related to missing links. I cant right click to remove these items\n\nNot sure how to replicate this. One thing which can be done is installing older build add items to the quick menu which have been renamed. Than install new version\n\nthis is what i see in the console\n```\nuiItemFullO: 'WM_OT_tool_set_by_name' unknown operator\npython line lookup failed, interpreter inactive\nuiItemFullO: 'WM_OT_tool_set_by_name' unknown operator\npython line lookup failed, interpreter inactive\nuiItemFullO: 'WM_OT_tool_set_by_name' unknown operator\npython line lookup failed, interpreter inactive\nuiItemFullO: 'WM_OT_tool_set_by_name' unknown operator\npython line lookup failed, interpreter inactive\nuiItemFullO: 'WM_OT_tool_set_by_name' unknown operator\npython line lookup failed, interpreter inactive\nuiItemFullO: 'WM_OT_tool_set_by_name' unknown operator\npython line lookup failed, interpreter inactive\nuiItemFullO: 'WM_OT_tool_set_by_name' unknown operator\npython line lookup failed, interpreter inactive\n```\n\nThis how the favorites menu looks like\n![Screen Shot 2019-05-08 at 21.11.40.png](Screen_Shot_2019-05-08_at_21.11.40.png)\n" ]
overlay.show_paint_wire doesn't work anymore Operating system: Linux-5.13.0-0.rc6.45.fc35.x86_64-x86_64-with-glibc2.33.9000 64 Bits Graphics card: NVIDIA GeForce GTX 970M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 465.31 Broken: version: 3.0.0 Alpha Caused by 44d2479dc3 `Overlay` > `Vertex Paint` > `Show Wire` is disfunctional From the default cube: - enter editmode - deselect all (see #89624 (Vertex painting causes mesh to flicker) for the reason to do this) - enter vertex paintmode - enable `Overlay` > `Vertex Paint` > `Show Wire` - nothing happens
[ "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.", "Overlay-Next\nUpdate Overlay engine to leverage the new capabilities of the new draw manager.\n\nRequires #102177 (Draw: Selection Next)\n\n#### Complex:\n- [ ] Armature\n- [ ] Edit Mesh\n- [ ] Edit Curve\n- [ ] Edit Uv\n- [ ] Gpencil\n- [ ] Selection Outlines\n- [ ] Wireframe\n\n#### Medium:\n- [ ] Line Anti-Aliasing\n- [ ] Particles\n- [ ] Sculpt\n- [ ] Volume\n\n#### Easy:\n- [ ] Attribute Viewer\n- [x] Background\n- [ ] Bounds\n- [ ] Curves\n- [ ] Camera\n- [ ] Edit Text\n- [x] Empties\n- [ ] Facing\n- [ ] Force Fields\n- [x] Grid\n- [ ] Lattice\n- [ ] Lights\n- [ ] Light Probes\n- [ ] Relation Lines\n- [ ] Speaker", "Random vertices light up as if they were selected (but they're not) when I select one vertice at a time\nOperating system: Linux-5.4.0-7634-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 780 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.82\n\nBroken: version: 2.83.0\n\n![mesh_glitches_bugreport.gif](mesh_glitches_bugreport.gif)\n- See the GIF above (sorry my mouse cursor didn't get recorded :(\n- so, in short, when I select one vertex and then select another, random vertices light up as if they're selected but they're not. Really annoying.\n- this happened to me in 2.82a as well (but only in Linux, not in Windows)\n\n- load factory settings\n- subdivide the default cube 10 times, add subsurf modifier (CTRL+2), shade smooth\n- in EDIT mode, duplicate the mesh 6 or so times\n- select one vertex, select another vertex, the glitch seems to happen (like in the GIF above)\n\n**BLEND**\n[mesh_glitches_bugreport.blend](mesh_glitches_bugreport.blend)\n\n", "Missing undo push for Paint Mask and Vertex Selection in weight paint\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.77\n\nBroken: version: 3.0.0 Alpha\n\nEnabling or disabling of the Paint Mask and Vertex Selection modes is missing an undo push\n\n![image.png](image.png)\n\n[Weight.blend](Weight.blend)\nEnable Paint Mask\n![image.png](image.png)\nPaint on the model\nUndo\nResult: Both the paint and the paint mask mode are undone", " Render Face Sets and Mask as contour lines\nFace Sets were added to control the visibility of all paint modes and currently, they are rendered as colors (which is the easiest way to debug them and work with them from sculpt mode). This won't work for vertex paint and texture paint (and any other mode that works with color), so a different rendering needs to be implemented that does not affect the color of the surface as an option these painting modes. \n\nIf possible, this should be implemented for the current sculpt mask (add an option to render it as a contour line, similar to the lasso selection) as the same mask implementation and rendering will also be used for vertex paint.", "Viewer node draw depth issue in x-ray mode\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.77\n\nBroken: version: 3.4.0 Alpha\nWorked: Never\n\nViewer node viewport overlay is having some Z-depth drawing issues. Seems to be caused by the X-Ray toggle.\n![image.png](image.png)\n![image.png](image.png)\n\nAdd an object in geometry nodes and view with viewer node\n\n", "Vertex Paint ➔ Paint menu ➔ Smooth Vertex Colors could be improved\nOperating system: Windows 10 Pro 64-bit\nGraphics card: NVIDIA GeForce RTX 2080 Ti\n\nTested: Blender 2.81 Alpha, September 18, 14:29:45 - b962aca8003d\nWorked: never\n\nVertex Paint ➔ Paint menu ➔ Smooth Vertex Colors tool does not smooth other than direct loop neighbors.\n\n1. Divide the default cube a few times (apply if subdivision is done with modifier).\n2. Enter Vertex Paint mode.\n3. Paint an area with black.\n4. Apply Paint menu ➔ Smooth Vertex Colors.\n5. The vertex paint is not smoothed other than direct loop neighbors.\n\n\nHere is some clarification as the descriptions above are not very clear (I work with vertex colors very regularly and still came out confused by reading this post).\n\n- The Smooth Vertex Colors command will have visible results *if* it is run on vertex colors that have been applied per-face (by first selecting the desired faces in Edit mode, and then filling them with colors in Vertex color mode with the face filter enabled). Think of these as \"harsh\" vertex colors. When such vcols exist, then the smooth operation will indeed smooth out the vcol data so that the harsh separation between painted faces will be smoothed out, blending it with the surrounding faces.\n- But if the command is run on vcol data that has been painted on using the paint brush or on vcol generated by the \"dirty vertex colors\" command then nothing will happen as the vcols will already be point-based.\n\nTherefore there is no bug here, just some very confusing naming of the command and a lack of clarity when the command is run but nothing happens. For any user working with painted-on vertex colors, it will indeed seem like nothing is happening at all since one would expect some sort of global smoothing to be applied.\n\nPart of the confusion is also coming from the fact that this command sits just below \"Dirty Vertex Colors\" in the menu, which generates smooth, per-vertex vcol data. Meaning that for a user exploring vcol mode by trying one feature after the next, \"smooth vertex colors\" will almost always feel like it is doing nothing at all (unless the user first applied some vcol using face masking, which is extremely unlikely).\n\nIf anything the tooltip and/or the menu entry could be changed for clarity :\n\n- The menu item name could be renamed from \"Smooth vertex colors\" to \"Smooth harsh per-face vertex colors\"\n- The tooltip could be changed from \"Smooth colors across vertices\" to \"Smooth colors across vertices. Only operates on harsh, per-face vertex colors\".\n\nAnd then of course it would be great to have a new feature altogether to blur vcols globally, similarly to what the blur brush does.", "GPencil: Canvas Overlay becomes inconsistent when both Object and Layer are transformed\nOperating system: Windows\nGraphics card:\n\nBroken: 3.4.1\nWorked: never?\n\nModifying Grease Pencil Layer transforms affects the Canvas overlay, but when both the Object and Layer have transforms the overlay does not describe the drawing plane actually being used by tools.\n\n- Open attached .blend\n- Draw new strokes into the Lines layer\n- Rotate the viewport to view the stroke placement.\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", "In orthogonal view, XYZ axis overlay toggle doesn't work with axis aligned views\nBroken: 2.8x\n\nIn orthogonal view, XYZ axis overlay toggle doesn't work\n\n- press numpad 1/3/7\n- toggle xyz axis from overlays panel, they won't hide.\n\nVideo: [F8571714](2020-06-02_20-18-29.mp4)", "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", "Metal: selection with GPU depth picking is broken in wireframe mode\nOperating system: macOS-12.3.1-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 5500M 1.2\n\nBroken: version: 3.5.0\n\nWhen working in the 3D viewport, when in Wireframe mode and Xray mode is OFF, clicks to select an object are passed through and select objects behind the object. It's very difficult to select the object whose intention it is to select.\nview?usp=sharing\n\nThe video link above demonstrates this.\n\n\n", "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", "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", "Wireframe opacity slider does not work.\nOperating system: Windows 10\nGraphics card: gtx1060\n\nBroken: 3.1\nWorked: \n\nWireframe opacity slider does not work if smooth wires is turned off.\n\nopen preferences>viewport\ndisable smooth wire overlay\nsave preference\nset viewport to wireframe shading\nin the overlay panel in viewport drag the wireframe opacity slider, the wire color will fade to black, the opacity won't change." ]
[ "Weight / Vertex paint mode \"Show Wireframe\" is not working\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.77\n\nBroken: version: 3.0.0 Alpha\nCaused by 44d2479dc3\n\nNo wireframe display in solid mode\n\n\n[Wire.blend](Wire.blend)\n\nAlternatively:\n\nFrom the default cube:\n- enter editmode\n- deselect all (see #89624 (Vertex painting causes mesh to flicker) for the reason to do this)\n- enter vertex paintmode\n- enable `Overlay` > `Vertex Paint` > `Show Wire`\n- nothing happens" ]
texture painting brush not working if I zoom close to the object Operating system: Windows-10-10.0.19044-SP0 64 Bits Graphics card: Quadro K1100M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 385.73 Broken: version: 3.3.0 in blender texture painting the brush not working if I zoom close to the object and its This only happens when the viewport in perspective mode I test that on workbech , eevee ,cycles its the same result 1-open blender default project 2-go to texture paint workspace 3-add a paint slot BaseColor 4-zoom close to the object and tree to paint [blender_oTZWaKlHz4.mp4](blender_oTZWaKlHz4.mp4)
[ "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", "GP transparent layer doesn't blend with background object \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\nI have a foreground grease pencil object, and a background grease pencil object (yellow blob).\nThe foreground object contains a layer set to 0 opacity.\nWhere this layer overlaps the background object in the viewport, the background object is invisible.\nExpected behaviour: the visibility of the background grease pencil object isn't affected by transparent layers in a foreground object.\n\n![100percent.png](100percent.png)\n![0percent.png](0percent.png)\n\n\n[#89286.blend](T89286.blend)\n\nForeground object \"makes hole\" in background, doesn't blend. Rotate viewport camera, suddenly it blends correctly.\nWhen foreground location is set to 0,0,0 it blends correctly too.", "The program crashes when texturing \nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1660/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.72\n\nBroken: version: 2.93.0\n\nWhen try texture object in texture paint mode, and there are another map in shader tab. Program crashes. \n\n1. In default (or other) scene go to Texture paint window, create new texture for paint. \n2. Apply this texture to diffuse color object in shader editor. (or in object properties)\n3. Go back to texture window. We make sure that everything is painted correctly\n4. Go to shading window and drag&drop any other texture to node window. (NOT APPLY TO DIFFUSE COLOR (or APPLY))\n5. Go back to texture paint window. For some reason, the dragged texture itself was assigned to the duffuse color.\n6. Change linced texture in image editor (in left window)\n7. Try paint on RIGHT window (3D viewport)\n8. Click on left texture editor (try paint in 2D ) program crash. \n\nVideo steps: 0Ophy4Lmx0A\n\nDebug logs:\n[blender.crash.txt](blender.crash.txt)\n\n[blender_debug_output.txt](blender_debug_output.txt)\n\n[blender_system_info.txt](blender_system_info.txt)\n\n[Blender_crash.webm](Blender_crash.webm)\n\n![test_image.jpg](test_image.jpg)", "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", "Cutter Tool Not Working When Lines are Drawn with the Draw Tool Using Guides\nOperating system: Windows 10\nGraphics card: Gigabyte GeForce RTX 3080\n\nBroken: 3.5.1\nWorked: Never tried it in older versions\n\nI use the Guides function to draw in perspective; however, the Cutter tool won't cut the lines correctly when the Guides function is used to draw the lines. Sometimes, it cuts them oddly. Most of the time, it doesn't cut them at all. When I use the Draw tool and manually draw in perspective (without using the Guides function), the Cutter tool works fine. \n\nStrokes drawn with \"guide\" options are not cleared in some cases with cutter tool\n\n- Use the Cutter tool on these to cut the lines from the intersections. I've named the layers appropriately.\n", "Erase Alpha in vertex paint not working\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 446.14\n\nBroken: version: 2.83.0\nWorked: latest 2.7 nightly build date 2019/06/27\n\nErase Alpha not showing in viewport.\n\ngo to vertex paint set mode to erase alpha and when painting nothing happens.\nalso found no ways to use the alpha data.\n\nVertex Alpha painting are needed for asset creation on some game engines like creation engine.\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.", "Tangent node used as a vector on Texture Nodes yields nothing through a Bump Node\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 680/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.0.0 Alpha\n\nIf you plug a tangent node into any procedural noise texture as the vector, it will work, however once you plug the result into a vector bump node it will draw as an empty bump map. \n\n1. In the shading workspace, grab a noise texture\n2. Grab the tangent node and plug it into the noise textures vector input. Any tangent mode will do fine (x,y,z)\n3. Grab a vector bump node and plug the noise texture into height. \n4. View the resulting bump, nothing will be yielded (however if plugged into the normal input it will)\n[Example.blend](Example.blend)\n", "Improved Rake functionality\nFor now it would be best to focus this implementation on Sculpt Mode, since this will be the basis of the upcoming Paint Mode.\n\n## Issue\n\nWhen using an image texture in a brush you can enable the option \"Rake\" so that the texture rotation is following the direction of the stroke.\nThis has a huge issue that it stamps the entire texture repeatedly which makes it impossible to create a smooth curved texture that accurately follows the stroke.\n\n![F13080487](image.png)\n\n![F13080519](image.png)\n\n## Proposal\n\nEssentially we need to implement a way to split up the brush texture into many thin slices and apply them to the stroke incrementally.\nThis way it will have the visible effect of putting the texture on a paint roller and rolling it over a surface.\nThis would also make it possible to assign a very wide texture to a brush and paint it in a curved way on the surface.\n\n[roll brush mockup.mp4](roll_brush_mockup.mp4)\n\nAdjusting the texture size should help to redefine how stretched the used texture is:\n\nSize = 1\n![F13080507](image.png)\n\nSize = 0.25\n![F13080509](image.png)\n\nSize = 2 \n![F13080511](image.png)\n\n### Open Questions\n\nIt still needs to be discussed how this setting will be exposed and how it relates to the mapping, stroke and rake setting.", "Unable to accurately sample colors in Vertex Paint mode\nOperating system: Linux-5.10.11-arch1-1-x86_64-with-arch 64 Bits\nGraphics card: GeForce GTX 660M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.39\n\nBroken: version: 2.92.0\nBroken version: 2.83.1\nWorked: 2.79b\n\nSampling colors in Vertex Paint mode is unreliable even in flat shading or when utilizing an emission shader and standard color management (although this reports the correct color some of the time) in both Cycles and Eevee.\n\n1. With the default cube selected, enter Vertex Paint mode.\n2. Switch the viewport shading to Solid, the lighting to Flat, and the color to Vertex.\n3. Change the brush color to #000003.\n4. Go to the Paint menu and select Set Vertex Colors (or press Shift+K)\n5. Sample the color on the cube by either using the eyedropper from a color picker, or pressing S with the mouse hovering over the cube (doesn't matter if Sample Merged is checked or not)\n6. Check the brush color and see that it has changed to some other color (#010103 on my machine)\n", "Line stroke method not working with Scene spacing\nOperating system: Linux-5.4.0-121-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: GeForce GTX 670MX/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.151\n\nBroken: version: 3.2.1\n\nLine stroke method not working with Scene spacing\n\nOpen blender, then open a new sculpt file, select any brush change the stroke method to line and chose scene spacing distance. \nIt only works when started and ended inside the object, but when coming from outside the object or end up outside the object it doesn't work, sometimes it gives an initial effect when it comes in contact with the object but only one sample.\nI the video you can see how it works with view spacing and then how behaves with scene spacing.\n\n[vokoscreen-2022-07-12_14-43-22.mp4](vokoscreen-2022-07-12_14-43-22.mp4)\n\n", "Paint Mode: Pixel Brush Tool\nThis task design is about adding a pixel brush tool as a potential solution to the current limitation in texture paint mode to not being able to paint textures in a pixel art style not even able to paint single pixels.\n\n\nBefore looking into this solution let's check anothe non-pixel-brush-tool alternative and see the pros and cons of each one so we reach a conclusion.\nFeedback and new ideas are welcome!\n\n\n**SOLUTION 1 - REFACTOR and EXTRA ADDITIONS:**\n- Replacing current brush radius (which is strange IMHO) to brush size. This will make possible to have brushes with 1px size (diameter) to paint single pixels.\n- Add alternative squared paint cursor display over cursor settings to have a better feedback.\n- Add AA toggle as a unified paint setting to make possible paint in pixel art with any brush and size.\n- Add pixel grid overlay in the overlays panel.\n\n**CONS:**\n- Cursor isn't aligned with pixel grid.\n- So much options user have to configure before doing pixel art. (cursor, AA, pixel grid...)\n\n**SOLUTION 2 - PIXEL BRUSH TOOL:**\n- To have a dedicated pixel brush tool independent from current paint brush. This tool will behave differently.\n- To paint single pixels and blocks/chunks of 2x2, 4x4, ... pixels.\n- To paint pixel art patterns and gradients.\n- Dedicated pixel grid overlay which will be automatically enabled depending on zoom or pixel size in screen space.\n- Align brush automatically to the pixel grid.\n- No need to pre-configure anything.\n\n**CONS:**\n- Align cursor to pixels in 3d viewport may be a lot of fun BUT extremely useful.\n\n--------------------------------\n\n**CONCLUSION:**\nIn conclusion, having a separated tool will be most suitable as a pixel brush needs specific behaviours, as a squared cursor, aligned cursor, pixel grid overlay and no AA brushes.\n\n--------------------------------\n\n\n### Let's talk about the PIXEL BRUSH TOOL solution!\n\nI've made a few prototypes in Python so I can give you all an idea of how it could behave:\n\n**• Pixel Grid Overlay**\n\n![image.png](image.png) A grid per pixel.\n\n![image.png](image.png) A grid per chunks of 4x4 pixels (or whatever configured by user).\n\n**• Align Brush Automatically to the Pixel Grid**\n[ezgif.com-gif-maker (15).mp4](ezgif.com-gif-maker__15_.mp4)\n\n**• Pixel Brush Tool overview**\n[ezgif.com-gif-maker (5).mp4](ezgif.com-gif-maker__5_.mp4)\n", "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)", "Grease Pencil drawing next to objects using 3D cursor and View mode previews \nOperating system: \nGraphics card:\n![image.png](image.png) [system-info.txt](system-info.txt)\nBroken: Blender 2.92.0 Alpha - November 12, 10:10:02- bc090387ace9 - macOS 64 bit\nand blender-2.91.0-b99faa0f567f-macOS\nWorked: (blender-2.90.1-macOS)\n\nDrawing with the Grease pencil near objects sketches out and glitches through the object geometry and randomly offsets from the curser point when using a 3D cursor as the stroke placement and View as the drawing plane. The simple step by step video attached below best explains it. Note: this is not the case when starting the file in 2D Animation mode only when adding a grease pencil to a general 3D scene. Also, This problem did not exist with version 2.90.1\n\nSee the short video and blender files of the easiest set up to show the bug.\n\n[Grease Pencil Bug.mp4](Grease_Pencil_Bug.mp4)\n\n[Grease pencil Bug-latest build.blend](Grease_pencil_Bug-latest_build.blend)\n\n[Grease pencil Bug.blend](Grease_pencil_Bug.blend)\n", "Object.display_type \"Solid\" behaves the same as \"Textured\"\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: Radeon RX 580 Series ATI Technologies Inc. 4.5.13570 Core Profile Context 19.8.1 26.20.13001.29010\n\nBroken: version: 2.81 (sub 12)\nWorked: 2.79b\n\nIn a viewport set to \"Textured\" mode (either on Cycles or Eevee), setting Object.display_type = \"SOLID\" still shows a textured object.\nOn Blender 2.79 this property was called \"Maximum Draw Type\" and was behaving as expected.\n\n1.-Set the viewport to Textured mode.\n2.-Select a textured object and set its property \"Display As\" to Solid.\nIt will stil be shown as Textured so theres no difference between the two modes (Solid, Textured)\n\nBlender 2.81\n![screenshot_20190920_233932.jpg](screenshot_20190920_233932.jpg)\n\nBlender 2.79b\n![screenshot_20190920_234046.jpg](screenshot_20190920_234046.jpg)\n\nExample blend.\nThe viewport is set to \"Textured\", the monkey set to \"Solid\" but is shown as Textured.\n[solid_object_display_type.blend](solid_object_display_type.blend)\n" ]
[ "Brush in \"Texture paint\" mode doesn't work\nOperating system: Arch Linux, Windows 10/11.\nGraphics card: RTX 2070, RTX 3070Ti.\n\nBroken: All version 2.83 - 3.3.\nWorked: Never worked.\n\nIn \"Texture paint\" mode, when you get close to an object, the brush stops painting. If you switch to orthogonal view, it works. In perspective view, the brush doesn't paint when you get close.\n\nAlso, no matter what I do, very much hangs, although the texture 1024*1024.\n\n1. Running the Blender.\n2. I create a texture.\n3. I draw on the object.\n4. I zoom in on the view and the brush stops drawing.\n5. Pulling the view away, the brush draws again.\n\n[Peek 2022-10-21 04-17.mp4](Peek_2022-10-21_04-17.mp4)", "Painting brushes stops to work with zoom\n2.80 (sub 45), 168d3fd528c4, 2019-02-27 01:36\n\nscreencast: [2019-02-28_20-11-06.mp4](2019-02-28_20-11-06.mp4)\n\n\n - Open [paint bug.blend](paint_bug.blend)\n - Try to paint the object.\n\n", "can't Weight Paint As Expected at the Mouse Cursor When in Perspective View\nOperating system: Windows 10 Pro\nGraphics card: EVGA GeForce RTX 2060 KO Ultra\n\n**Blender Version** 3.4.0\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\n\nIn Weight Paint Mode, and trying to paint on the object, the painted area does not paint where the mouse is pointing at, and sometimes the paint does not paint at all even when clicking. It does this when not in orthographic top (7) view, and in the perspective view.\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\nMake a plane with lots of subdivisions. Make a vertex group. Assign some vertices to it. Go to Weight Paint Mode. Start painting in perspective mode. See the paint NOT painting in the mouse-pointed area.\n" ]
Hook modifier not linkable with "Make Links" Operating system: Windows-7-6.1.7601-SP1 64 Bits Graphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 425.31 Broken: version: 2.82 (sub 7) The "Make Links" option to copy modifiers from one mesh/curve to another skips Hook modifiers completely. I understand that vertex assignements are not always transferable but I think at least the setup (target and settings) should be copied. 3DView > Object > Make Links ![MakeLinksHookModifier.jpg](MakeLinksHookModifier.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", "Applying geometry nodes modifier create an empty material slot for no reason\nOperating system: W10\n\n3.4.1\n\nApplying geometry nodes modifier create an extra empty material slot for no reason.\n\n| Geometry node tree | Applyed mesh |\n| -- | -- |\n| ![image](attachment) | ![image](attachment) |\n\n1. Create an object\n2. Add a GN modifier\n3. Create some geometry inside GN and assign a material to it (or don't)\n4. Apply the modifier, you'll get an empty material slot on the object.\n\n", "Collection linking + library override doesn't allow to transform object inside\nBroken: version: 3.6.0\n\n![screenshot.jpg](attachment)\nLinking this collection and then creating a Library Override on it doesn't allow to move the \"Gear\" object inside such collection.\n\n- Download [Test.blend](attachment)\n- Open Blender and link the collection \"Collection\" from Test.blend\n- In the Outliner right click on the imported collection and do Library Override > Make > Selected and Content\n\n", "\"Make Single User\" does not unlink object from other scenes when creating Scene using \"Linked Copy\"\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: 2.93.6 Release Candidate\nWorked: 2.90.1 (according to [description by user DAG here ]], who lists his software version in a [[ https:*blender.stackexchange.com/questions/74460/how-to-unlink-remove-an-object-from-a-scene/227238#comment383264_74486 | comment higher in the same question, here ](https:*blender.stackexchange.com/questions/74460/how-to-unlink-remove-an-object-from-a-scene/227238#227238).\n\nScenes created using the \"Linked Copy\" option do not allow objects to be unlinked via \"Make Single User\".\nAdditionally, in my testing, I have not found any way to make single user objects in a scene created using the \"Linked Copy\" option or in the original scene (i.e. creating a new object in either scene always creates a **linked** object). Objects deleted from one scene are also deleted in the other. Because of this, I have not been able to find a way to change a Scene created via \"Linked Copy\" independently of the original scene, making the \"Linked Copy\" option functionally useless.\n\n\n - Open a new default file\n - Create a new scene using the \"Linked Copy\" option\n - Select the default cube in the new scene (will likely be already selected)\n - \"Option\" menu -> \"Relations\" -> \"Make Single User\"\n - Delete the cube in this Scene\n - Switch to the first Scene\n\nExpected Result: The default cube is still in the first Scene\nObserved Result: The default cube has been deleted from the first Scene\n\n\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.", "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", "Changing the Orientation of Modifiers\nCurrently, LineArt is created in 3D space, however, the Modifiers can be oriented incorrectly.\n\nIn this example, the Noise Modifier is moving the Grease Pencil points on the Normal but not up and down on Z. There is currently no way to change it.\n\n[Noise - Position.mp4](Noise_-_Position.mp4)\n\nThis is a request for a way to change the orientation of the Modifiers.", "Writing to 8 bit integer \"enum\" attributes in geometry nodes\nThis is needed to make writing `curve_type`, `normal_mode`, and other curve attributes work properly. There are two potential approaches:\n- Allow writing `int32_t` values as `int8_t` attributes transparently.\n - This is inconsistent with the way we handle byte colors and other types currently.\n- Add a `8 Bit Integer` mode to the store named attribute node\n - This should probably be done anyway\n - It's a little less intuitive, since it doesn't \"just work\"\n - It also doesn't solve writing with the modifier output attributes\n\nThere is also the problem of clamping the written values when they are out of range of the enum.", "Create geometry nodes modifier when selecting an existing one in the editor\nSelecting an already existing geometry nodes tree in the editor on an object without a modifier should automatically create a nodes modifier. This is in parallel to the behaviour of selecting a material without a material slot.\n![image.png](image.png)", "Seemingly no way to remap \"use tool\" button?\nBroken: 2.80+\nWorked: 2.79\n\nSee 599\n\nThere doesn't seem to be a way to remap or disable the button which activates the tools selected by the buttons found in the T panel. Sometimes this button conflicts with the 2.7x keymap. For example, in the node editor, left tweak *always* applies the selected tool (box select by default), which prevents all the 2.7x Left Tweak shortcuts from working\n\n\n[27_28_keymap.blend](27_28_keymap.blend)\n\n1. Open the file with --factory-startup\n2. Go to the keymap section in the preferences\n3. Select the 27X preset\n4. Try to use the Shift+Left Tweak shortcut to add a reroute node\n5. Box select will be invoked instead", "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", "Allow node inputs named A and B to be swapped\nPossible fix to allow node inputs to be swapped.\n\nThis is defined in the `node_link_socket_match` function.\n\nReported in chat by @SimonThommes \n\nIt may be a better solution to add a swappable flag to sockets.", "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)", "Annotations shouldn't be shared among different Geometry Nodes\nOperating system: ubuntu 20.04\nGraphics card: cpu\n\nBroken: 2.93.0\n\nWhen you ad an annotation to a geometry node, by default the same annotations can be seen in all the other geometry nodes layout.\nThis is unexpected, since each geometry node layout should have its own annotations.\n\nAdd a geometry node modifier.\nWrite something with the annotate tool.\nDuplicate that geometry node modifier, erase the old nodes, the annotations, and you'll find out that you erased the annotation also from the first geometry node layout.\n", "Allow View Navigation within Modal Operators\nExcept when there's a good reason to block navigation (such as modal transforms) all modal operators should allow user to navigate the viewport. This includes panning, rotating, zooming, and changing to direct view (top, front, side, etc).\n\nFor example, neither Box Select or Circle Select allow viewport navigation. This severely limits the tools use, often requiring the user to activate the operator multiple times from different angles. \n\n**Operators that need navigation events passed through**:\n - Circle Select\n - Box Select\n - Mesh Bisect\n - Mesh Loopcut and Slide\n" ]
[ "'Make Links -> Modifiers' ignores Hooks\nWin 7x64, Gtx580, \nUbuntu 16 x64, Intel Gma 500\nBlender 2.8\n\nNot sure it's a bug, but couldn't find any mentions of a deliberate limitation.\nCopying modifiers (Make Links -> Modifiers) leaves out Hook modifiers (including for identical and data linked objects).\n\n[hook2.blend](hook2.blend)\n\n - Control+L to copy modifiers from active object.\n - Hook modifiers don't get copied.\n" ]
Crash from flipping lighting MatCap in properties editor Windows 7 Ultimate, 64-bit, 32GB, 5960x, Nvidia Quadro FX 1800 (Primary) & GeForce 9800 GTX+ (Secondary) Broken: 2.8 0f449541d2e Set render engine to OpenGL Flip (lighting) MatCap from Properties -> Render -> Lighting -> MatCap -> Flip Crash
[ "Crash: Custom Panel UI Toggle while Undoing\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.66\n\nBroken: version: 2.83 (sub 4)\nBroken: 2.82\nBroken: 2.81\n\n\nRead Access Violation when toggling custom UI button and repeatedly undoing. Crash unlikely to happen first time but will happen eventually. In the video, I toggle a few times, then hold Undo while toggling. (Video shows exact steps)\n\nSometimes it can take a bit of time before the crash happens. It might happen faster if you reload the file then repeat the toggling process.\n\n\nOpen attached .blend File\nRun Script\nGo to 3DView -> N -> Panel \"Crash\"\nToggle the button a few times\nHold Undo while continuing to toggle the button. \nCrash occurs eventually.\n\n\n[crash_simpler_vid.mp4](crash_simpler_vid.mp4)\n\n[crash_simpler1.blend](crash_simpler1.blend)\n\nBelow is a pic of where the exception is thrown (Blender version for source pic attached)\n![image.png](image.png)\n![enable_relative_parent_access_violation_callstack.png](enable_relative_parent_access_violation_callstack.png)\n![enable_relative_parent_access_violation.png](enable_relative_parent_access_violation.png)\n\nThank you for your time and hard work.\n\n\n\n\n", "Blender Crashes on Render (Save As), then refuses to start\nOperating system: Windows 10\nGraphics card: NVIDIA GeForce RTX 3060\n\nBroken: 3.6.1\nWorked: N/A\n\nFirst observed with the attached file. I tried to save a png image render from it; when I clicked \"Save As,\" Blender crashed and then... wouldn't open. It seemed to initiate startup, because the little black window that usually notified me that it was reading my userprefs.py file would blink into existence just long enough for me to register what it said, then close itself and act like I hadn't clicked it.\n\nRestarting my computer fixes the problem temporarily, until the next crash. The crashes are inconsistent, but seem to happen only when I hit main menu items like Open or Save. This includes previous versions, apparently, as I still had 3.5 installed and it does the same quick blink.\n\nThe only thing I could think of was that that Read line in the black window referred to finding the userprefs file in C:\\ when I installed everything into M:\\, but I tried copying the required path over to C:\\ with no effect and also it gives me that same message when it's working and starts up fine.\n\nI also tried repairing the 3.6.1 install, and uninstalling/reinstalling, to no effect.\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n", "Support Scenes Overrides\nCurrently Scenes liboverrides are not really working, changes to its master collection will be lost, resync of scene itself is not possible when the override is the active scene, etc.\n\nSee e.g. #89963 (crash when library override is applied to an object)", "Icon Alpha property also affects the thumbnails of matcaps/studio lighting...\nOperating system: Win 10\n\nBroken: blender-2.91.0-68797982025c-windows64\nWorked: ?\n\nThe \"Icon Alpha\" property in the Themes settings also affects the thumbnails of stuff like matcaps/studio lights....\n\nGo to: Edit -> Preferences -> Themes -> User Interface -> Styles; now try to adjust the \"Icon Alpha\" property while the matcaps panel is open to see the effect...\n![2020-08-26_03-47-24.gif](2020-08-26_03-47-24.gif)", "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", "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", "Regression: Crash with boolean modifier\nOperating system: Fedora Linux 36 (Workstation Edition)\nGraphics card: Nvidia Geforce RTX 3080\n\nBroken: 3.2.1, 3.3 alpha\nWorked: 3.1\n\nCrash with boolean modifier\n\n- Open .blend file\n- In boolean modifier tab -> select `dot cutter` for boolean operation\n[yin_yang-v1.blend](yin_yang-v1.blend)\noriginal file: [F13292564](yin_yang.blend)", "Blender 3.6 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 crashes instantly when trying to render with Cycles (HIP)\nOperating system: Windows 11\nGraphics card: AMD RX 6600 / Adrenalin 23.9.1\n\nBroken: Blender 3.4.x / 3.5.X / 3.6.2 / 4.0 Alpha\nWorked: 3.3.X\n\nBlender instantly crashes when trying to render with Cycles using HIP. Apparently only happens with files that have high number of polygons. New Project with cube doesn't crash. Using CPU doesn't crash.\nAlso, System preferences shows that I have 2 GPU units, but I have only one. It disables both when trying to disable a single one (idk if this is normal)\n\n", "Crash 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", "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", "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", "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", "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", "Array/Skin-Modifier-Combo causes crash\nOperating system: Linux Mint 19\nGraphics card: GT630\n\nBroken:\n2.80 (sub 39), branch: blender2.8, commit date: 2018-12-20 23:46, hash: 7a26e930a8c0\n\n\nPlease try to toggle the \"visibility\" of the skin modifier in my simple file. It crashes instantly and repeatingly:\n[Procedural leaves feathered1.blend](Procedural_leaves_feathered1.blend)\n![Procedural leaves feathered1.png](Procedural_leaves_feathered1.png)" ]
[ "Flipping matcaps in opengl render crashes blender 2.8\nWindows 10 64-bit\n\nblender-2.80-9b817bc1689\n\n![matcap crash.png](matcap_crash.png)\nwhen you press the filp matcap button blender crashes\n\n\ncreate a new file\nthen change the render engine to opengl\nin the lighting select matcap\npress flip matcap\n" ]
Object Mode (pose, edit) through outliner not working Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06 Broken: version: 2.91.0 Worked: 2.90.1 when I try turn on pose mode is not allowed, wach the video to see the bug [0000-1237.mp4](0000-1237.mp4) - With the default cube, click on the mesh icon on the outliner to enter edit mode
[ "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)", "Can't select camera from camera view by clicking on the border if the camera object is too small\nOperating system: Linux-5.4.0-72-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.119.03\n\nBroken: version: 2.93.1\n\nCan't select camera from camera view by clicking on the border if the camera object is too small.\nWatch the video\n[2021-06-27_15-35-32.mp4](2021-06-27_15-35-32.mp4)\n\nOpen the file and scale the camera back and forth trying to select it from the cam veiwport.\n[camera_select_bug.blend](camera_select_bug.blend)\n\n", "Annotation tool in Image Editor does not switched off when mode is changed\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:\n- 2.93.0 Alpha\n- 2.91.2\n- 2.90.1\n- 2.83.10\n- 2.81a\n- 2.80\nWorked: Never\n\n\nWhen annotation tool is selected in View Mode, and then changed to the Paint Mode,\nthe annotation tool remains \"ON\" even if Draw tool is active in Paint Mode. \n\n![Annotation.png](Annotation.png)\n\nI uploaded a snapshot.\nThe active tool is Draw tool, as shown in tool panel.\nBut the annotation line is drawn when the mouse is dragged.\n\n- Open the Image Editor and create a new image.\n- Switch to *Paint* mode in the *Image Editor* and select the *Draw* tool.\n- Switch to *View* mode in the *Image Editor* and select the *Annotation* tool.\n- Switch to *Paint* mode and notice that the *Draw* tool is indicated as active tool in the toolbar\n# Try to use the *Draw* tool.\nAn annotation line is drawn instead of a brush stroke with the *Draw* tool. It only starts to work once the tool is reselected in the toolbar.", "No way to edit baked cloth simulation with particle edit mode.\nOperating system: Windows 10\nGraphics card: NVIDIA GeForce GTX 680\n\nBroken: 2.82\n\nCan not edit the cloth cache inside of particle edit mode. I am aware of the fade time error inside of options, I am not using fade time I am purely just seeing if what the manual says is possible, editing a cloth sim cache\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n1. add a cloth sim\n2. Bake cloth sim\n3. go into particle edit mode\n4. no way to edit cloth sim\n\n[ClothEditTest.blend](ClothEditTest.blend) I have uploaded the file I am testing it with", "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.", "Unnecessary Proportional editing in Sculpt Mode.\nOperating system: Windows-10-10.0.1709 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.30\n\nBroken: version: 2.81 and 2.82 (sub 1)\nWorked: (optional)\n\nthis is probably not a bug but more of a design since Sculpt mode now has regular transform tools.\n\nI accidentally found out that if you enable Proportional editing then going to Sculpt mode the Transform tools will show Proportional editing & it's hotkeys in the Status bar.\n\n * Enable Proportional editing in Object mode.\n * Enter Sculpt mode.\n * Use any tool of the Transform tools.\n", "Toggling edit mode messes with active attribute\nOperating system: Linux-5.17.15-76051715-generic-x86_64-with-glibc2.35 64 Bits, X11 UI\nGraphics card: Quadro RTX 6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.48.07\n\nBroken: version: 3.6.0 Alpha\n\nToggling edit mode does not properly preserve the active attribute.\n![Screenshot from 2023-05-12 11-11-18.png](attachment)\n![Screenshot from 2023-05-12 11-11-22.png](attachment)\n\nFrom default startup:\n- go to attribute panel\n- select UVMap as active\n- go to edit mode\n- nothing is active\n\n", "Active pose bone override not taken into account in bpy.ops.constraint.move_up()\n`bpy.ops.constraint.move_up(ctx, constraint=\"FOOBAR\", owner='BONE')` returns cancelled if the Pose Bone is not the active bone, despite all related context members are overriden:\n\n```Py\n ctx = bpy.context.copy()\n ctx['constraint'] = con\n ctx['active_bone'] = bone\n ctx['active_pose_bone'] = pbone\n ctx['selected_bones'] = [bone]\n ctx['selected_pose_bones'] = [pbone]\n ctx['selected_editable_bones'] = [pbone]\n```\n\nIt only works if the corresponding bone is really made active using `ob.data.bones.active`\n\n\nSample setup: [bug_active_pose_bone_override.blend](bug_active_pose_bone_override.blend)", "Connected Only option of Proportional Editing in Particle Edit mode doesn't work\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.38\n\nBroken: version: 2.91.0 Alpha\n\nConnected Only option of Proportional Editing in Particle Edit mode doesn't work\nWhen you try to edit a single hair curve, Proportional Editing affects the nearest curves as well, whether the Connected Only option is enabled or not.\n\n", "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", "Error in bone Theming\nBroken: 3.6.1\n\n\nExists several Errors in bone edit mode theming:\n1. The Head/Tail of bone uses color of vertex, including when selecting state. There should be a separate parameter for the color of the Head/Tail itself, and the color when they are selected\n2. Outline of bone body uses Wire edit color, outline when bone is selected don`t have parameter \n<video src=\"attachment\" title=\"2023-08-07 08-56-49.mp4\" controls></video>\n\nBone pose mode theming also have several problem: \n1. bone outline when don`t select, uses Wire color, it's inconvenient\n2. \"Pose bone\" - the confusing parameter name, is actually the color of the selected bone. a parameter similar to object selected. it should be called \"Pose bone Selected\"\n<video src=\"attachment\" title=\"2023-08-07 08-58-49.mp4\" controls></video>\n\n", "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", "Gizmo position is wrong for meshes with modifiers\nWin10, Win7, Mac OS Sierra\nGTX970, GTX750\n\nBroken: 2.78a e8299c8 , 2.66.0 r54697\n\n![Screen Shot 2017-02-05 at 12.59.39.png](Screen_Shot_2017-02-05_at_12.59.39.png)\nWhen a joint (for example, an arm) is bent, paint weight is not enough to express deformation around the joint. So it's a common practice to add a shape key for the bent shape and edit it.\nBut when you enter edit mode and select polygons to edit it, the manipulator is on wrong position. \n\nJust select faces. Manipulator is supposed to sit on the selected faces but it's not.\n\n[manipulator bug.blend](manipulator_bug.blend)", "Particle Edit Breaks After Selecting a Mesh with Cloth Physics\nOperating system: macOS 10.13.6\nGraphics card: NVIDIA GeForce GT 650M 1024 MB\n\nBroken: at least 2.82 up to 2.92 experimental (I suspect it never worked since 2.80)\nWorked: 2.79\n\nParticle edit behaves like object edit mode, but the UI shows \"Particle Edit\" being active.\n- There is no circle typical for the comb tool around the mouse cursor.\n- No additional key points to select or black hair strands are rendered.\n- Instead of e.g. combing you will move the object around once you drag with the mouse.\nBasically everything except for the UI stays in \"Object Mode\".\n\nEffect On (broken):\n![EffectOn.png](EffectOn.png)\n\nEffect Off (works as expected):\n![EffectOff.png](EffectOff.png)\n\nBased on the default startup:\n1. Go to \"Particle Properties\"\n2. Add a particle system\n3. Set its type to \"Hair\"\n4. Add a second particle system\n5. Set its type to \"Hair\" too\n6. Add a new mesh e.g. \"Plane\"\n7. Go to \"Physics Properties\"\n8. Add \"Cloth\" physics\n9. Select the original \"Cube\" again\n10. Switch mode to \"Particle Edit\"\n\nWays to reverse the effect (make \"Particle Edit\" work properly again):\n- Either: Make a new file and append both objects of the old file\n- Or: Delete one of the particle systems on the \"Cube\" and undo the operation\n\nEven after reversing it you can restore the effect by selecting the \"Plane\" once.\nAt least two particle systems are required for the effect.\n\nThe effect can even be saved and stays the same after loading from the file again.\nThus I was able to create two files one with the effect and one without.\nThe file without the effect is a little bigger in size.\n\n[EffectOn.blend](EffectOn.blend)\n\n[EffectOff.blend](EffectOff.blend)\n\nIt took me a whole day to find the cause and boil it down so far.\nHope it helps and that it can be fixed with the provided info.", "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" ]
[ "pose mode not working\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: version: 2.91.0\nWorked: 2.90.1\nwhen I try turn on pose mode is not allowed, wach the video to see the bug [0000-0723.mp4](0000-0723.mp4)\n\n\n\n" ]
Cant select bone in weight paint mode PC Windows 10 Radeon 7850 **Blender Version 2.78** I can't select bone in Weight paint mode I switch in settings input mode on select with mouse from right click to left click
[ "X-ray toggle button in weight-paint mode is ignored (honors edit-mode setting instead)\nOperating system: Linux\nGraphics card: Intel\n\nBroken: 2.91.0-a509e79a4c77-linux64\nWorked: 2.80 - Xray was not changed when switching modes there\n\nWhen in weight-paint mode, with select vertices enabled, the \"Toggle X-ray\" button in the upper right corner is ignored, does not allow to select vertices through the object (on both sides). But instead, if you switch to the edit mode, enable the x-ray mode, and then switch back to the weight-paint mode, then the vertex selection through object is turned on correctly. So oddly enough, the weight-paint mode x-ray is controlled from edit mode, ignoring its own x-ray toggle button.\n\n**Steps to reproduce**\n[xray-weight-paint-bug.blend](xray-weight-paint-bug.blend)\n\n- Open file\n- Toggle X-ray mode", "Improve upon the automatic weight paint assignment by using Bone Glow\nBlender currently uses the *Bone Heat*algorithm to automatically assign bone weights to a mesh.\n\nThe proposed *Bone Glow* algorithm improves over *Bone Heat* by fixing cases where it behaves poorly.\n\ndownload?doi=10.1.1.156.4787&rep=rep1&type=pdf\n\nThe provided example images should look very familiar to anyone that has used Blender's Bone Heat.\n\n![image.png](image.png)", "It is not possible to switch from \"English Input to Korean Input\" in TEXT mode.\nOperating system:win10_64\nGraphics card:inner\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\nWorked: (optional)\n\nHello. I am Korean. Thank you for developing the blender. I'm using the latest version of blender. But there's one serious problem.\nIt is not possible to switch from \"English Input to Korean Input\" in TEXT mode.\nThis is also true of Chinese and Japanese keyboards.\nWe would appreciate it if you could correct the \"Switching language input\" bug in TEXT mode.\n\n\nBased on the default startup or an attached .blend file (as simple as possible).", "Multi-Object (Weight) Painting\nMulti-object weight painting would be extremely useful when rigging characters with clothing pieces that are separate objects. If a character has a shirt and a jacket, they both have to be weight painted identically, but separately.\n\nThe objects could be combined, but that would mean they must share a modifier stack, which is not always an option. We could also paint one then transfer the weights, but that only works between very similar objects. So we are stuck with meticulously weight painting both clothing pieces, while making sure the weights match between them.\n\nWith multi-object weight paint, the same brush strokes could affect both meshes, so they would be a lot easier to keep in sync.\n\nThe bare minimum functionality that I would consider useful:\n- Be able to select an armature then several meshes that are rigged to it, and enter weight paint mode\n- Selecting a bone activates the relevant vertex group on all meshes\n- Brush strokes affect all meshes\n- Can switch to multi-object edit mode\n- Geometry masking features work\n\nIn my personal workflow, supporting multiple armatures is not important.\nIf anyone thinks this is important, please comment with a use case example.\n\nAdditional functionality that would be nice to have:\n- Indicating active object in the 3D View. So far this hasn't been necessary, since it was always just one object.\n- Changing the active object without leaving weight paint mode. Symmetry settings are stored on the mesh, so this would be needed to be able to access those.\n- All of the above for Vertex and Texture Paint :)\n\nI tried to keep wall of text to a minimum, I hope this is not too bad @ideasman42 :)", "Resetting default value does not work in popovers or menus\nOperating system: Windows 10, 64 bits, \nGraphics card: Nvidia GTX 1080 8 gb, Nvidia GTX1070 8 gb\n\nBroken:\nblender-2.81.0-git.ce2368cf69f5-windows64\n\nWorked: (optional)\n\nResetting options in the context menu (right click) of things like brush stroke strength, Autosmooth, plane offset and other parameters does not work at all, but does work through active Tool side panes and top bar. Probably it should work everywhere? If I'm working full screen I would want to be able to reset it in the context menu with my stylus as I sculpt.\n\n![image.png](image.png)\n\n1 Create any mesh\n2 Enable Sculpt mode\n3 Select any brush\n4 Right click to invoke context menu\n5 Try resetting any of the parameter to default values\n", "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", "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.", "Sculpt Mode - Face Set FK, mirror X is wrong when Scale/Translate using Pose brush with Lock Rotation When Scaling\nOperating system: macOS-10.15.7-x86_64-i386-64bit 64 Bits\n\nBroken: 2.92, 3.5.0 Alpha\nWorked: Never.\n\n\n- Change to pose brush.\n- Change brush deformation mode to Scale/Translate.\n- Enable brush Lock Rotation When Scaling.\n- Try to pose the hand.\n- The other hand is flipped.\n\n![Screenshot 2022-12-06 at 11.23.29.png](Screenshot_2022-12-06_at_11.23.29.png)\n\n![Screenshot 2022-12-06 at 11.23.37.png](Screenshot_2022-12-06_at_11.23.37.png)\n\nThis is the file I'm using:\n\n[20221205_model_human_sculting_pose_brush_using_facecets_0001.blend](20221205_model_human_sculting_pose_brush_using_facecets_0001.blend)\n", "crash when alt+LMB to change custom properties of different bones\nOperating system: macOS-10.14.6-x86_64-i386-64bit 64 Bits\nGraphics card: Intel(R) Iris(TM) Plus Graphics 655 Intel Inc. 4.1 INTEL-12.10.25\n\nBroken: version: 3.0.0 Alpha\nBroken version: 2.92\n\nWorked: 2.83.17 (`fb67495c7f`)\n\nI have two bones A and B, A has a custom property name 'a', B has none, in pose mode, select B and shift select A, press alt+LMB click and slide to change the custom property 'a', crash happens every time. If B has a custom property but with a different name, crash happens as well\n\nI know this operation doesn't make sense, you can't change a property that doesn't exist on some of the selected objects, but sometimes irrelevant bones are selected unintentionally, and crashes are annoying, if properties don't exist just do nothing\n\n- Open .blend file\n- Select Bone `A` and add a custom property\n- Select bone B then {key Shift LMB} to select bone A\n- Edit custom property value with {key Alt LMB drag}\n[#90732.blend](T90732.blend)", "Fix Animation Channel Selection Sync\nThere are several issues with the selection synchronisation mechanism between pose bones (and shader nodes) and animation channels (in the dope sheet etc.). This task aims to provide an improved implementation of this sync to address these reports:\n\n* #48145 (All bone drivers selected when reselecting bone)\n* studio/blender-studio#58718 (Clicking on Dope Sheet deselects all bones)\n* #62463 (Skeleton rig with keyframes prevents selection of Shader Nodetree channels in Dope Sheet and Graph Editor)\n* #71615 (Select key in dopesheet deselect bone in the viewport)\n* #73215 (Blender autokeying deselects objects channels but not Armatures.)\n\n@Hjalti mentioned that it's probably better to synchronise less, that is, have the selections more separate. I'll talk with him, @PabloFournier, and @Mets in the Blender studio to come up with an initial proposal, which can then be fine-tuned here.\n\nFor me the trigger to start working on this was #62463 (Skeleton rig with keyframes prevents selection of Shader Nodetree channels in Dope Sheet and Graph Editor); in that situation it's really impossible to select certain channels.", "Error message and unable to edit a skeleton when using a library override armature\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.49\n\nBroken: version: 3.5.0\nWorked: No idea.\n\nBlender generates an error when you attempt to enter edit mode on a library overriden armature. There's no description of what the error is or if there is some extra step to make it work. Hopefully this isn't one of those, \"works as intended issues,\" because then there's no way to make multiple characters share an updateable base rig.\n\n\n- Add an armature, enter edit mode, extrude out a few bones.\n- Save the file and open a new scene.\n- Link in the armature you just created.\n- Make the armature a library override.\n- Try to enter edit mode. Should get an error.\n\n", "Crosshair cursor is too small when sculpting on 4k resolution.\nOperating system: Linux-5.4.0-48-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.66\n\nBroken: version: 2.91.0 Alpha\n\nOn 4k monitor, while sculpting, the cursor is barely visible.\nIf the mesh is grey/white, you cant see the cursor.\nSame on Vertex Paint and Weight Paint modes.\n\nwatch?v=fpADGvD47hE\n\n- On Edit Mode however the cursor is big and quite visible.\n", "The Object 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)", "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", "Proposal: New Bone Color Presets\n\n\n| | Edge Shapes Deselected | Edge Shapes Selected | Polygon Shapes Deselected| Polygon Shapes Selected | Theme UI |\n|---|---|---|---|---|---|\n| Before | ![Deselected](attachment) | ![Selected](attachment) | ![Deselected](attachment) | ![Selected](attachment) | ![Theme UI](attachment) |\n| After | ![Deselected](attachment) | ![Selected](attachment) | ![Deselected](attachment) | ![Selected](attachment) | ![Theme UI](attachment) |\n\nMost rigs are forced to use Custom Colors very often, because not enough of the preset colors feel nice to use. This is a shame, because Custom Colors cannot be customized on a user-level, via the theme settings. I think if the Preset Colors were better, Custom Colors wouldn't even be necessary; The 20 slots that we have are plenty enough to cover the entire color wheel with distinct enough colors. At that point, even if you wanted to add a custom color, you'd be hard pressed to find a color that isn't very similar to one of the presets.\n\n### Issues with current bone color presets:\n- Slots 16-20 are blank, immediately not useful.\n- Most colors are too dark, and do not contrast well against Blender's default viewport background color, which is a dark gray in the case of all shipped themes.\n\n### The colors in this proposal:\n- Base colors are much brighter, with a minimum value of 0.75.\n- Colors are spread out sort of evenly across the color wheel.\n- Hues are fairly similar to the old ones, so the color language of existing rigs that used presets shouldn't change much.\n- Proposal is for **ALL themes**. Previously, lighter and darker themes had slightly different presets, but they all had the issues described above. The Modo theme had the additional issue of no visual distinction between selected and active bones.\n\nThe file I used to create the screenshots, with the script to place bones based on their theme color, and to output the code for the [PR](112639): [bone_colors.blend](attachment)\n\n### Questions: \n- Are the colors... good?\n- Should we re-order the presets by hue?\n - Pro: Helps avoid cases where you assign 2 colors that were far from each other in the preset list, but are actually quite similar, so you don't get the contrast you were hoping for.\n - Con: Would make existing rigs using the old presets look very different, potentially with less distinct colors (although still much brighter!).\n- Anti-Versioning: Julian Eisel tells me `do_versions_theme()` can be used to force reset theme colors, but I may need some help with that part." ]
[ "Input -> Select with Left -> Weight painting bug\nOperating system and graphics card\n\nWin10 x64\nGeforce 770TI\n\nBroken: 2.78 \nWorked: (optional)\n\nWhen weight painting in this way when u select things with left instead of right, u cant select individual bones and check those weights which is very frustrating, because i have learned to use blender in \"lefty\" mode.(Simplify: When u press left click on bone/bones it keeps weight painting instead of selecting that bone.)\n\nBased on a (as simple as possible) attached .blend file with minimum amount of steps\n" ]
Crash on any FBX Export Operating system: Windows-10-10.0.18362 64 Bits Graphics card: GeForce GTX 750 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.15 Broken: version: 2.81 (sub 5) Worked: all previous version console gives this error on pressing export Error : EXCEPTION_ACCESS_VIOLATION Address : 0x0000000000000000 export the default cube as FBX
[ "Holdout material no export in PDF\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 980M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 388.57\n\nBroken: version: 2.93.0\nWorked: (newest version of Blender that worked as expected)[story bug.blend](story_bug.blend)\n\n\n\n", "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", "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>", "Render crash\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: Radeon RX 560X ATI Technologies Inc. 4.5.0 Core Profile Context 22.8.1.220810\n+ AMD Ryzen 5 3550H with Radeon Vega Mobile Gfx\n\nBroken: version: 3.3.0 Beta\nWorked: 3.2.2\n\nBlender every time crash when switch to render mode in viewport.\nRender set to Cycles with GPU Compute.\nVega 8 selected as device in preferences.\nIf I select RX 560X in preferences, GPU Compute is greyed in Render preferences (also interesting why).\n\nAny project with simple cube crashed.[test11.crash.txt](test11.crash.txt)\n", "Blender crashes on startup if a large USD file is attached to the scene\nOperating system: Windows 10, Windows 11\nGraphics card: GeForce RTX 1660 (Win 10), GeForce RTX 3060 (Win 11)\n\nBroken: 3.3.1; 3.3.4; 3.4.1; 3.5 beta\nWorked: not found\n\nThere are several Blender files created at different times. The files are scenes into which a file of the usd format is connected through the \"MeshSequenceCache\" modifier. If the usd file size exceeds a certain size, then with a high degree of probability, almost always, Blender will crash on startup.\nAt the moment, this situation occurs in the scene, to which the usd file is connected, about 1 GB in size.\nThe following method is used as a temporary solution. First, a file is launched that is either smaller or does not have a usd file attached. Then from the running program through the file-open the desired file is launched\n\nAttach a ~1 GB USB file to the scene using a modifier \"MeshSequenceCache\"\n\n", "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", "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", "Crash with mantaflow\nOperating system: Windows-10-10.0.18363-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.41\n\nBroken: version: 3.0.0 Alpha\n\nBaking simulation causes crash\n\n[splash.blend](splash.blend)\n\nOpen file and bake liquid\n", "USD Export don´t export Vertex Colors ( Color Attributes )\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.40\n\nBroken: version: 3.2.0\nWorked: Not known\n\nUSD Exporter don´t export Vertex Colors ( Color Attributes )\n\nJust paint some VC on the default cube with Vextex Paint Mode, then try to export the cube. \nExporter don´t have the \"Color Attributes\" checkbox ( Importer has it )\nYou can then try to reimport the USD file and check that your VC aren´t there.[CUBE.blend](CUBE.blend)\n![imagen.png](imagen.png)\n\n", "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.", "Sculpt: crashes when using the Edit Face Set in Delete Geometry mode on an object with 0 faces\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: Intel(R) Iris(R) Xe Graphics Intel 4.5.0 - Build 30.0.100.9864\n\nBroken: version: 3.3.0 Alpha\n\nBlender crashes when trying to delete non existing geometry with the Edit Face Set tool\n\n[blender.crash.txt](blender.crash.txt)\n\n[blender_debug_output.txt](blender_debug_output.txt)\n\n[blender_system_info.txt](blender_system_info.txt)\n\n\n1) select the default cube, go to edit mode and delete all vertices\n2) switch to the sculpting tab\n3) select the \"edit face set\" tool and switch the mode to \"Delete Geometry\"\n4) left click anywhere in the viewport and Blender will crash\n\nThere are many things going wrong in sculptmode with faceless meshes.\n\nSee also reports:\n- #86940 (Crash with certain file. Sculpt mode. Vertex color fill + edge.)\n\nAnd (possible but partially abandoned) solutions:\n- [D10851: Fix #86940: sculpt automasking facesets option crashes on meshes without faces](D10851)\n- [D10966: Prevent changing to sculptmode on faceless mesh objects](D10966)\n\n**Stack trace**\n\nblender.exe :0x00007FF603BDA400 sculpt_face_set_edit_invoke\nblender.exe :0x00007FF6033688F0 wm_operator_invoke\nblender.exe :0x00007FF603366280 wm_handler_operator_call\nblender.exe :0x00007FF603367CA0 wm_handlers_do_keymap_with_keymap_handler\nblender.exe :0x00007FF603367440 wm_handlers_do_intern\nblender.exe :0x00007FF6033668A0 wm_handlers_do\nblender.exe :0x00007FF603363430 wm_event_do_handlers\nblender.exe :0x00007FF60334D530 WM_main\nblender.exe :0x00007FF602431210 main\nblender.exe :0x00007FF608464500 __scrt_common_main_seh\nKERNEL32.DLL :0x00007FFF3D887020 BaseThreadInitThunk\nntdll.dll :0x00007FFF3EAE2630 RtlUserThreadStart", "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)", "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", "Cycles GPU Compute 5000 x 5000 pixels render F12 crashes\nOperating system: macOS-13.5-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 575 1.2\n\nBroken: version: 4.0.0 Alpha\n\nCycles GPU Compute 5000 x 5000 pixels render F12 crashes\n\nMacOS 13.5\nSee youtube about Blender crash guide during 5000 x 5000 pixels.\n\nNot matter both same crash Blender 3.6.3 and 4.0\n\n", "inset and bevel edits crashing blender 3.x\nThreadripper 1950x 128 gb ram 2tb SSD (home)\nNVIDA 3080 updated to latest drivers\n\nIntel i7 64 gb ram 2 tb SSD (work)\nAMD 6900xt updated to latest drivers\n\n\nHappens on all 3.x versions of blender.\n\nIssue happens on both my home PC (the thread ripper) and my work PC.\n\nStart editing default cube add bevels, insets place some cuts... crashes within a couple of minutes. Happens in all display modes.. mesh, solid, renders. Happens with a smooth display mesh and hard edges. Super frustrating need to save just before doing any of these procedures on any modeling task. Always update video drivers which probably cant be the issue because two different families of video cards in two different machines have the same issue. Been doing this ever since I updated to Blender 3. I assume it's a plugin I installed because I can't imagine why this would happen on two completely different computers. Is there a dump file or something I can send? Here is a video of a typical crash. No dialog box... just blender vanishes in the the middle of editing.\n\n" ]
[ "Fbx export crashes blender\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1060 3GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.60\n\nBroken: version: 2.81 (sub 5)\nWorked: (optional)\n\nFbx export crashes blender\n\n\nOpen blender\n\nselect default cube for export\n\nexport cube as fbx\n\nleave default settings\n\nexport\n\n**crash**\n\n", "FBX export is broken in 2.81\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.02\n\nBroken: version: 2.81 (sub 5)\nWorked: (optional)\n\nTried to export a mesh (200k faces) and Blender crashed completely. Tried twice, same result.\n\n\nSelect the Hull object in the attached blend file, and attempt to export it as an FBX.\n\n[Based on the default startup or an attached .blend file (as simple as possible)][export_test.zip](export_test.zip)\n\n" ]
bloom effect is still not working on the transparent backgroud in the final render, Operating system: Windows-10-10.0.17134 64 Bits Graphics card: GeForce GTX 1660/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.64 Broken: version: 2.80 rc2 Worked: (optional) bloom effect is still not working on the transparent backgroud in the final render, i think it is a very important feature for composing,
[ "Sphere is does not showing color in solid mode from material\nOperating system: Windows 11\nGraphics card:\n\n3.5\n\nWe have created a plugin to add multiple spheres, the plugin is attached below.\nafter adding active material to all spheres when we are adding color the sphere is at the 4096th location is does not show color\nPFA:\n![image](attachment)\n\nThe black sphere is also having color in its material but it is not showing as the sphere is at the 4096th location\nPFA for material data\n![image](attachment)\n\nAlso, the color is also visible in another mode currently it is solid panel mode. for our internal uses, we are using the solid mode \nCan we have any workaround for this fix or please fix this bug? What I presume is while displaying material in the solid mode we are not managed properly in our code as this bug continues for every sphere count of multiples of 4096(2 power 12).\n\n", "compositor performance issue when larger empty area surrounding the image\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.99\n\nBroken: version: 4.0.0 Alpha\nWorked: much faster in 2.93\n\ncompositor performance is severely degraded if there is a larger empty area surrounding the pixels. Also becomes more and more sluggish the longer it plays back, despite it only updating a single image block. Task manager doesn't show any increase in memory usage as it becomes slower.\n\n<video src=\"attachment\" controls></video>\n\nGet an image sequence to playback in the compositor's backdrop, either with a image sequence node, or by updating a single image via python and calling render.render to force the playhead to wait for the compositor to finish calculating. Try playing back with the compositor contracted and expanded. See video for demonstration.\n\nIssue affects the tiled, full frame, and gpu compositor modes. Also happens when experimental compositor is disabled completely in the preferences.\n\nExample video attached.\n\n", "Empty Images react with Viewport World Opacity\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.83.8 through 2.93 master.\nWorked: version: 2.82a\n\nThere is a problem in EEVEE where Empty Images Depth set to \"Back\" will also draw them behind the world HDRI background. So the Image will fade into the background when changing the Viewport Shadings World Opacity.\n![EmptyImageOpacityBug.jpg](EmptyImageOpacityBug.jpg)\n(From the image you can see that it only reacts with values below 1.0. Opacity maxed out will make Empty images non transparent again. That's where I started to think this isn't fully intended to work like that, because consequential the value 1.0 would go full transparent.)\n\nMy issue here is that working with images shouldn't be relevant to this setting at all (as its shown for value 1.0).\nThe current behavior discourages to use world opacity in order to keep a clear image or if I want to use the color picker in the image for example.\n\n[EmptyImageOpacityBug.blend](EmptyImageOpacityBug.blend)\n![Circles.png](Circles.png)\n1. Create an Empty, set to Image display.\n2. Set its Depth Setting to \"Back\"\n3. Change the Viewport Shading > World Opacity\n\n", "Line stroke method not working with Scene spacing\nOperating system: Linux-5.4.0-121-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: GeForce GTX 670MX/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.151\n\nBroken: version: 3.2.1\n\nLine stroke method not working with Scene spacing\n\nOpen blender, then open a new sculpt file, select any brush change the stroke method to line and chose scene spacing distance. \nIt only works when started and ended inside the object, but when coming from outside the object or end up outside the object it doesn't work, sometimes it gives an initial effect when it comes in contact with the object but only one sample.\nI the video you can see how it works with view spacing and then how behaves with scene spacing.\n\n[vokoscreen-2022-07-12_14-43-22.mp4](vokoscreen-2022-07-12_14-43-22.mp4)\n\n", "Optix Viewport Denoiser Makes Objects Glow When Using High Exposure Even When There is no Light in the Scene\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce MX130/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 446.14\n\nBroken: version: 2.90.0 Alpha\n\nThe latest build added the feature to let non-RTX GPUs use the denoiser, so I tested it on my scene right away. However, the objects in the scene start glowing when the denoiser starts working. The scene was lit using the Physical Lights feature that the Photographer 3 addon has provided, which offers units like Lumen and Candela, etc. And since physically correct light values can sometimes be very dim (like a candle = 1 candela), sometimes be very bright (like the Sun at noon 111,000 lux), Photographer offers real life camera's settings for modifying the exposure in the color management in the render settings to adjust the overall brightness. And in my scene, I used a candle, which is very dim. Therefore the exposure has been set very high. It has been fine until the denoiser came. \n\nBased on the default startup\n1. Delete the default point light\n2. Turn the World Background Strength to 0\n3. Turn the Exposure in the Render Settings under Color Management to 10\n4. Change the render engine to Cycles\n5. Turn on render view, you should see nothing but complete darkness\n6. Turn on the Optix Viewport denoiser\n7. Wait for a while and see the default cube glowing\n\nI don't know if this is a bug or not, if it is not, please at least get some work around. Like making the denoiser refresh when the exposure changes or something?\n\n![image.png](image.png)", "Wireframe opacity slider does not work.\nOperating system: Windows 10\nGraphics card: gtx1060\n\nBroken: 3.1\nWorked: \n\nWireframe opacity slider does not work if smooth wires is turned off.\n\nopen preferences>viewport\ndisable smooth wire overlay\nsave preference\nset viewport to wireframe shading\nin the overlay panel in viewport drag the wireframe opacity slider, the wire color will fade to black, the opacity won't change.", "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)", "EEVEE: Add support for area light beam spread\nThis feature is already present in Cycles and should be fairly easy to implement as part of `light_attenuation` function.\n\nIt is still unknown if the cycles code can be reused or if we require a different approach.\n\n", "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)", "EEVEE: Material update does not trigger shadowmap update\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.60\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\nModify procedural does not update real time in view port shading in EEVEE \n\nJust a cookie with procedural noise in front of a point light in EEVEE (remove hdri if it's missing), I could not see changes while modify noise texture, also with viewer\n\nAttached blend file and video\n[studio-light-v1.blend](studio-light-v1.blend)\n[studio-procedural-gobo.mp4](studio-procedural-gobo.mp4)\n", "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)", "Affects only origins does not work for Point Cloud, Curves, Text objects\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: Radeon RX 570 Series ATI Technologies Inc. 4.5.0 Core Profile Context 22.11.2.221130\n\nBroken: version: 3.5.0 Alpha\nWorked: n/a\n\nAffects only origins does not work for Point Cloud, (new hair) Curves and Text objects.\n\n- Add Point Cloud (experimental), Curves or Text object\n- Set Affect Only: Origins\n- Try to move\n\n[AffectOnlyOrigin.mp4](AffectOnlyOrigin.mp4)", "Cycles: Persistent Data stops \"Animated Seed\" from working\nOperating system: Linux-5.15.0-2-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 the Persistent Data option is enabled the `Animated Seed` option doesn't appear to operate work.\n\n1. Create a scene in Cycles with noticeable noise.\n2. In the `Advanced` tab of the `Sampling` settings, enable `Animated Seed` (click on the clock icon beside the `Seed` value)\n3. In the `Performance` tab of the `Render Properties` enable `Persistent Data`\n4. Render an animation.\n5. Notice that the seed pattern doesn't change between frames. Disabling `Persistent Data` resolves this.\n\nHere is a file that does steps 1-3 for you:\n\n[#93534 - Persistent Data - Animated Seed.blend](T93534_-_Persistent_Data_-_Animated_Seed.blend)\n\nNote: The first time I rendered this, frame 1 has a different seed than all the other frames. Subsequent re-renders sees the seed used on frame 1 matching all other frames.", "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", "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" ]
[ "bloom alpha in the final render is not working.\nOperating system: win10\nGraphics card: gtx1660\n\nBroken: 2.80, hash 5dd8c3f0cb83 2019-06-27\nWorked: (optional)\n\neevee \n\nbloom effect now is available in the viewport alpha \n![image.png](image.png)\nbut why can not render in the final ?\n![image.png](image.png)\nwe still need to use the compositor to make the bloom\nBased on the default startup or an attached .blend file (as simple as possible)." ]
Bake All Dynamics not baking hair particles Operating system: Windows-10-10.0.18362 64 Bits Graphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.60 CPU : Intel i9-9900K Broken: version: 2.81 (sub 14) Worked: (optional) When working with multiple particle emitters on a same object, The Bake All Dynamics button doesn't bake anything (when the particles are hair). I had the problem with 2.80 and checked with 2.81 if this was addressed but apparently not. It is not very efficient to have to go through every particle system in the scene and bake them individually. Especially since baking individually will only use one CPU core. Perhaps a solution could be to start launching individual blender instances for every particle system ? This way it would make use of multiple cores. It is sad to see my cpu maxing out at 12% when baking a hair sim, while the other 7 cores are sitting idle… If for some technical reason All Hair Dynamics cannot be baked with a single click, maybe gray out the Bake All Dynamics Button while in "hair" mode ? It would save a lot of people some time searching why this doesn't work... Just add a particle system, switch to hair instead of emitter, and Bake All Dynamics will do nothing. [BakeAllDynamics.blend](BakeAllDynamics.blend)
[ "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`", "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", "Blender 2.83 smoke or liquid simulation not showing up when switching to Modular mode\nOperating system: Windows 10pro 64 bit\nGraphics card: Nvidia GTX 960\n\nBroken: 2.83, v2.83.0 \nWorked: 2.82\n\nWhen I'm simulating smoke or liquid. If I switch to modular mode, the bake the simulation. I do not see any smoke or liquid after it has run the bake. I can see the domain moving as if particles are filling the domain, but during play back nothing is there.\nIf I change the mode to replay mode. I can see the smoke or liquid as it is simulating. But I don't get this in modular mode\nI have a youtube video link that shows the problem. \n\nIoqbkzs7h5w\n\nI like modular mode, because baking the simulation this was takes less resources by not updating the view port.\n\n- Create a box.\n- Duplicate the box. \n- In physics tab... Make one for the emitter and the other as domain.\n- Scale domain as necessary.\n- By default Blender is in Replay mode. Change it to modular to get the Bake buttons. \n- Bake simulation. \n- Then change scale of emitter and bake simulation again.\nor\n- open attached file\n- Try see simulation with Replay (it should work)\n- Then try with Modular\n[Name_animationV2.blend](Name_animationV2.blend)", "Drivers don't refresh simulations.\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.77\n\nBroken: version: 2.90.0\nAs far as i can remember this bug exists at least from Blender 2.81\n\nAdding Drivers to any of the cloth simulation values will result in them not refreshing the bake when changing that value. When any of these values are changed by the Drivers, user needs to manually go back into the cloth simulation settings and either switch a random setting or Re-Bake the simulation for it to update to the current settings.\n\nAdd custom property to any object -> Copy that value as driver -> Paste it into any of the cloth simulation value settings -> Values will update but cloth simulation won't refresh, forcing you to go back into the cloth settings and refresh them manually. \n\n", "Particles from multiple systems disappear when all Physics Type are None.\nOperating system: Windows 10\nGraphics card: RTX 2070\n\nBroken: 2.81a\n\nWhen selecting a Particle System, all particles of the object disappear.\nImages showing before and after:\n![steps.jpg](steps.jpg)\n![steps2.jpg](steps2.jpg)\n\n- In the default cube add two particle systems.\n- Set the `Frame End` of both to 1 for better observation.\n- In the `Physics` tab of both choose `Physics Type` `None`.\n- Select any of the particle systems, note that the particles disappear.\n\nAttached file contains an example of multiple particle system on one object:\n[LP_grass.blend](LP_grass.blend)\n\nThis has to be the first file you open with the application.\nIf you open blender and enable the eevee material preview for example with the default cube and open the example file afterwards it works.", "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", "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", "Keep Alt Key not work in the F-Curve properties\nwin10 64bit, gtx1060\n\nBroken: 2.79a 8928d99270f\nWorked: (optional)\n\nKeep alt key for multiple objects not work in F-curve property ( N panel )\n\nOpen my .blend file, when I select multiple curves and keep alt key to twice the Interpolation or Easing option, it's just worked in one cure,not for all selected, if this is bug, please fix, it very useful for lots curves, else I must one by one to change those, thanks.\n\n![bug.png](bug.png)\n\n[bug.blend](bug.blend)", "Particle collisions aren't simulated before frame zero for negative frame simulations\nBroken: 2.79, 2.81\nWorked: (optional)\n\nMaking particles simulation start from negative frames don't allow for those particles to have collisions with meshes. Unless I set the initial frame to be negative.\n\n\nOpen the file and look at the already baked simulation. The first particles went through while the later ones collide perfectly. You can also rebake the cache and see the same result\n\n[ParticleBug.blend](ParticleBug.blend)\n\n**Known workaround**\nChange initial frame to match the first simulated frame before baking the simulation.\n\n", "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.", "Particle System as flow source doesn't work\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Radeon RX550/550 Series ATI Technologies Inc. 4.5.13587 Core Profile Context 20.4.1 26.20.15029.20013\n\nBroken: version: 2.90 (sub 1)\nWorked: blender-2.83-c26f470cfeea-windows64\n\nParticle System as flow source doesn't work. Smoke is always emitted from mesh.\n\nIf file is opened in version that worked, smoke starts flowing from particles correctly. File doesn't have to be even re-saved in working version.\n\nBecause example file is reproducible only once, here are\n**Steps to create example file**\n- New General template\n- Add UV Sphere\n- Add particles to cube\n- Particle Properties > Emission > Number = 50\n- Particle Properties > Render > Render As = Object\n- Particle Properties > Render > Instance Object = Sphere\n- Particle Properties > Render > Scale = .6\n- {key F3} > Quick Smoke\n- Select Cube again\n- Physics Properties > Flow Source > Flow Source = Particle System (doesn't invalidate cache)\n# Physics Properties > Flow Source > Particle System = ParticleSettings (doesn't invalidate cache)\n\n[#76765.blend](T76765.blend)\n- Open file\n- Play animation\n", "Hair particles: 'Use modifier Stack' option removes all hair if particles have been added or removed in particle editmode\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: 2.81 (sub 4)\n\nUse modifier stack checkbox deletes all the hair particles if they were created with the add hair brush and combed (not necessary), even if there are no modifiers before the particle system. This also happens if particles have been deleted (X) in particle editmode.\nAnd there is no way to get those hairs back. It can really destroy all your work on grooming.\nBy the way, that check box becomes inactive in 2.79 after grooming, but it's active for some reason.\n\nCreate a hair particle system.\nGo into particle edit mode.\nDelete all the hairs (by the way, you won't be able to do that until you comb it, may be a second bug).\nAdd some hairs via add hair brush (you can add hair without deleting on the previous step, the bug will occur anyway).\nGo back to object mode.\nCheck the use modifier stack checkbox.\nAll the hairs disappear!\n\nThe attached file has all that done except the very last step.\n\n[hair_use_modifier_stack_bug.blend](hair_use_modifier_stack_bug.blend)", "Quick Smoke crash guide February 3, 2023\nOperating system: macOS-13.2-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 575 1.2\n\nBroken: version: 3.5.0 Alpha\n\nBake ALL button within Sample 128 from Frame 1 to 220 cause CRASH GUIDE\n\nBake ALL button within Sample 128 from Frame 1 to 220 cause CRASH GUIDE\n\n[image.png](image.png)\n[image.png](image.png)\n[Blender-2023-02-03-113746.ips](Blender-2023-02-03-113746.ips)\nTest File: [3.5.zip](3.5.zip)\n```\nCall Stack: Main thread\n__psynch_cvwait\n_pthread_cond_wait\ntake_gil\nPyEval_RestoreThread\nPyGILState_Ensure\npy_timer_execute\nBLI_timer_execute\nwm_event_do_notifiers\nWM_main\nmain\nstart```", "Kill Particles does not make them really dead\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.47\n\nBroken: version: 2.93.6\nWorked: -\n\nIf you give a mesh a physics property of collision and check the \"Kill Particles\" Checkbox, they are not becoming dead, they just stop moving. If you add a Particle Instance to another object and only show dead, the dead objects show correctly in viewport but not in render (eevee/cycles).\n\nI created a plane, put it about 10m higher and turned it 180° on x axis. Then i added a particle system to that plane with default settings. I added another plane and scaled it up a few times and applied all transforms. I then added a collision physics property with \"Kill Particles\" enabled to that plan. Now i added an Icosphere, scaled it down, applied all transforms and added the Particle Instance modifier. As Object i chose the first created plane and only left show dead active. After baking the Particle system, you see in viewport the Icosphere as soon as the particles hit the Plane with the collison physics property. But if you then want to render the image they are gone.\n\nWith the attached .blend file you just have to click bake in the particle system properties of the ParticleEmitter object and you should see the dead ParticleInstance object at Frame 40. But if you render the image then they are gone.[ParticlesNotDead.blend](ParticlesNotDead.blend)", "Dithering is not applied for Texture Baking\nDebian amd64, Radeon HD with fglrx\n\n\nBroken: current GIT, also many previous versions were affected in case of BI Baking\n\n\nDithering is not applied for Texture Baking, resulting in banding artefacts.\nCycles Baking and BI Baking are affected.\n\nAlso when saving a 32 bit float image as 8 bit PNG, no dithering is applied (despite Dithering was set to 1.0, and \"Save as Render\" was activated).\n\nA .blend file is attached. Click on \"Bake\" and wait a few seconds. After baking is finished you should see the banding artefacts in the dark-gray regions.\n\nThanks\n" ]
[ "Bake All Dynamics doesn't work when baking particle hair\nMacBook Pro, NVIDIA GeForce GT 750M, Intel Iris Pro\nMac OS 10.12.6\n\nBroken: Blender 2.79 Hash: 5bd8ac9\n\nHitting the Bake All Dynamics to bake out particle hair doesn't do anything.\n\nLoad the attached file.\nSelect the sphere.\nGo to the particle panel.\nUnder Cache, click Bake All Dynamics.\nNothing happens.[sph.blend](sph.blend)" ]
CTRL+TAB(changing pose mode) for joints issue Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: NVIDIA GeForce 940M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.11 Broken: version: 2.93.0 Hello Team blender. ``` I do use shortcut CTRL+Tab for mode switch. It works wonderful with pie-menu, but in case of joint "CTRL+TAB switch between pose mode and object mode and blender don't show pie-menu. ``` For rigging purpose i need Pie-Menu most of the time, because edit mode is important for position setup. "And also i know i can switch directly to edit mode with tab only but mind works in Strang way and keep looking for pie menu" 01.add armature. 02. Press CTRL + Tab for pie menu. But instead of pie menu it switch to pose mode. Lets show some magic :) Thanks Looking forwad,
[ "Update Tweak Tool behaviour on Right Click Select\nThis has been a long running known issue for the Active Tools when using right click select.\n\n## Issue\nOn RCS, the Tweak Tool in the toolbar is placing the 3D Cursor instead of tweaking elements.\nThis duplicates the behaviour of the Cursor Tool (right next to it in the toolbar).\n\nThe reason for this seemed to be that right click & drag is already using the tweak action.\nIf the Tweak Tool would tweak with left & right click then there is no way of setting the 3D cursor anymore.\n\nBut the Tweak Tool doesn't require the 3D cursor. And this workaround is breaking the tweak tools purpose.\n\n## Solution\n\nThe Tweak Tool needs to tweak with left click & drag.\nThis can be it's own keymap item in the preferences under the Tweak Tool.\nRight click & drag can still use the default tweak action in the preferences.\n\nThe benefits are:\n- The Tweak Tool can be used without a drag threshold with left click & drag, if the option \"Alt Cursor Access\" enabled in the preferences\n- There is a functional distinction between the Tweak Tool and the Cursor Tool.", "Addon custom categories/tabs are broken (are gone after a session)\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 511.79\n\nBroken: version: 3.1.0\nBroken: 2.80\nWorked: 2.79\n\nChanging the category (in add-on preferences) on add-ons that allow you to change the category does not retain placement after restart.\n\nTested using \"Align Tools\" add-on as example.\nRelevant reference:\nT48459\n\n- Open default scene\n- Go to \"Align Tools\" (Prefs > add-ons)\n- Enable add-on and change `Tab category` string to something else (say \"AB\")\n- Save preferences\n- restart blender.\n- Now the label of tab remains same (AB) in preferences but it does not reflect in UI (sidebar)", "Auto keying not keying for child bones and not transformed\nOperating system: Windows 10\nGraphics card: RTX 3060 Ti\n\nBroken: (3.1.0 c77597cd0e15 master 2022-03-08 18:16)\n\nWhen I tried to auto key multiple bones by select these and hit G > Mouse1 only the top of parented bone is keyed and nothing for anything else \n\n・Add armature\n・In edit mode -> extrude bone\n・Enable Auto keying\n・In pose mode -> Select All (A) ->Move/Rotate/Scale(but not make any transform, just apply) to add a keyframe\n\nTest file with first 3 steps included:\n[#96473.blend](T96473.blend)", "Animation workspace: Switching between tabs causes viewport to change\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.59\n\nBroken: version: 3.2.0\nWorked: Not sure\n\nChanging between the Texture Paint tab and Animation tab causes the Animation viewport to take on properties of the Texture Paint viewport. If this is working as expected it's not ideal.\n\nOpen a new General 3D project. (Or use attached blend)\nSelect the Animation tab. The viewport should look normal.\nNow go to the Texture Paint tab.\nGo back to the Animation tab.\nThe viewport has taken on the properties of the Texture Paint tab.\n\n(A similar issue with the UV editor and Animation tab also occurs.)\n\n[TexPaintToAnimationTab.blend](TexPaintToAnimationTab.blend)\n\n\n", "Lasso Select Broken if Select key is changed from Default Left to Right\nOperating system: Windows 10 (Home)\nGraphics card: Nvidia 1070 \n\n**Blender Version** \nBroken: 2.90.0 (Steam)\nWorked: Not sure, Has been like this since before 2.79b\n\nWhen the default select mode is changed from Left to Right Mouse button Lasso Select no longer works with Tweak + RMB Any. \n\nSplash Screen Change on initial set up or Select button or Edit - Preferences - KeyMap - Select With Mouse Button\n\nAffected: any View Mode that has the Lasso option. (Edit mode, Object Mode, Grease Pencil, etc)\n\n\nSee attached MP4.\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\nStart Blender and use Start up Cube. [BlendBug_2.mp4](BlendBug_2.mp4)\n\nTemporary fix if the Select key is changed from Left to Right Mouse Button is to walk through the KeyBindings and set anything that uses Lasso to Tweak Right and anything that was using Tweak Left to Tweak Right where Lasso is was changed. ", "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?", "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. ", "Toggling edit mode messes with active attribute\nOperating system: Linux-5.17.15-76051715-generic-x86_64-with-glibc2.35 64 Bits, X11 UI\nGraphics card: Quadro RTX 6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.48.07\n\nBroken: version: 3.6.0 Alpha\n\nToggling edit mode does not properly preserve the active attribute.\n![Screenshot from 2023-05-12 11-11-18.png](attachment)\n![Screenshot from 2023-05-12 11-11-22.png](attachment)\n\nFrom default startup:\n- go to attribute panel\n- select UVMap as active\n- go to edit mode\n- nothing is active\n\n", "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", "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", "UI: Discussion Topics & Possible To-Do's for 3.0\n3.0 is the next chance to do breaking changes which should not go into normal releases. That may be: higher level design changes, muscle memory breaking, documentation breaking (e.g. changed operator names) or non-trivial visual changes. There should still be no .blend file compatibility breaking changes.\n\nIn this task we can collect such changes for consideration. This is not a \"wish a feature\" list. These are things we discussed already but couldn't do earlier because they would be too disruptive.\n\n* Active vs. selected (#82359 (Stronger binding of Active and Selected))\n* Keymap polish\n\n - Consistent selection with modifier keys #78253 (Formalize Default Selection Behavior and Key-map)\n - {key 1}/{key 2}/{key 3} for changing into vertex/edge/face edit mode #88071 (Keymap: use number keys for mode switching (2nd Iteration))\n - {key D} for view-navigation sub-menu #88092 (Keymap: use D-key for view navigation pie-menu (2nd iteration)).\n - {key Alt} usage #83689 (Default Keymap Update: Improve tool access using Alt-LMB)\n\n* Toolsystem wrap-up (change toolsystem defaults if needed)\n* Theme polish (#74358)\n* General defaults (Preferences, startup configuration, bundled workspaces, etc)\n - [ ] Set default subdivision modifier levels to be 1 for viewport and render.\n* More dynamic file selection (e.g. show import/export settings based on file selection)\n* Reevaluate closing popups on mouse moves.\n* Improve naming:\n**Avoid \"link\" for anything unrelated to link/append (e.g. *Link Materials* -> *Share Materials*).** Correct usages of \"copy\" (e.g. *Copy Modifiers* -> *Replace Modifiers*).\n* 3D cursor default orientation method to \"Surface\"\n* #89266 (Investigate renaming the \"Video Sequencer\" editor)\n* #83612 (UI: Tracking: Migrate to active tools based toolbar)", "Text Object: D key is used for the Annotate Tool\nOperating system: Linux-5.4.0-104-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.103.01\n\nBroken: version: 3.2.0 Alpha\n\nIn the keymap preferences there is an option to use the Active Tools for shortcuts instead of the modal operation.\nIt's called \"Tool Keys -> Immediate / Active Tools\".\n\nIf this preference is used and you go into edit mode of a text object, you are unable to type in the letter `D`.\nIt will always make the Annotate Tool active instead.\n\n- Enable the \"Active Tool\" keymap preference\n- Add a text obejct\n- Enter Edit Mode\n- Type in a word with the letter `D` in it like \"Addon\" ", "Moving cloth with bone in pose mode does not resets cache\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.50\n\nBroken: version: 2.83 (sub 6)\nWorked: 2.79\n\nMoving cloth with bone in pose mode does not resets animation cache\nThe same applies when pin empties:\n[2020-04-14 01-39-39.mp4](2020-04-14_01-39-39.mp4)\n\n- open attached file\n- play animation\n- move bottom bone in pose mode while animation is playing to see cloth moving and cancel bone movement\n- let animation loop\nsee that cloth still keeps moving while bone is in place. moving bone (the same bottom one for example) in pose mode at this stage results in no reaction from cloth (cloth keeps old cache)\nmoving the entire armature resets cache\n[MoveClothWithBone.blend](MoveClothWithBone.blend)", "Select Grouped by Armature (option for pose / edit mode of armatures)\nProblem:\nWith the coming of editing and animating multiple armatures in blender which has been great, new needs come into play like selecting all the bones on a particular armature when you are in pose mode with more than just one of them\n\nSolution:\nAdd “by armature” operator in “select grouped by” (shift g) which will allow you to select a control from a particular armature and add all of that armature to the selection even if you are in posemode with several other armatures too.", "Shortcut detection problem for tablet user\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56\n\nBroken: version: 3.4.1\n\n\nThere are 2 types of shortcuts in Blender.\n1. General shortcuts that work regardless of the location of the mouse pointer. such as 'Ctrl+S'\n2. Window specific shortcuts that work only when the mouse pointer is hovering on the specific window.\n\nThe issue is about the second type of shortcuts that happens to tablet users.\nThe problem is that Blender shortcuts don't work even though the mouse pointer stays on the specific window if the tablet stylus is further from the tablet surface. \nThis behavior can't be reproduced with mouse on.\nBecause there's no indication on screen whether the window is activated to register shortcuts, users will be difficult to pinpoint why the shortcuts are not working.\nIt's also very difficult to utilize shortcuts when users need to press the shortcuts with a stylus in hand or shortcuts that require two hands to operate.\n\n\n\n\n\n1. Start up Blender on PC with a graphic tablet\n2. Make sure no mouse is connected on PC\n3. Select the cube mesh and go into edit mode\n4. Select one of vertice of the cube mesh\n5. Lift your stylus out of the tablet while making sure your mouse pointer stays on the desired window\n6. Try shortcut such as 'L' to select linked\n7. You will see the shortcuts don't work\n\n\n\n\n**Solution that I can think of is:**\n\nTo be able to recognize and register the shorcut inputs as long as the mouse pointer stays on the specific window even if the stylus is out of the distance of the tablet surface.\n\n" ]
[ "Mode switching pie menu (Ctrl-Tab ) fails for armatures\nOperating system: Darwin-18.2.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon R9 M395X OpenGL Engine ATI Technologies Inc. 4.1 ATI-2.4.10\n\n\nBroken: version: 2.80 (sub 73)\nWorked: (optional)\n\n\nMode switching pie menu (Ctrl-Tab ) fails for armatures in Object and Pose Modes\n\n\n - Load Factory Defaults\n - Add an Armature Object\n - With this object selected, press Ctrl-Tab\n - The pie menu will not appear\n\nThe same happens in Pose Mode\n\nIn Armature Edit Mode, it does work. It also works for other object types" ]
Build error on Intel MacOS 13 Ventura / instant crash on any action Operating system: macOS-13.0-x86_64-i386-64bit 64 Bits Graphics card: AMD Radeon Pro 5700 XT OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.9.48 Broken: version: 3.4.0 Alpha Worked: 3.4.0 Alpha After blender opens, as soon as you right click, shif+a, or anything else in the viewport, blender quits instantly. ALSO noticed the last 3 builds blender takes twice as long to startup. I compiled after the commit from : Campbell Barton (campbellbarton) Cleanup: format 5a90bbf71675· on Wed, Nov 2, 1:20 AM. and opened blender and tried to shift+a to get a primitive. Then after a restart I tried a right mouse click in the viewport. Last thing I tried was to click the 'report a bug' button, but blender quit when accessing the top menue like in the other cases before. [MacOS Problem report Blender.txt](MacOS_Problem_report_Blender.txt) ![System.jpg](System.jpg)
[ "Laucnh error since version 3.4\nOperating system: High Sierra 10.13.6\nGraphics card: ATI 6970M 2 GB RAM\n\nBroken: (example: 3.4 and 3.4.1 2022-12-20, master)\nWorked: (Blender 3.3.1)\n\nWhen I launch blender a get this error that I have found others on the web reporting also on similar setups:\nError opening window.\nFailed to create metal device for offscreen GHOST Context.\n![Screen Shot 2022-12-26 at 10.30.46 PM.png](Screen_Shot_2022-12-26_at_10.30.46_PM.png) \n\nPrevious versions worked a charm and I really hope 3.3.1 wont be the last version for my humble setup.\n\nThanks and as always appreciate your amazing work!", "Crash without warning when opening material properties panel.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: AMD Radeon RX 540 Series, ATI Technologies Inc., OpenGL, 4.5.0 Core Profile Context 22.20.16.03.220829\n\nBroken: version: 3.4.1, branch: blender-v3.4-release, commit date: 2022-12-19 17:00, hash: 55485cb379f7\nBroken: version: 3.5.1, branch: blender-v3.5-release, commit date: 2023-04-24 18:11, hash: e1ccd9d4a1d3\nWorked: no newer version works.\n\nWe get a hard crash without warning when opening the material properties panel in the \"Layout\" workspace right after startup (i.e. with a clean \"General\" new file). Opening the material properties panel in other workspaces causes the same crash.\n\nI suspect that this is an EEVEE problem since opening other properties panels (which do not have the material preview) works fine and opening the material properties panel after having selected the Cycles engine in the \"Render properties\" panel also works fine. Somehow, it feels like being a hardware problem, but I cannot explain why. Interestingly, the device for rendering in the [Preferences][System] is set to \"\"None\" and no GPU's are available in the Cuda, OptiX, HIP, and oneAPI sections.\n\nWhen switching the viewport in the \"Layout\" workspace to \"Viewport Shading\" (i.e. rendered by EEVEE), Blender crashes. When Cycles is selected as rendering engine, then \"Viewport Shading\" works fine.\n\nThe crash happens on my colleague's computer in India to which I have no direct access. Updating graphics drivers is not easily possible due to company constraints. My colleague now uses the Cycles rendering engine by default. Some current file of her was saved with the default EEVEE setting, so she cannot load the file without crashing Blender; I have now modified the file on my computer by switching it to Cycles rendering which bypasses that problem for now.\n\n\n[Based on the default startup]:\n- Open Blender.\n- Select \"General\" new file\n- Open the \"Material properties\" panel in the \"Layout\" workspace.\n- Blender crashes.\n\n[Based on the default startup]:\n- Open Blender.\n- Select \"General\" new file\n- Select \"Viewport Shading\" in the \"Layout\" workspace.\n- Blender Crashes.\n\n[Based on the default startup]:\n- Open Blender.\n- Load a previously stored blend file with EEVEE set as the renderer (and I suspect showing the \"Materials properties panel\" or the viewport in \"Viewport Shading\" mode).\n- Blender Crashes.\n\n", "Blender 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", "Intermittent: Shift + MMB unresponsive or very sluggish\nOperating system: MacOS Ventura 13.4.1\nGraphics card: M1\n\nBroken: 3.5.1, Hash: e1ccd9d4a1d3, Branch: blender-v3.5-release\n\nShift+MMB to pan view in perspective mode becomes either completely unresponsive to keyboard input or extremely sluggish compared to the mouse pointer speed for the rest of the application. Agnostic to mouse pointer speed setting for the OS. \n\nAny model in perspective view. Attempt to pan view via SHIFT+MMB.\n\n", "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", "My blender doesnt open\nOperating system: Windows 10\nGraphics card: ?\n\n\nBroken: 3.6.2 LTS\nWorked: ?\n\n\nWhenever I try to open blender a Pop up appears saying \" No se pudo inicia la aplicacion;la configuracion en paralelo no es correcta.Consulte el registro de eventos de la aplicacion o use la herramienta sxstrace.exe para obtener mas detalles\"\n\nI have no idea, the one thats dowloaded by ZIP, i have already tryed this by the installer and the same problem\n\n\nWay literally, download blender and try to open it\nBased on the default startup or an attached .blend file (as simple as possible).\n\n", "Blender 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)", "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", "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)", "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 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", "System Hangs while Interacting with the Viewport\nOperating system: Manjaro KDE Plasma\nGraphics card: Intel HD Graphics (Cherry Trail) Atom X7-Z8700\n\nBroken: 3.5.0, 3.4.0, 3.4.1\nWorked: 3.3.2 (Haven't tried newer versions in the 3.3.x series)\n\nBlender causes the entire system to hang periodically while performing any task. Simply rotating the camera or zooming in or out results in the system freezing for minutes at a time. The mouse cursor responds to mouse and touchpad movement, but the system does not respond to mouse button clicks or keyboard input for long periods of time. Neither Blender nor the desktop respond.\n\nWhen rotating, moving or zooming the camera text overlays in the viewport flicker, sometimes the entire viewport flickers, then the system hangs. There are no errors or warnings printed to the terminal\n\nDoesn't appear to be related to a specific file. The issue is present in all blend files and when starting with the default setup.\n\n", "Crash 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 Guide during render complete 2 December 9, 2022\nOperating system: macOS-13.1-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.9.51\n\nBroken: version: 3.4.0\n\nCrash Guide during render 2\n\nSame crash guide during render before and today.\nSee youtube: ZeCA2p5wISY\n\nHistory previous.\nT100691\n\n![image.png](image.png)\n![image.png](image.png)\n\n[Blender-2022-12-09-161546.ips](Blender-2022-12-09-161546.ips)\n\n[Horizontal Video.zip](Horizontal_Video.zip)", "My Blender won't open anymore\nOperating system: Windows 11\nGraphics card: NVIDIA GeForce RTX 3060\n\nBroken: Every version\n\nWhen I try to open Blender the terminal appears then disappears and nothing else happens.\nBlender worked until today in all its versions, but now it no longer opens.\n\nI tried opening it as administrator, on different versions. I restarted my PC. I updated my drivers. There no bug/crash report or anything.\n\nI don't know what to do.\n\n" ]
[ "Blender 3.4 / 3.5 build/compile error (instant quit) INTEL MacOS Ventura, Xcode 14.0.1\nOperating system: macOS-13.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5700 XT OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.9.48\n\nBroken: version: 3.4.0 Alpha, branch: master, commit date: 2022-11-02\nBroken: version: 3.5.0 Alpha, branch: master, commit date: 2022-11-03\n\nWorked/compiled: 3.4.0 Alpha --- (This was compiled after the update to Ventura and xcode 14.0.1 and works fine) ----\n\n\nInstant quit on any mouse click or keystroke. For example shift+a = quit OR right mouse click in viewport.\n\nCompile on INTEL macOS 13 Ventura, xcode 14.0.1. Build-Darwin folder deleted and compiled via 'make update && make'\nBlender will start slowly (startup is twice the time as usual). \nAs soon as the keyboard is used to type some keystrokes OR a right mouse click OR when trying to access the help menu on the top blender quits \n\n(viewport rotation via magic mouse touch ((no keyboard key or mouse click)))\n[Screen Recording 2022-11-03 at 10.54 am.mp4](Screen_Recording_2022-11-03_at_10.54_am.mp4)\n\n[Compile Log Terminal blender 3.5.txt](Compile_Log_Terminal_blender_3.5.txt)\n\n[Problem report blender 3.5.txt](Problem_report_blender_3.5.txt)\n\n[blender.crash.txt](blender.crash.txt)", "Blender 3.4.0 Alpha Crash Guide on click menu. 1.0.0\nOperating system: macOS-13.1-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.9.48\n\nBroken: version: 3.4.0 (N/A)\n\nClick menu cause crash guide.\n\n- Start Blender\n- Then click \"File, Edit, . . .\"\nSee youtube: I4OtMVrq7Ig\n- - -\n```Stack trace:\nui_popup_menu_create\nui_popup_menu_create\nbutton_activate_state\nui_do_button\nui_handle_button_event\nui_region_handler\nwm_handlers_do_intern\nwm_handlers_do\nwm_event_do_handlers\nWM_main\nmain\nstart```\n" ]
Eevee bump problem when using more than three 4D noise textures to the bump node Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: GeForce MX130/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.66 Broken: version: 2.82 (sub 6) Worked: (optional) The bump material in Eevee seems to have problem with more than three 4D noise texture connecting to the bump. Basd on an attched file (Which is just the defalut cube with a material of three 4D noise textures connecting to the bump) 1. Turn on rendered view, it is currently in Cycles, it looks exactly like how it is supposed to be 2. Now switch it to eevee, the bump messes up. [Three+ 4D Noise Textures Eevee Bump Bug.blend](Three__4D_Noise_Textures_Eevee_Bump_Bug.blend)
[ "Blender crash on combining textures (intel)\nOperating system: Windows 10\nGraphics card: Intel HD Graphics 4400\n\nBroken: 2.93.2\nWorked:\n\nWhen I tried to combine 2 textures like this blender is crashing.\n ![Screenshot (88).png](Screenshot__88_.png) \n\n[Test.blend](Test.blend)\n[Test.blend1](Test.blend1)\n[system-info.txt](system-info.txt)\n[Test.crash.txt](Test.crash.txt)\n[2021-11-12 09-11-32.mp4](2021-11-12_09-11-32.mp4)\n", "Image Editor don't change to active texture if there is one texture node in material \nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.77\n\nBroken: version: 3.4.0 Alpha\n\nWhen there are two texture nodes in Shader Editor Texture Editor switches to the active texture when you clicks on any Image texture node. But when there is only one texture node Image Editor ignores selecting that node. It makes it inconsistent and may confuse user with showing him the wrong texture\n\n\nCreate two materials. In one of them create one image texture node and a texture. In second one create two or more image nodes with textures. Try to switch between materials and texture nodes.\nOr open blend file.\n[texture-pick_bug.blend](texture-pick_bug.blend)", "Crash on Changing Repeat value to -1 in Corrective Smooth modifier\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.49\n\nBroken: version: 2.93.5\n\nNot Responding when I change the Repeat value to -1\n\n{[F11810617](image.png), size=full}\n\n", "Cycles: Bump node doesn't distort normals\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.59\n\nBroken: version: 2.83 (sub 10)\nWorked: Never\n\nHeight input have no effect on bump node output in cycles.\nThe main problem, that Generated texture cordinates give seams with bump. That is why I desided to try Normal input.\n\nEevee:\n![33162506.jpg](33162506.jpg)\n\nCycles:\n![33172906.jpg](33172906.jpg)\n\nHere the example file.\n[WhereNormals.blend](WhereNormals.blend)\n", "[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 Blend material has inconsistent behavior with Geometry nodes\nOperating system: win 10\nGraphics card: 1050ti\n\nBroken: 3.4.1\n\nAlpha Blend material renders differently on the object, which is referenced inside Geometry Nodes tree of another object, despite this another object is already hidden and has muted GN modifier.\n\nIn attached file:\n* Remove/Select *Shell* object inside GN tree of object *Mesh*\n* Activate/Deactivate *Viewport Disable* for *Collection* or object *Mesh*\nIn both cases material becomes transparent or not\n\n", "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", "GPU: Share GPU Textures when using the same file path.\nCurrently the GPU textures that Workbench and Eevee uses are cached inside the image data-block.\nIn productions scenes were textures are reused by different materials sourcing from different blend files the GPU textures are not shared, although they might use the same file on disk.\n\nThe idea is to share the GPU textures between those image data-blocks.\n\n## Corner cases\n* GPU textures can only be shared when data-block isn't modifier. This could mean that GPU textures could be shared, until the user starts modify-ing one.\n* GPU textures for movies and sequences can only be shared when they reflect the same frame number. Currently a eevee cannot handle drawing multiple frames from the same image data-block. A work around for this is to duplicate the image block. For the short term we could also not support sharing GPU textures for movies and sequences at all as this isn't used that much to our knowledge.\n* Both single tiled and multi-tiled images should be supported.\n\n## Implementation\n* Use a single GPUTexture cache. Store GPU textures with a key. Key could be some values stored as a string. Per key a group of GPU Textures can be retrieved (Tiled, TileIndex, Image, left/right) etc.\n* Additional benefit is that usage tagging can be done faster as we don't need to go over all the image data-blocks in the scene. (although don't think this would be noticeable to users)\n* Key could contain:\n**Type of image** filename\n** Optional the IDBlock name+library for when images are modified.\n\n## Related changes\n* `eImageTextureResolution` isn't used anymore and could be removed. There is no need anymore to support multiple texture resolutions at the same time. Will reduce some code complexity and nano improvement in performance. {f41c7723c93b}\n* `IMA_NOCOLLECT` can be removed aswell\n\nNOTE: Request made by the Heist project.", "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 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.", "Particle system bug with texture influence\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA RTX A5000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.95\n\nBroken: version: 3.6.0\nWorked: N/A.\n\nParticle system caching issue. \n\n1. Make a particle system with collider that kills particle. Add a cloud texture to influence it's density.\n2. Now bake.\n3. Now later when you increase or decrease size of the particle. the cache breaks. \n4. Some particle is starting to stay on collide serve instead of killing . And some particle floats around.", "Material setting \"show_transparent_back\" (Show Backface) gives weird results\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.92.0\n\n![ShowTransparentBackBug.jpg](ShowTransparentBackBug.jpg)\nMy materials are messed up by having blend mode set to \"Alpha Blend\" and \"Show Backface\" set true.\n(The checkbox for \"Show Backface\" pops up if a materials blend mode is set to Alpha Blend\")\n\nIs this normal behaviour?\nThe intend here was to see every side of the cube with a bit of transparency.\n\n[ShowTransparentBackBug.blend](ShowTransparentBackBug.blend)\n1. Add a Cube (subdivide a few times) and give it a material\n2. Go to material settings and set the materials...\n- Blend mode to \"Alpha Blend\"\n- Backface Culling to False\n- Show Backface to True", "Bump map isn't generating bump from ambient occlusion height input\nOperating system: Windows-10-10.0.17134-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.86\n\nBroken: version: 2.83 (sub 2)\nWorked: (optional)\n\nbump map isn't generating bump from height input\n\nSee screenshots and then open file to see configuration:\n\n[ambient occlusion to bump map bug.blend](ambient_occlusion_to_bump_map_bug.blend)\n\n\n\nThe mask generated from the ambient occlusion:\n\n![image.png](image.png)\n\n\nThe normals generated by the bump node:\n\n\n![image.png](image.png)\n\n\nThe result (no bump):\n\n![image.png](image.png)", "3D Texturing: Fix seam bleeding non-manifold meshes\n", "HDRI animation bug in eevee\nThe HDRI illumination shouldn't change on the cube, because every thing including the HDRI is rotating at the same speed. \nHowever, this went wrong in EEVEE... It seems that in Cycles everything went on so well.\n\nThis is a simplified bug presenting file of a complex scene which I found this bug, in which I have to rotate an object, a HDRI and camera together, and I'm struggling to get rid of this bug...\n\n[BugReport.blend](BugReport.blend)\n\n[0001-0096.mkv](0001-0096.mkv)\n\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.11\n\nBroken: version: 2.93.1\n\n\n\n" ]
[ "Eevee render bump node glitch with multiple Noise textures.\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.12\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n[EeveeGLitchRender.blend](EeveeGLitchRender.blend)\nWhen using more than 4 noise textures blended together and put through as height in a Bump node, square artifacts appear in the Eevee render engine. Cycles renders correctly. \n\n IMAGE: Noise plugged into diffuse on left cube and through bump node on right cube.\n![Annotation 2019-12-27 151452.JPG](Annotation_2019-12-27_151452.JPG)\n\nCreate new material, using mix nodes blend together 5 noise texture from the factor output. Put this into a bump node into the height and connect the normal output into the normal of the principled BSDF.\n\n", "Eevee noise texture bug when there are 4 or more other noise textures being used in the bump node\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\n\nBroken: version: 2.81 (sub 10)\nWorked: (optional)\n\nThis bug only happens in Blender 2.81\nWhen there are 4 or more noise textures being used to produce the bump and put that in a bump node, the noise texture used in the color socket will be broken if rendered with Eevee\nOther textures don't seem to be affected.\n\nOpen this file and render with Eevee\n\n[bug.blend](bug.blend)" ]
Motion blur doesn't apply to orthographic zoom When zooming with the camera, Cycles takes that into account for motion blur. However, this does not work when using an orthographic camera. Here's a zoom with a perspective camera, and motion blur enabled: ![zoom_persp.jpg](zoom_persp.jpg) Here's a zoom with an orthographic camera, and motion blur enabled: ![zoom_ortho.jpg](zoom_ortho.jpg) Otho cameras are widely used for motion graphics where motion blur is highly desirable. Here's a .blend [blender_zoom_no_moblur.blend](blender_zoom_no_moblur.blend)
[ "Alembic: Camera properties (focal length, focus distance, ...) animation not importing\nMacOS 10.13.3\n\nBroken: 2.79 5bd8ac9\n\n\n\nWhen importing camera in FBX or ABC file (exported from Nuke), the animation of focal length is not importing. It's being set to a constant value according to frame 1. Other values are imported correctly.\nIf I reimport to Nuke, the focal length is correctly animated.\n\nCamera files attached.[camera.fbx](camera.fbx)\n\n[camera.abc](camera.abc)\n", "Tracking: Selecting camera maker in 3D-View with other active camera\nWhen fixing #72162 (Crash when selecting camera maker in 3D-View when different camera is active) we came into uncharted territory. This task is for the expedition to this territory.\n\nIn the setup where you have a track connected to a camera, but have activated another camera, the selection logic is not working.\nIt is expected that when selecting a marker in this case, it would select the camera where the marker belongs to and select the marker that is under the mouse button.\n", "Motion Blur break position pass\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.79\n\nBroken: version: 3.6.0\n\nHi ! I just discover that the motion blur break de position pass.\n\n1. Choose Cycles render.\n2. Choose CPU Render.\n3. Active Motion Blur in the render properties.\n4. Enable Position pass rendering.\n5. Create a sphere then anim it.\n6. Hit render button.\n7. Constat the bug :)\n\n", "Using View Navigation in Camera View Causes Viewport View to Focus on World Origin\nOperating system: Windows-10 64 Bits\nGraphics card: GeForce GTX 1070 NVIDIA 442.19\n\nBroken: version: 2.83 (sub 6)\nWorked: Never (2.79+)\n\nUsing view navigation (Shift+\") in camera view (Numpad 0) causes to lose the previous viewport view (Numpad 0 again) and it focuses world origin. \n\n1- Launch default Blender.\n2- Change your view to anywhere (For example zoom in to a vertex of the cube).\n3- Go in camera view (Numpad 0), use view navigation (Shift+\") and right click to cancel it (you can change view with left click as well, it doesn't matter).\n4- Go in viewport view (hit Numpad 0 again), notice that your previous view changed (it now focuses world origin)\n\nBelow gif demonstrates the issue:\n![focus_view_issue.gif](focus_view_issue.gif)\nView navigation that I used:\n![view_navigation.jpg](view_navigation.jpg)\n\n", "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", "Changing Hotkey for Perspective/Orthographic isn't working after being changed\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nWhen changing the hotkey for the Perspective/Orthographic Toggle to 'Ctrl + 5' or 'Shift + Ctrl + 5' the hotkey stops working (I cannot test whether it works with the default hotkey as I have no numpad).\n\n1. Start up Blender.\n2. Open preferences.\n3. Go to keymap tab.\n4. Go to 'View Persp/Ortho' hotkey. (Can be searched by typing 'ortho' into search tab)\n5. Change Hotkey to 'Ctrl 5'.\n6. Unset the 'Subdivision Set' hotkey.\n7. Test hotkey.\n\n", "Animated properties of View Layers are not updated when View Layer is not Active\nOperating system: Windows 10, x64\nGraphics card: nVidia GTX 1660\n\nBroken: 3.1.0; 3.1.2; and 3.3.0-alpha (08a39d32)\nWorked: none\n\nI'm compositing separate View Layers of a single scene. To reduce render times, I want to not render View Layers which are currently completely hidden, so I'm animating the \"Use for Rendering\" property of some View Layers.\n\nWhen *rendering*, it always works as expected... but *in the editor*, it seems that View Layers which are not the active workspace view layer do not update their animated properties when I move around on the timeline.\n\n\n # Open attached `bugreport-useforrender.blend`\n ** [bugreport-useforrender.blend](bugreport-useforrender.blend)\n\n **There is one Scene, \"Scene\". There are two View Layers, \"View A\" and \"View B\".** Collection \"Common\" has a camera and light. Collection \"Layer A\" has a Cube. Collection \"Layer B\" has a Suzanne/monkey.\n\n * Set View Layer \"View A\" as active (it should be already in the example file).\n **Observe the active collections. \"View A\" includes only the \"Common\" and \"Layer A\" collections, thus including the cube, camera, and light.** Observe the Graph pane and Properties pane. View A is used for rendering from frames 1 to 60, and not used for rendering from frames 61 to 120.\n\n * Seek to a frame before 60. Render a frame with F12. Observe the monkey and the cube, as expected.\n * Seek to a frame after 60. Render a frame with F12. Observe only the monkey, as expected.\n\n * Set View Layer \"Layer B\" as active, while still on a frame after 60.\n ** Observe the active collections. \"View B\" includes only the \"Common\" and \"Layer B\" collections, thus including the monkey, camera, and light.\n\n * Seek to a frame after 60. Render a frame with F12. Observe only the monkey, as expected.\n * Seek to a frame before 60. Render a frame with F12. ***Observe only the monkey, but both a monkey and cube was expected.***\n\n * Set View Layer \"Layer A\" as active, without changing the current frame.\n * Render a frame with F12. ***Observe the monkey and the cube, as expected, but not as consistent with a moment ago.***\n\n * With either View Layer active, render the whole animation with Ctrl+F12. The resulting animation is always rendered as expected.\n", "Camera data node \"View Vector\" differs between Cycles and Eevee in the viewport when used as world output\nOperating system: Windows 10\nGraphics card: RX580\n\nBroken: 3.0.0\n\nThe camera data node's \"View Vector\" output does not work under Cycles in the viewport when used in World shaders.\nNote that it _does_ work as expected if there's an active camera (although it's not quite as bright as Eevee).\n\nEevee viewport rendering:\n![world-view-vector-eevee.png](world-view-vector-eevee.png)\n\nCycles viewport rendering:\n![world-view-vector-cycles.png](world-view-vector-cycles.png)\n\nCycles viewport (with active camera) rendering:\n![world-view-vector-cycles-camera.png](world-view-vector-cycles-camera.png)\n\nConnect the camera data \"View Vector\" output directly to the \"Surface\" input of the \"World Output\" node.\nSwitch to rendered view.\nObserve that the view vector is incorrect when navigating the viewport in Cycles, but correct when in \"camera view\" (numpad 0) or in Eevee.", "\"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", "Eevee Motion Blur not applied to AOVs\nOperating system: Ubuntu 18.04\nGraphics card: GTX 2080 Super\n\n2.92 Official\n\nWhen rendering with eevee, motion blur is only applied to the beauty pass. Other passes such as cryptomatte or normal dont have mblur applied, but you can see the steps of the accumulation blur in some passes. This is a huge problem for compositing, it makes all the passes mostly useless.\n\n- animate an object\n- turn on passes\n- render with eevee with mblur on\n- check the aovs, there will be no mblur on them\n\n[aov_motion_blur.blend](aov_motion_blur.blend)", "Issue with toggling fullscreen in camera view in cycles\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce MX130/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.48\n\nBroken: version: 2.81 (sub 15)\nWorked: version 2.79\n\nThe location of the object in camera view shifts when toggling fullscreen\n\nBased on the default startup\n1. Switch the render engine to cycles\n2. Numberpad 0 enter camera view and scroll to zoom in\n3. Switch to rendered view\n4. Open Window menu and toggle window full screen\n5. Ctrl Alt Space bar to full screen the area\nWatch the attached video for details.\n[Fullscreen Bug 3.mp4](Fullscreen_Bug_3.mp4)\n\n", "Camera can acquire skew that propagates to render\nWin10, Nvidia 1070\nTested in Blender 2.80, 2.79b, true in both.\n\nRelatively minor bug.\n\nThe camera can acquire skew from parenting relationships that lead to it inheriting scale that lies outside of its basis vectors. This skew affects renders. This is inconsistent with how the camera handles basis vector scaling, which it removes for render. That inconsistent behavior is why I consider this a bug.\n\nTo reproduce, create a camera, parent it to something, scale the camera's parent non-uniformly (different amounts in different axes), make sure that the camera has local rotation, but not local rotation at exactly 90 degree intervals, render.\n\nSuggested fix: either cancel out skew by recreating camera basis vectors on the basis of Z, average X+Y vectors, or allow even uniform scale to affect the render. I would prefer the latter personally, as it would allow greater artistic freedom.\n\nWorkaround: give the camera a limit rotation constraint (no axes have to be enabled, and limits of -180,180 are fine.) Which could be it's own bug report, but even more minor-- copy/limit rotation/scale constraints don't seem designed around the possibility for skew, and seem to instead just rewrite the matrix components they assume rotation and scale to have affected without recognizing that inherited non-uniform scale can affect other components of the matrix.", "Render issues when two VBD overlap if rendered with motion blur\nBroken: 3.2, 3.6\nWorked: 3.1\n\nRender issues when two VBD overlap if rendered with motion blur\n\nRender the attached file with and without motion blur. If you render them separatly they both render OK. Only when together it doesn't work.\n\n", "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", "Line stroke method not working with Scene spacing\nOperating system: Linux-5.4.0-121-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: GeForce GTX 670MX/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.151\n\nBroken: version: 3.2.1\n\nLine stroke method not working with Scene spacing\n\nOpen blender, then open a new sculpt file, select any brush change the stroke method to line and chose scene spacing distance. \nIt only works when started and ended inside the object, but when coming from outside the object or end up outside the object it doesn't work, sometimes it gives an initial effect when it comes in contact with the object but only one sample.\nI the video you can see how it works with view spacing and then how behaves with scene spacing.\n\n[vokoscreen-2022-07-12_14-43-22.mp4](vokoscreen-2022-07-12_14-43-22.mp4)\n\n" ]
[ "Cycles - Orthographic Size animation doesn't cause motion blur even with Motion Blur checked\nOperating system: MacOS Mojave (10.14.6)\nGraphics card: Intel Iris Pro (built-in)\n\nI am trying to create a simple, short intro video, so at first I tried using the Workbench rendering engine, but then I wanted motion blur. So I tried using Eevee and Cycles to see how it looks with default motion blur setting.\n\nHowever, once I looked at the Cycles one, I noticed this apparent bug where the zooming out/in parts (which I achieved by animating the Orthographic Size) were not blurring out because of the motion of the zoom, even though I have checked motion blur. I imagine this could have been left unchecked for a long time, seeing as both Cycles and isometric camera mode have been around quite some time I'm pretty sure.\n\nIn case further demonstrations are required than just describing this, here are the videos.\n\nFirst up is the Eevee version. Notice how when it zooms out, there's significant blurring (especially near the edge). I also used a steps value of 1 in motion blur settings, so it doesn't look as smooth.\n\n[0001-0240.mp4](0001-0240.mp4)\n\nNow, here is the Cycles version. I'm also using OpenImageDenoise for this. Notice that it stays sharp when zooming out, and yet when anything else moves, it causes motion blur.\n\n[0001-0300.mp4](0001-0300.mp4)\n\nBroken: 2.91.0\n\n1. Open a new blend file.\n2. Change the camera to Orthographic.\n3. Add anything you want in front of the camera. Make sure this is something which can be seen once rendered in Cycles.\n4. Animate the Orthographic Size over a section of the timeline (e.g. go to frame 1, set orthographic size however, hit I over it, go to frame 50, increase/decrease it, insert another keyframe, etc.\n5. Move the seek head to a section between the two where the orthographic size value is moving.\n6. Switch the rendering engine to Cycles.\n7. Hit F12 to render just that frame.\n8. See if it blurs out (especially around the edges of the frame).\n\nTo be very clear, this DOES NOT happen with Eevee. ONLY with Cycles. I imagine probably just that Eevee was more recent and this was taken care of when camera motion blur support was added. Since this is a simple animation, I can just use Eevee and it probably isn't gonna look that different. Especially if I try increasing that Steps thing that might smooth it out. But in a few niche cases, I can imagine how that might be quite problematic and frustrating to see that this happens. I request that the development team test this with their latest builds of their application.", "Cycles: Camera zoom motion blur not enabled on ortho cams\nCentos 7 x64\nGTX 970 + GTX 560 Ti\nDriver 355.11\n\nBroken: 2.76 and master\nWorked: N/A\n\nCycles recently got camera zoom motion blur. While it works in regular perspective cameras, it does not work in ortho cameras. I've attached a file to demonstrate. \n\nOpen the blend. Select camera and ensure type is perspective (regular). Render frames 3 and 14 with perspective camera. They render with blur properly. Switch camera to ortho type and render frame 3. Ortho scale is animated, but there is no blur. Motion blur only occurs when the camera is being translated along the view plane, but not with zoom alone. [zoom-blur-report.blend](zoom-blur-report.blend)" ]
Search Menu Can't Right Click Add Shortcut Operating system: Mac OS X Graphics card: N/A Broken: 2.81 Search with F3 does NOT allow menu items to be right clicked to add as shortcut. It appears to be a bug because all the other menus outside the search bar show the "Add to Quick Favorites, Assign Shortcut" panel when right clicked
[ "activate addons via command line does not active it in the preferences\nOperating system: Linux-3.10.0-1127.18.2.el7.x86_64-x86_64-with-centos-7.2.1511-Core 64 Bits\nGraphics card: GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.36\n\nBroken: version: 2.90.1\nWorked: Never (2.8+)\n\nwhen launching blender with --addons argument, it correctly registered the scripts but do not activate it in the preferences, which makes addon options not available unless checkbox is manually enabled.\n\nfor example, make sure node_wrangler addon is not enabled in userpref.blend, then launch blender with \"blender --addons node_wrangler\". the scripts will be registered but not the addons and its properties.\n\n![addons.jpg](addons.jpg)", "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", "Wrong status bar keymap for release confirms and right click select\nOperating system: Manjaro x64\nGraphics card: HD5770\n\nBroken:\n2.80, 81ea815dcb6, blender2.8, 2018-12-12\nWorked: 2.79b\n\nWhen grabbing something(object, vertex, etc) by right clicking on it and then releasing/clicking on the same button the action is not performed, object doesn't return to its initial position. \nHowever if you use G or a Tool to grab instead of mice click Cancel by Right clicking option works.\n\nRight click on a Cube(in 2.79 thats enough to start moving an object but not here here you have to hold the button) AND HOLD the button\nDrag mice somewhere to move the Cube\nRight Click again to Cancel movement\nNothing happens.\n[blender_bug-2018-12-13_22.18.53.mkv](blender_bug-2018-12-13_22.18.53.mkv)\nI'm also attaching video file for it to be more clear.", "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!", "Regression from 3.3: Invalid button mapping on SpaceMouse Enterprise (256f:c633)\nButton mapping on this device is now completely scrambled. For example pressing \"Shift\" deletes selected object, \"Lock rotation\" is interpreted as play/pause, \"Button 6\" rotates camera 90deg CCW and \"1\" brings up the menu. Other buttons do not seem to register.\n\n\nBus 003 Device 013: ID 256f:c633 3Dconnexion SpaceMouse Enterprise\n\nTested on macOS Ventura and Ubuntu 22.04\n\nIn blender 3.3.2 on Linux and macOS, some buttons function correctly:\n - Shift\n - Ctrl\n - Alt\n - Rotate\n - Top\n - Front\n - Right\n\n Basically all other keys in 3.3.2 bring up the on-screen menu.\n\n\nTested versions: 3.4, 3.5 and 3.6.\n\nOperating system: macOS-14.0-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Pro 1.2\n\nBroken: version: 3.6.0\nWorked: 3.3.2\n", "Seemingly no way to remap \"use tool\" button?\nBroken: 2.80+\nWorked: 2.79\n\nSee 599\n\nThere doesn't seem to be a way to remap or disable the button which activates the tools selected by the buttons found in the T panel. Sometimes this button conflicts with the 2.7x keymap. For example, in the node editor, left tweak *always* applies the selected tool (box select by default), which prevents all the 2.7x Left Tweak shortcuts from working\n\n\n[27_28_keymap.blend](27_28_keymap.blend)\n\n1. Open the file with --factory-startup\n2. Go to the keymap section in the preferences\n3. Select the 27X preset\n4. Try to use the Shift+Left Tweak shortcut to add a reroute node\n5. Box select will be invoked instead", "\"Editor Type\" button, tooltip always states \"Shortcut : [shift]+[F1]\"\nOperating system: macOS-12.5.1-x86_64-i386-64bit 64 Bits\nGraphics card: Intel(R) Iris(TM) Plus Graphics OpenGL Engine Intel Inc. 4.1 INTEL-18.8.4\n\nSimilar behaviour was also observed on Linux Ubuntu 22.04.\n\n\nBroken: version: 3.2.2\n\nin All Workspace types, when hovering over the \"Editor Type\" button it always states Shortcut : [Shift]+[F1]\n(regardless what the current Editor Type is).\n\nIn any workspace,\nHaving any Editor Type,\nHover (with the mouse) over the Top left button \"identifying itself as \"Editor Type\", the tooltip that appears, always contains the shortcut key reference Shift-F1, which in fact is (by default, after clean install) assigned to \"File Browser\" and/or \"Asset Browser\", a fact that is clearly shown when the \"Editor Type\" is pressed and the available Editor Types are presented in a dialog.\n", "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", "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)", "\"Input Pending\" for Loop Cut and Slide when called from menu.\nOperating system: Windows 10 64 bit\nGraphics card: Nvidia GTX 1660Ti\n\nBroken: 3.3.2\nWorked: 2.93\n\n**Caused by:** da2ba402689d7ed752b0b37ad49dce1a5851cc77\n\n**Reproducing the error:**\n\n- Ctrl+R on default cube edit mode, regardless of selection mode, loop cut slide works as usual.\n- Use search menu or header->edge menu and select loop cut slide, header bar only shows \"Input Pending\", if pressed left mouse, then operator runs correctly. If pressed right mouse, then operator is cancelled.\n\n\n\n", "UI: Drag Tool option is misaligned and should not use colon\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.59\n\nBroken: version: 3.0.0 Alpha\n\nDrag Tool option is misaligned and should not use colon:\n{[F11087908](image.png), size=full}\n\nBtw. `Gizmos:` shouldn't use colon either\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.", "Sculpt Mode: Add exisiting Tools as Menu Operators\n(NOTE) This task is part of the community & sub tasks of the workboard. Anyone is free to pick up this task and contribute. For any questions or needed reviewers, please tag @JosephEagar and @JulienKaspar.\n\nPrevious limitations on using the Adjust Last Operation panel are being lifted, and fixing #99607 is being prioritized.\nThis will make it possible to add many active tools in the toolbar to the header menus as operators.\nThis has the following advantages:\n\n- Support the existing \"Operate → Settings\" paradigm\n- Many operators could be combined for simplicity\n- Easier to use various tools as one time operations instead of making them active\n- Easier to use filters via shortcuts and quick favorites.\n- Redo panel interactions for very high res meshes (Better with slow performance)\n- Simpler than implementing #97959. That can come after then.\n\n## Needed Operators\n\nThis is based on operators that currently only exist as active tools, or are not properly exposed at all yet.\nMany operators are depending on the cursor position. This feature should be used heavily: da2ba40268\n\nInitially or later on some operators can be combined into a single operator and accordingly renamed.\nThe first step is to add the existing operations as they are to the menus.\nThere are also still some open questions for some operators but these can be resolved during testing and review.\n\n### Sculpt\n\n##### Transform Tools\n- Move\n- Rotate\n- Scale\n- Sphere (From Mesh Filter)\n\n##### Trim Tools\n- Box Trim *(Trim Mode =\"Difference\")*\n- Lasso Trim *(Trim Mode =\"Difference\")*\n- Box Add (*Trim Mode =\"Join\")*\n- Lasso Add *(Trim Mode =\"Join\")*\n\n##### Project Tools\n- Line Project\n\n##### Mesh Filter Tool\n- Smooth\n- Surface Smooth\n- ~~Scale~~\n- Inflate\n- Random\n- Relax Topology\n- Relax Face Set Boundaries\n- Sharpen\n- Enhance Details\n- Erase Displacement *(Grayed out if if no Multires)*\n\n### Mask\n\n- Mask by Color\n\n### Face Sets\n\n##### Face Set Edit Tool\n\n- Fair Positions\n- Fair Tangency\n- Delete Face Set\n\n##### Other\n\n- Box Face Set\n- Lasso Face Set\n\n### Paint\n\n##### Color Filter Tool\n- ~~Fill Color~~ (Part of #99769)\n- Blur (Smooth color filter type)\n- Hue/Saturation/Value (Should be combined into one operator)\n- Brightness/Contrast (Should be combined into one operator)\n- Red/Green/Blue (Should be combined into one operator)\n\n##### Other\n\n- Expand Color by Topology (`sculpt.expand` with target data set to `Color`)\n\n## Layout\n\nThis is how the operators could be arranged. \n\n![image.png](image.png)\n\n\n| ![image.png](image.png) | ![image.png](image.png) | ![image.png](image.png) | ![image.png](image.png)\n| -- | -- | -- | -- |\n", "VSE/UI: Operators missing shortcut keys\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.59\n\nBroken: version: 3.0.0 Alpha\n\nSet Preview Range to Strips & Set Frame Range to Strips:\n{[F10276617](image.png),size=full}\n\nAnimation Render options are missing keys:\n{[F10276638](image.png),size=full}\n\nSide of Frame... Current Frame - is also suffering from a bad name and ctrl+left click on Playhead to select is missing.\nLeft & Right: Brackets do not work on non English keyboards.\n{[F10276621](image.png),size=full}\n\nAll of the handle selection options are missing keys:\n{[F10276625](image.png),size=full}\n\nAll of the Channel selection options are missing keys:\n{[F10276627](image.png),size=full}\n\nJump to previous/next marker are missing keys:\n{[F10276631](image.png),size=full}\n\n\n\n\n", "Confirm On Release in Radial Control doesn't work with Right Mouse Button\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: Radeon (TM) RX 480 Graphics ATI Technologies Inc. 4.5.14800 Core Profile Context 22.3.1 30.0.15002.1004\n\nBroken: version: 3.1.2\nWorked: Never\n\nRadial Control option \"Confirm On Release\" doesn't work if assigned to Right Mouse Button.\n\nGo to Preferences -> Keymap -> 3D View -> Sculpt -> Sculpt (Global) -> Radial Control (not necessarily in this mode it is possible in any other where there is a radial control).\nAssign Right Mouse Button to Radial Control check \"Confirm On Release\" option.\nRMB-drag in 3D viewport then release button and the action will be canceled." ]
[ "\"Add to quick favorites\" does not work in Search.\nBroken:\nAny blender 2.8\n\nThe one place you'd use \"Add to quick favorites\" most (The search menu) the right click menu doesn't work.\n\nPress F3, type any command, Right click on the command, *nothing happens*.\n" ]
Vertex color doesn't show in edit mode Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 446.14 Broken: version: 2.90.0 Worked: 2.83 Vertex color doesn't show in edit mode, it return only black ![1.png](1.png) ![2.png](2.png) - Change the viewport shading color to vertex - Go to vertex paint mode, fill any object with any color - Go to edit mode, then it appears only black this example from default startup: [bug.blend](bug.blend)
[ "Geometry Attributes panel in Edit Mode (design pending)\nThis task is going to adding a unified panel for editing attributes of the selected element by value in edit mode. It makes users able to pass arbitrary per-element data to geometry nodes, opening up more possibilities for procedural modeling.\n\nAll data types (int, color etc.) should be supported. \nDomain supports should match selection modes in edit mode (eg. no face corner support for meshes). \n\n## Basic\nAttributes on the active element is listed in the side panel. \nItems are grouped by domain.\n![image.png](image.png)\n\n## Multiple Selection\nfor float types (float, vector, 2d vector): \n* Show a mean value computed from all selected elements. \n* Button offsets values of all selected elements.\nfor other types: \n* If an active element with a matching domain exists, show the value of it.\n* Button only affects the value of the active element.\nFill operators are provided for batch editing. It fills current button value into all selected elements.\n![image.png](image.png)\n", "Color attributes in sculpt mode not showing in instance objects\nOperating system: Linux-5.15.0-47-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: GeForce GTX 670MX/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.226.00\n\nBroken: version: 3.4.0 Alpha\n\nWhen sculpting an object its instance reflect the changes after the stroke, but not with color attributes, you have to go out of sculpt mode to see the color attributes.\n\n1. Open a new sculpt file.\n2. Make and instance in object mode with Alt D\n3. Enter sculpt mode of the original object.\n4. Paint some color attributes\n5. Sculpt with clay brush to see the expected behavior.\n\n[Grabación de pantalla desde 17-09-22 16:08:53.webm](Grabación_de_pantalla_desde_17-09-22_16_08_53.webm)\n\n\nOne funny thing is that if you give the original object a mirror modifier, the changes to the instance are in real-time, not after the stroke, both for sculpt and for paint. But not when you sculpt or paint in the one without the modifier.\n\n\n[Grabación de pantalla desde 17-09-22 16:22:16.webm](Grabación_de_pantalla_desde_17-09-22_16_22_16.webm)\n\n", "Edge overlay seems to do nothing expected\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.23\n\nBroken: version: 3.1.0\nWorked: 2.79\n\nBack in 2.79, we could disable the \"edge\" overlay in edit mode. This was useful I.E. in cases where highlighting edges in vertex selection mode made things hard to read :\n![image.png](image.png)\n\nIn the current stable version, this option seems to do nothing:\n\n![image.png](image.png)\n\nActually, when in solid mode, it seems to display another layer of wireframe on top of the already existing one, which definitely looks weird and pointless. GIF demo:\n\n![2022-03-29_396_blender.gif](2022-03-29_396_blender.gif)\n\nOn a mesh in edit mode, try toggling the edge overlay on and off.\n\n", "Unify Interpolation In Vertex Paint And Sculpt Mode\nVertex paint squares colors when it interpolates, while the paint tools in sculpt mode do not. This should really be made consistent across both modes. \n\n\n", "Theme > Shader Editor, Sidebar > Alpha value does not work\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA RTX A3000 12GB Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 537.13\n\nBroken: version: 3.6.1\n\nIn side of the Shader editor, if you want to change the color works correctly, but if you want to change the Alpha value, is not working.\n\nGo to Preferences > Themes > Node editor > Theme space > Region Background\n\n", "Wireframe opacity doesn't work if object is \"in front\" and viewport shading is set to material preview or rendered.\nBroken: 3.0\nWorked: \n\nWireframe opacity slider doesn't work if the object is \"in front\" and \"texture space\" is checked and viewport shading is set to material preview or rendered.\n\nSelect Cube\nObject properties-> viewport display -> in front ON\nObject properties-> viewport display -> texture space ON\nIn the viewport overlay panel, drag the wireframe opacity to lower the value.\nchange the viewport shading to preview or rendered, wire will have full opacity.", "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", "Shading turns pink if combining UDIM + AOV\nOperating system: Windows 10\nGraphics card: GTX 1070 Ti\n\nBroken: 3.6.1 and 4.0 (963c0ed5e7b0)\nWorked: 3.5.0\n\nShading renders pink (viewport, eevee, cycles) when the material has an UDIM image texture and a AOV Output.\n\n![GIF](attachment)\n\n- In the default's cube material, add an image texture node.\n- Click on \"new\" to create a new texture with \"Tiled\" enabled.\n- Connect the texture to the Principled BSDF node.\n- Add a AOV Output node.\n\nCube turns pink.\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", "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", "Crash while switching to edit mode with EEVEE + Geometry Nodes\nOperating system: macOS-10.15.7-x86_64-i386-64bit 64 Bits\nGraphics card: NVIDIA GeForce GT 650M OpenGL Engine NVIDIA Corporation 4.1 NVIDIA-14.0.32 355.11.11.10.10.143\n\nBroken: version: 3.0.0\n\nWhen switching to edit mode in while the viewport's set to render it crashes (see attached video)\n[blender crash 2021-12-17 21-54-00.mp4](blender_crash_2021-12-17_21-54-00.mp4)\n\n1 load the attached file\n2 switch to rendered view in the viewport\n3 switch to edit vertex mode\n4 that's a crash!\n\n[transitions_001_blender3.blend](transitions_001_blender3.blend)", "Retopology: Active Object Geometry gets Occluded by Semi-Transparent Reference Object in Edit Mode\nOperating system: Linux Ubuntu 16.04\nGraphics card: Nvidia GeForce MX130\n\nBroken: 2.83.0\nWorked: 2.82.a\n\nActive mesh is occluded by high poly or another reference mesh in Edit mode. This is: I want to edit mesh A. I need mesh B to get a reference. So I make B to have a semi-transparent material for Viewport view. I select A and go to Edit mode to edit it. However, its edges and vertexes are occluded by B. We can see a comparison of 2.83.0 (first image) with 2.82a (second image): version: 2.83.0 does not show active object geometry so that we can not edit it. On the other hand 2.82a does show required geometry.\n\n![bug-2.83.0.png](bug-2.83.0.png) ![bug-2.82a.png](bug-2.82a.png)\n\n1. Open Blender 2.83.0\n2. Create a Sphere mesh in the world origin so that it fits inside the default cube.\n3. Assign a semi-transparent viewport display material to the Cube so that we can see the Sphere inside. Change color also to have a better view.\n4. Select Sphere and go to Edit mode.\n5. Press A to select all vertexes.\n6. We can see that Edges and Vertexes are occluded by the Cube so that we can not edit the Sphere properly.\n\n\n[bug-report.blend](bug-report.blend)\n", "Sphere is does not showing color in solid mode from material\nOperating system: Windows 11\nGraphics card:\n\n3.5\n\nWe have created a plugin to add multiple spheres, the plugin is attached below.\nafter adding active material to all spheres when we are adding color the sphere is at the 4096th location is does not show color\nPFA:\n![image](attachment)\n\nThe black sphere is also having color in its material but it is not showing as the sphere is at the 4096th location\nPFA for material data\n![image](attachment)\n\nAlso, the color is also visible in another mode currently it is solid panel mode. for our internal uses, we are using the solid mode \nCan we have any workaround for this fix or please fix this bug? What I presume is while displaying material in the solid mode we are not managed properly in our code as this bug continues for every sphere count of multiples of 4096(2 power 12).\n\n", "MacOS Crease Problem Back end Metal\nOperating system: Macbook Pro 14\nGraphics card: Apple M2 Pro\n\n3.6.2\n\n\nWhen the backend setting of macos is set to metal, the color change of the edge when applying blender's vertex crease. When edge crease is used, magenta color does not come out and it is processed as black color.\n\nrecording video\n\nview?usp=sharing\n\nview?usp=sharing\n\n", "Linked Mesh Editing Doesn't Work As Expected When Using Data Transfer Modifier\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.19\n\nBroken: version: 2.82 (sub 7)\nWorked: 2.81 (sub 16)\n\nObject instances doesn't work as in blender 2.81\n\n\nIn blender 2.81, after entering the edit mode, all instances become active. You can see changes in real time.\nScreen below:\n![image.png](image.png)\n\nIn Blender 2.82 it work ok till some time. I couldn't determine at what moment it breaks...\n![image.png](image.png)\n\nChanges appears only after You enter to object mode.\n![image.png](image.png)\n\n\nHere is blend file to test\n[instances_issue.blend](instances_issue.blend)\n\n\n" ]
[ "Vertex Colors don't display in modes other than Vertex Paint\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.48\n\nBroken: version: 2.90.0 Alpha\nWorked: 2.83.0, 2.90.0 `27972c4225`\n\nIf I create vertex colors for an object, and then switch to Object, Edit or Sculpt mode, the vertex colors don't display even with it enabled in Viewport Shading.\n\n\n\n # Add an object\n\n # Switch to Vertex Paint mode and fill the object with any color\n\n # Switch to a different mode\n\n # Under Viewport Shading, click \"Vertex\"\n\n\n\n\n\n\n\n\n\n\n\n\n\n", "Vertex Colors in Edit Mode not working\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: 2.90.0\nWorked: <2.90\n\nIn previous versions, I was able to set the viewport display of my mesh to the vertex colors I assigned to it. This does no longer work in 2.9. All it shows is black.\n\n![Desktop Screenshot 2020.09.07 - 15.52.23.86.png](Desktop_Screenshot_2020.09.07_-_15.52.23.86.png) Vertex colors in object mode - works as before\n\n![Desktop Screenshot 2020.09.07 - 15.52.31.96.png](Desktop_Screenshot_2020.09.07_-_15.52.31.96.png) Vertex colors in edit mode - all black, no idea why\n\n\n\n1. Assign vertex colors to face\n\n2. Enable vertex colors in the viewport settings\n\n3. Enter edit mode, the mesh shows as all black.\n\n\nExample project: [Cube_With_Vertex_Colors.blend](Cube_With_Vertex_Colors.blend)\nStartup file: [Default_Project_2.90.blend](Default_Project_2.90.blend)\n\n", "Viewport vertex color mode: now it uses only sculpt vertex colors, even if datablock do not exist\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\nCaused by f7bbc7cdbb\n\nVertex color doesn't show in edit mode, it return only black\n\n![1.png](1.png)\n![2.png](2.png)\n\n- Change the viewport shading color to vertex\n- Go to vertex paint mode, fill any object with any color\n- Go to edit mode, then it appears only black\n\nthis example from default startup:\n[bug.blend](bug.blend)\n\n\n```\nBLI_assert failed: /blender/source/blender/draw/intern/draw_cache_impl_mesh.c:760, texpaint_request_active_vcol(), at 'cd_needed.vcol != 0 && \"No MLOOPCOL layer available in vertpaint, but batches requested anyway!\"'\n```\n\n**Original report [this is about objectmode as well -- this does not happen with experimental feature disabled]**\n\nIf old vertex color exist and new sculpt vertex colors is not, I think, viewport should take first one until full replacement.\nAs far as addons will import vcolors to regular vertex color, it may be handy too.\n[2020-06-24_22-36-40.mp4](2020-06-24_22-36-40.mp4)\n\n" ]
Auto-Save doesn't work in Edit Mode Operating system: Windows-10-10.0.19044-SP0 64 Bits Graphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.98 Broken: version: 3.5.1 Release Candidate Worked: 3.4 Autosave intermittently doesn't work (2 mins) ![image](attachment) I was using blender all day today, but when I had a crash just now, I chose to recover from autosaves, and there were only blend files from yesterday in there. I was using the same version of Blender yesterday, so I'm not sure why it would suddenly not be working. I wouldn't have noticed if Blender hadn't crashed, and that's so rare that perhaps it's leading to the problem going un-noticed :) The blend file that just crashed wasn't saved, but the ones I was working on earlier were, and there are no autosaves for them in the temp folder either. - Save a .blend file with any name - Go to Edit mode - Delete all the mesh and add another one (like Suzane) - Wait about 2 minutes without exiting Edit mode - Open the generated Auto-Save file (`File` > `Recover` > `Auto Save...`)
[ "Particle Edit mode for non hair particles - Not working\nOperating system: Linux-5.6.0-050600-lowlatency-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.64\n\nBroken: version: 2.90 (sub 3)\nWorked: can not find one\n\n\nCan not edit a baked particle simulation's particle paths in Particle Edit mode\n\n\n- Delete all object from the original scene\n- Create a plane\n- Add a particle system. For the sake of testing with 20 particles,\n- Bake the simulation (not in disk)\n- Switch to Particle Edit mode\n- Select Point select mode\n\n- > There is no particle path in the view-port to be edited.[path not showing in particule edit .blend](path_not_showing_in_particule_edit_.blend)\n", "Clicking on empty space in editors creates undo step\nBroken: version: 3.0.0\nBroken: version: 2.80\nWorked: 2.79b\n\nWhen clicking in certain Editors (doesn't matter if it's not selecting/doing anything) undo step is created. It does make sense to do in certain cases when selecting objects (for example, when selecting objects via outliner undo to previous selection is logical) but definitely not when there are nothing to select.\nAffected Editors/modes:\n- [x] Outliner (3775615aea)\n- [x] Video Sequencer Editor: `Sequencer` and `Sequencer & Preview` modes (clicking on image) (5d30c3994e)\n- [ ] Dope Sheet: `Dope Sheet`, `Grease Pencil`, `Mask`, `Cache File`\n- [ ] Timeline\n- [ ] Graph Editor\n- [ ] Drivers: only when clicking on left area, \n- [ ] Nonlinear Animation\n\nWhere to click:\n![image.png](image.png)\n\n- Open default scene\n- open any editor listed above\n- Click on area of an editor several times (See above image).\n- Notice undo step is created for selection (in reality, we've selected nothing)", "Saved keymap changes do not remove \"Restore\" button\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.76\n\nBroken: version: 3.0.0\n\nWhen editing Keymaps, the keymaps very often incorrectly show \"Restore\" button even though there is no difference between saved and active keymap. This is very frustrating as it constantly keeps the user uncertain about the state of the keymap and often leads to corruption of keymaps due to unintended changes.\n\n1. Make a copy of a default keymap and save it under a new name.\n2. Make modifications to this new keymap\n3. Using the + button, save the the modified keymap under the same name to overwrite it\n4. Notice the \"Restore\" buttons under keymap entries are still present\n5. Open any section with the \"Restore\" button and then click it. Observe no changes to the section.\nResult: Restore button is still present but it does not restore any changes. This makes user think the given section is modified, while it is not.\nExpected: Restore buttons do not appear next to section with no changed entries.\n\nOR:\n1. Make a copy of a default keymap and save it under a new name.\n2. Make modifications to this new keymap\n3. Export this new keymap into a file\n4. Import this keymap back from the file to overwrite it\n5. Notice the \"Restore\" buttons under keymap entries are still present\n6. Open any section with the \"Restore\" button and then click it. Observe no changes to the section.\nResult: Restore button is still present but it does not restore any changes. This makes user think the given section is modified, while it is not.\nExpected: Restore buttons do not appear next to section with no changed entries.", "Handler save_pre doesn't get called for session recovery save\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 980M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 389.12\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nThe Python handler `save_pre` does not get executed when Blender saves the session recovery file on exit. When add-on's are actively using this handler, they are very likely generating or finalizing data that will be saved along with the file. Skipping over this event while such add-ons are active is likely to cause data loss or strange bugs that will be difficult to track down.\n\nWrite a simple script that prints something to the console when `save_pre` is called, then exit Blender with it active. You can launch Blender from a console window to keep the window open after it exits.\n\n[#71506.blend](T71506.blend)", "Blender 3.5 crash on render with Intel 4600 integrated GPU\nOperating system: WIndows 10 x64\nGraphics card: Intel 4600\n\nBroken: 3.5 \nWorked: 3.4.1\n\n\nBlender crashes when attempting to render in Evee. Cycles seems to work.\n\n", "Blender 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", "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", "Bug when opening a file in sculpt mode, making N strokes, and undoing N times\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.90.1\nI know it says branch: master (modified), but the changes are just some print statements in build_files/utils/make_utils.py; nothing involving the actual Blender source code.\n\nAfter opening a blend file in sculpt mode, making one stroke and pressing undo causes an error. The same happens after N strokes and N undos(back to the original file state).\n\nThe following is a video showing what happens: [[ nRUn6EFqNlA ]], and I've also attached [sketch0.blend](sketch0.blend)\n\nsince I'm not able to reproduce it on a simple file. Note in the video that in addition to the obvious visual glitch, the \"dyntopo\" check mark in the top right gets cleared.\n\n1. Open the given file (it is saved in sculpt mode, with dyntopo and symmetry turned on).\n2. Make any stroke anywhere, and then press Ctrl-Z to undo.\n3. The same will happen if you make N strokes and undo N times.\n\n", "Laucnh error since version 3.4\nOperating system: High Sierra 10.13.6\nGraphics card: ATI 6970M 2 GB RAM\n\nBroken: (example: 3.4 and 3.4.1 2022-12-20, master)\nWorked: (Blender 3.3.1)\n\nWhen I launch blender a get this error that I have found others on the web reporting also on similar setups:\nError opening window.\nFailed to create metal device for offscreen GHOST Context.\n![Screen Shot 2022-12-26 at 10.30.46 PM.png](Screen_Shot_2022-12-26_at_10.30.46_PM.png) \n\nPrevious versions worked a charm and I really hope 3.3.1 wont be the last version for my humble setup.\n\nThanks and as always appreciate your amazing work!", "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", "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", "Inconsistent Grease Pencil auto-keying behavior\nOperating system: Linux 64-bit\nGraphics card: GTX 1080\n\n3.1 and prior\n\nWhen auto-keying is enabled and you're transforming a GP stroke in edit mode on a new frame, a keyframe is added at the beginning of the operation before it is confirmed. If you right-click to cancel the operation, the redundant keyframe remains. This is inconsistent with auto-keying in every other area, in which Blender waits for the user to confirm the operation before adding the keyframe. \n\nAlso, deleting a stroke fails to add a new keyframe. I apologize if these are two different bugs but they seem related.\n[GP_autokey_bug.blend](GP_autokey_bug.blend)\n - Open the attached file.\n - Grab (G) a stroke, then right-click to cancel moving it. The keyframe was inserted, even though no change was made.\n # Go to another frame, then delete a stroke. No keyframe was inserted this time, even though the GP drawing has definitely changed!\n\n", "Physics: The default value for Format Volumes is nothing...\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.96\n\nBroken: version: 2.93.4\n\nThe default value for Format Volumes is nothing...\nBlender will stop working if you try to let the Animation play. EDIT: Can no longer reproduce with Blender 3.0\n\nDo a Backspace (to reset to default) on \"Format Volume\"\n![2021-09-09 09_15_29-Blender_ [C__Users_raimund.klink_Downloads_adaptive bug2.blend].png](2021-09-09_09_15_29-Blender___C__Users_raimund.klink_Downloads_adaptive_bug2.blend_.png)\n[happy_little_bug.blend](happy_little_bug.blend)\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", "Cursor doesn't change to the Edit Mode cursor when you use a tablet in some cases.\nOperating system: Linux-5.4.0-91-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: Mesa Intel(R) UHD Graphics (ICL GT1) Intel 4.6 (Core Profile) Mesa 21.0.3\n\nBroken: version: 3.1.0 Alpha\nBroken: 3.1, 3.0, 2.93.7, 2.83.18, 2.80.\nWorked: In a way, 2.79 behaved better in that regard (but 2.79 did not change the cursor in slider fields).\n\nWhen you use a tablet in Edit Mode, when you hover over a number field, and then lift your pen and lower it again in the Edit Mode window, the cursor don’t change back to the Edit Mode cursor (the cross). \n\nUse a tablet. Go to edit mode and place your cursor on one of the transform fields on the right hand side. Than lift your pen untill it disconnects from your tablet. Place your pen in the Edit Mode space on your tablet and lower your pen untill it connects with your tablet. The cursor doesn’t change to the Edit Mode cursor. If it does, try again." ]
[ "Bug with autosave in edit mode\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.93\n\nBroken: version: 3.3.0\n\nBlender creates autosave when in edit mode but doesn't save the file as in edit mode\n\n- Set `Auto save` timer to 1 minute\n- Open attached file\n- Switch to edit mode\n- Make changes until auto-save file will generate\n- Open another blender instance and open auto-saved file (you'll find default cube in there)\n[try-auto-save.blend](try-auto-save.blend)" ]