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Regression: Cannot rename annotation layers in popup Operating system: Linux-5.15.0-37-generic-x86_64-with-glibc2.35 64 Bits Graphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.73.05 Broken: version: 3.3.0 Alpha The annotation layers can be accessed in either the sidebar in the "View" tab or via the tool settings in the header/sidebar as a popup. The issue is that in the popup you cannot double clicking on the layer names. So renaming an annotation layer doesn't work there. - Make the annotation tool active - Make an annotation stroke - Open the popup in the header by clicking on "Note" next to the annotation color - Try double clicking on the annotation layer called "Note"
[ "Changing rotation axis in operator panel has no effect\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.27\n\nBroken: version: 3.1.0 Alpha\n\nAfter confirming a rotation operator with a click, attempting to change the axis in the popup panel has no result.\n\n\nAdd any object. Press R to rotate it, and choose any specific axis. After you click to confirm, attempt to change the axis of rotation in the operator panel. \n", "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)", "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?", "Improvement ideas for using Driver Context Properties to access scene custom properties\nThe #105132 pull request introduces access to properties of the current scene and view layer via an implicit rather explicit reference.\n\nThe existing implementation is perfectly fine for built-in properties, but I have some additional ideas aimed at making it easier and more convenient to allow scene-global custom settings via custom properties.\n\nBasically, since the properties have to be added by the user, it would be convenient to support the case when it doesn't exist. It also may be nice to allow setting overrides at several different levels of abstraction.\n\nThus:\n\n* Allow an optional default value that would be returned by the variable if the referenced property doesn't exist, instead of failing with an error.\n\n* Allow fallback from Layer to Scene, and then World: one World can be used by multiple Scenes, which can have multiple Layers.\n\nSince this all only makes sense for *custom* properties, maybe it can be a new mode specifically aimed at them, e.g. some kind of \"Layer/Scene/World Custom Property\", which has options for the custom property name (without the `[\"...\"]` quoting), channel index (for vectors), and default value.\n\nThese are things missing for the new driver things to fully cover the features of the View Layer mode of the Attribute material node.", "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", "Polishing the Painting Experience\nThere are a few tasks that would enhance the texture painting pipeline that could be prioritized before advanced features like layered textures is even considered.\n\n## Existing Painting System\n\n### Small Tasks (e.g., bug fixing)\n- [ ] Graphics Tablet Lag when in Texture Paint mode in Blender 3.0 #93796\n- [ ] Undo bugs\n - [ ] Undo eliminates brush texture #88592\n - [ ] Texture paint undo can changes texture slot #62520\n - [ ] Texture Paint mode tools swap when exiting maximized area #98014\n- [ ] Color space support for texture painting #95797\n- [ ] Sync Image Sequence options (Frames, Start Frame, Offset, Cyclic, Auto Refresh) #109769\n- [ ] Texture paint: Bleedind around thin cuts do not fill texture #106066\n- [ ] Add support for \"Channels\" to the Images & Color Attributes #108404\n- [ ] 8/16 bit textures have different strength behavior (premultiplied problems) #101436\n- [ ] UDIM bugs [need report]\n- [ ] 3D mirroring in Image Editor\n- [ ] Other bugs (by Daniel Bystedt) [need report]\n\n### Bigger Tasks (e.g., re-designs) - need design\n- [ ] Image syncing between Editors via active image canvas #103636\n- [ ] Multi-object painting\n- [ ] Multi-object uv editing\n- [ ] Support \"viewport\" face sets in Image Editor\n- [ ] Square brush\n\n## 3D Brush\n\nRelated to #96225\n\n### 3D brush vital\n- [ ] Color sampling\n- [ ] Erase blend mode\n- [ ] Affect only visible (Show/Hide)\n- [ ] Affect Alpha option\n- [ ] Masking\n- [ ] (2D) Fill operation\n\n### 3D brush additional\n- [ ] Feature parity\n - [ ] Blur & Smear brushes\n - [ ] Clone brush\n - [ ] Sync masks and edit mode selection\n - [ ] Paint modified geometry instead of base mesh\n - [ ] Missing brush settings\n - [ ] Stencil masking\n- [ ] Image editor syncing\n- [ ] Dedicated paint mode\n- [ ] Performance\n\n", "VSE autokeying transforms in preview dont respect keyingsets\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 since autokeying came in ffd1a7d8c8\n\nVSE autokeying transforms in preview dont respect keyingsets\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 Position X/Y on frame 1\n- for **Position X** only: {key RMB} Add To `Keying Set`\n- in Scene Properties, Keying Sets panel, verify only `transform.offset_x` is in the Keying Set\n- in the Timeline, Keying popover, verify that that Keying Set is used\n- turn ON autokeying\n- in the Timeline, autokeying popover, enable `Only Active Keying Set`\n- go to frame 10\n- translate the image in the `Preview` again and confirm the translation\n- notice keyframes are created for **Position X as well as Position Y** (only Position X should be keyed though)\n\n\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", "Regression: Wrong colors editing list items in dark theme\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 850M/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 537.13\n\nBroken: version: 4.0.0 Alpha\nWorked: (3.6)\n\n\n It's same problem that I mentioned here:\n\n111942\n\nbut in dark theme. highlighting(selecting) text to rename it in dark theme is wrong color. I upload an image and compare it to 3.6 take a look at it.\nthe problem is that highlighting text is just same as selecting item and you will not notice that you are renaming it.\n\n", "depsgraph.view_layer.name driver expression doesn't work correctly\nOperating system: Windows 11\nGraphics card: Geforce RTX 3090\n\nBroken: 3.3.5 LTS\nBroken: 3.5\n\nI use a driver expression to control modifiers visibility or shader values depending on a view layer name. If the needed view layer is active, then values change. All works well when switching viewlayers manually inside the viewport of my scene. But as soon as I render the scene, the expression is ignored and nothing happen.\n\n* Open attached file\n* Change view layer few times\n\nDriver will change only once. This also doesn't work when rendering.\n\n![image](attachment)", "Grease Pencil: Erasing/Cutting does not auto-key layers\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 3.5.0 Alpha\n\nUsually whatever edits are done in Edit, Sculpt or Draw mode result in creating a new keyframe, if auto keying is enabled in the timeline.\nThe issue is that the Eraser brush and the Cutter tool in Draw Mode do not result in auto-keying.\nThis is easily resulting in lost work.\n\nNote: This is the same issue with the Annotate tools\n\nOn the other hand if \"Use Additive Drawing\" (Snowflake icon) is enabled in the header, erasing will result in correct auto-keying behaviour.\nThis inconsistency doesn't seem intentional.\n\n- Create a grease pencil object\n- Enable auto-keying in the timeline\n- Switch to draw mode\n- Go to the next frame and draw a stroke (It will correctly create a new keyframe)\n- Go to the next frame and erase part of the stroke (No new keyframe was created)", "Physics menu - Dynamic Paint breaks the menu layout\nOperating system: Linux-5.4.92-050492-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: Mesa DRI Intel(R) HD Graphics 4400 (HSW GT2) Intel Open Source Technology Center 4.5 (Core Profile) Mesa 20.3.3 - kisak-mesa PPA\n\nBroken: version: 2.91.2 , 2.93 Alpha 699b2d98553f \n\nIt is quite simple, Dynamic paint causes the menu to become one column instead of sticking to two as shown in the video.\n\nOpen up a new file, go to Physics Properties tab, click on Dynamic paint.\n\n[Based on the default startup, no need to provide a file]\n\n[blender-dynamic-paint-menu-bug.mp4](blender-dynamic-paint-menu-bug.mp4)", "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", "Stroke overlay when erasing\nOperating system: Win 10\nGraphics card: NVIDIA GeForce GTX 1070 Ti\n\nBroken: (example: 2.80, 66684bdff30f, master, 2019-07-05)\n\n\nThe new alpha overlap stops working, when you erase somethin of that stroke.\n\n \nOpen a new project create a blank stroke object draw something try to erase it", "Blender 3D shift+RMB \"set 3D cursor\" not sensing strokes made with the grease pencil nor strokes made with the annotation tool\nOperating system: Windows 10\nGraphics card: GTX 1060 6gb (Idk if this is very relevant lol)\n\nBroken: 2.82 BETA, 689a873029b9, master, 2020-01-15 21:07\nWorked: -\n\nBlender 3D shift+RMB \"set 3D cursor\" not sensing strokes made with the grease pencil nor strokes made with the annotation tool\n\nAdd a stroke, hover it with your mouse and press your \"Set 3D cursor\" hotkey combination (by default Shift RMB).\n\n**Expected result**\nWhen doing just this, but when hovering your cursor/mouse over a mesh object instead, the 3D cursor will be set on the surface of the mesh object right where the cursor/mouse is hovering over that mesh/object. As the grease pencil is rather new, Im guessing making this react with the grease pencil strokes were just something that was forgotten when implementing it." ]
[ "Unable to rename annotation layer via topbar\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: Quadro RTX 3000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.69\n\nBroken: version: 3.1.2\nWorked: ?\n\nUnable to rename annotation layer via topbar by double clic as expected\n\n- Draw an annotation.\n- Go to the topbar popover with annotation layers.\n- Try to double clic in a layer to rename : nothing happens.\n\n![image.png](image.png)\n\nNota : no issue with view panel in sidebar.\n\n" ]
Modifiers and constraints targeting a mesh wont update during that meshes sculpting session Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.41 Broken: version: 2.93.4 Worked: no sure if this ever worked Mesh deform not updating in sculpt mode [mesh_deform.blend](mesh_deform.blend) [Md2AyVO1aQ.mp4](Md2AyVO1aQ.mp4) Don't think this ever worked, would be nice tho if it did.
[ "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", "Scene statistics not updating depending on geometry node behaviour\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.98\n\nBroken: version: 3.6.0\nWorked: Never.\n\nIt seems that the scene statistics (both in the viewport and in the status bar) are not updating to reflect the number of vertices after a deleting operation through geometry nodes.\nHowever it does update if I move to another frame in the timeline.\nIt may be a design choice to limit the computation needed but I thought useful to report\n\nIn the attached blender file go to the modifiers tab and change the LOD value in the geometry nodes setup, you'll see no change in the scene statistics despite the mesh displayed has a different amount of objects. If you move to any other frame it will update accordingly\n\n", "ParticleEditSettings not updating when choosing tool from toolbar\nNot working Hash 1944bca49a\n\nBranch 2.8\n\nStep to reproduce:\n\n1. Open [hair_weight.blend](hair_weight.blend) you should see weights.\n2. Select another tool.\n3. You should not see weights but you still see them.\n\nThe display batch is reconstructed if ParticleEditSettings->brushtype changes but this only works if you change the brush type in the toolsettings panel.\n\nMust be a missing notifier/deg update.", "Using another Mesh for Texture Indices (Texture Space / Generated Texture Coordinates)\nOperating system: Windows 10\nGraphics card: Geforce GTX1060\n\nBroken: 2.80.74 and 2.91.0 Beta\nWorked: Blender 2.79b Date: 2018-03-22 14:10 Hash: `f4dc9f9d68b`\n\n\nThe option \"Texture Mesh\" in the \"Texture Space Panel\" of the \"Object Data Properties Tab\" has no effect if the mesh does not have a deform type modifier.\n\n|![grafik.png](grafik.png)\n| -- |\n|File is [here ](GeneratedTextureCoordinates4.blend?dl=0).\n\n\n- Open attached file - (Note that the geometry of one mesh affects the texture coordinates of the other)\n- Go to the modifiers tab and disable or delete the modifier\nTexture Mesh has no effect.\n[texspace_texture_mesh_bug.blend](texspace_texture_mesh_bug.blend)", "Applying mirror modifier doesn't work with mesh-deform data\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.38\n\nBroken: version: 2.91.0 Beta\n\napply the mirror modifier while is used with the multiresolution produces artifacts.\n\nopen the attached file and apply the mirror modifier.\n\nThank you\n\n\n![mir_mult.PNG](mir_mult.PNG)\n[multires_err.blend](multires_err.blend)\n\n", "Modifiers disabled in viewport are not rendered if the object is in edit mode\nVersion 2.83\n\n\n - Open: [medieval_house_lights_camera.blend](medieval_house_lights_camera.blend)\n - Render with the object in edit mode and then in object mode.\nScene in object mode\n![Schermata 2020-01-23 alle 15.02.55.png](Schermata_2020-01-23_alle_15.02.55.png)\nRender:\n![Schermata 2020-01-23 alle 14.45.13.png](Schermata_2020-01-23_alle_14.45.13.png)\n\nScene in edit mode:\n![Schermata 2020-01-23 alle 15.03.06.png](Schermata_2020-01-23_alle_15.03.06.png)\nRender:\n![Schermata 2020-01-23 alle 14.47.27.png](Schermata_2020-01-23_alle_14.47.27.png)", "Sculpt undo bug, mixing sculpt brush and multi-res modifier changes.\nWith current master (also 2.83).\n\nThe following steps show and error when redoing sculpt mode undo, when mixing multi-res subdivisions.\n\n- Startup file\n- Add multi-res modifier.\n- Enter sculpt mode.\n- *Repeat this 3-5 times.*\n - Multi-res subdivide.\n - Brush Stroke.\n\n- Now undo until the very beginning.\n- Now redo until the very end.\n\nWhen redoing, there are glitches where the multi-res has tearing/artifacts.\n\nSee video: [sculpt_undo_bug.mp4](sculpt_undo_bug.mp4)", "sculpt mode artifacts if displace modifier is active\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.28\n\nBroken: version: 2.82 (sub 7)\nWorked: (optional)\n\nIn sculpt mode if the displace modifier is active the brush behavior is unpredictable, especially with the smooth brush.\nIt looks like that the sculpting mode takes account of the mesh after being modified by the modifier and start the sculpt over it.\n'm reporting this because in other modes the modifier and the actual edit of the mesh are handled as separate thing.\n| [smooth_brush_prob.mp4](smooth_brush_prob.mp4) | [06_24_2022.mp4](06_24_2022.mp4)\n| -- | -- |\n\n- Open any of the attached files and try to smooth or grab as done in the video\n\nthanks!\nMax\n\n\n[smooth_bug.blend](smooth_bug.blend)\n[sculptbug_24062022_1422_44.blend](sculptbug_24062022_1422_44.blend)", "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", "Hair Curves: Posed hair curves get stuck onto a wrong pose upon entering and exiting Sculpt, Vertex Paint or Weight Paint mode on the surface object\nOperating system: Windows 10\nGraphics card: Nvidia RTX 2060 Super\n\nBroken: 3.6.1\nWorked: n/a\n\nOn posed hair when using the 'deform curves on surface' node, if you enter and exit Sculpt, Vertex Paint or Weight Paint mode on the surface object, the posed hair will get stuck on a wrong pose, see attached images for comparison. You don't have to edit anything for the bug to occur. \n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n1. Open the file and select the \"Surface\" object\n2. Enter and exit Sculpt, Vertex Paint or Weight Paint mode\n3. The hair curves object should now have deformed onto a wrong pose and can't be fixed until you reload the file\n\nThis bug still appears in the final render and can only be fixed by reloading the save file.\n\n", "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", "Modifier changes to support sub-panels for Geometry Nodes\nThis is a follow up of #108649\n\n", "Some mesh operations (e.g. smooth, randomize) are not using mirror modifier mirror object transform correctly for clipping\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 950M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.13\n\nBroken: version: 3.0.1 Release Candidate\n\nWhen using mirror modify with clipping, Smooth Vertices ignore clipping and smoothing all, and this is no options\n![image.png](image.png)\n\nTools to check:\n`Transform` > `Randomize`: does not clip (even without mirror object usage)\n`Transform` > `Warp`: does not clip (even without mirror object usage)\n`MESH_OT_vertices_smooth`\n\nnote: all of the above are not part of the transform system (randomize is even written in python), so it might be a bit cumbersome to implement", "GPUOffscreen missing update when deforming geometry in Sculpt mode\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Radeon RX 580 Series ATI Technologies Inc. 4.5.14830 Core Profile Context 21.4.1 27.20.21002.112\n\nBroken: version: 2.93.1 and since 2.82 (sub 7)\nWorked: 2.81, 2.80 (and even 2.82 alpha)\n\nGPUOffscreen missing update, cause when creating some from the 3d view it is not updated when performing deformations on the mesh in Sculpt mode.\n\nYou can try the '[Rendering the 3D View into a Texture ](gpu.html#rendering-the-3d-view-into-a-texture)' example in the Python API docs and see that it works in 2.80 and 2.81 but stop working on 2.82 while in Sculpt Mode (you deform the mesh with any brush and the offscreen is not updated).\n\nAlso there is no mention about this breaking change in the Python API section of the release notes of 2.82 and as it worked in previous releases I suppose this is a bug.\n\n\n\nThe easy way of testing is via the GPU Offcreen example in the API docs --> '[Rendering the 3D View into a Texture ](gpu.html#rendering-the-3d-view-into-a-texture)'\n - Open Blender 2.81, and run that script\n - Go to edit mode, move some verts, confirm it works (you can see the offscreen is updated)\n # Go to sculpt mode, deform the mesh, confirm it works...\n\n # Repeat steps 1-3 but in Blender 2.82 or latest release at this time (2.93 RC1)\n\n", "Mask paint is invisible in Sculpt Mode.\nOperating system:Mac OS 12.3.1\nGraphics card: 24-core GPU (?)\n\n**Blender Version** 3.2.1\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\n\nThe mask in sculpt mode is invisible. I have the overlay turned on and I don't have any unapplied modifiers. I also don't have any physics or particle systems turned on. \n\nThank you for your help.\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n" ]
[ "(Shrinkwrap) Modifiers and constraints targeting a mesh wont update during that meshes sculpting session (unless an additional mirror modifier is in play)\n2.8x - 3.0 (may exist in older versions)\n\nAppearently I cannot modify the shape of the target mesh in sculpt mode since the shrinkwrap on the main mesh does not update unless I click somewhere else and not use the sculpt tools. It does update in edit mode tho.\nI remember someone saying its supposed to happen in order to keep performance running smooth or something like that, but I hardly believe it.\n\nThe only way to be able to update shrinkwrap is to add a mirror modifier to the target mesh and then you can now use sculpt mode with no issues. I've done this a few times now and I barely noticed any performance impact.\n\n1) Add a mesh, any mesh\n2) Give it a shrinkwrap modifier\n3) Add another mesh that will be used as the target\n4) Go to sculpt mode and shape up the target mesh\n\nNo update on shrinkwrap unless I click something else around the UI\n\nTo fix this:\nif the model has one mesh and I wanna edit it symmetrically, I cut it in half and add a mirror modifier to it\nShrinkwrap now updates all the time when I sculpt the target mesh without needing to click somewhere\n\nFrom there on I can do whatever I want with the target mesh in sculpt mode" ]
Line thickness not working on annotations {[F8630864](Screen_Shot_2020-06-18_at_2.10.11_PM.jpg)}Operating system: Darwin-18.5.0-x86_64-i386-64bit 64 Bits Graphics card: NVIDIA GeForce GT 750M OpenGL Engine NVIDIA Corporation 4.1 NVIDIA-12.0.23 355.11.10.50.10.103 Broken: version: 2.83.0 Line thickness doesn't work for annotation. Only for dots Make an annotation with both lines and dots{[F8630860](Screen_Shot_2020-06-18_at_2.10.11_PM.jpg)}
[ "Dyntopo detail size drawing with Shift + D seems broken\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.79\n\nBroken: version: 2.92.0 Alpha\nWorked: At least a few alpha versions ago\n\nDyntopo size control with Shift + D seems broken.\nThe first time I tried, the gizmo simply froze and the Resolution value didn't change after mouse movement.\nAfter installing the latest GeForce Studio Driver — version 457.30 — I tried again. The gizmo casts infinite lines, but I noticed that the Resolution value does change after mouse movement.\n\n1. Enter Sculpt Mode.\n2. Activate Dyntopo.\n3. Switch to Constant Detail mode.\n4. Press Shift + D.", "Proposal: allow exporting of image annotations\nIt seems essential to me that Blender allows images with annotations to be saved with those annotations in the file.\nProbably as a flag in the file browser, perhaps disabled by default?", "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", "Pixels and resolution not for multilayer EXR and Render Result\nCentOS - GTX 1070\n\n2.79\n\nPixels and resolution are not available with multilayer EXR or Render Result images.\n\nimport bpy\ndata = bpy.data\nimage = data.images['Render result or multilayer EXR']\nprint(image.pixels) # length is 0\nprint(image.resolution) # return always Vector((0.0, 0.0))\n\nIt is working with regular EXR file.\n", "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.", "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", "Polishing Correct Face Attributes\n- [ ] Initialize operators options based on the \"correct face attribute\" value (e.g., edge slide).\n- [ ] Unify naming of the option and the operator options.\n\nThe way we do Proportional Editing seems to be a good example to follow. These issues have been raised on 4387aff", "Edit Dyntopo Detail Size operator is not working with all methods.\nOperating system: Ubuntu 18.04\nGraphics card:\n\nBroken: master #e7dc3c91ad82\nWorked: 2.90\n\nEdit Dyntopo Detail Size operator was recently replaced to have a better gizmo.\nThat only works with Constant Detailing method.\n\nShift D is doing nothing when Relative or Brush detailing method are used.\nThat is a regression. It is pertinent to change the size for those methods, too.\n\nProbably, gizmo should work differently for a Brush Method. But, at least, shortcut should allow to change Detail Size like in 2.90. \n\n\n\nIssue in Master :\nEnter into Sculpt Mode.\nEnable Dyntopo mode.\nPress Shift D. Nothing happens.\nChange Detail Method from Relative to Constant. \nPress Shift D. New Gizmo is available.\nChange Detail Method from Constant to Brush.\nPress Shift D. Nothing happens. \n\nRepeat same steps In 2.90 :\nCircle gizmo is adapted to used method.\nRelative method is relative to screen. So, circle does not go above a certain limit.\nConstant/Manual method is relative to World Space. Size of Circle is not limited.\nBrush Method is relative brush size. Gizmo is showing a percentage.\n", "[Python API] Not working `alert' property of 'bpy.types.UILayout' that contains 'popover'\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.86\n\nBroken: version: 3.5.1\nWorked: seems to be never worked\n\n**'Alert' property of 'bpy.types.UILayout' that contains 'popover' is not displayed**\n\n1. Open file `space_outliner.py`\n2. Set`OUTLINER_PT_filter` row layout `alert` property to `True` and `active` property to `False`\n\n![image](attachment)\n\n**Expected:**\n\nWe expect row to be of red color because of `alert=True` and reduced opacity because of `acitve=False`\n\n**Result:**\n\n![image](attachment)\n\nIt is not working for row layout that contains `popover` method\n\n", "Preset icon overlaps panel header text\nOperating system: Mac 10.9.5\nGraphics card: Macbookpro NVIDIA GeForce GT 750M 2048 MB\n\nBlender 2.8 downloaded today\n\nIn movie editor\nthe text tracking settings is somehow mixed up with a button.\nI can sent a pic if you want.\n\nI am a amateur and English is not my first language, so i'm very sorry if i've wasted your time.\n\nGreetz \nLes", "\"Dots\" stroke method is ongoing even without moving the cursor when using a pen\nOperating system: Linux-5.15.0-50-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.85.02\n\nBroken: version: 3.4.0 Alpha\n\nThe Dots stroke method is meant to apply the strength of the brush on each stroke dab.\nThis is working like intended when using the mouse. If you don't move the cursor, the stroke stops.\n\nBut when using a pen, even when holding the pen perfectly still, the stroke is ongoing on the stop.\nThis way the stroke method is working very much like the Airbrush stroke method,\n\n- Add a cube and subdivide it many times\n- Use the draw brush in sculpt mode\n- Set the stroke method to \"Dots\"\n- Draw a stroke and hold it on a single spot without moving the cursor or releasing LMB\n- Try this with a mouse and a pen and see how they compare.", "Support warnings for field input nodes\nField input nodes evaluate in a context, but currently they give no warning if they do not support\na particular context. The initial goal is to add a warning like \"Input node does not support geometry type: Mesh\" on the spline parameter node in the following situation:\n\n{[F12738459](image.png) size=full}\n\n### Implementation\nA potential implementation isn't clear.\nIt seems there needs to be a way to keep track of which node (`bNode`, `NodeRef`, `DNode`, etc.) the field input node came from.\nThen the field evaluation system should have a way to collect errors and return them to the caller. Or maybe the caller can pass a\n\"logger\" class to the field evaluation system. That generalization could allow more specific breakdowns of node timing in the future.", "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", "UV Editor and Image Edito:- Assigning shortcuts to Annotate tools go in wrong section of keymap\nOperating system: Windows 10\n\n2.92.0, 02948a2cab44, master, 2021-04-24, as found on the splash screen\n\nFor the `Image Editor`, when assigning shortcuts to the 4 annotation tools (listed below), their shortcuts (Set Tool by Name) are getting registered in `\"Preferences > Keymap > Window\"` instead of their respective sections.\nWhen assigned the shortcuts from the `UV Editor` first, the shortcuts go correctly to `\"Preferences > Keymap > Image > UV Editor > UV Editor (Global)\"`\nMaybe both should go to `\"Preferences > Keymap > Image > Image (Global)\"`?\n\n- Go to Image Editor\n- Right click each of the tools below and assign a random shortcut (Z, R, T, L for example)\n - Annotate\n - Annotate Line\n - Annotate Polygon\n - Annotate Eraser\nThey are now listed under `\"Preferences > Keymap > Window\"`, which is not where they should be.", "Knife Tool produces bad geometry in certain cases (disconnected edges/vertices, overlapping faces)\nif i use tools knife i see this bug.\n![k2.png](k2.png)\n\n![k1.png](k1.png)\n" ]
[ "Annotation thickness doesn't work with 3D cursor option\nOperating system: MAC OS Mojave 10.14.3\nGraphics card: NVIDIA GeForce GT 650M 1024 MB and Intel HD Graphics 4000 1536 MB\n\nBroken: 2.8 2019/2/13\n\nAnnotation thickness doesn't work with 3D cursor option\n[0000-1465.mp4](0000-1465.mp4)\n\nDeveloper note:\nMac does not support GPU_line_width()." ]
Issue with Glossy Direct/Indirect Pass in Compositing in Blender 3.5 Operating system: Graphics card: RTX 2070 Super Broken: (3.5.1 3.5) caused by 73000c792d40e61df5e118b25757e37e6c6017b9 Worked: (3.4) Description of the problem: I have encountered an issue with the Glossy Direct/Indirect pass in compositing using Blender version 3.5. Compared to the previous version, 3.4, the result obtained is strange or significantly different. Steps to reproduce the problem: 1. Open Blender 3.5 and load the sample file simplified attached (same with other files I tested). 2. render and wait the compositor pass 3. Save render 4. Do same things with 3.4 [Test Scene Simplified.blend](https://projects.blender.orgattachment) Expected result: With Blender version 3.4, the Glossy Direct/Indirect pass produced consistent and expected results in compositing. It is expected that the pass continues to function correctly in version 3.5, providing an accurate representation of the direct and indirect glossy reflections present in the scene. Observed result: In Blender version 3.5, the Glossy Direct/Indirect pass produces a strange or significantly different result compared to the previous version. The direct and indirect glossy reflections appear distorted or not properly integrated into the compositing, creating a non-realistic or undesired look. Additional notes: - I have verified the material and compositing settings to ensure they are correctly configured. - I have tried repeating the process on different scenes, and the issue persists, indicating that the problem may be related to Blender version 3.5. Thank you for your attention to this matter. Based on the attached .blend file
[ "Overlapping shadows of MNEE Caustics and filter glossy caustics produce incorrect result\n**System Information:**\nOperating system: Linux-5.17.0-1-amd64-x86_64-with-glibc2.33 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.68.02\n\n**Blender Version:**\nBroken: version: 3.3.0 Alpha\nWorked: NA as this issue is probably in all builds of Blender with MNEE\n\n**Short description of error:**\nWhen the shadows of an `Shadow Caustic` light and a normal light overlap and filter glossy is set higher than 0, then the caustics produced in this overlapping area by the normal light will be rendered partially with the set filter glossy setting and partially with a filter glossy of 0.\n\nHere is some images demonstrating the issue (The file I used for testing is attached below):\n|![Overlapping Shadows - Expected Result.png](Overlapping_Shadows_-_Expected_Result.png)|![Overlapping Shadows - Actual Result.jpg](Overlapping_Shadows_-_Actual_Result.jpg)|![Overlapping Shadows - Labeled Result.jpg](Overlapping_Shadows_-_Labeled_Result.jpg)|\n| -- | -- | -- |\n|Expected result|Actual result|Actual result - Label image|\n\n**Exact steps for others to reproduce the error:**\n1. Change the render engine to Cycles.\n2. Setup the scene for MNEE caustics by adding a caustic caster, caustic receiver, shadow caustic light, and configuring them properly.\n3. Add another light to the scene and ensure the `Shadow Caustic` option is NOT enabled.\n4. Place this new light somewhere in the scene where part of the shadow and caustics caused by the light passing through the caustic caster onto the caustic receiver overlaps with the shadow from the light with the `Shadow Caustic` option enabled.\n5. Ensure the {nav Render Properties > Light Paths > Caustics > Filter Glossy} is set to a value larger than 0.\n6. Reduce the power of the light with the `Shadow Caustic` option enabled so it has only a small impact on the final render. (Note: The power of the light must be above 0 for this to work) - This step is not necessary, but it makes it much easier to see what's happening.\n7. Render the scene.\n8. Compare that render to another render with the `Shadow Caustic` light excluded from the final render. Notice how there was an impact on the shadow and caustics produced by the non-`Shadow Caustic` light.\n\nHere is a .blend file with steps 1-6 done for you:\n\n[#97932 - Overlapping Caustic Shadows issue.blend](T97932_-_Overlapping_Caustic_Shadows_issue.blend)\n\nThe steps for testing with the file is as follows:\n1. Open the attached file.\n2. Render the scene. Notice the weird line in the caustics.\n3. Disable `MNEE Light` from the final render and render again, comparing the result to the first render you did.", "Blender OCIO ACES 1.2 Texture ColorTransform ignored - works in Compositor\nMBP 15\" (2018)\nOperating system: MACOS 10.5.4 Catalina\nGraphics card: Radeon Pro 560X\n\nBroken: Version 2.82a, 2.83 beta and 2.90 alpha (12th of May2020)\n\nI setup up Blender according my little how-to on my website\n?page_id=1720\nThe ACES IDT sRGB texture is taking off the sRGB (gamma), linearizes the texture and maps the sRGB gamut into the ACEScg gamut.\nA JPG/PNG 8-Bit Texture File with a value of 1 will map it to 1.0 in scene linear.\nTo see a texture in ACES like it looked like in Photoshop for example you need to use the inverse RRT&ODT view transform. The IDT you choose is then Output_sRGB. This maps a texture value of 1 to 16.xxx in scene linear. \nI am aware that this is the wrong method to use textures in ACES - this is a regular mistake when working with ACES and I wanted to write an article about it on my website and clarify the problem.\n\nThe Blender Compositor is actually working as expected. In the demo scene I use the texture two times with different IDTs (sRGB-Texture and OutPut sRGB - for comparison I also added the same texture as an EXR file.\nPlease check the Compositor and plug one or the other image to the gain 10% color correction to show the high scene linear values.\n\nIn the Shading tab I have the image texture window sized big and select the different image texture (2x JPG with two IDTs selected and one EXR file) - use right click to sample the texture values in the image view.\nOnly the EXR file shows actually higher values than one. Both JPG textures with the two IDTs selected are clipping at 1.0.\n[Blender_282_OCIO_Texture_ColorTransform_bug.blend.zip](Blender_282_OCIO_Texture_ColorTransform_bug.blend.zip)\n", "Cycles subsurface handled differently in the diffuse passes\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.0.1\nWorked: version: 2.93.8\n\nWhen a material has subsurface, the diffuse passes now show a discrepancy in how they are handled compared to versions prior to 3.0.\nIn 2.93, the diffuse color pass for Cycles was similar to Eevee. Now the color pass is brightened even when the subsurface value is low (but nonzero).\n\n|Eevee|Cycles 2.93.8|Cycles 3.1.2|\n| -- | -- | -- |\n|![diffuse_color_eevee.png](diffuse_color_eevee.png)|![diffuse_color_cycles_2.93.png](https://archive.blender.org/developer/F12963470/diffuse_color_cycles_2.93.png)|![diffuse_color_cycles_3.1.png](diffuse_color_cycles_3.1.png)|\n\nTest file:\n[#96967.blend](T96967.blend)\nThis is a part of the [junk shop file from the blender cloud.](5dd6d7044441651fa3decb56)\nThe diffuse color pass is sent to the composite output.\nYou can compare rendering using Eevee and Cycles.\n\n\n", "Compositor: Viewport issues when zoomed in\nBroken: version: 4.0.0 Alpha\nWorked: never\n\nComposition Mask is \"rendered\" wrongly in the viewport when the camera is not fully in view.\n\n\n* Open this file: [zoomed_in.blend](attachment)\n* Notice that in the viewport the view is zoomed in inside the camera view.\n\nCurrent buggy result:\n![image](attachment)\n\nThe mask only matches when the entire camera is in view:\n![image](attachment)\n\n", "Regression: Mesh render artifacts\nOperating system: Windows 10\nGraphics card: GTX 1070 TI\n\nBroken: 3.1, 3.6\nWorked: (3.0.1)\n\nNormals on hair mesh is corrupted in newer versions of blender while being perfect in older ones.\nMesh name is LOD0_1_front_hair_omote597.\n\n- Open the attached .blend file\n- View the model/mesh in normals/ambient occlusion render pass (cycles)\n\n", "Auto perspective sometimes fails\n**System Information** \nOperating system: Windows 10\nGraphics card: 3070\n\nBroken: 3.2.0 and 3.2.1\nWorked: 3.1\n\nAuto perspective setting doesn't work in this case: if you are in camera view or any side view and then you are switching to another side view you have this smooth transition animation between views. If during this animation you press middle mouse button (rotation) to go from side view it doesn't change to perspective. Moreover it \"shifts\" viewport like it was aligned to a bad quad. \n\n1. Turn on auto perspective.\n2. Go to top view.\n3. Change top view to any other side view.\n4. During smooth transition between view press middle mouse button and rotate the viewport.\n5. Now viewport is shifted and stays in orthographic instead perspective.![1.gif.gif](1.gif.gif)", "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", "Problems due to leftover Nvidia drivers\nOperating system: Windows 11 Home\nGraphics card: Intel Arc a770 16gb Limited Edition (latest drivers)\n\nBroken: (Blender 3.3, 3.5 and 4.0) Trying to work out if it is just my GPU that is the issues\n\n\nBlender 3.5.1 will not allow me to access editor preferences, and won't allow me to render in Cycles. CPU or GPU. Eevee works.\n\nBlender 3.3 allows me to access editor preferences, but still won't allow me to render in Cycles. CPU or GPU. Eevee works.\n\nBlender 4.0 allows for editor preferences, same issue with Cycles. Eevee works fine.\n\nBy not allowing me to access editor preferences or Cycles I mean it crashes.\n\nI have tried to converse with Intel engineers with a video of the crashes but they seem incompetent with knowing how to enable GPU rendering in their own tests.\n\n", "Shader not working on Mac blender 3.5 - works in Windows\nOperating system: macOS-13.3-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Max 1.2\n\nBroken: version: 3.5.0\n\nI have been trying to install the Weight Paint Tools paid addon weight_paint_tools?layout=profile&recommended_by=library\n\nThis worked fine for years, up till 3.5, now it crashes upon activation. The developer has attempted to update it for metal, but it still wont work. He's sent me a simplified script that he says should work without errors.. but still errors out. See attached blend file.\n\nRun the script\n\n\nRun the script\n\n", "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", "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)", "Overlay: Edit-Mode: Anti-Alliasing not working with constructive modifiers\n```\nOperating system: Linux-4.15.0-50-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce 610M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.116\n\n\nBroken: version: 2.80 (sub 69)\nWorked: (optional)\n\n```\n\nthe bug is really intresting so... when you add mirror modifier to object.. and u enter edit mode and u select face or edges etc... the AA goes crazy it is so pixelised like even worse than tottaly without AA.\n\n![Zrzut ekranu z 2019-05-21 00-01-34.png](Zrzut_ekranu_z_2019-05-21_00-01-34.png)\n\n![Zrzut ekranu z 2019-05-21 00-01-38.png](Zrzut_ekranu_z_2019-05-21_00-01-38.png)\n\n\n\n", "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", "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", "Grease Pencil: Better render Anti-Aliasing\n## Motivations:\nThin lines are correctly rendered using grease pencil with the currently implemented post process Anti-Aliasing. This is done by making sure the line width is not less than 1.3 and by modulating its opacity.\nHowever, there is cases where this is not enough. For instance really dense drawings with small lines with little to no curvature still tends to flicker a lot.\nAnother case is when the gpencil strokes intersects the scene geometry. This makes the line less thick to the post process which makes it too small.\n\n## Proposed solution:\nWe propose to implement a Temporal AntiAliasing solution. It is robust and will match Cycles & EEVEE's film filtering if using the same filtering function. This only adds one temporary buffer (low VRAM usage compared to rendering at higher resolution) and is completely self contained (works with transparency and don't interfere with other features).\n\nI propose to only implement this for final rendering since it might introduce flickering that might be annoying while drawing.\n\nHowever this wouldn't solve the issue of gpencil strokes intersecting geometry.\nFor this I propose to erode or reproject the render's depth to match the render sample of the new AA scheme. This should fix the second problem completely.\n\n## Technical details:\n- Implementation just need to be ported from Workbench which has a lighter form of TAA than EEVEE. Also [D10414](D10414) can be of great help to reduce render/convergence time.\n- Depth buffer modification can be implemented after new AA is in." ]
[ "Regression: Glossy Direct pass produce different results than it did in previous versions of Blender.\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.41\n\nBroken: version: 3.5.1 Release Candidate\nCauseb by 73000c792d\n\nThe issue causes the Glossy Direct pass to produce different results than it did in previous versions of Blender, which breaks compatibility with existing workflows and renders.\n\nThis bug makes the Glossy Direct pass unusable for compositing ( Which i rely on daily ) and post-processing purposes. \n\nI hope this issue can be fixed soon. Thank you very much for your attention and your great work on Blender.\n\nOpen [attached file](https://projects.blender.orgattachment) and render. Check glossy pass.\n\n" ]
Missing Metaballs on Collection Instance to Scene Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67 Broken: version: 2.91.0 An Instanced collection misses the metaballs that are in the original collection. Based on the default startup: 1. Add a metaball to a collection 2. Then right click on the collection and select 'Instance to scene' 3. Move the collection by changing the Transform (in the attached image I moved the instanced collection in the x direction) ![image.png](image.png)
[ "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).", "Collection Assets: Support Boundingbox Snapping\nCollections should be able to use the bounding box snapping that we also support for dragging in object assets.", "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.", "Blender development todo list -- Import/Export\nNOTE: this is a direct dump of Import_Export (without cherrypicking the [still] valid items)\n\n## Blender files and Library linking\n\n- [ ] Mixing \"direct\" and \"indirect\" data not well supported #26706\n- [ ] Making local data which is still used in libraries, causes problems #44321\n\n## All Formats\n\nCurrently negative scales will flip faces for formats which don't store object transformations (obj, ply, stl ... etc). #35892\n\n## FBX\nSee [[Extensions:2.6/Py/Scripts/Import-Export/Autodesk_FBX]].\n\n## Alembic\n- [ ] While Alembic exports particles as points and supports ParticleInstance modifiers it could also support particle duplication (dupliobjects etc.), see #54703\n", "Operators to add to the Outliner\nCurrently the Outliner allows users to fully manage Collections. You can add them, remove them and manage them fully.\n\nHowever, for other data this is very limited currently. Many users would like to be able to use the Outliner to do many more basic management tasks. I think we should add many more basic things here that are related to adding, removing, copying, duplicating and so on.\n\n\n![Screenshot 2019-08-11 at 19.58.17.png](Screenshot_2019-08-11_at_19.58.17.png)\n\nThese features we can add to the Outliner context menu system:\n\n**Objects:**\nCurrently you can perform these operations in the Outliner for objects.\n - - [x] Delete\n - - [x] Rename\n - - [x] Copy/Paste\n\nIn addition, it would be useful to add these commands too:\n\n - - [ ] Add New (with full list of primitive types)\n - - [ ] Duplicate\n - - [ ] Make Local\n - - [ ] Make Proxy\n - - [ ] Add Constraint\n - - [ ] Add Modifier\n\n\n**Constraints & Modifiers**\nCurrently you can:\n - - [x] Delete\n - - [x] Rename\n - - [x] Toggle visibility, but only in the context menu, strangely\n\nIn addition, we should add:\n - - [ ] Visibility toggles\n - - [ ] Re-ordering (by dragging)\n - - [ ] Transfer modifiers & constraints from one object to another (by dragging)", "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", "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)", "Animated particle emitter refuses transforms within simulation range\nOperating system: Win8.1x64\nGraphics card: 3xgtx580\n\nBroken: 2.79, 2.82\n\nAn animated object with a particle system it is not properly transformed in the frames within the simulation range.\nIn **Blender 2.79** the object jumps back to it's animated location on confirmation on hotkey or widget transformation.\nIn **Blender 2.82** the object doesn't even transform, but its particles does.\n\nTemporarily setting particle system Subframes parameter to 0 seems to be a workaround, eliminating the behavior.\n\nHere is a gif showing the bug in 2.82 and 2.79:\n![GIF.gif](GIF.gif)\n\n- Open attached file\n- (G)grab move the emitter\n[particle-subframes.blend](particle-subframes.blend)\n\nIn blender 2.82 you must change the visibility of objects. If you want to skip this step, use this file:\n[particle-subframes-283b.blend](particle-subframes-283b.blend)", "Instance on Points attribute transfer issue with pick instance\nOperating system: Linux-5.15.11-200.fc35.x86_64-x86_64-with-glibc2.34 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 495.46\n\nBroken: version: 3.1.0 Alpha, branch: Unknown, commit date: Unknown Unknown, hash: `rBUnknown`\nWorked: N/A\n\n\n{[F12793349](image.png) size=full}\n\n- Load the following file\n- See that the output for the attribute created on the instanced instances is always 0, when it should be 1 on the final points.\n\n\n[capture attribute instance1.blend](capture_attribute_instance1.blend)\n\n", "Evaluate \"Add to Collection\" in Object > Collections panel\nIn the Properies {nav Object tab > Collections}, the '+' icon invokes the *Add to Collection* operator (the button next to it shows the same name, but actually invokes *Link to Collection* - this task is about the '+' button next to it!). \n\n![Screenshot 2020-12-11 at 21.16.27.png](Screenshot_2020-12-11_at_21.16.27.png)\n\nWhen clicking it a new collection is created (which the name doesn't suggest) and the object moved to it. Problem is, the collection is not linked into the current scene. The user thinks nothing happened. You have to check the Data API or Blender File Outliner display mode to see that a collection was added. There actually is a way to link it to the scene, but it's pretty much hidden (can you find it? :) )\nA fake user is set, so this seems to be deliberate behavior. I assume it was more intended to be used for collection instances, where you might not want to link a collection, only an instance. And it's probably a left over from the old group system.\n\nCould we avoid this confusion?\nWe could just link the collection into the scene. Users can still unlink it. And the operator name could be *Add to New Collection*.", "Collection don't change text color\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 950M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 3.0.0 Alpha\n\nActive object's text is not visible if the selected object is collection (in the outliner).\n![image.png](image.png) ![image.png](image.png)\n\n**Steps to Reproduce**\n- Open the directory where blender.exe is\n- Place the `test.xml` file inside `\\blender_version\\scripts\\presets\\interface_theme\\`\n- Run Blender\n- Change the theme to `test` from preferences tab\n- Select the collection in outliner (Collection name is not clearly visible because of changed `active Highlight` color)\n\n[test.xml](test.xml)", "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)", "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", "Metaball properties do not update during animation playback\nIntel Core 2 Quad, 8 Gb RAM, NVidia GeForce GTX 960 2GB\nWindows 7 x64\n\nBroken: 2.8, 2.9\nWorked: 2.79\n\nMetaball particles do not update during animation playback when their location, radius, stiffness and other properties are animated within one object (when one metaball object has multiple particles). I'm not the only one who have this problem: 2-8-metaball-animation-viewport-metasurface-doesnt-update\n\n1. Create one Metaball object, enter Edit Mode and insert keyframe to its location, radius, stiffness, hide or other properties.\n2. Change the frame, move the metaball or change its property and insert another keyframe. Notice that if you will try to use Autokey, it won't work and just show corresponding parameter in orange.\n3. Play animation.\n\nIn 2.79 you will be able to see your particle being updated in real time.\nIn 2.8 and 2.9 you will only see particle's radius circle moving (or property checkbox changing its status) but not the particle itself. ", "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" ]
[ "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)" ]
Library Override: Driven Shape Keys Don't Work Operating system: Windows 7 x64 Graphics card: NVIDIA GeForce GTX 580 Broken: 2.81 b720c0f Driven shape keys don't work with collections linked using the Library Override operator. [override_bug.blend](override_bug.blend) [override_bug_lib.blend](override_bug_lib.blend) Place both attached blends in same directory. Open attached blend override_bug.blend, which was created by linking the collection suzanne_col from override_bug_lib.blend, and then using the Make Library Override operator. The two shapekeys on the Suzanne mesh, one of which is driven by the X translation of the control bone and one by a custom property on the control bone, don't work.
[ "Clearing a CollectionProperty of ID pointers will dereference duplicate IDs below zero\n## Simplified Report\n\n- Execute the first script below in a new scene with a Cube.\n- The first script will add the cube 10 times to the collection property.\n- Save the file and reopen.\n- Execute the second script.\n- The second script will clear the collection.\n- The cube will get dereferenced to a user count below zero. With this assert:\n - `ERROR (bke.lib_id): source/blender/blenkernel/intern/lib_id.c:322 id_us_min: ID user decrement error: OBCube (from '[Main]'): 0 <= 0`\n- Saving the file again and reopening will remove the cube since it has no users. Even though it was linked to the scene.\n\n```lang=python\nimport bpy\n\nclass TestPropertyGroup(bpy.types.PropertyGroup):\n```\n object: bpy.props.PointerProperty(type=bpy.types.Object)\n```\n\nbpy.utils.register_class(TestPropertyGroup)\nbpy.types.ViewLayer.test_list = bpy.props.CollectionProperty(type = TestPropertyGroup)\n\nfor i in range(0):\n```\n item = bpy.context.window.view_layer.test_list.add()\n item.object = bpy.data.objects[\"Cube\"]\n```\n```\n\n```lang=python\nimport bpy\n\nclass TestPropertyGroup(bpy.types.PropertyGroup):\n```\n object: bpy.props.PointerProperty(type=bpy.types.Object)\n```\n\nbpy.utils.register_class(TestPropertyGroup)\nbpy.types.ViewLayer.test_list = bpy.props.CollectionProperty(type = TestPropertyGroup)\n\nbpy.context.view_layer.test_list.clear()\n```\n\n## Original Report\n\n\nOperating system: Linux-5.15.0-46-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.141.03\n\nBroken: version: 3.3.0\nWorked: version 3.1.2\n\n`ERROR (bke.lib_id): source/blender/blenkernel/intern/lib_id.c:322 id_us_min: ID user decrement error: OBCube (from '[Main]'): 0 <= 0` occurs when calling `.clear()` on a CollectionProperty attached to a ViewLayer. In the attached example, the CollectionProperty is a PropertyGroup containing a PointerProperty to bpy.types.Object.\n\n\n1. register properties and operators with provided script\n2. run `bpy.ops.view_layer.test_add_objects_operator()` to add selected objects to the view layer property\n3. save and close file\n4. open file and register properties and operators\n5. bpy.context.view_layer.test_attribute_list.clear() to get error\n\nstart with provided 'untitled.blend' to just run steps 4 and 5\n{F13493946}\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", "Instancing a collection with an object that has been Disabled in Viewport fails to correctly link in disabled objects breaking \"Make Instances Real\" operator\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.38\n\nBroken: version: 2.91.0\n\nInstancing a collection into a scene fails to properly link in objects that have been disabled in viewport (henceforth disabled object) using either the \"Disable in Viewport\" icon in the outliner or by setting obj.disable_viewport = True in a script or console. This bug doesn't appear when you hide an object using the H key or obj.hide_set(True)\n\nThis means that if you instance a collection and then \"Make Instances Real\" that the disabled objects will not be transformed with the parent object even if they have been parented to it in the original file and Keep Hierarchy is checked. \n\nThis is a problem because if you have used the disabled object as the operand in e.g. a boolean modifier then as soon as you make a collection real your collection breaks. This is doubly a problem since the default behaviour in the new asset browser is to instance collections into the scene rather than appending them. This bug also affects instancing a collection in the same scene as well as instancing in a collection from an external file. \n\nStart from default file. \nAdd a second cube.\nTransform second cube and place on corner of default cube.\nMake second cube a child of default cube.\nAdd a boolean difference modifier to default cube.\nSet second cube as Object in boolean modifier\nDisable second cube in viewport in the outliner\nInstance collection into scene by dragging and dropping collection from outliner somewhere which isn't the origin.\nEverything appears as it should.\nSelect instanced collection\nSelect Object > Apply > Make Instances Real\nWhile the none disabled cube has been made real the second cube hasn't and if we look in the modifier you can see that the boolean object is still set to the original second cube.\n\nIf instead of disabling the second cube we instead hide it and then instance the collection into the scene the second cube is linked in (although it's also unhidden which is annoying). If we the make this collection real everything works as it should (i.e. the second cube used as a boolean is also made real)\n[link bug.blend](link_bug.blend)", "Dynamic Overrides Use Case - Giant object-based 'rig' with a few key controlers. \nDynamic Overrides are a good candidate to support extreme relationships nightmare involving thousands of objects, like the one in [Machine.zip](Machine.zip).\n\nLibrary Overrides cannot realistically handle such a massive amount of IDs/relationships, but Dynamic Overrides could only override the relevant properties of the few key controller objects while keeping everything fully linked, in a similar way to what proxies used to do. \n\n------------------------------------------\n\nOriginal report:\n\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65\n\nBroken: version: 3.0.1\nWorked: 2.9\n\nIt's now impossible to use a single control object/bone from a linked rig without creating an override for the entire hierarchy or parent collection. This is completely un-workable for professionals working with rigged assets made up of many hundreds or thousands of parts.\n\nI can't share my scene file as it contains sensitive intellectual property belonging to a client. The issue will be evident for any remotely complex rig however.\n\nIn the project I'm currently working on, I have a top level collection of bone controllers that have no parents. Previously I could create a proxy for each controller and use those to animate the linked asset whilst retaining the full functionality of the rig. Now that create proxy has been removed, I can't just override a single controller. Instead I'm forced to unnecessarily create overrides for several thousand objects! An operation which for this rig takes in excess of 30 minutes to run (if at all)! Then after saving the file (once the operation is complete), Blender outright crashes on each attempt to re-open.\n\nSo although the new override system works in theory. There's no parity between the two systems yet in terms of the ability to override a single object. And previous functionality has been lost without a viable workaround available. Which in my estimation constitutes a bug.\n\nWith this in mind, would you please kindly add the create proxy option back again, until the overrides system is fully functional? I'll personally now have to roll back to 2.9 until this issue is resolved.\n\nThanks", "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", "Copying scene unhides hidden collections\nWindows-10-10.0.16299 64 Bits\nGeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.67\n\nBlender 2.80 (sub 53)\n\n[hidden_collections_copy_scene_bug.blend](hidden_collections_copy_scene_bug.blend)\n\nOpen attached file. There are two hidden collections.\nMake a copy of the scene using either \"Link Object Data\" or \"Full Copy\".\nCollections in the newly created scene will be set to visible.", "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", "Title: CTRL-Z from edit into sculpt mode causes crash if mesh has shape-keys \nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 980 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: version: 2.91.0 Alpha\nWorked: 2.82 (sub 7)\n\nBlender crashes when you CTRL-Z back to sculpt mode when the mesh has shape-keys. This bug happens in 2.83.0 and up, only in the Windows builds. Tested in Linux Mint 19.3 and had no crash there.\n\nAdd basis shape-key on any mesh -> change to sculpt mode -> Change mode to edit -> Undo back -> This causes a crash when it undoes back to sculpt mode.\n", "Blender 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", "Selecting bones on linked rig has lag\nBroken: version: 3.4.0 Alpha, branch: Unknown, commit date: Unknown Unknown, hash: `rBUnknown`\n\nAlright, so I had a chat with Bastien and we agreed to make a bug report so that this had a record.\n\nSo in the zip you will find the files \"character\" and \"link\". The \"link\" file has the rig already linked. This is the new [BlenRig 6 ](660103) Rig and ever since we got library overrides people have been experiencing a certain lag when selecting bones on a linked rig.\n\nThis lag can go from milliseconds to a couple of seconds depending on scene load and CPU.\n\nBastien Suggested that disabling Global Undo could fix the lag and indeed it does fix it... but you know, it's not practical to be forced to working without Undo...\n\nIn the zip you will also find two files called \"no_overrides\", there I turned off library overrides for all properties. Unfortunately, the lag is still there when you link the rig.\n\nI really don't know what could be causing this, animation playback works just fine, the lag happens when selecting bones and when scrubbing through the timeline. Maybe you could do some debugging and see what blender is doing on those two operations and why it's taking so long to perform them. \n\n- Unzip the attached file - you will find the files \"character\" and \"link\"\n- Open the file `link.blend`\n- Select some bones to check the performance\n- Go to {nav Blender Preferences > System} and disable `Global Undo`\n- Select some bones to check the performance\n[lib_overrides_lag.zip](lib_overrides_lag.zip)", "bpy.ops.constraint.apply crashes when owner='BONE' and in object mode\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.4.1\nWorked: unknown\n\nThe bpy.ops.constraint.apply operator crashes blender when targeting a bone constraint while in object mode. The attached blender file reliably causes the crash. It also seems to crash in pose mode at times, but I've so far been unable to recreate this in a small example file. See also [#97640](T97640) where a crash relating to the operator being used on objects has seemingly been fixed between 3.1.2 and 3.2\n\nto recreate simply open the blender file and run the script.\n[apply_bone_constraint_crash.blend](apply_bone_constraint_crash.blend)\n[apply_bone_constraint_crash.crash.txt](apply_bone_constraint_crash.crash.txt)\n\n", "Boolean Modifier not working \nOperating system: Windows \nGraphics card: Nvidia Geforce GTX 770\n\nBroken: 2.93.4\nWorked: 2.90\n\nIf one tries to apply the boolean modifier \"Difference\" it does nothing. In previous version it functions.\n\n1. Download the Blender File from above \n2. There a 3 objects in the collections. The objects are in the positive xy-quardant. (Sorry that they are not centered)\n3. If one tries to apply the modifier on the Frame object there is no error message but the frame object doesnt get modified.\n\nGreetings Philip \n\nTest File:\n[#71360.blend](T71360.blend)", "Assert duplicating a collection in a linked scene\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 465.31\n\nBroken: version: 3.1.0 Alpha\n\nAssert duplicating a collection in a linked scene\n\nfrom the default startup:\n- 1) `Scene` > `Linked Copy`\n- 2) select the collection `Collection` in the Outliner\n- 3) context menu > `Duplicate Collection` or `Duplicate Linked` (does not matter which)\n\n```\nBLI_assert failed: source/blender/blenkernel/intern/collection.c:184, collection_owner_get(), at '(id->tag & LIB_TAG_NO_MAIN) == 0'\n```\n\nIf the file is saved (and reloaded) before step 3), the above assert does not happen", "Sculpt: Grid overlay for Grab active point do not work.\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.47\n\nThis seems to be issue only with Nvidia GPUs on windows.\n\nBroken: version: 3.0.0 Alpha\n\n\nGrid overlay for Grab active point do not work.\n[2021-07-18_18-56-46.mp4](2021-07-18_18-56-46.mp4)\n\n\n**Steps to reproduce**\n[#89942.blend](T89942.blend)\n\n- Open file\n- Check if wireframe overlay is drawn under cursor\n\nWhat fixes this is to have any transform gizmo visible while using brush, then it works until Blender is restarted.\n\n\nFrom #92703:\n\n> This was proposed on the blenderartists thread, I have no idea if it works or if it could broke the preview on the AMD cards\n> ![Code.png](Code.png) \n> If you know how to compile you can fix it by erasing ! from the line 1157 : if (!depth_test) {\n> to read like so: if (depth_test) {\n\n\n", "Linked Text Object Data Bug\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Super with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.42\n\nBroken: version: 2.93, 3.0.0\nWorked: -\n\nText objects with linked object data behave strangely. Some letters change their shape, which may vary from instance to instance. (see uploaded image)\nMaybe i´ve got the bug is because i use the Small Caps format.\n![bug.png](bug.png)\n\n1. Create several same text Objects (you maybe should use Small Caps format in them)\n2. Link their Object Data\n3. Try to switch several times between Object and Edit mode and you will see the bug. It occurs everytime on different letter. And every instance of the text looks often different then the others.\nI am attaching the Blend file\n[bug.blend](bug.blend)\n" ]
[ "Library Override: Driven Shape Keys Don't Work (neither via custom properties nor transforms)\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\n\nBroken: version: 2.81 (sub 12)\nWorked: (optional)\n\nTrying out the new library overrides, the attached blend file has a character called bird. The custom properties for the bone \"Body\" are not working, all of them drive the shapekeys, while making the custom properties i did check the \"Library overridable\" checkbox. \n\nThe same rig works completely fine using the proxy system.\n\nThis is the .blend conataining the character \"Bird\" collection.\n[Bug_Report_01.blend](Bug_Report_01.blend)\n1. in a new blender file, link the collection \"bird\" from the above file\n2. create a library overide for \"bird rig\", object --> relations --> make library override --> bird rig\n3. enter pose mode, select the \"body\" bone, try to play with the custom properties in the N panel.\n\nthe same procedure works fine with the proxy system, so you can test that. i am also not aware of any additional steps that the Override system has so apologies if i missed out on something.\n\non a completely unrelated note: getting a Build failed error ( error c4013 ) so unable to check on the latest version.\n", "Can't drive shapekeys with bones in Library Overriden rigs\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.75\n\nBroken: version: 2.82 (sub 7)\n\n\nWhen you link a collection with a rig (an armature controlling a mesh), and use Make Library Override, you can't control the shapekeys of the mesh from inside the rig with drivers, whereas you can in the original file of the rig, or using a proxy instead of a library override. \n\nWhile it's true that the command Make Library Override doesn't override the mesh data when you override the Armature, even after you manually override the mesh data, the driver keeps not working. You have to click on each shapekey slider, click edit driver, and then select the other armature, which is named exactly the same as the armature that's being referenced but it's not in the scene. This is tedious if the mesh has many drivers\n\n\n- Create a new file and clear the scene of objects\n\n- go to File > Link > this file [cubecollection.blend](cubecollection.blend) > Collection and link the collection called CubeRIG\n\n- Selected the instanced linked collection and go to Object > Relation > Make Library Override, and override the armature\n\n- if you go to pose mode and move the bone in the global Y axis, you will see that nothing happens. the cube should deform with a shapekey but it doesn't\n\n- if you select the cube mesh, you may go to the mesh properties in the hopes of fixing it by shift+clicking the chain icon and overriding the mesh datablock itself. but moving the bone in pose mode won't work again\n\n- at least by overriding the mesh, now you can right click on the purple shapekey slider and select Edit Driver, there you can choose another object for the propery of the variable, select Armature instead of Armature (they're named the same) and now moving the bone in pose mode does work\n\n**Unrelated but maybe related bug or missing functionality??**\n\n- Make Library Override only works with Collection instances and not linked objects directly. One would think it would be easier for the macro but yeah" ]
macos blender 3.x texture coordinate/mapping object to textures like voronoi and wave scale wrong I spent a lot of time testing this bug. I am trying to help the community by reporting. for Omar to close it without even asking and assuming I don't know how to set an objects scale is extremely annoying and rude. ask questions first before dismissing bug reports! T99681#1391996 Operating system: 10.15.7 Graphics card: AMD RX 580, but using CPU not gpu Broken: 3.x Mac bug that scales incorrectly the bug is in the object connection in the texture coordinate/mapping. generated does not cause this issue. connecting a texture or math nodes to object connection in the texture coordinate/mapping see the other post. if you have questions, post a reply. I have tested this and reproduce on multiple computers. the objects scale is 1, 1, 1. so that is not the issue!
[ "Generated cordinates from instancer\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\nDocs says, that it should work, but do not give any example.\nGenerated from instancer gives -0.5 value on all instances and points.\nI expect to have correct vector field, the same as instancer have.\n\n{[F9500816](59614942.png) size = full}\n[from instancer.blend](from_instancer.blend)\n\n[2020-12-10_23-36-48.mp4](2020-12-10_23-36-48.mp4)", "Array modifier is crazy, when using \"object offset\" pointed to empty, which is parented to curve\nOperating system: Mac OS Catalina 10.15.4 (latest)\nGraphics card: Intel HD 6000\n\nBroken: 2.83 beta as of 8-th of May\n\nArray modifier is crazy, when using \"object offset\" pointed to empty, which is parented to curve. And when the CURVE CONVERTED TO MESH -- it just destroys scale of object!\n\n1) Open .blend\n[plants.blend](plants.blend)\n2) Try to move empty -- everything works fine\n3) Select \"empty\" and \"petals\" (with shift) then parent them (Ctrl + P -- to object) to \"bezier curve\"\n4) Select bezier curve and \"convert to mesh\"\n5) Now try to move empty\n\nBefore:\n![Screenshot 2020-05-08 at 22.32.55.png](Screenshot_2020-05-08_at_22.32.55.png)\nAfter:\n![Screenshot 2020-05-08 at 22.33.14.png](Screenshot_2020-05-08_at_22.33.14.png)", "Support all attributes in the non-point cloud attribute list\nSee #87827.\n\n* position\n* UVMaps\n* Vertex groups\n(...)\n\nTechnical design discussion: #88460", "Multi-Button Drag: not working properly for Object Dimensions\nWindows 7\n\nBroken: 2014-02-11\n\nMulti-Button Drag - D270 - doesn't work properly in N panel for Dimensions\n\nIf you drag over all 3, only X and Z change, Y remains unchanged. As mouse button is released, the first selected property will reset, only the last hovered is kept (and scale changed)", "Remesh with small voxel size sometimes generates mesh with many holes\nOperating system: macOS-14.0-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M2 Max 1.2\n\nBroken: 3.1 - 4.0\n\nRemeshing breaks objects\n<video src=\"attachment\" controls></video>\n\nIn a new scene add a monkey model and jump into sculpting, change the voxel size to 0.0024 m and remesh...the object breaks\n\n", "\"Add [Object]\" menu not working correctly or lagging\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.40\n\nBroken: version: 3.6.0\n\nI found out that the context menu that appears just after adding an object tends to lag or bug if you have split screen the viewport and the compositor with the checkbox \"use nodes\".\n\n1. Make a vertical split and and add the Compositor panel.\n2. Check \"use nodes\" in the compositor panel.\n3. Add any 3D Primitive object in the viewport, )E.G. Icosphere).\n4. Try changing the subdivisions in the \"add icosphere menu\" or just try to drag the logation paramenters whithin that menu.\n5. The result will be a choppy or lagging response, not expected.\n6. I've tracked this error even from the 3.4 version of blender, until now.\n", "Set Material Index node does not work on some GN-created geometry\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 537.13\n\nBroken: version: 3.6.2\nWorked: Never.\n\nThe scene contains 3 objects:\n1. Mesh object with GN which creates Mesh Cube primitive\n2. Curve object with GN which creates Mesh Cube primitive\n3. Curve object with GN which creates geometry using Curve to Mesh node\n\nAll 3 objects have their Material linked to Object, not Object Data\n\nThe Set Material Index node works on 1. and 2. but does not work on 3.\n\n1. Open the attached blender file: [curvematerialbug.blend](attachment)\n2. Check Geometry Nodes setups on all 3 objects\nResult: Set Material Index Node does not work on Geometry generated by Curve to Mesh node.\nExpected: Set material Index Node works on any geometry.\n\n", "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", "Cycles: Volumes in the world shader behave strangle with some textures\n**System Information:**\nOperating system: Linux-5.14.0-1-amd64-x86_64-with-glibc2.32 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.63.01\n\nBroken: version: 3.0.0 Alpha, and every version between master at 2.81 (That is how far I tested).\nWorked: Unsure\n\n**Short description of error:**\nWhen using certain procedural textures in the volume output of the world shader in Cycles, you get unexpected results.\n\n**Exact steps for others to reproduce the error:**\n1. Create a scene in Cycles.\n2. Change to the rendered viewport.\n3. Open a shader editor and change to the `World` shader and delete the `Background` node.\n4. In the `World Shader`add a `Magic Texture` node and connect one of the outputs to the `Volume` socket on the `World Output` node.\n5. You will noticed that in the viewport you can see the `Magic Texture` is projecting light onto objects in the scene, but you can't see the `Magic Texture` directly.\n6. Place a `Color Ramp` node between the `Magic Texture` and the `World Output` nodes. Now you can see the `Magic Texture` in the viewport.\n\nAnother test:\n1. Create a scene in Cycles.\n2. Change to the rendered viewport.\n3. Open a shader editor and change to the `World` shader and delete the `Background` node.\n4. Add a `Noise Texture` node and connect an output to the `Volume` socket on the `World Output` node.\n5. Notice that you can see the impact the `Noise Texture` is having on the scene, but you can't see the `Noise Texture`\n6. Place a `Color Ramp` between the `Noise Texture` and the `World Output` nodes. You still can't see the `Nosie Texture` in the scene.\n7. Place a `Volume Scatter` node in the `World Shader`, connecting the output to the `Volume` socket on the `World Output` node and connect the output of the `Color Ramp` node to the `Density` input of the `Volume Scatter` node. You can now see the noise texture in the volume if you have a light in your scene.\n8. Select the left most handle (the handle that is black) in the `Color Ramp` node and drag it closer to the position `0.5`. You will see the results you expect until you reach the position `0.5` where the volume will seem to disappear from your scene. Yet when you look at objects in the scene, the light reaching them is still affected by a volume shader you can't see.\n\nHere's a video demonstrating this:\n[Volumetrics not visibile in viewport in certain sitautions.mp4](Volumetrics_not_visibile_in_viewport_in_certain_sitautions.mp4)", "Apply scale normal flipping\nThe apply transforms operator in blender can apply negative scaling to an object.\nHowever there is two ways to do this. If you scale your model with a negative\nvalue in editmode, you get flipped normals. This is because the vertex order in the\nfaces is preserved and that is what determines the normal. In object mode however,\nthere is a flag in the render engines to flip the normals back, if they are flipped due\nto negative scale. This inconsistency creates the problem with the apply transforms\noperator. The following image shows on top the behavior in editmode and at the\nbottom the behavior in object mode.\n\n![Screenshot_20221104_120536.png](Screenshot_20221104_120536.png)\n\nOf course both behaviors have their reasoning to exist.\n\nOne reason for the rendering flag to exist is, that instances of the same object can\nbe mirrored without causing normal problems. Obviously there is no other solution\nto that, since the underlying mesh is the same for all instances, so the render engine\nhas to handle negative scales.\n\nOn the other hand, in editmode you don't want to change the loop order for all your faces\nif you are just scaling. It makes much more sense for editmode scaling to just change\nvertex coordinates. That means you need to fix the normals manually.\n\n\nThe apply operator can only be called in object mode. From object mode the current\nbehaviour looks as if it was flipping the normals. Actually it is just applying the\ntransform \"in editmode\", which looses the negative scale information for rendering.\nThis looks like a bug to some users and is confusing for new users. Users have actually\nrequested this to be changed:\n\n4Zdbbc/\n\nI also heard this request on the BCON22.\n\nHowever the question arises, do we add another option or do we just always flip the\nnormals to make it consistent with rendering? Another question is what happens to\naddons which are using this operator if the operator gets changed in this way?\nHow many addons are actually using apply scale on negatively scaled objects?\nDo those addons fix the normals by flipping them manually?\n\nThere is already a patch available to add this normal flipping without an option:\n\nD16382", "View zoom (scale mode in particular) doesn't work well when dragging horizontally, or crossing the middle of the screen\nBroken: 2.79, 2.80, 2.81 HEAD (8c9e6f123a2).\nWorked: ?\n\nNavigation Mode Scale Is Broken - it should never be calculated from the vector zero.\n\n- Set Blender Navigation to Scale\n- Try to press Alt + click and drag in viewport to make it zooming (or click and hold the \"zoom\" icon in the viewport).\n- Try to cross the mouse arrow in the vector zero (i.e., cross the mouse around the middle of the viewport).\n- As you can see the tool start to work weirdly inverting the zooming as soon you cross the scene vector zero.\n\nNote: The other zoom modes (e.g., dolly) also present a strange behaviour when zooming horizontally. But the zoom seems to reset when going over the origin regardless of the mouse direction.\n", "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", "Texture UV/Image Editor coordinates slightly inaccurate\n**System**\nGentoo with old Advanced Micro Devices, Inc. [AMD/ATI] RV710 [Radeon HD 4350/4550]\n\nSlightly broken: media-gfx/blender-2.79b-r1\n\nWhen zooming in as much as possible on a texture in the UV/Image Editor, there seems to be a pixel border at y≈235.994 instead of exactly at y=236 like I'd expect.\n\nAssuming the error was due to 32-bit floating-point rounding, the border coordinates should have at least 2 more digits of precision.\n\n![blenderuv.png](blenderuv.png)", "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", "Suzanne (monkey) UV map is not symmetrical and has bad stretching around the beginning of the ear\nOperating system: Windows-10-10.0.16299-SP0 64 Bits\nGraphics card: NVIDIA GeForce 940MX/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.11\n\nBroken: has never worked as expected\nWorked: never worked, looking at the original task for default uv map for monkey primitive, it's wrong there also.\nT47488\n\nThe current UV map for the monkey default model is not symmetrical and has bad stretching around the beginning of the ear. \n\nNot symmetrical\n![bad uv monkey.png](bad_uv_monkey.png)\n![bad uv monkey2.png](bad_uv_monkey2.png)\n\nBad stretching\n![Bad stretching.png](Bad_stretching.png)\nExpected result\n![Expected result.png](Expected_result.png)\n\nThis also effects the way monkey was uv unwrapped since the uv islands cannot be unfolded correctly in a straight and symmetrical line due to the seams being misplaced.\ncurrent\n![current.png](current.png)\nexpected\n![Expected.png](Expected.png)\nexpected result .blend\n[Fix_Monkey_UVMap.blend](Fix_Monkey_UVMap.blend)\nmade a quick proposal for an improved version also for the eyes, currently they are rotated in a way which makes it bad for texturing since the margins are so thin in some places that the texturer can bleed over due to midmaping in some rare cases, this version fixes it. Also looks nicer. \n![improve.png](improve.png)\n[Improved_Monkey_UVMap.blend](Improved_Monkey_UVMap.blend)\nshift a, add mesh, monkey\n![shift a, add mesh, monkey.png](shift_a__add_mesh__monkey.png)\nenter edit mode and select all uvs in uv editor, UV, seams from islands\n![enter edit mode and select all uvs in uv editor, UV, seams from islands.png](enter_edit_mode_and_select_all_uvs_in_uv_editor__UV__seams_from_islands.png)\nAdd uv cheacker grid and look closely at where the ears start and notice that the seams are not symmetrical and some bad stretching around the beginning of the ear. \n\nbug .blend:\n[Suzanne (monkey) UV map Bug.blend](Suzanne__monkey__UV_map_Bug.blend)\nexpected result .blend:\n[Fix_Monkey_UVMap.blend](Fix_Monkey_UVMap.blend)\nimproved version .blend\n[Improved_Monkey_UVMap.blend](Improved_Monkey_UVMap.blend)\n" ]
[ "macos blender 3.x voronoi and wave scale seems wrong\nOperating system: 10.15.7\nGraphics card: AMD RX 580, but using CPU not gpu\n\n3.0,3.1,3.2, 3.2.1\n\nWhen I follow a youtube tutorials for procedural materials the voronoi and wave scale is almost always is different by 3x\nI did a bark tutorial at about 7min you can see they use scale 8, but I have to enter scale 24 to match.\nwatch?v=6ECeHoATa74\nthe size increases when I connect the texture coordinate object/map to the vector of the voronoi or wave texture.\nthis tutorial watch?v=p2kBslArMBg\nthe first of the three I can match exactly. note that the first material does not have a texture coordinate connected to the voronoi texture.\nmaterial two and three do have the texture coordinate connected to the voronoi and I have to multiple the scale by 3 to get the same result as the tutorial.\n\nOther tutorials for procedural material are the same.\n\nattached .blend file that matches at 7min of the bark tutorial. but I have to set scale on voronoi to 24 instead of 8.\n[Mat-bark.blend](Mat-bark.blend)\n![bark-tut.png](bark-tut.png)\nadd a voronoi texture. set to match tutorial. once connected to texture coordinate object to vector the size increases.\n\nthere seems to be a bug in connecting the texture coordinate object to voronoi or wave textures and other math items too." ]
Crash when trying to save and image Operating system: Windows 10 Graphics card: GTX 1060 Broken: (example: 2.80, 5a144c797a3b ) Blender crashs hen you saving image file from image viewer. (watch video below). [ice_video_20190423-183201.webm](ice_video_20190423-183201.webm)
[ "Pack UV's crashes blender\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.23\n\nBroken: version: 3.6.0\n\nwith all uv's selected, using \"pack uv's\" crashes blender\n\nopen provided file. Go in edit mode. Select all\nin uv editor go UV > Pack UV\n\nBlender crashes\n\n", "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", "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)", "Ctest: Crash in cycles_image_colorspace_cpu\nOperating system: Windows\nGraphics card: Irrelevant\n\nBroken: current master (c32c6a5f85) \nWorked: Unknown\n\n\nDuring testing of [D10212: Cmake/deps: Update OSL to 1.11.10.0](D10212) I noticed a single test failing... once... by repeating the test over and over I got it to misbehave once every 5-45 minutes , so... that's not gonna be super fun to track down.\n\nI attached 3 stack traces which all point to the same location, a null check there just mask the issue, personally I'd take a crash over a random bad frame being output. \n\n\n`ctest -C Release -VV -R cycles_image_colorspace_cpu --repeat-until-fail 9999 -O Fail.log`\n\n\n[image_non_color.crash.txt](image_non_color.crash.txt)\n\n[image_log_osl.crash.txt](image_log_osl.crash.txt)\n\n[image_alpha_blend.crash.txt](image_alpha_blend.crash.txt)\n\nI mentioned this on chat earlier today, but tracking ticket is probably nicer cc: @brecht ", "Crash 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", "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)", "Blender sometimes crashes when loading a file with unregistered nodes\nOperating system: Windows 10 64 Bit\nGraphics card: Nvidia Geforce GTX 750 Ti\n\nBroken: 2.83.7 release\n\nSometimes when opening a file with unregistered custom nodes, Blender will crash with an `EXCEPTION_ACCESS_VIOLATION` error.\n\n**Stack trace from Visual Studio:**\n```\nblender.exe!node_free_node(bNodeTree * ntree, bNode * node) Zeile 2033\n\tunter C:\\blender-git\\blender\\source\\blender\\blenkernel\\intern\\node.c (2033)\nblender.exe!ntree_free_data(ID * id) Zeile 227\n\tunter C:\\blender-git\\blender\\source\\blender\\blenkernel\\intern\\node.c (227)\nblender.exe!BKE_libblock_free_datablock(ID * id, const int UNUSED_flag) Zeile 136\n\tunter C:\\blender-git\\blender\\source\\blender\\blenkernel\\intern\\lib_id_delete.c (136)\nblender.exe!DEG::deg_free_copy_on_write_datablock(ID * id_cow) Zeile 1073\n\tunter C:\\blender-git\\blender\\source\\blender\\depsgraph\\intern\\eval\\deg_eval_copy_on_write.cc (1073)\nblender.exe!DEG::deg_update_copy_on_write_datablock(const DEG::Depsgraph * depsgraph, const DEG::IDNode * id_node) Zeile 952\n\tunter C:\\blender-git\\blender\\source\\blender\\depsgraph\\intern\\eval\\deg_eval_copy_on_write.cc (952)\nblender.exe!DEG::deg_evaluate_copy_on_write(Depsgraph * graph, const DEG::IDNode * id_node) Zeile 1088\n\tunter C:\\blender-git\\blender\\source\\blender\\depsgraph\\intern\\eval\\deg_eval_copy_on_write.cc (1088)\nblender.exe!std::invoke<void (__cdecl*&)(Depsgraph *,DEG::IDNode const *),Depsgraph *,DEG::IDNode * &>(void(*)(Depsgraph *, const DEG::IDNode *) & _Obj, Depsgraph * && _Arg1, DEG::IDNode * & <_Args2_0>) Zeile 1626\n\tunter A:\\Programs\\Microsoft Visual Studio\\2019\\Community\\VC\\Tools\\MSVC\\14.27.29110\\include\\type_traits (1626)\nblender.exe!std::_Invoker_ret<std::_Unforced,0>::_Call<void (__cdecl*&)(Depsgraph *,DEG::IDNode const *),Depsgraph *,DEG::IDNode * &>(void(*)(Depsgraph *, const DEG::IDNode *) & <_Vals_0>, Depsgraph * && <_Vals_1>, DEG::IDNode * & <_Vals_2>) Zeile 1658\n\tunter A:\\Programs\\Microsoft Visual Studio\\2019\\Community\\VC\\Tools\\MSVC\\14.27.29110\\include\\type_traits (1658)\nblender.exe!std::_Call_binder<std::_Unforced,0,1,void (__cdecl*)(Depsgraph *,DEG::IDNode const *),std::tuple<std::_Ph<1>,DEG::IDNode *>,std::tuple<Depsgraph * &&>>(std::_Invoker_ret<std::_Unforced,0> __formal, std::integer_sequence<unsigned __int64,0,1> __formal, void(*)(Depsgraph *, const DEG::IDNode *) & _Obj, std::tuple<std::_Ph<1>,DEG::IDNode *> & _Tpl, std::tuple<Depsgraph * &&> && _Ut) Zeile 1388\n\tunter A:\\Programs\\Microsoft Visual Studio\\2019\\Community\\VC\\Tools\\MSVC\\14.27.29110\\include\\functional (1388)\nblender.exe!std::_Binder<std::_Unforced,void (__cdecl&)(Depsgraph *,DEG::IDNode const *),std::_Ph<1> const &,DEG::IDNode * &>::operator()<Depsgraph *>(Depsgraph * && <_Unbargs_0>) Zeile 1427\n\tunter A:\\Programs\\Microsoft Visual Studio\\2019\\Community\\VC\\Tools\\MSVC\\14.27.29110\\include\\functional (1427)\nblender.exe!std::invoke<std::_Binder<std::_Unforced,void (__cdecl&)(Depsgraph *,DEG::IDNode const *),std::_Ph<1> const &,DEG::IDNode * &> &,Depsgraph *>(std::_Binder<std::_Unforced,void (__cdecl&)(Depsgraph *,DEG::IDNode const *),std::_Ph<1> const &,DEG::IDNode * &> & _Obj, Depsgraph * && _Arg1) Zeile 1626\n\tunter A:\\Programs\\Microsoft Visual Studio\\2019\\Community\\VC\\Tools\\MSVC\\14.27.29110\\include\\type_traits (1626)\nblender.exe!std::_Invoker_ret<void,1>::_Call<std::_Binder<std::_Unforced,void (__cdecl&)(Depsgraph *,DEG::IDNode const *),std::_Ph<1> const &,DEG::IDNode * &> &,Depsgraph *>(std::_Binder<std::_Unforced,void (__cdecl&)(Depsgraph *,DEG::IDNode const *),std::_Ph<1> const &,DEG::IDNode * &> & <_Vals_0>, Depsgraph * && <_Vals_1>) Zeile 1641\n\tunter A:\\Programs\\Microsoft Visual Studio\\2019\\Community\\VC\\Tools\\MSVC\\14.27.29110\\include\\type_traits (1641)\nblender.exe!std::_Func_impl_no_alloc<std::_Binder<std::_Unforced,void (__cdecl&)(Depsgraph *,DEG::IDNode const *),std::_Ph<1> const &,DEG::IDNode * &>,void,Depsgraph *>::_Do_call(Depsgraph * && <_Args_0>) Zeile 904\n\tunter A:\\Programs\\Microsoft Visual Studio\\2019\\Community\\VC\\Tools\\MSVC\\14.27.29110\\include\\functional (904)\nblender.exe!std::_Func_class<void,Depsgraph *>::operator()(Depsgraph * <_Args_0>) Zeile 952\n\tunter A:\\Programs\\Microsoft Visual Studio\\2019\\Community\\VC\\Tools\\MSVC\\14.27.29110\\include\\functional (952)\nblender.exe!DEG::`anonymous namespace'::evaluate_node(const DEG::`anonymous-namespace'::DepsgraphEvalState * state, DEG::OperationNode * operation_node) Zeile 117\n\tunter C:\\blender-git\\blender\\source\\blender\\depsgraph\\intern\\eval\\deg_eval.cc (117)\nblender.exe!DEG::`anonymous namespace'::deg_task_run_func(TaskPool * pool, void * taskdata, int thread_id) Zeile 129\n\tunter C:\\blender-git\\blender\\source\\blender\\depsgraph\\intern\\eval\\deg_eval.cc (129)\nblender.exe!BLI_task_pool_work_and_wait(TaskPool * pool) Zeile 939\n\tunter C:\\blender-git\\blender\\source\\blender\\blenlib\\intern\\task_pool.cc (939)\nblender.exe!BLI_task_pool_work_wait_and_reset(TaskPool * pool) Zeile 970\n\tunter C:\\blender-git\\blender\\source\\blender\\blenlib\\intern\\task_pool.cc (970)\nblender.exe!DEG::deg_evaluate_on_refresh(DEG::Depsgraph * graph) Zeile 403\n\tunter C:\\blender-git\\blender\\source\\blender\\depsgraph\\intern\\eval\\deg_eval.cc (403)\nblender.exe!DEG_evaluate_on_refresh(Main * bmain, Depsgraph * graph) Zeile 65\n\tunter C:\\blender-git\\blender\\source\\blender\\depsgraph\\intern\\depsgraph_eval.cc (65)\nblender.exe!scene_graph_update_tagged(Depsgraph * depsgraph, Main * bmain, bool only_if_tagged) Zeile 1329\n\tunter C:\\blender-git\\blender\\source\\blender\\blenkernel\\intern\\scene.c (1329)\nblender.exe!BKE_scene_graph_update_tagged(Depsgraph * depsgraph, Main * bmain) Zeile 1367\n\tunter C:\\blender-git\\blender\\source\\blender\\blenkernel\\intern\\scene.c (1367)\nblender.exe!wm_event_do_depsgraph(bContext * C, bool is_after_open_file) Zeile 360\n\tunter C:\\blender-git\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.c (360)\nblender.exe!wm_event_do_refresh_wm_and_depsgraph(bContext * C) Zeile 387\n\tunter C:\\blender-git\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.c (387)\nblender.exe!wm_event_do_notifiers(bContext * C) Zeile 552\n\tunter C:\\blender-git\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.c (552)\nblender.exe!WM_main(bContext * C) Zeile 456\n\tunter C:\\blender-git\\blender\\source\\blender\\windowmanager\\intern\\wm.c (456)\nblender.exe!main(int argc, const unsigned char * * UNUSED_argv_c) Zeile 530\n\tunter C:\\blender-git\\blender\\source\\creator\\creator.c (530)\nblender.exe!invoke_main() Zeile 79\n\tunter D:\\agent\\_work\\9\\s\\src\\vctools\\crt\\vcstartup\\src\\startup\\exe_common.inl (79)\nblender.exe!__scrt_common_main_seh() Zeile 288\n\tunter D:\\agent\\_work\\9\\s\\src\\vctools\\crt\\vcstartup\\src\\startup\\exe_common.inl (288)\nblender.exe!__scrt_common_main() Zeile 331\n\tunter D:\\agent\\_work\\9\\s\\src\\vctools\\crt\\vcstartup\\src\\startup\\exe_common.inl (331)\nblender.exe!mainCRTStartup() Zeile 17\n\tunter D:\\agent\\_work\\9\\s\\src\\vctools\\crt\\vcstartup\\src\\startup\\exe_main.cpp (17)\nkernel32.dll!00007ffca1667bd4()\nntdll.dll!00007ffca1e0ce51()\n```\n\nThe exception in line 2033 of node.c says that there is an access violation when reading at position `0xFFFFFFFFFFFFFFFF`. `node->typeinfo` does exist (is not null), but `freefunc` (and actually most of the other attributes) point to `0xdddd...`. Because of that, I think that this bug might be caused by a similar issue as described in #72833.\n\nI'm not sure if a core dump helps you, it's quite large (1GB + another GB for the .pdb file) so if you need it I can look for a way to make it available to you. I'm not a C or C++ dev so I don't know what is helpful.\n\n**EDIT**: I think this crash is caused by opening files files with nodes that were registered while the file was originaly saved but not anymore.\n\nIt's a bit complicated because it doesn't happen all the time. The particular file(s) where I observed this issue use nodes from an addon (Armory3D) which supports per-project custom nodes which get registered via a `on_load_post()` handler (so there is a delay between opening the file and registering the nodes). I'm not entirely sure, but it seems like the crash occurs when the nodes are registered again. The crash even occurs when unregistering the nodes before saving the file.\n\nBecause of that complicated setup (addon required + project setup + custom node package) I will go without an example file. If you aren't able to find the cause without one, please tell me so that I can prepare a minimal project setup for you.\n\nThank you very much!\n\n*Original issue*: 1890", "Crash (memory use after free) on freeing RigidBody world\nReproducible with current master, probably there since forever.\n\n# Steps\nWith an ASAN build:\n\n- Open `rigid.anim.blend`\n- Close Blender\n\n[rigid.anim.blend](rigid.anim.blend) \n\n(Case found while working on #86379 (When using \"Append\" rigid body objects + empty constraint, none of its constraints work.))\n", "Crash when run the script code follow\nOperating system: Mac 11.4\nGraphics card: Intel Iris 1536 MB\n\nBroken: 3.0.1(2022-01-26)\n\nBlender crashed when running the script followed in \"Scripting Window\":\n\n```\nimport bpy\n\nfor obj in bpy.data.collections['Bg_objects'].all_objects:\n obj.is_holdout = True\n```\n\nAddressSanitizer error log:\n```lines=20\n==34714==ERROR: AddressSanitizer: heap-use-after-free on address 0x00015d792c38 at pc 0x00010523645c bp 0x00016fdfa1d0 sp 0x00016fdfa1c8\nREAD of size 8 at 0x00015d792c38 thread T0\n - 0 0x105236458 in rna_iterator_listbase_next rna_access.c:4677\n - 1 0x1053cc940 in Collection_all_objects_next rna_collection_gen.c:209\n - 2 0x105234920 in RNA_property_collection_next rna_access.c:3690\n - 3 0x105f6c330 in pyrna_prop_collection_iter_next bpy_rna.c:7107\n - 4 0x11366ad40 in _PyEval_EvalFrameDefault ceval.c:4001\n - 5 0x113664fe0 in _PyEval_Vector ceval.c:5065\n - 6 0x113664f38 in PyEval_EvalCode ceval.c:1134\n - 7 0x105f1812c in python_script_exec bpy_interface_run.c:121\n - 8 0x105f18d5c in BPY_run_text bpy_interface_run.c:216\n - 9 0x10a275444 in text_run_script text_ops.c:773\n - 10 0x10a275284 in text_run_script_exec text_ops.c:812\n - 11 0x103035044 in wm_operator_invoke wm_event_system.c:1335\n - 12 0x103033cf4 in wm_operator_call_internal wm_event_system.c:1530\n - 13 0x10303ad6c in WM_operator_name_call_ptr wm_event_system.c:1577\n - 14 0x10303b978 in WM_operator_name_call_ptr_with_depends_on_cursor wm_event_system.c:1765\n - 15 0x109722ff8 in ui_apply_but_funcs_after interface_handlers.c:1008\n - 16 0x10971b1d4 in ui_handler_region_menu interface_handlers.c:11383\n - 17 0x10304ab2c in wm_handler_ui_call wm_event_system.c:698\n - 18 0x103047864 in wm_handlers_do_intern wm_event_system.c:3025\n - 19 0x1030426f4 in wm_handlers_do wm_event_system.c:3145\n - 20 0x1030406f0 in wm_event_do_handlers wm_event_system.c:3675\n - 21 0x1030043ec in WM_main wm.c:623\n - 22 0x10000ba94 in main creator.c:544\n - 23 0x1454710f0 in start+0x204 (dyld:arm64e+0x50f0)\n\n0x00015d792c38 is located 8 bytes inside of 80-byte region [0x00015d792c30,0x00015d792c80)\nfreed by thread T0 here:\n - 0 0x145a890f0 in wrap_free+0x98 (libclang_rt.asan_osx_dynamic.dylib:arm64e+0x3d0f0)\n - 1 0x1151b28e8 in MEM_lockfree_freeN mallocn_lockfree_impl.c:116\n - 2 0x114b67940 in BLI_freelistN listbase.c:463\n - 3 0x1003acbf8 in collection_object_cache_free collection.c:816\n - 4 0x1003aca74 in BKE_collection_object_cache_free collection.c:826\n - 5 0x100e4b080 in BKE_main_collection_sync_remap layer.c:1366\n - 6 0x1059bcf0c in rna_Object_hide_update rna_object.c:370\n - 7 0x105257fa8 in rna_property_update rna_access.c:2069\n - 8 0x105257bac in RNA_property_update rna_access.c:2138\n - 9 0x105f50268 in pyrna_py_to_prop bpy_rna.c:2083\n - 10 0x105f54308 in pyrna_struct_setattro bpy_rna.c:4453\n - 11 0x1135de558 in PyObject_SetAttr object.c\n - 12 0x113667dd0 in _PyEval_EvalFrameDefault ceval.c:2850\n - 13 0x113664fe0 in _PyEval_Vector ceval.c:5065\n - 14 0x113664f38 in PyEval_EvalCode ceval.c:1134\n - 15 0x105f1812c in python_script_exec bpy_interface_run.c:121\n - 16 0x105f18d5c in BPY_run_text bpy_interface_run.c:216\n - 17 0x10a275444 in text_run_script text_ops.c:773\n - 18 0x10a275284 in text_run_script_exec text_ops.c:812\n - 19 0x103035044 in wm_operator_invoke wm_event_system.c:1335\n - 20 0x103033cf4 in wm_operator_call_internal wm_event_system.c:1530\n - 21 0x10303ad6c in WM_operator_name_call_ptr wm_event_system.c:1577\n - 22 0x10303b978 in WM_operator_name_call_ptr_with_depends_on_cursor wm_event_system.c:1765\n - 23 0x109722ff8 in ui_apply_but_funcs_after interface_handlers.c:1008\n - 24 0x10971b1d4 in ui_handler_region_menu interface_handlers.c:11383\n - 25 0x10304ab2c in wm_handler_ui_call wm_event_system.c:698\n - 26 0x103047864 in wm_handlers_do_intern wm_event_system.c:3025\n - 27 0x1030426f4 in wm_handlers_do wm_event_system.c:3145\n - 28 0x1030406f0 in wm_event_do_handlers wm_event_system.c:3675\n - 29 0x1030043ec in WM_main wm.c:623\n\npreviously allocated by thread T0 here:\n - 0 0x145a89380 in wrap_calloc+0x9c (libclang_rt.asan_osx_dynamic.dylib:arm64e+0x3d380)\n - 1 0x1151b13b8 in MEM_lockfree_callocN mallocn_lockfree_impl.c:222\n - 2 0x1003b5754 in collection_object_cache_fill collection.c:754\n - 3 0x1003b5d20 in collection_object_cache_fill collection.c:775\n - 4 0x1003b53b0 in BKE_collection_object_cache_get collection.c:786\n - 5 0x1053cc5d8 in rna_Collection_all_objects_begin rna_collection.c:54\n - 6 0x1053cc2d0 in Collection_all_objects_begin rna_collection_gen.c:200\n - 7 0x105233a88 in RNA_property_collection_begin rna_access.c:3674\n - 8 0x105f6c158 in pyrna_prop_collection_iter_CreatePyObject bpy_rna.c:7076\n - 9 0x105f67ef0 in pyrna_prop_collection_iter bpy_rna.c:7083\n - 10 0x11357f400 in PyObject_GetIter abstract.c:2813\n - 11 0x11366ac34 in _PyEval_EvalFrameDefault ceval.c:3958\n - 12 0x113664fe0 in _PyEval_Vector ceval.c:5065\n - 13 0x113664f38 in PyEval_EvalCode ceval.c:1134\n - 14 0x105f1812c in python_script_exec bpy_interface_run.c:121\n - 15 0x105f18d5c in BPY_run_text bpy_interface_run.c:216\n - 16 0x10a275444 in text_run_script text_ops.c:773\n - 17 0x10a275284 in text_run_script_exec text_ops.c:812\n - 18 0x103035044 in wm_operator_invoke wm_event_system.c:1335\n - 19 0x103033cf4 in wm_operator_call_internal wm_event_system.c:1530\n - 20 0x10303ad6c in WM_operator_name_call_ptr wm_event_system.c:1577\n - 21 0x10303b978 in WM_operator_name_call_ptr_with_depends_on_cursor wm_event_system.c:1765\n - 22 0x109722ff8 in ui_apply_but_funcs_after interface_handlers.c:1008\n - 23 0x10971b1d4 in ui_handler_region_menu interface_handlers.c:11383\n - 24 0x10304ab2c in wm_handler_ui_call wm_event_system.c:698\n - 25 0x103047864 in wm_handlers_do_intern wm_event_system.c:3025\n - 26 0x1030426f4 in wm_handlers_do wm_event_system.c:3145\n - 27 0x1030406f0 in wm_event_do_handlers wm_event_system.c:3675\n - 28 0x1030043ec in WM_main wm.c:623\n - 29 0x10000ba94 in main creator.c:544\n```\n\n- Open attached file\n- Go to Scripting workspace\n- Run the above script\n[bug.zip](bug.zip)", "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 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", "render differs from PNG and freezes (Blender portable, Windows 10)\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 660/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nPortable \nBroken: version: 3.0.1\n\nafter unchecking \"copy\" and saving the render as PNG, the image look different.\n![image.png](image.png)\nBefore save to PNG / After\n![image.png](image.png)\n\nThe video of reproduce steps: [google drive ](view?usp=sharing)\nBut should the program behave like this? Maybe the problem is only in my system?\n\nSuch a problem (image look different) was mentioned in one [lesson ](watch?v=mCZIzjr8Y_M&t=575s). Unfortunately, the video is in Russian (can enable subtitles with machine translation)\n\n - `File → New → General`\n - `Render → Render Image`\n - `Image → Save as...`\n - unchek the box `Copy`\n # `Save As Image` button\n\nImage will suddenly look lighter in Blender", "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)", "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 on forcing laptop to sleep when rendering animation\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.78\nCpu AMD Ryzen 7 4800h\n\nBroken: version: 3.3.1\nWorked: Maybe never? (able to reproduce in 2.83)\n\nblender crash when I wake up my laptop , I lost my unsaved file\n\n- Open .blend file\n- Start render animation\n- Force laptop to sleep {nav Start -> Power -> Sleep}\n[test1.blend](test1.blend)\n[test1.crash.txt](test1.crash.txt)\n[blender_debug_output.txt](blender_debug_output.txt)\n" ]
[ "Saving images closes Blender\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.67\n\n\nBroken: version: 2.80 (sub 58)\nWorked: last build from buildbot (which is almost a week old now)\n\n\nAs soon as I save an image from the image editor Blender crashes / closes\n\n- Open Blender\n- Press F11 to switch to an image editor\n- Click on \"Create new image\" and create any type of image (doesn't matter if it's just blank or a UV grid)\n- Save this image\n- Crash\n\n" ]
Joystick sensor broken. **Duplicates**: #28014 %%%I have been unable to get any imput from the joystick sensor in 2.58a. It was working in 2.57a but now appears broken. Tested on Win32. XP sp3. I haven included a file as it is so easy to test. Also tested with a recent trunk build 38440.%%%
[ "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", "'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", "Pie menu breaks if spawned near window edge\nPie menus are sort of \"clamped\" in that if they are spawned closer to the window edge than their spread radius (UserPreferencesView.pie_menu_radius), instead of spawning partly offscreen, instead they will spawn stuck to the edge and will automatically validate the menu item that's in that direction. To make it clearer, here is a capture.\n\n![piemenuclamp.gif](piemenuclamp.gif)\n\nThis is a problem because pies can hardly be spawned in cramped workspaces - for instance inside a graph editor occupying the lower third of a standard 16:9 monitor, unless the radius is set super small.\nThis happens on Windows.", "Segfault on unregistering operator/menu with open props dialog.\nOperating system: Linux\nGraphics card: Intel\n\nBroken: 2.92, 2.93\n\n\nWhen an operator currently has a `wm.props_dialog_(self)` open, unregistering it will cause a segfault.\n\nThis only seems to happen reliably when the module it's from has at least one `bpy.types.Menu` subclass that's also been registered.\n\nThe displayed values of property fields in the dialog will sometimes flicker and switch values with each other for a split second before the segfault.\n\n\n[InvokeSegfault.blend](InvokeSegfault.blend)\n\n1. Open the attached file.\n\n2. Invoke the operator from the 3DView toolbar.\n\n3. Use a system hotkey (E.G. `ALT`+`TAB`) to switch to the window with the text editor space while leaving the props dialog open.\n\n4. Run the script again from the text editor window.", "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", "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)", "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", "Fly and walk navigation in AZERTY issues\nOperating system: windows 10\nGraphics card: rtx 3060\n\nBroken: Blender 3.6.1 (Steam)\n\n\nHello,\nIm on a AZERTY keyboard and the problem is that when i change my movements keybinds for fly (or walk) navigation it keeps repeating the action (even if i unpress the key) for the binds that i changed. For exemple i changed \"forward\" key by Z and when i press Z the camera will keep going forward forever.\n\n- Go in the View 3d fly (or walk) modal keymap settings\n- In \"Forward\" replace W by Z, \"Left\" Q by A, \"Down\" A by Q, \"Z axis correction\" Z by W\n- Go in fly (or walk) navigation mode\n- Try to move with ZQSD, A and E\n- Then when you press S,D or E it will work normaly but if you press Z, Q or A and release the key it will keep going in that direction exept if you press the opposit direction key (S for Z, D for Q, E for A)\n\nThanks for paying attention, lov u <3\n\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", "The viewport lock modes are super glitch (in general) with zooms and centering\nOperating system: Windows 10\n\n\nBroken: blender-3.0.0-alpha+master.eae4e2251839-windows.amd64-release\n\n\n\nThe viewport lock modes like 3d cursor or object locking is super glitchy in general which creates a disorienting experience. The main issue is sudden jumps in zooms also sometimes the center or rotation becomes jumpy as well. Some jumps in the video is worse than the others. Bear in mind that I am not zooming intentionally when there is a sudden jump.\n\nThis gets even worse in different scene scales and scene layouts. Here I am demonstrating it only with the cursor but this erratic behavior happens with object locking too. This becomes even worse with a Wacom tablet since it is harder to keep the pen movement as static as the mouse while zooming.\n\n\n- Load the attached .blend file\n- Make sure the viewlock is set to the cursor, and have similar preferences as shown in the pictures\n- Try repositioning the cursor, just move the cursor to different objects.\n- Move the cursor to the surface of another object then try ctrl+single middle click to activate the zoom\n\n![image.png](image.png)\n\n![image.png](image.png)\n\n![image.png](image.png)\n\nTest File:\n[glitchy_lock_modes_28082021_2053_04.blend](glitchy_lock_modes_28082021_2053_04.blend)\n\n[A7ysxb6GVc.mp4](A7ysxb6GVc.mp4)", "Dead Keys failing (accented letters, double strokes)\nOperating system: Windows 10 X64 Enterprise\nGraphics card: Nvidia RTX 2070 MaxQ\n\nBroken: 2.73, 2.91.0\nWorked: Never\n\nIn a text editor window, using Unicode national characters (Greek in my case), there are accented vowels that register with two keys from the keyboard (eg: ά, έ, ό … etc).\nIf I type the 2 key sequence fast, the accent is missed, slower works. Is this a delay that can be set in Blender, or an interpreter lag that cannot be adjusted?\nActually I think it happens everywhere (not only text editor), but it’s especially nagging problem in a text window, where I may type whole paragraphs and almost each word has an accent.\n\n- In the text editor, press and hold the dead key\n- without releasing the dead key, press the key to be transformed. (this will fail)\n\nIf you release the dead key before pressing the key to be changed, it will work normally.", "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)", "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)", "weird viewport visual glitch\nOperating system: Windows 11 64 bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti Gaming X Trio\n\nBroken: version: 3.3.1\nWorked: cant bother sorry\n\nits like the position of the viewport has an offset relative to the orientation of the camera, and the viewport has a set size and cant change.\n\nfirst go to the layout workspace and have an animation playing (must have an animation playing for the bug to happen), then create a new viewport by sliding it like im doing in the video. then change the viewport into rendering mode like im doing in the video and when you resize the viewport, it has a set size and cant be changed and the position of all parts have an offset according to the position and orientation of the camera.\n\n", "Viewport display broken for fire- solid and rendered mode (Cycles & Eevee)\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.86\n\nBroken: version: 2.83 (sub 0)\nWorked: (optional)\n\n[Fire seems to get 'stuck' in the viewport (as in it does not disappear), it does however behave correctly when F12 rendered.\nThis happens in 2.83Alpha and 2.82Beta (both downloaded as of today, approx 16:00 Sydney time 15 Jan 2020)]\n\n[Bake the attached and observe.\nhere's what it looks like-\n[ViewportFire_2-82+2-83.mp4](ViewportFire_2-82_2-83.mp4)\n\nIt works Ok when F12 rendered as seen here-\n[Fire26Nov20190001-0050.mp4](Fire26Nov20190001-0050.mp4)\nI couldn't be bothered to render out the clip in Cycles but stills show the error is only in the viewport-\n![ViewportfireBroken.JPG](ViewportfireBroken.JPG)\n\nHere's the .blend-\n[Fire2.83A.blend](Fire2.83A.blend)\n\nThis works properly in the 26November2019 build, here's what that looks like-\n{[F8279386](ViewportFireMantaflow_26-11-19Build.mp4)}]\n\n" ]
[ "Joystick sensor not working\n%%%Since Blender 2.58.1 r38019 all joystick sensor (Axis, Singel Axis, Hat, Button) are not working.\nIn Blender 2.58.0 r37702 the sensor are working.\n\nWindwos XP 32Bit. %%%" ]
Drag options doesn't have any effect on Annotation Tool Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.59 Broken: version: 3.0.0 Alpha Drag options doesn't have any effect on Annotation Tool {[F11088417](drag_anno.gif), size=full} With all of the problems in the Drag option vs. tools, I wonder why the patch introducing it, wasn't better tested before it was committed?
[ "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", "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", "Bug when working with the Child Of constraint and the Selection to Cursor command\nBroken: version: 3.0.0 Alpha\nWorked: Never\n\nWhen working with the Child Of constraint the `Select To Cursor` command does not work correctly.\n\n- Open attached file\n- In the 3d View press {key Shift S} and `Select To Cursor`\n[Bug_ChildOf_Selection2Cursor.blend](Bug_ChildOf_Selection2Cursor.blend)\n\n---\n**Original Report:**\nWhen working with the Child Of constraint, it is impossible to use it several times by enabling and disabling the influence of the constraint. \nHe second time the offset is different and the child object jumps away from the desired position. \nIt's hard to put it in the right place. I tried to use a 3D cursor for this, but the Select To Cursor command does not work correctly when working with this the Child Of constraints.", "Measures are referred to as annotation layers but are not deleted when removing the layer.\nBroken: version: 2.83 (sub 0)\n\nUnable to delete measure through annotation layers, only after getting into edit mode on an object the measure annotations dissapears.\n\n- In the default blender scene select the `Measure` tool and create a measure in 3dview.\n- Go to Sidebar(N) -> View -> Annotations and remove `RulerData3D`.\n- Note that the ruler remains in 3dview.\n", "Sculpt: Grid overlay for Grab active point do not work.\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.47\n\nThis seems to be issue only with Nvidia GPUs on windows.\n\nBroken: version: 3.0.0 Alpha\n\n\nGrid overlay for Grab active point do not work.\n[2021-07-18_18-56-46.mp4](2021-07-18_18-56-46.mp4)\n\n\n**Steps to reproduce**\n[#89942.blend](T89942.blend)\n\n- Open file\n- Check if wireframe overlay is drawn under cursor\n\nWhat fixes this is to have any transform gizmo visible while using brush, then it works until Blender is restarted.\n\n\nFrom #92703:\n\n> This was proposed on the blenderartists thread, I have no idea if it works or if it could broke the preview on the AMD cards\n> ![Code.png](Code.png) \n> If you know how to compile you can fix it by erasing ! from the line 1157 : if (!depth_test) {\n> to read like so: if (depth_test) {\n\n\n", "Tweak tool doesn't drag the point\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 516.59\n\nBroken: version: 3.6.0 Beta\n\nThe tweak tool is broken. It doesn't tweak a point.\n![image](attachment)\n\nChhose the Tweak tool and try dragging a point.\n\n", "Stroke overlay when erasing\nOperating system: Win 10\nGraphics card: NVIDIA GeForce GTX 1070 Ti\n\nBroken: (example: 2.80, 66684bdff30f, master, 2019-07-05)\n\n\nThe new alpha overlap stops working, when you erase somethin of that stroke.\n\n \nOpen a new project create a blank stroke object draw something try to erase it", "Node link drag search in shader editor doesn't filter by render engine compatibility\nOperating system: macOS-11.6.2-x86_64-i386-64bit 64 Bits\nGraphics card: Intel Iris OpenGL Engine Intel Inc. 4.1 INTEL-16.5.7\n\nBroken: version: 3.2.0 Alpha\nWorked: I don't think ever. The feature was introduced in 3.1: 11be151d58\n\nOther than the default node search menu ( {nav Add > Search...} ) the link drag search doesn't filter out nodes that are not compatible with the current render engine.\n\n[node-link-drag-search-bug.mp4](node-link-drag-search-bug.mp4)\n\nAs shown in the video:\n- open the default blend scene with factory settings\n- switch to the shader editor\n- add a *Value* or *RGB* node\n- drag from the node's output and release the link on the canvas to activate the link drag search\n- look for the \"Toon BSDF\"\nResult: inputs from the node appear in the search despite the node not being supported by Eevee.\n\nHere's the simple setup from the video.\n[node-drag-link-search-bug.blend](node-drag-link-search-bug.blend)\n\n", "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", "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.", "Sculpt Mode Border Mask Tool Todo\n## Sculpt Mode Border Mask Tool Todo\n * - [x] {icon circle color=red} When this tool is selected, it currently shows the wrong tool settings which affect the brushes, not this tool. These should not be visible when this tool is active.\n * - [ ] {icon circle color=yellow} We should add a tool setting to add/remove the mask as you drag. Currently, the only way to remove from mask, is very hidden: You drag with RMB. This could become more consistent and more discoverable if we added the same Add/Remove buttons as with other Sculpt tools", "Changes the cursor from an arrow to a prohibition sign when working with floating windows.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: all versions\n\nThe bug only affects the visual change of the cursor from an arrow to a prohibition sign. The error occurs when dragging resources from the resource browser, which is a floating window. The functionality is not broken and you can drag resources without any problem, but it is confusing for the user.\n\n1. open the resource browser in a floating window.\n2. drag any asset into the 3d view\n3. drag another asset (the cursor is already changed to a prohibition mark)![Schowek01.jpg](Schowek01.jpg)\n\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", "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", "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" ]
[ "VSE: Tool option Drag options exposed in Annotation & Sample Tool\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.59\n\nBroken: version: 3.0.0 Alpha\n\nDrag options shouldn't be exposed in the Annotation and Sample Tool, as it doesn't make sense to change dragging behaviour in these tools:\n![image.png](image.png)\n\n" ]
Blender closes itself with use of ctrl+shift+z Operating system: Win10 Graphics card: evga rtx 2080TI Broken: v2.83.0 Worked: v2.8 Often when using ctrl+shift+z my program will force close (no indications of a crash, and will ignore asking you to save etc, a similar effect that alt+f4 would have) I see it happen most when I'm using ctrl+shift+z in quick succession, can sometimes happen while switching between ctrl+z and ctrl+shift+z too. It happens at least once a day, often more. Sort of seems to happen more when I'm pressing the keys down each time I redo rather than pressing and holding. Use crtl+shift+z and ctrl+z fast and back and forth in the middle of a project. I've tried to reproduce this myself but I can only ever get it to happen by accident in the middle of a project, I'm assuming there must be something weirdly specific to cause this, I'll update if I ever find any specific cause. Has happened on many different projects, seems to be a global issue, have heard this happening to others too. (sorry if this isn't much help, I've been holding off reporting since I updated to .83 in hopes I'd find an actual cause or solution to help but still no luck :( )
[ "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", "Can't bind shortcut Alt+Numbers 0-9\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68\nKeyboard: UK ISO (tenlesskey) w/ UK Layout\n\nBroken: version: 2.93.4\nBroken: version: 3.0.0 Alpha\nWorked: None (tried 1.8, 2.28, 2.34, 2.58, 2.66, 2.79, 2.80, 2.82)\n\nUnable to use Alt modifier with Numbers 0-9\n\nTry to rebind something (e.g Hide Collections to Alt+Number key).\nThe binds will fail to execute.\n\n{[F10604609](210926_blender_10b48.png), size=full}\n\nBroken:\n• Alt+Numbers 0-9\n• Alt+Numpad Numbers 0-9\n• Using 'Left Alt' as a custom modifier key in the keymap plus Numbers 0-9\n\nWorks:\nAlt+F Keys 1-24 work (unfortunately Alt+F4 is hardcoded to exit blender.exe)\nAlt+Qwerty/Punctuation keys work.. just seems like its Alt+Numbers that fail\n\nThank you for your time and consideration :3", "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", "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", "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", "Sculpting - Switching stroke method with a shortcut causes a freeze\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.84\n\nBroken: version: 3.0.1\n\nWhen using E shortcut in sculpt mode to change stroke method of the brush, there is a ~5-10 second freeze every time.\nHowever, when you do the same thing from the brush UI, the switch is silky smooth. See the video for example\n\n1. Open attached file\n2. Switch to sculpt mode\n3. Do a few strokes, press E - blender will freeze for about 10 seconds\n4. Do a few strokes again, this time change stroke method from UI - no freezes here\n\nVideo:\n[blender_am0pkp0Cwy.mp4](blender_am0pkp0Cwy.mp4)\nExample File:\n[sculptbug.blend](sculptbug.blend)\n\n", "Make saving of `quit.blend` on exit optional\n### Description & Scope of Problem\n\nEvery time Blender quits, when it has something on the undo stack, it will write the current \"undo file\" to `${TEMPDIR}/quit.blend` ([manual](open_save.html#last-session)).\n\nSaving `quit.blend` can take a while when the file is large. While the file is being written, Blender's UI is gray and unresponsive.\n\nThe problem is not pressing, as usually it takes considerably longer to load the files in the first place. I've asked some artists at the Blender Studio and they didn't really consider the delay when quitting Blender a practical issue. Still, it gets somewhat in the way of quickly testing things with various production blend files, so it could be seen as an issue for developers more than for artists.\n\n### Possible Solutions & Impact\n\n**Simplest solution:**\n\nAs a solution we could introduce a user preference \"Save Recovery File\" that is enabled by default. Disabling this option would:\n- Avoid writing `quit.blend`.\n- Remove the \"File ‣ Recover ‣ Last Session\" menu item.\n- Remove the \"Recover Last Session\" button from the splash screen.\n\n**Alternative solution:**\n\nThe \"Recover Last Session\" operator does not poll the filesystem from its poll function. This means that the operator is available even when the file `${TEMPDIR}/quit.blend` does not exist. Changing this, such that the operator is disabled when `quit.blend` does not exists, means that the above solution would not have to remove the recovery operators when \"Save Recovery File\" is disabled. The operators would auto-detect whether a recovery file is available at all.\n\nThe upside of this solution is that it makes the \"Recover Last Session\" operator appear more reliable, as it refuses to work when it knows it cannot do its job. This would be an improvement regardless of the \"Save Recovery File\" status.\n\nThe downside is that an old `quit.blend` might be lingering around after \"Save Recovery File\" has been disabled. This means that it could appear as if you could still recover, but it would load an older file. This could be avoided by removing `quit.blend` when disabling \"Save Recovery File\", but I'm not a big fan of Blender explicitly removing files that are meant to recover from human error.\n\n### Discussion Topics\n\nThis task is meant to discuss the following:\n\n- Do we want to make it possible to quit without writing `quit.blend` at all?\n- If so, which of the solutions is preferred? Or is there another way to deal with this that's even better?\n- Do we want this as a general option, or something that's enabled only when \"Developer Extras\" are enabled?\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", "Eevee crashes when rendering some of the Blender Studio rigs\nOperating system: Windows 10 Home\nGraphics card: Intel(R) HD Graphics 4600\n\nAlso tested on Debian 11 on both GNOME and MATE. It didn't make much of a difference, the GNOME session crashes and takes me back to the login manager meanwhile on MATE the program gets killed after it freezes for too long. I'd say that this is just a difference in the behaviour of the two desktop environments, but I can't say for sure.\n\nAlso asked a friend of mine to test it on their MacBook Pro, they claim to have seen the same results as I have. Just keep in mind that they're busy and I don't have access to their hardware.\n\nTried opening it on multiple versions:\n3.0.1 (stable), 3.5.1 (stable) and 4.0.0 (alpha) with [66d20c8723e6](66d20c8723e6) being the latest commit.\n\n(Windows/Linux/Mac)\nWhen opening it from the list of recent files I see the Blender project being displayed on the screen, but apparently for only one frame then freezes. I can see the prompt that asks for script execution to be enabled, the model itself, the pose library, etc. It just freezes afterwards.\nSame thing happens for when opening it via File -> Open, but I only see the default cube project before the crash.\nGot it from .\n\n1. Run Blender\n2. Open `ellie_animation.blend`\n\nSomething else worth noting is that apparently a group of people on the Blender Artists forums are experiencing the same issue: 1342795\n\n`blender-stdout.txt` and `blender-stderr.txt` were generated like so:\n`C:\\Users\\Mustafa\\blender-4.0.0-alpha+main.66d20c8723e6-windows.amd64-release>blender --factory-startup --debug-all > blender-stdout.txt 2> blender-stderr.txt`\nI've even provided a file (`gdb-blender.txt`) containing the output of interactively debugging blender with the GNU Debuger, in case you'll need it.\nAll debug logs and related files were created on Windows.\n\nThanks in advance! It'd take a miracle to get such a huge open source project going and you're doing a great job, I appreciate your hard work on Blender.\n", "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.", "Segfault pasting stale driver.\nOperating system: Linux\nGraphics card: Intel\n\nBroken: 2.92\n\n\nDrives copied and pasted with significant change in file data in between can trigger segfaults. \n\n```\n# Blender 2.92.0, Commit date: 2021-02-24 16:25, Hash 02948a2cab44\n\n# backtrace\nblender(BLI_system_backtrace+0x34) [0x55dfd70fd084]\nblender(+0xe151bd) [0x55dfd4bd41bd]\n/usr/lib/libc.so.6(+0x3cf80) [0x7f9b26870f80]\nblender(_ZN7blender3deg20DepsgraphNodeBuilder26build_object_data_geometryEP6Objectb+0x170) [0x55dfd7000380]\nblender(_ZN7blender3deg20DepsgraphNodeBuilder17build_object_dataEP6Objectb+0x54) [0x55dfd6ffb4b4]\nblender(_ZN7blender3deg20DepsgraphNodeBuilder12build_objectEiP6ObjectNS0_26eDepsNode_LinkedState_TypeEb+0x1d3) [0x55dfd6ffe2c3]\nblender(_ZN7blender3deg20DepsgraphNodeBuilder22build_driver_variablesEP2IDP6FCurve+0x77) [0x55dfd6ffad87]\nblender(_ZN7blender3deg20DepsgraphNodeBuilder14build_animdataEP2ID+0x1f9) [0x55dfd6ffe8b9]\nblender(_ZN7blender3deg20DepsgraphNodeBuilder12build_objectEiP6ObjectNS0_26eDepsNode_LinkedState_TypeEb+0x228) [0x55dfd6ffe318]\nblender(_ZN7blender3deg20DepsgraphNodeBuilder16build_view_layerEP5SceneP9ViewLayerNS0_26eDepsNode_LinkedState_TypeE+0xb2) [0x55dfd7003892]\nblender(_ZN7blender3deg23AbstractBuilderPipeline16build_step_nodesEv+0x76) [0x55dfd6fea296]\nblender(_ZN7blender3deg23AbstractBuilderPipeline5buildEv+0x42) [0x55dfd6fea4b2]\nblender(DEG_graph_build_from_view_layer+0x33) [0x55dfd6fd24e3]\nblender(+0xef501a) [0x55dfd4cb401a]\nblender(wm_event_do_depsgraph+0xc5) [0x55dfd4f59245]\nblender(wm_event_do_refresh_wm_and_depsgraph+0x92) [0x55dfd4f593b2]\nblender(wm_event_do_notifiers+0x36a) [0x55dfd4f6055a]\nblender(WM_main+0x2b) [0x55dfd4f5532b]\nblender(main+0x367) [0x55dfd4b9da67]\n/usr/lib/libc.so.6(__libc_start_main+0xd5) [0x7f9b2685bb25]\nblender(_start+0x2e) [0x55dfd4bd056e]\n\n# Python backtrace\n```\n\n\n* Add a custom property to the Scene.\n\n* Right click on its value field, and run \"Copy as New Driver\".\n\n* Run `CTRL`+`N` or \"File\" —> \"New\" —> \"General\".\n\n* Right click on any value field, and run \"Paste Driver\".", "Outliner: Alt+disable is work for all selected, but Alt+Enable is not\nBroken: version: 2.82 (sub 6)\nWorked: (optional)\n\n{key Alt LMB} generally enables a feature that repeats the operation on all selected items in the outliner.\nBut that seems to work only if the object is selected in 3d View.\n[2020-01-12_20-44-23.mp4](2020-01-12_20-44-23.mp4)\n\nOpen:\n[untitled4.blend](untitled4.blend)\n- select the three objects (either in 3d view or outliner).\n- {key Alt LMB} click on the icon that disables object in viewports.\n- {key Alt LMB} again to try to enable them all.\nOnly one object is enabled, because the others are not selected in 3dview.\n\n", "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", "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?", "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)" ]
[ "Ctrl + Shift + Z (Will force close the software)\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 760/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 432.00\n\nBroken: version: 2.83.3\n\nCtrl+Shit+Z (Multiple times) causing shutdown\n\nI click Ctrl+Z to go back for example 30 steps, to check some history, when I want to redo, If I click and hold (or click multiple times in a row) CTRL+SHIFT+Z it will crash the software\n" ]
GN: InstanceOnPoints Node Deletes Instance Attribute. Broken: Blender 3.4 After InstanceOnPoints node instances have no "be_instance" attribute. Here is my blend file. [tmp_1.blend](tmp_1.blend) ![image.png](image.png) Open my blend file and see that "be_instance" attribute is lost.
[ "Instanced Metaball Collection Issue\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.61\n\nBroken: version: 3.6.0 Alpha\n\nInstancing metaball collections on vertices + geometry nodes displays some unusual behavior. \n\nIf a sub metaball is moved to another collection, all metaballs stop rendering, but are still shown in the viewport. If the main metaball of the family is moved to another collection, behavior is as expected and it is removed from the instanced collection and renders correctly. \n\n\nBased on attached file: \n1. Take note that Mball.002 has already been placed in \"otherCollection\".\n1. Render: See All Mball's of Geometry nodes disappear. (bugged state).\n2. Move Mball.002 to \"metaballs\" collection.\n3. Render - all is well. (Fixed state).\n\n---\n1. Move \"Mball\" to \"otherCollection\".\n2. Render.\n3. All is well. (correct behavior for moving one item out of the collection).\n\nRenaming the metaballs is not helpful as I still wish for the metaballs to interact, I just wish to instance specific metaballs only within the family.\n\n", "Geometry Node: Mesh Boolean & Attributes domain\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.40\n\nBroken: version: 3.4.0 Alpha\n\n\nIncorrect save behavior of attributes during Mesh Boolean node if they have different domain or points.\nVideo example based on the example file:\n| ![image.png](image.png) | ![image.png](image.png) |\n| -- | -- |\n[2022-10-10 13-54-06.mp4](2022-10-10_13-54-06.mp4)\n\n\n1. Create 2 meshes and attach a named color attribute of a different color to them.\n2. Perform a cut operation between them using the Mesh Boolean node.\n3. Display the color of the attribute in the preview or otherwise.\n\n[test boolean.blend](test_boolean.blend)", "Support all attributes in the non-point cloud attribute list\nSee #87827.\n\n* position\n* UVMaps\n* Vertex groups\n(...)\n\nTechnical design discussion: #88460", "creating a new collection in linked scene (same blend file) causes objects placed in it to dissapear from the outliner in the first scene.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.99\n\nBroken: version: 4.0.0 Alpha\nWorked: unknown\n\nCreating a new collection in linked scene (same blend file) causes objects placed in it to disappear from the outliner in the first scene.\n\n1. Open default blender scene.\n2. Click the new scene button and choose linked copy.\n3. In the new scene, create a new collection and drag the cube into it.\n4. Go back to the first scene.\n5. The cube is gone and the new conllection not listed in the outliner.\n\n", "Nodes: Group input values are lost when ungrouping\nOperating system: Linux-5.15.0-72-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.182.03\n\nBroken: Curent main.\nWorked: Never.\n\nParameters are lost when ungrouping a geometry node NodeGroup\n\nUsing the given blend file with a NodeGroup that displays 2 cubes :\n1. Ungroup the NodeGroup.\n2. Parameter (a translation value) is lost (translation is now zero and the 2 cubes overlap).", "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", "Linked data-block has \"pointer\" property still active\nBroken: version: 3.4.0 Alpha, branch: Unknown, commit date: Unknown Unknown, hash: `rBUnknown`\nWorked: Probably never\n\n\n\n[torus.zip](torus.zip)\n\nOpen torus.blend. It has a linked collection containing the selected object `Torus`.\n\nAs you can see in the image, the \"Object\" rna properties (parent, and the array modifier one) are both active:\n\n{[F13627034](image.png), size=full}\n\nIn fact you can even click on the property to change it (the popup show up, but clicking on it at least doesn't change it):\n\n{[F13627039](image.png), size=full}", "Particle Instance from interpolated children works unexpected\nOperating system: win10 74bit\n\nBroken: 2.8, 2.79b\n\n\"Children\" option works good only with \"Along path\". Otherwise it just duplicates extra geometry where parent particles are located. \n\nOpen file and enable \"Children\" option, see how poly count is changed without visual appearance. Then check both \"Children\" and \"Along Path\" to see the difference.\n[Particle_instance_child.blend](Particle_instance_child.blend)", "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.", "Particle system behaves inconsistently in viewport and render when instance object visibility is disabled\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Quadro [P2200](SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.20\n\nBroken: version: 2.91.0 Beta\nWorked: The behavior was different in 2.80\n\nWhen the instance object of a particle system is disabled in the viewport the particles are also disabled in the viewport. However when the instance object is disabled in render they still appear in the render.\n\n1. Open the default scene.\n2. Create another object (B).\n3. Create a particle system modifier on the default cube (A).\n4. Set Particle Settings to Hair (A).\n5. Set Render -> Render As to \"Object\" (A)\n6. Set the Instance Object to the other object (B).\n7. Disable the object (B) in viewport and render\n8. Render the scene, observe that the object has particles rendered\n[particle_visibility_bug.blend](particle_visibility_bug.blend)\n", "Collada: Lost all instances of collections when exporting from .blend to .dae\n\nOperating system: Ubuntu Mate 19.04 - Linux-5.0.0-13-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: Mesa DRI Intel(R) HD Graphics 400 (Braswell) Intel Open Source Technology Center 4.5 (Core Profile) Mesa 19.0.2\n\n\nBroken: version: 2.80 (sub 57)\nWorked: (optional)\n\n\nLost instances of collections in Collada export\n\nI use the collections instances a lot. Unfortunately when I go to export the project from Blender to Collada format the instances are not converted. If there is no direct conversion, is it possible to convert the instances of collections into objects? ![Istances of collections.png](Istances_of_collections.png)\n\nThis bug is similar to this one: T54441\n\n![Collada-Export-Lost-all-Instances.png](Collada-Export-Lost-all-Instances.png)\n\n\n", "Geometry Nodes: Mesh Boolean-Union node anamoly when boolean does not alter input mesh\nBroken: Current main.\nWorked: Never.\n\nI was trying to see if the simulation node group would get rid of internal geometry by incrementally using the **Mesh Boolean-Union** node in the **Simulation node group** but it **seems to delete some outer geometry instead.** \n\n## Without Simulation Nodes:\n| Operating as expected without Mesh Boolean Union node enabled (**creates internal geometry see red arrow**) | Operating as expected with Mesh Boolean Union node enabled (**no internal geometry**) |\n| -- | -- |\n| ![screenshot-May-16-2023-06-57-33.png](attachment) | ![screenshot-May-16-2023-06-58-51.png](attachment) |\n\n## With Simulation Nodes:\n\n| Description | Show |\n| -- | -- |\n| Operating as expected without Mesh Boolean Union node enabled (creates internal geometry see red arrow) | ![screenshot-May-16-2023-07-03-08.png](attachment) |\n| Not Operating as expected with Mesh Boolean Union node enabled (no internal geometry but missing outer geometry) | ![screenshot-May-16-2023-07-06-20.png](attachment) |\n| It should look something like this (no internal geometry but it should have \"external\" geometry also see red arrow | ![screenshot-May-16-2023-07-08-35.png](attachment) |\n\nThe reason I'm trying to use the boolean mesh-union node within the simulation node group is because on some large meshes the boolean mesh-union node will fail or crash blender. \n105652#issuecomment-931240\n\nMy logic is if you have to finish an entire pie in one sitting (think of a pie eating contest) it's easier to cut them up into little pieces and eat them one at a time. **So I'm incrementally running the boolean mesh-union node on smaller pieces in the simulation node group to get rid of internal geometry therefore it's less likely to crash / fail like it does trying to do this all at once on larger meshes.**\n\nSee attached blend file: [cube repeat.blend](https://projects.blender.orgattachment)", "GPU: Design topic for displaying outline for instances\nSee 2 for discussion on devtalk\nWe might have technical reasons, but we don't need to distract users with drawing an outline around each instance.\n\nDesign topic could be should we group the outlines per original object (when using multiple objects to instance) or should we outline the object that creates the instances (eg contains the node group).\n\nPersonally I think we should have a single outline for an object. Not taking into account that it draws instances or not.\n", "Missing icons for the release\nThere are typically a few new features for each release that need an icon. We can collect them here and make sure they are added before the release (before Bcon3 really).\n\nCurrently missing:\n\n- [x] Geometry Nodes Editor\n- [x] Line art modifier\n- [ ] Attribute domains {[F10162715](image.png) size=full}\n - Face corner icon is using a node snapping icon\n - Points probably shouldn't have a line\n - An icon for curve control points would be great\n- [ ] Asset icon (? Could re-use the Asset Browser icon, but rather have a dedicated one)\n- [ ] Asset Browser \"Unassigned\" catalog item\n- [ ] Asset Browser \"All\" catalog tree item (? Could also just be a regular parent item)\n- [ ] Asset Browser \"Open Blend File\" button\n\n- [x] Blender File (`FILE_BLEND` currently uses the Blender logo, which is wrong)\n\n**Sculpt tools:**\n*Postponed for the next release.*\n* - [ ] ~~Mask Filter Tool~~\n* - [ ] ~~Scene Project Brush Tool~~", "Join Geometry Node makes vertices unselectable + disappear on cage preview\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.3.0\n\nUsing Join Geometry makes the vertices unselectable when Geometry Nodes is being visualized in Edit Mode.\n\nWhen using geometry nodes to act as solidify I need to add a Join Geometry at the end. This makes my vertices both disappear and they are unselectable. This happens when the \"On Cage\" overlay is activated. It properly displays the wireframe but the vertices are gone and unselectable. Since it appears and works normally when I disable On Cage I figure this must be a bug.\n\n[Blender 2022-09-08 12-37-19.mp4](Blender_2022-09-08_12-37-19.mp4)\n[JoinGeometryBug3.3.blend](JoinGeometryBug3.3.blend)\n\n\n\n" ]
[ "Attributes Captured on Instances not preserved through Instance on Points node\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.4.0 Alpha\n\nWhen an attribute is captured on the instance domain, and then that instance is instanced with the Instance on Points node, the attribute is lost.\nAlso occurs for Store Named Attribute node.\n![image.png](image.png)\n\nCapture an attribute on the instance domain\nInstance the instance\n\n[instanceCapture.blend](instanceCapture.blend)\n\n" ]
Remove Double Vertices missing from Vertex Context Menu Operating system: Windows-8.1-6.3.9600 64 Bits Graphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 417.22 Broken: version: 2.80 (sub 69) Worked: 2.80 (sub 55) Hi Blender Team, I noticed the option to remove double vertices is missing in this build. Thanks for looking into this.
[ "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", "overlays extras option being ignored\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\nWorked: (unsure, definitely 2.8 possibly 3.0)\n\nbounding box representation of particle instanced geometry (hair) where the object being instanced is set to bounding box is not being hidden from the viewport when the 'extras' option is checked. \n![image.png](image.png)\n\n", "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", "Inconsistencies between 3D Viewport and Viewport Render Image using the GPU Shader Module\nOperating system: Ubuntu 18.04, Windows 10\nGraphics card: GeForce GTX Titan X, GeForce GTX 1080 Ti\n\nBroken: \n2.83.0\n2.90.0 Alpha\nWorked: Never\n\nRendering the `3D Viewport` with `3D Viewport/View/View Render Image` (i.e. OpenGL rendering) does not render elements drawn with the [GPU Shader module ](gpu.html).\n\nThe problem is illustrated in the following example, which shows the `3D Viewport` (left) and the rendered result of `View/View Render Image` (right).\nThe points drawn with the GPU shader module are neglected during OpenGL rendering.\n![combined_points.jpg](combined_points.jpg)\n\nExcecute the [3D Lines with Single Color ]] example of the [[ https:*docs.blender.org/api/current/gpu.html | GPU shader module documentation ](https:*docs.blender.org/api/current/gpu.html#d-lines-with-single-color).\nThen, render the results with`View/View Render Image` as shown in the image below.\n![viewport_render_image.jpg](viewport_render_image.jpg)\n\nThe lines visible in the 3D Viewport (left) are missing in the rendered result (right).\n ![combined_lines.jpg](combined_lines.jpg)", "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", "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", "UV Editor lacks Annotation 'Placement' option\nBroken: 2.80rc1\nWorked: 2.79b\n\nIn Blender 2.79, you had the 'View' and 'Cursor' Stroke Placement option in the left panel, under 'Grease Pencil'.\nIn 2.8 this is meant to be in the Top Bar or 'Active Tool and Workspace Settings', as it is for the 3d Viewport's Annotate tool, but this is missing for the UV Editor, meaning all annotation defaults to 'View'.\n\n - Open the blender and choose the `UV Editing` workspace\n - Compare the 3d View Annotate Tool with that of the UV Editor\n - Notice the lack of Placement options", "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", "Bevel when part of mesh is hidden results sometimes in wrong selection of vertices\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67\n\nBroken: version: 3.2.0 Alpha\nalso broken in the latest official release of version 3.1.2, also broken in 2.93.\n\nBevel when part of the mesh is hidden and the selected points are not all connected results sometimes in the wrong selection of vertices and lines. I have noticed that the selection is wrong if the number of segments in the bevel attrributes is odd.\n\nOn the default startup file do the following:\n1. Edit the default cube, inset the top and bottom face \n2. Inset again, but only 0.001 \n3. Scale the selection in the Z by 0, \n4. Expand the selection (CTRL++)\n![Capture0.PNG](Capture0.PNG)\n5. Shift+H to hide everything currently not selected\n6. Only select the top and bottom \n7. Try beveling, play a little with the segments and switch between vertex and line selection, you will see that not all the lines and not all the vertices that should be selected are selected. It seems to be wrong when you try odd number of segments\n![Capture1.PNG](Capture1.PNG)\n\n![Capture2.PNG](Capture2.PNG)\n\n\n\n\n", "\"Add Modifier\" menu gets cut off inside narrow windows\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.47\n\nBroken: version: 3.5.0\n\nWhen the properties window is floated the modifier selection menu gets cut off\n\nShift click-drag the corner of an area type to float the properties area. \nGo to modifiers select a modifier menu is cut off.\n\n", "Cycles render artifacts relating scene scale\nOperating system: Windows 10\nGraphics card: tested multiple graphics cards with same issue\n\nBroken: 2.83.6 (file originally made in 2.79 and had the same issue)\n\nThere exists in the blend file data only two objects - the camera and a simple plane. Yet when rendering, the result does not match the viewport and there seems to be another ghost object appearing in the scene.\n\nBased on the following startup file: [strange-error.blend](strange-error.blend)\n\n1. Switch to rendered view in the viewport. This is how things should look.\n2. Now render the current frame at frame 97. Notice the strange ghosting effect in the center of the frame.", "'Dissolve' operator leaves inconsistent selection\nBroken: 2.82 (62d131e962d6e0a4f39db98d4f89243c16c55779) (down to, and including, 2.79)\nWorked: N/A\n\nAfter dissolution of edges in Edge selection mode, some vertices not connected with edges remain selected (which is indicated by a tool gizmo, Verts readout in the status bar, and verified by switching to Vertex selection mode).\n\n1. In a empty scene, add a mesh Grid.\n2. Switch to edit mode and Edge selection mode.\n3. Select one edge somewhere inside the grid (not on border).\n4. Dissolve it via the Delete -> Dissolve Edges or a default shortcut Ctrl+X.\n5. Verts readout in the status bar should show 2 selected vertices (despite you being in edge mode with no edges selected).\n6. Switch to Vertex selection mode: the two verts from that dissolved edge are still selected.\n7. Deselect all, switch to Edge selection mode and box-select one square at the corner of the Grid.\n8. Dissolve edges as in (4).\n9. Note that this time, Verts in status bar only shows one selected vertex: switching to Vertex mode would reveal it's the corner one.\n\nIt would seem that the vertices do remain \"selected\" for operators as well: after (4) or (8) you can transform those verts using a gizmo or shortcuts, extrude them (with strange results), connect them using Fill or Connect Vertex Path, and delete them (even though you're in Edge mode).\n\nUpdate: Video demo [here ](FAfhSU2AdbQ).", "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).", "Mirror threshold too high, values less than 0.00002 are snapped to center\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX TITAN X/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.60\n\nBroken: version: 2.83.3\nWorked: 2.79b\n\nBlender 2.8x has a bug that forces it to snap to the YZ plane with a value less than 0.00002.\nThe above is occurring with the snap off.\nThe bug occurs even if the vertex's X coordinate is moved to more than 0.00002.\nDuplicating the object does not eliminate the bug.\n\n3D Viewport / Edit Mode.\nCreate an object with the following vertices:\n```\nObject-1 = {\n Vertex-A x = 0.00002, y = 0.00005, z = 0.0\n Vertex-a x = -0.00002, y = 0.00005, z = 0.0\n Vertex-B x = 0.000019, y = -0.00005, z = 0.0\n Vertex-b x = -0.000019, y = -0.00005, z = 0.0\n}\n```\n3D Viewport / Edit Mode / Tool / Options / Mirror X [enable].\n3D Viewport / Edit Mode / Snap [disable].\nSelect Vertex-A and Vertex-B.\nMove Vertex-A and Vertex-B.\nBlender 2.8x has a bug that forces it to snap to the YZ plane with a value less than 0.00002.\n\n3D Viewport / Object Mode.\nDuplicate the Object-1 to obtain the Object-2.\n3D Viewport / Edit Mode.\nMirror the vertices of object 2 as if they were object 1. This causes the same problem.\n\nEnlarge the Object-2 sideways.\nMirror the vertices of Object-2. The same problem still occurs. The problem occurs even if the Vertex-B x-coordinate is greater than 0.00002 after magnification.\n\n\n[X-Mirror_bug.blend](X-Mirror_bug.blend)\nThe objects in the X-Mirror_bug.blend file are very small, so zoom in on the view to the maximum size.\n\n\nThis is a 2.79b file with the X-Mirror working correctly:\n[X-Mirror_2.79b.blend](X-Mirror_2.79b.blend)\n\n\nThe difference in x-mirror behavior between 2.8x and 2.79b is shown in the following video:\n[Blender 2.8x BUG_X-Mirror.mp4](Blender_2.8x_BUG_X-Mirror.mp4)\n\n[Blender 2.79b X-Mirror.mp4](Blender_2.79b_X-Mirror.mp4)\n\n\nIf it is unintentionally aligned to the YZ plane like 2.8x, it will not be possible to edit it (if this behavior is a specification, it will be useful if you can implement it as a function separate from the mirror, align it to the YZ plane, and set a threshold to align).\n\n**When importing model data from the outside and editing a mirror, all vertices with an X coordinate of less than 0.00002 are already implicitly aligned to the YZ plane, so editing with an X mirror is no longer possible at all. Hence, until this bug is fixed, edits involving X mirrors should use 2.79b.**\n", "Freestyle Lines Stopping Short of Vertices & Partially Failing\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 620 Intel 4.5.0 - Build 27.20.100.8682\n\nBroken: version: 2.92.0\n\nSee attached PNG file: Freestyle lines sometimes do not reach vertices - sometimes by a long way; and on some edges they are completely absent when they should be present.\n\n[The PNG file also shows a shadow problem which has been submitted separately: T88013 ]\n\nOpen the attached .blend file and press F12 ('Render').\n\n[BUG_FreestlyeLinesStoppingShort-of-Vertices-01.blend](BUG_FreestlyeLinesStoppingShort-of-Vertices-01.blend)\n\n![BlenderFreestyleBugs-1.png](BlenderFreestyleBugs-1.png)\n\n" ]
[ "(Vertex) Remove Doubles disappeared\nHello,\n\nI've just downloaded the latest version of the 2.8 beta of Blender, *Hash 196dbc0f314e, Date 2019-05-10 09:55*, and I'm using Windows 10 Pro, Version 1809. I've just tried to remove double vertices in edit mode, under vertex. The remove doubles option has disappeared in this build of the 2.8 beta.\n\nKind regards,\n\nRonald Fleurbaaij", "Remove Double Option Don't Show \n[name ](URL)Operating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: NVS 3100M/PCIe/SSE2 NVIDIA Corporation 3.3.0\n\n\nBroken: version: 2.80 (sub 64)\nWorked: (optional)\n\n\nRemove Double option Don't Show in (mash-clean up) manu. even don't show in search option. \nchecked in blender 2.7 show properly\n\n```\n\n```\n![2.8 s.PNG](2.8_s.PNG)\n\n![2.79.PNG](2.79.PNG) \n\n\n\n", "remove doubles\nOperating system: Darwin-17.7.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon HD 6750M OpenGL Engine ATI Technologies Inc. 4.1 ATI-1.68.20\n\n\nBroken: version: 2.80 (sub 60)\nWorked: (optional)\n\n\nWhere is \"Remove Doubles?\"\n\n\n" ]
Curve Extrude to Cursor - Doesn't work. Operating system: Windows 10 Pro Graphics card: NVidia RTX 2060 Broken: 2.83.0 Worked: 2.82a In edit mode on a curve, the extrude to cursor tool does not work. You can extrude pressing E as normal, but the extrude to cursor does nothing. Based on the default startup or an attached .blend file (as simple as possible). Open, or create a new Blender file. Add a curve. Go to edit mode. Select a point and go to extrude to cursor. Watch how it doesn't work.
[ "Shape Key animations do not render if user is in edit mode when beginning the render.\nOperating system: Windows 10 Home 64 Bit\nGraphics card: Intel (R) HD Graphics 610\n\nBroken: 2.80, ee0d8426ab6d, 2019-05-03\n\nIf the user is in edit mode when they start the render, shape keys will not have any effect.\n\n1. Create an object.\n2. Add the 'Basis' shape key.\n3. Create another shape key, and edit it.\n4. Keyframe the value of the shape key at different frames.\n5. If the user is in edit mode when the render starts, the shape keys will not have any effect. Otherwise, it will work fine.[blend.blend](blend.blend)\n\n[no-edit.mkv](no-edit.mkv)\n\n[edit.mkv](edit.mkv)", "Simple ball shooting animation not working as before\nOperating system: win7\nGraphics card: gtx970m\n\nBroken: 2.80, 2.81a, 2.82a, 2.83-1239cab11ff9\nWorked: 2.79b\n\nI've tried to create a simple shooting ball and while the effect was ok with blender 2.79b it won't work the same\nway on the specified \"broken\" versions. I'm not sure if the way to make these type of animations has changed of\nif this it's really an existing bug. \n\nDemo: [Blender 2.79b vs 2.82](2020-04-09_16-14-38.mp4)\n\n\nYou'll find the .blend file ready to display the issue below.\n\n[test1.blend](test1.blend)", "Regression: Hiding all points of a spline in curve edit mode does not hide splines\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.0.0\nWorked: version: 2.93.6\n\nCaused by b9febb54a4\n\nHiding all points of a spline in bezier edit mode does not hide the related curve spline\n\n1) Add a bezier object (like the squigle)\n2) Go into edit mode\n3) Select all the points\n4) Press H to hide\n5) Only the points are hidden but the curve (spline) remains visible\n\nExpected behavior:\n5) Both the points and the related curve spline are hidden (as they were in 2.93.6)\n\n[#93756.blend](T93756.blend)", "Make easing equations to follow the curve start point normal\nThe easing equations are great, but they can't be editable. What is the best thing about them: the user doesn't need to worry about the animation if some point change its location.\n\nBut there is an aspect of easing equations that still can be improved. They don't follow the normal of the curve. In an animation, this mean that they can break any previous movement of a object, instead of starting from it.\n\nCurrently, this is what happen if we change the bezier control point of the start point of an easing equation Cubic In:\n{[F86114](blender-cubic.gif) size=full}\n\nFor Bounce In:\n{[F86115](blender-bounce.gif) size=full}\n\nYou can see how the animation break when the easing start, because the first internal point of the easing curve doesn't follow the previous curve normal.\n\n**The proposed solution**\nTo solve it, the first internal control point of an easing equation should be placed above the curve normal. This is what would be expected for Cubic:\n{[F86120](proposed-cubic.gif) size=full}\n\nFor Bounce:\n{[F86118](proposed-bounce.gif) size=full}\n\nAn example of how this issue can break an animation is if we nest 2 easing equations, for instance a Back In followed by a Bounce Out. [easing-back-in-bounce-out.blend](easing-back-in-bounce-out.blend)\n\nI'm not sure it's applicable to all easing modes. But it should be the default behaviour for those that it's applicable. I believe an option to disable it would be useless, since its easy to control the control point handler to get the the horizontal normal. And these options are actually new, so I would not be worried about breaking backward compatibility for the previous easing curves that will change now with follow normal by default.\n\nThe most important thing about the easing equation is that they allow easy, smooth and automatic animations. So I think the change proposed here is looking to allow it in a more complete way.", "Use toolbar for Clip Editor\nAs discussed with @Sergey, here's how we would like the Clip Editor to work:\n\n{[F6943021](Screenshot_2019-04-14_at_10.06.22.png), size=full}\n\nThis makes it compliant with the other editors in Blender 2.8.\n\n\n - - [x] {icon circle color=yellow} Add toolbar to the Clip Editor\n - - [x] {icon circle color=yellow} Add Marker tool to the toolbar\n - The Marker tool lets you add markers whenever you click. The tool settings for the next marker should then be added to the tool settings\n - - [x] {icon circle color=yellow} Add Selection tools to the toolbar\n - - [ ] {icon circle color=yellow} Add Cursor tool to the toolbar\n - - [ ] {icon circle color=yellow} Add transform tools (Move, Rotate, Scale, Transform) to the toolbar\n - - [x] {icon circle color=yellow} In Mask mode, add the masking tools to the toolbar", "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)", "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 :-)", "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", "Shape keys for surface not working - no active option\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.17\n\nBroken: version: 3.5.0\nBroken: version: 3.6.0\nWorked: don't know any version where this working, but last time no option for use this doing hard work\n\nShape keys for surface not working - no active option. \n\nThis not working like expected as typical object have verts. See screen.\n\n", "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.", "Transfer shape key is only working for meshes\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.23\n\nBroken: version: 3.6.0\nWorked: Never\n\nTransfering shape keys is option in panel menu, but it only works for meshes. This is not mentioned in documentation and only evident after running the operator.\n\n\nDuplicate object in provided file and try to transfer shape keys.\n", "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", "TextEditor cannot enter Chinese chars with using IME\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89\n\nBroken: version: 2.91.0\n\nTextEditor cannot enter Chinese,\n(This makes it hinders to write comments or pseudocode in some native language.)\nBy the way, I'm using the MicroSoft IME. I can paste string to texteditor...\n\nwrite code comment with chinese...\n", "Proportional Editing in Mask mode only works with \"G\", not with slide_marker\nOperating system: Linux-5.8.0-7630-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce RTX 2070 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 455.38\n\nBroken: version: 2.93.0 Alpha\nWorked: never\n\nCould be that this is more a design issue, but it feels very inconsitent to me and I cannot find a good reason for it.\nWhen proportional editing is enabled in Mask mode, it only works when you use \"g\" or the move tool to actually grab the mask control point and move it, but when you use the left mouse button (= \"slide_marker\") it only moves the current CV, without proportional editing. I am not sure there should be a difference between \"grab and move\" and \"slide_marker\" when it comes to proportional editing.\nWith keymap set to right click select this is maybe less of an issue because you can right click and drag to tweak the curve (and thereby using proportional editing), but with the default of left click select there is only slide_marker available as a tweaking option, and that does not use proportional editing. \nI suggest to have proportional editing during slide_marker as well. \n@SeanKennedy what do you think about this?\n\nOpen this file:\n[mask_drawing.blend](mask_drawing.blend)\nUse use left mouse button to slide any of the mask points. No falloff is in use.\nNow try the same with \"g\". Proportional editing is in use.", "GPencil: Shortcuts in Draw Mode are hardcoded\nMultiple keys in the `gpencil_draw_modal` function are hardcoded and (some) don't show up in the info bar. This makes it impossible for the user to know what certain keys do as well as impossible to change them in the keymap. All of those keys should be in the keymap with the default keys set as they are now.\n\nHere is a list of these (hardcoded) shortcuts:\n\n - {key Enter}, {key Pad_Enter}, {key Esc}, {key Space}, {key Ctrl Z} (?): Confirm\n - {key Mousewheel_Up}, {key Pad_Plus}: Increase size of eraser\n - {key Mousewheel_Down}, {key Pad_Minus}: Decrease size of eraser\n - {key O}: Set center of guide\n - {key V}: Turn off speed guide\n - {key M}: Alternate or flip guide direction\n - {key L}: Turn on line guide; {key Ctrl L}: Turn on line guide with angle = 0; {key Alt L}: Turn on line guide with last angle\n - {key C}: Turn on circular guide\n - {key K}: Turn line guide clockwise\n - {key J}: Turn line guide anti-clockwise\n" ]
[ "Extrude to cursor keybinding missing in 2.83\nOperating system: Windows 10\nGraphics card: Nvidia RTX 2060 super\n\nBroken: 2.83\nWorked: 2.82\n\nThe Extrude to Cursor key binding (curve.vertex_add) seems to be missing in 2.83 and as a result the extrude to cursor tool doesn't work.\nThe tool hint is missing as well.\nI was able to restore it by comparing to 2.82 and copying the key binding so I know the tool itself works.\n\n\ncreate new curve object\nswitch to edit mode\nselect a single vertex\nselect the \"extrude to cursor\" tool\nclick in an empty area of the viewport.\nexpected result: a new vertex is created, connected to the selected vertex\nactual result: nothing happens" ]
[2.90.0 Beta] Disable face sets option in viewport overlay unhide all face sets in Multires. Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67 Broken: version: 2.90.0 Beta After isolating one face set (H hotkey), Disable Face Sets option in viewport overlay unhide all of them in Multires. I didn't have the issue in standard sculpt mode (no Multires), it kept only one face set visible(the one I wanted to isolate) after unchecking the option. 1 - Add a multires modifier to a mesh and add subdivisions 2 - Go to sculpt mode 3 - Add face sets 4 - Isolate one of them with H 5 - Go to Viewport Overlays and uncheck Sculpt Face Sets 290betaFaceSetsIssue.mp4?dl=0 Blender290BetaFaceSetsIssue.blend?dl=0
[ "Box with beveled vert will damage, if use multires modifier in simple mode.\nOperating system: Fedora 32, 64bit\nGraphics card: GTX 650Ti\n\nBroken: version: 2.91.0 Alpha\nWorked: blender-2.82a-windows64\n\nAdd cube, bevel one vert (1 segments) add multires modifier, select simple mode, and subdivide 2 or 3 times. Mesh will damaged.\nIf beleled 2 or more verts subdivision works stability, but not always. Sometimes it will damaged, sometimes properly.![Знімок екрану_2020-09-01_17-17-24.png](Знімок_екрану_2020-09-01_17-17-24.png)", "Sculpt: 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", "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", "Subdivided surface preserves mesh UVs and vertex colors when not needed\nThis code causes UVs and vertex colors to always be preserved through the modifier stack.\n\n```\n /* this wasn't in 2.63 and is disabled for 2.64 because it gives problems with\n * weight paint mode when there are modifiers applied, needs further investigation,\n * see replies to r50969, Campbell */\n#if 0\n CustomData_set_only_copy(&dm->loopData, mask->lmask);\n CustomData_set_only_copy(&dm->polyData, mask->pmask);\n#endif\n```\n\nFor simple solid shading these are not needed, and `ED_view3d_datamask` should take care of requesting them when needed, taking up memory and CPU time.\n\nHowever, there is currently an issue where switching shading modes does not reevaluate the dependency graph to add these data layers, so just re-enabling this code is not enough to fix this. See also #63595 (Generated texture coordinates missing when switching from solid to rendered mode).", "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", "Sculpt mode: Set Pivot to Mask Border doesn't work with the initial mask generated by the Box/Lasso mask tools\nWin 10\n\nBroken: blender-2.81-382e7ce9ecfb-windows64\nWorked: ?\n\nThe Set Pivot to Mask Border function doesn't work with the initial mask generated by the Box/Lasso mask tools.\n\nLaunch Blender\nOpen the Sculpting template (File ➞ New ➞ Sculpting)\nChoose the Box or Lasso mask tool\nMask a part of the mesh\nSelect one of the Transform tools (just to see the pivot)\nRun the Set Pivot to Mask Border (Sculpt menu ➞ Set Pivot ➞ Pivot to Mask Border)\n*And nothing happens* \n\n[2019-10-18_18-09-13.mp4](2019-10-18_18-09-13.mp4)\n\n**Note**, if I \"blur\" the mask **(Mask menu ➞ Smooth Mask)** then the \"Pivot to Mask Border\" will start working.\n\nAlso, masks generated with the regular mask brush don't have this problem...", "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).", "Multires: Artefacts from lower subdiv level changes\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.50\n\nBroken: version: 2.90 (sub 0)\n\nWhile I was testing MultiRes in 2.90, I found a bug when sculpting on lower subdiv levels which recently got activated. If you for instance smooth the sculpt at a lower subdiv level and save your sculpt while at any lower subdiv level that isn't the highest one, your sculpt will deform with artefacts. Here's a demonstration:\n\n[Desktop 2020.05.03 - 17.27.17.02.mp4](Desktop_2020.05.03_-_17.27.17.02.mp4)\n\n\nHere's the file I was working on.\n[Urbosa Sculpt.blend](Urbosa_Sculpt.blend)\n\nHere's what you need to do to reproduce:\n\n1) Smooth an area with a lot of sharpness to it at the current subdiv level (it can be any level except 5 which is the highest one).\n\n2) Save the project.\n\n3) Artefacts should appear now. Change to other subdiv levels, including level 5 and repeat the save just to compared the results. The highest subdiv level should always work. An alternative way to not reproduce the bug is to smooth at a lower subdiv level and then go to the highest level available and save. Then the artefacts don't appear either.", "Draw Face Sets smoothing and Relax Face Sets don't respect locked axes\nOperating system: Windows-10-10.0.22621-SP0 64 Bits (Actually Windows 11, but I'll leave the auto-generated specs here as well).\nGraphics card: NVIDIA GeForce RTX 3090 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.61\n\nBroken: version: 4.0.0 Alpha\nWorked: Assumably never.\n\nThe Tool ➔ Symmetry ➔ Lock X/Y/Z options don't work when:\n● you use Shift in the Draw Face Sets brush to smooth Face Set borders;\n● you use Mesh Filter ➔ Relax Face Sets.\n\nThis is a handicap when you want to smooth borders and don't want the Face Set border vertices to move in a locked axis direction.\n\n1. Start Blender.\n2. Subdivide the default cube by pressing Control + 4.\n3. Press Control + A ➔ Visual Geometry To Mesh.\n4. Go to the Sculpting workspace, and activate the Draw Face Sets tool.\n5. Draw a Face Set area.\n6. Lock an axis in Tool ➔ Symmetry ➔ Lock X/Y/Z.\n7. Smooth the Face Set's border with Shift. The locked axis isn't respected.\n8. Press Undo.\n8. Activate Mesh Filter ➔ Relax Face Sets, then click and drag across the mesh. The locked axis is again not respected.\n\n", "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", "Multi-Object Properties Editing\nIn Blender, we want to make it easier to set values for multiple objects, bones, strips, keys and other items at once. \n\nCurrently you can do this in limited circumstances, but you have to right-click on a value after you've changed it and pick Copy to Selected from the menu or hold Alt while editing values. This not only slow, but also very hidden, and the Alt-key conflicts with Emulate 3 Button Mouse. Lastly, it isn't clear at all to users which values work for multi-editing, and which values don't.\n\nHere's how we would like to solve it:\n\n\n## Selection vs Active\n\nThe concept of ***active*** in Blender means that we only show properties and only affect the active object or item. However, if we want to better support multi-item editing, we must start by making it so the Properties reflects the ***selection*** rather than the ***active*** item, of which there can only be one. Going forward, by default the Properties will be set to reflect the selection instead. This could be controlled in the Properties like so:\n\n{[F8363009](Screenshot_2020-02-22_at_17.34.54.png), size=full}\n*(The search box is added here to reflect how the Properties will be updated when that item is also added, but is a separate feature)*\n\nIf set to ***Active***, the Properties will continue to function as it does today, only showing properties for the active item.\n\n## When there are multiple selected items\n\nWhen the user has selected multiple items, a few things change:\n\nInstead of showing the name of the object at the top, Blender tells the user how many items are selected:\n![Screenshot 2020-02-22 at 17.37.06.png](Screenshot_2020-02-22_at_17.37.06.png)\n\nIn the list of tabs, only properties sections are shown that are common among the selected items. For example, if you select a text and a mesh object, we don't show Modifier, Mesh or Curve Properties, since these properties only exist on a subset of the selected objects:\n![Screenshot 2020-02-22 at 17.40.17.png](Screenshot_2020-02-22_at_17.40.17.png)\n\nThis rule also goes for individual panels. Here, both a Sun and Spot light are selected, and we only see properties that are shared between them. A note at the bottom clarifies that you are only seeing the shared subset:\n\n{[F8364914](Screenshot_2020-02-23_at_18.49.33.png), size=full}\n\n## When values differ\nWhen multiple items are selected, Blender will compare values to check if they are the same, or if they are different. If they differ, we change the way properties are displayed, like so:\n\n{[F8363037](Screenshot_2020-02-22_at_17.52.51.png), size=full}\n\n\n\n## Manipulating values across multiple items\n\n\n\nFor simply setting a value to be the same. you would simply type a new value, hit Return, and that value is then propagated to the selection.\n\nFor manipulating numbers and sliders relatively, you can just drag on them (like Alt-dragging today), or type the character '=', so the user can type '= -3' to subtract 3 from the value on all selected items.", "Sculpt Mode Multires Design\nThe purpose of this task is to describe the main uses cases and functionality that should be provided by a Multires sculpting system, as well as to discuss a plan on how to implement that in Blender.\n\n\n## The main use case of Multires\n\n### The problem Multires solves\n\nWhen you are working on any art medium (this also applies for painting), you should always try to work from the general shapes to the details. In case of digital sculpting, this means that you should always try to work with the minimum number of vertices that represent the level of detail you are trying to add to the model.\nThis is also true for the current workflow we have implemented (The Voxel remesher). By default, it provides a low poly mesh (about 10K vertices), that you should deform trying to get main shape of the object you want. After that, you increase the resolution of the remesher until you have enough vertices to represent the next level of detail you want to work on, and you continue from there.\nThe reasons you want to work this way are:\n\n- Performance: It is faster (more responsive, without lag) to deform a mesh with 10K vertices than a mesh with 25M vertices. If you use a big brush size needed to modify the object proportions on 25M vertices at the same time, it is going to lag. (Unrelated note, but we should not try to optimize Sculpt Mode to support these kind of operations as they don’t make any sense with a Multires system in place).\n\n- (Most important) Noise: If you sculpt with more vertices than needed for the size of details and shapes you are trying to get, you are going to end with a lot of uncontrolled shape noise produced by the tools. This is not a specific problem with Blender brushes and tools, this happens in any software and in every sculpting system. If you use the Draw brush to add some volume on a big area directly onto a 25M vertices mesh, you are going to need need to clean manually all small uncontrolled imperfections that big stroke stroke produced if you want that to be the final surface. If you start sculpting from a sphere with 1M vertices, you are going to spend more time cleaning shape noise than sculpting or the sculpt is just going to look bad. This is why nobody works this way. You don’t generate unintended shape noise if there aren’t enough vertices to represent it.\n\n\nThat is the main problem Multires sculpting solves. With Multires, you are able to choose at any moment the level of detail that is appropriate for the change you want to make in you model, solving both the performance and the noise issues. This gives an artist a huge amount of freedom as you know you can always go back to tweak low frequency details (proportions, general volumes) after sculpting mid/high frequency details (wrinkles, skin alphas...) if you consider that they don’t look right, without loosing any work.\n\nWithout this, the rest of the sculpting workflows (the Voxel remesher, Dyntopo) are the same as sculpting with real clay or marble, you can only sculpt bigger first shapes, then mid details and them the small details. If it does not look right, there is not way to fix it, you need to delete what looks wrong and start again. This is why those workflows are often used for concepting general shapes, and you want two switch to Multires as soon as you can. Sculpting a complex model without using Multires, on any software, is extremely (and unnecessarily) hard and it requires an insane amount of skill from the artist to workaround the limitation. It is like sculpting without using undo. It is too risky to create a high poly sculpt with projected alphas without this feature.\n\nIn order to solve this problem, the main thing Multires needs to guarantee is that when you sculpt shapes on your model in the appropriate resolution level, all the other levels are updated accordingly to reflect the changes you did. This is what people often refer as ¨detail propagation¨.\n\n### Multires Design\n\nWhen designing a sculpting Multires system that provides the previously mentioned functionality, We need to take the following points into consideration:\n\n1. All Multires subdivision levels contain valid information (sculpted shapes, mask, colors...) that should never be lost or damaged. \n\n2. The user wants to modify any subdivision level, at any time, without restrictions (there should not be limits of how much the mesh should be deformed or “not allowed modifications”).\n\n3. The user wants to delete and rebuild higher/lower subdivision levels in he/she considers that the shape information that level contains is not longer relevant. \n\nFor example, if the user wants to do a high poly sculpt, he/she switches to the higher level subdivision possible that the computer allows to create the high frequency detail projecting alphas. When that is done, the user may want to switch to a lower level to tweak proportions, or to a mid level to tweak small volumes with a soft brush. All the work the user put into applying the alphas should be propagated with the lower subdivision level changes with the Multires functionality and the model should look fine.\n\nIf, for some reason (a bug or an design issue in the implementation that did not consider point 1), switching and modifying lower levels may introduce mesh artifacts in the higher ones (the ones that contains the alpha projections and high frequency details), it will destroy all the work done previously by the user in that levels. \n\nIn that case, the user is again limited to not going back to select the mesh resolution needed for the modifications he/she wants to make in the mesh. A Multires system like this is not solving the intended problem and there is no reason to use it. It provides the same functionality as any of the other sculpting workflows (Voxel, Dyntopo), but even more limited as the user can’t modify the base topology to adapt it to a new shape. It does not have any reason to exist.\n\nIf you project requires you to use a fixed predefined topology in your model (for animation, for example), subdividing the mesh manually and deforming it with a cage or a datatransfer provides the same functionality. You can also get a lower subdivision level by duplicating the model and using unsubdivide if you need it for texture baking or animation. This is not the main problem Multires should be trying to solve.\n\n \n**Any unwanted mesh artifact in the detail propagation, no matter how small it is, invalidates all Multires sculpting features and makes it not functional for its intended use case, as it leads to irreparable data corruption.**\n \n\n### Current Multires Modifier\n\nConsidering the previously design and use case description as valid Multires sculpting system:\n\n1. Multires in 2.81 does not support switching levels. This invalidates the feature completely and makes it not functional, but prevents the users to corrupt the mesh data if they use it. This is like not having Multires sculpting at all.\n2. Multires in 2.80 creates artifacts and vertex explosions when modifying any level, creating irreparable mesh data corruption. Releasing Blender with Multires in this state and without any visible UI warning could have destroyed the projects of many users in an irreparable way. Luckily, most users were not using it to create their models in the previous versions because it was also not working as intended. \n3. Multires in 2.79 and before creates a visible grid pattern on higher levels when modifying lower ones. This introduces unwanted shape noise and effectively destroys valid sculpted information, making it not functional for its intended use case. Users are limited to work considering of how much they can deform lower levels by the amount of noise they are predicting Multires will produce in the higher ones. This is not something that should be happening in a production ready implementation of the feature.\n\nThe most advances tools Blender has right now that were added in the last releases (Quadriflow, Elastic deform, IK Pose brush...) are designed to work with a Multires system:\n\n- The main purpose of Quadriflow is to produce subdividable geometry for a Multires. When you are done sculpting with Dyntopo/Voxel remesher, where you can’t have the freedom to choose the level of detail you want to work on, you can quickly generate a base mesh, subdivide it and reproject the details back. That way you can tweak again general proportions and low frequency detail.\n\n- These brush tools are designed to tweak proportions/big shapes of models, which is something you most likely want to do after sculpting more detail to have an idea of how your model looks like. Multires solves that problem.\n\n- These brushes can’t be used directly on high poly meshes. These tools needs to have disabled some sculpt mode optimizations in order to work, so they are much slower than regular brushes. In fact, if you try to use the IK pose brush directly on a high poly mesh, most likely you are going to run out of memory. If you don’t, it is going to create terrible artifacts between each segment. In order for these brushes to work as intended on high poly meshes, you need to use Multires to switch to a lower level, use the brush, and then switch to a higher level again to get the intended result.\n\n## Multires implementation reference\n\nSculptGL contains a valid and functional Multires sculpting implementation. You can try it by sculpting different details at different levels and switching between them, as well as creating and deleting subdivision levels:\n\nsculptgl/\n\nThis implementation of Multires provides:\n\n- Detail propagation that works across all levels. You can choose the desired level you want to sculpt on and that deformation is propagated correctly to all subdivision levels. There are not visible artifacts of any kind.\n\n- You can both create and delete levels in both directions (higher levels and lower levels) with subdivide/delete higher and reverse/delete lower. \n\nThese features are the minimum and required a Multires implementation in Blender should provide, as they are pretty much the definition of a Multires sculpting system. Any other Multires related feature or optimization (being part of the modifier stack, baking, shape keys, layers, exporting, reprojection, tool compatibility, Quadriflow...) should always come later. There should not be a design decisions that prioritize any other Multires feature or optimization without having those minimums perfectly working, bug free and functional.\n\n\n## Proposal\n\nGiven the fact that, as described here, Multires was never a functional feature for its intended purpose and:\n\n- The code is extremely hard to read and maintain. I still can’t understand what it is doing in some places or what was the reasoning to make it work that way in the first place. \n- New features are planned that require Multires support (masking tools, vertex colors, visibility operators). Adding Multires support for those features should not be a project bigger than the feature itself. This was the case with most of the 2.81 tools, and probably with the future planned features (Sculpt vertex colors or visibility management, for example)\n- We already have and sculpt tools abstraction layer in place. Making changes on the underlying data structures of sculpt mode should be easier than before\n- The original Multires comes from before 2.5. The basics of how it should works were never correct and a lot of features and modifications were added during the years. We are now trying to build state of the art sculpting features on top of a broken foundation that has more than 10 years. \n\nSome options are:\n\n\t- Replace Multires modifier with a simple implementation based on the SculptGL code (something we know it works) and start again from there. We can keep the current Multires modifier for compatibility, but we need to evaluate if supporting the features and fixes described in this task on the current code (and make it work exactly as the SculptGL Multires) is going to take more time than implementing something based on the SculptGL code from scratch. We also need to look that the new features that are planned and evaluate how hard they are going to be to add to the current Multires code (colors, per face data...) knowing that the SculptGL implementation already supports them.\n\t\n\t- Try to add this functionality to the current Multires modifier. In that case, the priority should always be supporting the functionality described in this task first, and the bring all the rest of the features back. In that case, it would be needed better documentation and code organization to be able to integrate new features into it easily. ", "Select similar face regions doesn't work across objects in multi-object edit mode\nOperating system: Windows 10\nGraphics card: GTX 1070\n\nBroken:\n3.0.0 alpha, 3.1.0 alpha\n\nSimilar face regions don't get selected across objects in multi-object edit mode.\n\n\nBased on the attached .blend file.\n\nI made a scene with a cube and bevelled its edges. I then copied the cube, selected both objects, entered edit mode and selected 3 faces of the active cube object where bevelled edges meet.\nThen I went to Select Similar > Face Regions and Blender selected 7 analogous face regions, but only on the active cube, not on the other object.\nIn comparison, if I add materials to these objects and try selecting faces by similar materials, both objects' faces will be selected. Any other trait among \"Select Similar\" will select faces across multiple objects.\n\n![-2021-nov-9-004.jpg](-2021-nov-9-004.jpg)\n\n[similar face regions don't get selected across objects in multi-object edit.blend](similar_face_regions_don_t_get_selected_across_objects_in_multi-object_edit.blend)", "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", "Disabled Selectability: it is still possible to enter other modes (The new Switch Objects operator, py API, ...) - should this be prevented?\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: version: 2.91.0 Alpha\n\nAfter trying the new Switch Objects operator in Sculpt Mode and Edit Mode, I noticed that the operator completely ignores if an object has Disable Selection active or not in the Outliner.\n[Desktop 2020.09.19 - 22.58.16.01.mp4](Desktop_2020.09.19_-_22.58.16.01.mp4)\n\n1. Have two separate objects in your scene. Go into Sculpt Mode or Edit Mode with one object.\n2. Use Disable Selection in the Outliner on the object you are not selecting in Sculpt Mode/Edit Mode.\n3. Click on the object that uses Disable Selection. You will be able to select it regardless." ]
[ "Face Set visibility is reverted when toggling local view or face set overlay while working with Multires subdivisions\nOperating system: Linux-5.3.0-59-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.59\n\nBroken: version: 2.90.0 Alpha\n\nThis only happens when sculpting on multires modifier subdivisions.\nIt happens regularly, most notably when toggling local view on an object or the face set overlay, that the currently hidden face sets become visible again. \nWhen trying to hide other face sets, the viewport will catch up again and hide the previously hidden face sets, as though it just didn't remember that they were supposed to be hidden.\n\n**Steps to reproduce the bug**\n- Enter sculpt mode on an object\n- Paint a few different face set colors\n- Add a multires modifier and subdivide a couple times\n- Hide a couple face sets while having the object subdivided\n- Toggle local view or the face set overlay" ]
GPU Subdivision flatten normals in edit mode if generative modifiers used. Operating system: Windows-8.1-6.3.9600-SP0 64 Bits Graphics card: NVIDIA GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12 Broken: version: 3.2.0 Alpha If GPU subdiv enabled, edit mode with subdiv, generative modifiers and smooth shading looks like this: ![46133748.png](46133748.png) [cube.blend](cube.blend) [2022-02-02_22-39-46.mp4](2022-02-02_22-39-46.mp4) Expected the same appearance as object mode.
[ "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)", "Subdivision modifier does not interpolate zero weights.\nOperating system: Linux\nGraphics card: Intel UHD\n\nBroken: 2.90.1\nWorked: ???\n\n\nThe subdivision modifier usually interpolates both value and membership across subdivided vertices.\n\nThis allows it to be used in non-destructive, modifier-based workflows that operate on or using vertex groups.\n\nIt does not do this, however, when vertex weights are equal to zero. The original vertices retain their (zero-weighted) vertex group membership, while new vertices in between them have no vertex group membership.\n\nAn example of why this is problematic is screenshotted below, with the file attached:\n\n![ZeroWeightSubdiv.png](ZeroWeightSubdiv.png)\n\nEach Subdivision'd sphere has a bumpy texture applied using a Displace modifier after a textured VertexWeightMix modifier.\n\nThe rightmost sphere has its vertices weighted to 0.01, and interpolates and behaves correctly.\n\nThe leftmost sphere has its vertices weighted to 0.00. It intuitively (and, numerically/extrapolatively) should be indistinguishable to the 0.01 sphere. Because its weights aren't correctly interpolated, it instead ends up with a bunch of spikes at each of its original vertices.\n\nThe middle sphere has vertices weighted in a gradient from 0.00 to 0.50. It serves as an example of a feasible real-world application which would be broken by this kind of behaviour. Perhaps the original vertex weights act as a sort of base heightmap for a terrain model, and the changes made by the Subdivision and textured VertexWeightMix modifiers add an extra layer of detail. In this case, the clear and useful behaviour would be for behaviour to be continuous in the transition from 0.01 to 0.00. Instead, there is a sharp cutoff at 0.00, and inconsistent and discontinuous behaviour after that.\n[ZeroWeightSubdiv.blend](ZeroWeightSubdiv.blend)\n\nApply a subdivision modifier to a mesh with zero vertex weights, then check the vertex group membership of its vertices afterwards.\n\nOr download and open the attached `.blend` file.", "Extreme Normal editing causes flat shading\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.27\n\nBroken: version: 2.93.0 Beta\nWorked: 2.92.0\n\nCaused by 1c22b551d0\n\n---\n\n## Short description of error:\nExtreme Normal editing(like flipping the normal and using other normal editing modifiers) causes flat shading.\n![2.92.0.png](2.92.0.png)\n\n![2.93.png](2.93.png)\nIn the image above,the sphere has a Data Transfer modifier which is receiving the Normals of the plane.\nAs in the upper image(2.92.0),the sphere is shaded smooth while in the lower image(2.93 beta) it gets flat shading at some faces.\n\n---\n## Exact steps for others to reproduce the error\n{icon fa-plus} OS Conditon: **WIN 10** |Blender: **2.93.0 Beta**\n- Default scene with default cube deleted.\n- Add a sphere object and a plane,add a Data Tansfer modifier to the sphere which transfers the normals of the plane to the sphere.\n- Have the sphere some negative Z axis transformation then observe its normal,the flat shading should be appearing at some angle.\n{icon bicycle spin} Below is a blend file with the setup above with an additional shading node in the material:\nThis is the additional node which filps the normals of the geometry:\n![shader node.png](shader_node.png) And the results in the respective versions:\n![2.92.0(2).png](2.92.0_2_.png)\n\n![2.93 beta.png](2.93_beta.png)\n[NormalFlatShadingBug.blend](NormalFlatShadingBug.blend)\n\n---\nFrom #111805:\n| 2.92 | 2.93 |\n| --- | --- |\n| ![image.png](attachment) | ![image.png](attachment) |\n\n[shadingBug.blend](attachment)", "UV map inconsistency after bevel modifier\nOperating system: win10\nGraphics card: 1050ti\n\nBroken: 3.4.1\n\nMesh position in edit mode affects how bevel processes UV map\n\nIn attached file translate selected part of mesh along world Z axis -> UV is changing position\n[bevel_uv_issue.blend](bevel_uv_issue.blend)", "Edge masking artefacts on higher subdiv levels when removing the mask from lower subdivs\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.50\n\nBroken: version: 2.90 (sub 2)\n\nThis is a follow-up report on this bug report I made: T76386\n\nTo quickly summarise, there are still masking artefacts that aren't removed when you delete a mask at a lower subdiv level. It only deletes the mask that all subdiv levels share, but in the process the edges of the mask remain at the higer levels because said geometry doesn't exist on the lower levels. This causes problems like these to occur:\n[Desktop 2020.05.17 - 00.35.46.01.mp4](Desktop_2020.05.17_-_00.35.46.01.mp4)\n\n\n1) Take a cube and subdivide it.\n\n2) Go down to level 0 and try to mask the mesh, which will be completely invisible. Then pick any subdiv level above it and mask.\n\n3) Remove the mask at a lower subdiv above level 0 and then move up one level. The mask edges should still be there.\n\n4) Repeat 3) until you reach the highest subdiv level.", "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", "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", "Data block name not unique when use gpu subdivision option turned on\nOperating system: Windows 11\nGraphics card: NVIDIA Quadro P6000\n\nBroken: 3.1 all the way to 3.6\nWorked: Anything before 3.1\n\nWhen the option Viewport->Subdivision->GPU Subdivision is turned on in the preferences, the data block names for meshes that have the subdivision modifier attached are the same.\n\n1. Start with the default scene.\n2. Create a second cube.\n3. Attach a subdivision modifier to each cube.\n4. Run the following script.\n\n```Py\nimport bpy\n\ndepsgraph = bpy.context.evaluated_depsgraph_get()\n\nfor i, ob_inst in enumerate(depsgraph.object_instances):\n \n if ob_inst.object.type == \"MESH\":\n print(\"%s (%s)\" % (ob_inst.object.data.name, ob_inst.object.name))\n```\nThe output you should see is something like this:\n\n```\nMesh (Cube)\nMesh (Cube.001) \n```\nIf you run the script again with the option turned off, you should see this:\n\n```\nCube (Cube)\nCube.001 (Cube.001)\n```\n\nI'm not sure if this is expected, but it's inconsistent behavior. As far as I can tell, it only happens on Windows and Linux. It doesn't happen on my Intel Mac running running macOS Ventura (13.4.1).", "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)", "Wrong tangent space when using GPU subdivisions\nOperating system: Linux-5.18.0-1-amd64-x86_64-with-glibc2.33 64 Bits\nGraphics card: Quadro RTX 6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.73.08\n\nBroken: version: 3.3.0 Alpha\nWorked: N/A\n\n\nThe tangent space is calculated wrongly when using GPU subdivisions: it appears as if it is calculated for the base mesh instead of being calculated at the limit surface.\n\n\nOpen the attache file, and toggle \"GPU subdivisions\" in the preferences.\n\n|CPU subdivisions|GPU subdivisions|\n| -- | -- |\n|![Screenshot_20220712_102356.png](Screenshot_20220712_102356.png)|![Screenshot_20220712_102436.png](https://archive.blender.org/developer/F13287994/Screenshot_20220712_102436.png)\n\n[gpu_subdiv_tangent.blend](gpu_subdiv_tangent.blend)\n", "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", "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)", "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.", "Hair particles: rekeying, cut tool, subdividing do not interpolate existing weights (breaking simulation)\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.81\n\n\nBroken: version: 2.80 (sub 51)\nWorked: (optional)\nJust click once sometimes work right\n\n\nThis bug happen in both 2.79 and 2.8\nClick and drag the hair cut tool mess up the vertices position, especially after subdividing one or 2 segments of the hair. After the hair is messed up, it can't be fixed using rekey command.\nDragging the cut tool on a hair that is not subdivided also cause the problem, but not as severely, the vertices become unevenly positioned.\n\n\nCreate a hair system on the default cube, set the emission number to 1.\nGo to particle edit mode, subdivide one or 2 segments of the hair.\nUse the cut tool, click and drag from the tip of the hair.\nThe hair is now completely messed up.\n", "Performance: EditMesh to Mesh on every modifier run\nThis is a part of performance regression investigation task.\n\nEvery movement of vertex will request modifier stack to be re-run. This involves conversion of EditMesh to Mesh, no matter whether there are modifiers or not.\n\nSince 84cf670d1d it seems that we can simply delay creation of `mesh_cage` in `editbmesh_calc_modifiers` and only do it if there is actual modifier which is to be applied. We can then have `runtime.is_original` set to truth for all Mesh IDs which are covered by Copy-on-Write, and set it to false when modifier runs.\n\nThis will solve about 50% of slowdown in the attached file (where EditMesh to Mesh takes almost same amount of time as batch cache creation).\n\n[megaheavy_mesh_edit.blend](megaheavy_mesh_edit.blend)" ]
[ "GPU subdivision renders flat faces if there are other modifiers in the stack\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.14802 Core Profile Context 21.12.1 30.0.14011.3017\n\nBroken: version: 3.1.0 Alpha\n\nwhen activated, the GPU subdivision ignore smooth shading in some parts of the model if there are \"generate\" modifiers. This only happens in edit mode.\n\n\nCheck the file below \n\n![image.png](image.png)\n![image.png](image.png)\n\n[gpu subdiv.blend](gpu_subdiv.blend)" ]
Mesh options - X mirror not working windows 7 ![image.png](image.png) a205493426b X- mirror don't work on mesh options. ![image.png](image.png) Just activate it and try to move a vertex and it don't work
[ "UV: Mesh won't Unwrap at all\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.23\n\nBroken: version: 3.6.0\n\nWhat is happening is that when i unwrap my mesh nothing happen, even if i isolated one face and tried to unwrap it wont work, also even faces you extruded from the faulty face won't unwrap, but adding a new plane from the add menu inside the same mesh unwraps normally, even if i connected the plane to the faulty face.\n\n1. Create a plane.\n2. Give one edge a Mean Bevel Weight from the side bar.\n3. Give the plane a Bevel Modifier and the Limit Method set to Weight (visually nothing will change since its just a plane but the error will still reproduce).\n4. Apply the Modifier and Unwrap the plane. (normally the plane comes unwrapped by default, try changing the UVs out of bounds or scale them down just so you can notice the change ).\n\nThanks you blender developers.", "Mirror modifier produces odd normals along the seam for Custom Normals.\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.39\n\nBroken: version: 3.1.2\n\nDespite the normals of the seam being pre-aligned in mirror plane, so that they shouldn't change, the resulting normals after mirror seam merge aren't the average of the input, but produce some odd angles.\n\n[normals.blend](normals.blend)\nTurn Mirror modifier or it's Merge on/off -> the seam is clearly visible. Resulting normals don't point in the direction of the original vertex pairs.\n", "Trim tools doesn't work with Dyntopo enabled\nBroken: blender-2.92.0-ef5d6e9c457a-windows64\n\nEnable the experimental \"tools with missing icons\"\nFile ´/ New / Sculpting\nEnable Dyntopo\nChoose the box or trim lasso tool and try to trim the mesh\nDoesn't work", "Mesh is not being deformated correctly via Mesh Deform Modifier (quads, tris behave better)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.41\n\nBroken: version: 2.93.4\n\nI have an Object 1 that I use as a Mesh Deformer target to on Object 2. Both are meshes, of course. Object 1 is parented to an Armature with just 1 Bone.\nWhen I rotate the bone, the Object 2 is deformed incorrectly. It looks like \"waves\" are going through it.\n\nBind Object 2 to and Object 1 with Mesh Deform Modifier. I use Precision of 6 which I think must be enough for such a simple construction. Then Rotate the Main Bone.\nI also added the Camera parented to the Bone, so that you could use view from camera to see changes, relative to the rotation movement itself.\n\nNote: triangulating the cage mesh with a modifier during bind seems to eliminate most of the wiggeling.\n\n[Mesh_Deform_Bug.blend](Mesh_Deform_Bug.blend)\n\n[Mesh_Deform_Bug.mp4](Mesh_Deform_Bug.mp4)", "Knife Tool produces bad geometry in certain cases (disconnected edges/vertices, overlapping faces)\nif i use tools knife i see this bug.\n![k2.png](k2.png)\n\n![k1.png](k1.png)\n", "(Shrinkwrap) Modifiers and constraints targeting a mesh wont update during that meshes sculpting session (unless an additional mirror modifier is in play)\n2.8x - 3.0 (may exist in older versions)\n\nAppearently I cannot modify the shape of the target mesh in sculpt mode since the shrinkwrap on the main mesh does not update unless I click somewhere else and not use the sculpt tools. It does update in edit mode tho.\nI remember someone saying its supposed to happen in order to keep performance running smooth or something like that, but I hardly believe it.\n\nThe only way to be able to update shrinkwrap is to add a mirror modifier to the target mesh and then you can now use sculpt mode with no issues. I've done this a few times now and I barely noticed any performance impact.\n\n1) Add a mesh, any mesh\n2) Give it a shrinkwrap modifier\n3) Add another mesh that will be used as the target\n4) Go to sculpt mode and shape up the target mesh\n\nNo update on shrinkwrap unless I click something else around the UI\n\nTo fix this:\nif the model has one mesh and I wanna edit it symmetrically, I cut it in half and add a mirror modifier to it\nShrinkwrap now updates all the time when I sculpt the target mesh without needing to click somewhere\n\nFrom there on I can do whatever I want with the target mesh in sculpt mode", "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)", "Display issue in model corner when loop cutting\nBroken: 2.79, 2.81\nWorked: -\n\nWhen creating and edge loop around de outside faces it creates in one of the cornes an extrange artifact\n\nCreate an edge loop across the outside faces of the model.\n\nBlender file:\n[loop cut.blend](loop_cut.blend)\n\nArtifact:\n![Screenshot 2019-01-16 at 23.36.39.png](Screenshot_2019-01-16_at_23.36.39.png)\n", "Using viewport visibility as a driver doesn't work without constantly updating it in the driver property\nBroken: version 2.93\nWorked: Never (2.8+)\n\n\nUsing viewport visibility as a driver from another object doesn't works unless you constantly hit \"update dependencies\" it in the driver property.\n ![update dependencies.JPG](update_dependencies.JPG)\n \nFor this, i used the cube's visibility as a driver on the shape key of the sphere.\n[The not working file.blend](The_not_working_file.blend)\nIn the outliner, enable the viewport visibility for the cube, then disable it again. The shape key doesnt update unless you go into the driver property and hit the update dependency button.\n\n\n\n[The working one.blend](The_working_one.blend)\nThis is what i was hoping it would do. The only way I could use viewport visibility as a driver is to use a custom property on that object then use the custom property as a proxy.\n\nIs there a reason why it dont update if you use visibility as a driver from another object or is that a bug?\n\n**Steps to reproduce**\n[The not working file.blend](The_not_working_file.blend)\n\n- Open file\n- Click on Disable in Viewports icon on Cube object in outliner\nSphere shape should be change, but it doesn't", "Viewport: anti-alising on normal lines\nNormals on faces/vertices are not antialiased:\n\n![image](attachment)\n\nTo see them, enable them at the bottom of the 3D Viewport Overlay popover:\n![image](attachment)\n\nThis issue is similar to what was covered in #107394", "Intersect (Boolean) in edit mode produces inconsistent selection\nBroken: 2.92 master\nWorked: N/D\n\n\nThis is how selection looks like after performing a Difference operation in edit mode using an enlarged copy of the same cube:\n\n![image.png](image.png)\n\n4 verts and edges selected, yet 0 faces (should be 1). The operation was performed in vertex mode. If you do it in edge mode, again 4 verts and 4 edges, 0 faces (should be 1). In face mode though - nothing gets selected at all.\n\n\n1. Enter edit mode on the cube.\n2. Duplicate the geometry, move it to the side and scale it slightly.\n3. Invoke a Face -> Intersect (Boolean).", "Vertex Transformation, Number Rounding Problem, versions 2.79 and above!\nOperating system: Windows 7 x64 Ultimate SP1\nGraphics card: onboard Intel HD 4600\n\nBroken:\n2.79 (latest) AND 2.80 latest beta\n\nWorked: (optional)\n2.77a works correctly!\n\n\nThis problem is happening on blender versions 2.79 and 2.80! It is NOT present in 2.77a.\nHow to replicate: Selecting a vertex and clicking on its axis transformation on the right pane (N), for example on the Y-axis, enter the number 47.15426 for example.\nSo far, so good. But after clicking on that same field again (to edit or just copy the value to the clipboard), it gets automatically rounded off (just by clicking on it) to 47.1543 for no reason.\nBasically, when I want to select the coordinate of that vertex (47.15426 is its correct value) and just copy it to my clipboard so I can paste it into another program, that number gets changed automatically to 47.1543 inside Blender and it stays that way after de-selecting the Y-axis number field in the Transformation tab!\n\nIn 2.77a version, no such thing can happen, I have been using it since 2016 and there weren't any problems with that.\nI have tested both the 32-bit and 64-bit versions of the affected 2.79 and 2.80 releases, all have this issue.\n\nOpen the attached .blend file: [vertex_coordinate_rounding_problem.blend](vertex_coordinate_rounding_problem.blend)\nThe vertex is already selected. Just navigate with your mouse to the Y: axis transformation and click on the field with the number. It will change from 47.15426 to 47.1543 (which literally lowers the precision of the float by a decimal point). If you try that in Blender 2.77a, this will not happen.", "Knife tool fails on a non-planar n-gon\nBroken: 2.74 up to and including 2.92 master\nWorked: 2.73 (yes, I bisected that far back ;) )\n\n\nKnife tool fails to cut between verts in n-gons of certain configuration.\n\n\nLoad the attached .blend and try to make a knife cut between the two selected verts (i.e. try to create an edge connecting them).\n\n[knife_fail.blend](knife_fail.blend)\n\n(If you want to test in 2.73 yourself, copy the object from a running instance of 2.9x into 2.73 using ctrl+c/ctrl+v, then replace the mesh in another existing mesh object).", "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", "Lag on moving mesh elements in edit mode with skin modifier\nOperating system: Windows 11\nGraphics card: NVIDIA GeForce RTX 2060\n\nBroken: 3.4.0\nWorked: nothing\n\nIn edit mode if object has a skin modifier and visibility of modifier is set for edit mode, a performance drop is seen on moving mesh elements in edit mode\n\n- Open attached file\n- Switch to edit mode\n- Select all vertices and move them\n[untitled.blend](untitled.blend)" ]
[ "X Mirror form the Mesh Options not working\nOperating system: Windows 10\nGraphics card: Nvidia GeGorce 1060 GTX\n\nBroken: blender2.8, commit date: 2018-12-06 00:27, hash: 74db65e5424, type: Release\nWorked: (optional)\n\nX Mirror option from the Mesh Options doesn't do anything; here is the video showing this:\n\n[Mirror not working.mp4](Mirror_not_working.mp4)\n\nSelect a symmetrical object; go to Mesh Options(up right corner of the screen) check X Mirror, then try to move components in edit mode, it should move the other symmetrical component, but it's not working;\n\nCheers!\n", "Edit Mesh: X-Mirror/Topology Mirror not working\nUbuntu 17.10 Nvidia GTX 1050\n\nBroken: 2.80.30 bdca8639569\nWorked: 2.79b\n\nX-mirror and Topology mirror seem to fail even in the simplest cases.\n\n![image.png](image.png)\n[xmirror_blender28.blend](xmirror_blender28.blend)\n\n* Open .blend, a symmetric cube is in edit mode with some vertices selected and x-mirror on\n* Move the vertices, the opposite side in X is not moving.\n", "Edit Mode > Mesh Options > X Mirror doesn't work\n2.80 Beta\n![image.png](image.png)\n\nMesh Options > X Mirror doesn't work\n\n\n1. Add a Monkey on 0,0,0.\n\n2. Enter Edit Mode. Vertex Select.\n\n3. Turn on Mesh Options > X Mirror\n![image.png](image.png)\n\n4. Select the Move tool.\n\n5. Move a vertex. Notice the opposite vertex doesn't move.\n![image.png](image.png)\n\nWorks fine on 2.79\n", "X Mirror not working properly\nOperating system: Windows 10\nGraphics card: AMD Radeon\n\nBroken: 2.8 Beta 16fc62e15f0\n(example: 2.79b release)\n(example: 2.80, edbf15d3c044, blender2.8, 2018-11-28, as found on the splash screen)\nWorked: (optional)\n\n**The X Mirror tool is not working properly or at all.**\n\n**Create new file. Add a cube/sphere or use default cube. Change to edit mode. Click on \"Active Tool and Workspace Settings\". check/activate \"X Mirror\" under \"Mesh Options\". Select a vertex/face/edge and move it. The X Mirror fails to update the other side of the mesh. Proportional editing also acts weird when X Mirror tool is on**\n\nThank you", "XMirror and Topology Mirror 2.80\nOperating system: Ubuntu Studio 16.04\nGraphics card: GTX 1060 6GB\n\nBroken:\n![Screenshot_2018-12-11_18-29-38.png](Screenshot_2018-12-11_18-29-38.png)\n\nXMirror and Topology Mirror in mesh not function\n\n![xmirror_2.80.gif](xmirror_2.80.gif)\n\n![xmirror_2.80_2.gif](xmirror_2.80_2.gif)", "\"X MIRROR\" NOT WORKING IN EDIT MODE\nSorry, I do not know English.Should I will explain briefly.\n\nWINDOWS 10 64BIT\nRYZEN 7 1700X\nGTX 780TI\n\n\nBroken: (2.8 27CCCAECD2)\n\n\nIn Edit Mode \"X MIRROR\" NOT WORKING\n\n\nADD CUBE --> EDIT MODE --> TURN ON \"X MIRROR\" --> MOVE VERTEX --> VERTEX opposite side NOT MOVE\n", "Mesh Options > X Mirror not working\nOperating system: Windows 10\nGraphics card: GeForce 1080\n\nBroken:\n2018-12-03 00:27\nHash a205493426b\n\nWorked: (optional)\n2.79b\n\n\nThe x-mirror option when editing a mesh no longer works.\nStart a new scene. Enter edit mode for the default cube. Go to the Mesh Options and check the X Mirror option. Select a vert on the +X side of the mesh. Use the Move tool to move it. The corresponding vert on the -X axis will not move. It does in 2.79b.", "Mirror mesh editing doesn't work\nOperating system: Windows 10 Pro 64 bit\nGraphics card: AMD Ryzen 5 2400G w/ Radeon Vega 11\n\nBroken:\nBlender 2.8 2018-12-13 01:30 - Hash: 7d4d9e7dbd3\n\nMirror mesh editing doesn't works despite mesh being symmetrized and mirror selection works fine.\n\n\nDownlad this and try to mirror the selection of a vertex. Then try to edit the cube with X-Mirror turned on.\n\n[symmetricalobject.blend](symmetricalobject.blend)", "X mirror does not work.\nOperating system: Windows 10 x64\nGraphics card: Nvidia 1060 GTX\n\nBroken: 2.8, ba1f178c1c8\n\nWorked: 2.79\n\n2.79 X mirror works but 2.8 doesn't\n\nNew project.\nAdd Monkey.\nTurn on X Mirror in Mesh Options.\n'Snap to Symmetry' says it is already symmetrical but X Mirror won't work.", "x mirror issues\nOperating system: Kubuntu 18.04\nGraphics card: None\n\nBroken: 2.80 (sub 35), branch: blender2.8, commit date: 2018-11-29 22:54, hash: 63c06531707, type: Release\nbuild date: 2018-11-29, 23:03:56\nplatform: Linux\n\n\n**Short description of error** The \"x mirror\" don't seems to work\n\nedit mode-->mesh options-->x mirror--> (try to move a face, vertice o edge and the symmetry move don't happen :'v\n", "X-Mirror for edit mesh is broken in 2.8 Beta\nBlender 2.8 Beta\nHash: 26d5a3625ed\n\nEnabling X-Mirror for live mirror when moving the vertices does not work in 2.8 Beta. Topology mirror as well.\nTried with the default cube and other meshes." ]
Simple subdivision destroys UV win 10 Nvidia GeForce GTX 1060 6GB blender-2.80.0-git.a205493426b-windows64 Worked: (optional) some version without opensubdiv I believe subdivision modifier makes weird unexpected things with UV map when subdivision type is set to simple ![obraz.png](obraz.png) [bugreport.blend](bugreport.blend) 1. Open attached blend file. 2. Turn off and on subdivision modifier to compare
[ "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", "Unsubdivide and rebuild subdivisions from multires.\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 531.41\n\nBroken: version: 3.5.1\n\nModel with multires applied doesnt works with unsubdivide option or rebuild subdivisions.\nI´ve applied the modifier, cleaned the data blocks but persist...\nThere is something strange in the mesh because it works with the default cube...\n\n- Open attached .blend file\n- In the Multires modifier, click in Subdivide\n- Apply modifier\n- Add multiresolution modifier again\n- Click in Unsubdivide\n\n> No valid subdivisions found to rebuild a lower level\n\n[UnsubdivideMultires.blend](attachment)\n\n", "Blender 2.80 Canceling of visibility actions during opened panel with object default parameters.\nwin 10 - 64 bit\nNVIDIA GeForce GTX 560\n\n2.80 beta, 1df6a98b176f, blender2.8, 2019-03-05\n\n**Error description**\nLooks like a small flaw. Panel with default parameters(radius, etc..) of standard objects if objects just created - will be canceling your actions with outliner panel (visibility actions) if you dont close it and continue changing parametrs after that\nDemo: 0876b975cd74ce4d9400b6556e5cbe14.mp4\n\n**Steps to reproduce**\n\n- Open new general template\n- Add mesh - circle\n- Hide cube in outliner\n- In Adjust Last Operation panel change radius\n\nCube is no longer hidden", "Delete Geometry node face mode behaves unexpectedly when used after Join Geometry\nOperating system: Windows-10-10.0.18363-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68\n\nBroken: version: 3.2.1\nWorked: N/A (problem exists on 3.1.2)\n\n\nNot sure if this is by design, but I find that the following behaviour unexpected:\n\n- By itself, a Mesh Line output connected to Delete Geometry + Geometry Proximity node using Face mode won't delete anything.\n- However, when such a Mesh Line is joined with a Grid primitive, then Delete Geometry + Geometry Proximity in Face mode will cause all of Mesh Line to be deleted, regardless of distances.\n\n![Screenshot 2022-07-13 175154.jpg](Screenshot_2022-07-13_175154.jpg)\n\n![Screenshot 2022-07-13 175147.jpg](Screenshot_2022-07-13_175147.jpg)\n\n![Screenshot 2022-07-13 175140.jpg](Screenshot_2022-07-13_175140.jpg)\n\n\n- Download the blend and observe Mesh Line is preserved.\n- Unmute Grid node link to Join Geometry, and observe Mesh Line is now gone.\n\n[line-deletion.blend](line-deletion.blend)\n", "Limited dissolve ruins UV\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.79\n\nBroken: version: 3.5.1\n\nI made 3 or 4 times cycles of \"Limited dissolve - triangulate\" and get ruined UV after 3-rd or 4-th iteration. \nthe goal is to rid of exceeding geometry like on a screen.\n\n\n", "Greasepencil z fighting alpha issue\nHi,\nnot too sure if this is known issue or any fix but I am getting this alpha issue from certain angle when I have 2 different grease object. \n\n", "Blender 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)", "Compositor doesn't update when \"render region\" is used\nOperating system: Windows-10-10.0.16299-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.86\n\nBroken: version: 2.83 (sub 2)\nAlso any previous version.\n - Open file:\n[border_render_comp_bug.blend](border_render_comp_bug.blend)\n - Render frame (F12)\n - Red background is confined to \"render region\":\n![obraz.png](obraz.png)\n - If you refresh the compositor it will work. For example if you reconnect nodes or check and uncheck a box.\n![obraz.png](obraz.png)", "Exploding fabric in cloth simulation \nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 520 Intel 4.5.0 - Build 24.20.100.6299\n\nBroken: version: 2.83.0\n\nFirst hello ! Hope you're doing well :-)\n\nToday I wanted to create a basic curtain with the cloth simulato. I first created a plane and subdivided. Then I assigned a vertex group for the first section of vertex. Then I used shape keys to create to motion of shrinking the piece of fabric.\n\nIt works perfectly fine without self collision and then when I added self collision, it diseapperes or it explodes...\nI dont really understand why It reacts like this. I also reduced/increased the amount of distance in self collision but nothing worked...\n\nIs the simulation cloth broken or it's a normal behavior (painful process)?\n\n[wtf.mp4](wtf.mp4)\n\n- Open attached file and run the simulation.\n[coth_bug.blend](coth_bug.blend)\n\n", "Bug - Refraction BSDF in Eevee interferes with Render properties > Film > Transparency - it blocks the transparency so to speak.\nBest demonstrated with a video (please note that the refraction bsdf is transparent, so objects can se seen through, so can the world background - when the world is not transparent that is) :\n\n[DE3VFV8aIO.mp4](DE3VFV8aIO.mp4)\n\n![image.png](image.png)", "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?", "Multires Unsubdivide Deletes Hidden Geometry\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56\n\nBroken: version: 3.6.0 Beta\nWorked: ??? also a bug in 3.5\n\n**Description**\nIf you use the unsubdivide tool on the multires modifier while geometry is hidden in edit mode, the geometry that was hidden gets 'deleted' (or more like dissolved) from the mesh. It's easy to work around, but it definitely isn't the expected behavior.\n\nSelect the default cube and enter edit mode, subdivide it several times, hide part of the mesh, back to object mode and add a multires modifier, click unsubdivide, the hidden geometry is dissolved.\n\n", "Remeshing object with subdivision modifier hangs Blender\nOperating system: macOS 10.14.6\nGraphics card:\n\nBroken: All versions of Blender but tested on Version 2.93.0 (2.93.0 2021-02-25) & Version 2.92.0 (2.92.0 2021-02-25)\nWorked: ?\n\nRemeshing object with subdivision modifier hangs Blender\n1 Add a subdivision modifier to the default cube, set it to 2 or more.\n2 Jump into Sculpt mode and remesh with default voxel settings, it should work fine.\n3 Undo the last remesh and now change the voxel size to 0.002 m and remesh again, it hangs.\n\n\nDo step 1 again, this time apply subdivision modifier and then try to remesh with voxel size of 0.002 m, it should work\n\n![blenremesh2.jpg](blenremesh2.jpg)\n\n![blenremesh.jpg](blenremesh.jpg)", "the Unwrapping function doing wrong calculation\nOperating system: Windows 10\n\nBroken: 2.79, 2.80\n\nwrong size calculation uv shells\n[uv_unwrapping_wrong.blend](uv_unwrapping_wrong.blend)\n![Screenshot_29.jpg](Screenshot_29.jpg)\n\nPS in other software\nmaya\n![Screenshot_31.jpg](Screenshot_31.jpg)\n\n\nrizom uv\n![Screenshot_30.jpg](Screenshot_30.jpg)", "Knife Tool: incorrect interaction with Array modifier when the Merge \"First Last\" option is set\nOperating system: Win10\nGraphics card: nVidia 1070\n\nBroken: 2.80 (sub 44), branch: master, commit date: 2019-02-14 04:22, hash: caa8e7ff2894\nWorked: not sure\n\nWhen the Merge First Last option is set for an Array modifier, it seems like hidden, virtual geometry is picked up while using the knife tool to cut across the surface of the primary shape.\n\nThis results in an improper cut.\n\nBad in-progress cut:\n![bad.png](bad.png)\n\nBad confirmed cut: \n![bad-confirm.png](bad-confirm.png)\n\nGood cut -- with the First Last option turned off:\n![good.png](good.png)\n\n[array-bug.blend](array-bug.blend)\n- Create a simple shape and array it in a radial fashion so that the first/last vertices of the shape are eligible for merge\n - Or just load the attached .blend\n\n- Attempt to make a cut across the main shape with the Merge First Last option set\n- Notice that the cut line is picking up some hidden edges somehow -- perhaps due to triangulation?\n- Confirm the cut and notice it's still incorrect and pretty weird" ]
[ "Subdivision Surface Modifier in \"Simple\" mode creates incorrect UVs\nOperating system: Windows 10\nGraphics card: Nvidia GeForce 1050 TI\n\nBroken: 2.80 Beta 0f5b53ba4dc\nWorked: previous versions of 2.80 before beta\n\nWhen using the subdivision modifier on an object in \"Simple\" mode UV's get scrambled.\n\nCreate object > Add Subdivision Surface modifier > Set mode to \"Simple\" \nIf you have a texture applied you will immediately see the UV mapping got scrambled. You can also apply your modifier and then check the UV map to see the new scrambled UVs\nAttached is an example file.", "Subdivision modifier (simple mode) breaks UV map\nOperating system: Windows 10\nGraphics card: GTX 1070\n\nBroken: \n2.80 Beta, 925380050d0, blender2.8, 2018-12-02\n\nA subdivision modifier with simple mode distorts the uv map of its object. No problem with catmull-clark mode.\n\n1. Open attached .blend file\n2. Switch on subdivision modifier of plane. -> UV gets distorted\n\n[subsurf_uv_bug.blend](subsurf_uv_bug.blend)\n\n[system-info.txt](system-info.txt)", "Subdivision Surface Type Simple messes up UVs\nOperating system: Windows 10 x64\nGraphics card: Nvidia 980\n\nBroken: 2018-11-29 15:57, 26d5a3625ed, blender2.8\n\nSubdivision Surface Modifier with Type Simple messes up UVs\n\nAdding the Subdivision Surface Modifier to a mesh and setting it on Simple destroys the UVs. Worked on older 2.8 versions without the Subdivisions Quality setting. ![uvs.PNG](uvs.PNG)" ]
Api inexistent about hide object/collection Operating system: win10 Graphics card: 1080ti Broken: blender-2.80-798d2cadc307 Worked: (optional) **inexistence to have an "api" to hide the object and collection (eye closed) it is only possible to check the status with visible_get (), in the wiki have only obj = bpy.context.object print("Object %s:\n\thide in viewport: %r\n\thide in render: %r\n\tis selectable: %r\n" % ``` (obj.name, obj.hide_viewport, obj.hide_render, not obj.hide_select))r** ``` I'm not sure I'm in the right section, I hope it's useful.
[ "Copying scene unhides hidden collections\nWindows-10-10.0.16299 64 Bits\nGeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.67\n\nBlender 2.80 (sub 53)\n\n[hidden_collections_copy_scene_bug.blend](hidden_collections_copy_scene_bug.blend)\n\nOpen attached file. There are two hidden collections.\nMake a copy of the scene using either \"Link Object Data\" or \"Full Copy\".\nCollections in the newly created scene will be set to visible.", "'Show Instancer' option for Viewport hides the mesh in edit mode\nOperating system: Linux-5.7.8-200.fc32.x86_64-x86_64-with-fedora-32-Thirty_Two 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.100\n\nBroken: version: 2.90.0 Alpha\nWorked: Never\n\nWhen using either Face or Vertex duplication on meshes, turning off `Show Instancer` in the Instancing settings (Object Properties) hides the parent object.\nThe problem is when you enter edit mode. Both the instancer and the instances are invisible.\nOne solution could be to unhide the instancer.\n\n - Open attached file\n - Uncheck 'Show Instancer' for Viewport\n # In the 3D View, press tab or otherwise enter editmode\n\nYou now are editing an invisible mesh - since we can select and edit the mesh, it would be much, much friendlier to allow editing, as the user probably expects this, by showing the mesh just in edit mode - it could be wireframe only or semitransparent, to indicate that it's hidden in object mode.\n\n(This may be considered an enhancement or a bug - at the very least it feels like a lack of polish in the interface, but it would be extremely befuddling to some users should they find themselves in this state.)\n[instancer_bug.blend](instancer_bug.blend)\n\n", "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)", " 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", "[Python API] PointerProperty to type Collection slows down animation after open Preferences with excluded collections\nOperating system: macOS-12.4-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 1.2\n\nBroken: version: 2.93, 3.6.1, 4.0.1\nWorked: seems to be never working properly\n\nPointerProperty to type Collection slows down animation after open Preferences with excluded collections\n\nPossible [related to this](87468)\n\n1. Download [Zen2.blend](view?usp=sharing)\n2. Press play to convince that FPS is high\n![Screenshot 2023-08-01 at 06.09.52.png](attachment)\n3. Open Preferences window and also convince that FPS is still the same\n\n4. Run script that will create property group with PointerProperty to collections\n5. Press play\n6. While running, open and close preferences\n\n**Result:**\n\nFPS is dropped down and 'using fallback' message is written in console\n\n![Screenshot 2023-08-01 at 06.17.19.png](attachment)\n\nP.S. It seems like after opening Preferences window excluded collection is starting to take part during animation as if they are not excluded\n\n![Screenshot 2023-08-01 at 06.25.36.png](attachment)\n\n", "Particle system behaves inconsistently in viewport and render when instance object visibility is disabled\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Quadro [P2200](SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.20\n\nBroken: version: 2.91.0 Beta\nWorked: The behavior was different in 2.80\n\nWhen the instance object of a particle system is disabled in the viewport the particles are also disabled in the viewport. However when the instance object is disabled in render they still appear in the render.\n\n1. Open the default scene.\n2. Create another object (B).\n3. Create a particle system modifier on the default cube (A).\n4. Set Particle Settings to Hair (A).\n5. Set Render -> Render As to \"Object\" (A)\n6. Set the Instance Object to the other object (B).\n7. Disable the object (B) in viewport and render\n8. Render the scene, observe that the object has particles rendered\n[particle_visibility_bug.blend](particle_visibility_bug.blend)\n", "Collection usability\n- [ ] Viewport UI\n- [ ] Shortcuts to toggle visibility?\n[ ] . . .\n\nNeed a clear design on what to do.", "Hiding Armature in Outliner while in Pose Mode, leaves viewport without ability to select or exit the Pose Mode.\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.39\n\nBroken: version: 3.0.0\n\nWhen Armature is hidden via Outliner in Pose Mode, the selection, active object, and the Mode remains on that armature, not allowing to select anything anymore. Same happens with Meshes and Edit Mode, but one is still able to exit the Edit Mode. I assume it's likely that one either shouldn't be able to hide the object one is in Edit/Pose mode with, or the Mode probably should be exited upon hiding it's object. Or, at least, switching the Mode off shouldn't be disabled if the object is considered still active/selected.\n\n[armature.blend](armature.blend)\n - Select Bone,\n - Press Disable in Viewports for Armature object in Outliner,\n - > Can't select other objects in viewport now, or exit the pose mode.", "shadow catcher data missing from diffuse passes when transparency is disabled, and shadow catcher object is masking environment when transparency is enabled (can't recombine moving scene envronment)\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.98\n\nBroken: version: 3.5.1 Release Candidate\n\nshadow catcher data missing from diffuse passes when transparency is disabled, and shadow catcher object is masking environment when transparency is enabled (can't recombine moving scene envronment). This makes it impossible to rebuild the image unless the shadow catcher pass is used, which is not suitable when using vector motion blur.\n\nOpen below blend file (choose to load ui)\ngo to scene 'no transparency'\nin the compositor press f12 to render a frame\ncompare the combined image and the rebuilt image\n\ngo to the second scene 'transparency'\nin the compositor hit f12 to render again\nthis time the environment is masked out by the shadow catcher, making it impossible to use the rendered environment (which is necessary if the camera is animated)\n\nrequired behaviour - \n\nshadows appear in diffuse passes when transparency is disabled, so the rebuilt image matches the viewport.\n\nshadow catcher object doesn't mask out the environment pass when transparency is enabled (so the environment can be added back to the image when the camera is moving (backplate cant be used here))\n\n\n\nThe only possible solution currently is to always render with transparency enabled, and then render your scene a second time with only the environment visible, which causes issues when rendering via scripts.\n\n", "Python API support for element picking (matching selection picking)\nCurrently there is no convenient way to pick the object under the mouse cursor.\n\n### Motivation\n\nPicking an item (typically an object), under the cursor is useful for interactive tools,\nfor selecting a target... etc. as is already done in Blender's C code.\n\nCurrently methods of doing this are insufficient.\n\n- Ray-cast only works for mesh, geometry types and isn't useful for mesh elements, bones... etc.\n- Selection picking changes the selection, is awkward to access the result and doesn't allow to filter elements (if you only want certain object types for example).\n\nThis limits the kinds of interactive tools that can be written (at least easily).\n\n### Proposal\n\nFor space types that support picking elements, add a method for picking items, example usage:\n\n```\nlocation = event.mouse_region_x, event.mouse_region_y\nob = context.region.find_on_screen_object(location)\n```\n\nSince it's common to filter items based on type, or other properties, a filter function should be supported.\n\n```\nob = context.region.find_on_screen_object(location, filter=lambda ob: ob.type == 'GPENCIL')\n```\n\nBMesh elements could be supported too.\n\n\nNote that returning multiple values is needed in some cases if the element on it's own doesn't provide enough information. For example, a bone or vertex doesn't give access to the object, which is needed for multi-edit mode support.\n\n```\nresult = context.region.find_on_screen_mesh_edge(\n location,\n filter=lambda candidate: candidate.object.get(\"my_property\") == 1 and candidate.vert.co.x > 1.0,\n)\nif result:\n print(result.object, result.vert)\n```\n\nOther space types can support this too.\n\n```\nnode = context.region.find_on_screen_node(location, filter=lambda node: node.type != 'OUTPUT_MATERIAL')\n```\n\n\n### Open Topics\n\n- Would we support a returning multiple hits (callers might be able to use the filter function for this if they really wanted).\n- Should this be a generic function for all types of objects:\n\n```\nTypes could be passed in as an argument. e.g.\n```\n\n```\n`context.region.find_on_screen_item(location, type={'EDIT_MESH_EDGE', 'EDIT_MESH_FACE'})`\n```\n\n- Why limit this to picking? Why not support passing in a bounding box & return it's result, or a polygon and return the lasso result?\n\n *This could be handled as a separate step, mentioning it here to note that it's a possibility but not part of this proposal.*\n\n- We could return an object that stores multiple values, this means if we need to add additional context to the result, it wont break scripts.\n\n```\ne.g: \n```\n\n```\n result = context.region.find_on_screen_node(location)\n if result:\n print(\"Found\", result.node, result.node_group)\n\n```\n\n\n### Scope\n\nWhile this need not implement all data-types initially, these are data-types that could be supported.\n\n- 3D View\n\n - Objects (all types)\n - Armature Edit Mode: Bone, Head/Tail\n - Armature PoseBones: Bone (only)\n - MetaBall: Inner / Outer rings.\n - Mesh Elements: (Vert/Edge/Face)\n - Curve: Vertices & Handles\n - Lattice: Vertices\n - Grease Pencil: Vertices\n - Particle Edit Mode: Vertices\n - Stroke path bezier handles.\n - Gizmos? *(not sure about this one)*\n\n- Image View\n\n - UV Elements: Vertex, Loop, Face\n - Mask: Vertices & Handles\n\n- Node Editor\n\n - Nodes\n - Node Sockets\n - Node Links? (not sure about this one)\n\n- Sequencer\n\n - Sequence: strip, handles\n\n- Movie clip editor\n\n - Track: Center, corners, rotation handle.\n - Mask: Vertices & Handles\n\n- Dope Sheet\n\n - Channels: ID's & individual channels\n - Keyframes.\n - Markers\n\n- Graph Editor\n\n - Channels: ID & individual channels.\n - F-Curves: Whole curves & bezier handles\n \n- NLA\n\n - Channels: ID & individual tracks.\n - NLA strips.\n - Markers.\n\n- Text Editor\n\n - Line and cursor offset (low priority).\n\n- Python Console\n\n - Line and cursor offset (low priority).\n\n- Info\n\n - Report (low priority).\n- Outliner:\n\n - Scene, ID data-block + data *(needs investigation, the hierarchy of data could be returned: e.g. scene, view_layer, collection, object, mesh, modifier)*\n\n- File browser\n\n - File name.\n\n\n----\n\n### Implementation Details\n\n- This should share functionality with selection picking (for predictable results and to avoid code duplication).\n- This would need to be implemented in the C/Python API directly (not the RNA API), as it uses callbacks & non RNA types (in the case of BMesh).", "FCurve editor: Inconsistent/unclear display of group visibility state\nWin7/64, GTX 750 Ti\n\n2.74 official\n\n![Unbenannt36.PNG](Unbenannt36.PNG)\nThe group visibility icon (in red circle) makes no useful statement about the visibility of the contained channels.\n\n - Open [FCurveVisibleState.blend](FCurveVisibleState.blend)\n - As you can see in the FCurve window, all three channels are visible (True), so is the group.\n - If you click the visibility of the \"X Location\" channel in order to hide it, the group visibility is still True.\n - If you additionally hide the Y and Z location, the group visibility state is still True.\n\nThis means that the group visibility icon is True if either all, some or none channels are visible. In other words, it does not reflect anything useful. It only acts as a button to toggle the state of the channels.\n\nIf the group icon is not to display an intermediate state (some but not all channels are visible), the True state should indicate that at least one channel is visible. Consequently, the only required change is: If no channel is visible, the group icon should also be set to False. Otherwise, if the group is collapsed and the group icon displays True, we always have to expand the group in order to find out if any channel is visible at all.\n", "Fake Dependency Cycle: 'Disable in Viewport' depends on 'Disable in Renders'\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.2.2\n\nDriving hide_render from hide_viewport causes a dependency cycle\nwhile the error occurs on all objects, the driver does seem to work on some objects, but not others. In the default scene for example, the driver works with the camera, but not the cube or the light\n\n- in the outliner, edit the filter to display the `Disable in Viewport` option.\n- Right click the `Disable in Viewports` icon on any given object\n- Copy as New Driver\n- Right click the `Disable in Render` icon of the same object\n- Paste Driver\n[render visibility driver issue.blend](render_visibility_driver_issue.blend)\n\n", "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>", "Holding Ctrl disables Object Lock Modes\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 3.2.1\n\n\nObject Lock Mode have no effect when Ctrl is held, for instance, while using Shortest Path Selection as shown in the following video:\n\n[bug-object-lock-mode.mp4](bug-object-lock-mode.mp4)\n\nThis also happens in other cases like selecting Reference and Background images:\n\n[lockobject.mp4](lockobject.mp4)\n\n", "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" ]
[ "visibility (collection or object) is not expose in bpy\nOperating system: Mint 19\nGraphics card: Nvidia 860M\n\nBroken: 2.80 build from feb 28th\n\n\nvisibility (collection or object) is not expose in bpy\n\nUsing API, we can't get value or set value of collection and object visibility. We have only :\nhide_render\nhide_select\nhide_viewport (screen icon)\n\nBut visibility (eye icon) is missing" ]
Geometry Nodes: "Instance on Points" on filled mesh from string to curves node crashes Blender Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: Radeon Pro 560X ATI Technologies Inc. 4.5.13596 Core Profile Context FireGL 20.10.36.01 27.20.11036.1002 Operating system: macOS-11.6-x86_64-i386-64bit 64 Bits Graphics card: AMD Radeon Pro 560X OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.6.20 Broken: version: 3.0.0 Alpha Worked: - Tested on macOS and Windows. Using the "Instance on Points" node on filled mesh from "String to Curves" node crashes Blender. In the following setup, enter any text in "String to Curves" node's text box. ![setup.png](setup.png) [3.0_instance_on_points.blend](3.0_instance_on_points.blend)
[ "Geometry Nodes: Mesh Boolean destroys attributes\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.99\n\nBroken: version: 3.6.2\n\nUsing Mesh Boolean with Geometry Nodes destroys attributes from input meshes. This drastically reduces usability and node network clarity as user is required to surround the Mesh Boolean node with 4 more nodes for every single attribute they want to survive the boolean operation:\n![image](attachment)\n\n1. Open the attached file: [BoolDeleteAttributeBug.zip](attachment)\n2. Hold Ctrl+Shift and left click the Geometry output sockets of Group Input and Object Info nodes. Notice the attribute being present.\n3. Hold Ctrl+Shift and left click the Mesh output socket of Mesh Boolean node. Notice the attribute destroyed.\nResult: The attributes are destroyed by Mesh Boolean node.\nExpected: The attributes on the parts of the topology unaffected by Mesh Boolean operation remain preserved.\n\n", "TEXT outer and inner edge problem with letters. Vertices overlap when offset with \"fillMode\" \"Node\"\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GT 1030/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 465.89\n\nBroken: version: 2.83.13\n\nVertices overlap when offset with \"fillMode\" \"Node\"\nThe issue is that a fusion360 user explained to me that in that program there is the OFFSET tool to create inner and outer edges in texts. It is a fundamental tool in any program. I thought I could solve it this way and there I found this problem that can be considered a bug.\n[BORDES EN TEXTO.mp4](BORDES_EN_TEXTO.mp4)\n\n\ncreate 2 texts\nA normal one.\none with fillMode Node to create an outer border\nmake sure that in the 2 texts there is a letter N\nIn the geometry property of the text with fillmode Node put offset 1 and Depth 1\nIn the N you will see this error.\n![Screenshot_7.jpg](Screenshot_7.jpg)\n**I would have to calculate so that the vertices don't overlap.**[2021-05-24 15-09-04.mp4](2021-05-24_15-09-04.mp4)\n\n\n[BordeBug.blend](BordeBug.blend)\n\n", "Freeze on typing in name field of Named Attribute node\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.4.0 Alpha\n\nBlender freezes when I typing in name field of named attribute node\n\n- Open .blend file\n- select named attribute node and type {key C} twice\n![msg1043560862-70713.jpg](msg1043560862-70713.jpg)\n[Bug_GM_big_attribute.blend](Bug_GM_big_attribute.blend)", "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)", "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", "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", "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", "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", "EXCEPTION_ACCESS_VIOLATION when changing shaders\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.79\n\nBroken: version: 3.1.0\n\nThis also seems to crash 2.93 and 3.0. \n\nEXCEPTION_ACCESS_VIOLATION causes crash when some shaders are applied.\n\nOpen the file. In the shader editor, set the material of the cube to rim_gradient. Shift-click on the specified shader node in the picture to turn it into the material output. Observe crash.\n![crash_reproduction.png](crash_reproduction.png)\n\n[crash.blend](crash.blend)\n\n\n", "Normals generated by Curve to Points node aren't always perpendicular to the curve\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.09\n\nBroken: version: 3.1.0 Alpha\n\nFor curves with sharp corners, like poly splines or bezier splines with vector handles, the normals are not perpendicular to the straight curve segments, but bend around corners. This makes it impossible to properly align instances to the curve.\n\n![instance_rotate.jpg](instance_rotate.jpg)\n\n\n\n - Create curve with sharp corners\n - Add Geometry nodes modifier and use Curve to Points node to generate points\n - Use either Normal or Rotation output to drive the rotation of instances, like in the example\n\n\n", "With enabled Modifier On Cage option crashes on entering Edit Mode if in Render Viewport Shading\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.30\n\nBroken: version: 3.3.0\n\nIn Eevee, in Render Viewport Shading, an object having a Geometry Nodes modifier with enabled On Cage Modifier Result, that affects a UV Attribute which is used in Shader, crashes upon entering Edit Mode.\n\n - Set Viewport Shading Mode to Render\n - Enter Edit Mode ->Crash\n[displace-preview.blend](displace-preview.blend)", "Crash while baking the Line Art modifier\nOperating system: Windows 11\nGraphics card: RTX 2070\n\nBroken: 7c2dc5183d03\n\n\n\nI get regular crashes when baking Line Art modifier in relatively complicated geometries. \n\nI can't provide my project file. I am hoping that the crash log will give insight into this bug.\n\n", "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)", "Hotkeys conflict between Shader Nodes, Compositing Nodes, GeoNodes and Texture Node Editor.\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68\n\nBroken: version: 2.93.6\n\nI have hotkeys on frequently used nodes in shader editor. When I switch to Compositing, first of all I have hotkeys already assigned to similar nodes (I did it in shader editor, but they are automatically assigned in compositing). Secondly, I get an error in Compositing - Not a shader or geometry node tree.\n\n1) Apply the \"I\" button to the \"Invert\" node in the shader editor\n2) Switch to Compositing or Texture Node Editor\n3) Call the invert node with the I button\n\nYou get the following error \n```\nPython: Traceback (most recent call last):\n\nFile \"D:\\BF_daily_build\\2.93.0\\blender-2.93.7-candidate+v293.4ec6cc412d7f-windows.amd64-release\\2.93\\scripts\\startup\\bl_operators\\node.py\", line 138, in invoke\n result = self.execute(context)\nFile \"D:\\BF_daily_build\\2.93.0\\blender-2.93.7-candidate+v293.4ec6cc412d7f-windows.amd64-release\\2.93\\scripts\\startup\\bl_operators\\node.py\", line 129, in execute\n self.create_node(context)\nFile \"D:\\BF_daily_build\\2.93.0\\blender-2.93.7-candidate+v293.4ec6cc412d7f-windows.amd64-release\\2.93\\scripts\\startup\\bl_operators\\node.py\", line 92, in create_node\n node = tree.nodes.new(type=node_type)\n\nRuntimeError: Error: Cannot add node of type ShaderNodeInvert to node tree 'Geometry Nodes'\n\nNot a shader node tree\n\nlocation: <unknown location>:-1\n```\nbandicam_2021-11-26_16-53-56-020.mp4\nNode_Conflict.blend\n\n", "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" ]
[ "Crashing when adding 'Instance on Points' node with Geometry Nodes\nOperating system: Windows 10\nGraphics card: GTX970 (although I am getting the same issue on my laptop with a Quadro M1200)\n\nBroken: 3.0.0 Alpha, branch: master, commit date: 2021-10-04 07:43, hash: 8c55333a8e80, type: release\nWorked: not applicable - node fields only available in 3.0 Alpha\n\nImmediate system crash when adding 'Instance on Points' within Geometry Nodes editor\n\nWhen connecting the 'Instance on Points' node as shown in the attached image, blender immediately crashes.\n\n![blender crash.png](blender_crash.png)\n\n[GM_Textblend.blend](GM_Textblend.blend)" ]
Crash when changing Normal Strength in Bevel Modifier Windows 10, GeForce GTX 1060 3GB/PCIe/SSE2 Broken: 2.80 alpha 2 Worked: never/new feature **Crash with Bevel Modifier** From factory default scene Add bevel modifier to default cube Set segments to 2 Set Normal Mode to Face Area or Vertex Average Change Normal Strength using slider *crash*
[ "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", "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", "Particle Edit mode for non hair particles - 2 Crashes\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 760/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.65\n\n\nBroken: version: 2.80 (sub 69)\nWorked: (optional)\n\n\nParticle Edit: 2 Crashes\n\nParticle Edit: 2 Crashes\n\n- Open the blender file and click on the buttons \"Particle select and display point\"\n- Crash 1 (Screenshot)\n\n- Open the blender file and click on the tool \"Weight\" and click into the particles\n- Crash 2 (Screenshot)\n\n- Also had a crash with \"Puff\" \n- file not included\n\n- There are some tools that do nothing while others work\n- User gets no feedback / error message but give no feedback\n\n![2019-05-19-particle-edit-crashes.png](2019-05-19-particle-edit-crashes.png)\n\n[2019-05-19-particle-edit-crash.blend](2019-05-19-particle-edit-crash.blend)\n\n", "Bevel vertex weight problem with Solidify modifier in simple mode\nOperating system: Win10\nGraphics card: 1050ti\n\nBroken: (3.2.0 Alpha from 2022-02-21 23:28)\n\nSolidify doesn't create beveled edge from extruded points in simple mode\n\n\n # Open file and switch between *complex* and *simple* modes inside Solidify modifier -> extruded edges got beveled or not\n\nFrom scratch:\n - Create a plane\n - Assign full bevel weight for both verts and edges\n # Add Solidify and Bevel modifiers (weight mode)\n\n[solidify+bevel_weight_problem.blend](solidify_bevel_weight_problem.blend)\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/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", "Bevel modifier/tool expands vertex groups into surrounding geometry\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.09\n\nBroken: version: 3.1.0 Alpha\n\nWhen beveling geometry with avertex group assigned, some of the surrounding vertices are added to that group after beveling. This creates a lot of problems when deforming a mesh in Geometry Nodes based on vertex groups.\n![bevel_bug.jpg](bevel_bug.jpg)\n\n\n - Assign part of the mesh to a vertex group.\n - Bevel entire mesh either with a modifier or a bevel tool.\n\n\n", "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", "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.", "Assert in debug for dyntopo sculpt\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 527.56\n\nBroken: Today main.\n\nSee attached stack trace file.\n\nIn debug:\n1. Sculp mode.\n2. Enable Dyntopo option.\n3. Do something.\nSee the crash.\n\n", "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}", "Vertex weight not carried through bevel modifier\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4080 4.5.0 NVIDIA 528.24\n\nBroken: version: 3.4.1\n\nVertex weight not carried through bevel modifier in some cases\n\n\n[105012.blend](attachment)\n- open blend\n- apply visual geometry on the `good` object\n![image](attachment)\n- apply visual geometry on the `bad` object\n![image](attachment)\n\n\n\nOK, some more testing (which solves the issue at least on the example I posted [also if there is a second bevel modifier with custom profile on there] -- as well as to some degree for the original file as well [which is posted below]):\n\n- open the file\n- go into editmode on the `bad` object\n- select all **edges** (edge select mode)\n- `Mesh` > `Sort Elements` > e.g. `Cursor Distance`\n- voila!\n\n-----\n\n\n\n**Original report**\n\nWhen wishing to create a bevel with the modifier on a specific vertex group aftern another Bevel modifier, the vertex group does not carry over.\n\n\n* Create a geometry\n* Mark some edges to bevel with bevel weight set to 1\n* Add an edge loop in to a vertex group\n* Add a bevel modifier and use Weight\n* Add 2nd bevel modifier and use vertex group. The area where the first Bevel modifier has been executed does not become incorporated into the vertex group\n\n![image](attachment)\n\n![image](attachment)\n![image](attachment)\n![image](attachment)\n![image](attachment)\n\n", "Blender solidify modifier bevel convex bug ?\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.3.0\n\nOn the solidify modifier, under Edge Data > Bevel Convex, the bevel weight seems to be added randomly instead on the inner and outer edges of the rim. Is it a bug or there's something I'm missing ? \n\nI recorded it : WB83jpVG3qo\nThe video is on the version 3.2.2 but it does the same in the latest 3.3 build.\n\n- Open attached file or\n - Add a solidify modifier onto a mesh,\n - then add bevel weight by putting the value of Bevel Convex to 1.\n - Then, add a bevel modifier with Limit Method set to Weight.\n[Solidify+Bevel_Bug.blend](Solidify_Bevel_Bug.blend)\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", "EEVEE crash while rendering animation, cycles works.\nOperating system: Win10\nGraphics card: GTX1070MAX-Q\nCPU : i7-6700HQ\nRAM : 32GB DDR4\n\nBroken: 2.90\nWorked: -\n\nBlender crashes w/o any errors when I started to rendering animation in Eevee. \nIt happens on 2 laptops and it always happen in 154 or 155 frame while rendering.\nIn attachment you can download the project which gets this error. \nWhen I use cycles rendering it works perfect.\n\n[#80740.blend](T80740.blend)\n\n- Open file\n- Render frames 154 and 155\n" ]
[ "Blender 2.8 crash with new bevel modifier + face area normal mode\nWin10 nVidia Quadro\n\nBroken: 2.8 1ee93dc6705\nWorked: (optional)\n\nFace area normal mode will crash when normal mode is set to face area and the normal strength is 1\n\n- Start with default cube\n- Add bevel modifier\n- Bump segments to 2\n- Bump normal strength to 1\n- Select Face area normal mode (crash)\n\n```\nrecon_face is nullptr\n\nBKE_lnor_space_custom_normal_to_data(bm->lnor_spacearr->lspacearr[l_index], recon_face->no,\n\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t clnors);\n```\n\n```\nblender.exe!bevel_mod_harden_normals(BevelModifierData * bmd, BMesh * bm, const float hn_strength, const int hnmode, MDeformVert * dvert, int vgroup) Line 228\tC\nblender.exe!applyModifier(ModifierData * md, const ModifierEvalContext * ctx, Mesh * mesh) Line 435\tC\nblender.exe!modifier_applyModifier(ModifierData * md, const ModifierEvalContext * ctx, Mesh * mesh) Line 999\tC\nblender.exe!modifier_applyModifier_ensure_normals(ModifierData * md, const ModifierEvalContext * ctx, Mesh * mesh) Line 1026\tC\n```\n", "Setting Segments or Normal Strength in the new Bevel Modifier Crashes Blender\nWindows 10 Pro 64Bit\nNVidia P4000 \nAll Drivers up to date\n\nBroken: Blender 2.8 5b6dde22935\nWorked: NA\nBlender crashes when adjusting normal strength or segments once Normal Mode is set to \"Face Area\". This crash occurs whether the number is directly entered with the keyboard or if the slider is adjusted.\n\n\n\n - Open Blender, Select Default Cube\n - Add Bevel Modifier\n - Set Segments to \"3\"\n - Set Normal Mode to \"Face Area\"\n - Set Normal Strength to \"1\"\n - Watch Blender Crash\n \nNote: Steps 3 and 5 can be reversed. In this case, with Normal Strength set to 1, adjust the segments count to a number other than one. \n\nTo reproduce in the blend file, go to the bevel modifier for the cube and adjust the Normal Strength up to 1.\n\n[Bevel Crash.blend](Bevel_Crash.blend)\n\n\n\n" ]
Hair particles disappear in BI after entering particle edit mode Archlinux GTX 460 Broken: 2.70 19e627c Hair particles don't render after entering particle edit mode until the file is reloaded. Based on [disappearing_hair.blend](disappearing_hair.blend) 1. Open attached .blend 1. Enable rendered viewport (SHIFT+Z) 2. Enter particle edit mode (particles disappear in renderd view) 3. Reload .blend (particles reappear in rendered view)
[ "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.", "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", "overlays extras option being ignored\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\nWorked: (unsure, definitely 2.8 possibly 3.0)\n\nbounding box representation of particle instanced geometry (hair) where the object being instanced is set to bounding box is not being hidden from the viewport when the 'extras' option is checked. \n![image.png](image.png)\n\n", "Blender crashes with Noise Texture Node + Hair Particle System + Eevee\nOperating system: Darwin-19.6.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon RX 480 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.10.18\n\nBroken: 8dc95f61f3\nBroken: version: 2.92.0\nBroken: version: 2.91.2\nWorked: version: 2.83.12\n\nBlender 2.92 with AMD crashes with **Noise Texture Node**and **Hair Particle System** with render engine Eevee.\nWith Blender 2.91.2 with AMD it doesn't crash but colors are incorrect.\n\nWith 8dc95f61f3 with Intel GPU, there's no crash but colors are incorrect in the same way as in AMD - 2.91.2.\n\n1. Open attached .blend file\n2. Viewport shading to: Render \n3. Play animation by tapping space bar\n\n[particle_loop.blend](particle_loop.blend)\n[blender_2_92_crash.txt](blender_2_92_crash.txt)\n\n**Blender 2.92**\n[blender_2_92.mp4](blender_2_92.mp4)\n\n**Blender 2.91**\n[blender_2_91_2.mp4](blender_2_91_2.mp4)\n\n**Blender 2.83.12**\n[blender_2_83_12.mp4](blender_2_83_12.mp4)", "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.", "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", "vertex group re-appears, after it was previously removed via the API\nOperating system: Linux-4.15.0-175-generic-x86_64-with-glibc2.27 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.103.01\n\nBroken: version: 3.3.1\n\nI have an object with 2 bevel modifiers. Each one uses it's own vertex group to control the beveling.\nI have a script that applies the first mod in the stack, and then removes its vertex group as well.\nIf you run this script 2 times, both mods, and both vertex groups should be removed. \nCuriously, while the modifiers are both removed successfully, the first vgroup will reappear after the second run of the script, so after the 2nd mod and vgroup have been removed.\n\nTo workaround this, you can toggle into edit mode and back into object mode at the beginning of the script.\n\nPossibly related to the commits mentioned here: T93896 ? \n\n[video demo ](BNwfPiyczdg)\n[bevel_vgroups.blend](bevel_vgroups.blend)\n\n* open the attached blend file\n* verify how each bevel mod is related to a vertex group sharing its name\n* run the script two times, and notice how the first vgroup reappears at the end\n\n", "Particle system texture added via API not working ['blend_type' when created using the interface is MULTIPLY, whereas when created through API, its value is MIX]\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.92\n\nBroken: version: 2.83 (sub 17)\n\nHi,\n\nI have been trying to write a script that automatically adds a clouds texture to control the density of hair particles/instances. I have been able to successfully add a texture to the active particle system of the selected object with the Density checkbox under Influence activated -- all done through API. However, there is no effect on the density of the particles.\n\nI am clueless of why this is happening. Is this a bug?\n\nI have attached a blend file (with an internal script) for reproducing the bug.\n\n - Open the attached blend file.\n - Allow execution of scripts (in case not allowed)\n - Select the plane (already has a particle system) and search for 'Particle Density Texture' and execute the script.\n\nThe texture will get added successfully to the particle system's texture slots with the density option on, but will have no effect on the particle distribution whatsoever. The script also has an UNDO panel. You could try changing values there or in the properties panel as well, but will have no effect.\n\nAm I doing something wrong? Or is this a bug or a known issue or any API limitation?\n[particle_density_texture.blend](particle_density_texture.blend)\n\n", "Particle hair with density influenced by texture is (partially) invisible with cycles CUDA backend\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65\n\nBroken: version: 3.0.0 up to latest (version: 3.3.0 Alpha)\nWorked: 2.9.3 (from memory since these blend files can no longer be opened)\n\nThe particle hair in the given example file does not show up properly when switching to rendered preview using GPU compute and CUDA specifically. Switching to Optix, or CPU render makes the hair appear shaded. With not showing up properly I mean that the grid lines behind the hair does get obscured (only very faintly visible in the screenshots), but they are clearly not shaded. Disabling texture density influence also makes the hair appear in the GPU compute and CUDA combination.\n\nI understand that the particle system is deprecated, but figured I might as well report this issue so it does hopefully not occur in the replacement.\n\n 1. Open the attached blend file. \n\n [hair_invisible.blend](hair_invisible.blend)\n 2. Make sure that CUDA is used as the GPU compute backend, and that the device is set to GPU compute.\n 3. Switch to rendered view.\n 4. Observe that the hair is only obscuring the grid lines, but not shaded. Next there are several possibilities.\n![gpu_render_broken.png](gpu_render_broken.png)\n 5. Switch to CPU backend for cycles and observe that the hair appears.\n 7. Or, disable texture density influence and observe that the hair appears.\n![cpu_render_works.png](cpu_render_works.png)\n 8. Reduce the children to 23 and observe that some part of the hair appears within some bounding box. Further reducing the children makes it appear and disappear occasionally until everything appears (as above) at 9 children.\n![reduce_children_partially.png](reduce_children_partially.png)\n", "Hair particles missing viewport update after \"Rekey\"\nOperating system: Linux-5.19.6-200.fc36.x86_64-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.65.01\n\nBroken: version: 3.4.0 Alpha\nWorked: 2.79b\n\nHair particles missing update after \"Rekey\"\n\n[particle_hair_rekey_mssing_vieport_update.blend](particle_hair_rekey_mssing_vieport_update.blend)\n- open .blend (in particle editmode, 1 hair particle is selected)\n- run `Particle` > `Rekey` > `Number of Keys` : 50 > {key enter}\n- particle is not updated with 50 points\n- select an existing point\n- now particle shows with 50 keys\n\naware the old particle system is EOL, just posting bugs as a reference because I am looking into new curves editmode (where rekeying/resampling should also be implemented)", "particle instancer modifier 20 years BUG \nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: version: 2.91.0\n\n\n\nlook at particle instancer rotation of some parts. you can`t rotate this particles and can`t fix\n![BUG_001.png](BUG_001.png)\n![BUG_002.png](BUG_002.png)\n", "Hair density maps increases hair children amount on reopening scene file (or rendering which will get slow)\nOperating system: window 10\nGraphics card: 2080 Ti\n\n**blender 2.93.00**\n\nWorked: dont know when it worked\n\nHair density changes on reopening scene file\n\n- Open the attached file and first turn of and turn on and of interpolated children\n- see how the density changes. The number of children increases. \n- save the file and reopen it to see that its back to a lower number of children. \n- affects both viewport and offline render \n\nTest File\n[Hair_Density_bug_01.blend](Hair_Density_bug_01.blend)\n\n", "why some hairs are not moving with dynamic hair? in blender 2.90/2.91\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 670/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67\n\nBroken: version: 2.90.1\n\nwhy some hairs are not moving with dynamic hair? in blender 2.90/2.91\nif I don't modifer the hair weight all the hairs will move,but when I brush some weight to the hair ,\nsome hairs are not moving in dynamic.\n![毛1.gif](毛1.gif)\n[dynamic hair error.blend](dynamic_hair_error.blend)\n\n", "Invisible object in preview mode\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: AMD Radeon HD 8600/8700M ATI Technologies Inc. 4.5.14831 Core Profile Context 21.5.2 27.20.20903.8001\n\nBroken: version: 3.1.0\n\nWhen I enable Material Preview mode in Blender, the object becomes invisible regardless of the Render Engine. Also the object is invisible with Rendered mode enabled when I use the Render Engine - Eevee. \n\nI don't know how it happened but I can't repair Blender. I reset all settings to factory, reinstalled the application, but it did not help. Can you help me, please?\n\n\n\n![Скриншот 21-03-2022 13_03_38.jpg](Скриншот_21-03-2022_13_03_38.jpg)\n\n![Скриншот 21-03-2022 13_03_14.jpg](Скриншот_21-03-2022_13_03_14.jpg)\n\n![Скриншот 21-03-2022 13_02_38.jpg](Скриншот_21-03-2022_13_02_38.jpg)\n\n![Скриншот 21-03-2022 13_02_04.jpg](Скриншот_21-03-2022_13_02_04.jpg)", "Hair particles: rekeying, cut tool, subdividing do not interpolate existing weights (breaking simulation)\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.81\n\n\nBroken: version: 2.80 (sub 51)\nWorked: (optional)\nJust click once sometimes work right\n\n\nThis bug happen in both 2.79 and 2.8\nClick and drag the hair cut tool mess up the vertices position, especially after subdividing one or 2 segments of the hair. After the hair is messed up, it can't be fixed using rekey command.\nDragging the cut tool on a hair that is not subdivided also cause the problem, but not as severely, the vertices become unevenly positioned.\n\n\nCreate a hair system on the default cube, set the emission number to 1.\nGo to particle edit mode, subdivide one or 2 segments of the hair.\nUse the cut tool, click and drag from the tip of the hair.\nThe hair is now completely messed up.\n" ]
[ "Hair disappears in Rendering after Particle Editing (Combing, Cutting, etc) in Blender Render (not Cycles)\nWindows 8\nIntel Core i5-4200U\nnVidia GeForce 720M 2 GB\nRAM 4 GB\n\nBroken: 2.70\nWorked: (2.69)\n\n**Pictures**\nin 2.70\n![setelah_disisir.png](setelah_disisir.png)\n\nin 2.69\n![blender_2.69.png](blender_2.69.png)\n\nJust create a simple mesh, do some quick particle settings, and compare it before and after particle edit in Blender 2.70.\n" ]
White outline artifacts with volumetrics in the "Diffuse Indirect" for "Metallic" or "Transmission" of 1.0. Operating system: Windows-10-10.0.22000-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94 Broken: version: 3.3.0 Beta Worked: Bug has existed since 3.0. White outline artifacts appear when volumetrics is enabled in the "Diffuse Indirect". It caused when the object PBR material "Metallic" or Transmission is set 1.0 changing it to 0.999 removes the white outline, but still slightly visible when merging all the light layers in the compositor. No problem in blender 2.93. It is related to the Halo bug T94698. It has new test file and steps with new information on this bug to hopefully help developers solved it. 1. Use Blender 3.3 beta. 2. Use the "CornellBox_Volumetric" attach blend file. 3. Do F12 render. 4. Check the "Diffuse Indirect" pass. 5. There is white outline artifact in sphere. 6. In the outliner turn off the "Volume" object for rendering. 7. Notice no white outline artifact in sphere for "Diffuse Indirect" pass. 8. In the outliner turn on the "Volume" object for rendering. 9. In the sphere material change transmission to 0.999. 10. Do F12 render. 11. Notice no white outline artifact in sphere for "Diffuse Indirect" pass. 12. By changing the PBR material for the sphere to "Metallic" 1.0 and turn "Transmission" to 0.0. The same white outline appears in the "Diffuse Indirect" pass. 13. Use Blender 2.93.x. 14. Do F12 render and make sure "Volume" object is enabled. 15. Notice no white outline artifact in the sphere. 16. Done. [CornellBox_Volumetric.blend](CornellBox_Volumetric.blend) White outline artifacts Blender 3.3 with volumetrics enable for the "Diffuse Indirect" pass with PBR material "Metallic" or "Transmission" value of 1.0: ![Cornell_Volumetric_Diffuse_Ind_330.jpg](Cornell_Volumetric_Diffuse_Ind_330.jpg) No white outline artifacts Blender 3.3 with volumetrics disable for the "Diffuse Indirect" pass with PBR material "Metallic" or "Transmission" value of 1.0: ![Cornell_Diffuse_Ind_330.jpg](Cornell_Diffuse_Ind_330.jpg) White flat sphere in Blender 3.3 with volumetrics enable for the "Diffuse Indirect" pass with PBR material "Metallic" or "Transmission" value of 0.999: ![Cornell_Volumetric_999_Diffuse_Ind_330.jpg](Cornell_Volumetric_999_Diffuse_Ind_330.jpg) No white outline artifacts Blender 2.93 with volumetrics enable for the "Diffuse Indirect" pass with PBR material "Metallic" or "Transmission" value of 1.0: ![Cornell_Volumetric_Diffuse_Ind_293.jpg](Cornell_Volumetric_Diffuse_Ind_293.jpg) White rounded sphere in Blender 2.93 with volumetrics enable for the "Diffuse Indirect" pass with PBR material "Metallic" or "Transmission" value of 0.999: ![Cornell_Volumetric_999_Diffuse_Ind_293.jpg](Cornell_Volumetric_999_Diffuse_Ind_293.jpg)
[ "Regression: Viewport selection outline is not 1px width when I set this size. It is very jagged and overlaps shape\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.1.0 Beta\nWorked: 2.79\n\nToday I start to work with lot of small details. And I need thin and sharp selection outline. But I can`t achieve it.\nAnd I can`t go back to 2.79, because I use Gometry nodes. So now i have worse viewport reading without alternatives.\n\nHere is «1px» outline without AA. zoom screenshot and look. Outlines are bold. Despite viewport AA is off, they are still have irregular smoothing.\n{[F12875362](47994019.png) size=full}\n\n2,8+ distorts silhoette much, it is not actually OUTline, it overlaps shape.\n![48062934.png](48062934.png)\n\n2.79+ keeps silhoette better with more acurate outline\n![48032632.png](48032632.png)\n\n2,8+ Outline is not outline actually, its width grows inside too, and it ruins shape even more.\nSame shape, different line width:\n![48135404.png](48135404.png)\n\n2.79 Outline grows only out and keeps the shape seen. (But with ugly dents)\n![изображение.png](изображение.png)\n\nAlso Looks relative to this regression: [D10436: Fix #85650: Userpref to disable Fresnel Effect for Wireframes.](D10436)", "Make Links > Objects to Scene: Does not changes origing point color. We have no visual indication!\nOperating system: Linux-5.11.0-7620-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.57.02\n\nBroken: version: 2.93.2\n\n\n![2021-08-06_09-15.png](2021-08-06_09-15.png)\n\nIn 2.79 it was visually distinguishable per scene linked objects by a bluish tinted origin point but this behavior is missing since 2.8 series has started (for no apparent reason).\n\nThis visual feedback is very important. It basically tells you:\nHey! If you touch me, you change me in all scenes I'm living at! Be aware!\n\nAnd the fact now I have remember what can I touch and what I can't, since my project is increasing in complexity, is overwhelming.\nYou might say: use library overrides then! But no, these are different features and both accomplish different purposes and they can keep coexisting. (unless we could now make a library override for a datablock in the same file, but that is not the case).\n\nAlso, the 2.93 manual states the expected behavior:\n![2021-08-06_09-22.png](2021-08-06_09-22.png)\nBut this is not the case anymore for a while!\nI have been silently waiting for this to be fixed but its time to ask our dear developers to take a look onto this. Please, bring it back!\nOr maybe even enabling the ability to define a different outline color too. (honestly a tinted dot for me is enough)\n\nBest regards,\nJulio.\n\n", "Cycles Volume Scatter Density broken in \"complex\" node setup\nOperating system: Linux-4.12.14-lp151.28.87-default-x86_64-with-glibc2.17 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.27.04\n\nBroken: version: 2.91.0\n\n\nWhen constructing this node setup, the density-slider of the second volume scatter node seems to suddenly only act in a binary way, making the volume either transparent or taking on the density-value of the other volume scatter node. The point at which this happens can be influenced by changing either the colour of the node or the factor-value of the second mix shader. The settings of the other nodes seem to have no effect on this.\n*Edit: After further testing, the Volume Absorbtion and first Mix Shader Nodes are not needed.*\n\n\n*Load attached .blend\n*change density of the second (marked in image) Volume Scatter node (here, the switch happens somewhere between .003 and .004)\n\n[volume_bug_simplified.blend](volume_bug_simplified.blend)\n\n{[F9550433](blender_volume_bug.png), size=full}\n\nThanks for taking a look!\n", "Blocky artifacts in various render passes when rendering Mantaflow volumes in Cycles\n## Simplified Report\n\n- Open the attached file and set the VDB path to the attached VDB volume.\n- The VDB volume file is the result of a Mantaflow simulation generated in Blender using Quick smoke.\n- Render the scene and look at the shadow pass.\n- The shadow pass contains blocky artifacts as shown in the attached image.\n\n[blockyVolumeShadowPass.blend](blockyVolumeShadowPass.blend)\n\n[fluid_noise_0060.vdb](fluid_noise_0060.vdb)\n\n![pass_shadow.png](pass_shadow.png)\n\n## Original Report\n\n[system-info.txt](system-info.txt)\n\nBroken: 3.1, 3.4.0 Alpha, branch: master, commit date: 2022-09-27 23:42, hash: 5beaecb33e74\nWorked: most likely never\n\nRendering imported vdb generated with Mantaflow in Cycles gives blocky artifacts in various passes. \nMost visible artifacts are in shadow pass and denoising albedo. Less visible can be seen in volume direct and indirect.\n\nThis bug is particularly nasty as the artifacts are mostly invisible in beauty pass. \nHowever when volume have high density and is illuminated with intense light the artifacts starts to appear in combine pass.\nArtifacts in denoising albedo pass can ruin seemingly good volume render.\n\nI wasn't able to replicate the artifacts in EEVEE.\n\nHere is how the bug looks with Quick smoke on default cube (scene in attached blend file):\n\nshadow pass\n![pass_shadow.png](pass_shadow.png)\n\ndenoise albedo pass\n![pass_denoise_albedo.png](pass_denoise_albedo.png)\n\nAnd here is an example how this bug might affect production scene:\n\nshadow pass\n\n![web_01.jpg](web_01.jpg)\n\ndenoise albedo pass\n\n![web_00.jpg](web_00.jpg)\n\nvolume direct\n\n![web_02.jpg](web_02.jpg)\n\nvolume indirect\n\n![web_03.jpg](web_03.jpg)\n\nbeauty (cropped)\n\n![2022-09-29_17-05.png](2022-09-29_17-05.png)\n\n\nReproduce render artifacts:\n- open first attached blend file\n- hit `F12`\n- observe shadow pass\n- change `Render Layer` output in `Compositor` if needed\n\nRecreate vdb (optional):\n- open second attached blend file\n- (optional) in `Properties` -> `Physics Properties` -> `Fluid` -> `Cache` set path for cache\n- in the same panel hit `Bake All` and wait until bake is completed\n- navigate to cache directory and open `noise` folder, pick one file (better to pick one from the end where the smoke have more complicated shape)\n- import vdb to the first file and place it so the camera can see it\n\n[volume_bug_render.blend](volume_bug_render.blend)\n[volume_bug_sim.blend](volume_bug_sim.blend)", "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`", "Outliner: Data API view can expand non expandable properties\nThe Data API view in the outliner let you click on the (invisble) expand arrow on non expandable properties.\n\nThis result in the property value to become invisible. You can click to bring it back, so I think it's only a display issue.\nNot all properties seems to be affected.\n\nBefore:\n![Capture d’écran du 2020-02-12 15-12-04.png](Capture_d_écran_du_2020-02-12_15-12-04.png)\nAfter:\n![Capture d’écran du 2020-02-12 15-12-30.png](Capture_d_écran_du_2020-02-12_15-12-30.png)", "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", "Cycles: Volumes in the world shader behave strangle with some textures\n**System Information:**\nOperating system: Linux-5.14.0-1-amd64-x86_64-with-glibc2.32 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.63.01\n\nBroken: version: 3.0.0 Alpha, and every version between master at 2.81 (That is how far I tested).\nWorked: Unsure\n\n**Short description of error:**\nWhen using certain procedural textures in the volume output of the world shader in Cycles, you get unexpected results.\n\n**Exact steps for others to reproduce the error:**\n1. Create a scene in Cycles.\n2. Change to the rendered viewport.\n3. Open a shader editor and change to the `World` shader and delete the `Background` node.\n4. In the `World Shader`add a `Magic Texture` node and connect one of the outputs to the `Volume` socket on the `World Output` node.\n5. You will noticed that in the viewport you can see the `Magic Texture` is projecting light onto objects in the scene, but you can't see the `Magic Texture` directly.\n6. Place a `Color Ramp` node between the `Magic Texture` and the `World Output` nodes. Now you can see the `Magic Texture` in the viewport.\n\nAnother test:\n1. Create a scene in Cycles.\n2. Change to the rendered viewport.\n3. Open a shader editor and change to the `World` shader and delete the `Background` node.\n4. Add a `Noise Texture` node and connect an output to the `Volume` socket on the `World Output` node.\n5. Notice that you can see the impact the `Noise Texture` is having on the scene, but you can't see the `Noise Texture`\n6. Place a `Color Ramp` between the `Noise Texture` and the `World Output` nodes. You still can't see the `Nosie Texture` in the scene.\n7. Place a `Volume Scatter` node in the `World Shader`, connecting the output to the `Volume` socket on the `World Output` node and connect the output of the `Color Ramp` node to the `Density` input of the `Volume Scatter` node. You can now see the noise texture in the volume if you have a light in your scene.\n8. Select the left most handle (the handle that is black) in the `Color Ramp` node and drag it closer to the position `0.5`. You will see the results you expect until you reach the position `0.5` where the volume will seem to disappear from your scene. Yet when you look at objects in the scene, the light reaching them is still affected by a volume shader you can't see.\n\nHere's a video demonstrating this:\n[Volumetrics not visibile in viewport in certain sitautions.mp4](Volumetrics_not_visibile_in_viewport_in_certain_sitautions.mp4)", "Cycles: Caustics don't work when volume boundary between casting and receiving surfaces\nOperating system: MacOS, Windows\nGraphics card: Apple Silicon, Nvidia RTX3090\n\nBroken: 3.5.1, 3.6 Alpha\nWorked: -\n\nWhen there is a volume boundary between a caustic casting and receiving surface, the caustics vanish. \n\nOpen the attached .blend file. There is a sun, an ocean surface, and a sea floor. There are 4 sections: \n- On the right, there is no volume and the caustics appear\n- the two middle sections contain volumes where either the top or bottom boundary of the volume is between ocean and floor, and no caustics appear\n- on the left the volume boundaries are above the ocean, and below the floor, and caustics are visible\n\n", "Cycles: Tex Coord node plugged directly in a world shader does not affect diffuse rays\nI tested and it's not supported in 2.79 so this maybe a corner case that has long been standing.\n\nThis happens also in final render.\n\n[cycles_diffuse_ray_issue.blend](cycles_diffuse_ray_issue.blend) \n- Open given file and switch to rendered view.\n- Connect the 2nd checker color socket to another of the dysfunctional texco socket.\n- Only glossy rays can now see the texco of the environment.\n\nThe issue seems to happen if the coordinate is plugged straight to the background or emission node. If the output is mixed it does work (default state of the file).\n\nMixed, working:\n![Capture d’écran du 2019-09-24 18-13-45.png](Capture_d_écran_du_2019-09-24_18-13-45.png)\n\nNot mixed, broken:\n![Capture d’écran du 2019-09-24 18-14-05.png](Capture_d_écran_du_2019-09-24_18-14-05.png)", "Ambient Occlusion: Add thickness heuristic\nAdd thickness heuristic to reduce the AO from very thin objects as described in \"Practical Realtime Strategies for Accurate Indirect Occlusion\"", "Outliner: Unexpected behavior when duplicating object hierarchies\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA RTX A4500/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.4.1\n\n**may not be a bug** - duplicate a parent object (i.e. an object that has child objects). The duplication automatically selects the new object in the 3D viewport but this selection differs from that shown in the outliner. This means dragging to, say, a new collection does not work as expected (only the parent object is moved leaving the child behind).\n\nThe set up (this is the attached blend file):-\n1. Create two cubes (or any meshes) and parent one to the other to form a hierarchy.\n2. Add the object(s) to a collection.\n3. Create another top level collection which is empty.\n\nThe aim:-\nTo duplicate the object(s) (not the collection) and copy the duplicate to the second (currently empty) collection.\n\nThe steps:-\n1. Right click the parent object in the outliner and choose \"Select Hierarchy\". Note that the outliner shows the selected objects with a blue background bar (as expected).\n\n2. In the 3D viewport, use Shift or Alt D (doesn't matter which) to create new duplicate objects. Note that the 3D viewport shows the duplicate parent and child selected. The outliner shows a new object selected (with blue bar) but the tree is collapsed so we can't see the child.\n\n3. In the outliner, click and drag the selected parent object to the empty collection. Note that only the parent moves, the child is left behind. This child has then to be dragged separately.\n\nAfter step 2, every visual cue leads the user to believe that the duplicate hierarchy is selected. And this is the intuitive behaviour expected. But expanding the outliner tree shows the child object is not, in fact, selected (no blue bar). So an additional step of having to reselect the hierarchy is required before step 3.\n\nThe main issue is that with lots of objects and detailed hierarchies, just forgetting that additional \"select hierarchy\" step before dragging means that child objects can be scattered all over the place away from their parent and the user is left picking through the large list trying to sort it out.\n\nThis may not be a bug, it may be working as designed. But I cannot think of a use case where the current functionality would be useful so I'm assuming it's a small selection bug.\n\n", "Shader 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", "Z-fight with invisible face in edit mode\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.51\n\nBroken: version: 3.0.0 Alpha\nWorked: \n\nI have 2 cubes. Bigger one is set viewport display as wire. Both share the same XZ plane. In Object mode shading is fine, but if I enter in Edit mode with smaller cube artifacts are appear.\n\n[ladder_01.blend](ladder_01.blend) ![image.png](image.png)\n\n", "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)" ]
[ "Halo artifacts with volumetrics in the \"Diffuse Indirect\" and \"Transmission Indirect\" passes\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.84\n\nBroken: version: 3.1.0 Alpha\nWorked: Never worked\n\nHalo artifacts appear when volumetrics is enabled in the \"Diffuse Indirect\" and \"Transmission Indirect\" passes, no problem in blender 2.93.\n\n[Halo_Bug.blend](Halo_Bug.blend)\n\n1. Use Blender 3.1 alpha (Same with Blender 3.0 stable)\n2. Use the \"Halo_Bug\" attach blend file.\n3. Do F12 render.\n4. Check the \"Diffuse Indirect\" and \"Transmission Indirect\" passes.\n5. There is halo outline artifact in person, window opening and sky holes plane.\n6. In the outliner turn off the \"Volume Cube\" object for rendering.\n7. Do F12 render.\n8. Notice no halo outline artifact in person, window opening and sky holes plane.\n9. Use Blender 2.93.x.\n10. Do F12 render and make sure \"Volume Cube\" object is enabled.\n11. Notice no halo outline artifact in person, window opening and sky holes plane.\n12. Done.\n\nNotes: The more render samples the more defined the halo artifacts. Seems to occur when their difference object position and/or material.\n\nHalo outline artifacts Blender 3.1 with volumetrics enable for the \"Diffuse Indirect\" pass:\n![Halo_Volumetric_Diffuse_Ind_310.jpg](Halo_Volumetric_Diffuse_Ind_310.jpg)\n\nNo Halo outline artifacts Blender 3.1 with volumetrics disable for the \"Diffuse Indirect\" pass:\n![Halo_Diffuse_Ind_310.jpg](Halo_Diffuse_Ind_310.jpg)\n\nHalo outline artifacts Blender 3.1 with volumetrics enable for the \"Transmission Indirect\" pass:\n![Halo_Volumetric_Transmission_Ind_310.jpg](Halo_Volumetric_Transmission_Ind_310.jpg)\n\nNo Halo outline artifacts Blender 3.1 with volumetrics disable for the \"Transmission Indirect\" pass:\n![Halo_Transmission_Ind_310.jpg](Halo_Transmission_Ind_310.jpg)\n\nNo Halo outline artifacts Blender 2.9.3.x with volumetrics enable for the \"Diffuse Indirect\" pass:\n![Halo_Volumetric_Diffuse_Ind_293.jpg](Halo_Volumetric_Diffuse_Ind_293.jpg)\n\nNo Halo outline artifacts Blender 2.9.3.x with volumetrics enable for the \"Transmission Indirect\" pass:\n![Halo_Volumetric_Transmission_Ind_293.jpg](Halo_Volumetric_Transmission_Ind_293.jpg)\n\n\n\n\n\n\n\n" ]
Blender 2.8 - Editing instances with modifiers causes issues Operating system: Linux 17.10 Graphics card: GTX 1080 Broken:234c1129715a022b5ff95ed3dcd8e275e3661f8c Editing instances with modifiers causes issues 1. open attached blend file 2. tab in (blender 2.7x keymap) 3. notice how all the instances now have the modifier applied to them? 4. press g and move your mouse around really fast for around 5-10 seconds 5. crash [crash.blend](crash.blend) I previously mentioned something similar to this in #58652 but this seems like it is not to do with shape keys at all, so i created a new one.
[ "Displace modifier with Image Texture causes scene slowdown\nOperating system: Linux-5.4.0-54-generic-x86_64-with-debian-buster-sid 64 Bits\n\nBroken: version: 2.90.0\nWorked: 2.83\n\nCaused by 23919d2275\n\nMesh object with a Displacement modifier using IMAGE TEXTURE can grind scene to a halt by forcing modifier stack to reevaluate on smallest changes to scene (such as adding objects, removing etc). \n\nInterestingly with built in textures (Cloud, Voronoi) it's very fast and functions as should.\n\n\n- Add subD modifier. Relatively high level (with respect to detail)\n- Any image texture (e.g rocks, wood, cloth)\n- As bonus can add Decimate modifier to confirm slowdown and force reevaluation of scene.\n- Try add new objects, erase etc, everything will freeze until that particular objects modifier stack is reevaluated.\n\n![displace_slowdown.gif](displace_slowdown.gif)\n\n[displace_image_slowdown.blend](displace_image_slowdown.blend)\n\nThank You!\n", "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", "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", "API's new context.property causing immediate Blender access violation crash.\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 536.40\n\nBroken: version: 4.0.0 Alpha\nWorked: N/A\n\ncertain properties cause immediate access violation when using the new context.property which was introduced recently. See: 6ba0346797f43cd73eb1003ce65a62b8409203fb and 107280\n\n\n\n1. open attached blend file makins sure 'load ui' is ticked in the file open options.\n2. click the play button on the script editor to register the shortcut key\n3. hover the mouse over the font size in the text editor's font size property\n ![image](attachment)\n4. press tab\n5. immediate access violation is triggered in the poll function on line 28.\n\n", "Scaling in edit mode with individual origins and snapping activated is broken\nWin7 x64\n\nBroken: 2.76\n\nFollowing #39161. Scaling in edit mode works well with \"median\" as pivot point but with \"individual origins\" it breaks.\n\n\nIn attached file:\nScale and choose a vertex with \"ctrl\" pressed, cube seems to disappear.\nTo compare, press \"G\" and choose a vertex for snap, the cube's center is moved as a cube (also individual origins could make all selected verts move to that position making a point instead of a cube?) to that vertex.\nScale with \"median\" as pivot, it works\n[bug scale individual origins.blend](bug_scale_individual_origins.blend)\n\nSo maybe to make it consistent, make \"individual origins behave like median.\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.", "Crash while baking the Line Art modifier\nOperating system: Windows 11\nGraphics card: RTX 2070\n\nBroken: 7c2dc5183d03\n\n\n\nI get regular crashes when baking Line Art modifier in relatively complicated geometries. \n\nI can't provide my project file. I am hoping that the crash log will give insight into this bug.\n\n", "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 crash when selecting and moving vertex using API\nOperating system: Linux Mint 20 Ulyana\nGraphics card: NVIDIA GeForce RTX 2060 Super\n\nBroken: 2.91.2, 5be9ef417703, master, 2021-01-19\n\n\nBlender crashes when opening a new instance pasting the below script in a new document in the \"Scripting\" editor and clicking play:\n\n```\n\nimport bpy\n\ncontext = bpy.context\n\n# Assume default cube exists and select it\nobj = bpy.data.objects[\"Cube\"]\nobj.select_set(state=True)\ncontext.view_layer.objects.active = obj\n\n# Select a vertex and move it\nobj = bpy.context.active_object\nobj.data.vertices[0].select = True\nbpy.ops.object.mode_set(mode = 'EDIT')\nbpy.ops.transform.translate('INVOKE_DEFAULT',\n constraint_axis=(True, True, False),\n orient_type='GLOBAL',\n release_confirm=True)\nbpy.ops.object.mode_set(mode='OBJECT')\n```\n", "Rendering animation using \"Generate\" type modifiers after animated displacement texture crashes Blender\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.79\n\nBroken: version: 2.92.0 Alpha\nWorked: 2.83.10\n\nIf 2 high poly (~100k faces per obj) objects in modifiers properties have after Displacement modifier (with animated texture) \"Generate\" type modifiers (I've tried Boolean and Decimate), Blender cant run Animation render (but still can run Image render). \nCrash happens on 2.9 and higher. I've tested this on 2.83.10 LTS (from steam) and everything worked fine there.\nCrashes with Decimate a little bit hard to recreate. So I will go with steps for \"Boolean crash\"\n\n- create Cude, Empty and Icosphere\n- Add Subdivision mod. to Cube: set it to \"Simple\" and 7 levels\n- Add Displacement mod. to Cube and set texture (Clouds) coordinates to object - Empty\n- Add Boolean mod. (difference) and select object Icosphere\n- Select Cude with Icosphere and duplicate them\n- Save and press Render Animation\n[bug.blend](bug.blend)\n[bug.crash.txt](bug.crash.txt)\n\n```lines\n## 3883==ERROR: AddressSanitizer: heap-use-after-free on address 0x61500034ec08 at pc 0x000016fc795d bp 0x7fffc19dd6c0 sp 0x7fffc19dd6b0\nREAD of size 8 at 0x61500034ec08 thread #15\n - 0 0x16fc795c in blender::gpu::GLBatch::verts_(int) const /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_batch.hh:112\n - 1 0x17013501 in blender::gpu::GLVertArray::update_bindings(unsigned int, GPUBatch const*, blender::gpu::ShaderInterface const*, int) /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_vertex_array.cc:124\n - 2 0x16fa900b in blender::gpu::GLVaoCache::vao_get(GPUBatch*) /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_batch.cc:273\n - 3 0x16fa84d8 in blender::gpu::GLVaoCache::base_instance_vao_get(GPUBatch*, int) /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_batch.cc:234\n - 4 0x16fa9d3e in blender::gpu::GLBatch::bind(int) /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_batch.cc:317\n - 5 0x16fa9f3f in blender::gpu::GLBatch::draw(int, int, int, int) /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_batch.cc:328\n - 6 0x16eca2be in GPU_batch_draw_advanced /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/intern/gpu_batch.cc:282\n - 7 0x16fc1207 in blender::gpu::GLDrawList::append(GPUBatch*, int, int) /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_drawlist.cc:122\n - 8 0x16efa9f5 in GPU_draw_list_append /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/intern/gpu_drawlist.cc:52\n - 9 0x5978acc in draw_indirect_call /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/intern/draw_manager_exec.c:598\n - 10 0x5978acc in draw_call_batching_flush /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/intern/draw_manager_exec.c:795\n - 11 0x597c5f0 in draw_call_batching_finish /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/intern/draw_manager_exec.c:891\n - 12 0x597eae7 in draw_shgroup /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/intern/draw_manager_exec.c:1056\n - 13 0x597f89f in drw_draw_pass_ex /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/intern/draw_manager_exec.c:1113\n - 14 0x597fe50 in DRW_draw_pass /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/intern/draw_manager_exec.c:1153\n - 15 0x5c51bc0 in EEVEE_velocity_resolve /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/engines/eevee/eevee_effects.c:466\n - 16 0x5c5202b in EEVEE_draw_effects /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/engines/eevee/eevee_effects.c:486\n - 17 0x5a21f42 in EEVEE_render_draw /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/engines/eevee/eevee_render.c:671\n - 18 0x59b1dbc in eevee_render_to_image /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/engines/eevee/eevee_engine.c:559\n - 19 0x5948820 in DRW_render_to_image /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/intern/draw_manager.c:1909\n - 20 0x14ff1d77 in engine_render_view_layer /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/engine.c:786\n - 21 0x14ff40a3 in RE_engine_render /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/engine.c:914\n - 22 0x1501aafb in do_render_3d /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1132\n - 23 0x1501c24a in do_render /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1209\n - 24 0x1501e036 in do_render_composite /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1349\n - 25 0x15022789 in do_render_all_options /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1615\n - 26 0x15027839 in RE_RenderFrame /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:2015\n - 27 0xd7b42cf in render_startjob /home/dev/01-data/01-git/blender-git/blender/source/blender/editors/render/render_internal.c:630\n - 28 0x4fed4f1 in do_job_thread /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_jobs.c:389\n - 29 0x18de408d in tslot_thread_start /home/dev/01-data/01-git/blender-git/blender/source/blender/blenlib/intern/threads.cc:231\n - 30 0x7ffff7566608 in start_thread /build/glibc-ZN95T4/glibc-2.31/nptl/pthread_create.c:477\n - 31 0x7ffff6f46292 in __clone (/lib/x86_64-linux-gnu/libc.so.6+0x122292)\n\n0x61500034ec08 is located 8 bytes inside of 512-byte region [0x61500034ec00,0x61500034ee00)\nfreed by thread #15 here:\n - 0 0x7ffff76927cf in __interceptor_free (/lib/x86_64-linux-gnu/libasan.so.5+0x10d7cf)\n - 1 0x18e0eab0 in MEM_lockfree_freeN /home/dev/01-data/01-git/blender-git/blender/intern/guardedalloc/intern/mallocn_lockfree_impl.c:129\n - 2 0x16ef56c6 in blender::gpu::GLVertBuf::operator delete(void*) /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_vertex_buffer.hh:57\n - 3 0x17018021 in blender::gpu::GLVertBuf::~GLVertBuf() /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_vertex_buffer.hh:35\n - 4 0x16f8bb19 in blender::gpu::VertBuf::reference_remove() /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/intern/gpu_vertex_buffer_private.hh:94\n - 5 0x16f877f5 in GPU_vertbuf_discard /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/intern/gpu_vertex_buffer.cc:161\n - 6 0x5a0eab8 in EEVEE_motion_blur_cache_finish /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/engines/eevee/eevee_motion_blur.c:449\n - 7 0x59b1bef in eevee_render_to_image /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/engines/eevee/eevee_engine.c:542\n - 8 0x5948820 in DRW_render_to_image /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/intern/draw_manager.c:1909\n - 9 0x14ff1d77 in engine_render_view_layer /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/engine.c:786\n - 10 0x14ff40a3 in RE_engine_render /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/engine.c:914\n - 11 0x1501aafb in do_render_3d /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1132\n - 12 0x1501c24a in do_render /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1209\n - 13 0x1501e036 in do_render_composite /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1349\n - 14 0x15022789 in do_render_all_options /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1615\n - 15 0x15027839 in RE_RenderFrame /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:2015\n - 16 0xd7b42cf in render_startjob /home/dev/01-data/01-git/blender-git/blender/source/blender/editors/render/render_internal.c:630\n - 17 0x4fed4f1 in do_job_thread /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_jobs.c:389\n - 18 0x18de408d in tslot_thread_start /home/dev/01-data/01-git/blender-git/blender/source/blender/blenlib/intern/threads.cc:231\n - 19 0x7ffff7566608 in start_thread /build/glibc-ZN95T4/glibc-2.31/nptl/pthread_create.c:477\n\npreviously allocated by thread #15 here:\n - 0 0x7ffff7692bc8 in malloc (/lib/x86_64-linux-gnu/libasan.so.5+0x10dbc8)\n - 1 0x18e0f510 in MEM_lockfree_mallocN /home/dev/01-data/01-git/blender-git/blender/intern/guardedalloc/intern/mallocn_lockfree_impl.c:276\n - 2 0x16ef5676 in blender::gpu::GLVertBuf::operator new(unsigned long) /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_vertex_buffer.hh:57\n - 3 0x16ef70a2 in blender::gpu::GLBackend::vertbuf_alloc() /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_backend.hh:121\n - 4 0x16f85d10 in blender::gpu::VertBuf::duplicate() /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/intern/gpu_vertex_buffer.cc:77\n - 5 0x16f8750d in GPU_vertbuf_duplicate /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/intern/gpu_vertex_buffer.cc:149\n - 6 0x5a0ee06 in EEVEE_motion_blur_cache_finish /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/engines/eevee/eevee_motion_blur.c:467\n - 7 0x59b1953 in eevee_render_to_image /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/engines/eevee/eevee_engine.c:507\n - 8 0x5948820 in DRW_render_to_image /home/dev/01-data/01-git/blender-git/blender/source/blender/draw/intern/draw_manager.c:1909\n - 9 0x14ff1d77 in engine_render_view_layer /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/engine.c:786\n - 10 0x14ff40a3 in RE_engine_render /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/engine.c:914\n - 11 0x1501aafb in do_render_3d /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1132\n - 12 0x1501c24a in do_render /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1209\n - 13 0x1501e036 in do_render_composite /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1349\n - 14 0x15022789 in do_render_all_options /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:1615\n - 15 0x15027839 in RE_RenderFrame /home/dev/01-data/01-git/blender-git/blender/source/blender/render/intern/pipeline.c:2015\n - 16 0xd7b42cf in render_startjob /home/dev/01-data/01-git/blender-git/blender/source/blender/editors/render/render_internal.c:630\n - 17 0x4fed4f1 in do_job_thread /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_jobs.c:389\n - 18 0x18de408d in tslot_thread_start /home/dev/01-data/01-git/blender-git/blender/source/blender/blenlib/intern/threads.cc:231\n - 19 0x7ffff7566608 in start_thread /build/glibc-ZN95T4/glibc-2.31/nptl/pthread_create.c:477\n\nThread #15 created by T0 here:\n - 0 0x7ffff75bf805 in pthread_create (/lib/x86_64-linux-gnu/libasan.so.5+0x3a805)\n - 1 0x18de42b9 in BLI_threadpool_insert /home/dev/01-data/01-git/blender-git/blender/source/blender/blenlib/intern/threads.cc:245\n - 2 0x4fee516 in WM_jobs_start /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_jobs.c:484\n - 3 0xd7b88bd in screen_render_invoke /home/dev/01-data/01-git/blender-git/blender/source/blender/editors/render/render_internal.c:1041\n - 4 0x4f8f3ba in wm_operator_invoke /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:1293\n - 5 0x4f912f2 in wm_operator_call_internal /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:1500\n - 6 0x4f91551 in WM_operator_name_call_ptr /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:1548\n - 7 0x90f1c95 in ui_apply_but_funcs_after /home/dev/01-data/01-git/blender-git/blender/source/blender/editors/interface/interface_handlers.c:932\n - 8 0x917b8d0 in ui_handler_region_menu /home/dev/01-data/01-git/blender-git/blender/source/blender/editors/interface/interface_handlers.c:10809\n - 9 0x4f88a9b in wm_handler_ui_call /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:636\n - 10 0x4f9ec36 in wm_handlers_do_intern /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:2757\n - 11 0x4f9fc78 in wm_handlers_do /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:2865\n - 12 0x4fa537f in wm_event_do_handlers /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm_event_system.c:3288\n - 13 0x4f732cf in WM_main /home/dev/01-data/01-git/blender-git/blender/source/blender/windowmanager/intern/wm.c:635\n - 14 0x34f58fa in main /home/dev/01-data/01-git/blender-git/blender/source/creator/creator.c:522\n - 15 0x7ffff6e4b0b2 in __libc_start_main (/lib/x86_64-linux-gnu/libc.so.6+0x270b2)\n\nSUMMARY: AddressSanitizer: heap-use-after-free /home/dev/01-data/01-git/blender-git/blender/source/blender/gpu/opengl/gl_batch.hh:112 in blender::gpu::GLBatch::verts_(int) const\nShadow bytes around the buggy address:\n 0x0c2a80061d30: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c2a80061d40: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c2a80061d50: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c2a80061d60: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fa\n 0x0c2a80061d70: fa fa fa fa fa fa fa fa fa fa fa fa fa fa fa fa\n# >0x0c2a80061d80: fd[fd]fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c2a80061d90: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c2a80061da0: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c2a80061db0: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\n 0x0c2a80061dc0: fa fa fa fa fa fa fa fa fa fa fa fa fa fa fa fa\n 0x0c2a80061dd0: fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd fd\nShadow byte legend (one shadow byte represents 8 application bytes):\n```\nAddressable: 00\nPartially addressable: 01 02 03 04 05 06 07 \nHeap left redzone: fa\nFreed heap region: fd\nStack left redzone: f1\nStack mid redzone: f2\nStack right redzone: f3\nStack after return: f5\nStack use after scope: f8\nGlobal redzone: f9\nGlobal init order: f6\nPoisoned by user: f7\nContainer overflow: fc\nArray cookie: ac\nIntra object redzone: bb\nASan internal: fe\nLeft alloca redzone: ca\nRight alloca redzone: cb\nShadow gap: cc\n```\n", "Blender editing performance with many datablocks\n**Status:** 1st milestone almost complete, need final optimizations.\n\n---\n**Team**\n**Commissioner:** @brecht \n**Project leader:** @mont29\n**Project members:** @ZedDB \n**Big picture:** In heavy scenes, new features in Blender 2.8x are making the inherently linear (`O(N)`), when not quadratic (`O(N²)`), complexity of most operations over data-blocks more problematic than in 2.7x era. The general goal is to bring those operations back to a constant (`O(1)`) or logarithmic (`O(log(N))`) complexity.\n\n**Description**\n**Use cases:**\n*Need specific test cases.*\n* Undo changes in object mode in a heavy scene.\n* Undo changes in pose mode in a heavy scene.\n* Duplicating objects in a heavy scene.\n* Adding many objects in a scene.\n\n*Note:* There are two types of “heavyness” in scenes (that can be combined of course):\n * Scenes that have many objects and/or collections.\n * Scenes that have very heavy geometry, either in the geometry data itself, or generated from modifiers like subdivision surface.\n\n**Design:**\n # Dependency graph should not have to re-evaluate objects that did not change.\n ** This is mainly a problem currently during global undo, as all data-blocks are replaced by new ones on each undo step.\n # Handling naming of data-blocks should be `O(log(N))` (it is currently close to `O(N²)`, or `O(N log(N))` in best cases).\n **This will require caching currently used names.*** We will probably also have to handle smartly the numbering in that cache, if we really want to be efficient in typical “worst case” scenarii (addition of thousands of objects with same base name e.g.).\n - Caches/runtime data helpers should be always either:\n - Lazily-built/updated on-demand (code affecting related data should only ensure that the 'dirty' flag is set then).\n *** This approach can usually be easily managed in a mostly lock-less way in a threaded context (proper locking is only needed when actually rebuilding a dirty cache).\n ## Kept valid/in sync all the time (code affecting related data should take care of updating it itself, code using the cache can always assume it is valid and up-to-date).\n ***Such cache should be easy to incrementally update (it should almost never have to be rebuilt from scratch).****This implies that the cache is highly local (changes on a data-block only ever affect that data-block and a well-defined, easy to reach small number of “neighbors”).*** In general keeping this kind of cache valid will always be harder and more error-prone than approach #A.\n *** This approach often needs proper complete locking (mutexes & co) in a threaded context.\n \n *Note: The ViewLayer's collections/objects cache e.g. currently uses the worst mix of #A and #B - it is always assumed valid, but updating it requires a complete rebuild from scratch almost all the time.*\n\n *Note: Approach #B is usually interesting only if a complete rebuild of the cache is **very** costly, and/or if the cache is invalidated very often while being used.*\n\n**Engineer plan:** `-`\n\n**Work plan**\n\n**Milestone 1 - Optimized per-datablock global undo**\nTime estimate: `6 months`\n\n* Re-use as much as possible existing data, and try to swap newly read (modified) data to the original memory, during 'memfile' undo step. Updating the depsgraph should then be much less work.\n** #60695 (Optimized per-datablock global undo)\n** [D6580: WIP/Demonstration patch about undo speedup project.](D6580)\n\n**Milestone 2 - Lazy collection synchronizations**\nTime estimate: `1 month`\n* Fix view layer collection syncing (to not require looping over all objects, or to be ran much less often...).\n** #73411 (Fix ViewLayers cache building)\n\n**Milestone 3 - Data-blocks management performances with many of them**\nTime estimate: `5 months`\n\n# Investigate how to best handle naming conflicts issues.\n**Most obvious idea would be store all used base-names in a GHash (one per ID type), along with used indices. Needs further design though.** #73412 (Improve name conflict handling in ID management)\n# Investigate the best way to cache bi-directional relationships info between data-blocks.\n**We already have a start of this with `BKE_main_relations_create()` & co, but it is heavily under-used and needs better design to be usable more widely.** #73413 (Cache data-block relationships info )\n# Fix/Improve handling of the Bone pointers (which are sub-data of `Armature` ID) stored in poses (which are sub-data of `Object` ID).\n**Ideally such horrible pointers should not exist ever. They are a very solid recurrent source of bugs in Blender.** Not sure how to best deal with them, at the very least we could add some generic ID API to ensure those kind of caches are up-to-date?\n\n\nSee also #68938 (Blender editing performance with many datablocks).\n\n**Later**\n\n* Dependency graph rebuild to be `O(1)` or `O(log(N))` (it is also `O(N)` at the moment). *???? would assume linear would already be nice performance for such a code?*\n\n**Notes:** -\n\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 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 : 00002668\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 : 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 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: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)", "MeshDeformModifier Crashing\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.49\n\nBroken: version: 3.6.0 Alpha\nWorked: -\n\nAfter binding, with the Dynamic attribute driver value set to 1 in driver editor, it crashed.\n\n1. Add a driver to use_dynamic_bind.\n2. Click Bind\n3. Set the driver value to 1\n\n\n![image](attachment)\n\n", "Modifier re-evaluation makes editing dimensions unreliable\nCurrently editing dimensions uses the bounding box that's recalculated while dragging.\n\nThis can cause a feed-back loop as the objects scale is used by some modifiers which calculate a new bounding based on the scale which is then used in dimensions.\n\nIn the case of armature modifier - any zero scaled axis makes causes the mesh to scale into a single point, making any further changes to the dimensions not have any effect.\n\n----\n\nOriginal report:\n\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GT 620/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.35\n\n\nBroken: version: 2.80 (sub 74)\nWorked: Blender 2.79\n\n\nIf object is rigged scrolling its dimension value toward zero causes object to disappear, even if right mouse button has been clicked in order to cancel a scaling. So blender accepts a scale of zero even if left mouse button hasn't been released yet, Is it an expected behavior in Blender 2.8?\n\n\n\n\n - Select the cube.\n - Scroll any of its dimensions value toward zero without releasing the left mouse button\n - Cancel scrolling by right mouse button click.\n\n\n\n[Bug_report.blend](Bug_report.blend)\n\n", "Sporadic boolean issues\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.07\n\nBroken: version: 3.2.0\nWorked: 3.0\n\nMeshes using the boolean modifier sporadically break in Blender 3.2.0, while they still worked in 3.0.\nThis would result in meshes that lack faces or even crash Blender\n\n\nUnfortunately I wasn't able to isolate the cause of the issue, as it seems to occur sporadically and randomly. What I have noticed is that sometimes meshes that were fine suddenly break once you enter exit edit mode.\n\n" ]
[ "blender 2.8 - hard crash - editing shape keys weirdness with instances\nOperating system: Linux 17.10\nGraphics card:GTX 1080\n\nBroken: f0432e37ab\n\nThere is shape key weirdness with editing shape keys, with the object being instanced\n\n\n\nThese keys assume the blender 2.79 keymap.\n\nWeirdness 1\n1) Open attached blend file\n2) press tab really fast, and you should get a hard crash.\n\nWeirdness 2\n1) Open attached blend file\n2) press tab slowly, and sometimes Cube.002 disappears from the viewport, or looks massively deformed but nothign has changed\n\nWeirdness 3\n1) Open attached blend file\n2) press g and drag a vertice really far away fast and get a hardcrash / lockup\n\n\nSorry, key forgetting to upload the test file![crash.blend](crash.blend)" ]
blender: error while loading shared libraries: libmvec.so.1 Operating system: Ubuntu 16.04 Graphics card: None Broken: "blender: error while loading shared libraries: libmvec.so.1: cannot open shared object file: No such file or directory" v 2.8 (fails before loading, -v give the above error) "blender: error while loading shared libraries: libmvec.so.1: cannot open shared object file: No such file or directory" blender -v or blender -b TextTest1.blend [TextTest1.blend](TextTest1.blend)
[ "Weird VSE crash\nOperating system: Win11\nGraphics card: RX580\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen) blender 4.0.0 alpha\nWorked: (newest version of Blender that worked as expected) no clue\n\nBlender crashes on opening file. Was trying to make an alternative caption that gets around the Multiply color issue #112267 but came across a new bug.\n\nBased on the default startup or an attached .blend file (as simple as possible).\nOpen the file I've attached\n\n", "Blender 2.82: Fails to immediately report information to XServer on Linux\nOperating system: Manjaro Linux 5.6\nGraphics card: GTX 1070 ti\n\nBroken: 2.82, found as soon as app is open.\nWorked: 2.81\n\nIn Linux, if an app doesn't report anything to the Xserver, but still specifies window dimensions, it leads to a sort of awful stuttery broken effect while said app is loading. This is visible in 2.82, where, upon opening and loading, it fails to report to Xserver, and looks like this:\n![Screenshot_20200429_085959.png](Screenshot_20200429_085959.png)\nIt looks like this while the app is loading (that is, only a title bar) and produces an odd effect if the window is dragged around during loading, and I can confirm that it lasts longer if Blender is put on a mechanical hard drive VS an SSD. This doesn't occur launching any other apps, nor even a binary of 2.81, which instead displays a gray screen while loading. This is obviously just an aesthetic problem, but it can (rarely) cause issues. \n\n\nOpen Blender. ", "Missing Letter V and Black Screen\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: AMD Radeon(TM) Graphics ATI Technologies Inc. 4.5.0 Core Profile Context 23.7.1.230626\n\nBroken: version: 3.6.0\n\nWhenever I open Blender, the viewport is black and the letter v is not displayed in any of the menus. Here is a link to a screenshot: VZui9.png \n\nIt simply appears like this on startup.\n\n", "Crash when run the script code follow\nOperating system: Mac 11.4\nGraphics card: Intel Iris 1536 MB\n\nBroken: 3.0.1(2022-01-26)\n\nBlender crashed when running the script followed in \"Scripting Window\":\n\n```\nimport bpy\n\nfor obj in bpy.data.collections['Bg_objects'].all_objects:\n obj.is_holdout = True\n```\n\nAddressSanitizer error log:\n```lines=20\n==34714==ERROR: AddressSanitizer: heap-use-after-free on address 0x00015d792c38 at pc 0x00010523645c bp 0x00016fdfa1d0 sp 0x00016fdfa1c8\nREAD of size 8 at 0x00015d792c38 thread T0\n - 0 0x105236458 in rna_iterator_listbase_next rna_access.c:4677\n - 1 0x1053cc940 in Collection_all_objects_next rna_collection_gen.c:209\n - 2 0x105234920 in RNA_property_collection_next rna_access.c:3690\n - 3 0x105f6c330 in pyrna_prop_collection_iter_next bpy_rna.c:7107\n - 4 0x11366ad40 in _PyEval_EvalFrameDefault ceval.c:4001\n - 5 0x113664fe0 in _PyEval_Vector ceval.c:5065\n - 6 0x113664f38 in PyEval_EvalCode ceval.c:1134\n - 7 0x105f1812c in python_script_exec bpy_interface_run.c:121\n - 8 0x105f18d5c in BPY_run_text bpy_interface_run.c:216\n - 9 0x10a275444 in text_run_script text_ops.c:773\n - 10 0x10a275284 in text_run_script_exec text_ops.c:812\n - 11 0x103035044 in wm_operator_invoke wm_event_system.c:1335\n - 12 0x103033cf4 in wm_operator_call_internal wm_event_system.c:1530\n - 13 0x10303ad6c in WM_operator_name_call_ptr wm_event_system.c:1577\n - 14 0x10303b978 in WM_operator_name_call_ptr_with_depends_on_cursor wm_event_system.c:1765\n - 15 0x109722ff8 in ui_apply_but_funcs_after interface_handlers.c:1008\n - 16 0x10971b1d4 in ui_handler_region_menu interface_handlers.c:11383\n - 17 0x10304ab2c in wm_handler_ui_call wm_event_system.c:698\n - 18 0x103047864 in wm_handlers_do_intern wm_event_system.c:3025\n - 19 0x1030426f4 in wm_handlers_do wm_event_system.c:3145\n - 20 0x1030406f0 in wm_event_do_handlers wm_event_system.c:3675\n - 21 0x1030043ec in WM_main wm.c:623\n - 22 0x10000ba94 in main creator.c:544\n - 23 0x1454710f0 in start+0x204 (dyld:arm64e+0x50f0)\n\n0x00015d792c38 is located 8 bytes inside of 80-byte region [0x00015d792c30,0x00015d792c80)\nfreed by thread T0 here:\n - 0 0x145a890f0 in wrap_free+0x98 (libclang_rt.asan_osx_dynamic.dylib:arm64e+0x3d0f0)\n - 1 0x1151b28e8 in MEM_lockfree_freeN mallocn_lockfree_impl.c:116\n - 2 0x114b67940 in BLI_freelistN listbase.c:463\n - 3 0x1003acbf8 in collection_object_cache_free collection.c:816\n - 4 0x1003aca74 in BKE_collection_object_cache_free collection.c:826\n - 5 0x100e4b080 in BKE_main_collection_sync_remap layer.c:1366\n - 6 0x1059bcf0c in rna_Object_hide_update rna_object.c:370\n - 7 0x105257fa8 in rna_property_update rna_access.c:2069\n - 8 0x105257bac in RNA_property_update rna_access.c:2138\n - 9 0x105f50268 in pyrna_py_to_prop bpy_rna.c:2083\n - 10 0x105f54308 in pyrna_struct_setattro bpy_rna.c:4453\n - 11 0x1135de558 in PyObject_SetAttr object.c\n - 12 0x113667dd0 in _PyEval_EvalFrameDefault ceval.c:2850\n - 13 0x113664fe0 in _PyEval_Vector ceval.c:5065\n - 14 0x113664f38 in PyEval_EvalCode ceval.c:1134\n - 15 0x105f1812c in python_script_exec bpy_interface_run.c:121\n - 16 0x105f18d5c in BPY_run_text bpy_interface_run.c:216\n - 17 0x10a275444 in text_run_script text_ops.c:773\n - 18 0x10a275284 in text_run_script_exec text_ops.c:812\n - 19 0x103035044 in wm_operator_invoke wm_event_system.c:1335\n - 20 0x103033cf4 in wm_operator_call_internal wm_event_system.c:1530\n - 21 0x10303ad6c in WM_operator_name_call_ptr wm_event_system.c:1577\n - 22 0x10303b978 in WM_operator_name_call_ptr_with_depends_on_cursor wm_event_system.c:1765\n - 23 0x109722ff8 in ui_apply_but_funcs_after interface_handlers.c:1008\n - 24 0x10971b1d4 in ui_handler_region_menu interface_handlers.c:11383\n - 25 0x10304ab2c in wm_handler_ui_call wm_event_system.c:698\n - 26 0x103047864 in wm_handlers_do_intern wm_event_system.c:3025\n - 27 0x1030426f4 in wm_handlers_do wm_event_system.c:3145\n - 28 0x1030406f0 in wm_event_do_handlers wm_event_system.c:3675\n - 29 0x1030043ec in WM_main wm.c:623\n\npreviously allocated by thread T0 here:\n - 0 0x145a89380 in wrap_calloc+0x9c (libclang_rt.asan_osx_dynamic.dylib:arm64e+0x3d380)\n - 1 0x1151b13b8 in MEM_lockfree_callocN mallocn_lockfree_impl.c:222\n - 2 0x1003b5754 in collection_object_cache_fill collection.c:754\n - 3 0x1003b5d20 in collection_object_cache_fill collection.c:775\n - 4 0x1003b53b0 in BKE_collection_object_cache_get collection.c:786\n - 5 0x1053cc5d8 in rna_Collection_all_objects_begin rna_collection.c:54\n - 6 0x1053cc2d0 in Collection_all_objects_begin rna_collection_gen.c:200\n - 7 0x105233a88 in RNA_property_collection_begin rna_access.c:3674\n - 8 0x105f6c158 in pyrna_prop_collection_iter_CreatePyObject bpy_rna.c:7076\n - 9 0x105f67ef0 in pyrna_prop_collection_iter bpy_rna.c:7083\n - 10 0x11357f400 in PyObject_GetIter abstract.c:2813\n - 11 0x11366ac34 in _PyEval_EvalFrameDefault ceval.c:3958\n - 12 0x113664fe0 in _PyEval_Vector ceval.c:5065\n - 13 0x113664f38 in PyEval_EvalCode ceval.c:1134\n - 14 0x105f1812c in python_script_exec bpy_interface_run.c:121\n - 15 0x105f18d5c in BPY_run_text bpy_interface_run.c:216\n - 16 0x10a275444 in text_run_script text_ops.c:773\n - 17 0x10a275284 in text_run_script_exec text_ops.c:812\n - 18 0x103035044 in wm_operator_invoke wm_event_system.c:1335\n - 19 0x103033cf4 in wm_operator_call_internal wm_event_system.c:1530\n - 20 0x10303ad6c in WM_operator_name_call_ptr wm_event_system.c:1577\n - 21 0x10303b978 in WM_operator_name_call_ptr_with_depends_on_cursor wm_event_system.c:1765\n - 22 0x109722ff8 in ui_apply_but_funcs_after interface_handlers.c:1008\n - 23 0x10971b1d4 in ui_handler_region_menu interface_handlers.c:11383\n - 24 0x10304ab2c in wm_handler_ui_call wm_event_system.c:698\n - 25 0x103047864 in wm_handlers_do_intern wm_event_system.c:3025\n - 26 0x1030426f4 in wm_handlers_do wm_event_system.c:3145\n - 27 0x1030406f0 in wm_event_do_handlers wm_event_system.c:3675\n - 28 0x1030043ec in WM_main wm.c:623\n - 29 0x10000ba94 in main creator.c:544\n```\n\n- Open attached file\n- Go to Scripting workspace\n- Run the above script\n[bug.zip](bug.zip)", "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", "Grease Pencil mask error\nOperating system:windows10\nGraphics card:GTX1060ti\n\nBroken: 2.83&2.9\nWorked:greasepencil-Mask error\n1.When 2.83 or later, creates two objects, the masks collide, causing a strange phenomenon, and in 2.82 there are no errors.\n2.And creating two masks under the same object can cause problems too。\niJlqkf556sA\n[GP剪贴测试.blend](GP剪贴测试.blend)", "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", "Toggle to Edit Mode call error when the Blender use linked a object data from another file\nOperating system: Linux 5.10.2\nGraphics card: Intel Haswel (4-th Gen ) HD Graphics 4600\n\nBroken: 2.92\n\n\nToggle to Edit Mode call error when the Blender use linked a object data from another file\n\n\n1) Create any object in a scene and save this file \n2) Create a new blend file and link the object from previous saved a file with `File` → `Link..` and then select this object.\n3) Then convert linked object to local object with `Object` → `Relations` → `Make Local...` → `Selected Objects`\n4) Select the object and press Tab that go to Edit Mode. \n5) Error - Unable to execute 'Toggle Editmode', error changing modes\n\nor download both files and then open linked.blend:\n\n[source.blend](source.blend)\n[linked.blend](linked.blend)\n\n![Screenshot_20201224_154148.png](Screenshot_20201224_154148.png)", "Broken textures and shading\nOperating system: Linux-5.15.0-40-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce MX130/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.73.05\n\nBroken: version: 3.2.0\n\nBroken textures when starting up blender and loading object textures and shading issues\n![untitled.png](untitled.png)\n[Blender Texture Bug.mp4](Blender_Texture_Bug.mp4)\n\nPossible causes:\n * Not loading the parent asset blend file before the asset in another scene (opening it first seems to fix the issue in my testing) \n * 4k textures (i've heavily used 4k textures in the asset)\n * Viewport Texture size limit setting (Changed it to 2k)\n![Screenshot_20220623_020103.png](Screenshot_20220623_020103.png)\n\n[untitled.blend](untitled.blend)\n", "Material Library VX causes permanent freeze with EEVEE rendering\nOperating system: Windows 10, 64 bit\nGraphics card: Intel HD Graphics\n\nBroken: 2.81\n\nUsing materials from Material Library VX addon, particularly Floor Wood and Rusty Metal, causes EEVEE to freeze all of Blender. They work fine with Cycles, so it's not the addon. Not even the partial \"developer view\" render can take the materials.\n\nOpen default blend file.\nEnable Material Library VX addon.\nApply \"Floor Wood\" to the cube.\nSwitch to \"render view\" without changing the engine off of EEVEE. Blender 2.81 will freeze.\n\nNote: If you try to view the material preview and EEVEE is the render engine even *that* will freeze Blender 2.81.", "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", "CUDA problem Error: Invalid value in cuMemcpy2DUnaligned_v2(&param)\ndoes anybody know what this error mean (blender 3.5, 3.6, 4.0 win 11):\n\n*Error:Report:\n\nInvalid value in cuMemcpy2DUnaligned_v2(&param) (C:\\Users\\blender git blender-v350 blender.git\\intern\\cycles\\device\\cuda\\device_impl.cpp:823)\n\nInvalid value in cuMemcpy2DUnaligned_v2(&param) (C:\\Users\\blender git blender-v350 blender.git\\intern\\cycles\\device\\cuda\\device_impl.cpp:823)\n\n\n\nWe tried two rtx 4070ti video cards and this error came up when we were about to render. If I disable one of the two, the render runs fine, but if I enable both, the render freezes. I see that it starts using both, but it still gives an error.\n\nThanks\n\n", "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", "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", "Crash on startup with 2.82 and Intel HD + Windows\nOperating system: Windows 10 Pro (1909)\nGraphics card: Intel(R) HD Graphics 630, version 4.5.0 - Build 26.20.100.6951\n\nBroken: 2.81, 2.82, downloaded from blender.org\nWorked: 2.80 worked.\n\nBlender crashes on start:\n\n```\nC:\\Program Files\\Blender Foundation\\Blender 2.81>blender.exe\nGPUTexture: create : TEXTURE_1D, RGBA8, w : 1, h : 0, d : 0, comp : 4, size : 0.00 MiB\nGPUTexture: texture alloc failed. Likely not enough Video Memory.\nCurrent texture memory usage : 0.00 MiB.\nGPUTexture: create : TEXTURE_2D, RGBA8, w : 1, h : 1, d : 0, comp : 4, size : 0.00 MiB\nGPUTexture: texture alloc failed. Likely not enough Video Memory.\nCurrent texture memory usage : 0.00 MiB.\nGPUTexture: create : TEXTURE_3D, RGBA8, w : 1, h : 1, d : 1, comp : 4, size : 0.00 MiB\nGPUTexture: texture alloc failed. Likely not enough Video Memory.\nCurrent texture memory usage : 0.00 MiB.\nfound bundled python: C:\\Program Files\\Blender Foundation\\Blender 2.81\\2.81\\python\nGPUTexture: create : TEXTURE_2D, RGBA8, w : 3435, h : 26, d : 0, comp : 4, size : 0.34 MiB\nGPUTexture: texture alloc failed. Likely not enough Video Memory.\nCurrent texture memory usage : 0.34 MiB.\nGPUTexture: create : TEXTURE_2D, R8, w : 16384, h : 128, d : 0, comp : 1, size : 2.00 MiB\n```\n\nThis appears to be similar to #69594.\n\n\n\n1. Download 2.81.\n2. Launch 'blender.exe'\n\n[blender_system_info.txt](blender_system_info.txt)\n\n[blender_debug_output.txt](blender_debug_output.txt)" ]
[ "Blender 2.80 Beta on RHEL7 / Centos 7 - error while loading shared libraries: libmvec.so.1: cannot open shared object file: No such file or directory\nOperating system: RHEL 7 / Centos 7\nGraphics card: NVidia GeForce GTX 960M\n\nBroken: blender-2.80-26d5a3625ed-linux-glibc224-x86_64\n\nHello, Blender 2.80 Beta is not able to start on RHEL 7 / Centos 7. I am getting this error:\n\n\n```Error while loading shared libraries: libmvec.so.1: cannot open shared object file: No such file or directory```\n\nI suppose it is caused by the fact that RHEL 7 / Centos 7 is using glibc 2.17. I understand that it is quite old, but on the other hand, many other major graphics softwares target RHEL 7 / Centos 7 as recommended operating system (when running Linux), due to its available professional support and long-term stability.\n\nEven VFX Reference Platform recommends using glibc 2.17 for year 2019:\nhttp://www.vfxplatform.com\n\nTry to run Blender 2.80 Beta on EL7" ]
Blender 2.80 Beta on RHEL7 / Centos 7 - error while loading shared libraries: libmvec.so.1: cannot open shared object file: No such file or directory Operating system: RHEL 7 / Centos 7 Graphics card: NVidia GeForce GTX 960M Broken: blender-2.80-26d5a3625ed-linux-glibc224-x86_64 Hello, Blender 2.80 Beta is not able to start on RHEL 7 / Centos 7. I am getting this error: ```Error while loading shared libraries: libmvec.so.1: cannot open shared object file: No such file or directory``` I suppose it is caused by the fact that RHEL 7 / Centos 7 is using glibc 2.17. I understand that it is quite old, but on the other hand, many other major graphics softwares target RHEL 7 / Centos 7 as recommended operating system (when running Linux), due to its available professional support and long-term stability. Even VFX Reference Platform recommends using glibc 2.17 for year 2019: http://www.vfxplatform.com Try to run Blender 2.80 Beta on EL7
[ "Segfault with gdb debugger in PointsToVolume node\nOperating system: Linux-6.4.3-gentoo-x86_64-AMD_Ryzen_9_7950X_16-Core_Processor-with-glibc2.37 64 Bits, WAYLAND UI\nGraphics card: AMD Radeon RX 7900 XT (gfx1100, LLVM 15.0.7, DRM 3.52, 6.4.3-gentoo) AMD 4.6 (Core Profile) Mesa 23.1.3\n\nBroken: version: 4.0.0 Alpha, branch: Unknown, commit date: Unknown Unknown, hash: `Unknown`\n\nGCC builds with a gdb debugger attached crash in the Points-to-Volume node.\nThis does not happen if no debugger is attached, or when using msbuild.\n\nUse a GCC Debug build, run Blender with a GDB debugger attached.\nCreate a point cloud and convert it to a volume.\n![Screenshot_20230713_120620](attachment)\n\nOpenVDB will throw a lot of warnings about missing RTTI on the [`ParticlesToLevelSet::Raster`](ParticlesToLevelSet.h#L468) class.\n```\nRTTI symbol not found for class 'tbb::interface9::internal::finish_reduce<openvdb::v10_0::tools::ParticlesToLevelSet<openvdb::v10_0::Grid<openvdb::v10_0::tree::Tree<openvdb::v10_0::tree::RootNode<openvdb::v10_0::tree::InternalNode<openvdb::v10_0::tree::InternalNode<openvdb::v10_0::tree::LeafNode<float, 3u>, 4u>, 5u> > > >, void, openvdb::v10_0::util::NullInterrupter>::Raster<blender::geometry::OpenVDBParticleList, openvdb::v10_0::Grid<openvdb::v10_0::tree::Tree<openvdb::v10_0::tree::RootNode<openvdb::v10_0::tree::InternalNode<openvdb::v10_0::tree::InternalNode<openvdb::v10_0::tree::LeafNode<float, 3u>, 4u>, 5u> > > > > >'\n```\n\n~~This appears to be a long-standing gcc bug:\nshow_bug.cgi?id=81932\nThe nested `Raster` class is virtual due to its destructor, which seems to be the condition triggering this problem.~~\nEDIT: The same problem occurs with the _Volume Cube_ node, the gdb warning might be a red herring. Removing the `virtual` keyword from the `Raster` class also silences the warning, not sure if this class really must be virtual at all.\n\nThe effect is that debugging any file containing a Points-to-Volume node with gdb becomes impossible. I'm not sure if there is anything we can do on the Blender side to work around the problem.\n\n", "Add HIP and HIPRT Support for GFX1037 (AMD Radeon 610M iGPU)\nOperating system: Windows 10 IoT LTSC 21H2 (19044.2846) \nGraphics card: AMD Radeon 610M (Mendocino) (GFX1037) with the latest 23.7.2 driver.\n\nBroken: All versions that I know of, including the latest 4.0.0 Alpha build.\nWorked: None, that I know of.\n\nThere seems to be no HIP kernels for the Mendocino iGPU which is based on the RDNA2 microarchitecture. I was unable to use Cycles with the integrated GPU selected, it would throw a message saying \"HIP binary kernel for this graphics card compute capability (10.3) not found\".\n\n1. Install the 23.7.2 driver after doing a DDU.\n2. Install Blender 3.6.1.\n3. Download the Classroom demo file.\n4. Open it, open the Preferences menu, go to System, select the iGPU as the HIP render device.\n5. Select Cycles as the render engine, then select GPU compute.\n6. Render -> Render Image.\n\n", "Blender-3.1 (git) boolean in Geomenty Nodes issue\nOperating system:\nGraphics card:\n\nBroken: All\n\nBulean issue like T91889\nbut now in GN\n[2021-11-25_22-29-42.mp4](2021-11-25_22-29-42.mp4)\nTest Scene\n[parktronic1-Blender-3.blend](parktronic1-Blender-3.blend)", "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.", "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", "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", "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", "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)", "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.", "Broken textures and shading\nOperating system: Linux-5.15.0-40-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce MX130/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.73.05\n\nBroken: version: 3.2.0\n\nBroken textures when starting up blender and loading object textures and shading issues\n![untitled.png](untitled.png)\n[Blender Texture Bug.mp4](Blender_Texture_Bug.mp4)\n\nPossible causes:\n * Not loading the parent asset blend file before the asset in another scene (opening it first seems to fix the issue in my testing) \n * 4k textures (i've heavily used 4k textures in the asset)\n * Viewport Texture size limit setting (Changed it to 2k)\n![Screenshot_20220623_020103.png](Screenshot_20220623_020103.png)\n\n[untitled.blend](untitled.blend)\n", "Fix big LIghtCache restriction\nAs reported in #78529 saving big lightcache is impossible due to blocksize restriction.\n\nFor now we restrict the lightcache size that can be written to disk but it would be better to slice the huge textures to avoid such limitation.\n\nHowever this needs some refactors in GPUTextures namely the need of a properly exposed `glTexSubImage2D` and `glTexSubImage3D`.", "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", "Open Blender\nHello\n\nI can't open the app, i dowload all versión windows, windows store and portable.\n\nsxstrace.exe\n\nI have windows 10, but i can open the app,\n\nI hope you can help me\nThanks\n\n", "Can't browse mounted server volumes\nOperating system: macOS-12.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Apple 4.1 Metal - 76.3\n\nBroken: version: 3.1.0 Alpha\n\nWhen I try use the open or import functions to browse a network volume, it won't let me traverse the volume. Clicking on it does not have any effect and does not work in any mode, thumbnail, horizontal list or vertical list\n\nMake sure you have a network volume mounted on your desktop and then try to traverse it within Blender\n", "Python API docs Error\n\nI'm not sure that it needs to be sent here\n\nThe Python API Docs contains an error - it says that blender as a python module need to be compiled independently. but this has not been the case for a long time\n\n![Screenshot_20230729_184115.png](attachment)\n\n" ]
[ "blender: error while loading shared libraries: libmvec.so.1\nOperating system: Ubuntu 16.04\nGraphics card: None\n\nBroken: \"blender: error while loading shared libraries: libmvec.so.1: cannot open shared object file: No such file or directory\"\nv 2.8 (fails before loading, -v give the above error)\n\n\n\"blender: error while loading shared libraries: libmvec.so.1: cannot open shared object file: No such file or directory\"\n\nblender -v\nor\nblender -b TextTest1.blend\n\n[TextTest1.blend](TextTest1.blend)" ]
Adaptive subdivision offscreen dicing does not work correctly if the camera is shifted Operating system: Windows-10-10.0.18362-SP0 64 Bits Broken: version: 2.91.0 Alpha {[F9066969](screen1.jpg), size=full} {[F9066973](screen2.jpg), size=full} {[F9066976](screen3.jpg), size=full} {[F9066981](screen4.jpg), size=full} {[F9066867](offscreen_dicing_and_camera_shift.blend), size=full}
[ "Subpanels flicker when expanding panel that has moved\nOperating system: Windows-10-10.0.20161-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 2.90.0 Alpha\nWorked: Persistent issue throughout 2.8x.\n\nCertain combinations of minimizing and maximizing the physics properties panels (described below) will cause the element to flash near the bottom of the screen for a frame.\n\n1. With any object selected, enable two (or more) physics properties for the object.\n2. Minimize the *final* panel, and then the first.\n3. Maximize the final panel.\n\n**Observations**\nThe differences previously mentioned are simply due to a lack of subpanels or panel length.\nA second jump appears to sometimes happen when maximizing the final panel after changing the panel type, though I cannot reproduce this reliably.\n\nIf the formatting of this video is as terrible as it seems, please let me know how to fix it. \n[ezgif.com-crop.mp4](ezgif.com-crop.mp4)\n\n", "Changing the 'Render Region' when rendering with Python with 'Persistent Images' checked results in glitched renders\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.30\n\nBroken: version: 2.82 (sub 1)\nWorked: -\n\n\nI have a (simplified) script that moves to a specific frame, sets the render region to a specific position and renders, before repeating the process for the next frame with a new render region position. When the 'Persistent Images' option in *Render> Performance> Final Render* is on, some of the resulting renders are glitched (they open but have artifacts) and the objects do not seem to be in the correct position. \n\nTurning off 'Persistent Images' results in renders with the objects in the expected location and without artifacts.\n\nFor some context, I do not specifically *want* to have 'Persistent Images' on; I have an add-on which repositions the render border on a per-frame basis and a user reported glitching renders.\n\n**Frame 8** - Persistent Images **off**- Correct location in render\n\n![Persistant Images off - frame 0008.png](Persistant_Images_off_-_frame_0008.png)\n\n**Frame 8** - Persistent Images **on**- Incorrect location in render and artifacts\n\n![Persistant Images on - frame 0008.png](Persistant_Images_on_-_frame_0008.png)\n\n**Frame 7** - Persistent Images **off**- Correct location in render\n\n![Persistant Images off - frame 0007.png](Persistant_Images_off_-_frame_0007.png)\n\n**Frame 7** - Persistent Images **on**- Incorrect location in render\n\n![Persistant Images on - frame 0007.png](Persistant_Images_on_-_frame_0007.png)\n\n\n[Render Region + Persistent Images bug.blend](Render_Region___Persistent_Images_bug.blend)\n\n 1. Open the attached blend file and set an output directory for the render.\n 2. Press 'Run Script' in the open text editor to render out the images.\n\nImages 3, 7, 8 and 9 will probably have artifacts and for the other frames the objects will be in the incorrect location (the border should be positioned perfectly around them).\n\n**Note**: I have set the script to render 10 frames because it seems to depend on what was rendered previously as to whether the glitches/incorrect positions will appear. Rendering the glitched frames on their own does not produce the errors consistently.\n\n", "VSE Transform Tools: Images moved outside the preview area disappear\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.59\n\nBroken: version: 3.0.0 Alpha\n\n\nImages moved outside the preview area disappear when unselected.\n\nWhen moving elements outside the visible area, they're drawn under the dark area, so they simply disappear if you deselect them. They should be drawn on top of the dark area instead. In the 3d view elements are not covered by black, so this is also inconsistent behaviour. \n\n{[F10405609](outside.gif), size=full}\n\nD12105#326398\n\n", "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)", "Cycles motion blur does not interpolate correctly\nOperating system: Fedora Linux (Wayland)\nGraphics card: AMD GPU (but Cycles renders on AMD CPU)\n\nBroken: 3.5.0\nWorked: never? (same results till 2.83)\n\nCycles motion blur interpolation is strange.\nIt's very noticeable when an object or the camera is bound to a constraint and the motion blur shutter is set very high (like 60 frames). Cycles motion blur will interpolate it wrong. I will include pictures and .blend files\n\n- Open attached .blend file\n- Render the first frame with EEVEE and Cycles and compare the motion blur.\n\n", "Adjust Last Operation: Other changes outside that panel are reverted back automatically\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 2.90.0 Alpha\n\nHere the demo and file\n[2020-06-23_20-30-11.mp4](2020-06-23_20-30-11.mp4)\n[Scene state reset.blend](Scene_state_reset.blend)\n\n1. Add some objects, add last one\n2. Change visibility for other objects via outliner\n3. Change property in adjustment popup\n4. Scene settings resetted to previous", "There can be infinite camera markers on one keyframe, active camera can't be uniquely determined.\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.79\n\nBroken: version: 3.5.1\n\nCamera markers can be stacked up on top of each other infinitely, meaning the active camera gets randomised and has nothing to do with the displayed camera marker.\n\n\nSteps: just drag multiple camera markers on top of each other, one will get displayed at random, and then the active camera will be picked also at random, probably not being the one displayed by the top camera marker. \n\nExpected behaviour: They should behave like keyframes, if you drag one on top of another, it should replace it, not cumulate to infinity. The main issue is that when you want to synch them between scene, you \"duplicate to scene\" and then they stack up and the active camera is totally randomly displaying a random camera in the stack that's not the displayed camera marker. it's really confusing.\n\n", "Displace modifier with Image Texture causes scene slowdown\nOperating system: Linux-5.4.0-54-generic-x86_64-with-debian-buster-sid 64 Bits\n\nBroken: version: 2.90.0\nWorked: 2.83\n\nCaused by 23919d2275\n\nMesh object with a Displacement modifier using IMAGE TEXTURE can grind scene to a halt by forcing modifier stack to reevaluate on smallest changes to scene (such as adding objects, removing etc). \n\nInterestingly with built in textures (Cloud, Voronoi) it's very fast and functions as should.\n\n\n- Add subD modifier. Relatively high level (with respect to detail)\n- Any image texture (e.g rocks, wood, cloth)\n- As bonus can add Decimate modifier to confirm slowdown and force reevaluation of scene.\n- Try add new objects, erase etc, everything will freeze until that particular objects modifier stack is reevaluated.\n\n![displace_slowdown.gif](displace_slowdown.gif)\n\n[displace_image_slowdown.blend](displace_image_slowdown.blend)\n\nThank You!\n", "Decreasing view End makes wireframe ugly\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 2.90.0 Beta\n\nTry to decrease viewport camera endclip to 20 meters and you wil have aliased lines despite enabled AA\nOnly in orthographic view.\n\n500 meters\n![46373213.png](46373213.png)\n\n20 meters\n![46383813.png](46383813.png)\n\n", "Path Guiding: Cycles in viewport produce inconsistent results\nOperating system: Windows 11\nGraphics card: Geforce 1660S\n\nBroken: 3.5\n\nJust moving the camera around the viewport gives inconsistent cycles renders. I am not sure if it's directly related to path guiding as the issue is only visible in the mirror caustics.\n\n![Screenshot_12.png](attachment)\n![Screenshot_13.png](attachment)\n\n", "Panoramic Render in Cycles. Bump bug.\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 4090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.02\n\nBroken: version: 3.4.1\n\nWhen using a material with fine bump and a panoramic camera the bump appears inncorrectly in rendered view.\n\n- Give an object a material with a fine bump (e.g. noise texture 15 detail, .8 roughness. Bump strength 1, distance 1)\n- Bring camera in really close.\n- Set to cycles.\n- Switch camera between panoramic and perspective mode.\n\nPlease let me know if there are any work-arounds, this bug is causing me problems.\nThank you.\n\n", "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", "Overlay: Edit-Mode: Anti-Alliasing not working with constructive modifiers\n```\nOperating system: Linux-4.15.0-50-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce 610M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.116\n\n\nBroken: version: 2.80 (sub 69)\nWorked: (optional)\n\n```\n\nthe bug is really intresting so... when you add mirror modifier to object.. and u enter edit mode and u select face or edges etc... the AA goes crazy it is so pixelised like even worse than tottaly without AA.\n\n![Zrzut ekranu z 2019-05-21 00-01-34.png](Zrzut_ekranu_z_2019-05-21_00-01-34.png)\n\n![Zrzut ekranu z 2019-05-21 00-01-38.png](Zrzut_ekranu_z_2019-05-21_00-01-38.png)\n\n\n\n", "Current frame indicator has misaligned and inconsistent pixel positioning\nOperating system: Windows 11\nGraphics card: NVIDIA GeForce RTX 3060 TI\n\nBroken: 3.1.2\nWorked: Probably never\n\nThe current frame indicator is aligned inconsistently against the keyframes depending on where the current frame indicator is within the 2D viewport.\n\n[framewiggle.mp4](framewiggle.mp4)\n\nThere is an additional issue that is probably contributing to this as well. The frame indicator is 4 pixels wide (shadow included). Note that this is an *even* number. Because the background grids, keyframes etc. all have *odd* widths, it is mathematically impossible for the frame indicator to ever be properly centred over any of them. The current frame indicator should be made to be 3 pixels wide, or perhaps 5 pixels wide so that it can actually be centred with other elements in the UI.\n\n![image.png](image.png)\n\n1. Make a bunch of keyframes on an action.\n2. Position the current frame at a frame that has keyframes.\n3. Pan the 2D viewport of the action editor.", "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)" ]
[ "Adaptive displacement off-screen culling/dicing and camera shift.\nOperating system: Suse Linux 15.0\nGraphics card: NVidia GTX 560ti (official drivers)\n\nBroken: 2.81 e2df789c4800\n\nAdjusting the camera's Shift X/Y values gives unexpected off-screen culling results and high memory use.\n\n\nnote: a separate camera (Camera.001) is used to control the dicing as it better shows the issue, but the same applies with a single camera setup.\n\n[adaptive_displacement_camera_shift.blend](adaptive_displacement_camera_shift.blend)\n- Open adaptive_displacement_camera_shift.blend\n- Render and note that the dicing is centred on the plane as expected\n- If Camera.001 is moved along X direction, the culling position changes as expected\n- But if the Camera.001 Shift X value is set to 0.800 - instead of the subdivided area shifting to the right, it expands out along the X axis. Ram usage is also high.\n\nExamples:\n1. Camera.001 in original position (peak memory: 69.19M):\n![adaptive_displacement_offscreen_culling_expected_centre.jpg](adaptive_displacement_offscreen_culling_expected_centre.jpg)\n\n2. Camera.001 moved along X axis to 4m units (peak memory: 36.03M):\n![adaptive_displacement_offscreen_culling_move_x.jpg](adaptive_displacement_offscreen_culling_move_x.jpg)\n\n\n3. Camera.001 in original position but camera Shift X value set to 0.800 (peak memory: 137.00M):\n![adaptive_displacement_offscreen_culling_actual_shift_x.jpg](adaptive_displacement_offscreen_culling_actual_shift_x.jpg)\n\n\nExpected result for 3. would be for similar culling and memory usage as 2.\n\nSo it isn't currently possible to split a large render into smaller sections as a way to reduce RAM/VRAM usage, then stitch externally." ]
Spline IK causes stretching with y stretch turned off [system-info.txt](system-info.txt) Broken: 2.71 - 2.78c Worked: Unknown Spline IK is causing my armatures to stretch even with Y Stretch disabled. Worse still, the transformations being applied are sometimes oblique. All of my attempts to use spline Ik have yielded this result. [BrokenAF.blend](BrokenAF.blend)
[ "Stabilize boolean's epsilon use, write tests\n**Motivation:** resolve bugs in boolean code.\n\n**Description:**\n\nCurrently booleans use epsilon comparisons in a non-uniform way,\ncausing near edge-cases for fall *in-between* detecting a segment and an end-point intersection.\n\nThis would resolve some of the open bug reports we have now.\n\n**Estimated Time:** 2 weeks\n\n- 1 week writing tests, make sure existing bug reports are covered by these tests.\n\n *This is very important since currently there aren't any good ways to know if a change to boolean code breaks edge cases.*\n\n- 1 week (max) to go over current boolean code and make all comparisons uniform\n\n *(may be a day or two as well, just needs to be done carefully, possibly re-working intersection code)*\n\n\n```\n", "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.", "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. ", "Transform has hard-coded keys to the modal keymap\nCurrently some keys used during transform are hard coded, a few aren't available in the modal keymap either (`O`, `C`, `N`), see `transformEvent`.\n\nIt's not useful to be able to edit the modal keymap when there is also functionality only accessible from hard coded keys.\n\nAll functions should be moved to the modal keymap and hard coded keys removed.", "Ability to cancel viewport operations (rotate/pan/zoom)\nSince most transforming view-port operations can be cancelled, it would be useful if viewport operations such as rotate/pan/zoom could be cancelled by pressing Escape. [See request ](showthread.php?392619-Call-for-Quick-Hack-ideas-(for-beginner-students-to-complate-in-a-day)&p=3010312&viewfull=1#post3010312).\n\nWhile not high priority, this is nice to support for consistency with other parts of Blender.", "Regression: Child hair particles set to \"Interpolated\" causes jittering when the based vertex changes position\nOperating system:win10\nGraphics card:RTX3060ti\n\nBroken: c8c6f62cf3a3,fca8df9415\nBroken: 3.5\nWorked: 3.4\n\nCaused by d20f9923224d2637374dd4390ae84c5041e3f9d3\n\nChild hair particles set to \"Interpolated\" causes jittering when the based vertex changes position\nThis problem seems to have been solved before,in #63534 and #56408\n\nOpen the file and render animation\n\n", "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", "Solidify creating points at incorrect angles using complex option with flat option\nOperating system: Linux-5.4.0-84-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: Mesa DRI Intel(R) HD Graphics 4600 (HSW GT2) Intel Open Source Technology Center 4.5 (Core Profile) Mesa 21.0.3\n\n\nBroken: version: 3.0.0 Alpha\nAlso happens in 2.93.4\n\nSolidify creating points at incorrect angles using complex option with flat option\n\n![solidy_issue.png](solidy_issue.png)\n\n\n\n\n\n\n\n\n\n![solidfy_1.png](solidfy_1.png)\n\nAnimation showing the issue\n![solidfy_issue.gif](solidfy_issue.gif)\n\n\nHere's a test Blend file\n[solidfy_issue.blend](solidfy_issue.blend)\n", "Operator macros [e.g. ARMATURE_OT_duplicate_move] have non-functional 'Proportional editing' option in Adjust Last Operation panel\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 446.14\n\nBroken: version: 2.90.0 Alpha\n\nDuplicating a bone in edit mode. In the Adjust Last Operation panel there is a proportional edit checkbox. Which can't be activated.\n\n\nOpen Blender\nCreate armature\nSwitch to Edit Mode\nDuplicate the bone\nIn Adjust Last Operation panel try to activate Proportional editing.\n\n![proportional.jpg](proportional.jpg)\n\n", "Node edge scroll ignores locked axes\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.14830 Core Profile Context 21.4.1 27.20.21002.112\n\nBroken: version: 3.0.0 Alpha\nWorked: Unknown\n\nLock axis operation is broken in Node editor tab.\n\nRegarding locked axes:\n- Select node and start translate (`G` in default keyboard layout?)\n- Lock onto X axis\n- Move mouse to upper or lower edge to scroll in Y direction\n\nNode moves along Y axis even though the lock should prevent this\n", "Loop Cut preview not showing\nBroken: 2.80 \nWorked: all prior releases\n\nThe cut preview only shows the centre line of the cut, if the number of cuts has been increased then the preview used to show all the cuts.\n\n", "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.", "Drivers round to 0 when working in um range\nOperating system: Windows 11\nGraphics card: RTX 3090\n\nBroken: 3.0\n\nWhen a driver/scripted expression returns a value in the micrometer range (0.05/1000 for example), it rounds to 0.\nThis is fatal because I need to store a \"clearance\" value and want to control that with drivers, which is simply not possible now. Please enable an even lower range of floats before rounding down to zero.\n\nMake a new project\nSwitch to metric units\nAdd a solidify modifier to a small object\nAdd a driver that calculates or just returns a um value\n- > It rounds down to zero", "Inset operator modal handling misses option to toggle \"Offset Even\" via shortcut\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56\n\nBroken: version: 3.4.1\n\nNoticed problems when using Inset Faces tool in Edit Mode. If I'm using the select tool and I press **I** to activate the tool Inset Faces tool its menu doesn't display anywhere so I can't choose Even for example. If I click on the tool icon then it works, even if I then use **I** to activate the tool. This makes it so I can't use shortcut keys anymore. I suspect this is happening with other tools as well. Another thing worth noting is that the status bar says the Call Menu is triggered by the right mouse button but it actually just closes the tool.\n\n![Screenshot (340).png](Screenshot__340_.png)\n\n![Screenshot (341).png](Screenshot__341_.png)\n\n\nGo into edit mode with the default cube. Select a face. Hit I to activate the inset faces tool. Notice that the options for the tool aren't available.\n\n", "Keyframing Stretch property in IK won't work properly - iTaSC Solver\nDoesn't work in all versions 2.79b, 2.83, 3.00\n\nWhen using iTaSC solver for an armature, you can't keyframe or use a driver for the bone stretch property. If you do it will be buggy and won't work as expected.\n\nThe Stretch property I'm talking about\n![image.png](image.png)\n\n1. Make a a small armature with iTaSC Solver\n2. Add IK Bone Constraint\n3. Animate the stretch property whether in the bone constraint or the bone property\n4. Keyframe your rig and see that it's not behaving properly\n\n**note: I know it may seem incomprehensible but if you click constantly \"Update Dependencies\" in the drivers panel you will see the expected result**\n\n[Bug report.blend](Bug_report.blend)" ]
[ "Spline IK stretching bone (without Y stretching selected)\nWindows 10\nAMD Radeon HD6950\nCore i5 4690k\n\nBroken: 2.78c e92f235283\n\nBones using a spline IK constraint are y stretching.\n\nIn attatched file, select either of the two curve control points.\nShorten the curve and see that the bones will squash inward up to a certain degree.\n\n[WHYYY.blend](WHYYY.blend)\n" ]
Crash on loop cut Operating system: Linux-5.7.8-200.fc32.x86_64-x86_64-with-fedora-32-Thirty_Two 64 Bits Graphics card: GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.95.01 Broken: version: 2.90.0 Alpha Blender crashes on loop cut on resized cube. 1. Resize default cube on Y direction to make it longer 2. Go to edit mode and apply loop cut Blender crashes.
[ "Crash when deleting one rigidbody from constraint during simulation\nOperating system: Windows 11\nGraphics card: NVIDIA GeForce RTX 3080 Laptop GPU\n\nBroken: master branch\nWorked: Don't know if it ever worked\n\nDeleting one rigidbody that is part of a constraint during simulation causes a crash.\n\n**Steps to Reproduce**\n- Add two cubes to a scene. Add a rigidbody to both cubes.\n- Add an empty object to the scene. Add a fixed rigidbody constraint to the cube. Set the cubes as the first and second object in the constraint.\n- Play the simulation for a few frames and then pause the simulation.\n- Delete either cube, then continue playing the simulation.\n- Crash", "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", "\"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", "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 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", "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", "Specific Rig Crashes blender when going into pose mode\nOperating system: Linux-5.10.7-200.fc33.x86_64-x86_64-with-fedora-33-Thirty_Three 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.32.03\n\nBroken: version: 2.92.0 Alpha\nWorked: not sure but pre 2.80\n\nThis specific file, containing only one armature, crashes when selecting the armature and attempting to enter pose mode.\n\nFirst load the included file, then:\n- select the rig if it isn't already selected,\n- press ctrl tab or otherwise enter pose mode\nat this point blender crashes.[bug_posemode.blend](bug_posemode.blend)\n\n", "Hair particle system altering display percentage crashes Blender.\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 760/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.36\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nChanging the percentage value in the Viewport Display section causes Blender to instantly crash.\n\nSet the display percentage with the currently active particle system\n[field_3400_autosave.blend](field_3400_autosave.blend)", "BMesh.free causes crash under curtain conditions\nOperating system: Linux-5.16.16-200.fc35.x86_64-x86_64-with-glibc2.34 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.47.03\n\nBroken: version: 3.2.0 Alpha\n```\nall 3.x versions are broken, 3.0.0 sometimes works\n```\nWorked: 2.93.8 LTS\nOn Fedora also some 2.91 versions have been affected, according to rebuild agains newer pythons.\nReported on redhat bugzilla: show_bug.cgi?id=1872980\n\n[blender.crash.txt](blender.crash.txt)\nUsing my python addon blender crashes on _PyEval_EvalFrameDefault or _Py_Dealloc.\n\nUnable to describe simple steps to reproduce. This happens using my python addon, but if a bug is in addon, still shouldn't crash blender but throw an python traceback.\nWhen I delete line describen in crash log's backtrace, then another row is marked as a problem, so unable to identify exactly what's happening.\nPlease, let me know, if you need more information.\n\n----\n\nEdit, run this script with the following command line arguments: [boxmaker_crash_single_script.py](boxmaker_crash_single_script.py)\n`blender -b --factory-startup --python boxmaker_crash_single_script.py`\n", "Crash when run the script code follow\nOperating system: Mac 11.4\nGraphics card: Intel Iris 1536 MB\n\nBroken: 3.0.1(2022-01-26)\n\nBlender crashed when running the script followed in \"Scripting Window\":\n\n```\nimport bpy\n\nfor obj in bpy.data.collections['Bg_objects'].all_objects:\n obj.is_holdout = True\n```\n\nAddressSanitizer error log:\n```lines=20\n==34714==ERROR: AddressSanitizer: heap-use-after-free on address 0x00015d792c38 at pc 0x00010523645c bp 0x00016fdfa1d0 sp 0x00016fdfa1c8\nREAD of size 8 at 0x00015d792c38 thread T0\n - 0 0x105236458 in rna_iterator_listbase_next rna_access.c:4677\n - 1 0x1053cc940 in Collection_all_objects_next rna_collection_gen.c:209\n - 2 0x105234920 in RNA_property_collection_next rna_access.c:3690\n - 3 0x105f6c330 in pyrna_prop_collection_iter_next bpy_rna.c:7107\n - 4 0x11366ad40 in _PyEval_EvalFrameDefault ceval.c:4001\n - 5 0x113664fe0 in _PyEval_Vector ceval.c:5065\n - 6 0x113664f38 in PyEval_EvalCode ceval.c:1134\n - 7 0x105f1812c in python_script_exec bpy_interface_run.c:121\n - 8 0x105f18d5c in BPY_run_text bpy_interface_run.c:216\n - 9 0x10a275444 in text_run_script text_ops.c:773\n - 10 0x10a275284 in text_run_script_exec text_ops.c:812\n - 11 0x103035044 in wm_operator_invoke wm_event_system.c:1335\n - 12 0x103033cf4 in wm_operator_call_internal wm_event_system.c:1530\n - 13 0x10303ad6c in WM_operator_name_call_ptr wm_event_system.c:1577\n - 14 0x10303b978 in WM_operator_name_call_ptr_with_depends_on_cursor wm_event_system.c:1765\n - 15 0x109722ff8 in ui_apply_but_funcs_after interface_handlers.c:1008\n - 16 0x10971b1d4 in ui_handler_region_menu interface_handlers.c:11383\n - 17 0x10304ab2c in wm_handler_ui_call wm_event_system.c:698\n - 18 0x103047864 in wm_handlers_do_intern wm_event_system.c:3025\n - 19 0x1030426f4 in wm_handlers_do wm_event_system.c:3145\n - 20 0x1030406f0 in wm_event_do_handlers wm_event_system.c:3675\n - 21 0x1030043ec in WM_main wm.c:623\n - 22 0x10000ba94 in main creator.c:544\n - 23 0x1454710f0 in start+0x204 (dyld:arm64e+0x50f0)\n\n0x00015d792c38 is located 8 bytes inside of 80-byte region [0x00015d792c30,0x00015d792c80)\nfreed by thread T0 here:\n - 0 0x145a890f0 in wrap_free+0x98 (libclang_rt.asan_osx_dynamic.dylib:arm64e+0x3d0f0)\n - 1 0x1151b28e8 in MEM_lockfree_freeN mallocn_lockfree_impl.c:116\n - 2 0x114b67940 in BLI_freelistN listbase.c:463\n - 3 0x1003acbf8 in collection_object_cache_free collection.c:816\n - 4 0x1003aca74 in BKE_collection_object_cache_free collection.c:826\n - 5 0x100e4b080 in BKE_main_collection_sync_remap layer.c:1366\n - 6 0x1059bcf0c in rna_Object_hide_update rna_object.c:370\n - 7 0x105257fa8 in rna_property_update rna_access.c:2069\n - 8 0x105257bac in RNA_property_update rna_access.c:2138\n - 9 0x105f50268 in pyrna_py_to_prop bpy_rna.c:2083\n - 10 0x105f54308 in pyrna_struct_setattro bpy_rna.c:4453\n - 11 0x1135de558 in PyObject_SetAttr object.c\n - 12 0x113667dd0 in _PyEval_EvalFrameDefault ceval.c:2850\n - 13 0x113664fe0 in _PyEval_Vector ceval.c:5065\n - 14 0x113664f38 in PyEval_EvalCode ceval.c:1134\n - 15 0x105f1812c in python_script_exec bpy_interface_run.c:121\n - 16 0x105f18d5c in BPY_run_text bpy_interface_run.c:216\n - 17 0x10a275444 in text_run_script text_ops.c:773\n - 18 0x10a275284 in text_run_script_exec text_ops.c:812\n - 19 0x103035044 in wm_operator_invoke wm_event_system.c:1335\n - 20 0x103033cf4 in wm_operator_call_internal wm_event_system.c:1530\n - 21 0x10303ad6c in WM_operator_name_call_ptr wm_event_system.c:1577\n - 22 0x10303b978 in WM_operator_name_call_ptr_with_depends_on_cursor wm_event_system.c:1765\n - 23 0x109722ff8 in ui_apply_but_funcs_after interface_handlers.c:1008\n - 24 0x10971b1d4 in ui_handler_region_menu interface_handlers.c:11383\n - 25 0x10304ab2c in wm_handler_ui_call wm_event_system.c:698\n - 26 0x103047864 in wm_handlers_do_intern wm_event_system.c:3025\n - 27 0x1030426f4 in wm_handlers_do wm_event_system.c:3145\n - 28 0x1030406f0 in wm_event_do_handlers wm_event_system.c:3675\n - 29 0x1030043ec in WM_main wm.c:623\n\npreviously allocated by thread T0 here:\n - 0 0x145a89380 in wrap_calloc+0x9c (libclang_rt.asan_osx_dynamic.dylib:arm64e+0x3d380)\n - 1 0x1151b13b8 in MEM_lockfree_callocN mallocn_lockfree_impl.c:222\n - 2 0x1003b5754 in collection_object_cache_fill collection.c:754\n - 3 0x1003b5d20 in collection_object_cache_fill collection.c:775\n - 4 0x1003b53b0 in BKE_collection_object_cache_get collection.c:786\n - 5 0x1053cc5d8 in rna_Collection_all_objects_begin rna_collection.c:54\n - 6 0x1053cc2d0 in Collection_all_objects_begin rna_collection_gen.c:200\n - 7 0x105233a88 in RNA_property_collection_begin rna_access.c:3674\n - 8 0x105f6c158 in pyrna_prop_collection_iter_CreatePyObject bpy_rna.c:7076\n - 9 0x105f67ef0 in pyrna_prop_collection_iter bpy_rna.c:7083\n - 10 0x11357f400 in PyObject_GetIter abstract.c:2813\n - 11 0x11366ac34 in _PyEval_EvalFrameDefault ceval.c:3958\n - 12 0x113664fe0 in _PyEval_Vector ceval.c:5065\n - 13 0x113664f38 in PyEval_EvalCode ceval.c:1134\n - 14 0x105f1812c in python_script_exec bpy_interface_run.c:121\n - 15 0x105f18d5c in BPY_run_text bpy_interface_run.c:216\n - 16 0x10a275444 in text_run_script text_ops.c:773\n - 17 0x10a275284 in text_run_script_exec text_ops.c:812\n - 18 0x103035044 in wm_operator_invoke wm_event_system.c:1335\n - 19 0x103033cf4 in wm_operator_call_internal wm_event_system.c:1530\n - 20 0x10303ad6c in WM_operator_name_call_ptr wm_event_system.c:1577\n - 21 0x10303b978 in WM_operator_name_call_ptr_with_depends_on_cursor wm_event_system.c:1765\n - 22 0x109722ff8 in ui_apply_but_funcs_after interface_handlers.c:1008\n - 23 0x10971b1d4 in ui_handler_region_menu interface_handlers.c:11383\n - 24 0x10304ab2c in wm_handler_ui_call wm_event_system.c:698\n - 25 0x103047864 in wm_handlers_do_intern wm_event_system.c:3025\n - 26 0x1030426f4 in wm_handlers_do wm_event_system.c:3145\n - 27 0x1030406f0 in wm_event_do_handlers wm_event_system.c:3675\n - 28 0x1030043ec in WM_main wm.c:623\n - 29 0x10000ba94 in main creator.c:544\n```\n\n- Open attached file\n- Go to Scripting workspace\n- Run the above script\n[bug.zip](bug.zip)", "Crash 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", "Modifier re-evaluation makes editing dimensions unreliable\nCurrently editing dimensions uses the bounding box that's recalculated while dragging.\n\nThis can cause a feed-back loop as the objects scale is used by some modifiers which calculate a new bounding based on the scale which is then used in dimensions.\n\nIn the case of armature modifier - any zero scaled axis makes causes the mesh to scale into a single point, making any further changes to the dimensions not have any effect.\n\n----\n\nOriginal report:\n\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GT 620/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.35\n\n\nBroken: version: 2.80 (sub 74)\nWorked: Blender 2.79\n\n\nIf object is rigged scrolling its dimension value toward zero causes object to disappear, even if right mouse button has been clicked in order to cancel a scaling. So blender accepts a scale of zero even if left mouse button hasn't been released yet, Is it an expected behavior in Blender 2.8?\n\n\n\n\n - Select the cube.\n - Scroll any of its dimensions value toward zero without releasing the left mouse button\n - Cancel scrolling by right mouse button click.\n\n\n\n[Bug_report.blend](Bug_report.blend)\n\n", "Crash when moving to Shading workspace\nOperating system: Darwin-16.7.0-x86_64-i386-64bit 64 Bits\nGraphics card: NVIDIA GeForce GT 650M OpenGL Engine NVIDIA Corporation 4.1 NVIDIA-10.17.5 355.10.05.45f01\n\n|Broken:|version: 2.83.0, commit date: 2020-06-03,|hash: `211b6c29f7`\n| -- | -- | -- |\n||version: 2.90, commit date: June 08,|hash: `9f7d84b656`\n|Worked:|version: 2.82|-\n\nWhen I open Blender, without changing anything in the default scene, if I move to the 'Shading' workspace my system freezes for a few seconds and crashes (it closes).\n\n- Default startup scene\n- click on 'Shading' workspace from the top bar\n", "Crash 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", "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 crash on loop cut\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 446.14\n\nBroken: version: 2.90.0 Alpha\n\nThe Blender crashes when you work with Loop Cut in editing mode.\n\nOpened The Blender. Switched to editing mode. Clicked on Loop Cut. Made a few Loop Cuts and the Blender crashed (This is a very simple example just for testing).\n\n[Loop_cut_crash.blend](Loop_cut_crash.blend)\n\n[blender.crash.txt](blender.crash.txt)\n\n[Blender_crash_Loop_Cut_01.mp4](Blender_crash_Loop_Cut_01.mp4)\n" ]
Cannot access particles through Python API Operating system: Windows 10 Graphics card: GTX 1060 Broken: 2.80 - 1ae6aaad43ad - March 22, 01:55:04 Worked: 2.79 When accessing the particles of a particle system through the Python API ([reference ](bpy.types.ParticleSystem.html#bpy.types.ParticleSystem.particles)) the collection is always empty. - Open Blender - Add a particle system to the default cube - Optionally bake particles - Open Python Console - Run **C.object.particle_systems.active.particles[0]** - Get an error.
[ "Hair: changing children related settings not updating in particle editmode\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 388.73\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\nHair particle system children won't update/refresh in viewport when editing their parameters\n\n- Add a hair particle system on any object and enable children (Simple)\n- Go to particle edit mode and enable children from right panel (N) ->Tool -> Options -> Viewport Display\n- Choose point select mode\n- Try changing any parameters related to the particle system's children or delete a particle point and will see no change on the viewport part (update occurs only after moving point or using settings like \"Comb\") \n\n\n[bug1.blend](bug1.blend)\n\n\n", "Particle Instance from interpolated children works unexpected\nOperating system: win10 74bit\n\nBroken: 2.8, 2.79b\n\n\"Children\" option works good only with \"Along path\". Otherwise it just duplicates extra geometry where parent particles are located. \n\nOpen file and enable \"Children\" option, see how poly count is changed without visual appearance. Then check both \"Children\" and \"Along Path\" to see the difference.\n[Particle_instance_child.blend](Particle_instance_child.blend)", "Using `bpy` module with `multiprocessing` causes `ModuleNotFoundError: No module named '_bpy'`\nOperating system: macOS Monterey (12.4)\nGraphics card: M1 Pro\n\nBroken: 3.1\nWorked: -\n\nHello, \n\nI'm using Blender through the `bpy` module and I noticed using `bpy` module with `multiprocessing` causes a ModuleNotFoundError error. I just wanted to draw Blender developers attention to this bug.\n\n## How to reproduce the crash\nCreate `bug.py` with this content, and run `python3 bug.py`:\n```Py\nimport bpy\nimport multiprocessing as mp\nif __name__ == \"__main__\":\n manager = mp.Manager()\n```\n\nYou will get the following traceback:\n```traceback\nTraceback (most recent call last):\n\nFile \"<string>\", line 1, in <module>\nFile \"/Library/Frameworks/Python.framework/Versions/3.10/lib/python3.10/multiprocessing/spawn.py\", line 116, in spawn_main\n exitcode = _main(fd, parent_sentinel)\nFile \"/Library/Frameworks/Python.framework/Versions/3.10/lib/python3.10/multiprocessing/spawn.py\", line 125, in _main\n prepare(preparation_data)\nFile \"/Library/Frameworks/Python.framework/Versions/3.10/lib/python3.10/multiprocessing/spawn.py\", line 236, in prepare\n _fixup_main_from_path(data['init_main_from_path'])\nFile \"/Library/Frameworks/Python.framework/Versions/3.10/lib/python3.10/multiprocessing/spawn.py\", line 287, in _fixup_main_from_path\n main_content = runpy.run_path(main_path,\nFile \"/Library/Frameworks/Python.framework/Versions/3.10/lib/python3.10/runpy.py\", line 269, in run_path\n return _run_module_code(code, init_globals, run_name,\nFile \"/Library/Frameworks/Python.framework/Versions/3.10/lib/python3.10/runpy.py\", line 96, in _run_module_code\n _run_code(code, mod_globals, init_globals,\nFile \"/Library/Frameworks/Python.framework/Versions/3.10/lib/python3.10/runpy.py\", line 86, in _run_code\n exec(code, run_globals)\nFile \"/Users/emadpres/Downloads/bug.py\", line 1, in <module>\n import bpy\nFile \"/Library/Frameworks/Python.framework/Versions/3.10/lib/python3.10/Resources/3.1/scripts/modules/bpy/__init__.py\", line 38, in <module>\n from _bpy import (\n\nModuleNotFoundError: No module named '_bpy'\nTraceback (most recent call last):\n\nFile \"/Users/emadpres/Downloads/bug.py\", line 4, in <module>\n manager = mp.Manager()\nFile \"/Library/Frameworks/Python.framework/Versions/3.10/lib/python3.10/multiprocessing/context.py\", line 57, in Manager\n m.start()\nFile \"/Library/Frameworks/Python.framework/Versions/3.10/lib/python3.10/multiprocessing/managers.py\", line 566, in start\n self._address = reader.recv()\nFile \"/Library/Frameworks/Python.framework/Versions/3.10/lib/python3.10/multiprocessing/connection.py\", line 255, in recv\n buf = self._recv_bytes()\nFile \"/Library/Frameworks/Python.framework/Versions/3.10/lib/python3.10/multiprocessing/connection.py\", line 419, in _recv_bytes\n buf = self._recv(4)\nFile \"/Library/Frameworks/Python.framework/Versions/3.10/lib/python3.10/multiprocessing/connection.py\", line 388, in _recv\n raise EOFError\n\nEOFError\n```\n\n\n## Why does it happen?\nA few discussion/threads have already touched on this issue and here is a summary from [here](23#issuecomment-514826760) nicely describing why this error happens in essence:\n> 1. We import bpy in the main process\n> 2. This brings in the `C:\\Users\\TGubs\\Code\\Python\\blender_test\\venvs\\3.6.832\\Scripts\\2.79\\scripts\\modules` to the top of sys.path because the Blender runtime needs it\n> 3. The `multiprocessing.Pool` instantiation grabs our bad `sys.path`\n> 4. Since modules aren't portable across the `multiprocessing.Queue` our new processes are going to try to import the modules again\n> 5. Search along `sys.path` for `bpy`: I found one at `C:\\Users\\TGubs\\Code\\Python\\blender_test\\venvs\\3.6.8-32\\Scripts\\2.79\\scripts\\modules`!\n> 6. Error: can't locate or import its dependency `_bpy` (mostly because that is a Blender runtime convention that does not apply in Python)\n\n\n\n## Hacky Workarounds\nI also found a couple of hacky workarounds:\n1. backup `sys.path` before `import bpy`. And restore it right before instantiating the multiprocessing object. Once done, revert your change. [Code](23#issuecomment-514826760), or\n2. guarding the `import bpy` to avoid re-importing it:\n\n```python\nfrom multiprocessing import current_process\nimport multiprocessing as mp\n\nif current_process().name == 'MainProcess':\n import bpy\n\n\nif __name__ == \"__main__\":\n manager = mp.Manager()\n```", "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", "Lifetime-Keyframes for particle system are ignored when rendering a baked particle simulation\nOperating system:Windows 10\nGraphics card:GTX1070\n\nBroken: Blender 3.5\nWorking:\n\n\nKeyframing the Lifetime of particles inside of a particle-system and baking the system (Both bake/bake all dynamics) leads to only the first keyframe being utilized when rendering an animation. For both the viewport and single-frame renders it works as expected.\n\n1. Create a simple particle system.\n2. Keyframe the Lifetime value at **1** on frame 30, and value **50** on frame 31.\n3. Bake all particle dynamics.\n4. Observe how the particles disappear after 1 frame up until frame 31, where they then last for 50 frames.\n5. Render an animation of the particle system.\n6. The particle system will only utilize the first keyframe for the duration of the animation, in this case 1. So even after frame 31 the particles will despawn after 1 frame.\n\nThe blendfile has a particle system setup, you merely need to look at the behavior in the viewport vs rendering an animation.\n\nThank you.\n\n", "Python API bindings for volume render pass broken\nOperating system: macOS-11.6-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 555X OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.6.20\n\nBroken: version: 3.0.0 Alpha\nWorked: 2.93\n\nPython API calls for Volume render pass settings are missing.\n\nEnabling the render pass show in the info window `bpy.data.scenes[\"Scene\"].(null) = True`.\nSetting it with python fails too:\n```\n>>> C.scene.view_layers['View Layer'].use_pass_volume_direct = True\n\nTraceback (most recent call last):\n File \"<blender_console>\", line 1, in <module>\nAttributeError: 'ViewLayer' object has no attribute 'use_pass_volume_direct'\n```\n\n", "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)", "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", "Disk Cache combined with Cache Step does not work\nOperating system:\nGraphics card:\n\nBroken: blender-2.80.0-git.8d95dcd87dbb-windows64\nWorked: Blender 2.79 b f4dc9f9d68b\n\nBaking a particle system with *Disk Cache* checked and *Cache Step* set to greater than 1 results in the baking failing.\nNo error is reported, but the bake is obviously corrupt.\nIt worked in 2.79.\n\n[bake.zip](bake.zip)\n1. Extract the archive and open the *.blend* file. (in 2.80)\n2. Playback works at this point. (Particles fall down from the plane.)\n3. Click *Delete Cache* and then *Bake*.\n4. Try playback again. It's not incorrect. (Particles appear at the bottom and don't move. If you check the cache folder, you will see it cached every second frame---instead of every 10th as configured, except for the first step.)", "Hair particle system duplicates objects on some faces and don't fill the rest\nOperating system: Ubuntu 19.04\nGraphics card: AMD Radeon RX580\n\nBroken: (2.81 release compiled from source)\nWorked: (optional)\n\nEven with even distribution enabled, 1 particle per face and a low count of particles to spawn, the particle system put two particles on the same face but with different sizes.\n\n1) Create a cylinder with 32 vertices.\n2) Create a small (scale 0.05) cylinder to use as a reder for particle.\n3) Delete the top and bottom faces of the small cylinder so it becomes like an empty tube.\n4) Enable particle system hair on first cylinder and, choose 30 as number, 1 per face source and disable random order, select as render object the small cylinder, the scale 1.0 and choose to randomize the scale a few (0.5 is ok).\n5) Play with the number of particles and the seed and more than sometimes you will notice two or more small cylinders rendered on the same place overlaping (specially on the top and bottom faces).\n\nWhat I expect:\nIf you count the number of faces of the cylinder (added with default parameters) it will have near 30. If I choose \"even distribution\" of particles and \"1 for each face\" without random, what I expect is that all the faces of the cylinder have at least 1 particle, no more, no less.\nIf there are 30 faces and if I limit the number of particles to exactly 30, there must be exactly one particle for each face.\nWhat happens actualy is that there are 4 particles lying around on the top and bottom faces and I don't know why. And there are no particles on some other faces. And sometimes two spawns on the same place on the bottom or top face of the cylinder.\n\nWith complex meshes it makes a mess, specially if I need to paint the weight to affect density. In that case there are more particles on some places and there are no particles on places with a high value of weight. \n", "Particles reset their position when using time stretching\nMinimal reproduction steps:\n- Add a particle system to the default cube and make it renderable.\n- Set the old time stretching setting to 20 and leave the new at 100.\n- Play the animation until frame 90 and render.\n- Find that the particles are sticking on the object as opposed to their correct position in the viewport.\n- Render again. They now have their correct position.\n- Play another 5 frames.\n- Render again, they are now sticking to the object again.\n\n[timeStretchingBadRender.blend](timeStretchingBadRender.blend)\n\n**Original Report**\n\nHello,\n\ni am using blender-3.1.0-linux-x64 and working on particles with time stretching but the viewport display is correct.\n\nattached is the blend file. [experiment with text.blend](experiment_with_text.blend) \n\nproblem seen in cpu/gpu/cycles/evee.\n\nregards,\nYaju", "particle instancer modifier 20 years BUG \nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: version: 2.91.0\n\n\n\nlook at particle instancer rotation of some parts. you can`t rotate this particles and can`t fix\n![BUG_001.png](BUG_001.png)\n![BUG_002.png](BUG_002.png)\n", "Hair display error in blender 3.0.1\nHello, when I add new hair in the Particle Edit mode. Then the hair does not come from the mesh itself, but as if it weighs above it. What's the problem, maybe I'm doing something wrong?\n\n{[F12865495](Безымянный.png)}Operating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: AMD Radeon R7 200 Series ATI Technologies Inc. 4.5.148202 Core Profile Context 21.3.1 27.20.15003.1004\n\nBroken: version: 3.0.1\n\n\n\n", "Some particles are not being rendered during the first render\nOperating system: Windows 10\nGraphics card: I tried on two different computers with different GPUs - Nvidia RTX3070 and Mobile Nvidia RTX2060, same behaviour.\n\nBroken: 2.93.6, 3.0.0 Release Candidate, 3.1.0 Alpha\n\n\nBlender is not rendering some particles (in my case this is a grass) during the first render.\nIt does after re-rendering the scene, but this is quite confusing and inconvenient, especially in the moments when I have to resume render of animation.\nApparently this only happens when we add a force field to control the particles.\n\nOn top of this, 3x does not render trees (particles).\n\nOpen the blend file and press F12 to render. You should have similar result as on the screenshot:\n\n![render_first_2.93.png](render_first_2.93.png)\n\nRender again, and the grass will appear:\n\n![render_second_2.93.png](render_second_2.93.png)\n\nI attach results also from 3.0:\n\n![render_first_3.0.png](render_first_3.0.png)\n\n![render_second_3.0.png](render_second_3.0.png)\n\nand 3.1:\n\n![render_first_3.1.png](render_first_3.1.png)\n\n![render_second_3.1.png](render_second_3.1.png)\n\n- Open attached file\n- Render (F12) - See the particles issue\n- Render again - Now it is ok\n\n[turbulence_particle_eevee_bug.blend](turbulence_particle_eevee_bug.blend)\n\n---\nOriginal File:\nBecause file is big (260M) I have decided to share the link: view?usp=sharing <- if you would prefer me to upload it anyway here, please just let me know.", "Python API docs Error\n\nI'm not sure that it needs to be sent here\n\nThe Python API Docs contains an error - it says that blender as a python module need to be compiled independently. but this has not been the case for a long time\n\n![Screenshot_20230729_184115.png](attachment)\n\n" ]
[ "Particles python access is broken in 2.8\nWin10\nGtx 580\n\nBlender 2.8 Beta and latest daily build\n\nAccessing the **particle_systems.particles**property is broken in Blender 2.8\n\n- Open the attached file\n[bug_particles.blend](bug_particles.blend)\n\n- It contains a cube with one particle system\n- Press Run Script to print the numbers of particles of this system via python, in the console\n- It returns 0 particles" ]
New Depsgraph - Changing camera is not evaluated properly Linux, gtx 1080, Cinnamon UI Broken: b94a433ca34 Changing camera whilst camera is hidden doesnt honor animation data. Similar to #51907 and #49981 1. launch blender in new-depsgraph mode 2. open attached blend file 3. change to Camera.001 from the scene tabe 4. scrub 5. enable layer 2 6. scrub [bug.blend](bug.blend)
[ "Grease Pencil Vibrating Contours\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GT 740/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: version: 2.83.4\n\nHi, i i have bug on Grease Pencil contours. When i move camera in animation contours vibrate, changing size. This is not problem with my PC, because i tried it on another and problem is the same. I tried Anit-Aliasing, change render engine (Cyles and Evee), the same bug is in viewport and in render animation. I'm attach the video of this bug. This bug occurs just with camera or object move. \n\n1. Create Grease Pencil object.\n2. Move camera to \"zoom\" it.\n\n[vibrating contours.mp4](vibrating_contours.mp4)\n\n[vibrating contours.blend](vibrating_contours.blend)\n", "Camera to View and zoom do not work with orthographic cameras\nIf you switch to ortographic camera (point 1), and try to zoom in with the camera viewport active, the camera behaves as \"view lock>camera to view\" unchecked.\nThe correct behavior is that you can get near the object without changing the camera \"unlock view > camera view\" (point 3). Even though it's checked, it's not working as intended (check point 2 in the picture)\n![ortographic camera.png](ortographic_camera.png)\n\n- Open attached .blend file\n- Try zoom in, dolly in...\n[ortho_bug.blend](ortho_bug.blend)\n\n", "Viewer Node from Compositor is not updated in Camera's Background Image\nOperating system: Arch Linux\n\nBroken: 3.2.2\nWorked: never\n\nThe viewer node result from compositor is not propagated in the 3D viewport as a camera background image when selected. This might be really useful in many cases. I often use compositor to edit input videos and I want to adjust the 3D scene according to the video. Especially with the grease pencil, there might be a case when the animator wants to draw an animation over an existing one. It is really strange that the option to use the node is there but it's unusable, related to #73188.\n\n**Possible problems**\nRecursion mentioned in #73182. Might be resolved by overriding the order when the node is used in the camera or letting the user change the order somewhere.\n\n**Workaround**\nExport the composited result in a video and then use as a background image or hit F12 after every frame and use the render result in the background image.\n\n1. Create a setup in compositor that changes over time\n2. Connect the result to Viewer node\n3. Use Viewer node as camera background image in the 3D scene\n4. Move to another frame - no change in the background image\n\nIncluded the project file with simple texture animation and two workspaces. One with split screen where both compositor and 3D view are visible. When the compositor is hidden, the background image is not changed at all. When it's visible, it's updated but from the previous frame or state. It seems like the camera first takes the compositor result as the background and then the new compositing takes place. Yes, I understand that it's the design of these stages but this is still a trick to somehow make it work, the image does not update at all without the compositor window being active as shown in the second workspace.\n\n[viewerNodeInCamera.blend](viewerNodeInCamera.blend)", "Assertion Failure: Moving Keyframe in Graph Editor beyond enum range\nOperating system: Linux Mint Mate 19\nGraphics card: Nvidia GTX 850M\n\nBroken: master 2020-11-12 @ Merge branch 'blender-v2.91-release' only on debug builds 987732181f779ca792de933aa5f001168b1f6f26\nWorked: Anything that is not a debug build will not show any problems\n\nThis issue is split off from #44219 (Pose Breakdowner bug in Gooseberry rigs)\nMoving a keyframe of an enum in the graph editor allows it to go beyond the range of the enum. This causes an assert to fail\n\n\n\n* Open the file\n* Move the keyframe up\n* Blender crashed as soon as you exceed the enum range\n[enum_property_crash.blend](enum_property_crash.blend)", "Camera background movieclips are not visible if \"Viewport Shading\" is set to \"Rendered\" \nOperating system: Linux-5.4.0-65-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: Quadro RTX 6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.102.04\n\nBroken: version: 2.92.0 Beta\nWorked: 2.90.1\nCaused by 3ffa0452af\n\nWhile static background images of cameras are correctly visualized when \"Viewport Shading\" is set to \"Rendered\", background image sequences defined with the clip editor are only visible when \"Viewport Shading\" is set to \"Material Preview\", \"Solid\" or \"Wireframe\" \n\nIn the following python script adjust the path such that it points to some valid input image.\n\n[background_image_test.py](background_image_test.py)\n\nExcecuting the script creates two cameras. \n\nThe first camera contains a static background image (see the code snippet below)\n```\nstatic_background_image = static_camera_data.background_images.new()\nstatic_background_image.image = bpy.data.images.load(image_fp)\n```\nand is visible for all \"Viewport Shading\" types.\n![static_background_shading_rendered.png](static_background_shading_rendered.png)\n\nThe second camera contains a background image defined by a video clip (see the code snippet below),\n```\ndynamic_background_image = dynamic_camera_data.background_images.new()\ndynamic_background_image.source = \"MOVIE_CLIP\"\ndynamic_background_image.clip = bpy.data.movieclips[first_fn]\n```\nwhich is not visible when \"Viewport Shading\" is set to rendered.", "Replace notifier system with the messenger system\nWe never fully transitioned from the old notifier system and the new messenger system.\nNeed more information.", "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.", "Aliased wireframes + modifier edit mode display issue\nOperating system: Linux-4.15.0-51-generic-x86_64-with-glibc2.27 64 Bits\nGraphics card: GeForce GTX 850M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.143\n\nBroken: version: 3.4.1\n2.90\nWorked: 2.79, 2.81\n\nEdit mode aliased wireframes (selected/unselected) of a mesh with modifiers looks broken for both ortho and perspective views, even with reasonable clipping range.\n\n**Steps to reproduce**\n\n* Open file\n* Disable all anti-aliasing and smoothing in preferences > Viewport > Quality\n\nSelection looks bad, but also other edges are bit fuzzy. Disable mirror modifier visibility in edit mode and edges looks better.", "VSE: Invisible and reversed transitions\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\nInvisible transitions(duration=0):\n![F9600674](current_no_gap_trans.gif)\n\nReversed transitions, because of inputs are assigned in selection order:\n![F9598386](Trans_reverse_box.gif)\n\nAbandoned attempt to solve both things:\nD10207\n\n\n", "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)", "Object drop snapping should be disabled for cameras, lamps, etc\nE.g. when dragging a camera from the Outliner into the 3D View, it gets an all-0 rotation, which isn't useful. And it will always snap to an underlying surface, which is annoying because you wouldn't want a camera to snap to geometry or the grid. Think we should just bring back the old dropping behavior, even if it's a bit hard to predict which distance along the view it will use to place the object.\n\nIt wasn't intentional to have this. In review I asked to address this which I thought it was. Probably a misunderstanding.\n\nShould it be disabled for empties as well? It may be useful to have snapping for these.", "Extended Controls for Camera Gizmo\nCurrently, when switching to the camera view, it’s not immediately clear to users how to manipulate it. The camera must be selected, and it requires some difficult multi-step actions to be able to rotate or move the camera. \n\nAdditionally, from a camera operation perspective, users usually need a more optimized and precise way to only affect the pitch, yaw, panning, tracking and zooming, separately. \n\nWe can make this a lot easier by surfacing optimized camera manipulation gizmos right in the viewport when viewing the scene through the camera view:\n\n![Screen_Shot_2018-06-13_at_18.21.42.png](Screen_Shot_2018-06-13_at_18.21.42.png)\n", "Animation: operator to lock all non-selected channels in graph editor\nCurrently the graph editor has an operator to HIDE all non-selected channels by using the hotkey Shift+H:\n```\nbpy.ops.graph.hide(unselected=True)\n```\n\nThere is no operator that lets you protect all non-selected channels - you can only select the protected channel by pressing the TAB hotkey.\n\nIdeally we would have a similar operator for consistency:\n```\nbpy.ops.graph.protect(unselected=True)\n```\n\nHowever, there is an _existing_ operator that seems like it should work, but may be broken.\nThe mode parameter has multiple options - TOGGLE and INVERT being two of them..\n```\n# Toggles the selected channel(s) locked or unlocked\nbpy.ops.anim.channels_setting_disable(mode='TOGGLE', type='PROTECT') \n```\nThe 'INVERT' mode seems like it should lock the inverted channels - but it currently does exactly the same as 'TOGGLE':\n```\nbpy.ops.anim.channels_setting_disable(mode='INVERT', type='PROTECT') \n```\n\nIs this simply a bug in bpy.ops.anim.channels_setting_disable?", "Grease Pencil Color Management inconsistencies\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.86\n\nBroken: version: 2.81 (sub 14)\nWorked: (optional)\n\nBlender CM for GP is inconsistent between viewport and render. Viewport is not affected by Filmic, but render is.\n\nIn a new file, add a GP Suzanne. Change viewport to RENDERED. Render and compare colors/contrast: they are different.\nChange CM from Filmic to Standard. Render and compare again: they match.\n\n\n\n\n", "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" ]
[ "New Depsgraph - Camera constraint is not evaluated properly\nSorry Sergey!! This is again for the new depsgraph\n\n#49981 is the last one I reported\n\n1. open attached blend file\n2. scrub (works fine)\n3. click on the scene tab -> change active camera to Camera.000\n4. scrub\n5. notice how its not moving\n6. enable layer 2\n7. scrub.\n8. notice how it is moving\n\n[depsgraphBug1.blend](depsgraphBug1.blend)" ]
Normal map bake artifacts when using Bevel shader Operating system: Windows-10-10.0.17134 64 Bits Graphics card: GeForce GTX 770/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 398.82 Broken: version: 2.80 (sub 75) Worked: (optional) Baked normal map contains artifacts when baking from High-poly geometry with Bevel shader applied. Artifacts seem to be based on High-poly topology, changing it's triangulation affects the result, but does not eliminate artifacts completely. ![Normal.png](Normal.png) Rendering just High-poly object with Bevel shader applied does not display similar artifacts on its own. Baking normal map using same objects without applying Bevel shader does not display these artifacts either. ![Report comparison.png](Report_comparison.png) With attached .blend file click "Bake" on the right side of the UI. Observe resulting normal map artifacts. [Bevel shader normals map bake.blend](Bevel_shader_normals_map_bake.blend)
[ "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.", "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.", "Box with beveled vert will damage, if use multires modifier in simple mode.\nOperating system: Fedora 32, 64bit\nGraphics card: GTX 650Ti\n\nBroken: version: 2.91.0 Alpha\nWorked: blender-2.82a-windows64\n\nAdd cube, bevel one vert (1 segments) add multires modifier, select simple mode, and subdivide 2 or 3 times. Mesh will damaged.\nIf beleled 2 or more verts subdivision works stability, but not always. Sometimes it will damaged, sometimes properly.![Знімок екрану_2020-09-01_17-17-24.png](Знімок_екрану_2020-09-01_17-17-24.png)", "UV space aware triangulation\nPlease see #102683 for details, since the issue is described and discussed there. The basic suggestion is:\n\n> Add an option to the \"Triangulate Faces\" operator. It currently has Quad/N-gon methods for Beauty, Fixed, Longest edge etc. It seems reasonable to add options for \"Prevent UV overlaps\" and specify the source UV map.\n\n", "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.", "Regression: Ambient Occlusion causes shading artifacts\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.31\n\nBroken: version: 2.93.1\nWorked: 2.91, 2.92\n\n Under lookdev mode, when object has \"alpha blend\" turned on in the shader, \"ambient occlusion\" with \"bent normal\" option enabled will cause shading artifact that looks like the object is shading flat. ![EeveeBug_293_AO_Alphablend.PNG](EeveeBug_293_AO_Alphablend.PNG)\n\nSwitch the scene to lookdev mode. \nCreate a UV sphere\nShade it smooth\nTurn on Ambient Occlusion and make sure \"Bent Normals\" is checked. \nAssign a material to the sphere. \nUnder the material settings turn on \"Alpha Blend\". \nNow the object will look like it's shaded flat/without smoothing. \n\n[Eevee_bug_scene.blend](Eevee_bug_scene.blend)\n\n", "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", "Bake texture then the colour of texture is changed\nOperating system: Windows 10\nGraphics card: NVIDIA GTX 1050\n\nBroken: version: 2.82 (sub 7), branch: master, commit date: 2020-02-12 16:20, hash: 77d23b0bd76f, type: Release\nWorked: Never (2.80+)\n\nWhen I bake texture to a new UV colour is changed. After bake, I use the colour picker to define the colour.\nThe original texture of the cube has colour #41FF6A. Cube texture with new UV has #40FE69.\nI tried to bake at the same object and from one object to another - bug is here too.\n!!! Importantly !!! The bug is here if the original texture does not save to a file (jpg, tif, etc). if I save the original texture to file before baking the bug is not here.\n\n1. Add two cube.\n2. Cubes have to have different UV.\n3. Set colour #41FF6A as image texture at first cube (does not save texture in a file).\n4. Set Bake Type to Diffuse and uncheck Direct and Indirect in Bake.\n5. Bake.\n6. Take colour picker (I use ColorMania) and compare colours both cubes (the second cube will be #40FE69).\n", "Edges generated by Bevel Modifier do not inherit correct crease values\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.02\n\nBroken: version: 2.81 (sub 14)\nWorked: (optional)\n\nThe Bevel Modifier ignores the crease values of connected edges, producing unexpected/undesired results.\n\nExample image of the bug in production asset (the rear of a flatbed car):\n![Crease_vs_Bevel_04.PNG](Crease_vs_Bevel_04.PNG)\nPlease observe how the top is rounded toward the center of the car, despite the vertical corner crease and the horizontal beveling. This roundness goes against the artist's intention.\n\n\nOpen this file: [#70587-bevel-edges-bug.blend](T70587-bevel-edges-bug.blend)\n\nThat file was created by following these steps:\n\n1. Create a cube\n2. Set Edge Crease of vertical edges to 1.0\n3. Set Edge Bevel Weight of top horizontal edges to 1.0\n4. Add Bevel Modifier in Weight Mode\n5. Add Subdivision Modifier\n\nThis produces undesired result 1:\n![Crease_vs_Bevel_01.PNG](Crease_vs_Bevel_01.PNG)\nPlease observe how the top of the cube becomes circular because the creasing on the vertical edges does not extend to the newly generated loop of faces.\n\nThis can be seen in image 2:\n![Crease_vs_Bevel_02.PNG](Crease_vs_Bevel_02.PNG)\n\nOnly after manually adding the crease value to the new edges do we get the expected result, image 3:\n![Crease_vs_Bevel_03.PNG](Crease_vs_Bevel_03.PNG)\n", "Black artefact when mixing transparency and glass at a certain ratio\nOperating system: WIn 10\nGraphics card: GTX 1080\n\n2.92\n\nBlack artefact appear on flatter surfaces when mixing 99.9% transparent and 0.1% glass shaders. Glass should be rough. \n\nMake a cube, switch to Cycles, add material, add Glass and Transparent Shaders, Mix them together, put factor on 0.999, increase Glass roughness, depending on roughness a entirely black circle will appear on the cube when viewed straight on. \n\n[TransBug.blend](TransBug.blend)", "Sculpting produces weird shading artifacts\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 950M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 3.0.0 Alpha\n\nWhen sculpting a low poly mesh, weird shading artifacts appear. \nIf you remove them with a modifier, then over time they reappear when sculpting\n[X9Tkiufd2w.mp4](X9Tkiufd2w.mp4)\n\n|.blend file showing in the video:|[test.blend](test.blend)\n| -- | -- |\n\n- In a clean scene with no objects, Add a cylinder (or any low poly object, preferably with N-gons)\n- Enable Shade Smooth on the object. {nav Object > Shade Smooth}\n- Go to Sculpt Mode\n- Use a brush anywhere - the affected vertices will have their normals updated and change their look\n\n|![Screenshot_2022-03-08_10-59-39.png](Screenshot_2022-03-08_10-59-39.png)|![Screenshot_2022-03-08_11-00-01.png](https://archive.blender.org/developer/F12906842/Screenshot_2022-03-08_11-00-01.png)\n| -- | -- |\nIf you undo or do any operation that affects the entire mesh it will change the shading everywhere\n|![Screenshot_2022-03-08_11-00-11.png](Screenshot_2022-03-08_11-00-11.png)\n| -- |\n", "Account for curvature in curve to mesh node\nOperating system: Darwin-18.5.0-x86_64-i386-64bit 64 Bits\nGraphics card: NVIDIA GeForce GT 750M OpenGL Engine NVIDIA Corporation 4.1 NVIDIA-12.0.23 355.11.10.50.10.103\n\nBroken: version: 2.90.0\n\nI used a curve as a bevel profile on another one with 90 degree angles but the result is not 90 degrees on the result\n\nplease see attached file\n[badBevel.blend](badBevel.blend)", "Baking workflow revamp\n*(This design doc is work in progress)*\n\n### Goal\nBaking is hard to use and requires one map to be baked at a time. Each time configuring appropriate settings and selecting the right objects and shader nodes.\n\nBlender should natively have a baking workflow that is more efficient and powerful.\n\n### Existing Work\n\nMultiple add-ons exist to make this workflow easier.\n\nA patch for object-based baking and long discussion about various other options is here:\n[D3203: Baking system overhaul: Move baking settings from render settings into BakePasses](D3203)\n\n### Use Cases\n\n* Baking a set of maps for game assets.\n**Typically includes maps like base color, metallic, roughness, normal map, AO.** The assets may use complex procedural texture nodes, multiple blended shader nodes and multiple materials, all to be baked down to a single set of maps and material that the game engine understands.\n**Exporters like FBX or glTF would typically want to export this baked material representation.** Efficiently re-baking objects, inspecting the results in the viewport, and applying the same settings to other assets is important.\n* Baking to optimize rendering\n**Some part of a shading network may be baked down for more efficient rendering, either as a viewport approximation or final render. Maybe a complex procedural texture, static background or ray-traced AO/curvature.** Light maps may also be considered part of this, though I personally would not recommend to use them for Cycles or Eevee and not focus on this use case.\n* One-off bakes\n**Examples may be to create a base to start texture or vertex painting, to use in geometry nodes, etc.** The current workflow is reasonably well suited to this, but automatic creation of images or vertex color layers and preview of the result would be helpful.\n** Perhaps best integrated as an operator/tool in paint or edit modes.\n* Other\n**Light map baking for export: how important is this still in modern game engines?** Baking as a part of a geometry nodes network?\n**Baking to transfer attributes between objects: use Data Transfer modifier instead?** ... ?\n\n### Proposal\n\nThere is not a single workflow that is ideal for all uses cases. I suggest to have two workflows that I think will handle the most important ones well, and can work for others with some extra effort. The Bake panel in the scene render properties would be removed.\n\n**One-Off Bakes**\n\n* New operator to quickly bake to images or attribute\n* Operator pops up a dialog, with choice for bake type and relevant settings\n* No settings stored in the scene. Only operator properties, remembered for the next operator execution\n* Operator creates new images or attribute if none exists, or bake to active one\n* Likely exposed in vertex, sculpt, texture paint mode, and in the vertex colors panel\n* No selected to active baking support here\n\n**Material Based Bakes**\n\n* New Bake Texture shader node\n**Bake type and relevant settings** One bake type is an input socket with arbitrary shader nodes plugged in\n**Image or attribute to bake to** Bake/Clear button\n* New Material datablock settings\n**Bake panel in material properties shader node editor, visible when there are any Bake Texture nodes** Bake/Clear button for the entire material\n**Collection property for \"selected to active\" baking, no use of selection state.** Any other shared settings\n\nWith this system, it's possible to create a reusable shader node group for a baked material, or manually add a few Bake Texture nodes for specific cases.\n\nA big advantage of this approach is that the baked result is also immediately previewable in the viewport and usable in the final render. No need to set up bake settings in one place, and a preview shader node setup in another place.\n\nMore details to be worked out\n* Likely need an Image socket type, to make shader node groups really reusable?\n* How to handle baking multiple materials into one, special material slot that all materials bake into? \n** Potentially confusing to have two ways to bake, using either this special slot or as part of regular material slot\n* Precise workflow to clear bakes and decide if baked/unbaked is show in viewport and render\n\n### Python API\n\nWe expect add-ons will continue to be needed for more advanced use cases and automation. Currently these use the Bake operator, but a lower level Python API function could be added, which does not rely on selection state, but rather accepts specific objects, materials, attributes, etc.\n\n### Missing Features\n\n* Metallic, Base Color and possibly other types\n* Packing bakes into specific channels, and multiple maps into one image or attribute", "Custom Normals: some operations that alter topology (bisect, loopcut, subdivide, knife, triangulate modifier) destroy them while other operations (e.g. Connect Vertex Path, triangulate operator) preserve them\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65\n\nBroken: version: 3.1.2\nWorked: unknown\n\nMesh bisect generates incorrect normals when applied to a face generated using bevel with \"harden normals\" applied\n\n1. Start with the default cube\n2. In the cube properties, enable auto smooth normals (Object Data -> Normals -> Auto Smooth)\n3. Enter edit mode\n4. Select one edge and bevel it\n5. In the operator panel, ensure that \"harden normals\" is enabled\n6. Select the whole model\n7. Bisect the cube so the bevelled edge is split in half\n\nThe bad normals should now be visible. You can enable normal indicators in Overlays -> Normals -> Split face normals (the second option of the three icons). You can also go to object mode to remove the wireframe and make the bad shading more obvious.\n\n[bevel and bisect.mp4](bevel_and_bisect.mp4)\n\nNote that traditionally, topology altering operations were not expected to preserve custom normals, see for example \n- #69290 (Loop cut and knife tools makes wrong shading on the mesh)\n- #53763 (Operations that alter topology (e.g. Mirror modifier AND mirror operator, loopcut, subdivide, knife) destroy custom normals)\n\nThen there has been 93c8955a72 which was a nice improvement for some operators (but was missing others afaict).\n(check usages of `BM_custom_loop_normals_to_vector_layer`)\n\nSo this now leaves us in the situation which feels puzzling/inconsistent:\nOn the reported geometry for example `Connect Vertex Path` works as expected, whereas `Knife` doesnt:\n[#97698.webm](T97698.webm)", "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" ]
[ "Visible wireframe artifacts after baking normal map with bevel shader\nOperating system: Windows 10 Pro\nGraphics card: MSI GTX 1080Ti\n\nBroken: blender-2.80-779860d34e26 and since the bevel shader implementation\n\nBevel shader when baked to the normal map has slight discolorations that follow mesh wireframe. Color shifts from 8080ff to 807fff in those areas and crates unwanted artifacts. \nBake a normal map of your low poly mesh with bevel added in your material. It's most visible on flat areas with some triangles. \n24qJbVURDQY\n\n[BevelTest_28.blend](BevelTest_28.blend)" ]
Crash on redo/undo Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.48 Broken: version: 2.90.0 Alpha 2.83.2 Worked: (optional) 2.79b, for what it's worth Seemingly/semi random crash on undo/redo. Has nothing to do with RAM usage. New file, select the starting cube, tab to edit mode select and move any vertex tab twice to go to object mode then back into edit mode move any vertex tab back to object mode ctrl z back to the starting state of the file, then ctrl shift z back to the final step. Repeat this step maybe two or three times, and blender closes, no error message. It's quite reliable.
[ "Multiple CNTRL Z replaces properties in driver\nWin7 64bit\n\nBroken: 2.79\n\nI was copying drivers from one object to another and hiding (H) those with already pasted driver. At some point I wanted to unhide previous object, so used undo instead of ALT H to bring back only one object. After object was revealed, I do not re-copy driver just paste what was already in memory. I make three undo's (just the step before copying driver), so I didn't expect this will corrupt driver's data. Would be better to make \"paste\" not happen, rather than changing it.\n\n*Original driver*\n![untitled.png](untitled.png)\n*Pasted driver after some undo's*\n![untitled1.png](untitled1.png)\n\n1. Copy driver from texture slot of left cube\n2. Hide left cube in viewport\n3. Paste driver in texture slot of right cube\n4. Pres CTRL Z three times until left cube will appear back\n5. Then repeat pasting driver from stage 3 -> driver's properties have been replaced by another\n[Paste_driver.blend](Paste_driver.blend)\n", "Python Operators that add/remove ID data without an undo step crash Blender\nOperating system: Win 10\nGraphics card: GTX 1070\n\nBroken: 2.8.3, 2.9 aed11c673efe\nWorked: 2.8.0\n\nUndoing after object linking to the scene crashes blender. I used the latest daily build\n\n1. Load the crash blend file [crash_modal.blend](crash_modal.blend)\n2. Run the script attached\n3. Click in viewport to add a new object, and then press ESC\n4. Press Ctrl+Z to undo\n5. Crash..\n\n", "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", "Crash after copy pasting a material onto itself and switching to render\nOperating system: ArchLinux\nGraphics card: NVIDIA 3090\n\nBroken: Current main.\nWorked: Never.\n\n\nBlender crashes when copy pasting a material onto itself (via UI), then creating a new material slot, and then switching to the rendered view.\n\n1. Open a new scene in blender.\n2. Select the cube and go to its material tab.\n3. Next to the material list, on the right, click the down arrow and do Copy Material.\n4. From the same menu now do Paste Material.\n5. Add a new material slot using the + in the materials tab.\n6. Switch to rendered view.\n\nAttached a crash stacktrace taken with gdb, and main build with debug.\n\nIf it's useful, the crash was taken with a manually built blender, so it was a factory startup with Eevee as a renderer, but it also crashes when using Cycles.\n", "Memory Leak: Render Animation Sequence\n**System Information** Mac Studio Max, 64 GB Ram\nOperating system: Mac OS Ventura 13.3.1\nGraphics card: Metal 32 core GPU\n\nBroken: 3.5.1.\nWorked: N/A\n\nWhen attempting to render out 100 frame sequence to Tiffs... after 25 to 30 renders @2K using Cycles GPU only (Metal) the Ram usage is through the roof and Blender crashes. It appears that it doesn't flush the RAM between each render... by frame 25 Blender is using all the system RAM and has a swap file of over 100GB. The scene contains a single simple character sculpt with 4 fur curve nodes applied. Average render time when applied to single frame at .1 sampling is about 25 seconds.\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n", "Modifier re-evaluation makes editing dimensions unreliable\nCurrently editing dimensions uses the bounding box that's recalculated while dragging.\n\nThis can cause a feed-back loop as the objects scale is used by some modifiers which calculate a new bounding based on the scale which is then used in dimensions.\n\nIn the case of armature modifier - any zero scaled axis makes causes the mesh to scale into a single point, making any further changes to the dimensions not have any effect.\n\n----\n\nOriginal report:\n\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GT 620/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.35\n\n\nBroken: version: 2.80 (sub 74)\nWorked: Blender 2.79\n\n\nIf object is rigged scrolling its dimension value toward zero causes object to disappear, even if right mouse button has been clicked in order to cancel a scaling. So blender accepts a scale of zero even if left mouse button hasn't been released yet, Is it an expected behavior in Blender 2.8?\n\n\n\n\n - Select the cube.\n - Scroll any of its dimensions value toward zero without releasing the left mouse button\n - Cancel scrolling by right mouse button click.\n\n\n\n[Bug_report.blend](Bug_report.blend)\n\n", "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", "Subdivision Surface: Out of memory exception in in post 2.79 versions\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: version: 2.90.0\nWorked: (2.79)\n\nWhen rendering a displacement heavy blend file, We consistently get out of memory exception in blender 2.8x and 2.9.\n\n - Open the attached blend file.\n - Click F12 (Render Image).\n # Wait till it crashes (approximately 6min).\n\nMore info about this blend file:\n```\nResolution: 650px by 650px\nCycles: 10\nAll polygons are triangles.\nOne material with a displacement map on all objects.\nSubdivision modifier with Catmull Clark with 1.0 adaptive value, on all 3 objects.\nSimplify->Render->Maximum Subdivion is equal to 2.\nSimplify->Render->Texture Limit is equal to 8192.\nSimplify->Viewport->Maximum Subdivion is equal to 0.\n```\n\n[Bug-Upload(2.79).blend](Bug-Upload_2.79_.blend)", "Undo/Adjust Last Operation: vertex and weightpaint operators/strokes undo more then they should (change back any setting changed prior to execution)\nOperating system: Linux-3.10.0-957.10.1.el7.x86_64-x86_64-with-centos-7.6.1810-Core 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.56\n\nBroken: version: 3.1.0 Alpha\nBroken: version: 2.81 (sub 10)\nWorked: 2.79\n\nFor reference: this commit 4a08b974f4 is relevant:\nFrom the commit message:\n\"don't store undo steps for property changes in paint & edit modes.\"\n\nvertex and weightpaint operators/strokes undo more then they should (change back any setting changed prior to execution)\n\nUPDATE: vertex paint strokes are no longer affected, this was fixed by 575ade22d4de because doing vertex paint strokes now does a SCULPT_undo_push in `vpaint_invoke` [which leads to `BKE_undosys_step_push` using sculpt undo instead of plain memfile undo].\n\nThere are multiple scenarios from different reports:\n\n---\n- Enter weight paint\n- Toggle X/Y/Z mirror\n- Draw weight paint\n- Undo the weight paint\n- BUG: X/Y/Z mirror are undone\nThis is true for any setting on the mesh (could be paint mask face/vertex selection as well, but also Auto Smooth Normals for example which is best for testing this in other modes).\nSame does not happen in editmode, Texture Paint and Sculptmode. In these modes, changing a setting does not seem to produce an undo push at all.\nIn objectmode, changing such setting will create an undo push on its own.\n\n---\n- Enter weight paint\n- Hide an object (via Outliner)\n- Draw weight paint\n- Undo the weight paint\n- BUG: Hidden object is revealed again\n\n---\nNOTE: this scenario was fixed by 575ade22d4de because doing vertex paint strokes now does a SCULPT_undo_push in `vpaint_invoke` [which leads to `BKE_undosys_step_push` using sculpt undo instead of plain memfile undo]\n\n- Create Suzanne\n- Go to vertex paint mode\n- Enable faces mask\n- Select a couple of faces\n- Paint them with some color\n- Disable faces mask\n- Apply dirty vertex color\n- Go to the last operation dialogue\n- Change the highlight angle property\n- BUG: Mask enables and dirty vertex color applies to the mask\n\n", "Adding new hook while in Edit mode breaks when trying to undo/redo the operator\nWin7 (32bit)\n\nBroken: 2.78a\n\n\n- Add Path from Curve menu, add new Armature\n- Assign Bone to control point as Hook\n- Blank Hook modifier appears along with real one\n\nScreencast: [screencast0001-0250.mp4](screencast0001-0250.mp4)\n", "Blender 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 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)", "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", "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", "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" ]
[ "[2.83.5, 2.90, 2.91] Crash on undo/ redo after changing modes\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.19\n\nBroken: version: 2.90.0 Alpha\nBroken: version: 2.83.1\nWorked: 2.82 (sub 7)\n\nCrashes when undo/ redo enters and exits different modes; tested with object and edit mode on default startup file and consistently crashes.\n\n- select default cube and press (tab) several times to cycle modes from object to edit mode (3-4 times or more)\n- undo shortcut (ctrl z) several times (3-4 times or more causes crash)\n- redo shortcut (ctrl shift z) crashes blender (always crashes on the 3rd or 4th redo on my system)\n\nBased on the default 2.83.1 and 2.9 startup files; tested on 2.82 with 256 undo/ redo steps without any crashes.\n", "Crash after multiple Undo/redo after switching between Edit mode and Object mode\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Radeon RX 580 Series ATI Technologies Inc. 4.5.14736 Core Profile Context 20.8.1 27.20.2001.13001\n\nBroken: version: 2.90.0\n\nBlender crash after pressing Undo or Redo shortcuts on keyboard multiple times. It happens later, after switching between Edit mode and Object mode a few times.\nHappened on both functions, but only when there is an actual step to Undo/Redo. \n\n- Start Blender with the basic cube\n- Switch between Object mode and Edit mode 10-20 times\n- Start pressing Ctrl+Z (Undo) multiple times, continue with pressing Shift+Ctrl+Z (Redo) later (..or do 2nd step more times so it crashes on Undo)\n\n[undo_redo.mp4](undo_redo.mp4)\n" ]
curve fails to convert,when using custom profile shape for bevel Windows 7 and Geforce gtx 960 **Blender 2.80** Broken: this feature still not working in alpha version of blender 2.80 - build from 6.11.2018 Worked: but in blender 2.79 **object dissapears,when trying to convert beveled curve to mesh output** ![beveled curve fails to convert to mesh.jpg](beveled_curve_fails_to_convert_to_mesh.jpg) Based on a (as simple as possible) attached .blend file with minimum amount of steps please - fix this error!! - i am begging you,because this was working in Blender 2.79b,that is one of my favourite feature,which i used to use a lot to extrude lofted shape,this was working before, it was similar to sweep,which is in 3ds max{[F5424370](blender_2.80_-_nurbs_bevel_curve_fails_to_be_converted_to_mesh.mp4)} [curve to mesh fails to convert.blend](curve_to_mesh_fails_to_convert.blend) [curve to mesh fails to convert.blend1](curve_to_mesh_fails_to_convert.blend1) ![beveled curve fails to convert to mesh 2.jpg](beveled_curve_fails_to_convert_to_mesh_2.jpg)
[ "Bezier Splines: Support different interpolation options\nBezier splines have the option of different interpolation methods between control points.\nTo achieve feature parity with the old curve implementation, these should be supported\nfor geometry nodes curves as well.\n\n{[F11838239](image.png) size=full}\n\nBecause of the generalized way attributes are handled in geometry nodes, supporting\na different interpolation method for the `tilt` and `radius` is much more complicated,\nand would require special cases in many areas of the code. I propose merging the two\noptions, so a spline can only have one interpolation method that applies to all attributes.\nIf one wants to interpolate tilt and radius differently, it would always be possible by changing\nthe interpolation mode procedurally and capturing the result as an anonymous attribute.\n\nMeeting notes: 21733", "Material-based displacement on source geometry fails to bake\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67\n\nBroken: version: 2.91.0 Beta\nWorked: ?\n\nWhile baking in Selected to Active mode, applying a displacement shader to source geometry fails to actually displace the geometry, resulting in an incorrect bake.\n\n1. Open attached .blend file.\n2. Bake the texture.\n3. Compare to viewport render of the scene.\n[displacement_bake.blend](displacement_bake.blend)\n\n", "Edges generated by Bevel Modifier do not inherit correct crease values\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.02\n\nBroken: version: 2.81 (sub 14)\nWorked: (optional)\n\nThe Bevel Modifier ignores the crease values of connected edges, producing unexpected/undesired results.\n\nExample image of the bug in production asset (the rear of a flatbed car):\n![Crease_vs_Bevel_04.PNG](Crease_vs_Bevel_04.PNG)\nPlease observe how the top is rounded toward the center of the car, despite the vertical corner crease and the horizontal beveling. This roundness goes against the artist's intention.\n\n\nOpen this file: [#70587-bevel-edges-bug.blend](T70587-bevel-edges-bug.blend)\n\nThat file was created by following these steps:\n\n1. Create a cube\n2. Set Edge Crease of vertical edges to 1.0\n3. Set Edge Bevel Weight of top horizontal edges to 1.0\n4. Add Bevel Modifier in Weight Mode\n5. Add Subdivision Modifier\n\nThis produces undesired result 1:\n![Crease_vs_Bevel_01.PNG](Crease_vs_Bevel_01.PNG)\nPlease observe how the top of the cube becomes circular because the creasing on the vertical edges does not extend to the newly generated loop of faces.\n\nThis can be seen in image 2:\n![Crease_vs_Bevel_02.PNG](Crease_vs_Bevel_02.PNG)\n\nOnly after manually adding the crease value to the new edges do we get the expected result, image 3:\n![Crease_vs_Bevel_03.PNG](Crease_vs_Bevel_03.PNG)\n", "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", "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", "Curves edit mode Bezier handle editing\n- [ ] Add handle selection attributes\n- [ ] Support handles in selection operators\n\t- [ ] Selection picking\n - [ ] Box select\n - [ ] Lasso select\n - [ ] Circle select\n- [ ] Support in transform operator\n\t- [ ] Take into account automatic and aligned handle types\n - [ ] Convert types when transforming with set handle positions node behavior\n- [ ] Add \"Set Handle Type\" operator with options for each handle type (no \"toggle free/align\" option)\n\nRealistically, adding proper support for Bezier curves in curves sculpt won't be feasible, as long as handles positions, types, and selections are stored in separate attributes. There is just too much complexity and performance cost.\n\nRelated: #105037, #96455\n\n", "Unselected nurbs vertices occlude selected ones\nBroken: 2.80 , 2.92\nWorked: 2.79\n\nCan't select Nurbs Sphere's top points with simple left click. It's only selectable with box selection.\n\n\nAdd nurbs sphere\nEdit mode\ntry to left click select the central top points.", "Metaball convert to mesh did not use current metaball resolution\nOperating system: Linux-5.4.0-107-generic-x86_64-with-glibc2.27 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.54\n\nBroken: version: 3.1.2\nWorked: unknown, 3.1.0 release candidate have the same issue\n\nConvert to mesh is not using the current metaball resolution.\nIf you convert metaballs to mesh the current metaball resolution is not used and an old internal saved resolution value is taken.\n\n\n- Create a metaball\n- Convert the metaball to mesh (keep original)\n- (Optionally delete the generated object keeping only the metaball)\n- Change the metaball resolution\n- Convert the metaball to mesh (keep original)\nThe current resolution is not used\nIf you disable and enable `keep original` again, the problem is \"resolved\".\n\n\n", "Investigate curve to mesh node performance\nThe hair files from 1336677 are quite slow. While we don't need to expect meshing to be realtime in that case, it should be much faster.\n\n- The node should be profiled to see which parts are the slowest. \n- Maybe topology info could be copied instead of recalculating for each combination when all splines have the same length.\n- Changing the node to have separate loops for vertices, edges, faces, and corners might make sense, and allows for better parallelization (like 7808ee9bd73d)", "Bevel Improvements\nBlender users have many desires for improvements to the Bevel tool and Modifier. This task is for exploring priorities for implementing those, as well as designs for doing so.\n\n**Some current TODOs and feature requests**\n\n* generalize to handle several manifold sheets touching at a point (see #34678).\n* improve clamping code (see #38871).\n* more options, e.g., spline spec for profile shape (see #40722) and vertex blends with setbacks.\n* treat more cases like \"pipe\" to avoid bulges (see #40258)\n* option to have bevel not create n-gons (see bf-funboard thread)\n* sometimes leaves degenerate geometry (#48174)\n* tapered bevel influence by vertex weight - see bevel-modifier-influenced-by-vertex-weight. Also #62739 where method isn't suggested -- could also let user set different widths at the two ends of a bevel.\n* merging of vertices that coincide after beveling (#61214)\n* better way of specifying vertices in modifier, and even better, a way of specifying edges (#62649) (edge group?)\n* bevel-after-booleans\n* option to make vertex group out of all vertices created in bevel\n* method to have bevel modifier affect curve objects\n* have angle limit method available in tool (as is already in modifier)\n* have clamp be local rather than global (or in addition to global?)\n* \"support loop\" option - extra loop of edges flat on adjacent faces\n* use bevel-like code to add new option to extrude (edge, vertex) that keeps geometry manifold (billrey idea in GSoC 2018 thread)\n* vertex mesh that has the effect of booleaning the edge profiles to have the effect of real-world material removal\n* profile superellipse arc should not use quarter-ellipse arc always, but rather rather the segment that hits adjacent faces tangentwise\n* beveling a face as an option in addition to beveling edges and vertices (starts to look like inset)\n* width method like Percent but where absolute distance along adjacent edges is equal to spec instead of percentage\n* option to round the terminal edge triangle\n* special case segments=2, profile=1 case to avoid diagonal edges on cube corners when smaller and large widths mixed\n\n\nFollowing comments will have some initial explorations of the problems and designs for solving each of these.\n\n", "Bevel modifier profile direction depends on edge/face order\n[2021-04-18 01-18-54.mp4](2021-04-18_01-18-54.mp4)\n\n[01.blend](01.blend)\n\n![屏幕截图(72).png](屏幕截图_72_.png)\n\nIt is recommended that the Solidify modifier reorder the faces. \n\nThis is the problem I encountered when I was making a column. I thought it was bug. \n\nIt was later found that after the Solidify modifier, the Bevel direction is controlled by the face order, and the Bevel modifier has no option for the face order.", "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)", "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.", "Some transform modes don't apply absolute grid snaping \nOperating system: Windows 10 \nGraphics card: GTX 1080 ti \n\nBroken:\nBlender 2.8 January 31, 01:48:40 - 8c8979067490 Beta\nBlender 2.79 (It worked)\nBlender 2.77 (It worked)\n\nAbsolut grid snaping dont work with \"Face Inset\" and neither with loop cuts. \n\nTurn on the snaping (increment) -> turn on absolut grid snaping -> spawn a plane -> try to snap while loop cutting or inseting faces.", "Error \"NotImplementedError: bevel: keyword \"custom_profile\" type 4 not working yet!\" when attempting to use custom_profile keyword in bmesh.ops.bevel\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.39\n\nBroken: version: 3.1.2\nWorked: No previous working version known\n\nTried to call bmesh.ops.bevel with custom_profile keyword argument. Got \"NotImplementedError: bevel: keyword \"custom_profile\" type 4 not working yet!\" error.\n\n\nOpen the attached blend file.\nGo to the Scripting workspace\nCopy the text in the Text editor\nPaste it to the python console.\n[bmesh bevel bug.blend](bmesh_bevel_bug.blend)" ]
[ "Custom shape profile for bevel curve does not work\n**Windows 8.1 Pro**\nWindows 8.1 Pro Nvidia Geforce Gtx 960\n\nin version 2.80 this option works only within original curve,but with custom profile shape it does not work\nWorked: in version 2.79b - i could use custom shape profile curve for bevel curve object\n\n**curve bevel does not work with custom profile shape{[F5514355](custom_shape_profile_does_not_work_3.jpg)}\n\n![custom shape profile does not work 2.jpg](custom_shape_profile_does_not_work_2.jpg)\n\n[custom profile shape for curve bevel does not work.mov](custom_profile_shape_for_curve_bevel_does_not_work.mov)\n\n[custom profile shape for bevel curve does not work.blend](custom_profile_shape_for_bevel_curve_does_not_work.blend)\n\n![custom shape profile does not work.jpg](custom_shape_profile_does_not_work.jpg)\n\n[custom profile shape for bevel curve does not work.blend](custom_profile_shape_for_bevel_curve_does_not_work.blend)\n\n{[F5514373](custom_shape_profile_does_not_work_3.jpg)}**\n\nBased on a (as simple as possible) attached .blend file with minimum amount of steps\n" ]
Custom shape profile for bevel curve does not work **Windows 8.1 Pro** Windows 8.1 Pro Nvidia Geforce Gtx 960 in version 2.80 this option works only within original curve,but with custom profile shape it does not work Worked: in version 2.79b - i could use custom shape profile curve for bevel curve object **curve bevel does not work with custom profile shape{[F5514355](custom_shape_profile_does_not_work_3.jpg)} ![custom shape profile does not work 2.jpg](custom_shape_profile_does_not_work_2.jpg) [custom profile shape for curve bevel does not work.mov](custom_profile_shape_for_curve_bevel_does_not_work.mov) [custom profile shape for bevel curve does not work.blend](custom_profile_shape_for_bevel_curve_does_not_work.blend) ![custom shape profile does not work.jpg](custom_shape_profile_does_not_work.jpg) [custom profile shape for bevel curve does not work.blend](custom_profile_shape_for_bevel_curve_does_not_work.blend) {[F5514373](custom_shape_profile_does_not_work_3.jpg)}** Based on a (as simple as possible) attached .blend file with minimum amount of steps
[ "Blender 2.91 - Custom shortcut keys override the entire Set key interpolation\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX TITAN X/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.55\n\nBroken: version: 2.91.0 Beta\nWorked: -\n\nWhen the user assigns a custom shortcut to the Set Key interpolation pop up menu, all interpolations\nget the same shortcut menu assigned. The expected action is to get an independent shortcut keyboard targeting a specific interpolation method via shortcut key.\n\nSince the bone constraints have different keyboard shortcuts individually assigned, I thought\nthat key interpolation in the fcurve could have the same individual assignments but it seems not possible\nfrom the right-click->new shortcut->ctrl+shift+L on the \"linear interpolation\" option menu.\n\nCreate a monkey\nOpen an Fcurve window. Set keyframe on frame #1. Move the monkey (rotate, move) to another place in 3d viewport.\nSet another keyframe on frame #10\nSelect both keyframes, press \"T\" to get the interpolation pop up menu.\nRight click over \"LINEAR interpolation\", select make new shortcut.\nuse CTRL+SHIFT+L\nAll the shortcuts in \"Set Key interpolation\" will now use CTRL+SHIFT+L\n\n![Shortcut interpolation.jpg](Shortcut_interpolation.jpg)\n\nIf the user opens Edit->user prefs->keymap->Graph editor->Graph editor (global)-> and creates a new shortcut using: graph.interpolation_type set to Linear, and set the keyboard shortcut, then it gets correctly created.\n![set linear interpolation keybind.jpg](set_linear_interpolation_keybind.jpg)\n\n", "Bevel modifier. Incorrect behavior on vertexes where three or more edges with a bevel converge.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 960/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.4.1\n\nThe bug is noticeable when the number of segments is greater than 1 and the profile value is greater than 0.5. There is a violation of flatness on convex vertexes. The outer loops of the bevel are correct, but the filling of the angle inside is incorrect.\nThe same bug appears if you use the bevel operator instead of the modifier.\nThe bug is also observed in previous versions of the Blender, at least after 2.93.\nOn concave vertexes, the bug is also present, but less noticeable.\n\nExtrude a cube face, scale it and shift it to form convex and concave vertexes. Add a bevel modifier with 2 or more segments and a profile from about 0.5 to 0.99(9).\n\n", "Curve \"solidify\" modifier glitch\nOperating system: Windows 7\nGraphics card: GT750M\n\nBroken: 2.80, 2019-02-28\nWorked:\n\nWhen applying a \"Solidify\" modifier to a bezier curve shape (or imported SVG), it creates random height vector points, creating strange triangles. This can be fixed by simply selecting the errored vector point then selecting one of the transform value (in my case it was Y) in the panel and either pushing enter (keeping the same value) or unselecting the vector point.\n\n\nAttached blend file with imported SVG.\n\n", "UV: Modified Edges UV overlay don't show on generated Mesh from Geometry Nodes\nBroken: version: 3.6.0\n\n\"Modified Edges\" UV Option does not work when there is Join Node or primitives is used to generate geometry.\n\nIn setup like this, where we generate UVs in GN, and have \"Modified Edges\" overlay work correctly.\n![image](attachment)\n\n\nWhen we generate geometry eg. by using Join Node, or Primitives. Overlay no longer works (even in UV sync mode where all UVs should be shown)\n\n![image](attachment)\n\n\nI'm not sure if its desired behavior because eg. some setup do work when we modify and not generate new geometry.\n![image](attachment)\n\n--\n![image](attachment)\n(that's the overlay if someone is not aware of its existence :p)\n\n\n- Open attached .blend file. (Note that the UV for \"Modified Edges\" is showing as expected)\n- Unmute `Join Geometry` node. (UV for \"Modified Edges\" no longer appears)", "Bevel Bug\nblender-2.80-07765499abee-win64 \n\n**cylinder :**\non the cylinder with a lot of segments, bevel doesn't merge in one point. Create nice see n-gon(normal we must see the only verts in one point)\n![Bevel_Bug.gif](Bevel_Bug.gif)\n\n**Cube :**\nThe middle loop has deformed when we bevel sharp corner for small mesh. On the large mesh, we cant see this deform .\n![Screenshot_2.jpg](Screenshot_2.jpg)\n\n[Cylinder_Bevel_Bug.blend](Cylinder_Bevel_Bug.blend)\n\n[Cube_Bevel_Symmetry_Bug.blend](Cube_Bevel_Symmetry_Bug.blend)\n ", "QuadriFlow remesh does not work on tiny objects\nOperating system: Linux-6.2.9-200.fc37.x86_64-x86_64-with-glibc2.36 64 Bits\nGraphics card: Mesa Intel(R) Iris(R) Plus Graphics (ICL GT1.5) Intel 4.6 (Core Profile) Mesa 22.3.7\n\nBroken: version: 3.5.0\nWorked: None (I only tested 3.4)\n\nQuadriFlow does not work for tiny objects, but the same mesh works if scaled up.\n\n1. Start blender, create an icoSphere\n2. Scale it down a lot (about 1/5000), apply scale\n3. Now try to QuadriFlow remesh the sphere\n\nBlender says \"QuadriFlow: The mesh needs to be manifold and have face normals that point in a consistent direction\", but the mesh is clearly good and clean.\n\nIf we scale the object up to the original size and apply scale, QuadriFlow works again.\n\nWhy this matters: when using a custom scene unit scale, models that look normal can be mapped to tiny sizes internally, and the error message is very misleading.\n\nI attached a reproducing blend file. The sphere cannot be QuadreFlow remeshed, but if the scale is applied, remesh works again.\n\n", "Texture stencil \"Reset Transform\" doesn't work properly\n**System information**\nLinux Mint 17.3 (x86_64)\nLinux Mint 18 (x86_64)\nWindows 8.1 64bit\n\nNvidia Geforce GT640\nNvidia Geforce 820M\n\nBroken: 2.78, 2.77a\n\nIn texture paint mode (wether in 3D or 2D), the \"Reset Transform\" under \"Texture\" doesn't work once you clicked on the \"Reset Transform\" under \"Texture Mask\".\n![image.png](image.png)\n\n\n - Open this .blend file [stencil Reset transform bug.blend](stencil_Reset_transform_bug.blend)\n\n - Click on the upper \"Reset transform\"\n\n - it works.\n\n - revert file\n\n - click on the lower reset transform, then on the upper one\n\n - it doesn't work.", "2.81 shadows are incompatible with flat toon shaders and Data transfer modifiers\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.66\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\nNew shadows in EEVEE are incompatible with flat (toon) shaders and custom normals\n\nCreate a simple Toon shader in Eevee (Diffuse BSDF->ShaderToRGB->ColorRampConstant->Mix->Output\nShadows are jagged and unusable, even on maximum Cube Size and Cascade Size and high sample count. In previous version 2.8, the shader will appear clean and sharp even on low settings\nIn addition, the new shadows do not respect normal editing via Data Transfer Modifier. Attach a Data Transfer Modifier to an object with the shader, Check Face Corner Data, Custom Normals, add a source mesh to source mesh. In mesh data under normals check Auto Smooth. in 2.81 the shadows will not obey the custom normals and will add shadows where there are none on the source. In previous version 2.8, the shader will obey the custom normals and not add extra shadows. See attachments\n\n![Blender BadShadows.jpg](Blender_BadShadows.jpg)\n\n![BlenderBadShadowsRealWorldExample.jpg](BlenderBadShadowsRealWorldExample.jpg)\n\n[BadShadowsExample.blend](BadShadowsExample.blend)\n\n", "Bevel modifier profile direction depends on edge/face order\n[2021-04-18 01-18-54.mp4](2021-04-18_01-18-54.mp4)\n\n[01.blend](01.blend)\n\n![屏幕截图(72).png](屏幕截图_72_.png)\n\nIt is recommended that the Solidify modifier reorder the faces. \n\nThis is the problem I encountered when I was making a column. I thought it was bug. \n\nIt was later found that after the Solidify modifier, the Bevel direction is controlled by the face order, and the Bevel modifier has no option for the face order.", "Autokey keys disabled driver values\nOperating system: Darwin-17.2.0-x86_64-i386-64bit 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti OpenGL Engine NVIDIA Corporation 4.1 NVIDIA-10.27.6 378.10.10.10.20.109\n\nBroken: version: 2.83 (sub 2)\nWorked: (optional)\n\nWhen you have autokeying turned on for LocRotScale, then disable a driver (for say a shape key) and then manually tweak the value. Blender will key this change in the driver editor.\n\n- turn on autokey (keying set LocRotScale will do)\n- create a property on the default cube\n- copy as new driver\n- create a shape key\n- paste this driver to this shape key\n- then disable the curve for this driver in the driver editor (check box)\n- manually tweak the driver value and this will be keyed in the driver editor.\n\n[autokey_disabled_drivers.blend](autokey_disabled_drivers.blend)\n\n[auto_keying_disabled_drivers.mp4](auto_keying_disabled_drivers.mp4)\n\n", "Glitches with Curve Fill Node\nOperating system: Windows 11\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65\n\nBroken: version: 3.2.0 Alpha\nWorked version: never\n\nIf you instance circles or other curves on a curve and you will realize those instances, and you will use the curve fill node on them. There are some glitches or inconsistencies.\nIf you change the scale, the fill node will also randomly decide what should be filled.\n\n\n![Screenshot 2022-02-05 114920.jpg](Screenshot_2022-02-05_114920.jpg)\n\nTest File:\n[#95518.blend](T95518.blend)\n", "Investigate curve to mesh node performance\nThe hair files from 1336677 are quite slow. While we don't need to expect meshing to be realtime in that case, it should be much faster.\n\n- The node should be profiled to see which parts are the slowest. \n- Maybe topology info could be copied instead of recalculating for each combination when all splines have the same length.\n- Changing the node to have separate loops for vertices, edges, faces, and corners might make sense, and allows for better parallelization (like 7808ee9bd73d)", "Collada exporter's triangulation option messes up custom vertex normals\nBroken: v3.4.1, v3.2.0, v3.1.2\nWorked: Never, as far as I can tell.\n\nWhen using the Collada exporter to export a mesh with custom vertex normals (with the exporter's triangulation option on), for each quad, one vertex of a split-off triangle will have an incorrect vertex normal.\n\n![normals_bug_blender.png](normals_bug_blender.png) Figure 1: A grassy slope mesh in Blender.\n\n![normals_bug_unity.png](normals_bug_unity.png) Figure 2: The same mesh in Unity. Note how the lighting produces a visible seam between the two triangles of each grass quad. (Apologies for the low color contrast in the screenshot)\n\n- In Blender, create a quad mesh and rotate it so that it's standing instead of laying down\n- Use \"point to target\" to point the quad's normals straight up\n- Export the quad with the Collada exporter, with the triangulate option on\n- Import the mesh into some other program to check the exported vertex normals. You should see that one of the vertex normals is wrong.\n\n**Workarounds**\nTriangulating with Ctrl+T does not suffer from this bug.", "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}", "Nurbs curve order setting won't preserve on duplication\nWindows 8.1 x64\nRenderer: GeForce GTX 650/PCIe/SSE2\nVendor: NVIDIA Corporation\nVersion: 4.4.0\n\nBroken: 2.70.5 90db85a\nWorked: 2.69 release\n\nNurbs curve order setting won't preserve on duplication.\n\n\n- Open blend file [nurbs.blend](nurbs.blend)\n- Try to copy part of the curve and see how order setting changes\n\nLittle GIF animation to illustrate the issue:\n![order.gif](order.gif)\n" ]
[ "curve fails to convert,when using custom profile shape for bevel\nWindows 7 and Geforce gtx 960\n\n**Blender 2.80**\nBroken: this feature still not working in alpha version of blender 2.80 - build from 6.11.2018\nWorked: but in blender 2.79\n\n**object dissapears,when trying to convert beveled curve to mesh output**\n![beveled curve fails to convert to mesh.jpg](beveled_curve_fails_to_convert_to_mesh.jpg)\nBased on a (as simple as possible) attached .blend file with minimum amount of steps\n\n\nplease - fix this error!! - i am begging you,because this was working in Blender 2.79b,that is one of my favourite feature,which i used to use a lot to extrude lofted shape,this was working before, it was similar to sweep,which is in 3ds max{[F5424370](blender_2.80_-_nurbs_bevel_curve_fails_to_be_converted_to_mesh.mp4)}\n\n[curve to mesh fails to convert.blend](curve_to_mesh_fails_to_convert.blend)\n\n[curve to mesh fails to convert.blend1](curve_to_mesh_fails_to_convert.blend1)\n\n![beveled curve fails to convert to mesh 2.jpg](beveled_curve_fails_to_convert_to_mesh_2.jpg)" ]
Problem with assigning two materials to the same object Operating system: Windows 7 Pro, x64 Graphics card: Broken: blender-2.82a-windows64 Worked: blender-2.80rc3-windows64 When you assign a second material to a single object, the polygons that the second material is assigned to become transparent. In the version of blender-2. 80rc3-windows64, this problem is not observed. I attach a file that demonstrates this problem. [untitled.blend](untitled.blend)
[ "Editing an object that is referenced in a disabled modifier (of another object) forces the other modifiers on the same stack to update\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.20\n\nBroken: version: 2.82 (sub 6)\n\nWhen there are two Boolean modifiers, and the second one is disabled, editing its shape still recalculates the Boolean operation if the first one is enabled.\nEven when both modifiers are disabled, editing their shapes is slower than editing the same shape that is not targeted by a Boolean modifier.\n\nAs an example:\n\n[2020-01-17_18-02-50.mp4](2020-01-17_18-02-50.mp4)\n\n\n- Open [#73199-testboolean.blend](T73199-testboolean.blend) (or add two cubes, make a dense mesh, add Boolean modifiers to the dense mesh each targeting a cube).\n- Switch off a single Boolean modifier.\n- Edit the mesh that is targeted by that Boolean modifier. This is slow.\n- Switch off the other Boolean modifier.\n- Edit the same mesh as above. This is now much faster.\n- Add a third cube and edit it. This is still faster than in the previous step.\n\n", "Crash when adding materials\nOperating system: Linux-5.18.9-200.fc36.x86_64-x86_64-with-glibc2.35 64 Bits\nGraphics card: Mesa Intel(R) UHD Graphics 630 (CFL GT2) Intel 4.6 (Core Profile) Mesa 22.1.3\n\nBroken: version: 3.2.0\n\nBlender crashes when adding a second material (sometimes you need to add some more to crash it)\n\n1. Open the appended .blend file.\n2. Select the object.\n3. Go to material tab.\n4. Try to add a second material.\n\n[crash.blend](crash.blend)", "Cycles Shadow Catcher Creating Multiple Shadows\nHi,\n\nThis .blend file will demonstrate two shadow catchers overlapping each other and creating double shadows. It would perhaps be interesting to add a termination value for the amount of shadows cast or just removed entirely.\n\n\nThanks!\nBeau\n\nSystem:\nWindows 10 64 bit\n\nBlender 2.79b f4dc9f9d68b\n\n![shadowdy.JPG](shadowdy.JPG)\n\n\n\n[shadow_catcher_double_shadows.blend](shadow_catcher_double_shadows.blend)", "\"Join Meshes\" changes the material slot assigned to faces of the original mesh\nOperating system: MacOs BigSur\n\nBroken: 2.91.2\n\nSee video:\n[Screen Recording 2021-02-12 at 12.04.24.mov](Screen_Recording_2021-02-12_at_12.04.24.mov)\n\n1) Create Mesh ONE with 2 material slots, with the same material, each slot assigned to different mesh island in mesh. \nSo faces on mesh islands have different material_indexes, although both use the same material (in different material slots)\n2) Create Mesh TWO without any materials\n3) Join Mesh TWO into Mesh ONE\n4) Check material indexes in resulted mesh. They wil ALL point to first material slots.\nFaces, that was linked to second material slot initially will be \"relinked\" to first slot, so theier material_index attributes are altered/messed \n\n**Expected behaviour:**\nFaces linked to second material slot initially should stay with the same material_index, join action has no reason to change them\n\n", "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)", "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", "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)", "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", "Grease Pencil mask error\nOperating system:windows10\nGraphics card:GTX1060ti\n\nBroken: 2.83&2.9\nWorked:greasepencil-Mask error\n1.When 2.83 or later, creates two objects, the masks collide, causing a strange phenomenon, and in 2.82 there are no errors.\n2.And creating two masks under the same object can cause problems too。\niJlqkf556sA\n[GP剪贴测试.blend](GP剪贴测试.blend)", "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", "Using another Mesh for Texture Indices (Texture Space / Generated Texture Coordinates)\nOperating system: Windows 10\nGraphics card: Geforce GTX1060\n\nBroken: 2.80.74 and 2.91.0 Beta\nWorked: Blender 2.79b Date: 2018-03-22 14:10 Hash: `f4dc9f9d68b`\n\n\nThe option \"Texture Mesh\" in the \"Texture Space Panel\" of the \"Object Data Properties Tab\" has no effect if the mesh does not have a deform type modifier.\n\n|![grafik.png](grafik.png)\n| -- |\n|File is [here ](GeneratedTextureCoordinates4.blend?dl=0).\n\n\n- Open attached file - (Note that the geometry of one mesh affects the texture coordinates of the other)\n- Go to the modifiers tab and disable or delete the modifier\nTexture Mesh has no effect.\n[texspace_texture_mesh_bug.blend](texspace_texture_mesh_bug.blend)", "Bevel Bug\nblender-2.80-07765499abee-win64 \n\n**cylinder :**\non the cylinder with a lot of segments, bevel doesn't merge in one point. Create nice see n-gon(normal we must see the only verts in one point)\n![Bevel_Bug.gif](Bevel_Bug.gif)\n\n**Cube :**\nThe middle loop has deformed when we bevel sharp corner for small mesh. On the large mesh, we cant see this deform .\n![Screenshot_2.jpg](Screenshot_2.jpg)\n\n[Cylinder_Bevel_Bug.blend](Cylinder_Bevel_Bug.blend)\n\n[Cube_Bevel_Symmetry_Bug.blend](Cube_Bevel_Symmetry_Bug.blend)\n ", "Multiple Smoke Flow Colors Rendering Black when Flow Behavior is set to Geometry\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 670/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.48\n\nBroken: version: 2.83.1\nWorked: 2.81 -- N/A, newer versions use fluid settings, but the old smoke sim worked as it should\n\nBaking a smoke domain multiple smoke flow objects with flow set to \"geometry\" and each set to a color results in all of the smoke rendering black.\n\nCreate a smoke domain on any object and place two smoke flow objects inside the domain. Set the smoke color of the smoke flow objects to any color, and the flow behavior to \"geometry\" vs \"inflow\" or \"outflow\". Change the material on the domain object to a material without a surface bsdf but with a volume bsdf whose color is set to the color output of an attribute node with the Name property set to \"color\". Bake the sim and render, and you should observe that all smoke is black, as opposed to the colors set on the flow objects. This works correctly when the flow behavior is set to inflow (except on the first frame), so I'm guessing this has something to do with the initialization of the smoke.\n\n[smoke_multi_color_bug.blend](smoke_multi_color_bug.blend)", "Bake texture then the colour of texture is changed\nOperating system: Windows 10\nGraphics card: NVIDIA GTX 1050\n\nBroken: version: 2.82 (sub 7), branch: master, commit date: 2020-02-12 16:20, hash: 77d23b0bd76f, type: Release\nWorked: Never (2.80+)\n\nWhen I bake texture to a new UV colour is changed. After bake, I use the colour picker to define the colour.\nThe original texture of the cube has colour #41FF6A. Cube texture with new UV has #40FE69.\nI tried to bake at the same object and from one object to another - bug is here too.\n!!! Importantly !!! The bug is here if the original texture does not save to a file (jpg, tif, etc). if I save the original texture to file before baking the bug is not here.\n\n1. Add two cube.\n2. Cubes have to have different UV.\n3. Set colour #41FF6A as image texture at first cube (does not save texture in a file).\n4. Set Bake Type to Diffuse and uncheck Direct and Indirect in Bake.\n5. Bake.\n6. Take colour picker (I use ColorMania) and compare colours both cubes (the second cube will be #40FE69).\n", "Clarify texture node inputs and outputs\nOften, shader texture nodes take a vector as input, but only use one channel from the vector. Or they output a color where the value is the same on every channel. In these cases we could rely on implicit conversions instead, and update the nodes to have inputs and outputs that are more aligned to what they actually do." ]
[ "cannot assign two or more materials on one object\nOperating system: Windows-7-6.1.7600-SP0 64 Bits\nGraphics card: AMD Radeon(TM) R7 Graphics ATI Technologies Inc. 4.3.12801 Core Profile Context 13.351.1007.1002\n\nBroken: version: 2.82 (sub 7)\nWorked: (optional)\n\n[cannot assign two or more materials on one object]\n\n[{[F8490762](box.blend)}]\n![Untitled.png](Untitled.png)\n", "generate a strange artifact when change a mesh material in edit mode \nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: AMD Radeon HD 8500M ATI Technologies Inc. 4.3.12798 Core Profile Context 13.351.1105.1001\n\nBroken: version: 2.82 (sub 7)\nWorked: (optional)\n\n*generate a strange artifact when change a mesh material in edit mode*\n\n I create e simply cube , with two materials, so i change a material in one face of the cube, in the viewport i see a strange artifact ( see Image ).\nlikewise whwn i change the material in a groups af faces in a UV Sphere. \n\ngenerate a strange artifact when change a mesh material in edit mode \n\n![immagine.png](immagine.png)\n\n![screen.jpg](screen.jpg)\n\n[Report-BAG-antonioserra-1-5-2020.blend](Report-BAG-antonioserra-1-5-2020.blend)\n\nAntonio SERRA\n\n\n\n" ]
Time limit field description not describe render stop condition fully Operating system: Windows-10-10.0.19044-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.84 Broken: version: 3.0.0 Time limit works well if render image size equal to tile size (1920x1080 default output and 2048 tile size) But if we increase resolution, render splits to several tiles (300% of 1920x1080 makes 6 tiles) And time limit now works for EVERY tile. As result final render time is about 1 minute + sync. time) ![Screenshot_1.png](Screenshot_1.png) ![Screenshot_2.png](Screenshot_2.png) [time limit incorrect description.blend](time_limit_incorrect_description.blend) I think that "time limit" description should be like "time limit per tile" 1) Create test scene with Susane and some shaders to increase render time 2) Increase resolution to split render to several tiles 3) Render image with default settings (GPU only in my case) and time limit (10 sec. for example)
[ "Simulation zone pauses randomly during render\nThis bug has an easy workaround, mostly posting this so anyone running into the same issue knows the solution.\n\nOperating system: Linux-5.15.0-79-generic-x86_64-with-glibc2.35 64 Bits, X11 UI\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 530.30.02\n\nBroken: version: 3.6.2\nWorked: N/A, 3.6 is the first version with simulation nodes.\n\nIn Eevee, Cycles, and Workbench, rendering an object with a simple simulation zone applied in geometry nodes results in some rendered frames being duplicates of each other, effectively making the simulation pause at random in the final render.\n\nThe workaround is to bake the simulation zone result before rendering (see screenshot.)\n\nCheck out the attached .blend file for reproduction.\n\n", "3D Texturing: When changing the texture resolution, the pixel data isn't recreated\n* Start painting\n* Change image resolution\n* Continue painting.\n\nWe have a safe guard for this, but it doesn't seem to work anymore.\n", "EEVEE: Crash if computation is too heavy for the system (TDR issue)\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.64\n\n\nBroken: version: 2.80 (sub 72)\nWorked: (optional)\n\n\nAny time I try to render an image sequence in any format in Eevee, it constantly crashes the whole program on the first frame. I was able to render before until I changed some camera location animations and adding a focusing animation. As well as changing the camera sensor size. I am rendering in 4K I have attached the log file.\n[blender_debug_output.txt](blender_debug_output.txt)\n\n[blender_system_info.txt](blender_system_info.txt)\n\n[NebulaV2.blend](NebulaV2.blend)", "EEVEE crash while rendering animation, cycles works.\nOperating system: Win10\nGraphics card: GTX1070MAX-Q\nCPU : i7-6700HQ\nRAM : 32GB DDR4\n\nBroken: 2.90\nWorked: -\n\nBlender crashes w/o any errors when I started to rendering animation in Eevee. \nIt happens on 2 laptops and it always happen in 154 or 155 frame while rendering.\nIn attachment you can download the project which gets this error. \nWhen I use cycles rendering it works perfect.\n\n[#80740.blend](T80740.blend)\n\n- Open file\n- Render frames 154 and 155\n", "Long time render Hair Particles\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 388.43\n\nBroken: version: 2.92.0\nWorked: 2.83\nCaused by switching to Embree for hair 207338bb58, 99436acde8\n\n\nHello,\n\nWhen I open an old blender file (v2.83) containing a plan with hair particles (grass), with blender 2.92 ...\nWhen rendering with CPU, the rendering time is multiplied by 4 !!!\n\nTest Blend file :\n[Test Hair v1.blend](Test_Hair_v1.blend)\n\nRendering on blender 2.83 -> 4.30 min\n![Test Hair CPU 2.83.jpg](Test_Hair_CPU_2.83.jpg)\n\nRendering on blender 2.92 -> 19.52 min\n![Test Hair CPU 2.92.jpg](Test_Hair_CPU_2.92.jpg)\n\nI have the impression that the quality of the blades of grass and more detail, however I did not change any parameter!\n\nIs it normal that the rendering time is so long on blender 2.92?\n\ncordially\n\n", "Missing progress indicator for 'Render Audio'\nOperating system: Darwin-19.6.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 570 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.10.16\n\nBroken: version: 2.83.4\n\nWhen we use the 'Render Audio' option from Render menu, after the rendering starts, there is no indicator about the rendering progress, how much time is left.\n\nIn any scene with audio in the Sequence editor, try using Render>Render audio command. There is no progress indicator. It is very vital specially for long length tracks.\n", "Cycles: GPU Optix kernel loading with Bevel/Ambient Node.\nXMGNEO17 Laptop AMD Ryzen9 5900HK Radion.\nOperating system: Windows 11 Home. 21H2\nGraphics card: Nvidia Geforce RTX 3080 Laptop GPU. 16 GB VRAM.\n\nBlender 3.2-3.4 show the error. Blender 3.1 and before not.\n\nThe error happens when ever an Ambient Occlusion or Bevel Node is used and connected in a shader and GPU option OPTIX is enabled for rendering in Cycles. It does not happen with CUDA or CPU.\nBlender will start render process and stops with the line: Preparing for rendering, this can take time.. etc. At that point the UI is still working, but will freeze after trying to cancel rendering. Blender can only be forced to shut down. Scene changes are lost. \n\nThe but is very simple to reproduce:\n1. Open Blender and apply a shader to the cube. \n2. Add a bevel/Ambient node to the shader and connect it to any input. Doesn't really matter which.\n3. Enable Optix in the preferences and set cycles as render. Make sure its set to use GPU.\n4. Switch viewport to preview render.\n5. Blende will stop preparing the scene and won't move further. Its UI is still reacting until trying to stop the process.", "Image Editor displays stretched pixels on large images since 2.91\nOperating system: Linux-4.19.0-16-amd64-x86_64-with-debian-10.9 64 Bits\nGraphics card: GeForce GTX 960/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.181.07\n\n**Blender Versions**\nBroken: 3.0.0 Alpha\nWorked: 2.90.1\n\nThis is either a regression or a compromise for performance.\nAs you know, large images display much faster since 2.91 as stated in the [2.91 release notes ](More_Features), (I didn't find associated commit).\nHowever, since that version, when opening a large image in the Image Editor, the displayed resolution can get lower. This doesn't affect the render, only the display in the editor.\nWhether this is related to the performance improvement or not is only my guess.\n\nBelow is a comparison of a zoomed area between versions 2.90 and 2.91:\n2.90 : ![2-90.png](2-90.png)\n2.91 : ![2-91.png](2-91.png)\n\nAs you can see the second image has its pixels stretched horizontally (2 to 3 pixels become one long pixel)\n\n[#89244.blend](T89244.blend)\n\nOpen file, and issue is immediately visible. \n\nOriginal pattern looks like this\n![untitled.png](untitled.png)\n\n", "Cycles renders SSS is noticeably slower in 3.4 than in 3.3 with multiple GPUs\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: 2x NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 526.98 (SLI)\n\nBroken: version: 3.4.0\nWorked: 3.3\n\nCycles render images with SSS noticeably slower in 3.4 than in 3.3\n\nI noticed that some of my scenes render in 3.4 noticeably slower than in 3.3.\nAfter some analysis, I figured out that only images with SSS shaders are affected.\n\nI created a simplified test scene, this scene takes on my computer in Blender 3.3 **4:58** min and in Blender 3.4 it's **6:10** min.\n\nIf SSS is disabled, the test file renders equal fast in 3.3 and 3.4.\n\nProbably this change is unintended and might be a bug.\n\n[speed test.blend](speed_test.blend)\n\n\nTest render 3.4 (OptiX) 6:13 min:\n![slow down 3.4 (6_13 min).png](slow_down_3.4__6_13_min_.png)\n\nTest render 3.3 (OptiX) 5:12min:\n ![slow down 3.3 (5_12 min).png](slow_down_3.3__5_12_min_.png)\n", "Perfomance drop if Texture Limit Size enabled \nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.92.0\n\n[2021-04-02 12-29-11.mp4](2021-04-02_12-29-11.mp4)\n\n1. Add 4k cheker map to default cube\n2. Go to material preview\n3. Go to UV edit, manipulate UVs\n4. Toggle Texture Size Limit \n\n[#87133.blend](T87133.blend)\n", "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", "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", "blender 3.4 and 3.5 hangs during compositing when rendering an animation\nOperating system: Linux-5.4.0-132-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.141.03\n\nBroken: version: 3.4.0 Beta\n\nwhen rendering a longer animation the beta and alpha versions tend to hang on the \"initializing execution\" part of the compositing. No compositing happens on the render in the render window, you see frame n while the playhead already is a frame n+1.\n\nWhen rendering the same animation it happens randomly after 5 frames or after 150 frames, but mostly with 200+ samples and at least HD resolution, smaller res and less samples went through mostly. I compared the same animation file with 3.3.1 and it just worked and the very same file with 3.4 got stuck.\n\n", "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)", "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" ]
[ "The time limit isn't working when rendering multiple tiles.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.11\n\nBroken: version: 3.0.0 Alpha\nWorked:\n\nThe time limit isn't working when rendering. \nHere are my settings ![image.png](image.png)\n\n\nEnable time limit and render an image\n\n\n\n" ]
Add flag to material sockets to not show input name 'Material' if not necessary When there is only one material input in a node the name is redundant and only adds visual noise. E.g. `Material Assign` node This will also be good to have for collection and object inputs (generally datablocks)
[ "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.)", "Simulation nodes: Automatic cache reset behavior\n# Terminology\nTo make discussion of inputs and outputs easier, the following naming convention is be used:\n* Input sockets of the “Simulation Input” node are *simulation inputs*\n* Output sockets of the “Simulation Input” node are *iteration inputs*\n* Input sockets of the “Simulation Output” node are *iteration outputs*\n* Output sockets of the “Simulation Output” node are *simulation outputs*\n![image](attachment)\n\n# Stepping\nSome node evaluations don’t involve a time step (e.g. loading a file). In those cases the simulation inputs are used unmodified as simulation outputs.\n![image](attachment)\n\nIf an iteration is computed during node evaluation then the simulation outputs are defined as follows:\n1. When cached data is available for the exact current frame the outputs simply expose the cached data.\n Simulation inputs are ignored.\n ![image](attachment)\n\n2. When cached data for the current frame is not available, but exists for an earlier frame, an iteration is performed with the necessary time step.\n Simulation inputs are ignored.\n Iteration inputs are cached data.\n ![image](attachment)\n\n3. When previous data is unavailable or invalid, then the current simulation inputs are used and piped straight to iteration inputs.\n This is only correct for the start frame (to keep results deterministic), so on other frames a warning should be shown if no cached input is available.\n ![image](attachment)\n\n# Invalidating Caches\nA cache becomes invalid if the scene data is changed such that the output for the current frame will be different. This could be because\n1. The simulation input on the start frame is different.\n2. Scene data used during the iteration (e.g. an Object Info node) changed.\n\nIn practice it will be difficult to determine precisely when changes do or do not affect the simulation. False positives have to be expected, that is: invalidating the cache when it wouldn’t have to be. This is because we have to rely on coarse depsgraph dependencies. It is preferable to invalidate the cache unnecessarily than to keep cached results and miss potential changes. Over time the dependencies affecting nodes may be refined for more stable caching.\n\n## Reset\nThe term \"reset\" describes the point when a simulation reverts to the initial scene data, typically when animation jumps back to the start frame (Point 3 in [Stepping](#stepping)).\n\nConditions that can cause a reset (only when cache is invalid!)\n* Jump to start frame\n* Jump to other frame, with a warning\n* Start frame is changed (might invalidate cache)\n\nA reset should not happen just because the cache got invalidated. For example: A particle simulation might use an object as emitter. The user moves this object manually during simulation, which constantly invalidates the cache. However, the particle simulation should not *reset*: all the current particles remain in the simulation.\n\nThe last valid simulation state is always retained even if the rest of the cache is invalidated. That way simulations can be tested dynamically.\n\n# Baking\nBaked caches are never invalidated automatically.\n\nIf a baked cache exists then the simulation input should never be used and no further iterations should happen. The simulation output is always read from the cache.\n\nA baked cache must be freed explicitly, at which point it reverts back to a dynamic cache.\n\n# Notes\n* “Memory cache” vs “disk cache” distinction should not be relevant to most of the examples below.\n* Undo is effectively a file load operation too.\n", "Support socket icons in the Group Sockets Input/Output type enum\n{[F10225900](image.png), size=full} (crude mockup)\n\nThe issue is that the socket colors are not icons, but maybe they should/could.", "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", "Pose Library: Collection pop-up when creating new poses in Action Editor\nWhen creating poses from the Action Editor it should be explicit to which catalog the new asset should be added.\n\nBy default the Unassigned option should be highlighted, so users can post-pone this decision for later, similar to when marking data-blocks as assets.\n\nThis is part of #103265.\n\n---\n\nSome initial code snippets for anyone interested on tackling this: [P3408](P3408.txt)", "Allow changing the active modifier on linked objects\nUnzip the files from [active-modifier-linked.zip](active-modifier-linked.zip)\n\nOpen `linked.blend` and try to change the active modifer. You can't because it is linked.\n\nIn order to allow users to inspect their nodetrees (and eventually see the evaluated result of the modifier) I suggest we treat this as UI data and allow users to change that even for linked objects.\n\nWe do something similar already for the modifier \"Realtime - Display in viewport\" option.\n", "Grease Pencil: various issues\n*Note: this tasks can be split up once we get feedback on issues, for now this is to discuss changes to make.*\n\n----\n\n\n- Brush pixels are not pixels,\n```\nshouldn't we use a meaningful value?\n(pixels or blender units).\n```\n\n- Grease pencil brushes have material pointers which are globally overwritten.\n\n```\nWhen you set a material, all brushes are looped over and have their material values clobbered.\n```\n\n```\nWhy have a material attached to the brush at all? This could be a scene level setting (or at least not stored per-brush).\n```\n\n```\nSee: `BKE_brush_update_material` called by rna `rna_Brush_material_update` when setting any material.\n```\n\n- Grease pencil sculpt uses it's own brush system,\n```\nis there a good reason for this?\n```\n\n```\nSince these brushes are fairly advanced (pressure & curve mapping options)\nwouldn't it be better to use the existing brush system?\n```\n\n *Note: while particle system for eg: has 'simple' brush types like this, grease-pencil sculpt brushes are more advanced and duplicate more of what we have for regular brushes used elsewhere.* \n\n- Grease pencil weight brush seems to have no way to paint a weight value (only add weight).\n\n```\nAs with mesh weight paint we should be able to paint a weight.\n```\n\n- In edit-mode, vertex selection exists but is hidden by default (0.0 opacity).\n\n```\nShouldn't they be visible?\n```\n\n----\n\n### Lower Priority\n\n- Internally grease pencil sculp is called:\n\n - grease pencil edit (`GP_BrushEdit_Settings`, `GP_EditBrush_Data`, `GP_BRUSHEDIT_FLAG_APPLY_UV`)\n\n```\nThis is highly confusing since we have grease pencil edit-mode, can't we rename these `GP_Sculpt*`. ?\n```\n\n - grease pencil paint (`GPENCIL_OT_brush_paint`)\n\n```\nPaint is easily confused with draw, seems this is for sculpt/weight painting.", "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)", "Sculpt Mode Simplify Tool\n * - [ ] {icon circle color=red} This tool should be renamed to 'Detail' because it can both add or remove detail. 'Simplify' is not a good name here\n * - [ ] {icon circle color=red} This tool only works when Dyntopo is enabled. Hide this tool when Dyntopo is disabled, otherwise we are displaying a tool that simply doesn't work.\n * - [ ] {icon circle color=yellow} The main tool setting for this tool is the Detail Size property in the Dyntopo popover. However, this is not easy to know, and cumbersome to change. We should add this property to the main tool settings in the top bar and Tool Settings Properties for this tool. ", "Multi-Object Properties Editing\nIn Blender, we want to make it easier to set values for multiple objects, bones, strips, keys and other items at once. \n\nCurrently you can do this in limited circumstances, but you have to right-click on a value after you've changed it and pick Copy to Selected from the menu or hold Alt while editing values. This not only slow, but also very hidden, and the Alt-key conflicts with Emulate 3 Button Mouse. Lastly, it isn't clear at all to users which values work for multi-editing, and which values don't.\n\nHere's how we would like to solve it:\n\n\n## Selection vs Active\n\nThe concept of ***active*** in Blender means that we only show properties and only affect the active object or item. However, if we want to better support multi-item editing, we must start by making it so the Properties reflects the ***selection*** rather than the ***active*** item, of which there can only be one. Going forward, by default the Properties will be set to reflect the selection instead. This could be controlled in the Properties like so:\n\n{[F8363009](Screenshot_2020-02-22_at_17.34.54.png), size=full}\n*(The search box is added here to reflect how the Properties will be updated when that item is also added, but is a separate feature)*\n\nIf set to ***Active***, the Properties will continue to function as it does today, only showing properties for the active item.\n\n## When there are multiple selected items\n\nWhen the user has selected multiple items, a few things change:\n\nInstead of showing the name of the object at the top, Blender tells the user how many items are selected:\n![Screenshot 2020-02-22 at 17.37.06.png](Screenshot_2020-02-22_at_17.37.06.png)\n\nIn the list of tabs, only properties sections are shown that are common among the selected items. For example, if you select a text and a mesh object, we don't show Modifier, Mesh or Curve Properties, since these properties only exist on a subset of the selected objects:\n![Screenshot 2020-02-22 at 17.40.17.png](Screenshot_2020-02-22_at_17.40.17.png)\n\nThis rule also goes for individual panels. Here, both a Sun and Spot light are selected, and we only see properties that are shared between them. A note at the bottom clarifies that you are only seeing the shared subset:\n\n{[F8364914](Screenshot_2020-02-23_at_18.49.33.png), size=full}\n\n## When values differ\nWhen multiple items are selected, Blender will compare values to check if they are the same, or if they are different. If they differ, we change the way properties are displayed, like so:\n\n{[F8363037](Screenshot_2020-02-22_at_17.52.51.png), size=full}\n\n\n\n## Manipulating values across multiple items\n\n\n\nFor simply setting a value to be the same. you would simply type a new value, hit Return, and that value is then propagated to the selection.\n\nFor manipulating numbers and sliders relatively, you can just drag on them (like Alt-dragging today), or type the character '=', so the user can type '= -3' to subtract 3 from the value on all selected items.", "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", "Simulation Nodes: show bakes in outliner\n_No response_\n\n", "Error when custom socket type is drawn in node tree inputs list.\nOperating system: Linux-5.11.0-36-generic-x86_64-with-glibc2.33 64 Bits\nGraphics card: Mesa Intel(R) UHD Graphics 620 (KBL GT2) Intel 4.6 (Core Profile) Mesa 21.0.3\n\nBroken: version: 3.0.0 Alpha\n\nHaving a custom node socket in the side panel creates an exception when drawing the input list:\n\n* Load script [P2427: Example of socket interface](P2427.txt)\n```python\nimport bpy\nimport nodeitems_utils\n\nclass CSTree(bpy.types.NodeTree):\n bl_idname = 'CSTree'\n bl_label = \"CS Node Editor\"\n bl_icon = 'NODETREE'\n \n\nclass CSSocket(bpy.types.NodeSocket):\n bl_idname = 'CSSocket'\n bl_label = \"CS Socket\"\n\n def draw(self, context, layout, node, text):\n layout.label(text=text)\n\n def draw_color(self, context, node):\n return (1.0, 0.8, 0.4, 1.0)\n\n\nclass CSSocketInterface(bpy.types.NodeSocketInterface):\n bl_idname = \"CSSocketInterface\"\n bl_socket_idname = \"CSSocket\"\n bl_label = \"CS Socket\"\n\n def draw_color(self, context):\n return (1.0, 0.8, 0.4, 1.0)\n\n def draw(self, context, layout):\n pass\n\n\nclass CSNode(bpy.types.Node):\n bl_idname = 'CSNode'\n bl_label = \"Node\"\n\n def init(self, context):\n self.inputs.new('CSSocket', name='Input1')\n\n\nclass CSNodeGroup(bpy.types.NodeCustomGroup):\n bl_idname = 'CSNodeGroup'\n bl_label = 'Node Group'\n bl_icon = 'OUTLINER_OB_EMPTY'\n\n def init(self, context):\n self.node_tree = bpy.data.node_groups.new('CSNodeGroup', 'CSTree')\n nodes = self.node_tree.nodes\n inputnode = nodes.new('NodeGroupInput')\n\n\ndef make_group(context):\n space_data = context.space_data\n node_tree = space_data.node_tree\n selected_nodes = context.selected_nodes\n node_group = node_tree.nodes.new(\"CSNodeGroup\")\n node_group_tree = node_group.node_tree\n input_group = node_group_tree.nodes['Group Input']\n \n new_node = node_group_tree.nodes.new(\"CSNode\")\n\n to_socket = new_node.inputs[0]\n from_socket = input_group.outputs.new(to_socket.bl_idname, to_socket.name)\n node_group_tree.links.new(input=from_socket, output=to_socket)\n \n\nclass CSMakeNodeGroupOperator(bpy.types.Operator):\n bl_idname = \"crowd.cs_make_group\"\n bl_label = \"CS Make Group\"\n \n @classmethod\n def poll(cls, context):\n space_data = context.space_data\n\n if not (space_data.type == 'NODE_EDITOR'\n and space_data.tree_type == 'CSTree'\n and space_data.node_tree is not None):\n return False\n\n return True\n \n def execute(self, context):\n node_group = make_group(context)\n return {'FINISHED'}\n\n\ndef register():\n bpy.utils.register_class(CSTree)\n bpy.utils.register_class(CSSocket)\n bpy.utils.register_class(CSNode)\n bpy.utils.register_class(CSNodeGroup)\n bpy.utils.register_class(CSMakeNodeGroupOperator)\n\ndef unregister():\n bpy.utils.unregister_class(CSTree)\n bpy.utils.unregister_class(CSSocket)\n bpy.utils.unregister_class(CSNode)\n bpy.utils.unregister_class(CSNodeGroup)\n bpy.utils.unregister_class(CSMakeNodeGroupOperator)\n\nif __name__ ==\"__main__\":\n register()\n\n```\n\n* execute script\n* open CS Node Editor\n* create new node tree\n* Search for \"CS Make Group\" operator\n* Select to \"CSNodeGroup\" tree\n* Open side panel (N), Group tab\n* Add new input socket of `CS Socket type`\n* Check console for stack trace\n\nHaving a custom node socket in the side panel also creates an exception when drawing the input list:\n```\nPython: Traceback (most recent call last):\n File \"/home/jeroen/blender-git/build_linux/bin/3.0/scripts/startup/bl_ui/space_node.py\", line 772, in draw\n self.draw_socket_list(context, \"IN\", \"inputs\", \"active_input\")\n File \"/home/jeroen/blender-git/build_linux/bin/3.0/scripts/startup/bl_ui/space_node.py\", line 757, in draw_socket_list\n active_socket.draw(context, layout)\nAttributeError: 'NodeSocketInterface' object has no attribute 'draw'\n```", "\"Slice String\" field input shows as error, but works (lack of string fields)\nOperating system: macOS-13.3.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Max 1.2\n\nBroken: version: 3.5.1\nBroken: version: 4.0.0 Alpha\nWorked: /\n\nA field can be connected to \"Slice String\" node \"Position\" input, and while it shows as red error, it does work. In the attached files, the connection between \"Duplicate Elements\" and \"Slice String\" is shown in red, despite node tree working as expected (tested in Blender 3.5 + current 4.0 daily-build).\n\nAlso note the lack of fields between the \"Slice String\" and string \"Equal\" nodes.\n\nSee attached files.\n\n---\n\nIn the example file, each symbol in a string is an instruction for creating an object at a specified position.\nThe instructions implemented here are \"T(op)\", \"C(enter)\" and \"B(ottom)\".\nI therefore take the input string and create an object for each symbol in the string, then use the geometry index to find the corresponding string symbol to do modifications on the geometry.\n\nFor this to work, \"Slice String\" needs to accept the field input (from \"Duplicate Elements\" field \"Duplicate Index\") so each geometry duplicate gets its own symbol from the input string. This works, but the connection is shown as error in red.\n\nIdeally \"Slice String\" would accept a field for \"Position\" and \"Length\", so arbitrary parts of the string can be extracted for each geometry duplicate. The output of \"Slice String\" should also be a field.\nI'm not sure if there's a way to handle this without an error in the geometry nodes.\n\nOverall, it seems Blender is lacking string-fields, because the \"Equal\" node also defaults to fields for all types except strings. Yet, fields also seem to work here, too?\n\nNot needed here, but the \"String Length\" node also doesn't seem to explicitly support fields.\n\n", "Causing other objects to be named .001 doesn't immediately update the Viewport Name Display\nI found this in 3.0.0 but happens the same in 3.1.0.\n\nWhen you turn on Viewport Name Display:\n![image.png](image.png)\n\nAnd then you rename a new object the same as object that was already in the scene:\n![image.png](image.png)\n\nThe name of the original doesn't update until you somehow \"touch\" the object by moving it, entering Edit Mode etc.\n\nIt doesn't get fixed by simply affecting something else.\n\nIn the .blend you need to select the object with name \"Plane.001\" and rename it to \"Plane\" then the object on the left stays named as Plane until you somehow affect it.\n[Bug-ViewportDisplayName.blend](Bug-ViewportDisplayName.blend)" ]
[ "Add the option to not display some socket labels\nCertain sockets, like the collection and object inputs in the info nodes do not need the \"Collection\" and \"Object\" text displayed-- it just cuts off the names unnecessarily. We could just get rid of the name, but it would be better to add a flag not to display it to the socket list in the node definition." ]
Color value limited to 4.875 Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87 Broken: version: 2.83.2 Worked: Never (2.79+) ![emit.png](emit.png) The Color value can't higher than 4.875. some like if you input 50, it's will limited to 4.875, but alpha you can drag to 50 now, like an interface problem. [20200724_14_49_894.mp4](20200724_14_49_894.mp4)
[ "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", "No \"affect alpha\" in brush settings in the Image Editor\nOperating system: Linux-5.3.0-40-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 980 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 435.21\n\nBroken: version: 2.82 (sub 7)\n(as well as the latest alpha: version: 2.83 (sub 5))\nWorked: 2.80 (Checkbox existed in Image Editor brush settings, but had NO effect on brush behavior)\n\nIn the 3D Viewport as well as the Properties Editor while in Texture Paint mode, all brushes offer the \"affect alpha\" option in the \"Advanced\" section of the Brush Settings. In the Image Editor that option is missing from the \"Advanced\" section for no apparent reason.\n![grafik.png](grafik.png)\n\nOpen Blender with factory settings. Switch to \"Texture Paint\" tab. Compare the \"Advanced\" section of the active brush's tool settings in the Image Editor to that in the 3D Viewport or Properties Editor.\n\nSurely this has to be a well-known issue and exists only due to technical limitations of some kind.\nWhat should I tell my students why this inconvenience exists and when it will be addressed?", "Mantaflow does not maintain color on Noise enabled (Upres Factor > 1)\nSystem Information\nOperating system: Ubuntu 20.04.2\nGraphics card: GTX 980Ti\nBlender Version\nBroken: 2.93.3, 8b80d19f3641, master, 2021-08-17\nWorked: version: 2.83.16\n\nShort description of error\nNoise with Upres Factor > 1 changes original color of smoke simulation in Mantaflow.\n\nExact steps for others to reproduce the error\n\n```\n Open Blender\n Select default Cube\n F3 > Quick Smoke\n Select default Cube > Physics Properties Tab > Change Color to blue (or whatever color you like)\n Select the Smoke Domain > Physics Properties Tab > Cache > Type Modular (Is Resumable: On)\n Bake a few frames > Press Esc\n Physics Properties Tab > Enable Noise > Upres Factor = 2 (default)\n Bake a few frames > Press Esc\n Review the simulation in the Viewport\n```\n\n**Note: Works with Upres Factor = 1. With some colors the effect is not that obvious. See blend-file / video.\n\n[Video on YouTube ](JzO22fS6p0E)\n\n[20210826_Blender_MantaTest.blend](20210826_Blender_MantaTest.blend)\n\n\n", "Theme: Color of icons\nBroken: 4.0\n\nI'm creating a minimalist theme, but there seems to be a lack of consistency in the rules regarding icon color settings.\nI feel this is probably rooted in the fact that we don't have a clear concept regarding the relationship between icons and text.\nI think there are two ways to think about this.\nA: An icon is a visual expression, and color is an important element in forming that icon.\nB: Icons are a type of text and should be treated like text.\n\nIn fact, as shown in the attachment, there is a mix of areas where the icon color can be changed by status, such as \"selected\" from the theme edit screen, and areas where it cannot.\nThere is a mix of areas where this is not the case.\nThese should be consistent.\n\nIn my opinion, there should be a Boolean parameter to switch between the A and B states above. In other words, if state B is enabled, the icon color settings will be synchronized with the text,\nIn state A, the color of the icon will continue to be kept, independent of the color of the text.\n", "UI Themes: Grid color affecting axis color\n2.81a, 2.82 Beta.\n\n**Description**\nIn 3D View, the grid color overlays the XYZ axis colors, so it's impossible to set the colors I want to the XYZ axis. \nThis even happens if the grid color is set to transparent.\n\n[0020-1556.mp4](0020-1556.mp4)\n\n- Go to preferences -> Themes -> User Interface -> Axis & Gizmo Colors\n- Change X and Y axis color to black RGB(0, 0, 0)\n- Go to preferences -> Themes -> 3d View\n- change Grid color/alpha.\n\nX and Y axis color will be affected", "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", "Cycles fully transparent shader is brighter when a Clear Coat shader is behind it\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68\n\nBroken: version: 3.3.0 Alpha\nWorked: Never Worked\n\nWhen doing Decals, we often use alpha channel to define transparent area. However, I found when the Object's base color is above hsl(h,s,0.01), who's under the Decal, then the decal's transparent area will affect the underneath object's shading.\nMy test configuration is that 2048 viewport samples alongwith light bounces param all been set to 64.\nThe BUG is easier to notice when the background object is light grey, and the light is quite dimmed(or just turn down the exposure in colormangement to observe.)\n![image.png](image.png)\n\n![image.png](image.png)\n\n\nPlease open the attached Blend file to test.\n[Transparent shading BUG.blend](Transparent_shading_BUG.blend)\n\n", "Diffuse color pass - faded color due to Principled BSDF sheen\nOperating system: Windows 8\nGraphics card: NVIDIA GeForce RTX 2070 SUPER\n\n\t\nBroken: 2.83.15\nWorked: No\n\nWhen we render a material with sheen in it more the value more color comes faded in Diffuse color pass.![Sheen 1.png](Sheen_1.png)\n\n![Sheen 0.png](Sheen_0.png)\n\n- Apply Principled BSDF shader on a object with sheen value 1.\n- In View Layer Passes select Diffuse color.\n- Render the image & color is very fade in Diffuse Color pass due to sheen value.\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).", "COLORSPACE SELECTOR: Group box fails to show all possible colour transforms\nDebian Stretch\n\nTrunk\n\nTrial against ACES 1.0.3 set won't show all possible colour transforms when choosing via the UV Image Editor\n\nLoad the ACES 1.0.3 configuration from the official repository. Try to change the colour transform on a loaded image.\n\n![Screenshot from 2017-11-05 19-25-15.png](Screenshot_from_2017-11-05_19-25-15.png)\n", "White Noise Glitch using Value Attribute of Particle Instances\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.93.0 Alpha\nWorked: (?)\n\nThe White Noise Texture (in 1D) does not display as expected using the Value Attribute of Particle Instances in both EEVEE and Cycles. Instead of showing a single random value or color on the surface of an instance there's a fuzzy mess of different values similar to the look of overlapping faces:\n![ValueAttribute_WhiteNoise.jpg](ValueAttribute_WhiteNoise.jpg)\nThe issue also appears on non flat geometry not only on planes. The using the Index attribute shows the same result. It's the same on the current stable release (that being 2.91.2) and previous releases. I tried the same setup with a Noise Texture and it seems to work just fine:\n![ValueAttribute_NoiseTexture.jpg](ValueAttribute_NoiseTexture.jpg)\n- Choose any object as the emitter of a particle hair system.\n- Adjust the settings of the particle system to display the desired quantity of hairs\n- Add another object and add a Particle Instance Modifier to it\n - under 'Object' set the emitter object\n - check 'Create Along Paths'\n - in the object data properties under vertex color create a new vertex color\n - choose the same vertex color as the 'Value' data of the particle instance modifier under 'Layers'\n- use the created data as the name in the Attribute Node\n- connect any output of the Attribute Node to a White Noise Node set to '1D'\n- display the results\n(same last 5 steps for Index Attribute)\n[ParticleInstanc_ValueAttributeBug.blend](ParticleInstanc_ValueAttributeBug.blend)\n\nThank you so much for looking into it! And keep up the great work.", "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)", "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", "Able to paint/select \"through\" disabled UI items.\nBroken: 2.80, 2.81...\n\nWith region overlap, if a UI element is diabled, clicks are passed through it, which can result in paint strokes.\n\n\n1. Load the default scene and enter Texture Paint mode on the cube.\n2. Add a paint slot and make a stroke.\n3. In the UV/Image editor, select the painted image, open the sidebar and switch to Image tab. The UI items should be disabled there now.\n4. Make sure that sidebar overlaps the image.\n5. Click on sidebar background.\n6. Click on any of the disabled items.\n\nIn (5), nothing happens. In (6), the click passes through and leaves a paint stroke on the image.\n\n![paint_through_ui.png](paint_through_ui.png)", "Issues with HDRIs and render result pixel values that exceed half float limits\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.1.2\n(Also tested in latest 3.3 Alpha)\n\nSome lookdev HDRI's give the scene a colored tint, that also does not disappear after lowering the strength\n\nI imported this HDRI to preview lighting in my Eevee scene: lenong_2\n\nAt first, this looks okay in blender:\n![Normal_bright.png](Normal_bright.png)\n\nBut after lowering the strength, you will notice that there is a yellow light that should not be there, as well as a white spot from where the sun used to be, even if strength=0\n![Normal_dark.png](Normal_dark.png)\n\nI found a workaround by adjusting the exposure of the HDRi in advance by -1 in affinity photo. This makes the image only a tiny bit darker, but the end result is as you would expect it.\nNo yellow light, no sun.\n![Fixed_dark.png](Fixed_dark.png)\n\nI tried this with another HDRi from HDRIhaven (from another creator, this one specifically ehingen_hillside) and the issue also existed there. \n\nHere is the blend file for testing:\n[HDRI_Test.blend](HDRI_Test.blend)\nAnd the HDRI fixed by me\n[lenong_2_1k_fixed.hdr](lenong_2_1k_fixed.hdr)" ]
[ "Entering color of \"value\" above 4.875, displays 4.875\nWin8.1x64, 3x gtx580\n\n2.79a\n\nNoticed it in the Node Editor on Color Ramps, which sometimes are used for other than color purposes - \nentering colors of \"value\" above 4.875, displays 4.875. It seems higher colors are accepted, however there's no (obvious) way of reading them.\n\nAlthough (I assume) colors greater than 1.0 are used by some people, if those aren't actually supported, maybe they should be clipped? On the other hand having values above 1.0 is quite common with hdr etc., so being able to enter them directly without additional nodes and hassle of afterwards multiplication/gamma accounting should be possible, but then the limit then seems rather low.\n\n - Open any color dialog, enter high Value.\n" ]
NURBS Circle Object is not visible by default,Polygons do not show all edges in object mode -2 error request - important Operating system:Windows 7 Graphics card: Nvidia Geforce Gtx 960 - (drivers are up to date) **Blender 2.80 beta - Build from 7.12.2018 - 18:45 PM** Broken: (example: 2.80 - 7.12.2018 - build from 18:40 PM) [blender 2.80 NURBS Circle is not visible by default,not all edges are visible - edges relate to polygon object.mov](blender_2.80_NURBS_Circle_is_not_visible_by_default_not_all_edges_are_visible_-_edges_relate_to_polygon_object.mov) **2 errors: NURBS Circle is not visible in the scene by default,polygon object - not all edges are visible in object mode{[F5875109](2_errors_to_be_fixed.jpg)}** Based on the default startup or an attached .blend file (as simple as possible).
[ "New curves object type\n**Status:** Under development by the geometry nodes team. Accessible though the \"Empty Hair\" primitive. Grooming workflow solid, other areas still WIP\n\n**Overview**\n\n- [ ] New curves object data type\n - [x] Add new datablock and object type\n - [x] Custom data storage, custom data masks\n - [ ] Default curve radius and shaping parameters\n - [x] Solve problem with not enough `FILTER_ID` bits\n- [x] Geometry nodes integration (#95355)\n - [x] Convert existing nodes to new data structure (#95443)\n - [x] New building block nodes\n - [x] Geometry nodes simulation\n - [x] Node group assets for higher level nodes\n- [x] Mesh attachment (to deform curves along with mesh surface) (#95776)\n - [x] Curves datablock has pointer to surface mesh object\n - [x] Add polygon index and UV / barycentric coordinates attributes to indicate where curve is attached\n - [x] Node to deform curves based on surface (#96676)\n - [x] Subdivision surface attachment\n- [ ] Full render engine support for curves data-block (#96455)\n- [ ] Attribute support\n - [x] Generic attributes\n - [ ] Generated texture coordinates\n - [x] Batch cache generation\n- [ ] Python API\n - [x] Positions and radius\n - [x] Attributes\n - [ ] Add/remove curves and points\n- [ ] Viewport drawing and selection\n - [x] Selection engine integration (#95933)\n - [ ] Display options (display random % of curves, ?)\n - [ ] Move \"strand/strip\" display option to curves data-block, rename\n- [x] Initial sculpt mode\n - [x] Brushes (#96259)\n - [x] Sculpting deformed curves (crazyspace)\n- [ ] Edit mode\n - [ ] Node group operators (#101778)\n- [ ] Dependency graph copy-on-write integration\n - [x] Refactor mesh runtime storage to be reusable by other objects types\n - [ ] Automatic instancing for objects without modifiers, like meshes\n - [ ] Copy-on-write for attribute arrays (#95845)\n- [x] Conversion of old particle curves to new curves (#96675)\n- [ ] I/O\n - [ ] Alembic import ([D11592](D11592))\n - [ ] Alembic export\n - [ ] USD import ([D11592](D11592))\n - [x] USD export (#102376)\n\n---\n\n**Relevant links:**\n* [Nodes Object Types ](Object_Types)\n* #78515 (Hair object - Node types design)\n* #78606 (Hair object - design proposal)\n\n---\n\n### Links\n\n* Unreal's [Alembic groom specification](index.html).\n* Pixars [PxHair schema ](Siggraph2019_Pipeline%20Case%20Studies.pdf) for storing rest pose, guides and scalp", "Deformation checkbox should be visible but isn't\nI discovered this in 2.76, I upgraded to the official 2.78c release and it's still there.\n\nFor Rigid bodies of Shape `Mesh` there is a `deform` option that is only visible for Source of type `Deform`.\nHowever, this option can affect other Source types.\n\n\n**Steps to reproduce**\n - Open blender\n - Make the starting cube a rigid body\n - Check the \"animated\" box (so it doesn't fall away).\n - Set the shape to `\"Mesh\"` inside \"Rigid body collisions\"\n\nnote that a `\"deforming\"` checkbox has appeared just below.\nThat checkbox disappear with `\"Final\"` and `\"Deform\"`, but still has an impact on the simulation.\n\n---\n\n**Edit: Developer note:**\n\n> In #51233#457199, @sreich wrote:\n> This is intentional behaviour. \"Final\" includes generative modifiers which don't just deform the mesh but generate a new one.\n> Now we could do shenanigans like rebuilding the collision shapes every frame, but that would be extremely slow and unstable.\n> \n> As for convex hulls, they don't support deformations so everything is fine there too. Again, we could rebuild the shapes during simulation, but as already said, it's a bad idea.\n> \n> Making the checkbox greyed out is possible, but I'm not sure if it's a good idea, maybe a question for the UI team?", "Solid Viewport Transparency Artifacts/Dots\nOperating system: Windows 10 Home Build 19044\nGraphics card: iGPU on Intel Core i7 1185G7 (Iris Xe Graphics)\n\nBroken: 3.1.2\n\nI downloaded a 3D model from TurboSquid of an Aston Martin Vantage (the model is free, [find it here ](3d-aston-martin-s-1685480)) and the viewport has strange dots at object edges when looked at through the partially transparent glass. I tracked the issue down to the alpha of the Glass material in `Properties > Material Properties > Viewport Display`, the dots only appear when the alpha value is not 0.0 or 1.0.\n\n - Open `TransparencyBug.blend` or `astonAston MArtinV12 Vantage S 2016 .blend` (files at the bottom)\n - Set Viewport Shading to Solid\n - Set transparency of Transparent or Glass material (Properties>Material Properties>Viewport Display, select Transparent or Glass material) to some decimal value other than 0.0 and 1.0\n - Dots appear at edges of materials looked at through transparent objects\n\n\n**Images**\n\nastonAston MArtinV12 Vantage S 2016 .blend:\nAlpha 1.0: ![Screenshot (11).png](Screenshot__11_.png)\nAlpha 0.201: ![Screenshot (9).png](Screenshot__9_.png)\nAlpha 0.0: ![Screenshot (10).png](Screenshot__10_.png)\n\nTransparencyBug.blend:\nAlpha 1.0:![Screenshot (14).png](Screenshot__14_.png)\nAlpha 0.5: ![Screenshot (13).png](Screenshot__13_.png)\nAlpha 0.0: ![Screenshot (12).png](Screenshot__12_.png)\n\n**Affected Files**\n[TransparencyBug.blend](TransparencyBug.blend)\n[astonAston MArtinV12 Vantage S 2016 .blend](astonAston_MArtinV12_Vantage_S_2016_.blend)", "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", "Sharp normals along base mesh wires in multires sculpting with smooth shading\nOperating system: Linux-5.4.0-47-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.100\n\nBroken: version: 2.91.0 Alpha\nWorked: As far as I know in 2.79 before the inclusion of OpenSubdiv\n\nThis has been a long standing issue in multires sculpting with shading artefacts in smooth shading.\nThese will only start appearing when sculpting on the surface and may flicker between different spots when sculpting directly over them.\n\n- Create a suzanne head\n- Add a multires modifier with 4 subdivisions\n- Change the object to smooth shading\n- Enter sculpt mode and smooth on the surface of the object\n\nOn these spots the sharp shading should consistently appear among others. A high contrast Matcap can help with spotting them.\nIn this example they are very subtle but they can be extremely noticeable on very curved surfaces.\n\n![Screenshot_2020-09-09_17-35-27.png](Screenshot_2020-09-09_17-35-27.png)\n\n![Screenshot_2020-09-09_17-35-46.png](Screenshot_2020-09-09_17-35-46.png)\n\n", "Float slider in the redo panel of the \"add object\" operator does not hide the mouse cursor\nBroken: 2.79b, 2.83\nWorked: (None)\n\nThe problem is not seen in editing mode, but in object mode when adding an object\nand changing the properties in the redo panel, the mouse cursor does not disappear.\n\n![1.png](1.png)\n![2.png](2.png)", "Color Management / Use curves : Setting clipping option to Min = Max causes CRGB curves to go blank.\nWindows 10, GTX 1660\n\nBroken: Blender 2.82 release.\nBroken: Blender 2.83 daily update\n\nThis will recreate the black CRGB Curve display to go blank.\n\n1. In the Properties Panel, Select Color Management.\n2. Enable 'Use Curves'\n3. Select the 'Clipping Options'\n4. Set 'Max Y' to 0.00\n5. Now select anywhere in the CRGB curve display. It goes blank.\n", "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", "Asset Browser doesn't show assets when drop-down set to \"All\"\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 516.94\n\nBroken: version: 3.6.0 Alpha\nAlso broken in 3.5 stable version!\nWorked: This feature is new as of 3.5 and I'm seeing the behavior in both. \n\nAssets from other files are not visible when asset browser preference is set to \"All\" (when assets are part of catalogs)\n\n- Extract uploaded file\n - Open general blend file\n- Set it as asset library path\n- Open asset browser and set preference to \"All' [notice every asset is visible (i.e. engine parts and sculpted sphere)\n- Now open `open-file.blend`\n- In asset browser, set preference to \"All\" (notice engine assets are missing)\nIf switched to \"user library\" then engine assets are visible\n", "Hiding faces on a specific mesh causes random hidden edges to display in place of non-hidden ones\nOperating system: macOS-13.5.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Pro 1.2\n\nBroken: version: 3.6.2\nWorked: unknown, but same bug occurs in 3.5\n\nWhen selecting certain faces on this mesh (see attached STL file), pressing H or shift-H to hide faces will cause a random set of floating edges to display in the hidden regions, and the visible region will display with no edges (making it impossible to see your selection in edge select mode). The set of edges is truly random, as undo / redo will show a different set of edges each time.\n\n| Here is the full mesh with an example selection | Here is the result of pressing shift-H |\n| -- | -- |\n| ![Screenshot 2023-09-05 at 10.10.01 AM.png](attachment) | ![Screenshot 2023-09-05 at 10.09.57 AM.png](attachment) |\n\n1. Open the attached blend file bugball.blend, and enter edit mode on the ball to see the random floating ghost edges.\n2. Press 2 and try selecting things (selections on the un-hidden faces are invisible, and the ghost edges can't be selected).\n3. Press Alt-H and Shift-H to see that a different set of floating edges appears every time.\n\nIf the blend file doesn't work, try and import the attached STL file using file -> import -> stl and observe the same behavior.\n\n", "Wireframes aren't displayed in Edit Mode when Overlays are off. \nBroken: 2.82a, 2.83, 2.90 alpha\nWorked: 2.81a\n\nWireframes aren't displayed in Edit Mode if Overlays are turned off, but they're only shown in object mode, or if there's a modifier with \"display in edit mode\" option. \n\nOpen default file.\nChange to wireframe mode.\nturn off overlays.\nchange to edit mode. Wireframe won't be shown.\n", "Mode hotkeys - different hotkeyset for grease pencil object required, entries in keymanager problem\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.35\n\n\nBroken: version: 2.80 (sub 51)\nWorked: (optional)\n\n\n\nThe grease pencil object doesn't show the general object mode hotkeys when you assign some. It requires its own hotkey set for the modes. But in the keymanager they will appear as the exact same entries. Except draw mode, which doesn't exist for other object types. \n\nThere is a problem then with the display in the key manager. When you add the extra set for the grease pencil type, then you can't see the mode anymore for the mesh object type modes. I guess it's because it is in fact a double entry with the ones created for the grease pencil object.\n\nI also managed to mess up the object mode hotkeys then with saving the preferences. All modes except object mode had the same key assigned then. But this wasn't reproduceable so far. And might be another issue.\n\n\nCreate a set of hotkeys for the modes with a mesh object. Create a grease pencil object, have a look at the modes. No hotkeys except object mode.\n\nCreate a set of hotkeys for the modes with the grease pencil object.\n\nHead over to the preferences into the keymap tab. Search for mode. Have a look at the Object Non-Modal section. Here you can find the mode hotkeys. Open the first ones up, have a look for the modes. No mode content in the boxes ...\n\nI wonder why the grease pencil object doesn't find the other mode hotkeys from the mesh object at all. That's the second thing. There is no visible difference in the keymanager, it's in the same category ...\n\n![addmodes1.jpg](addmodes1.jpg)\n\n![modeismissing.jpg](modeismissing.jpg)\n\n\n\n\n", "Missing UV Islands / Image Editor / Some generative modifiers (bevel, skin, triangulate, wireframe)\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Quadro M2200/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.50\n\nBroken: version: 2.82 (sub 7)\nWorked: (optional)\n\nIf geometry has the Bevel Modifier applied and the Realtime Display is on, the UV islands do no display in the Image Editor.\nIf you turn off the Realtime display (Display in Viewport) and then adjust the view in the Image Editor, the UV Islands will appear.\nIf you turn On the Realtime display and then adjust the view in the Image Editor, the UV Islands will vanish.\nYou can still paint in the Texture paint on the geometry and it will appear in the Image Editor.\n\nCreate a Cube\nAssign a Bevel Modifier - turn Realtime display ON (for me it is on by default)\nSet interface to Texture Paint mode.\nThere will by no UV Islands displayed in the Image editor\n\n[UV_Island_Bevel.blend](UV_Island_Bevel.blend)\n\n\n\n", "Support previewing geometry in the viewport\n", "Wireframe visible when going relatively far from the 0,0,0 (20 meters)\nOperating system: Linux-5.16.15-76051615-generic-x86_64-with-glibc2.34 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.54\n\nBroken: version: 3.1.2\nWorked: not sure\n\nYou can see the geometry of the object in cycles render in far away parts of it if the object its relatively far from the origin, 20 meters it's not so far, but you can see it.\n\n![Captura de Pantalla 2022-04-11 a las 23.24.19.png](Captura_de_Pantalla_2022-04-11_a_las_23.24.19.png)\n\n\n1.- Open the provided .blend\n2.- Don't touch anything, just enable viewport render\n3.- You should see the wireframe being visible\n4.- If you don't see the wireframe, you might need to change your render device/backend. E.G. Change between CPU, CUDA, OptiX, HIP, Metal, etc. At the moment, @Alaska can only reproduce this issue in CUDA with Blender 3.2 while @derekbarker can only reproduce the issue with OptiX.\n\n[train_bug_report.blend](train_bug_report.blend)\n" ]
[ "NURBS Circle visible in edit mode only\nOperating system:Windows 7\nGraphics card:Nvidia Geforce Gtx 960 [NURBS Circle visible in edit mode only.blend](NURBS_Circle_visible_in_edit_mode_only.blend)\n[NURBS Circle visible in edit mode only.blend1](NURBS_Circle_visible_in_edit_mode_only.blend1)\n\n[NURBS Circle visible in edit mode only.blend](NURBS_Circle_visible_in_edit_mode_only.blend)\n\n[NURBS Circle visible in edit mode only.mov](NURBS_Circle_visible_in_edit_mode_only.mov)\n\n\n**Blender 2.80 beta**\nBroken:\n(example: 2.79b release)\n(example: 2.80, edbf15d3c044, blender2.8, 2018-11-28, as found on the splash screen)\nWorked: in 2.79b\n\n**NURBS Circle visible in edit mode only**![NURBS Circle visible in edit mode only.jpg](NURBS_Circle_visible_in_edit_mode_only.jpg)\n\n![NURBS Circle not visible.jpg](NURBS_Circle_not_visible.jpg)\n\n**NURBS Circle isn't visible in object mode**\nBased on the default startup or an attached .blend file (as simple as possible).", "Nurbs circle and curve dont draw in objectmode\nOperating system: Win10\nGraphics card: Nvidia\n\nBroken:\n2.8 Beta\n\nWhen trying to create a surface / nurbs circle or curve all you get is a single point. The surface, cylinder, sphere, and torus work as expected.\n\nIn Modelling work-space, click Add / Surface / Nurbs Circle. I am very new to Blender so possibly I am doing something wrong.\n\n![image.png](image.png)", "Blender 2 80 Beta don’t show Surface/NURBS curve and NURBS circle\nOperating system: macOS 10.13.6 / Ubuntu 18.04 LTS\nGraphics card: Intel HD Graphics 4000 1536 MB\n\n**macOS:**\n2.80 Beta, Date: 2018-12-03 23:39, Hash: 1b6a394d862, Branch: blender2.8\n\n**GNU/Linux 64 bits:** \n2.80 Beta, Date: 2018-12-08 00:29, Hash: 0fe5a789837, Branch: blender2.8\n\n\n\nWhen I create Surface/NURBS curve or NURBS circle, Blender 2.80 Beta don't show this NURBS type in object mode, nor in edit mode. But when the NURBS join with \"F\", Blender 2.80 Beta show the surface generate. This happens in macOS and Ubuntu, in Microsoft Windows I don't know.\n\n\n\nYou can watch in this video:\n\n[Blender 2 80 Beta don’t show Surface/NURBS curve and circle](1Yxa4awLIlU)\n\nNote: the blender black icon is made for me, to fast differentiate the versions but is official Blender 2.80 Beta." ]
Inconsistency (bug?) Geometry node editor: tree selection from list without any modifier do not create one (comparing materials) Operating system: Windows-8.1-6.3.9600-SP0 64 Bits Graphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 375.70 Broken: version: 3.1.0 If I have no material slots, but select one material from the list, blender will create one ![изображение.png](изображение.png) But it do not work the same in case with geometry nodes editor. And this is inconsistent with Shaders editor and a bit confusing too. ![изображение.png](изображение.png) To reproduce: with default cube in Geometry nodes editor create new empty GN tree. Delete modifier. In the node editor try to select existing GN tree from list. It will not create new modifier. [2022-03-24_00-22-18.mp4](2022-03-24_00-22-18.mp4)
[ "Adding Node Group inputs unhides newly added inputs on nodes with hidden node sockets\nBroken: version: 3.0\nWorked: never\n\nWhen using multiple group inputs in one GN node tree, and hiding unused node sockets to keep the tree visually clean, adding a new input socket into Group Input node will make this new socket appear in all existing Group Input nodes which are set to hide unused node sockets, so the user has to go through all of them and cycle the \"hide unused node socket\" toggle to properly hide the unused node sockets again.\n\n- Open .blend file\n- Hide unused sockets of any one Group Input node ({nav Nodes > Toggle Hidden node Sockets})\n# Add a new input socket from sidebar.\nResult: The newly added input has appeared on all instances of Group Input node, despite not being used on them and the nodes being set to \"hide unused node sockets\".\nExpected: Newly added input to a Group Input node will not appear on nodes with \"hide unused node sockets\" enabled, because it is unused on them.\n\nTest File:\n[#94413.blend](T94413.blend)\n[2021-12-27 14-29-03.mp4](2021-12-27_14-29-03.mp4)\n", "Set Material Index node does not work on some GN-created geometry\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 537.13\n\nBroken: version: 3.6.2\nWorked: Never.\n\nThe scene contains 3 objects:\n1. Mesh object with GN which creates Mesh Cube primitive\n2. Curve object with GN which creates Mesh Cube primitive\n3. Curve object with GN which creates geometry using Curve to Mesh node\n\nAll 3 objects have their Material linked to Object, not Object Data\n\nThe Set Material Index node works on 1. and 2. but does not work on 3.\n\n1. Open the attached blender file: [curvematerialbug.blend](attachment)\n2. Check Geometry Nodes setups on all 3 objects\nResult: Set Material Index Node does not work on Geometry generated by Curve to Mesh node.\nExpected: Set material Index Node works on any geometry.\n\n", "Geometry node don't expose materials to the solidify modifier\nOperating system: Windows 10\nGraphics card: Nvidia RTX 2060\n\nBroken: blender-3.1.0-beta+v31.93cc89247010\nWorked: 3.0.1\n\n\nWhen using a geometry node to generate a mesh, and then applying a solidify modifier to it, the materials are not properly exposed and not or wrongly assigned to the final mesh\n\n- create a plane\n- go in edit mode and delete all the mesh data\n- back in object mode, add geometry node modifier\n- add a Cylinder mesh primitive, and set its fill type to None\n- add a Join Geometry node and plug the Group Input Geometry socket and the Cylinder node Mesh socket into the Join node\n- plug the join node into the output\n- add 3 materials to the object and set different colors\n- add a solidify modifier and set material for offset and rim to indices 1 and 2\n\nThe resulting tube doesn't show any of the materials.\n\n- go in edit mode and add at least one vertex to the mesh\n\nNow the resulting tube displays the last material of the list on some parts, but this is still not it.\n\n- Instead of creating a cylinder in the geometry node tree, plug a Mesh circle primitive\nThen add a screw modifier to extrude it, after the geometry node modifier and before the solidify modifier\nSet its angle to 0° and Screw value to 1\n\nNow the resulting tube is only displaying the first material\n\n- Go in edit mode and add at least one vertex to the mesh\n\nNow the resulting tube displays all the materials properly.\n\nNote : it is not obvious, but it is mandatory to join the original geometry into the end result to get the materials correctly propagated to the output.\nMaybe this could be more clearly explained or simplified somehow.\n\nSample file here reproducing all cases mentionned above :\n[solidify_material_bug.zip](solidify_material_bug.zip)", "Geometry Nodes: 3D Viewport Overlay Statistics don't respect Viewer Node\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.11\n\nBroken: version: 3.4.0 Alpha\n\n\nThe geometry output by the preview node is not taken into account by the overlay scene statistics:\n[2022-09-30 11-35-43.mp4](2022-09-30_11-35-43.mp4)\n", "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)", "Geometry node - setting lacunarity to 0 crashes Blender (musgrave texture)\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.93\n\nBroken: version: 3.2.2\n\nIn a fairly simple geonode tree, trying to set lacunarity to 0 will crash Blender instantly.\n\n- Use attached Blend.file\n- In the 'set position' branch, try to set 'musgrave texture' lacunarity to 0\n- Crashes everytime for me\n\n[Geonode attribute.blend](Geonode_attribute.blend)", "Formalize design for multiple hairs in a single object / edit geometry node\nThis includes the edit mode node.", "Geometry Nodes socket is not showing relevant value info for current modifier\nOperating system: win 10\nGraphics card: 1050 ti\n\nBroken: 3.3.0 beta\n\nUsing many modifiers with the same GN node tree (multiple users) has some issue with data updating.\nIf you bring cursor over socket to see its value, then it shows only data from first GN modifier, no matter what modifier is selected at the moment. Seems to be only interface problem, as internally processed data is correct.\n\nIn attached file bring cursor over orange socket (Object type) and it will show same object for both modifiers, when in fact they are different.\n[socket_info_issue.blend](socket_info_issue.blend)", "Shader node connections in v3.0 file broken in v3.3\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.79\n\nBroken: version: 3.3.0\nWorked: 3.0\n\nRendering in 3.3 a file created in 3.0 (using both Cycles & Eevee) showed major differences from rendering made in 3.0. Investigation showed that critical node connections in multiple shader trees were broken when opening file in 3.3. Unable to determine if broken connections are consistent in terms of node type. Which nodes have broken connections seems consistent from file to file using the same shaders -- sample .blend was constructed with shaders used in file where bug was first observed. All shaders were originally created in versions prior to 3.0 but later than 2.80.\n\nAttached GIMP .xcf file has exemplary renderings and explanatory screenshots from file where bug was first identified. Sample .blend file was created in v3.0 using shaders from this file. Bug does occur in other files which render fine in 3.0 but have broken shaders in 3.3\n![Shader node bug.xcf](Shader_node_bug.xcf)\n\n[REVISED sample file 300.blend](REVISED_sample_file_300.blend)\n\nOpen \"sample file 300.blend\" in v3.0 and inspect shader trees. Open in 3.3 and inspect shader trees, some nodes of which are now disconnected. \n\n\n", "Custom Node Trees: Selected node tree is lost when editor is switched to other node editors\n1. Run the official Custom Nodes Python template\n2. Switch to the newly registered Custom Node Tree editor\n3. Create a node tree\n4. Switch to another node editor (Shader Editor for example)\n5. Switch back to the custom node tree editor\n6. The selected node tree was switched back to None", "Undo doesn't consider changes in nodetree when object is in edit and texture paint mode\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.48\n\nBroken: version: 2.79-3.4\n\nFor reference: this is due to this commit 4a08b974f4\nFrom the commit message:\n\"don't store undo steps for property changes in paint & edit modes.\"\n\nWhen in edit and texture paint mode, I can't undo changes, that I made in the shader editor. \n\n\n - Open .blend\n - Move some verts.\n - Change a shader node setting.\n - Press {key Ctrl Z}.\n # The verts move back, but the node setting remains.\n[#71895-undo-not-undoing-shader-nodes.blend](T71895-undo-not-undoing-shader-nodes.blend)", "Delete Geometry node face mode behaves unexpectedly when used after Join Geometry\nOperating system: Windows-10-10.0.18363-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68\n\nBroken: version: 3.2.1\nWorked: N/A (problem exists on 3.1.2)\n\n\nNot sure if this is by design, but I find that the following behaviour unexpected:\n\n- By itself, a Mesh Line output connected to Delete Geometry + Geometry Proximity node using Face mode won't delete anything.\n- However, when such a Mesh Line is joined with a Grid primitive, then Delete Geometry + Geometry Proximity in Face mode will cause all of Mesh Line to be deleted, regardless of distances.\n\n![Screenshot 2022-07-13 175154.jpg](Screenshot_2022-07-13_175154.jpg)\n\n![Screenshot 2022-07-13 175147.jpg](Screenshot_2022-07-13_175147.jpg)\n\n![Screenshot 2022-07-13 175140.jpg](Screenshot_2022-07-13_175140.jpg)\n\n\n- Download the blend and observe Mesh Line is preserved.\n- Unmute Grid node link to Join Geometry, and observe Mesh Line is now gone.\n\n[line-deletion.blend](line-deletion.blend)\n", "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", "Texture nodes CPU evaluation design\nFor #54656, we need CPU evaluation of a subset of shader nodes that form the texture nodes.\n\nPrototype under development in [D15160](D15160).\n\n**Overview**\n\nThe plan is to make this a subset of geometry nodes that can be evaluated using the same mechanisms. Texture nodes can be though of as a geometry nodes field, and when evaluated in the context of geometry nodes they are.\n\nHowever they can also be evaluated outside of a geometry node tree. In particular, they can be evaluated on:\n* Geometry domains vertex, edge, face, corner, for geometry nodes and baking of textures to attributes. Possibly also sculpting and vertex color painting.\n* Geometry surface, for image texture baking and painting.\n* 2D or 3D space not attached to any geometry. For brushes, 2D image painting, physics effectors.\n\nTo support the last two cases in the geometry nodes infrastructure (but not the geometry node evaluation itself), a new field context named `TextureFieldContext` is added. This represents a continuous texture space, that may be mapped to a geometry surface or not. It has one domain, `ATTR_DOMAIN_TEXTURE`.\n\n**Compilation and Execution**\n\nThe texture nodes compilaton and evaluation mechanism uses much of the same infrastructure as geometry nodes, but is separate to be usable in different contexts. It's meant to be possible to execute texture nodes efficiently many times, for example paint brushes are multi-threaded and each thread may execute the nodes multiple times. This is unlike geometry nodes where multiple threads may cooperate to execute nodes once.\n\nThe current compilation mechanism is as follows:\n* Multi-function nodes are compiled into a `MFProcedure`, which bundles multiple multi-functions into one for execution. Geometry nodes do not currently use this mechanism, but it is designed for this type of evaluation. This is rather inefficient currently for individual points, but should get more efficient when evaluated in big batches.\n* Remaining nodes are input nodes, and execute `geometry_node_execute` as part of compilation, which then outputs fields and values. The execution context for these nodes is limited, unlike geometry nodes there is no geometry, object or depsgraph.\n* For evaluation, fields are converted into `GVArray` using the provided geometry.\n\nWe could consider making geometry available and to the compilation and caching the compilation per geometry, though it's not clear there will be nodes that need this. Alternatively we may cache just the `GVArray` per geometry.\n\n**Fields**\n\nInput nodes return fields, which are then turned into `GVArray` for evaluation. For the texture domain, this is a virtual array that interpolates attributes. There may be some possibility here to share code with data transfer field nodes, or nodes that distribute points and curves on surfaces and inherit attributes.\n\nShader nodes need additional fields that are not currently in geometry nodes:\n* Generated / Rest Position / Orco\n* Normal, taking into account face smooth flag and custom normals\n* UV maps (planned to become available as float2 attributes)\n* Active render UV map and color layer\n* Tangent\n* Pointiness (Cavity)\n* Random Per Island\n\nIt's unclear to me what the best way to specify these as fields is, if we should add additional builtin atttribute names or `GeometryFieldInput`. Some of these like Pointiness would also make sense to cache as attributes, and make available to external renderers.\n\nOne constraint is that it must be efficient to evaluate only a small subset of the domain. For many field inputs and operations this works, but there are some that will compute a data array for the entire domain. This can be enforced by just not making such nodes available as texture nodes, or caching the data array on the geometry.\n\nFor sculpt and paint modes, there is a question if and how we can make all these attributes available. The challenge is that it has different mesh data structures (bmesh and multires grids), which are not supported by geometry nodes. Additionally, recomputing for example tangents and pointiness as the geometry changes during a brush stroke would be inefficient, especially if it's for the entire mesh and not just the edited subset.\n\n**Batched Processing**\n\nFields and multi-functions are not optimized for evaluating one point at a time, there is too much overhead. That means we want to process texture evaluations in batches, and all (non-legacy) code that uses textures should be refactored.\n\nFor geometry nodes, modifiers and 2D brushes this is most likely straightforward. However for 3D brushes, particles and effectors it will be more complicated.\n\nThere is currently a mechanism to single evaluations possible while code is being converted. However this is rather inefficient, with quite a bit of overhead in `MFProcedure` execution. It may be possible to do some optimizations there for legacy code that we may not be able to easily convert to batches.\n\n**Node Graph Transforms**\n\nTo support sockets like Image datablocks, and to automatically insert Texture Coordinate or UV Map nodes for textures coordinate sockets, we need to transform the node graph. The texture node layering will also need to do significant node graph transformations. In order to share code with Cycles and other external engines, it may be best to do this as part of node tree localization.\n\n**Relation to Other Node Systems**\n\nThere are many node evaluation systems in Blender, and the question is if we can somehow share this implementation with anything else. I don't think the CPU evaluation can be directly shared, but will make the old texture nodes evaluation obsolete at least. The GPU implementation can probably be largely shared with shader nodes, and that implementation could be refactored to use DerivedNodeTree for consistency and to simplify that code.", "Geometry 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" ]
[ "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)" ]
Access original data from a geometry object ![image.png](image.png) (mockup by aryeramaty) Reasons for why we might not want to have this: * We are thinking about removing the idea of "original data" in favor of having "edit mode nodes". This is a node that outputs e.g. a mesh that can be edited manually/destructively, without needing a separate object. So a single object could have multiple edit modes, each of which corresponds to a node. * Technically it is not necessary to have this functionality, because one can always use two separate objects. The second object just uses an Object Info node to get the data from the first one and then applies more operations.
[ "Some areas do not use modified (by geometry nodes) curve\nOperating system: Windows 10 - Probably irrelevant.\n\nBroken: 3.0.0 (not checked earlier versions).\nWorked: (none)\n\nThe Curve modifier on mesh objects does NOT use the modified version of a curve\n\nSee attached blend file for easy example: [bug - curve with modifier.blend](bug_-_curve_with_modifier.blend)\nExample screenshot of that blender: ![bug - curve with modifier - example.png](bug_-_curve_with_modifier_-_example.png)\nThe thin line is the curve, which has geometry nodes modifying it.\nThe thick (square) line is the mesh, which targets the curve but doesn't use the modified version.\n\n - Add BezierCurve, with a few points.\n - BezierCurve: Add geometry nodes (or any other modifier, like wave or whatever) that changes the curve.\n - BezierCurve: (for visibility) add geometry.\n - Add Cube .1m \n - Cube: Add Array modifier and Curve modifier, targeting the BezierCurve\n\n**Expected result**: Mesh follows modified curve.\n**Actual result**: Mesh follows original (unmodified) curve.\n\nThe blender file shows this very easily, the modified curve is round, the mesh is in the \"old location\" that the curve would have without the modifier on the curve.\n\n\nYes, this is a duplicate of: 93702/ - Where apparently there is confusion on what the issue is. I could not find a way to un-archive a ticket.\n\n\n**Areas Affected**\n- Curve modifier\n- Spline IK", "Geometry Nodes modifier input: Show More descriptive names in the dopesheet\nRight now animated geometry nodes modifier properties get an infamous label such as \"Input_2\". It should instead show the name that is shown in the UI, just like the other (non-geometry nodes) modifier properties.\n\n{[F13048799](image.png), size=full}\n\n[modifier.blend](modifier.blend)\n\nA proposed solution by @HooglyBoogly + @JulianEisel is to introduce \"labels\" to the UI data of ID Custom Properties.\n\n*This doesn't touch the Python API.*", "New curves object type\n**Status:** Under development by the geometry nodes team. Accessible though the \"Empty Hair\" primitive. Grooming workflow solid, other areas still WIP\n\n**Overview**\n\n- [ ] New curves object data type\n - [x] Add new datablock and object type\n - [x] Custom data storage, custom data masks\n - [ ] Default curve radius and shaping parameters\n - [x] Solve problem with not enough `FILTER_ID` bits\n- [x] Geometry nodes integration (#95355)\n - [x] Convert existing nodes to new data structure (#95443)\n - [x] New building block nodes\n - [x] Geometry nodes simulation\n - [x] Node group assets for higher level nodes\n- [x] Mesh attachment (to deform curves along with mesh surface) (#95776)\n - [x] Curves datablock has pointer to surface mesh object\n - [x] Add polygon index and UV / barycentric coordinates attributes to indicate where curve is attached\n - [x] Node to deform curves based on surface (#96676)\n - [x] Subdivision surface attachment\n- [ ] Full render engine support for curves data-block (#96455)\n- [ ] Attribute support\n - [x] Generic attributes\n - [ ] Generated texture coordinates\n - [x] Batch cache generation\n- [ ] Python API\n - [x] Positions and radius\n - [x] Attributes\n - [ ] Add/remove curves and points\n- [ ] Viewport drawing and selection\n - [x] Selection engine integration (#95933)\n - [ ] Display options (display random % of curves, ?)\n - [ ] Move \"strand/strip\" display option to curves data-block, rename\n- [x] Initial sculpt mode\n - [x] Brushes (#96259)\n - [x] Sculpting deformed curves (crazyspace)\n- [ ] Edit mode\n - [ ] Node group operators (#101778)\n- [ ] Dependency graph copy-on-write integration\n - [x] Refactor mesh runtime storage to be reusable by other objects types\n - [ ] Automatic instancing for objects without modifiers, like meshes\n - [ ] Copy-on-write for attribute arrays (#95845)\n- [x] Conversion of old particle curves to new curves (#96675)\n- [ ] I/O\n - [ ] Alembic import ([D11592](D11592))\n - [ ] Alembic export\n - [ ] USD import ([D11592](D11592))\n - [x] USD export (#102376)\n\n---\n\n**Relevant links:**\n* [Nodes Object Types ](Object_Types)\n* #78515 (Hair object - Node types design)\n* #78606 (Hair object - design proposal)\n\n---\n\n### Links\n\n* Unreal's [Alembic groom specification](index.html).\n* Pixars [PxHair schema ](Siggraph2019_Pipeline%20Case%20Studies.pdf) for storing rest pose, guides and scalp", "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", "Design discussion: Add object instancing to support transforming linked objects?\nThis is an initial task to start discussion on this topic. More details would have to be looked into for an actual design.\n\n### Motivation\n\nLinking objects in Blender has the inherent design limitation that it also links the object's transform, which means you can't transform an object that was linked. This is a very basic and important operation. With library overrides, that issue is mitigated; however IMO we should look at this as a feature for production use-cases, not as something for more informal, low-overhead usages. This would be a complex solution for the user to manage for a simple problem. They need rather deep understanding of how Blender data-management works to manage library overrides.\n\nEspecially for the Asset Browser, it would be good to have a simple solution that behaves as users expect. Apparently what they do expect is that they can simply link objects, while being able to transform them still. Not being able to edit other object properties seems fine.\n\n### Possible Solutions\n\nFor collections we have actually addressed this issue by supporting linked collection instances. That means, while the collection and its contents are linked, the collection is placed relative to an emtpy that is local to this file. So by transforming the empty the entire collection is transformed. The idea of instancing can be brought to objects so transforming linked objects becomes possible in effect.\n\nSome ideas on how object instancing could be supported on linking:\n* **Object is made local, the mesh, materials, etc stay linked** Simple to implement - downside is that object properties, modifiers, constraints, physics and the like would not be linked anymore.\n* **Instancing via empty.** This would be very similar to collections. An empty can instance an object which means it acts as a parent of the object.\n* **Wrap into collection instance.** Effectively the same as instancing via an empty, but the user would see an intermediate collection. It's simple to add this, but kind of forces an implementation detail onto users.\n\n### Other Approaches\n\nInstead of trying to support object instancing, other things could be done on linking:\n* **Automatically create library overrides for transforms**. Another simple solution technically and at least saves the user from having to know about or setup the library overrides when linking. But obviously pushes users towards using library overrides, which they sooner or later will still have to deal with.", "Geometry Node: New Sample Curve\nAdding support for a random attribute to the sampling node exposed the problem of attribute evaluation ignoring the calculated curve. This design variant is intended to treat the sampling of values from calculated curves as a new attribute-based сontext.\n| [2022-08-01 14-00-56 (video-converter.com).mp4](2022-08-01_14-00-56__video-converter.com_.mp4) | ![image.png](image.png) ![image.png](image.png) ![image.png](image.png) |\n| -- | -- |\nThe crux of the problem is that a random attribute, when sampled, must be able to have a position behavior. Other behaviors are not covered yet, but may be added later.\nSampling attributes do not belong to the curve and have their own size. Their interpolation may not be linear, but based on the type of curve, which increases the speed for large objects.\n\nExample: sampling a random vector from curve points. You want the vector to keep its length. But even the original implementation of normals kept the length just because of the normalization. Nonlinear interpolation in spline space for a vector has the ability to rotate it without loss of length and incorrect deformations.\n\nOr you want to sample a color. You can set the color for the breakpoints and... Whoa, those are just linear transitions! Handles cannot be used. They are not a domain and this design does not violate that. Simply by sampling an attribute, you can sample it not only from breakpoints, but from handles!\n\nAlso, in addition to entering an attribute as the domain of the sampled curve, a segment data node is offered. This low-level node is for primary access to cache data. The sampled attribute input node uses this as its signature. But it can also be useful for the user to be able to use this data, for example, to visualize the operation of a bezier curve.\n\nWhen sampling, 3 types of values must be present in the scope of the context:\n - Curve data obtained from the visible version of the curve\n - Curve data sampled from its points and handles\n - Sampling destination data. To keep things simple, if multiple post-sampling values are going to be used with geometry definitions, it's best to do this before the sampling node to keep the output of the node to a minimum.\n\nAlso sampling features:\n1. The option of sampling a vector in normal/target space + sample position can be used as a variant of the curve mesh deformation\n2. Sampling at an arbitrary point creates freedom to obtain information about the curvature of the surface.\n\n---\nCurve Input:\n - Spline type (Select current type curves / index of type)\n - Select Spline By Type (By type index)\n\n---\nChanged Nodes:\n - Sample Curve\n - Input:\n - Curve\n - Factor / Length\n - Curve (Index)\n - Attribute (Random type) (use SampleCurveContext)\n - Output:\n - Value (Random type)\n```\n\n```\n - Position:\n - In SampleCurveContext return evaluated_positions\n - Normal:\n - Same Position\n - Curve Tangent:\n - Move TangentFieldInput to Fields Input and add it in SampleCurveContext same position\n - Index:\n - Same position. Index in sampling input index of current curve\n - ID:\n - Same Index. ID is index of current sample. Sampling no has order ad id make sence only for random and same things\n - Spline Length, Parameter, Resolution, Cyclic:\n - Data of spline same changed. Data of point internolated by sampling\n\n- Context Add:\n - Sample Signature Input:\n - Curve Index\n - Curve Type\n - First Point\n - First Factor\n\n---\nAdd Nodes (Valid only in SampleCurveContext):\n - Sample Attribute on Curve:\n - Input:\n - Attribute (Random type)\n - Hadles type ? left/right position : Weight\n - Output:\n - Value (Random type)\n - Sampling Attribute:'\n - Input:\n - Attribute (Random type)\n - Output:\n - Value (Random type)\n - Sample Segment:\n - Output:\n - Previous Point of original curve\n - Factor for interpolatin in current segment\n\nFirst test version: P3114", "Unified object and geometry I/O handling\n## Motivation\n\nCurrently I/O for objects and geometry is primarily handled through import and exporter operators. But there are plans to extend this to:\n* Drag & drop\n* #68933 (Collections for Import/Export)\n* Geometry nodes\n* Asset system\n\nFor this we need a unified system to handle I/O for various file formats, to provide consistent functionality across these areas and avoid code duplication.\n\nIt will also make a better user interface for the import operator possible, with a single `File > Import` menu entry where you can then pick a file and see the appropriate options, without having to determine the file format first. Drag & drop similarly should be able to recognize the file type automatically.\n\n## Design Proposal\n\nAdd new `IOHandler` type that can be subclassed, similar to operators or render engines (maybe a better name can be found).\n\nIt would include:\n* List of file extensions (or method to determine if a filepath matches)\n* Method to create import / export settings\n* Method to make UI layout of import / export settings\n* Method to import a file\n* Method to export to a file\n* Method to provide metadata about file\n\nThe precise functionality needs to be determined by looking at the various use cases. But a few general points:\n* Settings:\n**Can be stored as ID properties.** Potentially the defined properties may depend on the use case, for example an import operator may have additional properties relating to how it affects the scene, compared to collection I/O which may be more local.\n* Import:\n** This could work similar to library linking .blend files. That is, importing would populate its own main database with datablocks. The operator, geometry node, assets system would then receive this main database and use, copy or link the datablocks as appropriate for each. This gives each use case more control over the ownership, and by not affecting the main .blend database there should be no side effects from running the import method.\n* Export:\n**Exporters typically export depsgraph evaluated scene data. They also have options for exporting only selections or the entire scene. There is some potential here for an abstraction that provides the relevant subset of evaluated scene data to the exporter, but the right API for this is not obvious.** On the other hand for syncing with Omniverse or other collaborative tools, the data you import and export needs to match, so then you might be exporting original scene data? This might be something we do for USD only and after the basic I/O handler is in place, it's unclear if this would be part of the same system and how it would fit in.\n* Assets:\n**Currently assets must always be datablocks from .blend files, but ideally any importable file would be indexable by the asset browsers as well. For this it's important to be able to quickly read metadata, maybe read or generate a preview image.** Being able to get the file as a set of datablocks in a database could allow reusing existing code more. Even image files could be read as an image datablock for example. However the asset system might already have plans for its own abstractions here, we need to check how it fits.", "Toggle to Edit Mode call error when the Blender use linked a object data from another file\nOperating system: Linux 5.10.2\nGraphics card: Intel Haswel (4-th Gen ) HD Graphics 4600\n\nBroken: 2.92\n\n\nToggle to Edit Mode call error when the Blender use linked a object data from another file\n\n\n1) Create any object in a scene and save this file \n2) Create a new blend file and link the object from previous saved a file with `File` → `Link..` and then select this object.\n3) Then convert linked object to local object with `Object` → `Relations` → `Make Local...` → `Selected Objects`\n4) Select the object and press Tab that go to Edit Mode. \n5) Error - Unable to execute 'Toggle Editmode', error changing modes\n\nor download both files and then open linked.blend:\n\n[source.blend](source.blend)\n[linked.blend](linked.blend)\n\n![Screenshot_20201224_154148.png](Screenshot_20201224_154148.png)", "Library Overrides: Making an override (for a linked object in the scene collection) creates a duplicate object\nOperating system: Linux-6.1.18-200.fc37.x86_64-x86_64-with-glibc2.36 64 Bits, WAYLAND UI\nGraphics card: AMD Radeon Graphics (renoir, LLVM 15.0.7, DRM 3.49, 6.1.18-200.fc37.x86_64) AMD 4.6 (Core Profile) Mesa 22.3.7\n\nBroken: version: 4.0.0 Alpha\nWorked: --\n\nLibrary Overrides: Making an override (for a linked object in the scene collection) creates a duplicate object\n\n- open `main.blend`\n- (there is a linked object in the scene collection)\n- `Object` > `Library Override` > `Make`\n- A separate (overridden) Cube object is created in the scene collection (along with the linked object still there)\n\nNOTE: doing the same from the Outliner (RMB > `Library Override` > `Make` > `Selected`) seems to work as expected\n\nas a comparison:\n- open `main_with collection.blend`\n- (there is a linked object in a collection [not the scene collection])\n- `Object` > `Library Override` > `Make`\n- The overriden Cube object is just there without the linked object Cube being present\n\n", "ID Deduplication on Append - UX \nThis task is about which behavior should be default when linking/appending IDs, and assets, and how much/how users should be able to customize those behaviors.\n\nNOTE: Currently this is mostly listing topics to be discussed. This is also a first pass, there are likely many more use cases/topics to be discussed.\n\n# Problem\nCurrently, when appending a data-block, Blender appends (i.e. link and make local) the ID and all of its dependencies.\n\nThis means that if a single object in appended ten times, you will get ten copies of the object, but also of its meshes, materials, animations, etc.\n\nThis behavior may be fine in some cases, but not in others.\n\n# Default Behaviors\n## Generic Considerations\nTo avoid having many copies of the same ID, the first appended copy needs to be re-used for the subsequent appends.\n# Do we always re-use that ID, even if it has already been modified by the user locally?\n *Think first appended ID should always be re-used, reliably detecting modified IDs compared to linked one is possible, but tricky and not very efficient (RNA diffing)... There could be a mechanism though to break that reference such that next append creates a new copy of it.* **No diffing.** User has ways to make an existing local ID not re-usable anymore, and to force not re-using an ID when appending again. \n# ~~Could we use the UserPreferences settings for data copying, to decide which ID types we systematically create new copies for, and which ID types we try to re-use previously appended ID?~~\n\n## Specific Cases\nHere is a list of different use cases, possible behaviors being:\n* Link.\n* Append (Link + Make Local, aka new copy).\n* Re-use of previously appended local ID.\n\n### Append Material\n| Data type | DEFAULT | Alternative Behavior 1 |\n| --- | --- | --- |\n| Material itself: | re-use | *duplicate* |\n| Image: | NA | re-use |\n| Node groups: | NA | *duplicate* |\n| Actions: | NA | *duplicate* |\n\n### Append Object\n| Data type | DEFAULT | Alternative Behavior 1 |\n| --- | --- | --- |\n| Object itself: | *duplicate* | *duplicate* |\n| Obdata: | re-use | *duplicate* |\n| Actions: | re-use | *duplicate* |\n| Materials: | re-use | Apply Materials Rules ? |\n\n### Append Collection\n**Collection itself:*** In case of Empty-based instantiation:\n***In case of ViewLayer-based instantiation:** Object: *same as above for Object case?*\n\n# User Customization\n## Change behavior in UserSettings\nShould user be able to change default behavior in user settings, or only on a case-by-case basis when actually linking/appending IDs or assets?\n\n## Change Behavior in Asset/File browsers\nShould user be able to toggle options like \"Link everything\", or \"Never deduplicate\" ? etc.\n", "Keymap: use number keys for mode switching (2nd Iteration)\n## Motivation\n\n* Improve ease of mode switching with direct shortcuts (`Tab` and `Ctrl+Tab` functionality remains the same)\n* Consistent accross all object types.\n* Allows the use of pie menus for quickly going into sub-modes (and later adding more options like Island Select mode for meshes)\n* Having the `~` key (or equivalent left to 1) be the Switch Object (`Transfer Mode`) fits better with mode switching than D.\n* The current functionality of toggling Collections visibility often leads to confusion for new users:\n * Objects seemingly disappear\n * Risk of losing visibility settings or undo steps.\n\n## Proposed Solution\nThis task is to evaluate the possibility of using number keys for mode switching, in addition to the already existing `Tab` and `Ctrl+Tab` shortcuts to toggle Edit, Pose, and modes pie menu.\n\nThe current proposal:\n{[F10130043](image.png), size=full}\n\n\n* The numbers row will get a dedicated option in the Keymap Preferences:\n * Collection Visibility (default at least during the trial phase)\n * Mode Switching\n * Potentially `Emulate Numpad` could be part of this option as well.\n\n* Behavior for **Tab** and **Ctrl-Tab** for mode edit-mode switching will be kept as this is convenient and used in many other areas where numbers make less sense (graph-editor, NLA, sequencer... etc, where using numbers doesn't make so much sense).\n\n## Details\n\n- Modes would be mapped to a key consistently between object types, so the pose-mode number-key would do nothing for a curve (for example).\n- Equivalent modes would share a key between object types (grease-pencil Draw to use the same key as mesh Texture Paint, the same goes for Grease Pencil Sculpt, Vertex Paint... etc).\n- Modes to switch include (8): `OBJECT` `EDIT`, `SCULPT`, `TEXTURE_PAINT`, `VERTEX_PAINT`, `WEIGHT_PAINT`, `PARTICLE_EDIT`, `POSE`.\n\n\n## Open Topics\n\n**Should sub-modes have direct access?**\nWith the introduction of pie menus by default in 2.80, users are now used to these and pie menus could be used to access sub-modes. \n\nIt has been proposed in #84380 that vertex/edge/face be expanded into the number buttons too. This only works well for mesh and grease pencil edit-mode, however it has some down-sides.\n\n- We would be using all number keys by default, any additional modes or sub-modes wont fit.\n- Some sub-modes wont fit:\n - Particle edit (currently uses keys 1-3 to switch sub-modes).\n - Weight paint.\n - Texture/Vertex paint.\n\nThe ideal solution in this case isn't clear, either we accept loosing shortcuts for switching sub-modes or accept some inconsistency (having to add a different shortcut for sub-mode switching for modes besides edit-mode).\n\nThere are plans to merge painting modes into a single attribute painting mode, even if this is done, it might make sense to expose weight/texture/sculpt as sub-modes... either way, I don't think we should rely on this change unless it's committed to master before the keymap changes. The same applies to the future of Particle Edit once the new Hair object type is implemented.\n\n**What to do when pressing a modes key a second time?**\n\nCurrently nothing is planned. Options are to toggle the mode or cycle through sub-modes. Both have their pro's and con's so there are no plans to use second-time presses.\n\n**Is overwriting edit-mesh modes acceptable?**\n\nBy switching directly into vert/face/edge modes, this will overwrite the mixed modes which the user will need to manually set every time they enter edit-mode. Holding Shift while changing selection modes will extend the selection as it does currently.\nEven though this isn't such a common functionality, it would be good to avoid breaking peoples workflows.\n\n----\n\n*Updated by @pablovazquez based on notes from the UI meeting on 20 May.*", "Geometry Nodes Baking\nAs mentioned on the [blog]() the goal is to support the following features:\n* Editing procedurally generated geometry destructively in the viewport.\n* Prepare and manage simulations for the render farm which shouldn't need to run the simulation itself.\n* Explicitly cache parts of the node tree to avoid recomputing them after every change.\n* Re-time animated geometries, i.e. access geometry generated on one frame in another frame.\n\nAt a high level these goals are achieved by allowing the user to bake still or animated geometry at arbitrary positions in a geometry nodes tree using a new Bake node. The baked data can then be used without having to recompute the inputs of the Bake node. It can be edited destructively using Blender's existing edit modes. Furthermore, the baked data can be imported at specific frames.\n\nImplementing all of these features in one go would be too big of an undertaking, so below are smaller releasable milestones that can be worked on one after another.\n\n## Milestone 1: Bake Node\n\nAfter this milestone users will be able to bake still or animated geometries at arbitrary positions in the node tree. The main use cases are:\n* Prepare simulations (with optional post-processing) for a renderfarm.\n* Speedup working with very heavy node trees (e.g. static landscape generation) by explicitly caching the generated data.\n\nThere are a few requirements for this milestone:\n* New Bake node with a dynamic number of sockets for geometries and their attributes.\n* Baking works by pressing on a bake button in the node itself.\n * For baking the user has to choose between still or animated geometry and optionally a frame range.\n * A bake directory on disk has to be choosen.\n* Deleting the baked data should be possible from the node as well.\n* Potential settings and the baked data are stored per Bake node instance. A Bake node that is in a reused node group is counted as multiple Bake node instances. The actual data per Bake is stored in the geometry nodes modifier on the object.\n\nIt may be enough to keep UI changes local to the new Bake node.\n\n## Milestone 2: Manage Bakes\n\nIn production files, there are typically many simulations and other heavy effects that require baking. The goal of this milestone is to give the user tools to manage many bakes.\n\nThere are multiple parts to this which could potentially be split up into somewhat independent tasks, but I keep them together until further discussion happened:\n* Support naming Bake node instances.\n * While working with just Bake nodes in the node tree, this is less important, because the location of the Bake node in the tree \"identifies\" it to the use. When dealing with many Bake node instances at once, one can't rely on their location but needs to use names.\n * Just using node names does not work well for this, because a node only has one name but might be reused many times.\n* Support tagging Bake node instances.\n * As we've seen in the intro, not all baking happens for the same reasons. Therefore it is important that tools that work with multiple bakes can filter what bakes to work on.\n * Supporting custom tags can help the user organize baked data.\n* UI for dealing with all bakes in a scene or file.\n * There should be some kind of UI list that shows all the Bake node instances.\n * It should show which data is currently baked and which not.\n * Filtering can happen using tags and object selection.\n * Various new operators can work on multiple bakes at the same time: bake, delete bake, set bake directory.\n* Python API for dealing with baked data.\n * While the UI we provide for managing baked data should be good enough for most use cases, it seems unrealistic that we can provide all the tools that a larger production needs out of the box. Therefore, it is necessary to make it easy to manage bakes from addons as well.\n\n## Milestone 3: Import Bake\n\nThe Bake node does two things implicitly, it indicates where in the node group the baking happens and it also imports the baked data. Having both of these in the same node is desirable for most use cases, but sometimes it's benefitial to split both tasks. For example:\n* Baking an animated geometry and the loading it at different frames for re-timing.\n* Load multiple baked frames of the same Bake within the same frame.\n* Baking a geometry in one .blend file and then loading it as a cache in another.\n\nAll of these use-cases turn our baking format into a more general purpose interchange format like Alembic that is Blender specific. Baking into other formats will be possible eventually as well, but it not part of this project. Using a custom format allows us to optimize it for our needs and avoids the problem that Blenders data does not always map 1 to 1 to how data is stored in common formats. Also see [this](105251) task.\n\nThe import can be done with a new Import Bake node which takes a (file) path and a frame as input and outputs the geometry. There are some problems that need to be overcome:\n* The Import Bake node ideally has the same sockets as the corresponding Bake node, but this can't be guaranteed when they are in separate .blend files.\n* While not supported yet, it will be possible to pack baked data into the .blend file. Therefore, the path input is sometimes a path on disk and sometimes some internal identifier.\n* It should be possible to use the combination of a Bake node with one or more Import Bake nodes within a node group without having to hard code the file path for all of these nodes. Therefore, it seems reasonable that the Bake node also outputs where the baked data is stored. Also see [this](29266) older proposal.\n\n## Milestone 4: Editing Baked Data\n\nThe idea is that the user can just go into edit, sculpt or other modes on the baked data and edit it in place. For animated geometries, every frame can be destructively edited separately. The goal here is not to record all manual edits the user did. After baking again, the edits will generally be gone.\n\nWhile this might seem like a small feature, if done right, it can have huge impacts on the way people work with geometry in Blender in the long-term. That is because it could theoretically allow us to get rid of the idea of \"original geometry\" in Blender (e.g. the mesh referenced by `object->data`). To give a glimpse into what could become possible: Adding a cube object could just add an \"empty\" object with Cube node in geometry nodes. This allows the primitive mesh to remain procedural. Going into edit mode could implicitly (or explicitly) add a Bake node and bake the cube so that it can be edited destructively.\n\nAs for this milestone, the target use cases are more minor and mostly revolve around fixing up \"bad\" data in animated geometry. For example, in a particle simulation, a single particle got too close to the camera and blocks the entire view. It should be possible to just delete it manually. \n\n## Parallel Track 1: UI for Unused Nodes\n\nThere are various situations in which nodes in a node group are unused:\n* Nodes not connected to the output.\n* Nodes that would compute the unused input of a Switch node.\n* Nodes that were used to compute a simulation that is now cached.\n* Nodes that compute the inputs to the Bake node which is now baked.\n\nCurrently, there is no obvious way for the user to determine which nodes have been evaluated by the last evaluation. However, this information would be very useful because it allows seeing at a glance when data is cached/baked.\n\nLogging the set of nodes that has been evaluated is relatively [straight forward](107780). However, we still need the a good UI for these nodes. The obvious solution is to just gray out these nodes. While that can work, it's not ideal because the nodes can and should still be editable and graying out usually indicates that the user is not expected to edit them.\n\n## Parallel Track 2: Store Baked Data in .blend File\n\nWe already support packing external files into .blend files. That system just needs to be enhanced to also support baking entire folders full with baked data. Ideally, it is possible to load the baked data lazily when loading a .blend file, but that's probably quite a bit more challenging. It remains to be seen how much of a performance hit loading all frames at once has.\n\n", "Search of nodes from multiple strings\nFor the math nodes it would be good to have a way to search \"dot\" and add the attribute vector math in the \"dot\" mode.", "Mitigate the risk of wrong shape key selection in sculpt and edit mode.\n# The Issue\n\nA major weakness of any layered editing system is that it matters which layer is selected for editing operations, but this selection is not apparent in the actual editing space, because layer effects are by definition combined into a single result for display.\n\nFor instance, unless the single key mode is turned on, the effects of all relative shape keys are summed up into a final shape, which doesn't change no matter which one is selected.\n\nThis means that it is easy to apply editing operations to the wrong selected layer, including a possibility that the undo stack will be exhausted before the mistake is noticed.\n\nAn additional risk factor is that shape influence sliders are located in the same list, and a hurried misclick on a slider can change selection.\n\n# Proposed Solution\n\nThe industry standard way to mitigate this risk is layer locking: layers that are not currently being worked on can be locked by the user, in which case all editing operations that would affect that layer will instead abort with an error.\n\nBlender already supports this with Vertex Groups and weight painting - even though with groups it is more obvious which one is selected, and locking has additional effects related to normalization.\n\nI propose adding this feature for shape keys (implemented in #104463):\n\n![screenshot-shapekey-locks.png](attachment)\n\nSince it is a standard approach that is used by any advanced image editor, most users would likely be already familiar with the concept. However there are some details in its application that need discussing.\n\n## Scope Issue\n\nThe primary design question is which operations should react to layers being locked, balancing mainly implementation complexity and the effectiveness and convenience of the feature.\n\nIn implementing the prototype I decided that the main criteria should be:\n\n* Operations that affect vertex positions, and thus shape keys.\n\n* Operations where the shape key selection matters:\n\n For example, applying object mode transformation updates all shape keys. Thus the selection doesn't really matter, and respecting locks would inconvenience the user that is working on the scene layout, rather than individual object details.\n\n* Deform-only operations:\n\n Even though selection may affect the final vertex positions, operations that change topology necessarily change all shape keys. For that reason, topology manipulation also belongs in an earlier stage of the design pipeline than shape key creation, even though it may be necessary to do it later sometimes for various reasons. Finally, topology change is seldom not accompanied by using transformation operators that respect the locks.\n\n### Current Scope\n\nThis is the current scope of the checks in the prototype:\n\n* All Edit Mode <u>transformation</u> operations.\n\n Specifically, everything invoking the generic transform system initialization code.\n\n* All <u>Sculpt brushes</u> that affect vertices, and not colors or masks.\n\n Specifically, everything invoking the generic brush stroke initialization code.\n\n* <u>Smooth</u> and <u>Laplacian Smooth</u> operators in Edit Mode.\n* <u>Blend From Shape</u> operator in Edit Mode.\n* <u>Propagate To All Shapes</u> operator in Edit Mode.\n\n This one is a bit of a problem, because technically shape selection doesn't matter here: it snaps all shape keys to the current position. However currently I implemented a check to abort if any shape key is locked on the principle that it is a shape key operation. Maybe it should only check the main Basis, or work in some other way.\n\n* <u>Mirror Shape</u> and deleting shape keys.\n\n* A few other operators...\n\nThis [spreadsheet](edit?usp=sharing) containts an exact listing of which operators should and actually do check for locks.\n\n# Discussion\n\nIt is necessary to discuss whether the main criteria, or this specific list needs changing. For instance, I'm not confident that I remembered all operations that match the criteria for the checks.\n\nAnother minor design point is whether attempting to edit a locked layer should be an error (shows a message under the cursor) or a warning (appears in the status line).\n\nSince the checks are done by operators rather than low-level code, add-ons would have to implement them too where relevant. I wonder how many would be affected, and whether some API additions to help them do that easily would be necessary.\n\nThere have also been some questions raised in #104463, like:\n\n> - Are shape keys a special case? (is there other data we might want to lock).\n> - Is the current implementation disallowing editing in all anticipated situations? There seems to be quite a few ways to transform vertices that aren't included here, applying transform, moving object origins, ... to name a couple, probably other mesh tools too. It may feel like an incomplete feature if these are left out, yet, this means we need to add check in many more places.\n> - Are there ways this can be implemented in a way that doesn't frustrate users. For example, you load someone elses file, select objects and want to apply transform. If they have locked a shepe-key it could mean having to manually select and disable the the locks. Users may request a ways to disable locks on all selected objects, maybe going along in this direction is fine, but we can anticipate some of these issues and consider functionality that doesn't add unnecessary overhead. \n", "Delete geometry node performance regression writing to multiple vertex groups in 3.1\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.84\n\nBroken: version: 3.1.0\nWorked: 3.0.1 and older\n\nCaused by f5e5a0987a\n\nUsing a combination of Delete Geometry node along side the Armature modifier makes the node run slower and slower the more vertex groups armature is using. The difference is an immense drop from 144fps back to 8fps using the same .blend file in 3.0.1 and 3.1\n\n[Delete Geometry + Armature 3.0.1.blend](Delete_Geometry___Armature_3.0.1.blend)\n![2022-03-10 01_42_58-Window.png](2022-03-10_01_42_58-Window.png)\n[Delete Geometry + Armature 3.1.blend](Delete_Geometry___Armature_3.1.blend)\n![2022-03-10 01_42_26-Window.png](2022-03-10_01_42_26-Window.png)\n**.blend file overview**\n![2022-03-10 02_06_30-Window.png](2022-03-10_02_06_30-Window.png)\n\nI would argue that this bug is a high priority issue and makes a lot of the character animation workflows impossible to use in 3.1 .\nDelete Geometry Node has been a replacement for the Mask Modifier ever since Geometry Nodes was introduced, it is a crucial part of a lot workflows. \n\n\n\n**More information if needed :**\n\n- Order of the modifiers does not matter\n- Vertex groups on the mesh have to be used by the armature for it to take an affect, however the vertex group used to delete the geometry is not being used by the Armature\n- The issue seems to be that the Node is now checking every single vertex group instead of the single attribute given to it\n- The more vertex groups used by the armature the worse the performance\n\n\n\n" ]
[ "Splitting the \"Object Info\" node, access to object original geometry\nFor various use cases (like implementing the \"Deform Curves on Surface\" node as a group),\nwe need access to the original geometry of an object. One proposal was to break apart the\n\"Object Info\" node into separate nodes with more clear purposes:\n\n{[F13561065](image.png) size=full}\n\n{[F13561067](image.png) size=full}\n\nThe general \"Info\" nodes are generally not scalable, and their purpose is vague\nenough that they aren't as intuitive to use. This design means there are separate\nnodes for different use cases. \n\nThe \"Object Transform\" node could have a matrix output in the future." ]
Geometry Nodes don`t updated, if changes maked in scupt mode Operating system: Ubuntu 20.04 Graphics card: Geforce MX230 Broken: 3.6 beta AkMvqh00xXQ 1. Open file 2. Manipulating with Sphere.001 in sculpt mode
[ "(Shrinkwrap) Modifiers and constraints targeting a mesh wont update during that meshes sculpting session (unless an additional mirror modifier is in play)\n2.8x - 3.0 (may exist in older versions)\n\nAppearently I cannot modify the shape of the target mesh in sculpt mode since the shrinkwrap on the main mesh does not update unless I click somewhere else and not use the sculpt tools. It does update in edit mode tho.\nI remember someone saying its supposed to happen in order to keep performance running smooth or something like that, but I hardly believe it.\n\nThe only way to be able to update shrinkwrap is to add a mirror modifier to the target mesh and then you can now use sculpt mode with no issues. I've done this a few times now and I barely noticed any performance impact.\n\n1) Add a mesh, any mesh\n2) Give it a shrinkwrap modifier\n3) Add another mesh that will be used as the target\n4) Go to sculpt mode and shape up the target mesh\n\nNo update on shrinkwrap unless I click something else around the UI\n\nTo fix this:\nif the model has one mesh and I wanna edit it symmetrically, I cut it in half and add a mirror modifier to it\nShrinkwrap now updates all the time when I sculpt the target mesh without needing to click somewhere\n\nFrom there on I can do whatever I want with the target mesh in sculpt mode", "Geometry Nodes: Rendered glitch with Image Texture and Scene Time\nOperating system: Linux-5.15.0-76-generic-x86_64-with-glibc2.35 64 Bits, X11 UI\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.54.03\n\nBroken: version: 3.6.0\nWorked: Never\n\n**Short description**\nGeometry nodes that use single images or image sequences are rendered inconsistently but usually look normal in the viewport.\nHigh-res images seem to be more unstable.\nHaving a connected/unconnected scene time node in the geo node group while using an image sequence with any number of frames also makes the rendered image/animation more unstable.\n\n|Expected render|Occasional render glitch|\n|--------------------------|--------------------------------------|\n|![0002.png](attachment)| ![0015.png](attachment)|\n\n\n**Reproduction steps**\nThis is the most unstable setup:\n\n1. Create new project\n2. in the image editor window add a new image with resolution of around 1080x1080 pixels and set the source an image sequence ![setup image sequence.png](attachment)\n3. add geometry nodes modifier to the default cube\n4. follow this node setup; in the image texture node use the created image sequence ![node setup.png](attachment)\n5. Render animation\n6. some of the rendered images will be glitched\n\nI've also tested this approach with face extrusion or instance selection instead of deleting faces. The resulting renders were also glitched. \n\nInside of this zip file is a blender project with a similar setup along with some sample images:\n[geo node groups that use images are rendered inconsistently.zip](attachment)\n\nThis reddit post seems to be describing a similar issue:\ngeometry_nodes_rendering_glitch_info_in_comments/\n\nThe workaround with disabling geo nodes modifier in the viewport mentioned there seems to be working in a simple setup. In the above project from the .zip file it is less effective.\n\n", "Geometry Node: Viewer output for instance domain ignore if value nearest to 0.01\nOperating system: win 10\nGraphics card: 1050ti\n\nBroken: 3.4, 3.5\n\nGeometry Node: Viewer output for instance domain ignore if value nearest to 0.01\n\nIf you explicitly specify the instance domain, then with a value nearest to 0.01, the viewer will ignore the value input\n\n[2022-11-11 23-41-29.mp4](2022-11-11_23-41-29.mp4)\n\n\n- Put some intance to Viewer\n- Connect Float Value to Viewer set to instance domain\n- Test various floats (0.01 and 0.3)\n\nOr in attached file switch between couple of Viewer nodes\n[gn_viewer_value.blend](gn_viewer_value.blend)", "Geometry Nodes: Support materials in simulation state.\nCurrently, the simulation state in geometry nodes cannot contain materials. The main reason is that those separate IDs which are not serialized as part of simulation baking. Ideally, baking materials would just work, at least in the most common circumstances.\n\nWhile this task is about materials, the same thoughts also apply to other referenced IDs like object/collection instances.\n\nThere are two main possible solutions:\n1. Serialize materials as part of the simulation state.\n2. Only store a reference to the material in the simulation state.\n\n### 1. Serializing Materials\n\nSerializing materials has the benefit that it could just work. We'd have to store all the materials for every geometry in the simulation state in cached frame. Though, it's possible to deduplicate this to some degree of course. Serializing materials would also involve serializing the node graph and potentially even more referenced data like images. At some point we most likely want things to stay referenced, so the problem is just moved to a different place. Another problem is that the materials are essentially recreated on every frame. Blender does not really have the ability to work with materials that are not in `Main` currently.\n\n### 2. Storing References\n\nStoring a reference to the material mainly means storing a material name and an optional library name in the simulation state. Then, when loading the simulation state, the materials available in the .blend file are mapped to the loaded geometry. Conceptually, this is also very straight forward. Materials can still be edited like they always have been. A potential problem is that if materials are renamed or removed, they can not be linked correctly anymore. However, that is somewhat expected with linking already. While this approach is easy design wise, there are some technical difficulties: The main problem is that we only know which materials are used by the baked data, once the data is loaded. And, to make matters more difficult, we might only know which baked data to load once depsgraph evaluation has started. That can happen when e.g. the file path to the data on disk is dynamically build/choosen during evaluation (this is not supported right now, but likely will be at some point).\n\nThe problem with knowing which materials will be used by the geometry is that materials are part of the dependency graph. As such, all materials we wish to use for rendering have to be added to the dependency graph *before* evaluation starts. As of right now, it's not possible to lazily add materials to the depsgraph once it becomes known that it is required.\n\nThere are a couple different possible solutions with different trade-offs:\n* A. Always add all materials to the depsgraph. This would be a simple solution, but it's obviously not scalable. Even less so if we wish to use the same solution for other kinds of referenced data like objects.\n* B. Only support linking baked data with materials that are referenced by material slots on the object or original geometry. This means that if the simulation state happens to contain materials used by e.g. other imported objects, those will not be linked correctly.\n* C. Detect all materials \"reachable\" from an object and always add those to the depsgraph. This might have noticeable overhead when potentially large parts of `Main` have to by scanned by many objects. It also wouldn't work in all cases. For example, if the simulation has been baked, and then the .blend file changes in ways that the material is not reachable from the object anymore. Then the material would not be linked correctly.\n* D. Store a name-to-material mapping on the modifier. This mapping could be created/updated automatically when baking or at other points in time. Only materials in this mapping can be linked when loading simulation state. If the simulation state contains a material name that is not in the list, we could show a warning and automatically add it to the list with the press of a button in many cases. With this approach, the user also has the ability to replace a material after baking easily. The mapping could also have per simulation zone overrides for more control.\n\n-----\n\nCurrently, my preferred solution is referencing the materials by name in the simulation state and use option D to do the linking at evaluation time.\n\n", "Geometry Nodes: Going back to frame before simulation cache returns no geometry if frame is out of scene frame range\nOperating system: Linux-5.17.15-76051715-generic-x86_64-with-glibc2.35 64 Bits, X11 UI\nGraphics card: Quadro RTX 6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.48.07\n\nBroken: version: 4.0.0 Alpha\n\nOut of scene frame range:\n![Screenshot from 2023-05-23 16-08-49.png](attachment)\n\nInside scene frame range:\n![Screenshot from 2023-05-23 16-19-44.png](attachment)\n\n- Add geonodes modifier\n- add simulation zone\n- run simulation to build up the cache\n- Go to frame 0\n\n", "Geometry nodes material index attribute not working correctly on generated/instanced geometry\nOperating system: Linux-5.8.0-7630-generic-x86_64-with-glibc2.32 64 Bits\nGraphics card: Quadro RTX 6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.32.03\n\nBroken: version: 2.93.0 Alpha\nFYI, the history on this:\nprior to 1a81d268a1 this was working in editmode (but not objectmode)\nafter 1a81d268a1 no material was shown in the viewport at all\nthen with 6583fb67c6 we had first material showing again, but setting index was not working in either objectmode nor editmode\n\nchanging the material_index attribute does not seem to have an effect on created/instanced data, even though the material index seems to change accurately in the spreadsheet and the material slots are set to `Object` type. What is especially strange about this is that the issue does not persist for cycles rendering.\n[geo-nodes_material_index_bug-2021-04-09_12.25.49.mp4](geo-nodes_material_index_bug-2021-04-09_12.25.49.mp4)\n(same for geometry generated with a primitive node)\n\nOriginal file:\n[geo-nodes_material_index_viewport.blend](geo-nodes_material_index_viewport.blend)\n\nUpdated to fields:\n[geo-nodes_material_index_viewport.blend](geo-nodes_material_index_viewport.blend)\n\n", "Geometry nodes. Viewer node data late update (delete node and undo)\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.41\n\nBroken: version: 3.1.0 Alpha\n\n**Short Description**\nSpread Sheet editor is not updating when I undo the action of viewer node deletion\n\n**Steps to Reproduce**\n- Open .blend file\n- Delete viewer node\n- undo (You will not see any data in the spreadsheet until click on the viewer node or hovering mouse over spreadsheet)\n\n[#94641.blend](T94641.blend)\n[2022-01-04_20-09-05.mp4](2022-01-04_20-09-05.mp4)\n", "\"Ctrl+Scroll\" to pan horizontally cause issue inside geometry node editor \nOperating system: Windows-10-10.0.16299-SP0 64 Bits\nGraphics card: GeForce MX150/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.87\n\nBroken: version: 2.93.0\n\n[ The two actions (Pan horizontally & change any float value of the parameters) are linked to same key combo (Ctrl+Scroll) inside geometry node editor which conflicts,]\n\n[1. Add cube and goto Geometry node editor\n2. add Transform or any node inside geometry node editor.\n3. Try to pan horizontally with Ctrl+scroll. As soon the node hit your mouse pointer while panning, the panning action will stop and it will change the slider value where the node hit the mouse pointer, this cause accidental change in value and other issue. either use Alt+scroll to pan. this same thing should be fundamental everywhere that Alt+scroll to change different tabs and Ctrl+scroll to change values, if possible.{[F10173799](Untitled.png)}]\n\n", "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", "Contents of \"Viewer Node\" image block do not get updated \nThis might not necessarily be a bug, but may be a feature request. I apologize in advance for being very unprofessional here. I don't think my problem is necessarily relevant to the way I build Blender of the system hardware I use. I've seen the same problem over and over on different systems. Anyways, I compile Blender from source as follow on a freshly-installed Ubuntu:\n\nHere's how I set up Ubuntu after installing it:\n\n```\napt-get -y update && apt-get -y install locales \\\n make \\\n\t\t\t\t\t dpkg \\\n wget \\\n bzip2 \\\n libglib2.0-0 \\\n libxext6 \\\n libsm6 \\\n libxrender1 \\\n g++ \\\n gcc \\\n xvfb \\\n libyaml-cpp-dev \\\n\t\t\t\t\t git \\\n cmake \\\n\t\t\t\t\t vim \\\n\t\t\t\t\t curl \\\n\t\t\t\t\t ca-certificates \\\n software-properties-common \\\n\t\t\t\t\t python3 \\\n python3-pip\n```\n\n\n```\ngit clone blender.git\ncd blender\ngit checkout 8ef39d5c882896bd75e0d4d17fb3e3d4710fc768 # Blender 2.79\ngit submodule update --init --recursive\ngit submodule foreach git checkout master\ngit submodule foreach git pull --rebase origin master\n\nblender/build_files/build_environment/install_deps.sh --source=/blender-git/\n\nPPATH=\"$(which python3)\"\ncmake blender \\\n -DCMAKE_INSTALL_PREFIX=/usr/lib/python3/dist-packages \\\n -DWITH_INSTALL_PORTABLE=OFF \\\n -DWITH_PYTHON_INSTALL=OFF \\\n -DWITH_PYTHON_MODULE=ON \\\n -DPYTHON_SITE_PACKAGES=/usr/lib/python3/dist-packages \\\n -DPYTHON_VERSION=3.5 \\\n -DWITH_OPENAL=ON \\\n -DWITH_CODEC_AVI=ON \\\n -DWITH_MOD_OCEANSIM=ON \\\n -DWITH_CODEC_FFMPEG=ON \\\n -DWITH_SYSTEM_GLEW=ON \\\n -DWITH_FFTW3=ON \\\n -DWITH_OPENCOLORIO=ON \\\n -DWITH_GAMEENGINE=OFF \\\n -DWITH_PLAYER=OFF\nmake -j 7\nmake install\n```\n\nI want to do a very simple thing but it seems that it's becoming very complicated to do it. I have described what my problem is [here ]]. I do not necessarily want to simulate clicking but it turns out that I cannot update the contents of 'Viewer Node' image block. Finally, I thought the best way would be to automatically have backdrop enabled. So I followed the instructions given [[ https:*blender.stackexchange.com/questions/72742/depth-data-works-but-not-in-background-mode | here ](https:*blender.stackexchange.com/questions/102790/how-to-trigger-lmb-click-events-to-activate-a-specific-view-node-and-update-cont) by *Sebastian Koch* thinking that I should be able to dynamically add/remove view nodes and update the contents of the image block automatically. Although I could access to the pixels, but But this does not happen!\nI wrote the right code to do exactly what I show in [this video ]] but the pixels in \"Viewer Node\" image block do not get updated, as they do in the video. Not only that, I tried activating newly-added Viewer nodes manually (as described [[ https:*blender.stackexchange.com/questions/102790/how-to-trigger-lmb-click-events-to-activate-a-specific-view-node-and-update-cont | here ](https:*youtu.be/YCv5qdKLkZo)) but I am still unsuccessful in updating the pixels in the image block. I also tried removing the image block in Python and then continue adding new Viewer nodes. But from the time I remove the image block its contents will always be zero even if I redo the rendering.\n\nThe only way I could successfully update the contents of the image block was after, first, I followed *Sebastian Koch*'s solution and then wrote some code to remove/add all nodes and their links to get either depth map or surface Normals and did the rendering again. But the whole point of me trying to store pixels into Numpy arrays was to avoid doing re-rendering to get around the IO overhead. I could have instead stored two files (for both depth map and Normal maps) throught two Output nodes with rendering only once.\n\nFirst, if this behavior does not look like a bug, I would appreciate the community provide me an easy solution to do what I want. Second, It would be great if you can improve Blender's Python API and add ways of easily accessing rendering results in memory so that people like me who want to do millions of rendering do not need to deal with the delays cause by IO to transfer rendering results from memory to hard drive and can easily store the results into Numpy arrays and store them on disk in chunks. \n\n", "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.", "Dynamic vertex groups (Dynamic Paint, Weight Proximity modifier, Geometry Nodes, ...) do not update density of particles in viewport display\nOperating system: windows 10\nGraphics card: Quadro M620\n\nBroken: 2.90\nWorked: Never\n\nI want to use my dynamic vertex group to generate particles on a plane.\nIt just works when I change parameters during the playback but it's not realtime when I hit play.\n\n- Open attached file\n- Play animation\n- Change any property of the particle during the playback\n[dynamic_paint_test.blend](dynamic_paint_test.blend)", "Particles on Faces/Volumes with grid does not respect zero gravity\nSystem Information\nOperating system: Windows 10\nGraphics card: Nvidia GeForce GTX 1650\n\nBlender Version\nBroken: 3.0.0 Release candidate, 2.93.4\nWorked: Not sure\n\nParticles on Faces/Volumes with grid does not respect zero gravity\n\n1. Open a default scene and remove the default cube\n2. Add a plane\n3. Add a particle system and change the emission to Faces or Volumes and Distribution to Grid\n4. Change the Gravity to 0 in Field Weights\n\nExpected result: The particles generated needs to move up\nObtained result: The particles generated sticks to the plane\n\n", "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)", "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" ]
[ "Geometry Node: Sculpt mode doesn't cause update due to editing\n## SIMPLE REPORT:\n\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56\n\nBroken: version: 3.5.0 Alpha\nWorked: Never\n\n\nObjects with geometry nodes do not update if dependent on the object that is currently being sculpted.\n\n[2023-01-14 13-13-37.mp4](2023-01-14_13-13-37.mp4)\n\n\n1. Duplicete default cube.\n2. Add Geometry Node tree on copy, add `Object Info`, choose other one cube, connect geometry to group output.\n3. Select other one cube, go to sculpt mode, do anything.\nCube with geometry node does not according to sculpted one\n\n## USER REPORT:\n\nOperating system: Windows 10 Pro\nGraphics card: Geforece RTX 2080\n\nBroken: 3.4.1 Stable\nWorked: not sure\n\n\nGeometry nodes network is not updating when in sculpt mode. It's updating fine when in edit mode.\n\nI have nodes basically adding differences in point positions from one mesh to another -\n![liveconnectionSculpt.gif](liveconnectionSculpt.gif)\n\n![liveconnectionEdit.gif](liveconnectionEdit.gif)\n\n[sculpt_mode_update.blend](sculpt_mode_update.blend)\n\n![Screenshot 2023-01-14 120957.png](Screenshot_2023-01-14_120957.png)\n\n\n\n- Create an object(=A) and add a geometry nodes modifier\n\n- Duplicate the object(=B), and use it's object info in the first objects geometry node\n\n- Connect object B geometry, position and ID into a sample index node, sampling a vector on a point\n\n- Subtract the vector coming from the sample index from object A's position\n\n- Connect the result to the offset\n\n- Try moving verts on object B in edit mode and see object A updating\n\n- Try moving verts on object B in sculpt mode. Object A is only updating when switching from sculpt mode back to object mode.\n\nBased on the default startup or an attached .blend file (as simple as possible)." ]
Crash. Geometry nodes. Object with Uv unwrap node when i try to go edit mode. Operating system: Windows-10-10.0.17763-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.95 Broken: version: 3.3.0 Alpha So as title says. here is the file and demo. Just try to enter edit mode. [uvgn.blend](uvgn.blend) [2022-07-05_05-31-17.mp4](2022-07-05_05-31-17.mp4) [blender_debug_output.txt](blender_debug_output.txt) [blender_system_info.txt](blender_system_info.txt)
[ "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", "MeshDeformModifier Crashing\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.49\n\nBroken: version: 3.6.0 Alpha\nWorked: -\n\nAfter binding, with the Dynamic attribute driver value set to 1 in driver editor, it crashed.\n\n1. Add a driver to use_dynamic_bind.\n2. Click Bind\n3. Set the driver value to 1\n\n\n![image](attachment)\n\n", "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", "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", "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", "Pack UV's crashes blender\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.23\n\nBroken: version: 3.6.0\n\nwith all uv's selected, using \"pack uv's\" crashes blender\n\nopen provided file. Go in edit mode. Select all\nin uv editor go UV > Pack UV\n\nBlender crashes\n\n", "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", "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).", "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", "UV: Mesh won't Unwrap at all\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.23\n\nBroken: version: 3.6.0\n\nWhat is happening is that when i unwrap my mesh nothing happen, even if i isolated one face and tried to unwrap it wont work, also even faces you extruded from the faulty face won't unwrap, but adding a new plane from the add menu inside the same mesh unwraps normally, even if i connected the plane to the faulty face.\n\n1. Create a plane.\n2. Give one edge a Mean Bevel Weight from the side bar.\n3. Give the plane a Bevel Modifier and the Limit Method set to Weight (visually nothing will change since its just a plane but the error will still reproduce).\n4. Apply the Modifier and Unwrap the plane. (normally the plane comes unwrapped by default, try changing the UVs out of bounds or scale them down just so you can notice the change ).\n\nThanks you blender developers.", "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)", "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", "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).", "Blender-3.1 (git) boolean in Geomenty Nodes issue\nOperating system:\nGraphics card:\n\nBroken: All\n\nBulean issue like T91889\nbut now in GN\n[2021-11-25_22-29-42.mp4](2021-11-25_22-29-42.mp4)\nTest Scene\n[parktronic1-Blender-3.blend](parktronic1-Blender-3.blend)", "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" ]
[ "Crash with Geometry Nodes changing UVs and Edit Mode\nOperating system: Linux-5.15.0-33-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 Super/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.48.07\n\nBroken: version: 3.3.0 Alpha\n\nBlender instantly closes / crashes when switching to Edit Mode when the object has a Geometry Nodes modifier that outputs UVs. At first I thought it was the new UV Geometry Nodes fault (Pack UV Islands, UV Unwrap) but the I noticed that as soon as a GN modifier tries to output UVs and you switch to Edit Mode Blender crashes.\n\n- Open the attached file\n[UVMap_Crash_v01.blend](UVMap_Crash_v01.blend)\n- It's a simple cube with a Principled shader (base color = generated UV grid, but that doesn't matter) and a GN modifier that reads the default UVMap coming with the cube, packs its UV islands and writes it back to UVMap attribute.\n- Press tab to go to Edit Mode\n- Crash\n\nIt only happens when the simple material accessing the UVs is assigned. If no material is assigned I can switch to Edit Mode without crash.\n\n", "Crash when accessing attributes from shader\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.47\n\nBroken: version: 3.3.0 Alpha\nWorked: 3.2\n\nCrash when entering edit mode on an object with a shader using GN attributes, in \"Material preview mode\" or Eevee Render view.\n\nOutput an attribute from GN and use it in a shader.\nUsing the attached file, all that is needed is to enter edit mode.\n[attr-crash.blend](attr-crash.blend)\n\n" ]
Text Editor Viewport: horizontal scrollbar missing Operating system: Windows-10-10.0.17134 64 Bits Graphics card: GeForce GTX 650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.67 Broken: version: 2.80 (sub 53) Worked: (optional) The text in the text editor window can extend beyond the right hand edge (with text wrap turned off), but no horizontal scroll bar exists for the window. Window does scroll horizontally if hidden text is selected or end key is pressed. Not clear if this is a bug or just a missed feature. Standard default start Select Scripting workflow type text long enough to go off right hand edge. observe no horizontal scrollbar
[ "Trackpad stops working for a while\nOperating system: MacOS 12.6.5\nGraphics card: AMD Radeon Pro 5500M\n\nBroken: 3.6.2\nWorked: don't know\n\n\nSometimes, Blender stops responding to trackpad gestures such as two-finger scroll or pinch zoom. This is not just in the viewport but everywhere - I can't scroll menus or the node view, for example.\n\nThe UI is otherwise responsive when this happens - I can scroll menus by dragging the slider at the edge, just not with a two-finger scroll.\n\nIf I go and do something else in another app for a few minutes, it usually fixes itself.\n\nThis happens sporadically and I don't have a reliable way to reproduce it, but it seems to happen often after I render an image - after the image has rendered, I try to use pinch-zoom to look more closely and find I can't. I am not sure if it happens in other situations as well - if it does I will update this report.\n\n\nI'm afraid that I can't reproduce this reliably - it just happens every now and then, in any .blend file. I am happy to take any advice on how to look for a way to reproduce it.\n\n", "3D Paint Mode stencil disappears when panning viewport.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.76\n\nBroken: version: 2.93.4\n\nWhen panning viewport in 3D paint mode with stencil mask enabled, the stencil mask disappears when moving the viewport, however does not disappear when zooming it, which indicates it's not a technical limitation.\n\n1. Enter 3D paint mode\n2. Enable texture mask, select some texture and set mapping to stencil\n3. Navigate the viewport\nResult: The stencil disappears when moving the viewport, which makes it very difficult to line up stencil projection with the 3D geometry\nExpected: The stencil does not disappear when navigating the view\n\n", "View -> Lock Time to Other Windows does not maintain scale when CTRL+TAB between two animation editor modes.\nOperating system: Manjaro Linux\nGraphics card: nVidia\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\nWorked: (optional)\n\nView -> Lock Time to Other Windows does not maintain scale when CTRL+TAB between two animation editor modes. \n\nExpand open the Timeline editor, now adjust the horizontal scale of the view (squeeze or expand), then Ctrl+TAB to swith to Graph Editor mode. Notice the scale does not stay in sych as it does when they are separate windows. ", "Node Panels Polishing\n- [ ] Support A to expand/collapse panels.\n- [ ] Support Ctrl+click to isolate panel.\n- [ ] Support dragging all panels to collapse/expand them.\n- [ ] Use the horizontal padding vertically:\n\nBefore:\n\n![image](attachment)\n\nAfter:\n\n![image](attachment)\n\n---\n\n- [ ] Don't space out socketes when hiding the node\n![image](attachment)\n\n- [ ] Bug, hide panel when all its sockets are hidden with Ctrl+H\n![image](attachment)\n", "Freestyle Lines Stopping Short of Vertices & Partially Failing\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 620 Intel 4.5.0 - Build 27.20.100.8682\n\nBroken: version: 2.92.0\n\nSee attached PNG file: Freestyle lines sometimes do not reach vertices - sometimes by a long way; and on some edges they are completely absent when they should be present.\n\n[The PNG file also shows a shadow problem which has been submitted separately: T88013 ]\n\nOpen the attached .blend file and press F12 ('Render').\n\n[BUG_FreestlyeLinesStoppingShort-of-Vertices-01.blend](BUG_FreestlyeLinesStoppingShort-of-Vertices-01.blend)\n\n![BlenderFreestyleBugs-1.png](BlenderFreestyleBugs-1.png)\n\n", " Text object editing rich text and UI/UX\nCurrently, Blender includes these controls for editing rich text:\n\n{[F8029389](Screenshot_2019-11-11_at_18.22.23.png), size=full}\n\nUnfortunately, these buttons don't work in a very useful or intuitive or way. \n\n - You cannot toggle them to actually affect the selection\n - Bold, Italic & Bold+Italic fonts have to be loaded manually by the user\n - The only useful way to do use rich text formatting, is to use the operators, using shortcuts or via the Font menu:\n![Screenshot 2019-11-11 at 18.25.36.png](Screenshot_2019-11-11_at_18.25.36.png)\n\nWe can make this easier to use:\n\n - Make the toggles affect the selection\n", "macOS todo list\nNOTE: this is a direct dump of Install-OS\n\n- [ ] Users have to manually change macOS defaults:\n * Map middle mouse to regular \"Mouse button 2\"\n * Make the Function keys use modifiers (so Blender sees these)\n * Change the Shift+NumPad options to not use Shift (change spaces)\n * The latter two could become part of a new standard macOS compliant map in the future?\n- [ ] ~~Finder aliases or~~(1f223b9a1f afb1a64ccb) hidden files are not being recognized by Blender\n- [ ] macOS swallows some key events, like e.g. emulated numpad - on Norvegian keyboard (see #38273).\n- [ ] Blender prevents macOS from sleep #38702", "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!", "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", "Sculpt Mode and push the 'r' key text too bigger.\nOperating system: macOS-13.4-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 575 1.2\n\nBroken: version: 3.6.0 Alpha\n\nSculpt Mode and push the 'r' key text too bigger.\n\n- Open defualt scene\n- Switch to sculpt mode\n- Open preferences > Interface\n- Set `resolution=2 and line width=Thick`\n- Push the 'r' key cause 3D Viewport text appear too super largest text.\n\nMy show from hidden Library / Application Support / Blender / 3.6 folder.\nSee my youtube.\nkJqtYvcnrbM\n\n", "Brushes Assets Viewport User Interface\n{[F13331829](image.png), size=full}\n\nAdditional Notes:\n\n{[F13331831](image.png), size=full}", "Scrollbar of Clip Editor's Graph and Dopesheet View does not update\nOperating system: elementaryOS 0.4.1\nGraphics card: GTX 1080\n\nBroken: 2.80, 58bfe93db614\n\nWorked: apparently never...\n\nIf you change the endframe of your scene, the scrollbar in the Clip Editor's Graph and Dopesheet view does not reflect the changes.\n\nOpen startup .blend\nGo to Motion Tracking Layout.\nSet Endframe to 1000.\nNotice how the scrollbar down in the Graph View of the Clip Editor does not change its length.\nNow try the same with any other Animation Editor, for example in Animation workspace\nIf you set the endframe to anything that makes the scene longer, the scrollbar will update accordingly and become shorter, indicating that you do not see the full range of your scene.", "Regression: Themes: Highlight color in the text menus\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 536.23\n\nBroken: version: 4.0.0 Alpha\nWorked: 3.6.2\n\nThe highlight color is not longer adjustable by the Selected color in the User Interface / Menu Item panel. But changes with the Inner color. This breaks theming.\n\n\n- Enter Preferences. \n- Navigage to Themes tab, User Interface, Menu Item panel.\n- Play around with the Selected and Inner color\n\n", "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.", "External Text Data Support\n**Motivation:**\n\nSometimes it's useful to reference a text file from Blender, similar to how images are currently handled.\n\nThis means the text files data is stored on disk and managed by version control for example.\n\n**Description:**\n\n- Text data could be external/unpacked.\n- The contents would not be saved in the Blend filer.\n- On first use, the file content would be loaded into the text editor." ]
[ "Add horizontal scroll bar to Text Editor\nCurrently, there is no horizontal ruler in the text editor, even though the text continues outside the visible area:\n\n![image.png](image.png)\n\nWe should add a horizontal scrollbar when text exceeds the width of the editor." ]
Grab active vertex preview dont work Operating system: Windows-10-10.0.19044-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.09 Broken: version: 3.1.0 [#96879.blend](T96879.blend) - Open file - Try to sculpt It won't work until you increase brush radius or zoom out
[ "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.", "GPencil: Missing functionality in Vertex Paint mode Selection tool (left-click-select)\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65\n\nBroken: version: 3.6.0 Beta\n\nWhen Points select is enabled in Vertex Paint mode, the Selection tool doesn’t behave like in Edit mode:\n- it cannot select a single vertex,\n- a left click away from points doesn’t deselect them.\n\nAdditionally there is no color picker when this tool is selected, so if you select some points to use the Set Color Attribute operator on them, you can’t see the current color or choose a different color, unless you switch to a different tool.\n\nMake sure you use Left Click Select in Preferences > Keymap\nAs shown in video, open any stroke in Vertex Paint mode, enable Points select and select the Selection tool.\n- You can box select points but can’t left click on a point to select it and you can’t click away to deselect points.\n- There is no color picker.\n<video src=\"attachment\" title=\"Selection Bug-1.mp4\" controls></video>\n\n", "No visible mesh on Viewport Screenshot in sculpt mode with Multires\nOperating system: Linux-6.2.11-gentoo-x86_64-AMD_Ryzen_Threadripper_1950X_16-Core_Processor-with-glibc2.36 64 Bits, X11 UI\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 530.41.03\n\nBroken: version: 3.6.0 Alpha\n\nWhat the title says.\n\n- Add a cube\n- Enter sculpt mode\n- Add a multiresolution modifier and subdivide\n- Use the operator: Header -> View -> \"Viewport Render Image\"\n\n", "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.", "Wrong interaction by extrude region with 2 cube's faces\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce 940MX/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.22\n\nBroken: version: 3.1.0\n\nWhen extrude the \"z\" and \"-x\" faces of cube they extrude up \n\n* Create a cube\n* Choose edit mode\n* Select \"z\" face(top of cube) and \"-x\" face\n* Use Extrude Region or press E\n\n{[F12930516](image.png), size=full}\n\nThanks!", "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", "Sculpting Brush size becomes too big or too small outside the object when the radius unit is in scene\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.99\n\nBroken: version: 3.6.2\n\nSculpting Brush size becomes too big or too small outside the object when the radius unit is in the scene This is not file-specific it is happening in all files and for all objects. its sometimes hard to adjust the side at all when that happens. Attaching a video for reference\n\n- Create a new object and scale up or down a lot\n- Switch to sculpt mode\n- Change the Radius Unit to Scene\n- Examine the brush cursor size changes along the surface and in empty space from different angles & zoom", "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.", "custom brushes icon won't show up is some cases\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.51\n\nBroken: version: 2.91.0\n\nIn some cases the custom icon of the brushes won't load properly. Even by reassigning it it doesn't work.\n\nOpen the attached file and try to assign the accatech custom icon to the active brush (but anykind of image won't load)\n\nThankyou\n\n![inset06_icon.png](inset06_icon.png)\n![icon_ss.png](icon_ss.png)\n[icon.blend](icon.blend)", "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", "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", "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)", "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", "Sculpt brush with texture breaks sculpt tiling\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Radeon (TM) RX 470 Graphics ATI Technologies Inc. 4.5.14757 Core Profile Context 20.11.2 27.20.14501.18003\n\nBroken: version: 2.93.0 Alpha\n\nIf the sculpt brush has a texture enabled with mapping set to *Area Plane*, then tiled strokes break up and do not match properly at the seams.\nIn this example the original stroke is on the right.\n![tiling_bug.jpg](tiling_bug.jpg)\n\n1 Add texture to a brush\n2 Set mapping to area plane\n3 Enable tiling in the Symmetry drop-down menu\n4 Try sculpting at the seams\n\nOr use the file\n[tiling_bug.blend](tiling_bug.blend)\n\n", "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" ]
[ "Sculpt Brush - Grab Active Vertex don´t work\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.1.2\n\nthe option \"grab active vertex\" not working as it should\n![Captura de pantalla 2022-04-19 014403.png](Captura_de_pantalla_2022-04-19_014403.png)\n![Captura de pantalla 2022-04-19 014558.png](Captura_de_pantalla_2022-04-19_014558.png)\n\nAdd Subdivision Modifier to cube and apply\nAdd a second subdivision modifier\nSwitch sculpture mode\nSelect grab tool\nActivate \"grab active vertex\" in brush option\n[untitled.blend](untitled.blend)\n\n", "Dynamic grid preview isn't working by default when you enable grab active vertex \nOperating system: Windows 10\nGraphics card: Nvidia \n\nBroken: 3.0-2.93\nWorked: Never with those cards, works with AMD\n\nDynamic grid preview isn't showing when you enable grab active vertex in the grab tool in sculpt mode, after enable grab active vertex you have to switch to one of the transform tools so their gizmo is visible for a moment. Go back to the grab brush and the Grab Active Vertex wireframe should work now, at least for that session.\nThis was proposed on the blenderartists thread, I have no idea if it works or if it could broke the preview on the AMD cards\n![Code.png](Code.png) \nIf you know how to compile you can fix it by erasing ! from the line 1157 : if (!depth_test) {\nto read like so: if (depth_test) {", "Grab Active Vertex, visual base wireframe not visible\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: 2.93.1\n\nWhile using the Grab Tool in Sculpt Mode, the option Grab Active Vertex in the Brush Settings is not working properly. The visual wireframe doesn't show up like it should. In previous Blender versions it worked well.\n\nPrimitive sphere with subdiv level 2.\nAll viewport overlays are on.\n\n![grafik.png](grafik.png)\n\nThanks for checking!\n\n", "Sculpt: Grid overlay for Grab active point do not work.\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.47\n\nThis seems to be issue only with Nvidia GPUs on windows.\n\nBroken: version: 3.0.0 Alpha\n\n\nGrid overlay for Grab active point do not work.\n[2021-07-18_18-56-46.mp4](2021-07-18_18-56-46.mp4)\n\n\n**Steps to reproduce**\n[#89942.blend](T89942.blend)\n\n- Open file\n- Check if wireframe overlay is drawn under cursor\n\nWhat fixes this is to have any transform gizmo visible while using brush, then it works until Blender is restarted.\n\n\nFrom #92703:\n\n> This was proposed on the blenderartists thread, I have no idea if it works or if it could broke the preview on the AMD cards\n> ![Code.png](Code.png) \n> If you know how to compile you can fix it by erasing ! from the line 1157 : if (!depth_test) {\n> to read like so: if (depth_test) {\n\n\n" ]
crash when trying to editing a curve Operating system: Windows-10-10.0.19043-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.29 Broken: version: 3.2.0 Alpha When trying to go into edit mode to edit a bezier curve Blender crashes. Add a Bezier Curve to the scene. Enter edit mode with TAB.
[ "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.", "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", "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", "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", "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)", "Some areas do not use modified (by geometry nodes) curve\nOperating system: Windows 10 - Probably irrelevant.\n\nBroken: 3.0.0 (not checked earlier versions).\nWorked: (none)\n\nThe Curve modifier on mesh objects does NOT use the modified version of a curve\n\nSee attached blend file for easy example: [bug - curve with modifier.blend](bug_-_curve_with_modifier.blend)\nExample screenshot of that blender: ![bug - curve with modifier - example.png](bug_-_curve_with_modifier_-_example.png)\nThe thin line is the curve, which has geometry nodes modifying it.\nThe thick (square) line is the mesh, which targets the curve but doesn't use the modified version.\n\n - Add BezierCurve, with a few points.\n - BezierCurve: Add geometry nodes (or any other modifier, like wave or whatever) that changes the curve.\n - BezierCurve: (for visibility) add geometry.\n - Add Cube .1m \n - Cube: Add Array modifier and Curve modifier, targeting the BezierCurve\n\n**Expected result**: Mesh follows modified curve.\n**Actual result**: Mesh follows original (unmodified) curve.\n\nThe blender file shows this very easily, the modified curve is round, the mesh is in the \"old location\" that the curve would have without the modifier on the curve.\n\n\nYes, this is a duplicate of: 93702/ - Where apparently there is confusion on what the issue is. I could not find a way to un-archive a ticket.\n\n\n**Areas Affected**\n- Curve modifier\n- Spline IK", "Missing call to BMesh.update_edit_mesh causes crash in edit-mode\nRunning the following script in the default startup file crashes.\n\nUn-commenting the last line resolves the crash.\n\nThe issues is caused by triangulated loops referenced from `BMEditMesh.looptris` being freed.\n\nReporting this issue for reference, since it's a simpler test case compared to #70711, which has the same root cause.\n\n```\nimport bpy, bmesh\nbpy.ops.mesh.primitive_cube_add()\nob = bpy.context.active_object \nbpy.ops.object.mode_set(mode='EDIT')\nme = ob.data\nbm = bmesh.from_edit_mesh(me) \nbmesh.ops.subdivide_edges(bm,edges=bm.edges,use_grid_fill=True,cuts=1)\n# bmesh.update_edit_mesh(me, True)\n```", "Crash with lineArt modifier and Armature\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 3.0.0 Alpha\nExperienced with 2.93.2\n\nHaving a line art object in the scene applied to an object 'A' when there is an armature on object 'B' makes blender very unstable. A simple scroll in the timeline will crash instantly.\n\n\nIn the attached file, what I did : \n- Create a cube, subdivided along Y, add a simple armature, keyframe it with a simple motion.\n- Duplicate the cube, apply the armature.\n- Select the second cube, shift-a -> Object Line Art\nFrom there : \n- Scroll the timeline... Crash.\n\nIf I delete the animated cube, scrolling works fine. Disabling it in viewport as well.\n\n\nI also tried adding a simple cube, instead of duplicating the initial \"armatured\" cube, and adding the Object Line Art to it, but the same crash occurs.\n\n[LineArtCrash.blend](LineArtCrash.blend)\n\n", "Crash on accessing Bone Driver in Python\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 522.30\n\nBroken: version: 3.3.0\n\nAccessing Bone Driver via Python:\n\n```\nbpy.context.active_object.animation_data.drivers['pose.bones[\"Bone.001\"].bbone_curveinz']\n```\ncauses crash.\n\n[python.blend](python.blend)\n - Press enter in console.", "Background scene cause a crash in render animation\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.55\n\nBroken: version: \n - 2.92.0 Alpha\n - 2.91.0\n - 2.90.1\nWorked: 2.83.9\n\nBackground scene makes blender unstable and cause a crash in render animation\n\n- Open default startup file.\n- Create a new scene named \"Scene.001\".\n- Assign default scene \"Scene\" as the background scene of \"Scene.001\" in scene properties.\n- Assign default camera as the camera of \"Scene.001\" in scene properties.\n- Hit render animation from render menu.\n- After a couple of frames rendered, blender crashes.\n\nTested in different situations i had some problems.\nI think assigning a background scene makes blender unstable in general.\nOccasionally crashes when opening a file which has background scene.\nThe worst case is render animation.\n\n[Background_Scene_Crash.mp4](Background_Scene_Crash.mp4)\n\nReproduction steps with this file:\n1. Open file.\n2. Start Render Animation.\n[#83852.blend](T83852.blend)\n", "Blender Crash by doing 2d animations\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 500 Intel 4.5.0 - Build 31.0.101.2111\n\nBroken: version: 3.6.0\n\nWhenever I draw with a line, circle, arc, curve, interpolate, and box tool, my drawings disappear and reappear and then it suddenly crash.\n- 2D animation Draw Mode\n[\nPlease describe the exact steps needed to reproduce the issue]\n\n", "Crash when loading a geometry nodes asset into itself\nOperating system: Win 11\nGraphics card: 2070\n\nBroken: 3.4, 4.0\nWorked: none\n\nWhen working on an geometry nodes asset in an asset library - if you search for the name and adding it to the graph it causes a crash. \n\nDrag n drop from the asset browser behaves correctly here - so I think its just the node search code which is missing the check for self referencing.\n\n1. Download the blend file.\n2. Put into a folder.\n3. Add folder as asset library in prefs -> file paths -> asset libraries.\n4. Open the blend file from that folder.\n5. Go to the geometry node graph (should be open already).\n6. `Shift` + `A` to add new nodes.\n6. Search \"noop\" and press enter.\n\n", "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", "Render cause crash guide many time August 10, 2022\nOperating system: macOS-13.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.9.39\n\nBroken: version: 3.2.2\n\nRender crash too many\n\nFor Mac only. Do not use Windows please.\n\n![image.png](image.png)\n![image.png](image.png)\n![image.png](image.png)\n\nSee blender 3.2.2 on Cycle-x picture\n![image.png](image.png)\n\nCommand + F12 then render for a while few minutes cause crash many times.\n\n[Blender report a ticket August 10 2022.zip](Blender_report_a_ticket_August_10_2022.zip)", "Assert in debug for dyntopo sculpt\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 527.56\n\nBroken: Today main.\n\nSee attached stack trace file.\n\nIn debug:\n1. Sculp mode.\n2. Enable Dyntopo option.\n3. Do something.\nSee the crash.\n\n" ]
[ "Crash When Entering Edit Mode on a Curve\nOperating system: macOS-12.2-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon `R9 M370X` OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.7.103\n\nBroken: version: 3.2.0 Alpha\nWorked: version: 3.2.0 Alpha\nCaused by b76918717d\n\nWhen entering edit mode on a curve, Blender crashes.\n\n- Make curve object\n- Enter edit mode while the curve object is selected (may take 2 tries)\n\n[Blender-2022-02-08-224632.ips](Blender-2022-02-08-224632.ips)\n[blender.crash.txt](blender.crash.txt)", "Bezier Curve, switch to edit mode cause close Blender Task / crash\nOperating system: Windows 10 Pro\nGraphics card: RTX 2060\n\nBroken: (example: 3.1.0 Beta, de718605558f, master, 2022-02-08, as found on the splash screen)\nWorked: in alpha\n\nIf you create a bezier curve with add bezier curve and switch to edit mode, blender crashes.\n\nIf you create a bezier curve with add bezier curve and switch to edit mode, blender crashes.", "Crash when entering edit mode\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: Quadro K3100M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 426.78\n\nBroken: version: 3.1.0 Beta\nWorked: unknown\n\nWhen entering edit mode with the Bezier curve selected, blender immediately crashes.\n\nOpen attached .blend file.\nSelect Bezier curve.\nEnter edit mode.\n\n[Geo Node Braiding Test Crash.crash.txt](Geo_Node_Braiding_Test_Crash.crash.txt)\n[Geo Node Braiding Test Crash.blend](Geo_Node_Braiding_Test_Crash.blend)" ]
Shader AOV renders black when any BSDF is plugged Operating system: Windows-10-10.0.19045-SP0 64 Bits Graphics card: NVIDIA GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.02 Broken: version: 3.4.1 Hi everyone, it's not the first time that I see this post since I encountered this issue in Blender 3.0, was disappointed to see that the issue still hasn't been fixed in 3.4.1. The last version that I found this setup working on is 2.92 If there's a temporary workaround for 3.4.1 that would be great since the rigs I'm working break in older versions. ![image.png](image.png) ![image.png](image.png) [TEST.blend](TEST.blend) here's the .blend file, but I guess it's pretty self explanitory
[ "Mix/Add nodes breaks Eevee AO render pass if one socket is unfilled.\nOperating system: Windows-10-10.0.16299-SP0 64 Bits\nGraphics card: GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.67\n\nBroken: version: 2.92.0, 2.93.0, 3.0 0efb627bbd\n\nIn Eevee, any material which contains an add shader node will be broken in the AO pass, if second socket is *invalid*, leaving the material either entirely black or white.\nThis is annoying if you're creating entirely black materials by leaving a socket empty.\n\n- Add a mesh, give it a material.\n- Put either an an add shader node or a mix node into the material somewhere, but only fill one of the input sockets\n- Enable AO with Eevee, and look at the AO render pass in render view. In 2.92, the object will be completely black, in 2.93 it will completely white.\n\n----------------\n- Render the scene with the file given.\n- For the second case, render by swapping the socket inputs of the \"Add Shader\" node.\n[T88779_mine.blend](T88779_mine.blend)\n\n![image.png](image.png)\n![image.png](image.png)\n\n\nAdditional example images.\n(2.93)\n[F10155389](image.png)\n[F10155391](image.png)\n\n(2.92)\n[F10155385](image.png)", "Eevee volume ghosting on animation playback\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.41\n\nBroken: version: 2.83 (sub 13)\nWorked: not known VDB imports only in 2.83\n\nPlay back of imported VDB in eevee creates ghosting \n\nImport VDB\n>scale to 0.01 \n>edit frame range to match sequence ie 240 \n> add Sun \n> edit Volume Shadows \n> Edit Blackbody emission to 10 show fire from temperature \n>play sequence \n\n\n![image.png](image.png)\n\n\n\n\n", "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", "Mist pass saves as black using full OpenEXR\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.79\n\nBroken: version: 3.6.0\n\nEven though the Render Results clearly show a greyscale image in the Mist pass, when you attempt to save it to an OpenEXR format (full float) the result is all black.\n\n1. Open the attached file\n2. Render image\n3. Switch to the Rendering workspace (already showing mist)\n4. Save As from the Image menu and choose OpenEXR full float\n\nResult:\n\nFile is all black\n\nExpected:\n\nThe greyscale Render Result should be saved as a 32-bit image\n\n", "Intel (R) HD graphics 4600 also has the problem of cubemaps shows black\nIntel (R) HD graphics 4600 also has the problem of cubemaps shows black\n\nSystem Information\nOperating system: windows7 64 Bits\nGraphics card: Intel(R) HD Graphics 4600 Intel 3.4.0 - Build 10.18.14.5117\n\nBlender Version\nBroken: since 2.83.3 branch: master\nCurrent broken: 2.93.7\nWorked: 2.82a\n\nShort description of error\nLike #75943 and #79158, HDRI cannot be displayed normally\n\nCan be resolved adding \"**HD Graphics 4600**\" to the blacklist\n\nComment from #79158: \"*I'm not sure whether Intel's graphics cards are like this. Can you put this repair method in preferences as an option?*\"\nOr perhaps adding command line flag like: **--disable_texture_cube_map_array**", "Broken textures and shading\nOperating system: Linux-5.15.0-40-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce MX130/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.73.05\n\nBroken: version: 3.2.0\n\nBroken textures when starting up blender and loading object textures and shading issues\n![untitled.png](untitled.png)\n[Blender Texture Bug.mp4](Blender_Texture_Bug.mp4)\n\nPossible causes:\n * Not loading the parent asset blend file before the asset in another scene (opening it first seems to fix the issue in my testing) \n * 4k textures (i've heavily used 4k textures in the asset)\n * Viewport Texture size limit setting (Changed it to 2k)\n![Screenshot_20220623_020103.png](Screenshot_20220623_020103.png)\n\n[untitled.blend](untitled.blend)\n", "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)", "EEVEE is ghosting with viewport denoising enabled.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.0.0 Alpha\n\nHere's a viewport render:\n[EEVEE ghosting0001-0090.mp4](EEVEE_ghosting0001-0090.mp4)\n\nHere's what it looks like during playback if viewport denoising is enabled:\n[2021-10-23 17-07-44.mp4](2021-10-23_17-07-44.mp4)", "Cycles: path guiding\n**Status**\n\nRequired for Blender 3.4\n\n- [x] Release notes\n- [x] Manual documentation\n- [x] Update to latest OpenPGL release\n- [x] Investigate volume direct light correctness, see TODO in `shade_volume.h`\n- [ ] Tests\n - [ ] Enable once deterministic sampling is added\n - [ ] More complete regression .blends\n\nOther\n\n- [ ] Closure support\n - [x] Diffuse BSDF\n - [ ] Translucent BSDF\n - [x] Specular BSDF\n - [ ] BSSRDF\n - [x] Volume Phases\n- [ ] Performance\n - [ ] Reduce deterministic training overhead?\n - [ ] Learn guiding vs. BSDF sampling probability?\n- [ ] MNEE compatibility\n- [ ] GPU support\n\n**Background**\n\nFor more efficient rendering of difficult light setups, including caustics to some extent.\nindex.htm\n\nBased on integrating Intel Open Path Guiding Library:\nopenpgl", "Cycles: UV render pass corrupted in viewport\nOperating system: Windows-10-10.0.18363-SP0 64 Bits\nGraphics card: Intel(R) Iris(R) Plus Graphics Intel 4.5.0 - Build 27.20.100.9664\n\nBroken: version: 3.1.0 Alpha\nWorked: 2.93 LTS\n\nWhen switching the render passfrom normal to UV the UVs are not displayed correctly.\n\n\nDownload bmw demo file.\nin viewport switch to render mode\nEnable the normal render pass. After that enable the uv render pass.\n\n{[F11785393](uv_render_pass.png) width=100%}\n\n`Film::update_passes` sets `shader->need_update_uvs`. The problem is that in 3.0 this is called as part of scene update after all syncing, instead of immediately after updating the render passes. That means this information is not available when we sync the geometry.\n\nNote: you can get the proper UVs back if you click on the UVMap in the Property Editor `UV Maps` panel", "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", "Viewport Shading 'Attribute' Option Broken for Instanced Geometry\nOperating system: Windows 10\nGraphics card: Nvidia GTX 2080\n\nBroken: 3.5\nWorked: 3.4, 3.4.1\n\nWhen instancing a mesh to another meshes vertices, the Solid Viewport Color Option 'Attribute' is no longer displaying the vertex color data.\n\nCreate A Sphere, and using \"Vertex Paint Mode\" Paint a color onto the sphere.\nUsing geometry nodes set up the following, Group Input (Geometry) -> Mesh to points - > Instance on points -> Realize Instances -> Output (Geometry)\nSet a simple sphere as the object to be instanced.\nSet Shading mode to 'Solid'.\nToggle 'Attribute'\n\n", "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)", "Blender 3.5 and 3.5.1 are crashing while using Metal as backend\nOperating system: macOS 12.6.3\nGraphics card: Radeon Pro 580 8GB\n\nBroken: 3.50, 3.51 (Metall Backend)\nWorked: 3.50, 3.51 (OpenGL Backend)\n\nBlender simply hang. I use eevee, if you switch to rendered viewport shading it crashed complete system. I use Metall as backend, if I choose OpenGL it works fine. \n\n \nI attached an .blend file for example.\n\n", "Blender 3.5 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" ]
[ "Custom AOV output based on diffuse BSDF or principled BSDF appears black\nThis worked on blender 3.1, but doesn't work anymore on Blender 3.3\n![AOV3-3-1.jpg](AOV3-3-1.jpg)\n\n![AOV2-93.jpg](AOV2-93.jpg)\n\nLighting information from diffuse or Principled BSDF, through shader to RGB appears black in renders when used in AOV output.\n\nBlender file created in 2.93, and tested in 3.3.1 :\n[test_AOV_2-93.blend](test_AOV_2-93.blend)\n\nThanks !" ]
Grease Pencil strokes transparent when covering the surface of a 3d object Operating system: Windows-10-10.0.17763 64 Bits Graphics card: GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 417.35 Broken: version: 2.80 (sub 75) Worked: (optional) Grease Pencil strokes artifacting when covering the surface of a 3d object. It's like the strokes are going transparent. Surface draw with grease pencil at 0.0001 offset on 3d sphere U29ieUO.png (the right side is suppose to show grease pencil strokes)
[ "Mode hotkeys - different hotkeyset for grease pencil object required, entries in keymanager problem\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.35\n\n\nBroken: version: 2.80 (sub 51)\nWorked: (optional)\n\n\n\nThe grease pencil object doesn't show the general object mode hotkeys when you assign some. It requires its own hotkey set for the modes. But in the keymanager they will appear as the exact same entries. Except draw mode, which doesn't exist for other object types. \n\nThere is a problem then with the display in the key manager. When you add the extra set for the grease pencil type, then you can't see the mode anymore for the mesh object type modes. I guess it's because it is in fact a double entry with the ones created for the grease pencil object.\n\nI also managed to mess up the object mode hotkeys then with saving the preferences. All modes except object mode had the same key assigned then. But this wasn't reproduceable so far. And might be another issue.\n\n\nCreate a set of hotkeys for the modes with a mesh object. Create a grease pencil object, have a look at the modes. No hotkeys except object mode.\n\nCreate a set of hotkeys for the modes with the grease pencil object.\n\nHead over to the preferences into the keymap tab. Search for mode. Have a look at the Object Non-Modal section. Here you can find the mode hotkeys. Open the first ones up, have a look for the modes. No mode content in the boxes ...\n\nI wonder why the grease pencil object doesn't find the other mode hotkeys from the mesh object at all. That's the second thing. There is no visible difference in the keymanager, it's in the same category ...\n\n![addmodes1.jpg](addmodes1.jpg)\n\n![modeismissing.jpg](modeismissing.jpg)\n\n\n\n\n", "Grease Pencil datablock property 'use_onion_skinning' doesn't work\nOperating system:\nGraphics card:\n\nBroken: 3.4\nWorked: \n\nThe datablock-level property \"use_onion_skinning\" on the Grease Pencil datablock doesn't seem to do anything. Toggling the property with Python doesn't affect the visibility of onion skinning.\nWorking as expected, this property will be useful when drawing among multiple Grease Pencil objects.\n\nOpen attached blend, toggle use_onion_skinning in the Python console: bpy.context.object.data.use_onion_skinning = False [onion_bug.blend](onion_bug.blend) ", "Dot dash modifier not working with time offset modifier (grease pencil)\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce MX330/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.41\n\nBroken: version: 3.1.0 Alpha\nWorked: not sure\n\nWhen time offset modifier is in the modifier stack before or after dot dash, dot dash has no effects{[F12118899](dot-dash-time-monkey.blend)}\n\nSee attached file\n\n", "Missing overlays in the viewport when viewing through transparent shader\nOperating system: Ubuntu 20.04\nGraphics card: Geforce MX230\n\nBroken: 3.6.1\n\nwhen viewing an LGT-shadow_caster.004 object, all overlays disappear from a certain side of it\n![Screenshot_20230731_024703.png](attachment)\n\nSee LGT-shadow_caster.004 in blender 3.6 splash screen\n\n", "Grease Pencil: Radius property misses blue slider background to visualize the percentage between soft min and max\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.81\n\nBroken: 2.80 -> 2.92.0 Alpha\nWorked: I believe it's been like this since initial GPencil implementation\n\nIn the GPencil editor the slider number button for \"Radius\" located in the topbar does not draw a percentage fill as is done in other editors such as Vertex Paint, Sculpt, Texture Paint and Weight Paint. \n\nStart blender with default settings\nAdd->Grease Pencil ->Blank\nSelect the Grease Pencil Object if not already selected\nSwitch from Object mode to Draw mode\nNote that the \"Radius\" topbar slider does not contain a fill color as does the \"Strength\" topbar slider \n\n[GreasePencilRadiusSliders.mov](GreasePencilRadiusSliders.mov)\n\nI've created [D9948](D9948) as a potential fix", "The viewport grid is visible over the curves hair \nOperating system: Linux-5.15.14-1-lts-x86_64-with-glibc2.33 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 495.46\n\nBroken: version: 3.3.0 Beta\n\nThe viewport grid is visible over the curves hair with cycles render engine.\n\nWith cycles > Press render preview on the viewport.\n[grid_cycles_and_hair_bug.blend](grid_cycles_and_hair_bug.blend)\n\n{[F13429852](image.png) size=full}", "Crash after using Grease Pencil object as object font\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.4.1\n\nWhen I use a grease pencil object for the object font of a text, blender crashes. I have had the same issue on a different computer with the version 3.1.0.[Test.blend](Test.blend)\n\n1. Add a text object\n2. Add a grease pencil object, for example a stroke, and put it into a seperate collection\n3. Put the instancing of the text to vertices (first image) and change the object font to \"Strok\", so it references the grease pencil object (second image)\n4. Repeatedly click the \"exclude from view layer\" symbol of the collection the grease pencil object is in\n\nThank you for your effort, I hope I filled everything out correctly\n{[F14114132](1.PNG), size=full}\n{[F14114131](2.PNG), size=full}\n\n\n", "overlays extras option being ignored\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\nWorked: (unsure, definitely 2.8 possibly 3.0)\n\nbounding box representation of particle instanced geometry (hair) where the object being instanced is set to bounding box is not being hidden from the viewport when the 'extras' option is checked. \n![image.png](image.png)\n\n", "Hidden Particle paths draw solid [2.79 draws them half transparent]\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 950M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 411.63\n\nBroken: version: 2.81 (sub 15)\nWorked: (optional)\n\nComparison of particle hiding Blender 2.81 beta and 2.79. I wrote earlier that the particles are not hiding, and this is so fixed?\n![blender_2019-10-13_01-23-32.jpg](blender_2019-10-13_01-23-32.jpg)\n", "GPencil: Hardlight blend issue\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 960M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.66\n\nBroken: version: 2.83.0\n\nThe semi-transparent textures of Grease Pencil material turn black when their layer is in HardLight blend mode.\n\n- open the provided blend file\n- see, wrong alpha blending\n- NB: change the blend mode and it works as expected\n\n[GP-hardlight-blend-issue.blend](GP-hardlight-blend-issue.blend)\n\n", "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.", "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)", "Bake artifacts with multimaterial in object\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 432.00\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\nThen i try bake Ambient Occlusion in object with 2 or more assigned materials, Ambient Occlusiun bakes grey or black squares\n![2020-02-19_20-30-55.png](2020-02-19_20-30-55.png)\n\n- Open attached file and bake ambient occlusion.\n[Bake_Test.blend](Bake_Test.blend)\n\n", "Grease Pencil: stroke placement \"Surface\" projects onto lamps and empties\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: AMD Radeon HD 5700 Series ATI Technologies Inc. 4.5.13417 Core Profile Context 15.301.1901.0\n\nBroken: version: 2.83 (sub 5)\n\nIf you draw with *Stroke Placement* set to *Surface*, Blender interprets objects such as lamps and empties as surfaces and projects the stroke onto them. \nThis might be a feature rather than a bug. Maybe just \"unexpected behaviour\"?\n\n![20200303_gp_surface_projection.png](20200303_gp_surface_projection.png)\n\n\n1) Create a new \"2D animation\" Blender file.\n2) Create a mesh (A) to project your strokes onto, like a plane for example.\n3) Create a lamp object or an empty (B), and place it in front of A, closer to your viewpoint in space than A.\n4) Select the GP object and go into draw mode.\n5) Set \"Stroke Placement\" to \"Surface\". (You can add an offset of 0.1 for easier visibility.)\n6) Draw over A, crossing over B here and there.\n7) Rotate your viewpoint. The stroke you've drawn should be projected onto A, with a few points projected onto B where they crossed over it.\n\n", "Greasepencil effect error\nOperating system:windows10\nGraphics card:GTX1060\n\nBroken: 2.93\n\n\n\nIf Greasepencil enters a 3D object\n\n1, A small part of the BLUR effect will overflow and the join part will be a little transparent\n2.The FILP effect will lose part of the image\n3.The RIM effect will change as the 3D object changes.\n4.The shadow effect overlays 3D objects and is partially missing\n5.The wavedristution effect will overwrite the 3D object in horizontal mode.Vertical is normal\n6.The swirl effect will lose some of its effect and will overwrite the 3D object\n\n[rim.blend](rim.blend)" ]
[ "Grease Pencil Strokes visible behind solid objects\nOperating system: Darwin-18.5.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 560X OpenGL Engine ATI Technologies Inc. 4.1 ATI-2.8.38\n\n\nBroken: version: 2.80 (sub 53)\nWorked: (optional)\n\n\nGrease Pencil Strokes visible behind solid objects. That is, within a single Grease Pencil object and you have strokes in front of and behind a solid object, you can see the strokes behind the object through the strokes in front of the object even though the object is completely opaque. This is problematic because I am trying to animate some linework on all sides of a surface of a 3D object.\n\nI am attaching a .blend file here that illustrates the problem. Later I'll describe how I created this file.\n[TransparentGreasePenci.blend](TransparentGreasePenci.blend)\n\nTo observe the problem:\n\n - Open the .blend file\n - Observe a sphere and 2 grease pencil objects (one has blue strokes and the other has red strokes)\n - Rotate around the scene\n - Observe that through any of the blue strokes in front of the sphere you can see artifacts of the blue strokes that should be hidden behind the sphere. You cannot see any of the red strokes from the other GP object behind the sphere.\n # Observe that through the red strokes in front of the sphere you can see artifacts of the red strokes that should be hidden behind the sphere.\n\nI don't know if this behavior is expected or not. While it could be a cool effect, it completely defeats the workflow I was trying to achieve or it will force me to split my Grease Pencil strokes among multiple GP objects. If I had to guess, it looks like the GP objects are rendered to a separate buffer and merged, which means they only get a single Z value to compare with other 3D geometry. Of course, I haven't looked at the code yet.\n\nHow I created the example:\n\n - Create a sphere\n - Create an empty Grease Pencil object\n - Change the material color to blue\n - Change the Stroke Placement to Surface\n - Add a mirror modifier\n - Draw strokes on all sides of the sphere\n - Observe the problem described above\n - Create another empty Grease Pencil Object\n - Change the material color to red\n - Change the Stroke Placement to Surface\n - Draw strokes on the front and back of the sphere\n - Observe the stroke visibility issue described above\n\n", "Grease Pencil Xray strokes appear as mask\nOperating system: Win 10 x64\nGraphics card: NVIDIA Geforce 1060 GTX\n\nBroken: blender 2.80, 1ae6aaad43ad, 2019-03-22\n\n\nrendering glitch when Grease Pencil lines are hidden because of Xray but also appear because of 2D ordering\n\n![GPrendering glitch.PNG](GPrendering_glitch.PNG)\n\n![GPrendering back.PNG](GPrendering_back.PNG)\n\n\nWith surface projection, draw lines on a GP layer set as 2D depth order on both side of a mesh.\n\nWith the right angle selected, the hidden lines (because of the Xray deactivated and the mesh being in the way) actually cut the lines that should be visible. (see example)\n\nThe expected behavior can be seen when using 3D Space ordering, except 2D ordering also has other uses that mean it's not as simple as switching to 3D Space. When a line is hidden because of Xray, it should still not mask the lines that are not hidden.", "part of a GP stroke hidden when overlapping with stroke behind a mesh\n{[F5964263](bug.png)}{[F5964104](https://archive.blender.org/developer/F5964104/bug.blend)}{[F5964093](bug.blend)}Operating system: Win10\nGraphics card: Geforce 920m\n\nBroken:\n2.80 beta 351f537fa83 2018-12-15\n\nI have a stroke(black) in front of a mesh(green), and one behind(black). Both strokes belong to the same GPobject. Normally, you should see the one in front of the mesh and the one behind should be hidden. This is also what happens, but there where both strokes overlap, the upper visible one gets transparent, so that it's green, where both strokes overlap. This just happens ca. 50% of the time, the other 50% it works.\nEDIT:\nHappens in every engine and also, if you replace the mesh with other objects, including GP (e.g monkey)\n\nHow to recreate: \nadd a cube. add an empty grease pencil object. enter drawing mode. choose draw ink, Enter front view. Draw two Strokes, which are overlapping a lot. switch to Right view. Draw two more strokes which are overlapping. enter edit mode. Move the strokes outside cube, so that in front of each side there's a stroke (exept for the top and Bottom of the cube). Move around the cube. And you will see that sometimes the stroke in front of the cube will get invisible, when overlapping with a hidden stroke behind the cube\n", "Grease Pencil 2.8, Drawing fill shapes on 3D surface end up being see-through. \nOS: Manjaro 17.1.12 Hakoila\nKernel: x86_64 Linux 4.16.18-rt12-MANJARO\nResolution: 1920x1080\nDE: KDE 5.50.0 / Plasma 5.13.5\nCPU: Intel Core i5-2400S @ 4x 3.3GHz [59.0°C]\nGPU: AMD TURKS (DRM 2.50.0 / 4.16.18-rt12-MANJARO, LLVM 6.0.1)\nRAM: 2268MiB / 3925MiB\n\nBroken: 9fbada4a3bc\n\nDrew out some FILL colour shapes on a 3D surface object. There's some see-through-ness when rotating around it. Seems like a bug. \n\nOpen attached file & look around. \n[GP_3dColour.blend](GP_3dColour.blend)", "Grease pencil is drawn behind objects while drawing\nOperating system: Linux, Pop_OS! 18.10 (comparable to Ubuntu 18.10). Also tested on a Windows 8 machine.\nGraphics card: Using CPU on Linux machine. Nvidia GeForce GTX 670 on Windows machine.\n\nBroken: 2.80 Beta from Thomas Shiex's PPA, Windows 64-bit Beta build from the 28th.\n\nWhen you draw using Grease Pencil, if there are 3D objects in the scene the Grease Pencil line is drawn behind these objects regardless of the Depth Ordering/X-Ray until you stop drawing the line, after which it's positioned correctly(?: the \"Front\" and \"Back\" options don't make a difference, but the 3D Space option works) and becomes visible. This means that you can't see the cursor while drawing.\n\nBased on the default startup or an attached .blend file (as simple as possible).\nDraw over the object in the scene:\n[example.blend](example.blend)" ]
Blender 2.91.0 crashes during Smart UV Project Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.87 Broken: version: 2.91.0 Worked: All 2.90 Try to Smart UV Project this file and Blender crashes. Download smart%20UV%20project%20crash_01.blend Tab into Edit mode A to select All U > Smart UV project Accept defaults BOOM!
[ "internal error: modal gizmo-map handler has invalid area\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 950M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 3.0.0 Alpha\n\nWhen rendering to the Image Editor and toggling \"maximize area\" while rendering, an error is displayed in the console\n\n![image.png](image.png)\n\n**Step to Reproduce**\n- open `test.blend`\n- make sure `Preferences` > `Interface` > `Editors` > `Temporary Editors` > `Render In` is set to `Image Editor`\n- render {key Ctrl F12}\n- Hit {key Ctrl + Space} when rendering\n\n```\ninternal error: modal gizmo-map handler has invalid area\n```\n\n[test.blend](test.blend)\n[userpref.blend](userpref.blend)", "Multiresolution - Crash when Linear Subdivision level is above 1\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.79\n\nBroken: version: 2.91.0\nWorked: Never? (2.90 and 2.92 dailies seem to crash on this one as well)\nWhen using multiresolution modifier on this part of my model and using linear subdivision level above 1, Blender crashes.\nThis does not happen with other subdivision methods, as shown in video.\nI've also tried to make this mesh manifold, but Blender crashed either way.\n\n\n1. Open attached Blend file\n2. Add multiresolution modifier to a mesh\n3. Press on \"linear\" button twice\n\n[Crash_SampleFile.blend](Crash_SampleFile.blend)\n\n[MultiresCrash0001-2375.mp4](MultiresCrash0001-2375.mp4)\n\n", "Crash while baking the Line Art modifier\nOperating system: Windows 11\nGraphics card: RTX 2070\n\nBroken: 7c2dc5183d03\n\n\n\nI get regular crashes when baking Line Art modifier in relatively complicated geometries. \n\nI can't provide my project file. I am hoping that the crash log will give insight into this bug.\n\n", "Cycles Rendering of project causes crash of program.\nOperating system: Windows-10-10.0.22621-SP0 64 Bits (Windows 11)\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 537.13\n\nBroken: version: 3.6.2\n\nTrying to render, pressing F12 of the file to render project it crashes. I'm using Blender 3.6.2\n\nTrying to render, pressing F12 of the file to render project it crashes. I'm using Blender 3.6.2\nNot sure if you need textures, can provide if needed.", "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", "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)", "Momentary interface freezes while EEVEE rendering causes progress bar malfunction\nOperating system: Windows 10, 64 bit\nGraphics card: Intel HD Graphics\n\nBroken: 2.80, 2.81\n\n**Rendering in EEVEE has been causing momentary complete interface freezes for each frame**, which caused the progress bar on the frame render to malfunction and jump very quickly from one value to another, thus giving momentarily true but useless information (note that the progress bar never moved to an incorrect position, it just froze). One thing that assures me this is a bug is **minimizing all Blender windows causes the progress bar visible on the minimized icon to work properly** (but unfortunately one cannot see what frame it's on).\n\nOpen the default blend file.\nRender the animation. The interface on 2.81 has frozen for each frame.", "Material Properties Button\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: AMD Radeon RX 6700 XT ATI Technologies Inc. 4.5.0 Core Profile Context 22.20.18.220726\n\nBroken: version: 3.5.0\n\nevery time i click on the materials properties button on the right, blender shut down.\n\nit happens when you start or anytime what you are doing. Just start program, click materials properties button.\n\n", "Blender (2.91) crashes on change frame with handler set to render scene\n\nOperating system: Catalina (10.15.7)\nGraphics card: \n![Screen Shot 2021-01-19 at 12.35.10 PM.png](Screen_Shot_2021-01-19_at_12.35.10_PM.png)\n\n2.91.0\n\nI want to have the scene rendered automatically every time the frame changes.. so I set a post frame change handler do just that (according to blender documentation: bpy.app.handlers.html#bpy.app.handlers.frame_change_post)\n\nPaste this in the Blender console to setup the handler: \n\n```\nimport bpy\n\ndef my_handler(scene):\n bpy.ops.render.render(use_viewport=True)\n \nbpy.app.handlers.frame_change_post.append(my_handler)\n```\n\nHowever, blender crashes as soon as I change the frame.\n\n- Open attached file\n- Run script\n- Change frame\n[handler_ops_render_crash.blend](handler_ops_render_crash.blend)\n\n\n", "Crash 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", "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)", "Specific Rig Crashes blender when going into pose mode\nOperating system: Linux-5.10.7-200.fc33.x86_64-x86_64-with-fedora-33-Thirty_Three 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.32.03\n\nBroken: version: 2.92.0 Alpha\nWorked: not sure but pre 2.80\n\nThis specific file, containing only one armature, crashes when selecting the armature and attempting to enter pose mode.\n\nFirst load the included file, then:\n- select the rig if it isn't already selected,\n- press ctrl tab or otherwise enter pose mode\nat this point blender crashes.[bug_posemode.blend](bug_posemode.blend)\n\n", "Crash. Script changing values of a prop attached to object by an operator popup crashes the app\nOperating system: Windows 10 Pro\nGraphics card: NVidia GTX 1070 Ti\n\nBroken:\n(example: 2.80, edbf15d3c044, blender2.8, 2018-11-28, as found on the splash screen)\nWorked: (optional)\n\nWhen used from a plugin, operator that uses wm.invoke_props_popup(self, event) to draw(and change) properties from a property group attached to an object (constantly) crashes the app.\nWhen same code is used from the blender scripting area, the app does not crash, but after initial change of the param, the property is grayed out(seems like a bug as well).\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF7DDBEA080\nModule : c:\\Blender28\\program\\blender.exe\nThe terminal process terminated with exit code: 11\n\n1) Create a testing_grounds.py file\n2) Fill it with code provided below\n3) Install as an addon\n4) Select an object\n5) Launch the operator(through space, typing \"TEZZT\")\n6) Change the value of the property by clicking and dragging the value;\n7) Repeat step (6) a few times if the app hasn't crashed yet\n\n```\nbl_info = {\n \"name\" : \"TestingGrounds\",\n \"author\" : \"ChieVFX\",\n \"description\" : \"\",\n \"blender\" : (2, 80, 0),\n \"location\" : \"\",\n \"warning\" : \"\",\n \"category\" : \"Generic\"\n}\n\nimport bpy\n\nclass SomeParams(bpy.types.PropertyGroup):\n float_value : bpy.props.FloatProperty()\n\nclass TestOp(bpy.types.Operator):\n bl_idname=\"testing_ground.tezzt\"\n bl_label=\"TEZZT\"\n bl_options={'REGISTER', 'UNDO'}\n\n def invoke(self, context, event):\n wm = context.window_manager\n return wm.invoke_props_popup(self, event)\n \n def execute(self, context):\n print(\"Im fine\")\n return {'FINISHED'}\n \n def draw(self, context):\n layout : bpy.types.UILayout = self.layout\n obj = context.object\n some_params = obj.some_params\n layout.prop(some_params, \"float_value\", text=\"Prop popup test\")\n \nclasses = [\n SomeParams,\n TestOp\n]\n\ndef register():\n for cls in classes:\n bpy.utils.register_class(cls)\n \n bpy.types.Object.some_params = bpy.props.PointerProperty(type=SomeParams)\n\n\ndef unregister():\n for cls in classes:\n bpy.utils.unregister_class(cls)\n \nif __name__ == \"__main__\":\n register()\n bpy.ops.testing_ground.tezzt('INVOKE_DEFAULT')\n```\n", "Objects referenced in the `UVProject` modifier property are not snapped\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1060 3GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.66\n\nBroken: version: 2.90 (sub 0)\n\nWhen i select an object as projector transform in the UVProject modifier it doesn't snap to the object I added the modifier to.\n\n- add cube\n- add an empty\n- add uvproject modifier to the cube\n- set the empty as projector transform\n- enable snaping to surface\nor\n- open attached file\nWhen moving the empty it does not snap to the cube\n[bug.blend](bug.blend)", "Blender crashing when rendering with eevee, not with cycles however.\nOperating system: Linux-5.15.82-1-lts-x86_64-with-glibc2.36 64 Bits\nGraphics card: AMD Radeon RX Vega (vega10, LLVM 14.0.6, DRM 3.42, 5.15.82-1-lts) AMD 4.6 (Core Profile) Mesa 23.0.0-devel (git-e20564cfdb)\n\nBroken: version: 3.3.2\nWorked: None, I've tried 3.3-LTS, 3.4 (both the default version provided through steam and manually selecting 3.4 LTS) and the daily-alpha build (with the daily-alpha build I reset settings all to default as well) All of these versions are the ones provided through Steam.\n\nWhen rendering in eevee some of my meshes completely bug out as if only part of them are rendering (I've looked at my normals and they're all fine) and after that my entire PC crashes, forcing a power cycle. The viewport display, when in rendered mode, looks fine in eevee but after rendering and before my PC crashes the viewport also messes up with my meshes looking bizarre. This issue does not occur in cycles when using CPU or GPU compute and other blender files work fine in eevee / cycles both in the viewport and when rendering. I also tried applying all modifiers despite needing a displacement on my torches to animate them but no luck. My blend file also becomes corrupt sometimes after the crash.\n\nSimply just hitting the render button with my current .blend file when in eevee. Sometimes the render goes through with broken meshes (which then I can close the render window and switch to eevee in my viewport display but my meshes will be all messed up and then my PC will crash, sometimes it crashes before the render output. \n\n\n[Dungeon Course.blend](Dungeon_Course.blend)\n\n[Dungeon Course.blend1](Dungeon_Course.blend1)\n\n[3.4 config.7z](3.4_config.7z)" ]
[ "Blender Crash also when select all in edit mode to UV\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89\n\nBroken: version: 2.91.0\nWorked: select all in edit mode to UV and when choose Smart UV option Blender Crash to Desktop \nit constantly doing that at all times.\nselect all in edit mode to UV and when choose Smart UV option Blender Crash to Desktop \nit constantly doing that at all times.\n\nFirst I set it in Edit Mode then Press U for the UV mode. and when select Smart UV option\nBlender Crashes. all the time.\n\n\n", "Crash \"Smart UV Project\" in blender 2.91\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 630 Intel 4.5.0 - Build 27.20.100.8935\n\nBroken: version: 2.91.0\n\nAn error occurred while unfolding with the \"Smart UV Project\" command. It appears randomly and in special places.\n\n[spacedoor.crash.txt](spacedoor.crash.txt)\n\n[spacedoor.blend](spacedoor.blend)\n1) Select \"Cube.003\"\n2) Click on \"Material Proporties\"\n3) Go to in \"Edit Mode\", select material \"Спереди-Сзади.001\" \n4) in \"UV Unwrap Faces\" mode, click to get the \"Smart UV Project\" function and you will get a crash.\nYoutube video for implemenation to crash: E2M0IKGy64k\n", "Smart UV Project crashes Blender 2.91\nOperating system: Windows 10\nGraphics card: Nvidia GeForce GTX 1050 Ti\n\nBroken: 2.91.0\nWorked: 2.90.1\n\nI am able to unwrap the attached .blend file via Smart UV Project in 2.90.1\nThe same .blend file crashes 2.91.0, when I attempt to use Smart UV Project to unwrap it.\n(I did not create this object. It was sent to me by someone else requesting my help with it.)[Blender Locomotive UVunwrap Test.blend](Blender_Locomotive__UVunwrap_Test.blend)", "Crash in Unwrap / smart UV project in 2.91 , \nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 432.00\n\nBroken: version: 2.91.0\n\n\nIn the join file, when i make U / smart UV Project , Blender Crashes when i apply (OK button)\n\n\nmake U / smart UV Project ,apply OK \n\n[Based on the default startup or an attached .blend file (as simple as possible)][Tetedante1Join.blend](Tetedante1Join.blend)\n\n\nno problem with blender-2.92.0-4797c13e8f3a-windows64 , this version don't crashes with this file \n", "Crash on Smart UV unwrap on single edge (nonmanifold)\nOperating system: Windows 10 x64 (20H2)\nGraphics card: Nvidia RTX 2070S\n\nBroken: (example: 2.91, 0f45cab862b8, master, 2020-11-25, as found on the splash screen)\nWorked: ?\n\nWhen trying to Smart UV unwrapping a mesh with a single, nonmanifold edge (edge leads only from one vertex to another without contribution to a face), Blender crashes immediately. See attached demo file\n\n1. Select all vertices in edit mode\n2. Press 'u' for unwrapping\n3. Select \"Smart UV Project\"\n4. Press on OK\n5. Blender crashes\n\n[UV_unwrap_crash_test.blend](UV_unwrap_crash_test.blend)\n", "Smart UV Project crashes\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.79\n\nBroken: version: 2.91.0\n\nReproducible crash caused by Smart UV Project.\n\n1. Open attached .blend file. [APC_UVProject_Crash.zip](APC_UVProject_Crash.zip)\n2. Select the only object in the scene and go to edit mode\n3. Select all faces\n4. Execute Smart UV project operator\nResult: Blender crashes\nExpected: Blender does not crash\n\n", " Smart uv project error\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.51\n\nBroken: version: 2.91.0\nWorked: (newest ver{[F9515640](Modelo_Casa.fbx)}sion of Blender that worked as expected)\n\nWhen trying to make smart uv project to the plane of my model on any computer with version 2.91.0, the program closes automatically without error or bug message\n\n\nthey must first open blender, then open my modeling file, go to shading, select the plane object in edit mode, press the u key, and select smart uv project and give it ok\n\n\n", "Smart UV Project Crashes Blender\nOperating system: Windows 10 64 bit\nGraphics card: Nvidia Geforce GTX 1050 Ti\n\nBroken: 2.91\nWorked: 2.79b\n\nBlender crashes whenever I attempt to bake smart uv project on low poly model.\n\n\n1. Press a to select all faces on single object\n2. Press u to open uv mapping menu{[F9519302](Universaltexturesquare.png)}\n\n[BR18Precolor.blend](BR18Precolor.blend)\n3. press \"Smart UV Project\"\n4. Hit \"ok\"\n\nI found this problem to be startlingly similary to #83347 but I couldn't find a fix and I'm getting desperate. \n\nBased on the attached .blend file.", "Blender Crash When UV Smart Unwrap\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\n\nBlender crash when trying to UV smart unwrap a scanned mesh (64.000 tris).\n\nSelect the mesh, go to edit mode, pres U, select Smart UV Unwrap. Blender crash on my computer.[UVunwrap_bug.blend](UVunwrap_bug.blend)\n\n" ]
Adaptive subdiv + normal map renders black Win 10, GF 780 Broken: 2.78 RC1 Worked: never Objects using both a normal map and adaptive subdivision render as black. 1. Open attached .blend file 2. Shift-Z [displacement_normal_fail.blend](displacement_normal_fail.blend)
[ "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", "Viewport: anti-alising on normal lines\nNormals on faces/vertices are not antialiased:\n\n![image](attachment)\n\nTo see them, enable them at the bottom of the 3D Viewport Overlay popover:\n![image](attachment)\n\nThis issue is similar to what was covered in #107394", "Cycles: sRGB texture compression happens after interpolation \nBroken: 2.81\n\nCycles does sRGB->linear texture conversion after texture interpolation instead of before. This leads to incorrect results.\n\nExample scene is attached. Two squares with a fine checkerboard texture, one with linear interpolation, the other with closest interpolation.\n\nExpected result: Both textures should render to an identical shade of gray. When switching the texture color space to \"linear\" instead of \"sRGB\", the result should not change as the texture contains only pure black and white pixels.\nActual result: The textures show different shades of gray. Switching the color space changes the result.\n[checkerboard.blend](checkerboard.blend)\n![expected.jpg](expected.jpg)\n![actual.jpg](actual.jpg)", "Apply scale normal flipping\nThe apply transforms operator in blender can apply negative scaling to an object.\nHowever there is two ways to do this. If you scale your model with a negative\nvalue in editmode, you get flipped normals. This is because the vertex order in the\nfaces is preserved and that is what determines the normal. In object mode however,\nthere is a flag in the render engines to flip the normals back, if they are flipped due\nto negative scale. This inconsistency creates the problem with the apply transforms\noperator. The following image shows on top the behavior in editmode and at the\nbottom the behavior in object mode.\n\n![Screenshot_20221104_120536.png](Screenshot_20221104_120536.png)\n\nOf course both behaviors have their reasoning to exist.\n\nOne reason for the rendering flag to exist is, that instances of the same object can\nbe mirrored without causing normal problems. Obviously there is no other solution\nto that, since the underlying mesh is the same for all instances, so the render engine\nhas to handle negative scales.\n\nOn the other hand, in editmode you don't want to change the loop order for all your faces\nif you are just scaling. It makes much more sense for editmode scaling to just change\nvertex coordinates. That means you need to fix the normals manually.\n\n\nThe apply operator can only be called in object mode. From object mode the current\nbehaviour looks as if it was flipping the normals. Actually it is just applying the\ntransform \"in editmode\", which looses the negative scale information for rendering.\nThis looks like a bug to some users and is confusing for new users. Users have actually\nrequested this to be changed:\n\n4Zdbbc/\n\nI also heard this request on the BCON22.\n\nHowever the question arises, do we add another option or do we just always flip the\nnormals to make it consistent with rendering? Another question is what happens to\naddons which are using this operator if the operator gets changed in this way?\nHow many addons are actually using apply scale on negatively scaled objects?\nDo those addons fix the normals by flipping them manually?\n\nThere is already a patch available to add this normal flipping without an option:\n\nD16382", "Transform generalized custom-data correction support\n\n**Motivation:**\n\nHaving to manually adjust custom-data is tedious\nwhile there is a UV correction option,\nit's limited to vertex & slide.\n\nThis proposal is to generalize the option so it can be used for any\ntransform mode.\n\n\n**Solution:**\n\nThis proposes to add two kinds of custom-data correction methods.\n\n- Correct based on surrounding geometry, this is suitable for\n```\nvertex & edge slide.\n```\n *The existing logic for vertex & edge slide can be used here.*\n\n- Project Custom-Data\n\n```\nThis would project geometry onto the surfaces of the original mesh\nto calculate the custom-data.\nThis would allow geometry.\n```\n\n```\nThis could be used for other transform modes besides vertex/edge slide.\n```\n\n\n**Limitations:**\n\nThis option works best when adjusting small regions of geometry and often won't work well moving large regions of faces.\n\nThere is a limit to how much UV's can be corrected in this case without re-unwrapping/projecting\n*(which is beyond the scope of this proposal).*\n\n\n**User Interface:**\n\nThese would be shown in the tool options panel, we could keep the transform option too (although this isn't essential).\n\n----\n\nThere is a risk that users accidentally leave this enabled and transform their UV's when moving the geometry.\n\nSince we have other fairly obscure options (transform origins for example), it may be best to show these are enabled while transforming (as we do for auto-keyframe).\n", "Incorrect combined texture baking with subsurface material\nOperating system: windows 10\nGraphics card: gtx 1070\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\nWorked: (optional)\n\nBaking result is different from what I have seen in render and has strange artifacts.\n![test_bake.png](test_bake.png)\n\nOpen attached file and run combined baking with default settings.\n[test_bake_2_79.blend](test_bake_2_79.blend)", "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", "Shader nodes. True normal produces flaws in Eevee\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 473.04\n\nBroken: version: 3.1.2\nBroken: 2.93.7, `a5b7f9dc9011`, 2021-12-14 16:35\n\nWhen I use True normal in this shader, it produces mapping errors, depending on zoom and angle.\nCycles is okay, Flat Normals works well too, as they should.\nOpen file, switch between Normals and True Normals, compare result\n[FaceTangentUVs.blend](FaceTangentUVs.blend)\n![55165852.png](55165852.png)\n![55170753.png](55170753.png)\n[2022-04-12_08-45-37.mp4](2022-04-12_08-45-37.mp4)\n", "Random crashes with NVidia + GPU Subdivision (sometimes when activating X-Ray or Wireframe overlay)\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\n| Graphics card: | Driver : | User:\n| --- | --- | ---\n| NVIDIA GeForce RTX 3090/PCIe/SSE2 | 4.5.0 NVIDIA 516.94 | @GabrielMoro\n| NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 | 4.5.0 NVIDIA 512.15 | @STYXtheMUTT\n| NVIDIA GeForce RTX 3070 Ti/PCIe/SSE2 | 4.5.0 NVIDIA 516.94 | @Jojolix\n|NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2|NVIDIA 516.59|@MassimilianoPuliero\n|NVIDIA GeForce RTX 3090|NVIDIA 516.94|@The5\n\nBroken: version: 3.2.2\n\nOn some seemingly random occasions, Blender crashes with the following stack:\n```lines=10\nStack trace:\nblender.exe :0x00007FF77C1458B0 BKE_subdiv_free\nblender.exe :0x00007FF77C147880 BKE_subsurf_modifier_subdiv_descriptor_ensure\nblender.exe :0x00007FF77BFFC3D0 <lambda_c000e58b9a8caf72c54e0e02a46effdb>::operator()\ntbb.dll :0x00007FFDBAF64FD0 tbb::interface7::internal::isolate_within_arena\nblender.exe :0x00007FF77BFFC6F0 BKE_mesh_wrapper_ensure_subdivision\nblender.exe :0x00007FF77CB38FA0 raycast_obj_fn\nblender.exe :0x00007FF77CB375E0 iter_snap_objects\nblender.exe :0x00007FF77CB3E530 transform_snap_context_project_view3d_mixed_impl\nblender.exe :0x00007FF77CB3F0E0 ED_transform_snap_object_project_view3d\nblender.exe :0x00007FF77CB5E7C0 applyFaceProject\nblender.exe :0x00007FF77CB5EE00 applySnappingIndividual\nblender.exe :0x00007FF77CB72F70 recalcData_objects\nblender.exe :0x00007FF77CB81010 applyTranslation\nblender.exe :0x00007FF77CB46BE0 transformApply\nblender.exe :0x00007FF77CB41920 transform_modal\nblender.exe :0x00007FF77C229D30 wm_macro_modal\nblender.exe :0x00007FF77C20F9E0 wm_handler_operator_call\nblender.exe :0x00007FF77C210BD0 wm_handlers_do_intern\nblender.exe :0x00007FF77C210000 wm_handlers_do\nblender.exe :0x00007FF77C216590 wm_event_do_handlers\nblender.exe :0x00007FF77C1FC380 WM_main\nblender.exe :0x00007FF77B2F12A0 main\nblender.exe :0x00007FF7814128B0 __scrt_common_main_seh\nKERNEL32.DLL :0x00007FFDC7B67020 BaseThreadInitThunk\nntdll.dll :0x00007FFDC85A2680 RtlUserThreadStart\n```\n```lines=10\nStack trace:\nblender.exe :0x00007FF7A50C5B10 BKE_subdiv_update_from_mesh\nblender.exe :0x00007FF7A50C7880 BKE_subsurf_modifier_subdiv_descriptor_ensure\nblender.exe :0x00007FF7A52A1110 draw_subdiv_create_requested_buffers\nblender.exe :0x00007FF7A52A2080 DRW_create_subdivision\nblender.exe :0x00007FF7A52D1870 DRW_mesh_batch_cache_create_requested\nblender.exe :0x00007FF7A52C6000 drw_batch_cache_generate_requested\nblender.exe :0x00007FF7A529F1A0 drw_engines_cache_populate\nblender.exe :0x00007FF7A529B8C0 DRW_draw_render_loop_ex\nblender.exe :0x00007FF7A529C9B0 DRW_draw_view\nblender.exe :0x00007FF7A5D3FA00 view3d_main_region_draw\nblender.exe :0x00007FF7A5551070 ED_region_do_draw\nblender.exe :0x00007FF7A51A3700 wm_draw_window_offscreen\nblender.exe :0x00007FF7A51A3560 wm_draw_window\nblender.exe :0x00007FF7A51A2FB0 wm_draw_update\nblender.exe :0x00007FF7A517C380 WM_main\nblender.exe :0x00007FF7A42712A0 main\nblender.exe :0x00007FF7AA3928B0 __scrt_common_main_seh\nKERNEL32.DLL :0x00007FFD1C4A54D0 BaseThreadInitThunk\nntdll.dll :0x00007FFD1D524830 RtlUserThreadStart\n```\n\nOccasions observed:\n- try to snap objects on faces (the object that shall be snapped to is usually a complex mesh with modifiers like subdivisions, mirror, solidify, bevel and booleans)\n- toggle the shading mode between shaded and wireframe or between X-Ray and Wireframe Overlay.\n[intro.crash.txt](intro.crash.txt)\n\n\n- open attached file\n- disable and enable X-Ray multiple times\nIt happens specially when working fast.\n\n[BLENDER_Youre_Alive_v67.blend](BLENDER_Youre_Alive_v67.blend)\n\n", "Inconsistent color space baking to float and byte images\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: AMD Radeon(TM) Vega 8 Graphics ATI Technologies Inc. 4.5.14742 Core Profile Context 21.8.2 27.20.22025.1006\n\nBroken: version: 2.93.6\nWorked: ---\n\nIn blender we can create an image with 32 bit resolution (See image):\n![sample3.jpg](sample3.jpg)\n\nThe new 32bit image can be used for baking in order to obtain a normal map.\nThis map works perfectly until saved in PNG (16bit or 8bit).\nInterestingly you can bake directly on a 16bit image and the resulting image works even if it is saved in 8bit.\n\nHere is a file where I put different pixel resolution combinations on textures saved in PNG:\n[TesteNormal.blend](TesteNormal.blend)\n![sample2.jpg](sample2.jpg)\n![sample.jpg](sample.jpg)\n\n1 - Bake a normal map image with 32 bit option enabled. (see the pic \"sample3.jpg\")\n```\n A simple cube can be used, no need to add any detail.\n```\n2 - Save the image as PNG in 8 bit or 16 bit.\n3 - Create a material and connect the saved baked normal map image to the normal map node. \n```\n Change color space option to \"non-color\" \n```\n4 - Observe the object becomes dark in rendered mode in Eevee or Cycles. \n\n[Teste_Normal_Textures.blend](Teste_Normal_Textures.blend)\n", "Smooth shading usabilty\nWhen adding a mesh primitive in Blender, it is by default flat-shaded without subdivision surfaces. This means that after adding a new object with a smooth surface (like a sphere or monkey mesh), the user almost always has to change some settings.\n\nWe could change the default mesh settings to avoid that. However there are two distinct use cases which require different settings.\n\n* Meshes with autosmooth and/or custom normals. This could be either a low poly model for games, or a high poly model imported from CAD software.\n* Subdivision surfaces with creases to define sharp areas of the model. Custom normals are lost in the subdivision process, and autosmooth can't be combined with GPU acceleration.\n\nOnce subdivision surface settings become part of the mesh (#68891 (Subdivision surface settings part of the Mesh)), we could handle these as more distinct cases in the user interface and implementation.\n* If a mesh is a subdivision surface, no autosmooth or custom normals would be available.\n* Subdivision surface mesh primitives could be in a separate submenu of the Add menu, with all faces smooth shaded by default.\n* Mesh primitives could have smooth shaded faces and autosmooth enabled by default when it makes sense.\n\nEnabling autosmooth by default will negatively impact performance, particularly in edit mode. It's not obvious this is something we want to do. Further optimizations in this area are possible, but there will always be a cost.", "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", "Modifiers disabled in viewport are not rendered if the object is in edit mode\nVersion 2.83\n\n\n - Open: [medieval_house_lights_camera.blend](medieval_house_lights_camera.blend)\n - Render with the object in edit mode and then in object mode.\nScene in object mode\n![Schermata 2020-01-23 alle 15.02.55.png](Schermata_2020-01-23_alle_15.02.55.png)\nRender:\n![Schermata 2020-01-23 alle 14.45.13.png](Schermata_2020-01-23_alle_14.45.13.png)\n\nScene in edit mode:\n![Schermata 2020-01-23 alle 15.03.06.png](Schermata_2020-01-23_alle_15.03.06.png)\nRender:\n![Schermata 2020-01-23 alle 14.47.27.png](Schermata_2020-01-23_alle_14.47.27.png)", "Subdivision surface settings part of the Mesh\n**Description**\n\nWe want to make subdivision surfaces a property of the Mesh datablock. The modifier would remain, but would likely be used less.\n\nThere are a few reasons for this:\n* OpenSubdiv GPU acceleration in the viewport and adaptive subdivision in Cycles need the modifier to be last in the stack. The available settings, behavior and implementation would be more clear if this was controlled outside of the modifier stack.\n* When we add modifier nodes support, the concept of a last modifier in the stack becomes fuzzy. Being able to pass along a subdivision surface Mesh to another node without actually subdividing is important for performance and to leave subdivision to the renderer.\n* For best performance with GPU acceleration, we don't want Blender to also subdivide the mesh on the CPU at all. But operations like hair positioning, particle emission and snapping still need to take into account the subdivision surface. If the Mesh datablock contains all the subdivision surface information, these could potentially work on the limit surface without subdividing the mesh on the CPU.\n* Simpler smooth normals handling, see #68893 (Smooth shading usabilty).\n* File formats like USD have native subdivision surface primitives. By making it part of the mesh, we are more compatible with such file formats. \n\n\n**TODOs**\n\n- Modeling\n - [ ] conjugate the presence of a subdivision surface modifier with the mesh settings if it is the last in the stack\n - [ ] ensure creases survive the modifier stack (unless consumed by a subsurf modifier)\n - [x] (follow up to [D10145: Subdivision: add support for vertex creasing](D10145)) move edge crease to a custom data layer\n\n- Cycles/EEVEE\n - [x] detect subdivision using the mesh settings instead of the modifier\n\n- Normals (work on some aspects of #68893 (Smooth shading usabilty))\n - [ ] remove autosmooth and custom normals options if the mesh is a subdivision surface\n - [ ] always render with smooth normals (flat areas can also be defined trough creasing)\n\n- Alembic/USD\n - [ ] set mesh settings during imports\n - [ ] export as SubD Object when subdivision is used\n\n- Workflow\n - [ ] option to set the subdivision settings when creating a mesh, or add a sub-menu with meshes with subdivision enabled\n - [ ] shortcuts to subdivide (?)\n - [ ] script/addon to update old files to replace last subdivision modifier in the stack with mesh settings (doing this in version code might have undesirable side effects)\n\n- Other\n - [ ] Update test files", "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" ]
[ "Cycles black render with adaptive subdivision and normal map tangent\nwindows 7 64bit\ngf 1070\n\nBroken: \ne8299c8 (2.78a) \nda08aa4 (last build)\n\n\nWhen I turn **experimental** mode in Cycles and use **Adaptive Subdivision.**\nMaterial with **normal map tangent** renders black.\n\n[normal_tangent_whit_adaptiv_disp_bug.blend](normal_tangent_whit_adaptiv_disp_bug.blend) **only render** - it is simple scene and when connect normal map the error still occurs\n\n", "Experimental Adaptive Tesselation + Normalmap results in black object\nWin 10 x64\nNvidia GeForce GTX 960M\n\nbfc5a94\n\nTesting out the experimental geometry tesselation I found that using the tesselation in combination with a normal map results in an completely black object. I'm not sure if it is supposed to work this way, but I'm certain that it is not..\n\nOpen the .blend and enable viewport rendering\n\nOr from a blank scene:\n\nEnable experimental feature set->add material to default cube-> in the material settings under displacement set to true or both->add subsurf modifier and set to adaptive->add a normal map in the node editor, plug it into a normal map node and plug that output into the normal slot of the shader \n[Bugreport.blend](Bugreport.blend)", "Master Micro displace renders black image CPU & GPU\nWin10 latest drivers, Fire Pro W9100 16gb\n\nLatest build bot from today and all builds tested since 2.79\n\nAdd Plane,add subdiv modifier with adaptive, add displace texture map to displace socket, render and just get black tiles.\n\nRepo stated above.\n\n[testmicrodisplaceHDRI.blend](testmicrodisplaceHDRI.blend)\n" ]
Solidify Modifier Operating system: Win 10 Pro 64 bits Graphics card: GTX 780 Broken: 2.80, a91886e76ebd, blender2.8, 2018-12-19 Solidify node don't work with Bezier Curve. It work if it placed after a subdivision modifier for exemple. Based on the default startup or an attached .blend file (as simple as possible).
[ "Armature combined with subdivision incorrect normals\nOperating system: Windows 10 Pro\nGraphics card: GeForce 1050ti\n\nBroken: 2.82 (broken in a different way), 2.83.14, 2.92, 2.93 beta, 3.0 alpha\nWorked: 2.79b (important is working in 2.81)\nWhen using an armature modifier and subdivision modifier on the same mesh you get the wrong normals. If the armature is applied to the mesh then the subdivision normals are correct. The problem with the armature and subdivision together only applies if the armature is posed.\n\nThis broke between good ba1e9ae4733a and bad da6929488a64, probably 9516921c05\n\nI think that a bug has come into 2.82 a fix has been applied but it has broken it differently. So between 2.81 and 2.82 something broke, then a fix was put in that is still broken but in a different way. So 2.81 is the good version.\n\nCreate a mesh and create an armature on the mesh. Add a subdivision modifier. Make sure the armature has a pose. Show the normals.\nThe consequences will mean that the surfaces are wrong and the subsurface and general render will just look wrong.\nGood:\n![good.png](good.png)\nBad:\n![bad.png](bad.png)\n\n[blender2_79b.blend](blender2_79b.blend)\n\n[blender2_92.blend](blender2_92.blend)", "Joining curves overrides other materials\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.92.0\n\nJoining two or more curve objects together will result in the curves being assigned the active object's material rather than keeping the material assigned to their points. \n\nOpen the below file:\n[curve_material_bug.blend](curve_material_bug.blend)\nUse Ctrl+J to join the two curves together. \n\n", "Objects referenced in the `UVProject` modifier property are not snapped\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1060 3GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.66\n\nBroken: version: 2.90 (sub 0)\n\nWhen i select an object as projector transform in the UVProject modifier it doesn't snap to the object I added the modifier to.\n\n- add cube\n- add an empty\n- add uvproject modifier to the cube\n- set the empty as projector transform\n- enable snaping to surface\nor\n- open attached file\nWhen moving the empty it does not snap to the cube\n[bug.blend](bug.blend)", "GPU subdivision: Wrong object's size when using subdivision surface modifier with GPU subdivision\nOperating system: Ubuntu 20.04\nGraphics card: Nvidia Geforce GTX 660\n\nBroken: 3.1\nWorked: 3.0\n\nWhen GPU subdivision is activated, the object with subdivision surface doesn't show the correct size on the dimension section of the properties' sidebar.\n\nSelect the default cube.\nAdd Subdivision surface modifier\nOpen the properties' sidebar with N, the dimensions should be 1,68m (for X, Y and Z) but it shows 2,0m for all the axes. By deactivating the \"GPU subdivision\" the panel shows the correct dimensions.\n", "Support Alembic export/import of curve objects\nI created this issue as requested [here ](T51195#430327).\n\nWhile the export of animated mesh objects works quite well, exporting and importing curve objects does not work as expected at the moment.\n\nWhen exporting curves there are two main options:\n- Export as curve\n- Export as mesh\n\nBoth of these are very useful. Depending on the specific setup it might not be useful to export a curve as curve but rather as mesh. Being able to export as mesh should always be an option.\n\nI created a little test file that includes a curve object with multiple animated properties and modifiers: [curve_export_test.blend](curve_export_test.blend)\nSome modifiers implicitly convert the curve into a mesh, so when the user wants to export as a curve, it should (if possible) evaluate all modifiers until the curve is converted. If it is not possible to apply only some modifiers, it should still be possible to only export the curve before any modifier is applied (next to the option to export the whole thing as a mesh).\n\nAlso, keep in mind:\n- Curves can consist of multiple splines.\n- The amount of splines per curve object can change over time.\n- The amount of points in a spline can change over time.\n- Curves and spline points have quite properties have quite a few attributes that need to be considered when exporting as curve (bevel radius, ...).\n\nIf I had to choose what to develop first, mesh or curve export of curve objects, I'd vote for mesh, as it allows for more flexibility. Additionally I imagine it to be easier to develop.", "Blender-3.1 (git) boolean in Geomenty Nodes issue\nOperating system:\nGraphics card:\n\nBroken: All\n\nBulean issue like T91889\nbut now in GN\n[2021-11-25_22-29-42.mp4](2021-11-25_22-29-42.mp4)\nTest Scene\n[parktronic1-Blender-3.blend](parktronic1-Blender-3.blend)", "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", "Blender solidify modifier bevel convex bug ?\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.3.0\n\nOn the solidify modifier, under Edge Data > Bevel Convex, the bevel weight seems to be added randomly instead on the inner and outer edges of the rim. Is it a bug or there's something I'm missing ? \n\nI recorded it : WB83jpVG3qo\nThe video is on the version 3.2.2 but it does the same in the latest 3.3 build.\n\n- Open attached file or\n - Add a solidify modifier onto a mesh,\n - then add bevel weight by putting the value of Bevel Convex to 1.\n - Then, add a bevel modifier with Limit Method set to Weight.\n[Solidify+Bevel_Bug.blend](Solidify_Bevel_Bug.blend)\n\n", "Data Transfer doesn't work in some situations (geometry nodes modifier preceeding the Data Transfer modifier)\nOperating system: Windows 10\nGraphics card: Nvidia GeForce GT960\n\nBroken: 3.5.0 (2023/01/11)\n\nData Transfer does not work on geometry generated by Geometry Nodes\n\nError is set up in the attached file:\n\n[Color Transfer Test.blend](Color_Transfer_Test.blend)\n\nDoesnt work in `Material` or `Rendered` viewport mode either.\n\n[Color Transfer Test 2.blend](Color_Transfer_Test_2.blend)\n\nI don't know if it's related (it feels like it is) but even setting color inside a geometry node (on geo node created meshes) doesn't work in Material or Rendered viewport modes.\n\n[GeometryNodesColorBug.blend](GeometryNodesColorBug.blend)", "Using subdiv modifier affects normal baking performace of all objects in scene\nOperating system: Windows 10\nGraphics card: GTX 1080Ti\n\nBroken: version: 2.83 (sub 10)\nWorked: Never (2.8+)\n\n[#60428.blend](T60428.blend)\n- Open file\n- Press bake, watch memory usage\n# Remove subsurf modifier on `door_frame_low.001` object and repeat step 2\n\nBaking is much quicker and doesn't require too much RAM\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", "Curves don't have 'All Edges' option for wireframe\nBroken: 2.80\n\nMesh objects have the toggle for its viewport display wireframe to render all edges, but curve objects don't.\n![image.png](image.png)\n\nOpen the attached file and look for the 'All Edges' option.\n[Wiref.blend](Wiref.blend)\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", "Glitches with Curve Fill Node\nOperating system: Windows 11\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65\n\nBroken: version: 3.2.0 Alpha\nWorked version: never\n\nIf you instance circles or other curves on a curve and you will realize those instances, and you will use the curve fill node on them. There are some glitches or inconsistencies.\nIf you change the scale, the fill node will also randomly decide what should be filled.\n\n\n![Screenshot 2022-02-05 114920.jpg](Screenshot_2022-02-05_114920.jpg)\n\nTest File:\n[#95518.blend](T95518.blend)\n", "Knife not snapping on backfacing elements (wireframe, xray mode)\nSteps to recreate:\n1. Select object and goto edit mode\n2. Enable X-ray Mode.\n3. Select \"Knife\" Tool.\n4. Now, when i want to snap my knife to the vertices(\"Back Side\") for cut it didnt snap. Although It snaps to vertices on front part" ]
[ "Solidify modifier does not work on bezier objects created under 2.79b - but works fine with newly created objects \n**System Information** \nOperating system: Windows 10\nGraphics card: Nvidia GEForce GTX 860M v416.34\n\nBroken: 2.80, 6d89337257b6\nWorked: 2.79\n\n\nOpened up a blend file originally created in v2.7b\nHave objects (bezier) with Solidify that work properly in 2.79b\n - but Modifier does not show up in 2.8beta\nI can delete modifiers and recreate them but still do not work.\n\nHowever, if I create new bezier object \"solidify\" appears to work correctly.\n\nsee attachment: bezierCurve thru beziercurve.010\n\n[Acorn_Arabella_D.blend](Acorn_Arabella_D.blend)", "Solidify Modifier does not work with 'beveled' Curve objects\nCurrent Blender2.8.\n\nEverything in the title really, reported by @fclem after fixing drawing for modified curves, see file below.\n\n> In #57972#580258, @fclem wrote:\n> I've fixed modifier display for curves.\n> \n> [bug_curve_solidify.blend](bug_curve_solidify.blend)\n> \n> Seems like all Deforming modifiers are working correctly except the solidify modifier.\n\n\n\nWill check asap." ]
Cycles AMD hardware raytracing New AMD RDNA2 cards support hardware raytracing. AMD is working on adding support for this in Cycles, based on the OpenCL kernels. Patch planned to become public in some weeks from now.
[ "VSE Channel headers TODO\nImprovements for channel headers in general:\n- - [ ] 2-way `v2d` scroll synchronization\n- - [ ] Investigate why changing RNA property doesn't update timeline region\n- - [ ] Cleanup loading code for `SeqTimelineChannel`, looks like it could be optimized a bit more.\n- - [ ] Use better integrated drawing engine like list-views\n\nOther related tasks:\n - Decide on [D14263: VSE: Limit timeline view height](D14263)", "Monitor FPS playback regressions in time for workbench and eevee\nSimilar what Cycles does for render times, although fps is measured in the viewport when playing back animation.\nPerhaps per scene count the number of frames that were drawn in 10 seconds.\n", "AMD HIP with 7900XTX crashes using Cycles in Blender 3.6\nOperating system: Ubuntu 22.04.2\nGraphics card: RX 7900 XTX\nROCM/HIP is version 5.5.1\n\nBroken: version: 3.6.0, branch: blender-v3.6-release, commit date: 2023-06-27 08:08, hash: c7fc78b81ecb, type: release\nWorked: version: 3.5.0, branch: blender-v3.5-release, commit date: 2023-03-29 02:56, hash: 1be25cfff18b, type: release\n\nWhenever I try to render anything (default cube included) in 3.6 with Cycles using GPU compute I get the following error in the console:\n`:0:rocdevice.cpp :2788: 4112443167 us: 28547: [tid:0x7f38b247d600] Callback: Queue 0x7f3793600000 aborting with error : HSA_STATUS_ERROR_INVALID_ISA: The instruction set architecture is invalid. code: 0x100f\nAborted (core dumped)`\nDownloaded 3.5 and it works just fine there. Using CPU in 3.6 also works. Can't seem to find the coredump anywhere (did ulimit -c unlimited and even disable apport but in none of the directories where I would expect a coredump I got one). \n\nTo reproduce:\n1.Open Blender 3.6\n2.Change to Cycles with GPU compute\n3.Press F12\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)", "Eevee RGB Curves node inaccurate compared to Cycles\nOperating system: Linux-5.8.0-7630-generic-x86_64-with-glibc2.32 64 Bits\nGraphics card: Quadro RTX 6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.32.03\n\nBroken: version: 3.0.0 Alpha\n\n[eevee_rgb_curve.mp4](eevee_rgb_curve.mp4)\nThe transformation that the RGB curves node applies to a color differs slightly between Eevee and Cycles, even if the curve is left as default.\nNot sure if this is a bug or just a known limitation, but it breaks compatibility between Eevee and Cycles in edge cases.\n\n[eevee_rgb_curve.blend](eevee_rgb_curve.blend)\n\n", "gpu.states.line_width_set doesn't work (on Mac Air)\nOperating system:\nGraphics card:\n(just copy pasted specs here)\n Model Name:\tMacBook Air\n Model Identifier:\tMacBookAir7,2\n Processor Name:\tDual-Core Intel Core i5\n Processor Speed:\t1,8 GHz\n Number of Processors:\t1\n Total Number of Cores:\t2\n L2 Cache (per Core):\t256 KB\n L3 Cache:\t3 MB\n Hyper-Threading Technology:\tEnabled\n Memory:\t8 GB\nIntel HD Graphics 6000:\n\n Chipset Model:\tIntel HD Graphics 6000\n Type:\tGPU\n Bus:\tBuilt-In\n VRAM (Dynamic, Max):\t1536 MB\n Vendor:\tIntel\n Device ID:\t0x1626\n Revision ID:\t0x0009\n Metal Family:\tSupported, Metal GPUFamily macOS 1\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\nBlender 3.6\n??\nOn this specific Macbook, gpu.states.line_width_set simply does nothing - Just tested also on WIndows and there it works.\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\nJust try the 'Operator Modal Draw' Template in Python templates in Blender text editor - the function is used there so it's very fast to check.\n\nAnd yes, I know this is probably outdated hardware, but didn't want to not report bug if I already found one ;)\n\n", "[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", "Viewport/Eevee regression tests improvements\nWhen compiling blender with `WITH_OPENGL_RENDER_TESTS=On` the cycles render tests are also run for Eevee and workbench. But their are some issues.\n\n* Eevee specific features and options (bloom, transparencies, reflections/refractions) are not covered in the test suite.\n* The reference images for eevee are rendered using NVIDIA and due to other texture filtering are not usable for AMD.\n* No tests to measure viewport performance.\n\n**Improvements**\nThis task will describe improvements we want to implement in the test suite specific for viewport and eevee.\n\n* Use platform specific reference images when the reference images differs between platforms. This allows the tests to be run with success on more platforms, but doesn't add to much of an overhead updating the reference images.\n** We could reduce the amount of platform specific images by using a different bias.\n* Per test we should be able to point to a platform specific reference image. When not configured the common reference image will be used.\n* We should be able to compare reference images between multiple platforms. (similar to how we currently do for Cycles/Eevee).\n* Add animation viewport tests that outputs a FPS over 10 seconds of running time (after all shaders have been compiled). The results including some system info should be stored in a file. Eventually we want those to be run on the builtbot and plot a graph over time (accessible via a web).\n* Q: should we add option to create eevee-specific tests (scene name starts with `eevee-`) or also run for cycles? \n\n**Platforms**\n* NVIDIA latest closed drivers (should be able to run on linux and windows with same results)\n* AMD latest closed source drivers (should be able to run on linux and windows with same results)\n* AMD open source drivers (linux only?)\n* Intel GPU (open source drivers/latest intel Windows/Linux) Unclear if we should make more deviations. otherwise we should stick to Windows and use the latest Intel drivers.\n* MacOS we might want to stick to Mac mini (intel and m1) for now.\n\n", "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.", "Selection Next\nBecause of design decision, the Overlay-Next engine will not be able to rely on the draw manager to handle selection queries. We need to handle selection of objects in a separate engine.\n\nThe selection engine must not re-implement all of the logic of the overlay engine. Instead, we need to find a way to cleanly mix both. For instance, we can swap the `ShaderCache` type to use shaders for selection.\n\nIn order to not require too much refactor, it is better to interface this new selection engine as a GPU_select backend.\n\nAll object selection mode should be supported.", "Properly handle file links (as in symlinks)\nWhile it should be fairly straight forward, I didn't fully port the file linking support to the new file-list design yet. Most work should already be done however.", "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?", "5700 xt not working with HIP cycles\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.0 Core Profile Context 22.20.27.09.230330\n\nBroken: version: 3.6.2\n\nI am trying to render my donut, but I can only do so with CPU. Whenever I try to render with GPU compute HIP with my 5700 xt enabled, the screen freezes; it becomes unresponsive and I have to manually close the program. My hardware doesn´t seem to be the problem, afterburner is detecting everything and it seems fine. Drivers updated, latest Windows 11 version\n\n1. Hit render with cycles active, GPU compute and the 5700 xt activated in HIP/system/preferences tab.\n\n", "Render: Option to use fullscreen depthbuffer for tracing\nAdd an option to allow the use of a more precise depth buffer when doing screen space effects.\n\nThat may solve some issue regarding noise or self intersection.", "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" ]
[ "Cycles OpenCL hardware raytracing intersection for AMD Rx 6000 series\n**Overview** \n\nAMD Radeon RDNA2 architecture adds support for hardware accelerated ray intersection and BVH traversal. This is exposed in OpenCL via a “hardware intrinsic”. We will use this to modify the existing OpenCL path in Cycles to use a separate hardware accelerated code path when device support is present. \n\nFrom a user point of view, they continue using the OpenCL version of cycles, and we automatically enable hw raytracing if available. \n\n**Design**\nEnablement: \n\n - A flag in the make file \n```\nWITH_CYCLES_DEVICE_AMD_HW\n```\n - If the cmake flag is set, device capabilities are assessed for HW raytracing and if available, HW RT is enabled \n\nHost side, BVH \n\n - Addition of a new BVH layout mask (bvh_amd)\n - Addition of a new bvh class to generate hw compatible bvh and pack instances accordingly \n - QBVH based with top level bounding boxes, up to depth 5, with full precision and the rest with half precision \n\nHost side, Device \n\n more details to come...\n\n\n**Detecting device compatibility**\n\n\nWhen AMD HW raytracing flag is set, the hardware ray tracing capability is queried in the OpenCLDevice constructor. The result of the query is checked when assigning the BVH layout and when kernels are compiled. The BVH layout routes the BVH creation to BVHAMD class and later in the BVH building, methods of this class are used to pack nodes and generate the hardware compatible BVH. The compiler options routes the intersection calls to the appropriate BVH function where AMD hardware supported intersection functionality is used. \n\n(Patch to be public soon)" ]
Undo History shortcut via Edit menù not assignable Shortcut to "Undo History" cannot be assigned via the Edit menù.. but can interestingly be assigned to individual history elements! Can still be assigned via ed.undo_history identifier on the preferences or by performing a manual search for it on the Search Menù. Operating system: Linux-6.0.11-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: 3.3.1 Worked: version 3.0.1 branch: master, commit date: 2022-01-25 17:19, hash: `dc2d180181`
[ "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", "UV Editor and Image Edito:- Assigning shortcuts to Annotate tools go in wrong section of keymap\nOperating system: Windows 10\n\n2.92.0, 02948a2cab44, master, 2021-04-24, as found on the splash screen\n\nFor the `Image Editor`, when assigning shortcuts to the 4 annotation tools (listed below), their shortcuts (Set Tool by Name) are getting registered in `\"Preferences > Keymap > Window\"` instead of their respective sections.\nWhen assigned the shortcuts from the `UV Editor` first, the shortcuts go correctly to `\"Preferences > Keymap > Image > UV Editor > UV Editor (Global)\"`\nMaybe both should go to `\"Preferences > Keymap > Image > Image (Global)\"`?\n\n- Go to Image Editor\n- Right click each of the tools below and assign a random shortcut (Z, R, T, L for example)\n - Annotate\n - Annotate Line\n - Annotate Polygon\n - Annotate Eraser\nThey are now listed under `\"Preferences > Keymap > Window\"`, which is not where they should be.", "2.82 UDIM \"Edit externally\" is capable of opening ONLY the first tile\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.66\n\nBroken: version: 2.82 (sub 6)\nWorked: (optional)\n\nCurrently there is no way to open other UDIM tiles beside 1st one to edit externally.\n![image.png](image.png)\n\n\n\n\nProposed solutions:\n- Make it so that the currently highlighted UDIM tile opens externally *(the video is just me jump cut editing to demonstrate the functionality)*\n[udim edit externally.mp4](udim_edit_externally.mp4)\n\n\n", "Avoid Dynamic Menu Contents\nThis tasks proposes that dynamic menu contend could not be used (with some exceptions, below).\n\nExamples of dynamic menu content are menu items that are shown or not based on the number of selected items, an operators poll function, or the saved state of the blend file.\n\n\nThis causes the following problems:\n\n- **Causes User Uncertainty**\n\n```\nWhen you remember a menu item being available and find it missing, it's not obvious whats happening.\n```\n\n```\nIf the menu item is greyed out, it makes it obvious the functionality exists but isn't available.\n```\n\n```\nNote that Blender has the ability to set a message for why an operator is disabled which is displayed in the tool-tip *(this should be used more often).*\n```\n\n- **Complicates Documentation**\n\n```\nWhen instructions give steps to perform an action, a user may find the menu item missing, and think they're using the wrong version or the instructions require and add-on or some other customization.\n```\n\n- **Changes Key Accelerators**\n\n```\nWhen menu items change are added/removed, the short-cut keys to activate an item will change too,\nso a user can't use muscle memory to activate a menu item. \n```\n\n- **Complicates Menu Memory**\n\n```\nCurrently popup menus remember the last action based on the text,\nwith dynamic changing text, our menu hashing function `ui_popup_menu_memory` would need to somehow support this too, at least if this is used for menu items in popup menus.\n```\n\n *Note that even in the case this was solved for updated display-text, moving menu items around has inherent problems with remembering the last used action.*\n\n**Exceptions**\n\n- Context Menu.\n- Quick Favorites Menu.\n- Menu's that Expand Data such as \"Open Recent\" or Add \"Collection Instances\"\n\n\n", "Formalize Default Selection Behavior and Key-map\nSelection should behave as consistent as possible throughout Blender. There should be a formal description for that to help avoiding inconsistencies.\n\nNOTE: This task is WIP, all content is tentative.\n\nWe *may* have to draw distinctions between right-click vs. left-click and 2D vs. 3D editors. For the latter, there are rather different requirements.\n\n### 2D Editors\n\n| Key-map item | Action\n| ---------------- | --------\n| {key Click} | Select item (and activate) an item. Deselect others.\n| {key Shift Click} | Toggle selection (and activate):\n| | * Select (and activate) if item was *not* selected\n| | * (Activate it item was selected)\n| | * Deselect item (if already active, or) if selected.\n| ... | ...\n\n\n[TODO make table per-tool?]", "Undo doesn't work with paint mask selection (texture paint vs. vertex/weightpaint)\nOperating system: Linux-5.2.10-arch1-1-ARCH-x86_64-with-arch 64 Bits\nGraphics card: Radeon RX 580 Series (POLARIS10, DRM 3.32.0, 5.2.10-arch1-1-ARCH, LLVM 8.0.1) X.Org 4.5 (Core Profile) Mesa 19.1.5\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\nUndo does not work with paint mask selections. The expected behavior here is that undo should work as in other selection modes.\n\nClick on texture paint.\nSelect single image and create a texture.\nTurn on paint masking, and then select the \"select box\" tool.\nclick on a face on the cube to select it.\nPress ctrl-z.", "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", "Video Editing: Undo kills Rebuilding Proxy when it wasn't the last command\nOperating system: Windows 10\nGraphics card: GTX 960\n\nBroken: 2.92\n\nVideo Editing: Undo kills Rebuilding Proxy when it wasn't the last command:\n1. add the video file to the timeline\n2. click Rebuild Proxy and Timecode Indices\n3. rebuilding proxy process should start\n4. split the strip\n5. click Undo\n6. the rebuilding proxy process breaks", "Creating Lattice object with script with {\"REGISTER\", \"UNDO\"} if parameters was changed in Undo window and mesh was in Edit mode - undo last changes to the mesh or last action\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1650 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.51\n\nBroken: version: 2.93.1\n\n{\"REGISTER\", \"UNDO\"} also undo last action if parameters was changed in \"Adjust last action\" pannel and mesh was in Edit mode.\n\n[Register_Undo_Issue.mp4](Register_Undo_Issue.mp4)\n\n[REGISTER_UNDO_in_EDIT_Mode.blend](REGISTER_UNDO_in_EDIT_Mode.blend)\n\n", "Material Properties: Shortcut assignment for the \"New\" button does not relate to the interface.\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 425.31\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\nThe shortcut for the big \"New\" button in Material Properties does not work for the button, which suggests giving a new material to the active slot. Instead it calls bpy.ops.material.new() and silently creates new materials in the data. This can also be tested with Quick Favorites.\n\n![MaterialShortcutNewBug.jpg](MaterialShortcutNewBug.jpg)\n\n\n", "File Browser: Can't Select/Delete Favorites Bookmark When File Path Is Missing\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 960/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.30\n\nBroken: version: 2.82 (sub 1)\nWorked: (optional)\n\nCan't select/delete an existing Favorites Bookmark in the Blender File Browser if the path no longer exists on your OS. You have to recreate the path to enable select/delete again.\n\n1. Create a Favorites Bookmark in the Blender File Browser that links to a folder on your OS.\n2. Close the Blender File Browser.\n3. Delete the folder in your OS the Bookmark links to.\n4. Open the Blender File Browser.\n5. The Bookmark is now gray and can't be selected/deleted. (Hovering over the link does show the original path.)\nTo reverse this:\n1. Close the Blender File Browser.\n2. Recreate the original path in your OS the bookmark originally linked to (see 5 above).\n3. Open the Blender File Browser.\n4. The Bookmark can now be selected/deleted.\n\nNOTE: A limited workaround was added some years ago (the 'Cleanup' option that will remove all invalid entries)", "Can't bind shortcut Alt+Numbers 0-9\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68\nKeyboard: UK ISO (tenlesskey) w/ UK Layout\n\nBroken: version: 2.93.4\nBroken: version: 3.0.0 Alpha\nWorked: None (tried 1.8, 2.28, 2.34, 2.58, 2.66, 2.79, 2.80, 2.82)\n\nUnable to use Alt modifier with Numbers 0-9\n\nTry to rebind something (e.g Hide Collections to Alt+Number key).\nThe binds will fail to execute.\n\n{[F10604609](210926_blender_10b48.png), size=full}\n\nBroken:\n• Alt+Numbers 0-9\n• Alt+Numpad Numbers 0-9\n• Using 'Left Alt' as a custom modifier key in the keymap plus Numbers 0-9\n\nWorks:\nAlt+F Keys 1-24 work (unfortunately Alt+F4 is hardcoded to exit blender.exe)\nAlt+Qwerty/Punctuation keys work.. just seems like its Alt+Numbers that fail\n\nThank you for your time and consideration :3", "Multiple CNTRL Z replaces properties in driver\nWin7 64bit\n\nBroken: 2.79\n\nI was copying drivers from one object to another and hiding (H) those with already pasted driver. At some point I wanted to unhide previous object, so used undo instead of ALT H to bring back only one object. After object was revealed, I do not re-copy driver just paste what was already in memory. I make three undo's (just the step before copying driver), so I didn't expect this will corrupt driver's data. Would be better to make \"paste\" not happen, rather than changing it.\n\n*Original driver*\n![untitled.png](untitled.png)\n*Pasted driver after some undo's*\n![untitled1.png](untitled1.png)\n\n1. Copy driver from texture slot of left cube\n2. Hide left cube in viewport\n3. Paste driver in texture slot of right cube\n4. Pres CTRL Z three times until left cube will appear back\n5. Then repeat pasting driver from stage 3 -> driver's properties have been replaced by another\n[Paste_driver.blend](Paste_driver.blend)\n", "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.", "Adjust last operation fails to align new objects\nOperating system: Linux-5.11.0-31-generic-x86_64-with-glibc2.33 64 Bits\nGraphics card: Mesa Intel(R) UHD Graphics 620 (KBL GT2) Intel 4.6 (Core Profile) Mesa 21.0.3\n\nBroken: version: 3.0.0 Alpha, branch: Unknown, commit date: Unknown Unknown, hash: `rBUnknown`\nWorked: Unknown\n\nWhen trying to add new objects, changing the alignment via Adust Last Operation does not work.\n\n- Enter Camera View\n- Add Object\n- Deselect Object\n- Open Adjust Last Operation (Edit --> Adjust Last Operation)\n# Change `Align` to `View`\n\n" ]
[ "Assign Shortcut Missing when Right Clicking Undo History.\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 3.1.2\nWorked: Blender 3.0 Unsure of exact version I had installed but I was not on 3.1.\nChanged in 0e1bb232e6\n\nUnable to assign shortcut to Undo History using Right Click Menu. \n\nRight Click Menu only shows \"Assign to Quick Favorites\"\n\nUsing default startup file, Edit > Right Click Undo History \n\n\nI recently had my OS SSD fail and had to reinstall Windows as well as all my applications fresh. Going through my setup of a new install of Blender 3.1.2 I wanted to reassign my previous shortcut for the Undo History Menu (Ctrl + Alt + Z) but was unable to view the Assign Shortcut option when right clicking. \n\n![image.png](image.png)\n\nUndo History was also missing from the \"Blender\" Keymap when searching. \n\n![image.png](image.png)\n\nTo resolve this, I switched to the Blender 2.7X Keymap which did have the Undo History shortcut, copied the shortcut \"ed.undo_history\" and assigned that manually in the default \"Blender\" Keymap. \n\n![image.png](image.png)\n\n![image.png](image.png)" ]
Enabling Dyntopo crashes Blender 2.91 Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.77 Broken: version: 2.91.0 Alpha Open program, choose sculpting, tick dyntopo .
[ "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", "Dyntopo detail size drawing with Shift + D seems broken\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.79\n\nBroken: version: 2.92.0 Alpha\nWorked: At least a few alpha versions ago\n\nDyntopo size control with Shift + D seems broken.\nThe first time I tried, the gizmo simply froze and the Resolution value didn't change after mouse movement.\nAfter installing the latest GeForce Studio Driver — version 457.30 — I tried again. The gizmo casts infinite lines, but I noticed that the Resolution value does change after mouse movement.\n\n1. Enter Sculpt Mode.\n2. Activate Dyntopo.\n3. Switch to Constant Detail mode.\n4. Press Shift + D.", "Set as Background crashes blender instantly.\nOperating system: Windows 10 Pro\nGraphics card: RTX 2080 Ti and RTX 3060\n\nBroken: 3.62\n\nI'm trying to do object tracking. Have tracked an object and clicked Solve Object Motion, then when I click on Set as Background Blender crashes instantly. Trying to load in a 400 frame 1920x1080 png sequence. Blender also crashes if I try to load the background image sequence via the camera properties (Background Images > Add Image).\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n", "Cycles Rendering of project causes crash of program.\nOperating system: Windows-10-10.0.22621-SP0 64 Bits (Windows 11)\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 537.13\n\nBroken: version: 3.6.2\n\nTrying to render, pressing F12 of the file to render project it crashes. I'm using Blender 3.6.2\n\nTrying to render, pressing F12 of the file to render project it crashes. I'm using Blender 3.6.2\nNot sure if you need textures, can provide if needed.", "Hair particles crashing when baking or animating\nOperating system: windows 10 64 , windows 8 64\nGraphics card: intel, nvidia\n\nBroken: blender-2.81-9bd0d8b5505a-windows64\nWorked: (optional)\n\nwhen trying to bake a hair particles the system hangs giving this message\n\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF7CEBD24A4\nModule : C:\\Users\\dribeiro\\Desktop\\blender-2.81-9bd0d8b5505a-windows64\\blender.exe\n\n\nopen the file\nclick 'play' on timeline or bake on hair particles\n\nNEW INFO\nremoving the hair particles the animation runs normally\n[giselle.blend](giselle.blend)", "Blender (2.91) 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", "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.", "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", "Blender crashing while baking Smoke Domain\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65\n\nBroken: version: 3.0.0 & 3.2.0 Alpha\nWorked: NA\n\n\nBlender Crashes while baking smoke domain\n\n- open Project \n- Select smooth domain from outliner\n- {nav Physic properties > Bake All} (crash between frame 60 & 70)\n\n\n\n\n", "Blender crashes when using an EnumProperty to set Space\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.4.0 Alpha\n\nIn this script, I'm using `context.area.type` with a property to change the Space type. It caused Blender to crash.\n\n1. Running this script from the Text Editor (below)\n2. Switch to Graph Editor or Dope Sheet\n3. Click new property buttons on right of Header\n\n```\nimport bpy\nfrom bpy.types import PropertyGroup\nfrom bpy.props import EnumProperty\n\ndef set_space(self,value):\n context = bpy.context\n\n for area in context.screen.areas:\n if area != context.area:\n break\n\n override = {'region': area.regions[0]}\n\n if value == 0:\n context.area.type = \"GRAPH_EDITOR\"\n elif value == 1:\n context.area.type = \"DOPESHEET_EDITOR\"\n\nclass SWITCH_PG_switcher_props(PropertyGroup):\n space: EnumProperty(\n name=\"Space Target\",\n description=\"Switch to space\",\n items=(\n ('GRAPH_EDITOR', \"\", \"Graph Editor\", \"GRAPH\", 0),\n ('DOPESHEET_EDITOR', \"\", \"Dopesheet Editor\", \"ACTION\", 1),\n ),\n default='GRAPH_EDITOR',\n set = set_space\n )\n\ndef draw_enum(self, context):\n layout = self.layout\n scene = context.scene\n layout.prop(scene.switcher, \"space\", icon_only=True, expand=True)\n\ndef register():\n bpy.utils.register_class(SWITCH_PG_switcher_props)\n bpy.types.Scene.switcher = bpy.props.PointerProperty(type=SWITCH_PG_switcher_props)\n bpy.types.DOPESHEET_HT_header.append(draw_enum)\n bpy.types.GRAPH_HT_header.append(draw_enum)\n\ndef unregister():\n del bpy.types.Scene.switcher\n bpy.types.DOPESHEET_HT_header.remove(draw_enum)\n bpy.types.GRAPH_HT_header.remove(draw_enum)\n bpy.utils.unregister_class(SWITCH_PG_switcher_props)\n\nif __name__ == \"__main__\":\n register()\n```\n\nSetting the `context.area.type` in Python seems to cause others' scripts to crash:\n[Performing a Translate Operation after switching the context area crashes Blender ](1164763)\n", "Crash to desktop when trying to bake (Blender 3.3.6)\nOperating system: Windows 11 (64-bit)\nGraphics card: NVIDIA RTX A2000\n\nBroken: (3.3.5, 3.3.6, blender-3.3.6-stable+v33.948f8298b982-windows.amd64-release)\nWorking (2.91.2)\n\nWhen trying to bake scene produced in script, Blender crashed.\n\nOpen attached blend file and press Bake.", "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", "Error baking particles in OSX\nOperating system: Darwin-17.7.0-x86_64-i386-64bit 64 Bits\nGraphics card: NVIDIA GeForce GTX TITAN X OpenGL Engine NVIDIA Corporation 4.1 NVIDIA-10.33.0 387.10.10.10.40.135\n\nBroken: version: 2.83.1\n\nI have two particle emisor and when I try to bake it crash.\nI try it in Linux and work perfectly!\n[TEST_ERROR.crash.txt](TEST_ERROR.crash.txt)\n\n[TEST_ERROR1.blend](TEST_ERROR1.blend)\n\n- Open file\n- Bake particles\n\n", "Impossible to weight paint certain vertices\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.47\n\nBroken: version: 3.0.0 Alpha\nBroken a7ac8a22f8\nWorked c8df6f2cf9 (huh!)\nBroken 9a85592dde\nBroken 382e7ce9ec\nBroken 2.81 release\nBroken 2.80 release\n\nToo often when weight painting it's impossible to paint over certain vertices.\n\n[Weight Paint Bug.blend](Weight_Paint_Bug.blend)\nTry to paint over the middle vertex (0 weight)\n![image.png](image.png)\n\n", "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)" ]
[ "It crashes when using the dyntopo feature.\nOperating system: Linux-5.4.0-42-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.57\n\nBroken: version: 2.91.0 Alpha\n\nIt crashes when using the dyntopo feature.\n\n\n", "Crash when enabling dyntopo\nOperating system: Linux-5.4.0-42-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: Quadro GP100/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.100\n\nBroken: version: 2.91.0 Alpha\n\nBlender crashes the moment dyntopo is enabled.\n\n", "Dyntopo brushes cause Blender 2.91 Alpha crashes\nOperating system: Microsoft Windows 10 Pro (Version 10.0.17134 Build 17134)\nGraphics card: NVIDIA GeForce GTX 1060 (GeForce Game Ready Driver Version 451.67)\n\nBlender 2.91.0 Alpha, Hash 994ab8985b00, Factory setting and Factory Preferences.\n\nUnder condition of:\n - Turning on Dyntopo in Sculpt mode.\n\n - Brushes with Dyntopo setting.\n\nHover the brush over to the mesh, when the center point of the brush touch the mesh, blender crashes.\n\n[Desktop 2020.08.08 - 20.34.36.06.mp4](Desktop_2020.08.08_-_20.34.36.06.mp4)", "Crash when sculpting on geometry and dyntopo enabled\nOperating system: Linux-5.4.0-42-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 960/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.100\n\nBroken: version: 2.91.0 Alpha\nWorked: version 2.83.4\n\nblender crash when enabling dyntopo on geometry and start sculpting\n\n1. create a simple cube\n2. switch to sculpt mode\n3. enable dyntopo\n4. start sculpt on the geometry with mirror modifier \n Blender Crashes\n\n", "Enable Dyntopo makes crash Blender from master\nOperating system: Linux-5.4.0-14-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 960/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.57\n\nBroken: version: 2.91.0 Alpha\n\nOpen Blender default cube. Switch to Sculpt mode. Enable Dyntopo. Make any other changes to viewport or dyntopo configuration.\n\n\n```\n# Blender 2.91.0, Commit date: 2020-08-10 21:16, Hash acd46870630a\nbpy.ops.sculpt.sculptmode_toggle() # Operator\nbpy.ops.sculpt.dynamic_topology_toggle() # Operator\nbpy.context.scene.tool_settings.sculpt.use_smooth_shading = True # Property\n\n# backtrace\n/media/TEMP/@Blender_master/blender/blender(BLI_system_backtrace+0x20) [0x81d5f90]\n/media/TEMP/@Blender_master/blender/blender() [0xe2ebca]\n/lib/x86_64-linux-gnu/libc.so.6(+0x46210) [0x7fee1d6c0210]\n/media/TEMP/@Blender_master/blender/blender(SCULPT_vertex_co_get+0xd9) [0x16ec819]\n/media/TEMP/@Blender_master/blender/blender(SCULPT_cursor_geometry_info_update+0x1fe) [0x16fde9e]\n/media/TEMP/@Blender_master/blender/blender() [0x172b7a0]\n/media/TEMP/@Blender_master/blender/blender() [0x10eb2bd]\n/media/TEMP/@Blender_master/blender/blender(wm_draw_update+0x890) [0x10ebd00]\n/media/TEMP/@Blender_master/blender/blender(WM_main+0x30) [0x10e98a0]\n/media/TEMP/@Blender_master/blender/blender(main+0x317) [0xd6a737]\n/lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xf3) [0x7fee1d6a10b3]\n/media/TEMP/@Blender_master/blender/blender() [0xe2b3b3]\n\n# Python backtrace\n```" ]
Camera Background Images - cannot select objects with Depth set to Front in Solid View Operating system: Windows-10-10.0.17134 64 Bits Graphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 388.13 Broken: version: 2.80 (sub 74) When a camera Background Image has the Depth set to Front, it's not possible to select 3d objects in normal Solid view. Please check attached blend file (has few cubes and Background Image with Depth set to Front). It's only possible to select the cubes in X-Ray or in Wireframe view, but not in Solid View. This seems unexpected behavior (since the image is not a 3D object), especially if the Alpha is set to 0.[background_image_DepthFront_select.blend](background_image_DepthFront_select.blend)
[ "Film Exposure Affects Shadow Catcher Pass Environment\nOperating system: Windows 10\nGraphics card: NVIDIA GeForce RTX 3080 Ti\n\nBroken: 3.5.1\nWorked: Unsure\n\nChanging \"Film -> Exposure\" with \"Film -> Transparent\" affects background of Shadow Catcher Pass. Effect on compositing is that the composite gets an additional darkening in \"transparent\" areas from multiplying Shadow Catcher pass.\n\n1. Switch to Cycles.\n2. Create plane under default Cube.\n3. Set the plane to be a Shadow Catcher.\n4. Enable Shadow Catcher pass in render layers.\n5. Change Film->Exposure on render tab to something less than 1.0.\n6. Turn on \"Transparent\" in render tab.\nRender and check Shadow Catcher (not noisy one) pass: areas that are \"transparent\" (not covered by the default cube or the shadow catcher plane) should be 1.0 but will be more or less equal to the Exposure value set.\n\nI believe this is incorrect: multiplying this shadow catcher pass over an already-exposure-compensated rendered image will cause an additional darkening affect in areas where the shadow catcher isn't present in the view.\n\nAttached JPG shows a scene where the shadow catcher plane ends, and the transparent world exists beyond. The shadow catcher is correctly at 1.0 where there aren't any shadows, but the world background is .75 which is what the Exposure value was set to be.\n\n", "Workbench: Random object color disables transparency in solid view\nOperating system: Windows 10 64bit\nGraphics card: Nvidia RTX 2080ti\n\nBroken: 2.83.1 official\n\n![image.png](image.png)\n![image.png](image.png)\n\nWhen setting the color of the material in the viewport to be semitransparent (Alpha value = 0.1) it works if the color of the viewport objects is set to \"Material\" it works, while if the color is set to \"Random\" the object is not semitransparent anymore.\n\nBlend file to test:\n[bug.blend](bug.blend)", "Adding a reference image with the name \"Front\" changes the width.\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 537.13\n\nBroken: version: 3.6.2\n\n[When I add a reference image it is slightly being widened on the x axis if the file name is named as Front.jpg. If I name it Frontt or anything the size is correct. I was using a very well aligned picture which is why I could see it's not the right size, using the grab and z axis shortcut was showing the axis not at the center of the reference image.]\n\n[Shift+A > Image > Reference > select an image named Front.jpg > Left click image > G + Z > see the z axis not being at the center. ]\n\n", "HDRI animation bug in eevee\nThe HDRI illumination shouldn't change on the cube, because every thing including the HDRI is rotating at the same speed. \nHowever, this went wrong in EEVEE... It seems that in Cycles everything went on so well.\n\nThis is a simplified bug presenting file of a complex scene which I found this bug, in which I have to rotate an object, a HDRI and camera together, and I'm struggling to get rid of this bug...\n\n[BugReport.blend](BugReport.blend)\n\n[0001-0096.mkv](0001-0096.mkv)\n\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.11\n\nBroken: version: 2.93.1\n\n\n\n", "Camera to View and zoom do not work with orthographic cameras\nIf you switch to ortographic camera (point 1), and try to zoom in with the camera viewport active, the camera behaves as \"view lock>camera to view\" unchecked.\nThe correct behavior is that you can get near the object without changing the camera \"unlock view > camera view\" (point 3). Even though it's checked, it's not working as intended (check point 2 in the picture)\n![ortographic camera.png](ortographic_camera.png)\n\n- Open attached .blend file\n- Try zoom in, dolly in...\n[ortho_bug.blend](ortho_bug.blend)\n\n", "Viewport display: in front should be listed under visibility as it also affects final render\nOperating system: macOS-11.4-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.5.14\n\nBroken: version: 3.0.0 Alpha\nWorked: unknown\n\nUnder object properties, viewport display: in front affects both the visibility in the viewport and in the final render, and as such should probably be listed under visibility rather than viewport display.\n\n-", "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", "texture in solid mode not updated\nOperating system: Ubuntu 20.04\nGraphics card: Geforce MX230\n\nBroken: 3.2, 2.93\nWorked: probably never\n\nif the shader editor is located in another workspace, in which there is no viewport in solid mode, then the texture on the object will not be updated\n\n- Open .blend file\n- In both layout an shading workspace: make sure skin texture is selected\n- switch to shading workspace and select blue texture\n- Now switch back to layout workspace (notice `blue` texture is selected in node space but viewport is not updated)\n\n[#99598.blend](T99598.blend)\n\n---\noriginal file and video provided by the reporter\n[jupiter.blend](jupiter.blend)\nVideo [F13283900](2022-07-11_00-19-08.mp4)", "Able to paint/select \"through\" disabled UI items.\nBroken: 2.80, 2.81...\n\nWith region overlap, if a UI element is diabled, clicks are passed through it, which can result in paint strokes.\n\n\n1. Load the default scene and enter Texture Paint mode on the cube.\n2. Add a paint slot and make a stroke.\n3. In the UV/Image editor, select the painted image, open the sidebar and switch to Image tab. The UI items should be disabled there now.\n4. Make sure that sidebar overlaps the image.\n5. Click on sidebar background.\n6. Click on any of the disabled items.\n\nIn (5), nothing happens. In (6), the click passes through and leaves a paint stroke on the image.\n\n![paint_through_ui.png](paint_through_ui.png)", "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", "Quad view viewport background color is not respected\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.77\n\nBroken: version: 2.93.0\n\nQuad view viewport background color is not respected\n\n- inspired this task by post and instructions:\nXL1v/ Viewport - Black and White template/style (not only black)\n\nThere is limitation, where user trying change view by NUMs to get FRONT, REAR, SIDE individually per square - by this we doing 2 quads to reach TOP, DOWN view for objects.. but alwyas user is limited to switch other views by NUMs or gizmo. I think that this blockade is stupid.\nfFdbbc/ Quad view needs improvement\n \n\n[#89337.blend](T89337.blend)\n\n1) Open file\nBackground color in ortho view is gray, even though viewport background is not.\nWhen `use_box_clip` property is disabled, background color is correct.\n", "X-Ray mode shows flickering edges of planar mesh\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.40\n\nBroken: version: 2.80, 2.83.20, 2.93.9, 3.2.0 release, 3.3.0 Alpha\nWorked: never, from what I can see. Didn't test older than 2.80.\n\nX-Ray solid shading of a mesh shows flickering edges when rotating the camera. \n\nThis could have something to do with the mesh being planar.\n\n- Open the attached file.\n- Rotate the viewport camera with {key MMB}.\n- See that some edges flicker into and out of existence.\n\n[bugreport.blend](bugreport.blend)\n\n[Desktop 2022.06.25 - 14.38.23.03.mp4](Desktop_2022.06.25_-_14.38.23.03.mp4)", "Shader Displacement issues with dicing camera\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.24\n\nBroken: version: 3.5.0 Alpha\n\n**Short description of error** \nWhen using a Dicing camera, it doesn't update on its own, you have to make a change to the shader or the mesh for the dicing to update. \n\n\n\n- Open default .blend file\n- Switch to viewport rendering.\n- Force update the viewport (as shown in the video, just click and exit any node socket value)\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", "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" ]
[ "Camera Background Image interferes with object selection\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: Radeon (TM) RX 470 Graphics ATI Technologies Inc. 4.5.13559 Core Profile Context 26.20.12001.11014\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nFor camera view with background image enabled, clicking on empty space in the viewport selects the camera. If image depth is set to 'front', then camera is selected before anything else under the cursor.\n\nSwitch to camera view.\nAdd background image.\nTry selecting something.", "Selecting objects through the camera with a background - does not work\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\nWhen you apply a background image to a camera and set it to 'Front', you are unable to select objects by watching through the camera.\nWhen you set it back to 'Back', the selection works.\n\nThis may not be a 2.80 bug, but this feels kind of wrong and not as intended. \n\n\nAdd an object\nAdd a camera\nGo to the properties and add a background image of your choice and set it to Depth -> Front.\nSelect the object by seeing through the camera - does not works. The camera get's selected.\nSet it to 'Back' and it works.\n\nYou can select the objects, but just after you clicked them twice.\n\n**Comment**\nI can see why this happens, but it shouldn't be like that. It's a background and has nothing to do with the scene itself. It should be purely visual.\n\n" ]
Text Editor: Missing undo for text operators when in edit mode Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.87 Broken: version: 2.91.0 Alpha Worked: Some time before binary diffing was implemented maybe? *Note: This is about text editor operators, nothing to do with Text objects in the viewport.* Custom text operators that modify the text (text.body, text.write(), etc.) are missing undo steps IFF an object is in edit mode. When an object is in object mode, however, the undo works as expected. Text operators implemented in C work fine. Assuming the solution is letting custom operators push or tag undo like internal ones. 1. Load the example blend. The cube will be in edit mode. 2. Run script. A new button "Modify Body" is placed in the header of *Text Editor*. 3. Click the button a few times. 4. Try to undo (doesn't work) 5. Toggle to Object mode and do steps 3 and 4 again (undo works) [example.blend](example.blend)
[ "Generated Texture Coordinates Don't Update in Edit Mode.\nOperating system: Linux-5.15.0-52-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.65.01\n\nBroken: version: 3.3.1\nWorked: N/a\n\nGenerated texture coordinates don't update in edit mode, example when translating the vertices. I tried changing other coordinates, (uv, object), they all update fine in edit mode.\n\nBased on the default startup or an attached .blend file \n[Generated_editMode.blend](Generated_editMode.blend)\n1. Preview generated texture coordinates.\n2. Go into edit mode.\n3. Select everything and move it around in one direction (ex the left/-x).\nExpected result is the generated coordinates are identical to before moving the cube. Tab out of object mode and then it will update. \n\n", "UV Editor lacks Annotation 'Placement' option\nBroken: 2.80rc1\nWorked: 2.79b\n\nIn Blender 2.79, you had the 'View' and 'Cursor' Stroke Placement option in the left panel, under 'Grease Pencil'.\nIn 2.8 this is meant to be in the Top Bar or 'Active Tool and Workspace Settings', as it is for the 3d Viewport's Annotate tool, but this is missing for the UV Editor, meaning all annotation defaults to 'View'.\n\n - Open the blender and choose the `UV Editing` workspace\n - Compare the 3d View Annotate Tool with that of the UV Editor\n - Notice the lack of Placement options", "Make saving of `quit.blend` on exit optional\n### Description & Scope of Problem\n\nEvery time Blender quits, when it has something on the undo stack, it will write the current \"undo file\" to `${TEMPDIR}/quit.blend` ([manual](open_save.html#last-session)).\n\nSaving `quit.blend` can take a while when the file is large. While the file is being written, Blender's UI is gray and unresponsive.\n\nThe problem is not pressing, as usually it takes considerably longer to load the files in the first place. I've asked some artists at the Blender Studio and they didn't really consider the delay when quitting Blender a practical issue. Still, it gets somewhat in the way of quickly testing things with various production blend files, so it could be seen as an issue for developers more than for artists.\n\n### Possible Solutions & Impact\n\n**Simplest solution:**\n\nAs a solution we could introduce a user preference \"Save Recovery File\" that is enabled by default. Disabling this option would:\n- Avoid writing `quit.blend`.\n- Remove the \"File ‣ Recover ‣ Last Session\" menu item.\n- Remove the \"Recover Last Session\" button from the splash screen.\n\n**Alternative solution:**\n\nThe \"Recover Last Session\" operator does not poll the filesystem from its poll function. This means that the operator is available even when the file `${TEMPDIR}/quit.blend` does not exist. Changing this, such that the operator is disabled when `quit.blend` does not exists, means that the above solution would not have to remove the recovery operators when \"Save Recovery File\" is disabled. The operators would auto-detect whether a recovery file is available at all.\n\nThe upside of this solution is that it makes the \"Recover Last Session\" operator appear more reliable, as it refuses to work when it knows it cannot do its job. This would be an improvement regardless of the \"Save Recovery File\" status.\n\nThe downside is that an old `quit.blend` might be lingering around after \"Save Recovery File\" has been disabled. This means that it could appear as if you could still recover, but it would load an older file. This could be avoided by removing `quit.blend` when disabling \"Save Recovery File\", but I'm not a big fan of Blender explicitly removing files that are meant to recover from human error.\n\n### Discussion Topics\n\nThis task is meant to discuss the following:\n\n- Do we want to make it possible to quit without writing `quit.blend` at all?\n- If so, which of the solutions is preferred? Or is there another way to deal with this that's even better?\n- Do we want this as a general option, or something that's enabled only when \"Developer Extras\" are enabled?\n", "Python Operator.report does not show in status bar when overriding context\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 497.09\n\nBroken: version: 3.2.0 Alpha\nAlso broken all the way back to 2.79.\n\nAn operator's `report()` call does not show a message in the status bar or info editor when the operator is not invoked by the user. This is expected.\nHowever, overriding the execution context to `'INVOKE_DEFAULT'` or even a specific area does not make it work either. This part seems like a bug.\n\n**Simple reproduction file**\n[no_reports.blend](no_reports.blend)\n- Run the script and notice Warning reports in the stdout but not in the status bar\n- Same when saving the .blend file\n- As expected, running the operator manually (F3 search) works as intended\n - Alternatively, modify the `invoke` function to require user input (such as via `context.window_manager.invoke_confirm`), then the timer/save handler calls also work\n- The override_context makes no difference here\n\n**Reproducing from a blank startup file**\n- Create an operator that calls `self.report` on execute\n- Call the operator from e.g. a timer or application handler\n- Even when overriding the context, the report only shows in stdout, but not in the user interface\n\n", "Cannot use keyframes, File select, File picker (eyedropper), etc. in modal Operators/Panels called by WindowManager\nOperating system: Win10\nGraphics card: Nvidia GTX 1060 6G\n\nBroken: 2.82\nWorked: None\n\nCannot use keyframes, File select, File picker (eyedropper), etc. in modal Operators/Panels called by WindowManager\n\nFor example, this is an operator called by WM to manipulate the location of the selected object. We cannot insert keyframes to the property from RMB > Insert Keyframe or from the anim dot after the property\n\n```\nimport bpy\n\nclass HelloWorldOperator(bpy.types.Operator):\n \"\"\"Creates a Panel in the Object properties window\"\"\"\n bl_label = \"Hello World Modal Operator\"\n bl_idname = \"test.hello\"\n\n def draw(self, context):\n layout = self.layout\n layout.use_property_split = True\n layout.use_property_decorate = True\n\n obj = context.active_object\n\n layout.label(text=\"Hello world!\", icon='WORLD_DATA')\n layout.prop(obj, 'location')\n \n def execute(self, context):\n return {'FINISHED'}\n \n def invoke(self, context, event):\n wm = context.window_manager\n return wm.invoke_props_dialog(self)\n\n\ndef register():\n bpy.utils.register_class(HelloWorldOperator)\n\n\ndef unregister():\n bpy.utils.unregister_class(HelloWorldOperator)\n\n\nif __name__ == \"__main__\":\n register()\n bpy.ops.test.hello('INVOKE_DEFAULT')\n\n```\n\nThis kind of problem exists in all modal-like panels or operators called by WM. The file picker from file_select is also not working. Is it RNA problem? I hope developer can generate its error message in the console. For now, I don't know what to do next. Please let me know how can I insert keyframes to properties in such panel/operators with right click\n\nBest wishes, thank u", "StringProperty search only works the first run when using regex search\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 517.40\n\nBroken: version: 3.3.1,\n3.4.0 Alpha\nWorked: Never\n\nWhen using python's re(gex) library for the new search callback results do not show up after the initial click and change of `edit_text`\n\nOpen included blend file\nExecute the script\nThere should already be search term there in the 'DEBUG' panel in the tool shelf (N Panel) after execution. If not I've been testing with 'do.*g' which should bring up 2 results.\nIf you click into the string property the correct results are there, but if you edit the search string all results disappear\nI've included a print statement that prints out the results of the _search_func_broken and you'll notice that the results are correctly being found and printed in the console but the UI does not represent these results\nThis does not happen if not using the re library as represented by the function `_search_func` and using a non-regex search item\n\n[search_regex_debug.blend](search_regex_debug.blend)", "Design Required: How can users choose what datablock/level to edit in the Action Editor?\n**Current Situation**\nThe Action Editor currently only displays/edits the action slot on the active object. However, there are many situations where it would be handy to be able to edit actions that can be reused on other levels instead (for example, actions for different sets of colour+intensity cycles for lamps - e.g. for a disco scene or something like that).\n\n**Problem**\n*1) How do we make it clear to users which level/slot they're editing?*\n- For example, with a single Cube selected, we could potentially have Scene, Compositing Nodes, World, Cube Object, Cube's Material 1, Material 1's Texture..., Material 2, ..., Cube Mesh, ShapeKeys, Particle System 1, Particle System 2,..., and perhaps a few others I've overlooked.\n\n*2) How do we allow users to select which level + slot they're editing?*\n- This naturally follows from the first problem. Basically, if we can display a slot, we can probably try to reuse that mechanism for primitive selection techniques.\n\n**Solutions**\n # **Level + Slot Selectors** - This would be similar to what the IPO Editor used to have (File:ManAnimationEditorsIpoWindowDefaultViz.png).\n - *Benefit:* This is a fairly self-contained approach, and one of the easier ones to implement.\n - *Problem 1:* This was quite nasty if you selected another object that didn't have the types of data that the previous one had. Then again, the Properties Editor suffers from similar problems too.\n - *Problem 2:* Also, it didn't really handle things like materials that well (these were accessed using a number box to choose the index being edited)\n # **Mini-Outliner of Available Slots** - This is a more advanced version of the Level + Slots idea, except that we display a mini tree of available levels that can be edited given the current selection, with the hierarchical relationships between datablocks visible\n - *Benefit:* This copes better with things like Materials and Particles\n - *Benefit:* This is still a \"self-contained\" approach (i.e. each editor doesn't need to know anything about other editors' states)\n - *Problem:* We'd have to develop a new widget to do this - somewhat hairy in the current UI widget toolkit, but we'd want to do this for RNA Path building anyway\n - *Problem:* We'd end up with a semi-blocking/overlapping view that users have to interact with everytime they hunt for this info.\n # **Defer to Outliner (Proper)** - Instead of creating our own outliner tree and using a localised pointer, we just defer these capabilities to the main Outliner. Thus, clicking on Action Slots there (or just the Animation Data entries) tells the Action Editor where it needs to be.\n - *Benefit:* Potentially simpler for users who just expect applications to be monolithic blobs where every single view cooperates with every other view to present a single editing state/context\n - *Problem:* What happens when we've got multiple of each type of window, and we want to have separate views in each?\n # **Controlled by DopeSheet** (From an old suggestion by @venomgfx) The Action Editor can only be entered via DopeSheet. Double-clicking on a channel there opens Action Editor for just that action+level (i.e. in effect it filters the visible channels to just those in that action). When selected object changes or we exit action editor (i.e. back to dopesheet), the slot/level pointer stuff gets reset and/or the Action Editor simply becomes unavailable.\n ", " 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)", "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", "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", "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", "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.", "Hotkeys malfunction after leaving text field with no input using IME(Chinese/Japanese/Korean)\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.76\n\nBroken: version: 3.0.0 Release Candidate\nWorked: Unknow\n\n---\n\n\nUsing IME(Input method editor) like Chinese/Japanese/Korean IME, activate a text field then go back to 3D viewport while inputing nothing will make some hotkeys malfunction.\n\n\n - Default scene with any IME listed in the following image.![图片.png](图片.png)\n - Click the default cube's name text field to activate the text field.\n - No input, go back to 3D viewport by clicking the 3D viewport area or right-clicking to cancel the operation.\n - Test {key A-Z}, for example press {key G} to transform the cube, the keys shouldn't be functioning.\n\n**Notes:**\n\n - After pressing {key A-Z}, similar IME-poping-ups might be shown as in these images: {[F12405595](图片.png)}![图片.png](https://archive.blender.org/developer/F12405597/图片.png) The inputs are handled by IME but not being properly functioning like {key G} would not move the selected object.\n - Some other keys like {key 1-9}, {key Shift}, {key Ctrl}, {key CapsLock} and {key Space} are still functioning.\n - After the bug is reproduced, it is able to press {key Shift} to switch the mode of IME to fix the malfunction. And if right after canceling the text field input operation, press {key Ctrl RightMouseBottom} to finish a lasso select can also walk around the bug (but if there are already some inputs after the operation is canceled, doing {key Ctrl RightMouseBottom} won't fix the bug).\n - I found at the time been, Blender will automatically switch the IME modes (sorry I am not sure about which patch brought this feature), that means if in 3D viewport, the IME is automatically set to \"English\" mode and all inputs will not be handled by IME (this is the proper function); while in text field the IME mode is automatically switched to for example \"Chinese mode\" in Chinese IME. This \"auto-switching\" behavior is lost if the said work around is used to fix the bug, and in my case only after restarting Blender will bring back this feature.\n - I have tested a 3rd party Chinese IME \"搜狗输入法\" and in my opinion it has the similar bug as \"Microsoft Pinyin\": ![图片.png](图片.png)", "Crash undoing in certain scenario (disabling Global Undo)\nOperating system: Linux-5.10.12-200.fc33.x86_64-x86_64-with-glibc2.32 64 Bits\nGraphics card: GeForce GTX 970M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 455.45.01\n\nBroken: version: 2.93.0 Alpha\nWorked: 2.82a\n\nCrash undoing in certain scenario (disabling Global Undo)\n\nFrom the default startup file (order of operations is important here):\n- move the cube (could be any objectmode operator) {key G Z 3}\n- disable `Global Undo` in Preferences {key F4} > `Preferences` > `System` > uncheck `Global Undo`\n- add an armature {key Shift A} > `Armature`\n- go to pose mode\n- select bone\n- move bone\n- Undo {key Ctrl Z}\n - > crash\n\n```\n1 BKE_scene_object_base_flag_sync_from_base scene.c 2914 0x35b41a9 \n2 BKE_scene_set_background scene.c 2125 0x35b2957 \n3 setup_app_data blendfile.c 386 0x4b63950 \n4 setup_app_blend_file_data blendfile.c 416 0x4b639e4 \n5 BKE_blendfile_read_from_memfile blendfile.c 524 0x4b63e38 \n6 BKE_memfile_undo_decode blender_undo.c 88 0x4b62cc0 \n7 memfile_undosys_step_decode memfile_undo.c 193 0x486eb47 \n8 undosys_step_decode undo_system.c 214 0x4bb97ec \n9 BKE_undosys_step_load_data_ex undo_system.c 809 0x4bbb2df \n10 BKE_undosys_step_undo_with_data_ex undo_system.c 870 0x4bbb4a4 \n11 BKE_undosys_step_undo_with_data undo_system.c 880 0x4bbb4d3 \n12 BKE_undosys_step_undo undo_system.c 889 0x4bbb511 \n13 ed_undo_step_direction ed_undo.c 278 0x486c907 \n14 ed_undo_exec ed_undo.c 489 0x486d214 \n15 wm_operator_invoke wm_event_system.c 1332 0x3a17b06 \n16 wm_handler_operator_call wm_event_system.c 2161 0x3a198e3 \n17 wm_handlers_do_keymap_with_keymap_handler wm_event_system.c 2486 0x3a1a617 \n18 wm_handlers_do_intern wm_event_system.c 2782 0x3a1b591 \n19 wm_handlers_do wm_event_system.c 2914 0x3a1bafc \n20 wm_event_do_handlers wm_event_system.c 3445 0x3a1d2a3 \n```\n```\n \n```\n\n\n", "Lattice Object Data Properties fields do not update on Undo in Edit mode\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 3.4.0 Alpha\n\nIn Lattice Object Data Properties, when a field is changed to a different value and then the User performs an undo, the undo can be seen to take effect in the 3d viewer but the fields do not revert. This bug happens in Edit mode. It seems to work as expected in Object mode, and the changes do revert when switching back to Object mode.\n\n1. Start Blender. The General option is good.\n2. Add a Lattice.\n3. switch to edit mode.\n4. In object data properties, change a field.\n5. perform an undo.\n6. note that the changes took effect in the 3d viewer, but the fields did not revert in Lattice Object Data Properties.\n7. Switch to object mode.\n8. note that the fields do revert now.\n\n\n\n" ]
[ "Undo fails with Python text editor operators while in edit-mode\nCurrently running Python text editor operators in edit-mode uses the edit-mode undo system, instead of the text editor's undo.\n\nThis causes issues using Python operators in edit-mode, see: #80611\n\n-----\n\nPossible solutions:\n\n- Always use the text editor's undo stack when running operators in the text editor.\n\n```\nDoing this automatically is complicated by the need to initialize the undo state before edits are made.\n```\n\n- Automatically use the text-editors's undo stack when it's modified.\n\n```\nimplementation is likely to be messy/involved.\n```\n\n- Expose text editor undo begin/end to Python (ideally as a context manager).\n\n```\nIt would be nice to avoid manually dealing with the undo stack, noting this since it's one of the most straightforward solutions. " ]
Cloths simulation going crazy during pins movement animation Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: GeForce GTX 960/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.59 Broken: version: 2.82 (sub 7) Worked: (optional) Cloths simulation is going crazy If I did changes in any values of cloths properties during pins movement animation. - hook pins to an empty and make animation for it. - play the cloths simulation - change any value in cloths properties - cloths simulation is doing weird stretches [2020-04-14 01-01-32.mp4](2020-04-14_01-01-32.mp4) blend file:[cloths_sim_test(2.8 ver).blend](cloths_sim_test_2.8_ver_.blend)
[ "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.", "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", "Simulation issues with new hair object converted to legacy particle hair\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.3.1\n\nSimulation of particle hair system (legacy) which was converted from new hair object has issues. Hair does not seem to be attached to surface and has weird movement.\n\nI understand that this issue relates legacy particle system, which at some point will be removed. But as of this time, it is the only way to have hair physics simulation in blender. And it would be great to have this ability with converted hair object until it gets its own simulation capabilities.\n\n- Create sphere.\n- Create hair particle system on it.\n- Enable hair physics, play simulation, observe.\n- Convert hair particle system to new hair object.\n- Delete old hair particle system on sphere\n- Assign sphere as hair surface on new hair object properties, assign sphere uvmap as hair surface uvmap\n- Select new hair object and convert it to legacy particle system.\n- Disable new hair object in viewport\n- Select sphere again -> particle system -> Hair dynamics\n- Press play and observe\n\nTest file (First 6 steps included):\n[#101621.blend](T101621.blend)", "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)", "Exploding fabric in cloth simulation \nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 520 Intel 4.5.0 - Build 24.20.100.6299\n\nBroken: version: 2.83.0\n\nFirst hello ! Hope you're doing well :-)\n\nToday I wanted to create a basic curtain with the cloth simulato. I first created a plane and subdivided. Then I assigned a vertex group for the first section of vertex. Then I used shape keys to create to motion of shrinking the piece of fabric.\n\nIt works perfectly fine without self collision and then when I added self collision, it diseapperes or it explodes...\nI dont really understand why It reacts like this. I also reduced/increased the amount of distance in self collision but nothing worked...\n\nIs the simulation cloth broken or it's a normal behavior (painful process)?\n\n[wtf.mp4](wtf.mp4)\n\n- Open attached file and run the simulation.\n[coth_bug.blend](coth_bug.blend)\n\n", "Shader Editor header always shows active slot info even when pinned\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.24\n\nBroken: version:**3.5.0 Alpha**\nWorked: Never\n\nShader Editor's header, where the slot number and material name dropdowns are displayed, keeps showing the active/selected slot info even when it's pinned to another one. \nEditor shows the correct nodetree, so the issue is limited to the header, not the whole editor.\n\nFor comparison, issue is not present for the Geometry Nodes editor.\n\n![](05.gif)\n\n- Have two materials present on an object\n- Open two Shader Editors, pin one of them\n- Select the other slot, the pinned editor's header will also show the newly selected slot's name, when it shouldn't\n\n[BUG_pinned shader editor.blend](BUG_pinned_shader_editor.blend)\n", "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", "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", "Dependency Cycle Detected when copying objects with cloth and collision modifier\nOperating system: Windows 10\nGraphics card: Geforce GTX 1080 Ti\n\nBroken: 2.80\n\n**Short Description**\nIf you copy objects that have a collision and cloth modifier attached to them (or copy the modifiers to another object), a dependency cycle is detected. This is really frustrating once you work with 10+ objects because blender re-detects the circular dependencies on every redo/undo and project load, making you wait for a good 30 seconds to a minute depending on the complexity of the scene.\n\n1. attach collision and cloth modifier to cube in startup project.\n2. Copy the cube.\n3. check console output.\n\nThe output should be something like this:\n\n```\nDependency cycle detected:\n OBCube.001/Geometry Component/GEOMETRY_EVAL() depends on\n OBCube/Geometry Component/GEOMETRY_EVAL() via 'Cloth Collision'\n OBCube.001/Geometry Component/GEOMETRY_EVAL() via 'Cloth Collision'\nDependency cycle detected:\n OBCube.001/PointCache Component/POINT_CACHE_RESET() depends on\n OBCube/Geometry Component/GEOMETRY_EVAL() via 'Point Cache'\n OBCube.001/Geometry Component/GEOMETRY_EVAL() via 'Cloth Collision'\n OBCube.001/PointCache Component/POINT_CACHE_RESET() via 'Point Cache -> Geometry'\nDetected 2 dependency cycles\n```\n\nAlternatively you can simply open the attached blend file and check the console output. For a simple test like this, it wont noticeably slow down the project but once you copy an object a couple of times the dependency circles appear to exponentially grow and slowing things down to a halt.\n\n[bug.blend](bug.blend)\n\n", "Changing UI resolution scale messes up nodes snapping\nOperating system: Windows-10-10.0.25393-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.23\n\nBroken: version: 4.0.0 Alpha\nWorked: Never AFAIK\n\nWhen you have a node tree all snapped to grid and is perfectly organized, you move it and it all moves in an organized manner. But say you change your UI resoltuion scale, or line width; the perfectly organized node tree is not organized anymore 🥲. Now it may seem that this bug is really rare, but it's really infuriating when you open someone's file and you mess up the node tree in seconds by just moving.\n\nI created a small video that demonstrates the bug, but basically the steps are.\n1. Create a well-organized node tree that is snapped to grid.\n2. Change the UI resolution.\n3. Observe your node tree not snapped to grid anymore.", "Flashing vertices on screen updates\nWindows 10 Home, version 1909, 64-bit\n| Graphics card: | Author:\n| -- | -- |\n| GeForce GT 710/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12 | @Code_Craft_Plugin\n| GeForce GTX 780/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89 | @MontagueMGM\n\nBroken: 2.83.0 - 2.83.10 (still broken as of latest 2.92.0 alpha experimental build acbda123ad08)\nWorked: 2.82.7\n\nVertices flash when the screen is updating. Only on my desktop using a GTX 780, not my laptop using an i7-1065G7 (Intel Iris Plus)\n\nCreate an Ico Sphere with subdivisions set to 6. It happens at levels 5 and 7 as well, but not nearly as noticeable. It seems related to a specific vertex count, rather than proportional to the number of vertices.\n\n[Blender 2021-01-12 02-13-49.mp4](Blender_2021-01-12_02-13-49.mp4)", "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)", "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", "Sculpt mode: brush strength jump, when brush switches between two parts of mesh\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 375.70\n\nBroken: version: 3.0.0 Alpha\n\nWhen brush jumps from one mesh to another its strenght increases for a moment.\nHere is demo and file for tests:\n\n\n[2021-05-13_21-10-24.mp4](2021-05-13_21-10-24.mp4)\n\n[jump.blend](jump.blend)", "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" ]
[ "Cloths simulation does not update correctly when moving pins\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 960/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.59\n\nBroken: version: 2.82 (sub 7)\nWorked: (optional)\n\nCloths simulation isn't updated correctly when moving pin's empty and release it.\nIf you change any value in cloths properties it will re-update the simulation correctly\n[2020-04-14 01-39-39.mp4](2020-04-14_01-39-39.mp4)\n\n- hook pins to an empty\n- play cloths simulation \n- move empty randomly then click left or right click (it doesn't matter bug will appears in both ways)\n- replay animation and it somewhat like recorded the movement from last play although your empty is not moving\nblend file:[cloths_sim_test(2.8 ver).blend](cloths_sim_test_2.8_ver_.blend)" ]
Cloths simulation does not update correctly when moving pins Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: GeForce GTX 960/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.59 Broken: version: 2.82 (sub 7) Worked: (optional) Cloths simulation isn't updated correctly when moving pin's empty and release it. If you change any value in cloths properties it will re-update the simulation correctly [2020-04-14 01-39-39.mp4](2020-04-14_01-39-39.mp4) - hook pins to an empty - play cloths simulation - move empty randomly then click left or right click (it doesn't matter bug will appears in both ways) - replay animation and it somewhat like recorded the movement from last play although your empty is not moving blend file:[cloths_sim_test(2.8 ver).blend](cloths_sim_test_2.8_ver_.blend)
[ "Cropping of Emitter (Face) By Hair In Render preview\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 2.90 (sub 2)\nWorked: Never\n\nEverything goes back to working order when I press \"Delete Edit\" for the particles. \nI've tried opening the file on two other computers. On one it works as I'd hope but on the other the same issue occurs. \n\nI haven't ran into this issue before now and I can't replicate it.\n\n[Head Hair Bug.blend](Head_Hair_Bug.blend)\n\n![Report Screenshot.png](Report_Screenshot.png)\n\nHope the solution to this is simple and easy. Thank you for constantly making Blender better and better.", "Panning with spacebar in clip editor stops after some movement\nOperating system: Windows-10-10.0.22581-SP0 64 Bits\nGraphics card: AMD Radeon(TM) Vega 8 Graphics ATI Technologies Inc. 4.5.14800 Core Profile Context 22.10.00.22 30.0.21000.22018\n\nBroken: version: 3.1.0\n\nWhen I set the spacebar to pan (disabling the play animation, tools, or search options for the same keymap), in all windows the shortcut works properly - when I press spacebar and move the mouse, the screen pans, but the clip editor window. It works for a second and then it stops working. It only works if right after pressing spacebar, I press ctrl, shift or alt, or any other key in fact. I think it causes a reset and it forgets to cancel the shortcut. Also, if I put the shortcut to be release sensitive (not press), it also works, but there's no point in making that, cause I'd have to press spacebar again in another window to apply the pan.\n\n- In default scene, switch to clip editor\n- From preferences tab, Set the spacebar as shortcut for panning in clip editor\n- Pan around by Holding `spacebar` key (stops after some movement)\n\n", "\"Reset to Default Value\" sets alpha incorrectly in [Material Properties > Viewport Display > Color]\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.09\n\nBroken: version: 3.5.0\n\nRight-clicking \"Reset to Default Value\" on [Material Properties > Viewport Display > Color] sets both the color's \"value\" and \"alpha\" bars to 0.8, when the alpha one specifically should reset to 1. Alpha resets incorrectly.\n\nRight-click \"Reset to Default Value\" on [Material Properties > Viewport Display > Color] on any material.\n\n", "Hair Dynamics: simulation doesn't work depending on smooth/flat shaded surfaces (and nvidia gpus?)\nOperating system: Windows 10\nGraphics card: RTX 2070 QMax\n\nBroken: v 2.80\nWorked: (optional)\n\nhair dynamics doesn't work, hair stuck in place, doesn't follow the mesh\n\n- build simplest possible model with hair dynamics\n- add simple animation\n- with hair dynamics disabled: hair follows mesh\n- with hair dynamics enabled: hair just stays behind and stretches to the mesh\n- changing settings, clearing cash ... all to no avail\n\n[190814_test_hair_dynamics.blend](190814_test_hair_dynamics.blend)\n\n![190814_hair_dynamics.png](190814_hair_dynamics.png)", "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)", "Broken simulation nodes cache indicator in timeline\nOperating system: ubuntu 20.04\nGraphics card: Geforce MX230\n\nBroken: 3.6 Beta\n\nWhen Simuation nodes caching is disabled, indicator from timeline is not disappear, and behaves incorrectly:\n1. Under the widget of the current frame there is a piece of the indicator \n2. when moving the current frame to the left, a piece of the indicator remains in place, and after the operation is terminated, it returns under the widget of the current frame\n[2023-05-20 17-30-40.mp4](attachment)\n\n1. Open blend file\n2. perform the operations specified in the description\n\n", "Snapping icon don't change when activating snap while moving object, vertex, edge, etc\nOperating system: Windows 10\nGraphics card: Geforce GTX 1080Ti\n\nBroken: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen\nBlender 2.91.0 Alpha b522e834ec30\nBlender 2.90.0 Beta bb5cc3bccf49\nWorked: Don't know!\n\nIf a move action is performed, and toggling snapping with Shift+Tab, no change on the snapping icon is present, confusing if the actual snapping is activated or not.\n\nNot a big thing, but has always botherd me. Don't seem to work on the alpha or beta builds either. Maybe just and overlooked or small enough thing? ", "Active selection not updated when selecting from outline\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 3GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 3.4.0 Alpha[Very Long File Name For No reason.blend](Very_Long_File_Name_For_No_reason.blend)\n\nThe current latest active selection is not updated when selecting from outliner.\nSelecting mesh then bones from viewport ![image.png](image.png)\nSelecting mesh then bones from outliner ![image.png](image.png)\n\n - Open the attached .blend file\n - From the 3D viewport : Click the mesh, then shift click the bones. Press CTRL+P, you can link the bones to the mesh.\n - From the outliner : Click the mesh, then shift click the bones. Press CTRL+P, you cannot link the bones to the mesh.\n[2022-08-07 16-35-46.mp4](2022-08-07_16-35-46.mp4)\n[Very Long File Name For No reason.blend](Very_Long_File_Name_For_No_reason.blend)\n\n", "Rigid Body Constraints break when copying its empty object\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 446.14\n\nBroken: version: 2.90.0 Alpha\n\nCopying a rigid body constraint via CTRL+C / CTRL+V breaks it permanently (you have to remove and re-add the constraint to make it work again).\n\n- Create a simple rigid body constraint setup. You can use this file to start: [bug_rigidbodyconstraints_copy.blend](bug_rigidbodyconstraints_copy.blend)\n- Select all objects\n- CTRL+C to copy\n- CTRL+V to paste\n- Move the new objects a bit to avoid clipping, and play the animation - the active object just falls down\n- Fixed by removing and manually re-creating the constraint on the Empty.001 object\n\nThis does not happen when using SHIFT+D to duplicate.\n\n---\n\nSeems like the dependency graph loses the connections between the constraint and the rigid body objects after copying.\n\nWorking (before copy): ![bug_rigidbodyconstraints.svg](bug_rigidbodyconstraints.svg)\n\nBroken (after copy): ![bug_rigidbodyconstraints_copy.svg](bug_rigidbodyconstraints_copy.svg)", "Lattice Object Data Properties fields do not update on Undo in Edit mode\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 3.4.0 Alpha\n\nIn Lattice Object Data Properties, when a field is changed to a different value and then the User performs an undo, the undo can be seen to take effect in the 3d viewer but the fields do not revert. This bug happens in Edit mode. It seems to work as expected in Object mode, and the changes do revert when switching back to Object mode.\n\n1. Start Blender. The General option is good.\n2. Add a Lattice.\n3. switch to edit mode.\n4. In object data properties, change a field.\n5. perform an undo.\n6. note that the changes took effect in the 3d viewer, but the fields did not revert in Lattice Object Data Properties.\n7. Switch to object mode.\n8. note that the fields do revert now.\n\n\n\n", "After duplicating a collection with rigidbody objects, the simulation doesn't apply to the new rigidbody objects\nOperating system: Windows 11\nGraphics card: NVIDIA GeForce RTX 3080 Laptop GPU\n\n\nBroken: `master` branch\nWorked: Don't know if it ever worked\n\nAfter duplicating a collection with rigidbody objects, the simulation doesn't apply to the new rigidbody objects\n\n**Steps to Reproduce**\n\nIn a new blender project, add a new collection. Add a cube to the collection. Add a rigidbody to the cube. Verify that playing the simulation causes the object to fall under gravity.\n\nCopy and paste the cube to create a new cube inside the collection. Move the new cube so both are visible. Verify that playing the simulation causes both cubes to fall under gravity.\n\nIn the outliner right-click on the collection and select \"Duplicate Collection\". Move the two new cubes so all four cubes are visible. Run the simulation.\n- The two cubes in the original collection will fall under gravity.\n- The two cubes in the duplicate collection do not move and are not affected by the simulation.\n\n![image.png](image.png) \n\nIt appears the two cubes in the duplicated collection are not added to the RigidBodyWorld collection.\n\n![image.png](image.png)", "Particle system: late update of object`s tracking axis after «object`s rotation» switching.\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 13)\nWorked: Apparently never (2.79 has the same problem)\n\nAfter switching on/off object`s rotation for particles, their rotation updates wrong and I need to switch something at initial object to update rotation of particles.\n[2020-04-22_16-08-56.mp4](2020-04-22_16-08-56.mp4)\n\n- Make particle system, that emits object.\n- Switch object`s tracking axis to +Z (relations)\n- Switch Object`s rotation in the particle system render tab.\n- Rotation is wrong and not changing until object`s transform not updated.\nor\n- Open attached file\n- Move the \"Cone\" object to update the particles\n- In the Cube particle settings, enable and disable `Object Rotation`\n[particle system rotation tracking no update.blend](particle_system_rotation_tracking_no_update.blend)", "particle system locations not as expected\nOperating system: macOS-11.4-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.5.14\n\nBroken: version: 3.0.0 Alpha\n\nif i parent an animated cube vertex to a vertex with a particle system and rotate that cube, it works fine. \nIf i copy that vertex with the particle system to another position - the locations get a bit weird.\n\n- tab -> edit mode\n- select vertex\n- Shift-D -> double vertex\n- Mesh -> Separate -> selection\n- rename that to vertex (not important, just for me)\n- add a default particle system to vertex\n- select vertex, ctrl select cube -> edit mode -> ctrl-p\n- select vertex -> origin to geometry -> run\n- works fine\n- select cube, insert keyframe scale/rot/loc\n- go to frame 100\n- location.z: 8 rotation.z: 360*8 -> keyframe both\n- run, works fine, all locations as expected\n![image.png](image.png)\n- select the vertex\n![image.png](image.png)\n- shift-d X -2\n![image.png](image.png)\nrun -> weird location \"disorders\"\n![image.png](image.png)\n\n[particle_bug.blend](particle_bug.blend)\n\n---\nor\n\n- open .blend file\n- select Vertex from outliner\n- {key Shift D} and place the duplicate Vertex anywhere\n- Play animation\n\n[#90494.blend](T90494.blend)\n\n---\nVideo:\n[particle_bug.mov](particle_bug.mov)", "Armature animation glitch when using collection instances across scenes\nOperating system: Windows-10-10.0.19043-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\nWorked: Probably never (2.90 is buggy still)\n\nWhen an armature is included in a collection, and that collection is instanced in another scene, selecting a bone or moving in the timeline creates a seemingly random time-jump in the posing/animation, until the bone is moved, at which point the whole armature snaps back into its real position.\n\nThis issue only occurs when an armature is included in a collection that is instanced in another scene. If the armature is not in a collection or is not instanced, the animation plays back as expected. The meshes under the armature does the same, if one mesh stays in the collection, the bug still happens, everything needs to be removed for the bug not to happen.\n\nWorkaround:\nMoving the bone causes the entire armature to snap back into its correct position, so this can be used as a workaround to keep the animation accurate. Alternatively, the armature can be removed from the collection and into the main scene hierarchy.\n\nThank you for looking into this issue.\n\n* Open attached file\n* Click on any bone\n\nThe pose will change. Change frame and pose will jump unexpectedly again.\n\nSome info that may be helpful: This issue seems to happen when persistent data is enabled and frame is rendered. Armature will then \"remembers\" last rendered frame. The cause may be linked to usage of Autorig pro addon.\n", "Properties window's tool settings don't update if UI is loaded without header.\nOperating system: macOS 12.0.1\nGraphics card: M1 Macbook Pro\n\nBroken: 2.93.5 (2.93.5 2021-10-06)\n\nI have my startup file set to hide the header in the properties window, and noticed that the Tool Settings tab does not update to show the current tool unless hovered over with the cursor. It updates on tool changes once the header is shown again, and continues to work (even without the header) until the UI is loaded again on opening a file or restarting Blender. \n\n- Open default file\n- In properties tab: {nav Right Click > Uncheck Show Header option}\n- Switch to Active tool and workspace settings\n- Change the active tool from toolbar\n\n---\nor\nLoad the UI from the attached blend file and try switching tools in the 3d view's toolbar. Then show the header in the properties window and try switching tools again.[startup.blend](startup.blend)\n\n[tools.mp4](tools.mp4)" ]
[ "Cloths simulation going crazy during pins movement animation\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 960/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.59\n\nBroken: version: 2.82 (sub 7)\nWorked: (optional)\n\nCloths simulation is going crazy If I did changes in any values of cloths properties during pins movement animation. \n- hook pins to an empty and make animation for it.\n- play the cloths simulation\n- change any value in cloths properties\n- cloths simulation is doing weird stretches \n[2020-04-14 01-01-32.mp4](2020-04-14_01-01-32.mp4)\n\nblend file:[cloths_sim_test(2.8 ver).blend](cloths_sim_test_2.8_ver_.blend)\n \n" ]
Blender freezes on applying material base colour from colour wheel Operating system: macOS-13.0.1-arm64-arm-64bit 64 Bits Graphics card: Apple M1 Ultra Apple 4.1 Metal - 83 Broken: version: 3.4.1 Worked: (newest version of Blender that worked as expected Blender entire interface freezes when trying to select material base color from color wheel make a mesh and try to create a new material and select base color from surface tab on material properties, try to stay on the color wheel chosing any color.
[ "Asset Browser: Material preview with black background when Cycles is disabled\nBroken: version: 3.0.0, 3.4.0\nWorked: Never\n\nWhen a scene was saved with Cycles but I disable the Cycles add-on the material previews get a black background.\n\n* Disable Cycles add-on.\n* Click on any (e.g., the Yellow) material asset and update its preview.\n[black_preview.blend](black_preview.blend)\n", "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)", "4090 has problem with texture in render preview\nOperating system: Windows 11\nGraphics card: Nvidia Geforce 4090\n\nBroken: (3.4 and 3.5.1)\nWorked: none.\n\n**Short description of error** \nThis only started recently, has been fine up till today. My preferences are set to use both the CPU (AMD Threadripper 32) and the GPU (geforce 4090) in OptiX (or CUDA, doesnt seem to matter). Once the file opens, material preview works fine. (refer to \"materialpreview.png\") but when i click render preview (refer to renderprevier.png) all i see is my rig. Anything with a texture is a similar dark grey as the default blender background. I can move the camera around fine, but no textures are visible. If i click material preview again to switch back, blender freezes and must \"end task\" in task manager. If i turn off the GPU assistance and only have the CPU enabled, everything works as it should. \n\nYesterday i updated to latest windows 11 update. I also updated my gameready drivers for my 4090. When the issue started, i thought it might have something to do with gameready drivers so switched to Studio drivers. This did not fix it. \nAssuming that these updates may have broken my file, i rolled back windows 11 drivers to most recent previous version, and did the same with the nvidia studio drivers (uninstalled 5.35.... installed 5.31). This fixed nothing.\n\nI would love to know why my GPU can't be used with Blender suddenly. Games work fine. Furmark 3d app works fine, no issues. Heat is fine. Very frustrating to have such expensive gear suddenly stop working.\n\n", "Shader editor material name on title bar doesn't follow pinned material\nBlender 3.5.1\n\nAs you can see on the screenshot it's displaying material \"Material\" when current node tree is for another material (you can distinguish it by the different base color).\n\nWay to reproduce:\n\n- open attached blend file\n- run the following code in python console\n\n```python\nshader_editor = bpy.data.screens['Shading'].areas[3].spaces.active\nshader_editor.pin = True\nshader_editor.node_tree = bpy.data.materials['Second_material'].node_tree\n```\n\n![image](attachment)\n", "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", "Blender freezes when moving the cube repeatedly on 3.6 and 3.5\nOperating system: Ubuntu 23.04\nGraphics card: Intel UHD 620\n\nBroken: 3.6.2 2023-08-16\nWorked: None\n\n\nWhen opening Blender(first or other times) and choosing general then moving the cube in multiple directions, Blender freezes\n\n\n- Open Blender\n- Choose general\n- Move the example cube with the move tool in multiple directions\n\n", "Huge memory usage when trying to paint on UVs far ouside the 0-1 range\nBroken: version: 2.82a (sub 7)\nWorked: Never\n\nBlender freezes when I attempt to use the paint options, after adding an image to Texture Paint. Memory will skyrocket from 150MB to 13GB and does not un-freeze.\nYoutube tutorial I'm following trying to learn to paint textures, bug happens after adding the image at 2:35, and I attempt to paint the model: watch?v=lmbAs9jE1vI\nI am very new to Blender, but pretty sure it shouldn't be doing that when attempting to use the Paint tools.\n\n![BlenderCrashReport.png](BlenderCrashReport.png)\n\n- Open attached file\n- Try to paint the mesh\n\n[texture_paint_huge_memory_usage.blend](texture_paint_huge_memory_usage.blend)\n\n", "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", "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", "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", "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", "Color Management / Use curves : Setting clipping option to Min = Max causes CRGB curves to go blank.\nWindows 10, GTX 1660\n\nBroken: Blender 2.82 release.\nBroken: Blender 2.83 daily update\n\nThis will recreate the black CRGB Curve display to go blank.\n\n1. In the Properties Panel, Select Color Management.\n2. Enable 'Use Curves'\n3. Select the 'Clipping Options'\n4. Set 'Max Y' to 0.00\n5. Now select anywhere in the CRGB curve display. It goes blank.\n", "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", "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", "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" ]
[ "blender freezes on color gradient circle and sliders.\nOperating system: macOS-13.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Apple 4.1 Metal - 83\n\nBroken: version: 3.4.1\n\n\nblender freezes completly and permanently on color gradient circle and it's sliders (hue , saturation, value, alpha) and also black and white gredient slider. so i had to forse quit and reopen it.\n\nThe problem occurs both in Metal and OpenGL.\n\n> NOTE: The freeze was not reproduced in a local build (from makefiles). But I is consistently replicated in a build from daily/\nXcode issue?\n\n1. selecte the mesh and click on materiels\n2. click on base color \n3. change any value by sliding for a few seconds\n4. blender freezes\n\n" ]
Bmesh - Incorrect boolean with vertex in in triangle exactly intersecting a face Ubuntu 17.04 GTX 1080 Broken: 36f5972ed01f4a1f01b42d9439c151e7c69b9afa Booleans sometimes dont work. Sorry @ideasman42! Just trying to make it rock solid :) 1. open attached blend file 2. switch the boolean type to carve 3. notice how it works correctly [potentialBmeshBug.blend](potentialBmeshBug.blend) Simplified example: [potentialBmeshBug_simple.blend](potentialBmeshBug_simple.blend)
[ "Normal map node worked is not correct\nOperating system: win10 x64\nGraphics card: gtx 1650\n\nBroken: 3.5.0, 1be25cfff18b, 2023-03-29\nBroken: 2.93\nWorked: 2.92\n\nCaused by 1c22b551d0\n\n\nI do not think that this is an error or a bug, rather it is not a refinement. \nIn some cases, the normal map node does not display them as you would like. \n\n\nI created a Hight poly model and bake it into a plane. Then I applied the resulting texture to the Low poly base mesh. It didn't display correctly there, only part of it smoothed out, but the other part showed sharp edges, very similar to the Fresnel effect\n\n", "Cycles misses intersections when objects are too close\nBroken: 2.79b\n\nWhen two objects are too close, Cycles can miss intersections.\nIn the attached file, there are two intersecting semitransparent planes (at the center).\nIf the color is green or pink it indicates that the ray only intersected one plane.\n\n- Open the attached .blend file and render.\nNote how the line where the planes intersect has a coloured border.\n[transparent_planes.blend](transparent_planes.blend)", "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", "Booleans are completely breaking on my object\nOperating system: macOS Monterey (ARM64)\nGraphics card: Apple Silicon `M1`\n\nBroken: 3.2.0 Alpha & others\nWorked: *2.83.X*? (reported in comment)\n\nBooleans can often be very touchy and may require positioning them just right for them to do operations properly. It seems that it really depends on where the vertices line up. I've been cutting window slots out of ridged galvanized steel plates using boolean cubes and it's worked for every other object. However, this one particular piece in my scene has been causing endless trouble for me despite being the exact same procedure. Seems as though I need to put my boolean objects in the EXACT RIGHT place for them to work right. I found that adding a ludicrous number of subdivisions w/ the subsurface modifier can somewhat help, but it greatly depends on whether or not I position my cubes in the right spot. It is preventing me from placing my windows where they need to go on my scale accurate historic building recreation. I don't know why this object is being so temperamental but it is blocking me from making any progress on this side of the building and I'm afraid I'll keep running into the problem later on.\n\nI may post additional demo files that showcase more boolean issues as I frequently run into problems of faces not being filled properly, crappy vertex extrusions, objects being weirdly combined instead of differenced, and many more annoyances. I hope booleans can get a lot more love from the developers so that they work as intended.\n\n![Screen Shot 2022-02-16 at 4.21.02 PM.png](Screen_Shot_2022-02-16_at_4.21.02_PM.png)\n\nI'm not entirely sure how to reproduce an issue like this. It mostly plagues more detailed models but can happen anywhere and depends on object positions, alignment, topology, and so on. Attached is a problematic file.\n\n**Attached file information**\n[F12870489](brokenBooleans.blend.zip) There are several issues present. For one thing, the boolean modifier is struggling to cut a simple rectangle out of a plane. It is adding geometry to certain parts, cutting out geometry that shouldn't be cut out, and is not accurate at all. I've noticed that using the \"fast\" option usually yields better results than using the \"exact\" option. However, in the case of this object, it actually breaks it EVEN MORE! Try selecting the \"cutoutGalvanizedSteel\" (planar object) and setting the booleans to \"fast\" to see a new problem emerge. Adding a solidify modifier to the very top of the stack will fix the issue. However, booleans should work on planes, too.\n\n[F12871474](BorkedBooleans.blend.zip) Many different problems. Boolean objects are displayed as wireframes. If you see a boolean as having geometry, it's because it is being added by the Boolean modifier. The boolean modifier likes to add the boolean's geometry to the source mesh sometimes, even when it is set to difference or intersection. In issue 2, there is a mesh problem in the boolean. If you enter edit mode, you can see that the problematic vertices are selected. They crash the boolean operation altogether. Merging these vertices will solve the issue, but for more complex boolean objects, this may not always be an option.\n\n[brokenBooleans.blend.zip](brokenBooleans.blend.zip)\n[BorkedBooleans.blend.zip](BorkedBooleans.blend.zip)", "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).", "Curves don't have 'All Edges' option for wireframe\nBroken: 2.80\n\nMesh objects have the toggle for its viewport display wireframe to render all edges, but curve objects don't.\n![image.png](image.png)\n\nOpen the attached file and look for the 'All Edges' option.\n[Wiref.blend](Wiref.blend)\n", "Shader nodes. True normal produces flaws in Eevee\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 473.04\n\nBroken: version: 3.1.2\nBroken: 2.93.7, `a5b7f9dc9011`, 2021-12-14 16:35\n\nWhen I use True normal in this shader, it produces mapping errors, depending on zoom and angle.\nCycles is okay, Flat Normals works well too, as they should.\nOpen file, switch between Normals and True Normals, compare result\n[FaceTangentUVs.blend](FaceTangentUVs.blend)\n![55165852.png](55165852.png)\n![55170753.png](55170753.png)\n[2022-04-12_08-45-37.mp4](2022-04-12_08-45-37.mp4)\n", "Collada exporter's triangulation option messes up custom vertex normals\nBroken: v3.4.1, v3.2.0, v3.1.2\nWorked: Never, as far as I can tell.\n\nWhen using the Collada exporter to export a mesh with custom vertex normals (with the exporter's triangulation option on), for each quad, one vertex of a split-off triangle will have an incorrect vertex normal.\n\n![normals_bug_blender.png](normals_bug_blender.png) Figure 1: A grassy slope mesh in Blender.\n\n![normals_bug_unity.png](normals_bug_unity.png) Figure 2: The same mesh in Unity. Note how the lighting produces a visible seam between the two triangles of each grass quad. (Apologies for the low color contrast in the screenshot)\n\n- In Blender, create a quad mesh and rotate it so that it's standing instead of laying down\n- Use \"point to target\" to point the quad's normals straight up\n- Export the quad with the Collada exporter, with the triangulate option on\n- Import the mesh into some other program to check the exported vertex normals. You should see that one of the vertex normals is wrong.\n\n**Workarounds**\nTriangulating with Ctrl+T does not suffer from this bug.", "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", "Add support to tessellate 'ngons with holes' in mesh's validate() func? Much useful for importers (FBX, OBJ...)\n\n\n2.76\n\n fbx does not import NGON. But it imports into Modo.\nBlender:\n![Selection_018.png](Selection_018.png)\n\nModo:\n![Selection_020.png](Selection_020.png)\n\nFile:\n[exchange.fbx](exchange.fbx)\n\n\nimport fbx\n", "Circle select does not select all vertices within the same pixel\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.38\n\nBroken: version: 2.90.1\n\nSelecting closely-arranged vertices with circle select tool doesn't consistently select all vertices.\n\nCreate plane geometry with three vertices located close together (e.g., the end of a sword or a blade of grass). Type 'C' to use the circle select tool and select the vertices. Zoom in to verify that all vertices have been selected. De-select vertices. Change zoom level. Repeat selection. Repeat verification. See animated GIF, attached, using simple .blend file, attached.\n\n![L11d.gif](L11d.gif)\n\n[C3DE_Ch4_L12a.blend](C3DE_Ch4_L12a.blend)\n\n", "Bmesh module does not support smooth shading / split normals\nBroken: 2.75 RC2\n\nBMLoop.calc_normal() returns normal for flat-shading, regardless of applied shading.\n\nBased on a (as simple as possible) attached .blend file with minimum amount of steps\n\nRun the following script, both APIs should give the same normals, but Bmesh module returns the same for all 3 objects.\n\n```\nimport bpy\nimport bmesh\n\nscene = bpy.context.scene\nfor ob in scene.objects:\n ob.select = True\nbpy.ops.object.delete()\n\nbpy.ops.mesh.primitive_cube_add(location=(0,3,0))\ncube1 = bpy.context.object\n\nbpy.ops.mesh.primitive_cube_add(location=(0,0,0))\nbpy.ops.object.shade_smooth()\ncube2 = bpy.context.object\n\nbpy.ops.mesh.primitive_cube_add(location=(0,-3,0))\nbpy.ops.object.shade_smooth()\nbpy.ops.mesh.customdata_custom_splitnormals_add()\ncube3 = bpy.context.object\n\n# no difference\ncube1.data.use_auto_smooth = True\ncube2.data.use_auto_smooth = True\ncube3.data.use_auto_smooth = True\n\ncube1.data.calc_normals_split()\ncube2.data.calc_normals_split()\ncube3.data.calc_normals_split()\n\nbm1 = bmesh.new()\nbm1.from_mesh(cube1.data)\nbm1.faces.ensure_lookup_table()\n\nbm2 = bmesh.new()\nbm2.from_mesh(cube2.data)\nbm2.faces.ensure_lookup_table()\n\nbm3 = bmesh.new()\nbm3.from_mesh(cube3.data)\nbm3.faces.ensure_lookup_table()\nbm3.normal_update()\n\nprint(\"Standard API:\")\nprint(cube1.data.loops[0].normal, \"Flat\")\nprint(cube2.data.loops[0].normal, \"Smooth\")\nprint(cube3.data.loops[0].normal, \"Smooth\")\nprint(\"---\")\nprint(\"Bmesh module:\")\nprint(bm1.faces[0].loops[0].calc_normal(), \"Flat\")\nprint(bm2.faces[0].loops[0].calc_normal(), \"Smooth\")\nprint(bm3.faces[0].loops[0].calc_normal(), \"Smooth\")\nprint(\"------\")\n```\n\nNote: Standard API could be used instead, but there's no RNA method for triangulation (only modifier and operator). Mixing Bmesh module and standard API seems unsafe (and there's no direct access to loops in bm). Object.to_mesh() could use support for triangulation, hence quad_mathod / ngon_method to improve the situation.", "Regression: Boolean Modifier Distorts UVs\nBroken: Blender 3.2.2 Official\nBroken: 2.93\nWorked: 2.92\n\nBroke with a3f091d7ce\n\n\nBoolean modifier distorts UVs of cutter object. In the attached screenshot and blend file. There are two cutters objects of roughly the same shape, one of them works correctly and the other doesn't.\n\n![изображение.png](изображение.png)\n\n[tmp_2.blend](tmp_2.blend)", "Solidify Modifier wrong solidification normals in some cases\nOperating system: Windows 11\nGraphics card: ATX4000\n\nBroken: 3.5.0\n\nIn some corner cases, the Solidify modifier uses wrong solidification normals.\n\nWith the \"Faces linked only by one vertex.obj\" object, where some faces are sharing only one vertex and no edge, the solidification behaves as if ignoring that shared vertex.\n\nWith the \"Triangulated mesh wrong solidification.obj\" object the vertex in coordinates (-1, 1, -1) does not solidify properly, while the exact same mesh, but not triangulated (\"Triangulated mesh right solidification.obj\" object) solidifies right.\n\n", "Boolean Modifier not working \nOperating system: Windows \nGraphics card: Nvidia Geforce GTX 770\n\nBroken: 2.93.4\nWorked: 2.90\n\nIf one tries to apply the boolean modifier \"Difference\" it does nothing. In previous version it functions.\n\n1. Download the Blender File from above \n2. There a 3 objects in the collections. The objects are in the positive xy-quardant. (Sorry that they are not centered)\n3. If one tries to apply the modifier on the Frame object there is no error message but the frame object doesnt get modified.\n\nGreetings Philip \n\nTest File:\n[#71360.blend](T71360.blend)" ]
[ "Bmesh booleans fails when A mesh have coincident edge with B\nWindow 10 x64, Nvidia GTX970\nUbuntu 14.04 x64, Nvidia 675mx\n\nBroken: 2.76.5 5e974a3\n\nBmesh boolean difference error (B - A):\n- if operator mesh (A) has one or more edges that are coincident with edges on first mesh (B) or its faces, the operation fails.\n\n![Bmesh_difference_error_subdivide.jpeg](Bmesh_difference_error_subdivide.jpeg)\n![Bmesh_difference_error_unsubdivide.jpeg](Bmesh_difference_error_unsubdivide.jpeg)\n\nI don't know if it's same error posted [#47011 ]] or [[ https:*developer.blender.org/T46988 | #46988 ](https:*developer.blender.org/T47011)\n\nSee .blend attached\n[Bmesh_boolean_fail.blend](Bmesh_boolean_fail.blend)\n\n----\n\nEdit, adding the example file from #51236 since its a good test-case for debugging:\n\n![boolean1.png](boolean1.png) ![boolean2.png](boolean2.png) ![boolean3.png](boolean3.png)\n\n[boolean.blend](boolean.blend)\n\n\n----\n\nAnd another from: #52825 (overlapping edge/vertex)\n[potentialBmeshBug_simple.blend](potentialBmeshBug_simple.blend)", "Boolean not working properly with lines aligned. \nOperating system: Windows 10 Pro\nGraphics card: Nvidia GTX 1070\n\nBroken: v2.80.59, April 26, 2019\nWorked: (optional)\n\nHello,\nI was working on a complex shape and I create a simple shape where every line in the simple shape is matched up with the complex shape. I also used the Boolean with “difference”. Something was wrong, so I ended up investigating and found out the cause.\n\nHere are the explanation and picture below:\n![Capture2.PNG](Capture2.PNG)\n\n![Capture.PNG](Capture.PNG)\n\nThe “A” has 2 cubes where these lines are not aligned with the other cube’s lines. You can see that it have loop cuts (this is a very similar case where my complex shape has). You can look at two pictures on the left and right. You’ll see that the right picture show that “A” where boolean is working properly.\n\nThe “B” has the opposite idea to what “A” is where two cubes marked \"B\" have their lines just perfectly aligned. On the right picture is showing that the boolean is not working properly due to these lines being aligned…\n", "BMesh boolean solver does not work properly\n\nLinux 4.6.0-1-amd64 / Radeon R9-280\n\n\n2.78.a (Debian package)\n\n\nThe BMesh boolean solver does not produce correct results for some meshes.\nIn the example provided, when applied to a standard 32-face cylinder,\nboth Intersect and Difference fail, although Union succeeds.\n\n\nThe attached example contains only three simple objects: \"Cube\" and \"Cylinder\",\nwhich are as described, and another cube named \"Boolean\", which is set to display\nas a wireframe, so that the results of the modifier are visible.\n\nBoth Cube and Cylinder have BMesh modifiers applied to them, referencing Boolean.\nFor Cube, everything works as expected. However, for Cylinder, \"difference\" appears\nto have no effect, while \"intersect\" produces a non-solid object. \"union\" seems to\nwork properly. When the solver is changed to Carve, these problems disappear.\n\nThis bug may be related to #51074 and #51234.\n[boolean.blend](boolean.blend)", "Boolean not working right if edges are overlapping.\nWin10 64bit\n\nBlender Version 2.8 (.0-git.009dbc2bc9fb-windows64) april 13th 2019\n\nBoolean not working right if edges are overlapping.\n\n\n - Open new project \n - add to the cube a cylinder and move it to x=1m (or y=1m) \n - scale the cylinder x=0.5, y=0.5, z=1.5\n - select \"different\" operation and the cylinder as object\n\nnow you see there are no new polies created, only a \"hole\" \nif you rotate the cylinder it works right, I believe the problem appear if edges or vertices on the same place. \n\n\n\n\n\n\n\n" ]
Parenting dont work . {[F9167452](wccvJ6gWnU.mp4)}Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71 Broken: version: 2.92.0 Alpha Parenting don't work properly Parenting works after parenting the object [P{[F9167407](wccvJ6gWnU.mp4)}
[ "Keyed particles work on viewport but not in render, also they are not affected by force fields\nOperating system: Linux-4.15.0-20-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: Mesa DRI Intel(R) Haswell Desktop Intel Open Source Technology Center 4.5 (Core Profile) Mesa 18.2.8\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\nWhen making a particle system with keyed physics, it works in viewport but the particles do not show properly in the final render. They reappear from the world center when all the previous particles die. Also the particles of the keyed particle system are not affected by force fields.\n\nSee the link for screen recording and the sample file.\n\nThe problem shows in blender 2.80 and 2.81 but not in 2.79.\n\nI think this might be a bug in blender 2.8 but I hope you can help me to solve it.\n\nscreencast\n\nview?usp=sharing\n\n**Steps to reproduce:**\n[#69238.blend](T69238.blend)\n\n- Open file\n- Render animation\n- Compare output to viewport\n\n\n\n\n\n", "GPencil: Hard to erase drawing when layer parented to animated object\nOperating system: MacOs 10.15.4\nGraphics card: AMD Radeon Pro 5500M 8 GB\n\nBroken: Version 2.90 (2.90 2020-05-20)\nWorked: ?\n\nSorry for the potentially misleading title. I think that when a Grease Pencil drawing is parented, and the parent animated, the erase tool (using control/Alt/Right Click or the Brush eraser) is somehow offset and it's near impossible to erase precisely. Going in Edit mode and Selecting/Deleting the vertices/strokes works though... \n[GP_EraseWhenParentedIssue.mp4](GP_EraseWhenParentedIssue.mp4)\nHere is the Blend file.\n[GP_EraseWhenParentedIssue.blend](GP_EraseWhenParentedIssue.blend)", "Regression: Changes in curve normal behavior\nBroken: 3.0\nWorked: 2.92\n\nInstead of a simple arrow, the scene is something very remotely in the neighbourhood of that shape plus random extruded edges. \n\nOpen example file.\n\n", "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", "Copy Rotation [world -> world] dosen't work properly with Spline IK chain\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.79\n\n\nBroken: version: 2.80 (sub 75)\nWorked: version 2.79 and below\n\n\nThe \"Copy Rotation\" constraint with both 'target' and 'owner' set to 'world', dosen't seems to work as expected, when used on Spline IK chain.\nIt copies rotation when the target bone is rotating, however it also rotates with the parent bone, even though the Copy Rotation constraint is set to world -> world.\n***The expected behavior is present in the old versions of blender (2.79 and lower).***\n\n\n\n - Create Spline IK rig with 'root' and 'tip' hook controllers\n - Set Copy Rotation constraint to bones to copy world rotation of the 'tip' controller\n # Rotate 'root' controller of the chain and see how bones don't follow rotation of the tip controller\n\nOld version of Blender (2.79)\n![spline_ik_twist_old.jpg](spline_ik_twist_old.jpg)\n\nNew version of Blender (2.80)\n![spline_ik_twist_new.jpg](spline_ik_twist_new.jpg)\n\nVideo demonstration\n[bug_demo.mp4](bug_demo.mp4)\n\nTest rig (saved in 2.79)\n[spline_ik_twist.blend](spline_ik_twist.blend)", "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", "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", "Selection to Active doesn't work when the selected object is a child of the active object\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA RTX A6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.25\n\nBroken: version: 3.3.0 Beta\n\n\nSelection to Active operator doesn't work when the selected object is a child of the active object.\n\n\n1. Add 2 cube.\n2. Parent one of the cubes to the other.\n3. Select both cubes such that the parent is active. \n4. Use the Selection to Active operator.\n5. The operator has no effect.\n\n", "(Camera) Motion blur renders wrong (does not cancel out) when a mix of parenting and (baked) object animation is used\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA RTX A6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.3.1\n\nwhen I parant a camera (looking for a simple cube) and the cube (who is the camera looking for it) to any other object, if the parent object is rotating, it will rendered fine but if I baked the action of the camera, and renderd the same frame it will be very in coorect motion blur, to fix the issue I have to bake the camera and all the objcects that appear on it, \n\n\n[motion blur bug.blend](motion_blur_bug.blend)\nopen the attached blend file, you will find a very simple scene with a camera, cube and a light are parented to a rotating empty object, just press render at frame 2 (which at the meddle of rotation) and it will render the motion blur very good (you will not see any motion blur which is logic because the camera and the cube are parended to the same object), but after that just bake only the camera (with selected object, visual keying and clear parent enabled) and render the same frame, it will give very unlogic motion blur, after that bake also the cube and the light and redner the same frame, it will render very good, this issue is only on rotating parent object bun in location it works very good, also I tested it on blender 2.7 and the same issue are there\n\n\n\n", "Some sculpting brushes work incorrectly on the Grease Pencil object with Armature.\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: Radeon RX 590 Series ATI Technologies Inc. 4.5.14742 Core Profile Context 21.8.2 27.20.22025.1006\n\nBroken: version: 3.0.0 Beta\n\nAfter applying the Armature modifier to the Grease Pencil object and after animating the bones, some brushes in Sculpt Mode do not work correctly. In this case Grab brush. Smooth, Thickness, Strength and Randomize brushes work correctly.\n![pic.png](pic.png)\n\nOpen attached .blend file. Go to the 20th frame. \nSelect Grease Pencil object.\nSwitch to the Sculpt Mode select the Grab brush and test it. Push, Twist and Pinch brushes also work incorrectly.\n[SculptTools_problem.blend](SculptTools_problem.blend)\n\n", "Keyframing Stretch property in IK won't work properly - iTaSC Solver\nDoesn't work in all versions 2.79b, 2.83, 3.00\n\nWhen using iTaSC solver for an armature, you can't keyframe or use a driver for the bone stretch property. If you do it will be buggy and won't work as expected.\n\nThe Stretch property I'm talking about\n![image.png](image.png)\n\n1. Make a a small armature with iTaSC Solver\n2. Add IK Bone Constraint\n3. Animate the stretch property whether in the bone constraint or the bone property\n4. Keyframe your rig and see that it's not behaving properly\n\n**note: I know it may seem incomprehensible but if you click constantly \"Update Dependencies\" in the drivers panel you will see the expected result**\n\n[Bug report.blend](Bug_report.blend)", "Incorrect parent tree when exporting and importing scene with multiple rigged objects\nArch GNU+Linux, Kernel 4.18.5\n\nBroken: 2.79.6, Git 19c65cd (branch master)\nWorked: None that I'm aware of\n\n\nIf you have a scene with multiple rigged objects, the armatures and meshes are incorrectly parented upon exporting then importing them. Rather than there being two armatures at the root of the scene with each one containing a single mesh, there will be (if you have two objects) one armature at the root, the other armature as a child of it, with both meshes attached to the inner-most armature.\n\nNote that this certainly seems to be a fault of the importer and not the exporter: I've manually reviewed the exported model and it appears fine. Additionally, upon attempting to import a Collada file generated by custom software I've got the exact same problem as importing the file generated by Blender.\n\n\nStart with an empty scene, and create a cube. Add a single bone. Make the cube a child of the bone, using the armature deform with automatic weights option (not using any weights prevents this problem from occurring).\n\nRepeat this a second time.\n\nExport the scene as a Collada file.\n\nOpen a new instance of Blender, and import the scene with Collada.\n\nThe objects will have incorrect parents, and this has consistently occurred each time I have tried it:\n\nHere are the screenshots of the scene, before exporting (matches attached blend file): ![Screenshot_20180904_165511.png](Screenshot_20180904_165511.png)\n\nAnd after export/import: ![Screenshot_20180904_165717.png](Screenshot_20180904_165717.png)\n\nSample Blender file before export: [expimptest.blend](expimptest.blend)", "Point Instance node doesn't instance meta objects.\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GT 710/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.65\n\nBroken: version: 2.93.0 Alpha\n\nFor Geo Nodes, Point Instance node doesn't work (doesn't copy) meta objects (like metaball). \n\nI used a very basic setup. The original input and output nodes plus one point instance node. I selected the object to be a meatball. Nothing happens! I selected any other object (non-meta). The object is instanced. Geo nodes were added to the default cube. \n", "rigid body behaves incorrectly when there is a cloth simulation on a passive object\nOperating system: Ubuntu 20.04\nGraphics card: Geforce MX230\n\nBroken: 3.2.1\n\nrigid body does not take into account cloth simulation, even if it is noted that the shape for collisions is a mesh after all modifiers\n[2022-07-19 22-53-31.mp4](2022-07-19_22-53-31.mp4)\n1. create an object with a rigid body\n2. create an object with cloth simulation and rigid body\n3. play simulation", "Child Of vertex group fails when controled by Particle System\nWin10 64bit\n\nBroken: 2.79\n\nChild Of constraint fails on rotation from PS\n\nOpen file, play animation on every layer\n\nFirst layer: *Empty* with *Child Of* constraint is controled by Plane's transform animation -> works OK\nSecond layer: *Empties* with *Child Of* are controled by Plane's *Particle System* (via *Explode*) -> Location is maintained, but **rotation is non-synchronized**\nThird layer (example of how previous case is expected to work): Empties parented to *3 vertices* are controled by same PS - OK\n[Child_Of_test.blend](Child_Of_test.blend)\n" ]
[ "Parenting is broken\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.92.0 Alpha\nWorked: version: 2.92.0 Alpha\nCaused by a combination of these\nb8d4a2aff8\nad35fa1993\n\n\nCtrl+P Parenting is broken\n\nCreate two objects.\nCtrl+P\nSelect any of the options\n", "Ctrl - P Parenting is broken\nOperating system: Win 10 x64 \nGraphics card: Gtx 1070\n\nBroken: version: 2.91.0 Beta, branch: master, commit date: 2020-11-01 07:12, hash: 276d19f63b45, type: Release\nWorked: 2.90 ( I just tested this in 2.90, and this functionality is not broken)\n\n\nTrying to parent via Ctrl-P does not work\n\n\nIn the default scene select the cube\n\nThen select the camera\n\nCtrl-P -> Keep Transform\n\nCheck the scene objects in the outliner, you can see the object is not parented.\n\n\n\n\n\n\n", "Problem parenting mesh to bone after duplicating bones. Doesn't happen on 2.90.1\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67\n\nBroken: version: 2.91.0 Beta\nWorked: 2.90.1\n\nI'm experimenting with rigging train bogeys using dummy mesh objects. I have setup the first carriage, then duplicated the bones (shift+D) for the second carriage.\nWhen setting up the front & back bogeys on the second carriage, I'm unable to get the mesh parented to the bone.\n\nI'll attach a blend file.[Train Bogey Test.blend](Train_Bogey_Test.blend)\nBogey.002 will be selected already - otherwise select this from the Outliner.\nCtrl+Click on the TrainRig in the Outliner.\nEnter Pose mode.\nClick or Shift+Click on BogeyFront2 in the viewport\nPress Ctrl+P, and select Bone as the parenting type.\n![Train Bogey Test - parent to bone.png](Train_Bogey_Test_-_parent_to_bone.png)... nothing will happen.\nIf you return to object mode and click on Bogey.002 you will see from the Object Relations panel that it has no parent.\nThe same thing occurs with Bogey.003 and the bone BogeyBack2.\nFollowing the same steps with 2.90.1 the parenting works.\n\nAt one point when investigating the problem, I went into the Object Relations panel, and manually selected the parent as TrainRig.\nI was surprised to find an existing bone assignment show up.\nHowever after resaving (and perhaps saving with 2.90.1) this no longer shows up. I've checked and there is no auto-save or blend1 file for this version." ]
Wrong Chinese display in blender 3.4 Operating system: Windows-10-10.0.22621-SP0 64 Bits Graphics card: Intel(R) Iris(R) Xe Graphics Intel 4.5.0 - Build 27.20.100.9565 Broken: version: 3.4.0 Alpha Chinese kanji are incorrectly displayed as Japanese kanji Just start blender
[ "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", "render differs from PNG and freezes (Blender portable, Windows 10)\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 660/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nPortable \nBroken: version: 3.0.1\n\nafter unchecking \"copy\" and saving the render as PNG, the image look different.\n![image.png](image.png)\nBefore save to PNG / After\n![image.png](image.png)\n\nThe video of reproduce steps: [google drive ](view?usp=sharing)\nBut should the program behave like this? Maybe the problem is only in my system?\n\nSuch a problem (image look different) was mentioned in one [lesson ](watch?v=mCZIzjr8Y_M&t=575s). Unfortunately, the video is in Russian (can enable subtitles with machine translation)\n\n - `File → New → General`\n - `Render → Render Image`\n - `Image → Save as...`\n - unchek the box `Copy`\n # `Save As Image` button\n\nImage will suddenly look lighter in Blender", "Intel Mac Metal: UV Display Stretch Angle Fault Colors\nOperating system:Mac OS 13.3.1\nGraphics card:Radeon Pro Vega 48 8GB\n\nBroken: 3.5.0 - 3.5.1 - 3.6.0 alpha\nWorked: NA\n\nUsing Intel Apple, with GPU Backend Metal enabled\nUV Editing, when you turn on Display Stretch: Angle\nCorrect angles will show faulty colors.\nWhen I switched to OpenGL and restart.\nThe Stretching shows properly as it should.\nI tested using default blender with no addons. Clean install with Default Cube and the error persisted on the versions noted above.\n\n\n\n- Activate blender with GPU Backend: Metal\n- Use a default Cube, within the UV Editing tab\n- In Overlays menu, choose Display Stretch, and pick Angle.\n- Select all the Faces. The colors will appear faulty and extremely inaccurate.\n\n\n", "Regression: Blender text editor lost support for dead keys\nOperating system: Linux-4.19.0-11-amd64-x86_64-with-glibc2.31 64 Bits\nGraphics card: Quadro RTX 5000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.91.03\n\nBroken: version: 2.93.0\nWorked: 2.92\n\nCaused by cafd6b519c\n\n\nOn any text input field, on the Python Console, on the text editors, I cannot type any of the characters that need dead keys (I use English International with dead-keys to type English, Spanish, and German).\nI cannot, for example even type quotes, which makes Python expressions hard - let alone accents, etc. \n\nThis used to work on previous versions of Blender. The latest I found it working on is on a 2.92 release candidate I had somewhere on my hard drive.\n\n\n1. On a computer configured with dead-keys input, open the default scene\n2. Switch the main display to be a Text Editor.\n3. Press \"New\" to create a new file.\n4. Try to type \"é\" (by pressing 'e) or \"'' by typing (' space).\n\nExpected behaviour: Blender accepts the typed-in characters.\nActual behaviour: Blender ignores the typed-in characters.\n\nSomething like this gets printed to the console:\n\n```\nBad keycode lookup. Keysym 0x0 Status: XLookupNone\n'' 0x7f80237f2980 0x7f804905d0c0\n```", "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)", "Library Override broken for Snow character rig\nOperating system: Linux-5.15.0-73-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 530.41.03\n\nBroken: 3.0 to 4.0\nWorked: never?\n\nI tried to use the Snow character, following the guidelines. But every time I use the Libary Override, the character's eyebrows and neck get stretched and distorted. When the bug does not happen at the time, when saving and reopening the file it appears\n\n- Link the CH-snow collection\n- Object -> Relations -> Make Library Override\n- Save file then reopen it\n", "Viewport display: in front should be listed under visibility as it also affects final render\nOperating system: macOS-11.4-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.5.14\n\nBroken: version: 3.0.0 Alpha\nWorked: unknown\n\nUnder object properties, viewport display: in front affects both the visibility in the viewport and in the final render, and as such should probably be listed under visibility rather than viewport display.\n\n-", "collada file not imported correctly\nOperating system: windows 10\nGraphics card: geforce gtx 1070\n\nBroken: blender 3.4.1\nWorked: don't know\n\n\nThe import of this collada model is not 100% correct, some things are missing (wheel, chair) and different colors (white where there should be black)\n\nCruisn-World-arcade-game\n\nhow it should look:\n\n![afbeelding.png](afbeelding.png)\n\nhow it looks in blender:\n\n![afbeelding.png](afbeelding.png)\n\nDownload attached model (or download from website), import in blender, compare with picture how it should look\n\nCruisn-World-arcade-game\n\n[cruisinworld.zip](cruisinworld.zip)\n\n", "OpenGL error in console\nOperating system: Windows 10, 11\nGraphics card: 6700 XT, 6800 XT, driver 23.7.2 \n\nBroken: 4.0.0, ecb3262bf04, main, 08.08.2023\nWorked: no information.\n\nFirst of all it's better to run Blender with USD built with this fix 2550 since it fixes a lot of other OpenGL errors in console.\n\nThere is an error in console `Runtime Error: in HgiGLPostPendingGLErrors at line 91 of C:\\GPUOpen\\RPRHydraRenderBlenderAddon\\USD\\pxr\\imaging\\hgiGL\\diagnostic.cpp -- GL error: invalid framebuffer operation, reported from __cdecl pxrInternal_v0_23__pxrReserved__::HgiGLBuffer::~HgiGLBuffer(void)` If you select `Render Engine = Hydra Storm` and run Viewport Shading and stop it.\n\nBut if you start Blender with `--debug-gpu` flag you will an error in console `ERROR (gpu.debug): : GL_INVALID_FRAMEBUFFER_OPERATION : Cubemap Workaround End9` and above error with `HgiGLBuffer::~HgiGLBuffer` won't appear anymore.\n\nI put some `debug::check_gl_error` in `detect_mip_render_workaround` and one of them returns `GL_INVALID_FRAMEBUFFER_OPERATION` right after `glClear(GL_COLOR_BUFFER_BIT);` and one more error `GL_INVALID_VALUE` after `glGetTexImage`.\n\nAlso `glCheckFramebufferStatus(GL_FRAMEBUFFER)` returns `GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT`.\n\nI tried to get rid of `HgiGLBuffer::~HgiGLBuffer` error via calling `glGetError`. There are only 2 places worked for me: \n1. ViewportEngine::~ViewportEngine;\n2. End of the `detect_mip_render_workaround`.\n\nDefault startup. \nFirst:\n1. Select `Render Engine = Hydra Storm`\n2. Start Viewport Shading\n3. Stop Viewport Shading\n4. Look in the console\n\nSecond:\n1. Start Blender with `--debug-gpu` flag\n2. Look in the console\n\n", "Add support for more gettext flags to UI translation tools\nAs reported in 101830#issuecomment-1023470 , Weblate `C-format` is not very smart, and generates a lot of false-positives.\n\nThe solution is likely to not enforce these checks over the whole messages, but selectively enable them for messages that actually need it (e.g. (almost?) all RNA-extracted message will not have such formatting).\n\nThis will require updates in the python modules and add-on code generating these translation files.\n\n----------------\n\nParent task: infrastructure/blender-projects-platform#65", "Regression: Quad View Gizmo Tooltips at wrong position\nOperating system: Windows\n\nBroken: 2.93.0, `92b0803f35a7`\nWorked: 2.93.0, `0876829e7a77`\nSuspected: cf6d17a6aa\n\nIn Quad View mode gizmo-tooltips are shown at the wrong position (always at lover-left view gizmos)\n\nStart Blender, in 3D viewport press Ctrl-Alt-Q, hover mouse over gizmos.\n![image.png](image.png)", "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", "Font rendered incorrectly with text object\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 3GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.4.1\n\nThe font is displayed incorrectly when added to 3d text object\n\nFont and blend file in attachment\n[untitled.blend](untitled.blend)\n\n[roadrage.ttf](roadrage.ttf)\n\n", "Adjusting spotlight blend using gizmo does not register undo\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: Radeon RX 570 Series ATI Technologies Inc. 4.5.0 Core Profile Context 22.11.2.221130\n\nBroken: version: 3.5.0 Alpha\nWorked: n/a\n\nThe gizmo control is introduced in 3c8c0f1094.\n\nAdjusting spotlight blend using gizmo does not register undo\n\n[SpotlightBlendGizmoBrokenUndo.mp4](SpotlightBlendGizmoBrokenUndo.mp4)\n", "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" ]
[ "The interface font of the Simplified Chinese version is displayed incorrectly in Blender 3.4\nOperating system: Windows11 Home 22H2\nGraphics card: NVIDIA GeForce RTX 2060\n\nBroken: 3.4.0 Alpha, f9113b7eb6ee, master, 2022-10-29\nWorked: 3.3.1\n\nAs shown in the picture, in 3.4, some of the interface text does not match the Chinese writing, which seems to be closer to Japanese ? In contrast, version 3.3 and previous versions are roughly correct, but still have some errors. When the font is switched to Noto Sans S Chinese Regular, the display result is completely correct.\n![3.3.png](3.3.png)\n![3.4.png](3.4.png)\nIn Text Editor:\n![text.png](text.png)\n[example.blend](example.blend)\n[NotoSansHans-Regular.otf](NotoSansHans-Regular.otf)\n\nThanks!\n(I can‘t speak English,the above is machine translated)\n" ]
Blender crashes/freezes upon launch macOS Sierra, 3.2GHz i5, 16GB RAM, NVIDIA GeForce GT 755M 1024 MB Broken: 2.78a & 2.78c Worked: Blender either crashes upon launching or freezes shortly after. It was working without issue only a month ago. Simply launching Blender causes the crash/freeze.
[ "closest_point_on_mesh() freezes Blender when called from a driver\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 580/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.35\n\nBroken: version: 2.82 (sub 6)\nWorked: 2.79\n\nCalling closest_point_on_mesh() from within a driver causes Blender to freeze.\n\n[test2.blend](test2.blend)\nOpen the file allowing scripts -> Freeze", "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", "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", "Frequent render crashes in 3.5\nOperating system: macOS-12.3.1-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 5500M 1.2\n\nBroken: version: 3.5.0\n\nI've been encountering a lot of crashes in 3.5 when rendering in the background. Meaning I start a rendering, and move over to something like a browser. At random time Blender 3.5 just crashes. I've included a crash log file.\n\n\n", "Blender 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\" : 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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```", "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)", "Regression: Crashes when uses preview or final render modes\nOperating system: Mac Os Monterey 12.6.1\nGraphics card: AMD Radeon R9 M380 2 GB\n\nBroken: blender 3.6.2\nWorked: Blender 3.4.1\n\nBlender 3.6.2 crashes on MacOS when you change between preview or final render modes. I Think is a problem related with the Realtime Viewport compositing. I think it is not enabled at all on MacOS but maybe developers did not do it correctly and some render features are requesting missing elements.\n\nSimply make 3 or 4 render previews and then press F12 to obtain a final render (or viceversa). Blender Crashes immediately.\n\n", "Blender Crash MacOS Arm M1 - Wireframe - Memory issue\nOperating system: macOS-12.3.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Pro Apple 4.1 Metal - 76.3\n\nBroken: version: 3.2.0 Alpha\nBroken: version: 3.1.2\nWorked: Any version using linux/windows\nWorked: version: 3.1.2 on Intel base Mac\n\nBlender crashes with a viewport in wireframe mode or tries to allocate ~100 GB memory when .\n\nBase: default blend file.\n\n1. Go to \"Geometry Node\" tab\n2. Create new node setup\n3. Add Mesh line node\n4. Set count to something big like 256^3 (this was my test case)\n5. Switch the viewport to wireframe\n6. Crash\n\nNote: Slower increase can lead to huge memory consumption by blender:\n![Screenshot 2022-04-11 at 21.19.50.png](Screenshot_2022-04-11_at_21.19.50.png)\n\nExample node setup:\n![Screenshot 2022-04-13 at 12.33.26.png](Screenshot_2022-04-13_at_12.33.26.png)\n\nSwitch to wireframe:\n![Screenshot 2022-04-13 at 12.34.00.png](Screenshot_2022-04-13_at_12.34.00.png)\n\n", "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 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```", "Blender 3.6.1 crashes when switching to Viewport Shading to Rendered on MacBook Pro M1\nOperating system: macOS-13.5-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Max 1.2\n\nBroken: version: 3.6.1\n\nEnabling objects in the scene causes blender to no longer render. It just says: Sample 0/32 (Using optimized kernels) and if i try and change the Viewport Shading back to something else it crashes. This issue seems to only happen on a specific file.\n\nOpen file, switch Viewport Shading to Rendered, try and switch it back to anything else.\n\n", "Blender 3.5.1 keeps crashing on occasion\nOperating system: Mac OS Ventura 13.3.1 (a) (22E772610a)\nGraphics card: Apple M1 Ultra (64-Core GPU)\n\nBroken: Version 3.5.1 (3.5.1 2023-04-25)\nWorked: N/A\n\nBlender occasionally crashes on my new Mac Studio (I used to work on a Windows PC beforehand and never had that problem). I'm guessing it is a saving error.\n\n- Download and open the demo-file `Blender 3.4 – “Charge” Open Movie` from demo-files/\n- Change the engine from Eevee to Cycles GPU\n- Set \"Viewport Shading\" to \"Rendered\" - nothing happens\n- Go back to Solid View - blender freezes\n\nAttached is is a video demonstrating what is happening, but in a few words:\n\nThe same happens with some of my heavy(ish) project in 3.6.0 beta\n\nIn 3.5.1 the same project responds in render view as it should be.\n\nWhen I try to reopen the same project blender doesn’t load the project but either freezes or crashes ( one of these crash logs is also attached)\nI manage to reopen the project after a few crashes.\n\nI hope it helps! \n\n![freeze render view 3.6 and 3.5.1.mp4](attachment)\n![3.6.0 crash after trying to reopen test file.rtf](attachment)", "Blender 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", "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.", "mantaflow instability on high timesteps\nmacOS 10.14\nIntel HD 6000\n\nBroken ce64cfd6edc2a0ec0aabfd4daaa5f655763cc74b, 2.83.12\n\n**error**\n\n[11110001-0070.mp4](11110001-0070.mp4)\n\n- Add quick liquid to default cube.\n- Set minimum and maximum timesteps to 100.\n- Bake up to frame 70 and watch the liquid explode." ]
[ "Blender 2.78c crashes on Mac OSX Sierra (10.12 ) - every time AND immediately \nOperating system and graphics card:\nMac OS Sierra 10.12 INTEL GRAPHICS 4000 ( 2012 MacBook Air )\n\nBroken: 2.78C build 14 june 2017\n\n**Short description of error** \nHANGS ON STARTUP or short after / hides interface ( panels disappear spontanouisly )\n\n**Exact steps for others to reproduce the error** \n just download an start Blender\n", "APP Crashing on Launching\nmacOS Sierra, version 10.12.15 | NVIDIA GeForce GT 650M 1024 MB\nIntel HD Graphics 4000 1536 MB\n\nBroken: 2.78\n\nThe application crashes when I try to open it. Here is a report from the Command Line:\n\nLast login: Thu Jun 22 01:25:02 on ttys001\nOlamilekans-MBP:~ olamilekanmabayoje$ /Users/olamilekanmabayoje/Downloads/blender-2.78c-OSX_10-2.6-x86_64/blender.app/Contents/MacOS/blender ; exit;\nfound bundled python: /Users/olamilekanmabayoje/Downloads/blender-2.78c-OSX_10-2.6-x86_64/blender.app/Contents/MacOS/../Resources/2.78/python\nblender(1053,0x7fffedb0d3c0) malloc: ***error for object 0x11bc478a0: pointer being freed was not allocated*** set a breakpoint in malloc_error_break to debug\nAbort trap: 6\nlogout\nSaving session...\n...copying shared history...\n...saving history...truncating history files...\n...completed.\n\n[Process completed]\n\nN/A. The app cannot open.\n\nPlease help as my previous version 2.77 now crashes too.", "Blender downloaded but won't open on Mac\nHi. I recently downloaded Blender 2.78c for OSX. I have a Mac Mini with 16 GB of RAM, and a 2.5 GHz Intel Core i5 Processor. I have a Intel HD Graphics 4000 1536 MB Graphics Card too. However, when I tried to open Blender it appeared briefly and quit without showing any messages. I tried reinstalling and redownloading but unfortunately it didn't work. Any suggestions or ideas on how to fix?" ]
shadow catcher no longer self-shadows after toggling shadow visibility twice Operating system: Windows-10-10.0.19045-SP0 64 Bits Graphics card: NVIDIA GeForce GTX 960/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94 Broken: version: 3.5.0 Alpha When turning an object, which throws a shadow onto another part of itself, into a cycles shadow catcher, it will catch other objects' shadows as well as it's own as intended. If you then turn off the Shadow of the shadow catcher-object in it's Ray Visibility-options, the shadows the shadow catcher-object throws on itself will disappear, as expected. If you then, turn the Shadow back on, it will not reappear as it should. This error persists, when toggling the shadow catcher-option off and on again, when rendering an image through a camera and even when saving, closing and reopening the file. - open the attached blender file in a recent blender version (I've tried the aforementioned 3.5 alpha, 3.4.0, as well as 3.3.1), - switch to rendered view. - with the "Plane" object select, go into the Visibility options in the object properties and check the "Shadow Catcher"-Box - under Ray Visibility turn the Shadow option off and back on. attached test file: [bug_test.blend](bug_test.blend)
[ "In cycles, ignore shadow of volume object will cost more time.\nOperating system: windows 10 64\nGraphics card: rtx 2080\nCpu: AMD Ryzen 7 2700\n\nBroken: 2.83 2.82 .....\n\nIn cycles, ignore shadow of volume object will cost more time.\nUse texture in volume material.\nVolume object cross other object.\n\n![v_bug.png](v_bug.png)\n[vol_bug.blend](vol_bug.blend)", "Shadows stop working properly when changing render pass in viewport.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: Intel(R) UHD Graphics 620 Intel 4.5.0 - Build 30.0.101.1404\n\nBroken: version: 3.5.1\n\nWhen doing a certain shading setup and changing render pass, the shadows break.\n\n- Create a new project, keeping the render engine to eevee\n- Make a new material and apply on default cube\n- Connect any image texture into the color input of principled bsdf\n- Connect any image texture into the normal input of principled bsdf while setting its color space to non-color\n- Switch viewport shading to rendered\n- Switch render pass to shadow and then back to combined\n- The lights will now not produce any light unless their shadow setting is turned off\n\nAny other nodes added before or in-between the image texture node do not seem to affect the result.\nThe shadows will stay like this until blender is closed and reopened again.\n\n", "Regression: Passepartout Flickers when using Solid Viewport Shading and Background > Viewport\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.24\n\nBroken: version: 2.93, 3.5\nWorked: 2.83\n\nThe Passepartout flickers with every Viewport interaction when using Solid Viewport Shading and the Background set to Viewport\n\n1. Create a 2D Animation workspace\n2. Zoom out to see the Passepartout\n3. Switch to Solid Viewport Shading and set the Background to Viewport\n\nIn this screencast, the Passepartout flickers with every Viewport interaction when using Solid Viewport Shading and the Background set to Viewport. In the video, it stops flickers when switching to World, however it is doing now. It does stop when using Material Preview Shading.\n\n[Passepartout.mp4](Passepartout.mp4)\n", "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 ", "Hidden sockets in Compositor don't stay hidden when we duplicate any node or render starts\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.15\n\nBroken: version: 2.81 (sub 11)\nWorked: (optional)\n\nThis seems more like a cosmetic problem and is more a really small bug but it is nevertheless \nvery annoying - especially with big compositing setups.\n\n - > Hidden Sockets - hidden with CTRL-H are showing up and are not hidden anymore\n[6vWCy01EPQ.mp4](6vWCy01EPQ.mp4)\n\n\n\n - - Create Renderpasses with more then 3 Outputs\n - - open up CompositorEditor \n - - Press CTRL - H twice to hide all unconnected sockets\n - - hit Render or duplicate any node\n\n", "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)", "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)", "Shadow catcher ignored in AO pass\nOperating system: Windows 10\nGraphics card: Nvidia RTX 2080 Ti\n\nBroken: 3.1.2 (also tested in 3.2 Beta and 3.3 Alpha on June 7th)\nWorked: (I recall this working as expected in pre-3.0, before the new shadow catcher was introduced)\n\nThe AO pass doesn't work as expected when using a shadow catcher. Shadow catcher's AO is not visible in AO pass. In this sample render, the floor is a shadow catcher, and as seen, AO is ignored in that area:\n![13eAO.png](13eAO.png)\n\nThis is the expected result (created with the same exact same scene and settings, just with a floor plane that isn't a shadow catcher):\n![13dAO.png](13dAO.png)\n\n1. Render the file.\n2. Check the AO pass.\n\nThis attached file is a very simple version of the same scene with just a sphere and a plane.\n[AOTest.blend](AOTest.blend)", "Outliner doesnt preserve selected or active state when clicking mesh twice (objectmode -> editmode -> objectmode)\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\n\nBroken: version: 2.81 (sub 3)\nWorked: (optional)\n\nExport selected object export empty file if object have only mesh selected in outliner.\n\nProbably this is more UX bug than exporters problem.\nCreate default object: Cube or Suzanne.\nExpand Object tree and select mesh in outliner. Blender will switch to mesh edit mode.\nClick one more time to mesh in outliner. BLender will switch to Object editing mode.\nViusually Object still looks selected because mesh still highligted but in 3D viewport object is unselected.\nNow try export as OBJ, enable Export Selected only.\nBlender correctly will export empty OBJ file because there is no any object actually selected.\n\n![image.png](image.png)\n\nThis UX bug quite confusing, and i catch it almost every time i need export files.\n", "Workbench shadows disappear and reappear depending on what's selected.\nOperating system: Linux-6.5.3-arch1-1-x86_64-with-glibc2.38 64 Bits, X11 UI\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 535.104.05\n\nBroken: version: 4.0.0 Alpha\n\nWorkbench shadows disappear and reappear depending on what's selected. Makes no real sense as to why. This behaviour seems odd and I don't know if it was ever supposed to be like this.\n\n\n1. Open a new default scene and raise the default cube to sit on the floor.\n2. Add a mesh plane and scale it up to create a floor underneath it to display the cube's shadow.\n3. Change the render engine to Workbench and activate shadows in viewport shading popover menu.\n4. Optionally, toggle shadows in workbench render properties, as well.\n5. Select cube and watch the shadow disappear.\n6. Select the plane and watch the shadow reappear.\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)", "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", "Disabled Selectability: it is still possible to enter other modes (The new Switch Objects operator, py API, ...) - should this be prevented?\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: version: 2.91.0 Alpha\n\nAfter trying the new Switch Objects operator in Sculpt Mode and Edit Mode, I noticed that the operator completely ignores if an object has Disable Selection active or not in the Outliner.\n[Desktop 2020.09.19 - 22.58.16.01.mp4](Desktop_2020.09.19_-_22.58.16.01.mp4)\n\n1. Have two separate objects in your scene. Go into Sculpt Mode or Edit Mode with one object.\n2. Use Disable Selection in the Outliner on the object you are not selecting in Sculpt Mode/Edit Mode.\n3. Click on the object that uses Disable Selection. You will be able to select it regardless.", "Blender locks into Pose Mode if rig-object or the rig's collection is hidden\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.09\n\nBroken: version: 3.0.0\nWorked: 2.9 \n\nBlender locks into Pose Mode if rig-object or the rig's collection is hidden\n\nOpen Blender, add a rig.\nGo to pose mode, hide the rig object (toggle its viewport render or deactivate the collection the rig is in).\nBlender now stays in Pose-Mode unable to leave it without restoring rig visibility.\n\nIn 2.9 Blender automatically exits Pose mode in this scenario. (Desired behavior)\n", "Particle system behaves inconsistently in viewport and render when instance object visibility is disabled\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Quadro [P2200](SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.20\n\nBroken: version: 2.91.0 Beta\nWorked: The behavior was different in 2.80\n\nWhen the instance object of a particle system is disabled in the viewport the particles are also disabled in the viewport. However when the instance object is disabled in render they still appear in the render.\n\n1. Open the default scene.\n2. Create another object (B).\n3. Create a particle system modifier on the default cube (A).\n4. Set Particle Settings to Hair (A).\n5. Set Render -> Render As to \"Object\" (A)\n6. Set the Instance Object to the other object (B).\n7. Disable the object (B) in viewport and render\n8. Render the scene, observe that the object has particles rendered\n[particle_visibility_bug.blend](particle_visibility_bug.blend)\n" ]
[ "Regression: Shadow catcher will cast a shadow on itself in certain circumstances.\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: 3.4.0 Alpha\nWorked: 2.93.7\n\n[shadowcatcher issue1.blend](shadowcatcher_issue1.blend)\n[2022-11-07_02-28-39.mp4](2022-11-07_02-28-39.mp4)\n\n**To reproduce:**\nOpen file.\n\n\n - Enable CUDA rendering (sometimes show kind of proper result)\n - Enable rendered viewport (cycles)\n - Select SC object\n - it Visibility panel enable Shadow Catcher, you will se kinda this result: ![изображение.png](изображение.png)\n - Press f12 to render (other result)\n - Enable Indirect only mode for SCC collection\n # Disable it back. You will see this ![изображение.png](изображение.png) (same as render, wrong shadow)\n\n\n - To revert correct self shadow of shadow catcher you need:\n - Enable Indirect only mode for s-c collection\n - Disable shadow catcher for SC\n - Disable Indirect for s-c\n # Enable Shadow catcher for SC\n\n\n\nAlso try to render with Shadow Catcher pass. It will produce another version of final image.\n" ]
Entering color of "value" above 4.875, displays 4.875 Win8.1x64, 3x gtx580 2.79a Noticed it in the Node Editor on Color Ramps, which sometimes are used for other than color purposes - entering colors of "value" above 4.875, displays 4.875. It seems higher colors are accepted, however there's no (obvious) way of reading them. Although (I assume) colors greater than 1.0 are used by some people, if those aren't actually supported, maybe they should be clipped? On the other hand having values above 1.0 is quite common with hdr etc., so being able to enter them directly without additional nodes and hassle of afterwards multiplication/gamma accounting should be possible, but then the limit then seems rather low. - Open any color dialog, enter high Value.
[ "32 bit Float Image Different Value In 3D Viewport And Image Editor\nOperating system: Linux-6.0.19-3-MANJARO-x86_64-with-glibc2.36 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 525.85.05\n\nBroken: version: 3.5 and 3.4.1\nWorked: ¿?\n\nThe 3d viewport and the image editor have different values with 32 bit float images unless you change the image color space to any other but non-color \nis this normal?\nAm I doing something wrong?\n\n1. Create a new file\n2. Create any object\n3. Change to texture paint mode\n4. Create a 32 bit image (displacement, not base color, colorspace to Non Color) \n5. Set the brush color value to 0.8\n5. (Make sure Color Management > Display device is something else than `None`)\n6. Switch to Texture Paint workspace, open the image in the Image Editor\n7. Compare strokes in the Image Editor vs. 3DView (they are not the same color)\n6. While hovering over the image/mesh, press 's' to sample the color.\n\nThis happens only in textures with non-color color space. \nI tried factory settings with no difference.\n\nThank you.\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.", "Eyedropper values are slightly off from target color\nOperating system: win10\nGraphics card: 1050ti\n\nBroken: 3.4.1\n\nEyedropper values are slightly off from target color, unless in hex mode press enter.\n\nIn attached file using eyedropper replace green color of selected strip with grey from above strip -> result is a bit darker color\nGo to hex color mode, place cursor at value and hit enter -> color is ok\n[color_picker.blend](color_picker.blend)", "Japanese translation | \"Wrong\" translation (Value)\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.49\n\nBroken: version: 3.4.1\n\n\nThe Japanese translations of \"Value\" are \"値\" and \"明度\" depending on the context.\nThe correct translation for \"Value\" in the Color Picker and Hue Saturation Value Node is \"明度\".\n\"値\" and \"輝度\" are incorrect translations.\n\nOn the other hand, \"値\" is the correct translation for the Value Node, so there is no need to correct it as it is now.\n\nThank you!\n\n-----\n\n- [x] Color Picker: Value input field\n- [x] Separate and Combine nodes, HSL mode: Lightess input socket\n- [ ] Separate and Combine nodes, HSV mode: Value input socket\n- [x] HSV node: Value in title\n- [x] HSV node: Value input socket", "Theme: Color of icons\nBroken: 4.0\n\nI'm creating a minimalist theme, but there seems to be a lack of consistency in the rules regarding icon color settings.\nI feel this is probably rooted in the fact that we don't have a clear concept regarding the relationship between icons and text.\nI think there are two ways to think about this.\nA: An icon is a visual expression, and color is an important element in forming that icon.\nB: Icons are a type of text and should be treated like text.\n\nIn fact, as shown in the attachment, there is a mix of areas where the icon color can be changed by status, such as \"selected\" from the theme edit screen, and areas where it cannot.\nThere is a mix of areas where this is not the case.\nThese should be consistent.\n\nIn my opinion, there should be a Boolean parameter to switch between the A and B states above. In other words, if state B is enabled, the icon color settings will be synchronized with the text,\nIn state A, the color of the icon will continue to be kept, independent of the color of the text.\n", "User Interface Policies\nDesign task to coordinate user interface policies before including them in the [human interface guide-lines (HIG) ](Human_Interface_Guidelines).\n\nThis is a curated list of items agreed on by module owners.\n\nOrder of importance:\n\n- {icon circle color=red} **Very Important** - *These we should handle before the next release.*\n- {icon circle color=yellow} **Somewhat Important** - *These issues would be nice to do as soon as possible.*\n- {icon circle color=green} **Less Important** - *Extra polish, nice to have.*\n- `?` **Incomplete** - *Tasks needing more details before implementing.*\n\n----\n\n### Under Discussion\n\n- {icon circle color=green} #76212 (Avoid Dynamic Menu Contents)\n- {icon circle color=green} #76213 (Avoid Dynamic Menu Text)\n- {icon circle color=green} #76227 (Make All Operators Accessible from Menus)\n- {icon circle color=green} #76261 (Tooltip Guidelines)\n\n----\n\n### Accepted\n\n- <none>\n\n### Rejected\n\n- [D7515: UI: Comma as Decimal Separator](D7515)", "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.", "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)", "Sculpt Paint: Mask by color produces an empty mask with a threshold of 0.0\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.95\n\nBroken: version: 3.2.0\n\nIt is impossible to make a precise color selection from two similar colors with Mask by Color alone, because a threshold near or at 0 produces an empty mask. I consider this a bug because according to the comment in the source code, this functionality isn't working as intended. Quote directly from source code:\n\nD8157\n```\n/* sculpt_mask_by_color_delta_get returns values in the (0,1) range that are used to generate the\n * mask based on the diference between two colors (the active color and the color of any other\n * vertex). Ideally, a threshold of 0 should mask only the colors that are equal to the active\n * color and threshold of 1 should mask all colors. In order to avoid artifacts and produce softer\n * falloffs in the mask, the MASK_BY_COLOR_SLOPE defines the size of the transition values between\n * masked and unmasked vertices. The smaller this value is, the sharper the generated mask is going\n * to be. */\n```\n\nFor completeness, here is a real world scenario where it is tedious to mask the pants, shirt, or skin because the colors are too close together for the Mask by Color tool. ![image.png](image.png) \n\n\nApply two similar colors to a subdivided surface with the paint tool, and try to mask only one of them. The only way to produce a sharp mask is with the Increase Contrast operator when the Threshold is fine tuned to work with it.\n[blender_3Yh12TUXry.mp4](blender_3Yh12TUXry.mp4)\n", "Glossy Direct/Indirect pass multiplied by the Glossy Color pass using Principled BSDF (Cycles and EEVEE)\nOperating system: W10\nGraphics card: Titan Xp \n\nBroken: since the principled BSDF was introduced in blender (2.79)\nWorked: -\n\nGlossy Direct and Indirect pass are already multiplied by Glossy Color. Glossy color pass is always = 1 (white)\n\n- Download this file :\n[PRINCIPLED_BUG.blend](PRINCIPLED_BUG.blend)\n- Render image\n- Compare Glossy pass in the compositor (Left : old glossy shader, right : principled)\n\nas you can see, in the glossy direct and indirect pass, the glossy color is already multiplied :\n![blender - 29.03.2021 - 23h25.jpg](blender_-_29.03.2021_-_23h25.jpg) ![blender - 29.03.2021 - 23h27.jpg](blender_-_29.03.2021_-_23h27.jpg)\n\nand glossy color pass is white :\n![image.png](image.png)\n\nWhen everything is combined in compositing, the result is correct (because the Glossy color is already multiplied and his pass is white)\nbut we can't actually work with it with any software.", "Lookdev HDRIs are interpreted incorrectly when using different colour spaces\nOperating system: Any\nGraphics card: Any\n\nBroken: 2.82 (sub 1), type: Release\n\nHDRIs installed into Blender for use in Lookdev Mode don't offer an option to set their colour space.\n- Blender probably assumes they are encoded in Rec.709, but this doesn't hold up if they're not.\n- Alternatively, when using a different OCIO config, the Rec.709 colour space is almost never listed as just 'Linear', so Blender picks a different space from the config.\nBoth scenarios cause undesired hue shifts. This is most probably also true for MatCaps, but to be fair I haven't looked yet into how they work.\n\n\n- Install a differently encoded HDRI into Blender, for example one of the EXRs from the imageworks/OpenColorIO-Configs repo on GitHub.\n- Switch the viewport to lookdev mode and activate the newly installed HDRI. The colours will have shifted.\n\nor:\n\n- Start Blender using an alternate OCIO config, such as one from said imageworks/OpenColorIO-Configs repo.\n- Switch the viewport to lookdev mode and try the HDRIs that ship with Blender by default. Those colours will also have shifted.", "Able to paint/select \"through\" disabled UI items.\nBroken: 2.80, 2.81...\n\nWith region overlap, if a UI element is diabled, clicks are passed through it, which can result in paint strokes.\n\n\n1. Load the default scene and enter Texture Paint mode on the cube.\n2. Add a paint slot and make a stroke.\n3. In the UV/Image editor, select the painted image, open the sidebar and switch to Image tab. The UI items should be disabled there now.\n4. Make sure that sidebar overlaps the image.\n5. Click on sidebar background.\n6. Click on any of the disabled items.\n\nIn (5), nothing happens. In (6), the click passes through and leaves a paint stroke on the image.\n\n![paint_through_ui.png](paint_through_ui.png)", "EEVEE-Next Volume Rendering\nUnified volume rendering will first be ported before adding any other feature. Fixing the flickering and object bounds are still major targets for the 4.0 release but are considered nice to have and could be made during Bcon2\n\nHere is a breakdown of the tasks:\n- [x] Needs compute shader based pipeline for world and geometry.\n- [x] #107176 Port current unified volume rendering as-is using compute shaders.\n#### Milestone: Volume Rendering minimum-viable-product for 4.0 release.\n\n- [ ] Correct bounds.\n- [ ] Fix flickering by changing the sampling scheme.\n#### Milestone: Extended feature for 4.0\n\n#### Extended targets\n- [ ] Support shadow casting onto opaque surfaces.\n- [ ] Support irradiance.\n- [ ] Support in bake.\n- [ ] Support per pixel volumes.\n- [x] Optimize by skipping unseen tiles.\n", "Theme: Inconsistent solid color for the background in the 3D viewport\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.75\n\nBroken: version: 2.90 (sub 0)\nWorked: 2.79b\n\nThe color of the 3D viewport background set to theme seems to not match with the color set in the theme setting.\n\nCheck the examples below with the color #36393F\n\n2.79b: color is exactly like in the theme setting.\n![2.79.png](2.79.png)\n\n2.80 to 2.82: color looks good but seems grainy.\n![2.82.png](2.82.png)\n\n2.83 to 2.90: color is slightly changed, when sampled not the expected theme color.\n![2.90.png](2.90.png)\n\n- Open blender\n- In the initial layout change the Outliner editor to Preferences\n- Go to background color option\n- Use the colorpicker to get a sample of the background color\nThe color shouldn't change, but it does", "Geometry Node: Viewer output for instance domain ignore if value nearest to 0.01\nOperating system: win 10\nGraphics card: 1050ti\n\nBroken: 3.4, 3.5\n\nGeometry Node: Viewer output for instance domain ignore if value nearest to 0.01\n\nIf you explicitly specify the instance domain, then with a value nearest to 0.01, the viewer will ignore the value input\n\n[2022-11-11 23-41-29.mp4](2022-11-11_23-41-29.mp4)\n\n\n- Put some intance to Viewer\n- Connect Float Value to Viewer set to instance domain\n- Test various floats (0.01 and 0.3)\n\nOr in attached file switch between couple of Viewer nodes\n[gn_viewer_value.blend](gn_viewer_value.blend)" ]
[ "Color ramp values limited to 4.875 maximum\nWindows 64bit, GTX 760\n\nBroken: 2.70 7891899\nWorked: 2.70a\n\nIt is not possible to set a color value for color ramp points over 4.875 (RGB 40.460938), any higher value will be cut off. As far as I can tell, this problem probably appeared with the recent changes to color ramp nodes.\n\nIn any blendfile, add a color ramp node in any node editor mode (composite, materials, texture), edit the point color and change the value in hsv color picker mode to something greater than 4.875.\n" ]
Text is not working to change So when ever I try to change my text it doesn't work Even when I do the. Right click then Tab things its doesn't let me delete my text. I really hope you get this because I am in much need of this template.
[ "PyAPI: template_modifiers doesn't work in the viewport\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89\n\nBroken: version: 3.0.0 Alpha\nWorked: -\n\nThis was working outside the context of the Properties Editor prior to 9b099c8612 -- when it was still template_modifier(md).\n\nDisplaying the dafault modifier layout doesn't work in the viewport (in the sidebar or in a popup). template_modifiers() gives errors:\nPanel type 'MOD_PT_Array' not found.\nPanel type 'MOD_PT_Bevel' not found.\nPanel type 'MOD_PT_SimpleDeform' not found.\n... \n(interface_panel.c, line 292)\n\nBased on the attached file:\n1. Run the script in the text editor to create a panel in the sidebar called \"Modifiers\"\n2. Verify that the modifiers don't show up and there are errors in the console\n3. Click the \"Modifier Popup\" button\n4. Same thing should happen with the popup\n\n[template_modifiers_bug.blend](template_modifiers_bug.blend)\n", "Bone isn't affected by influence keyframe if the action is shared (*).\n(*) The complete tittle would be: \"Bone isn't affected by influence keyframe if the same action is shared with another armature with bones with different names\".\n\n[80-influence-not-respected.blend](80-influence-not-respected.blend)\n\n- Open the file.\n- Move in timeline and see what the bone (armature \"B\") does with its constraint.\n- Select armature \"C\".\n- Move across the timeline in DopeSheet: **bone of armature \"B\" isn't affected by influence keyframe**\n\nThe channel of the armature \"C\" gets red underlined. So, the Action is affected of this \"red-underlineness\"... so, armature \"B\" is affected too.\n\nI know that this is a kinky bug... it is not normal/suggested to use the same action in different armatures with different bones. I discovered this bug by doing that, by mistake.\n\nMaybe it is not usefull to put time on fixing it, because it is not a normal configuration. You guys decide.\n\n", "2.7x interface ctrl tab breaks/inconsistent in weight paint\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.93.0 Beta\nBroken: version: 2.92.0\nBroken: version: 2.91.0,\nWorking: version: 2.90.1\nWorking: version: 2.83.14\nDiscounting LTS, this has been broken for a few versions, although I can't tell you exactly the last time it worked. Probably 2.83 or 2.91. Sorry, I've been lazy with reporting bugs.\n\nUsing ctrl tab to switch out of weight painting mode sometimes fails to switch modes.\n\n\nInstall Blender. At your initial startup options, choose 2.7x interface (+spacebar search, your basic pre-2.8 settings). I believe this is necessary to get ctrl-tab mode switching.\n\nSelect your starting cube. Ctrl tab to enter weight paint mode. Ctrl tab to return to object mode. Repeat as desired; this is expected functionality.\n\nCtrl tab to enter weight paint mode. Tab to enter edit mode, then tab to return to weight paint mode. So far, this is expected. Ctrl tab to try to return to object mode and nothing happens. LTS and previous versions take you to object mode.\n\nI believe there are other operations that break the mode switching out of weight paint, but I chose tab to edit as a simple, easily reproducible example.\n\n", "Transform has hard-coded keys to the modal keymap\nCurrently some keys used during transform are hard coded, a few aren't available in the modal keymap either (`O`, `C`, `N`), see `transformEvent`.\n\nIt's not useful to be able to edit the modal keymap when there is also functionality only accessible from hard coded keys.\n\nAll functions should be moved to the modal keymap and hard coded keys removed.", "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", "In the VSE Preview - Text \"X & Y\" alignments are not working correctly\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce 820M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 389.12\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nIn the VSE Preview - Text \"X & Y\" alignments are not working correctly\n\n1. Opened blender's Video Editing Workspace\n2. I added a text layer in the timeline > the text is placing by default in the bottom the VSE Preview monitor\n3. In the \"effects strip\" panel, I changed the alignment of X & Y. But, it doesn't work properly.\n(e.g. when I selected \"Top\" from the align Y dropdown - The text is aligned to \"bottom\". the same issue in the align X) \n\nPlease check the blend file :\n[vse-text-alignment-issue.blend](vse-text-alignment-issue.blend)\n\n", "Layout tabs disapear after switching layouts\nOperating system: Win10\nGraphics card: 2070 super\n\nBroken: 2.83.3, 2.83.2\nWorked: probably never\n\n\nMy screen layout is as follow:\n![ApplicationFrameHost_d834aWEV5N.png](ApplicationFrameHost_d834aWEV5N.png)\n\n2 is the main display set at 3840x2160 - 100% scale. \n1 and 3 are both set to 3840x2160 - 125% scale.\nI will refer to these displays by their ID shown in the image above.\n\nMy blender workflow is spread on two monitors (two blender windows, one main, one \"new window\" (as opposed to having two \"main windows\")\n(Note and possible other minor bug: My start up file (and projects where saved with this 2nd window on the 3rd monitor. For some reason, it always open on the 1st monitor but I move it down. This doesn't seem to affect the current issue here)\n\nThe layout tab bar is on the main blender window on the main display 2 set at 100%. But changing layout will also affect the content of the 2nd blender window that is displayed on monitor 3.\n\nMy conclusions:\n\n - The issue only occurs in my normal work setup as described above. Here I am listing other observations\n - It seems the extra display has no impact on the issue. To save you time, I've troubleshot everything below after disconnecting display 1.\n - When I set both displays to 100%, the bug is gone.\n - When I set both displays to 125%, the bug is gone.\n - When I set display 2 with the main blender window to 125% and display 3 to 100%, the bug is gone. But when set to 150% or above, the bug occurs.\n\nSee video, change layout to recreate the issue.\n[scSWKq3gAj.mp4](scSWKq3gAj.mp4)\n\nComplete description of what can be seen in the video:\n\n - I switch over to the Shading Layout by clicking the tab (note that the issue occurs no matter which layout is clicked)\n - The tabs and the whole menu bar disappear and we see a blank bar.\n - I move the blender window a place it back to where it was, the tabs are \"refreshed\".\n - I repeat the same steps a second time with a different layout.\n\n\n", "Highlighting active area (design task)\nThis design tasks was created in response to [D5047: UI: Dim Text Editor Caret and Selections When Inactive](D5047). \n\n----\n\nCurrently the active area isn't always as obvious as it could be, while the header changes color, little else changes.\n\nSome possible solutions:\n\n- Increase the header contrast.\n\n *Some headers are transparent, so adjusting menu background or similar might be needed instead.*\n- Highlight the border around the area.\n\n- Change the background color of the area.\n\n *In some cases this wont work well, for text-editor, Python-console or outliner it could work, for image or 3D view, we can't always do this.*\n\n- Change the color of the content (highlight gizmos, cursor, change selection color... etc),\n\n```\nD5047 does this for the text editor. \n```\n\n *Relies on there being a selection to see the change, may cause flicker effect since Blender users sloppy focus.*", "Average: Custom Normal's functions probably doesn't work\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.3.1\n\nMesh > Normals > Averame > Custom Normal functions (F9) probably doesn't work.\n\n1) Add any mesh. \n2) Switch mode to Edit Mode.\n3) Select all components.\n4) Call menu Mesh > Normals > Average > Custom Normals. At this point normals changed.\n5) Open bottom menu or press F9 and try change any sliders.\nChanges will not occur. I assumed that this was a mistake, because. these sliders are repeated in the modifier Weighted Normal, but there they work fine!\n", "UI: File Browser Incorrect uiFontStyles\nOperating system: All\nGraphics card: All\n\nBroken: 3.1\nWorked: 2.79\n\nFile Browser uses an odd mixture of uiFontStyles to draw interface\n\nEdit / Preferences / Themes / Text Style\nChanging \"Widget\" points changes the font size of \"Bookmarks\", \"Recent\", the browsed directory, and the line height of the entries:\n\n{[F11861179](FBWidget.gif),width=100%}\n\nChanging \"Widget Label\" changes Volumes, System, and the text size (but not line height) of entries:\n\n{[F11861234](FBLabel.gif),width=100%}\n\n", "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", "Textfield disables input permanently if hidden while editing\nOperating system: Linux-5.15.0-2-amd64-x86_64-with-glibc2.33 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.86\n\nBroken: version: 3.1.0 Alpha\nWorked: <2.80\n\nIf a textbox that is currently being used is hidden, then all input gets permanently disabled, staying in typing mode of a non existing textbox. There is also a memory leak of a few bytes reported in the console when I close blender in this state.\nThis bug can lead to data loss since there is no way to recover, so it's basically like a crash.\n\n1. Make the blender window maximized.\n2. Open the right panel in the viewport and drag it open until it covers as much of the window as possible.\n3. go into text editing of the x location of the default cube\n4. use Meta+Right Arrow or some similar shortcut which resizes the window.\n5. now if the window is small enough the panel with the textbox is hidden, but the mouse is still a textcursor and all input is blocked.", "Regression: Wrong colors editing list items in dark theme\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 850M/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 537.13\n\nBroken: version: 4.0.0 Alpha\nWorked: (3.6)\n\n\n It's same problem that I mentioned here:\n\n111942\n\nbut in dark theme. highlighting(selecting) text to rename it in dark theme is wrong color. I upload an image and compare it to 3.6 take a look at it.\nthe problem is that highlighting text is just same as selecting item and you will not notice that you are renaming it.\n\n", "Undo doesn't consider changes in nodetree when object is in edit and texture paint mode\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.48\n\nBroken: version: 2.79-3.4\n\nFor reference: this is due to this commit 4a08b974f4\nFrom the commit message:\n\"don't store undo steps for property changes in paint & edit modes.\"\n\nWhen in edit and texture paint mode, I can't undo changes, that I made in the shader editor. \n\n\n - Open .blend\n - Move some verts.\n - Change a shader node setting.\n - Press {key Ctrl Z}.\n # The verts move back, but the node setting remains.\n[#71895-undo-not-undoing-shader-nodes.blend](T71895-undo-not-undoing-shader-nodes.blend)", "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\" " ]
[ "Can't edit text object\nWindows Hp Pavilion Intel core i5 intel Gaming Grapics\n\nBroken: 2.78 a\n\nText not ever working to change\n\nI open the app or game and go to file then open I choose the file. (Here's the link to the intro) watch?v=WmrqfPipHvU . So after I opened the file and push right click on text and then tab it doesn't let me change it. It just goes straight to the textures and stuff. I've been trying to fix this problem by my self but I'm clueless so I hope you guys can help me." ]
2.78 RC1 win 64 major bug Win 64 I installed latest 2.78 RC1 when it tried to start blender it gaves error that SDL2.dll was missing I added SDL2.dll file from my old C drive and it started but did not create 2.78 folder in App folder on my SSD and no config files transferred too so could not add config files there is not 2.78 folder ! thanks happy bl
[ "Collada: Todos\n## OpenCollada\n\nMoving opencollada bugs to TODO has been done since this has so far not yet been effectively maintained.\n\nThis is not a step to remove collada support, however if in the next year there is little work done in this area we may have to reconsider.\n\n----\nI propose the first goal to get blender exporting armatures, animation & geometry to 1 application successfully as a first goal.\n\nSince the 2.4x python script was capable of this, it should not be so hard.\n\nExport to SecondLife can be our first target, this has the advantage that secondlife is opensource therefor easier to get hold of for testing.\n\n### Plans\n\n**Short term goals (Blender 2.64)**\n\n- [ ] Make export and Import more robust. Idealy reimport of an exported collada file should recreate the original data.\n- [ ] Organize module testing. Please feel free to provide test cases and results on the Export page (dead link)\n\n**Long term goals**\n\n- [ ] Investigate in ways to improve the Collada module. Currently 3 possible approaches are investigated:\n - [ ] Fix the current Bugs and make the OpenCollada based module stable and fit for purpose\n - [ ] Refactor/Rewrite the module based on OpenCollada\n - [ ] Create a Python based solution. ([some comments ](Collada))\n\n### Feature set on the GUI\n\nCurent state (june 2012)\n\n![Development-Todo-Import-Export-OpenCollada-gui.png](Development-Todo-Import-Export-OpenCollada-gui.png)\n\nPlanned (to be approved)\n\n- [ ] Selection Only\n- [ ] Include Children (regardless of selection state)\n- [ ] Include Armatures\n\n- [ ] Use Object instantiation\n- [ ] Export for Second Life\n\n\n### Application Support\n\nHere we collect which Apps Work, Which have issues.\nCurrently the list is in relation to Blender revision\n43930 (pre 2.62)\n\n**Collada compatibility**\n\n| Target System | Static Meshes | Armatures | Animation | Comment\n| ----- | ----- | ----- | -----\n| Blender | OK | Error| ? | Import issues will be fixed after 2.62\n| Second Life | OK | OK | n.a. | in depth tests in progress\n| Maya 2012 | ? | ? | ?. | Waiting for response from Tester\n\n**Test files**\n\n[Development-Todo-Import-Export-bentbox.blend](Development-Todo-Import-Export-bentbox.blend)\n\n[Development-Todo-Import-Export-secondlife-character.blend](Development-Todo-Import-Export-secondlife-character.blend)\n\n[Development-Todo-Import-Export-secondlife-character.dae](Development-Todo-Import-Export-secondlife-character.dae)\n\n[Development-Todo-Import-Export-secondlife-character-with-rig.dae](Development-Todo-Import-Export-secondlife-character-with-rig.dae)\n\n[Development-Todo-Import-Export-Realextent_Man_Assemblee.blend](Development-Todo-Import-Export-Realextent_Man_Assemblee.blend)\n\n### Tracker Reports\n\nReports which have been verified by the reporter as \"resolved\", will be removed from this list.\n\n### Export: Bugs\n- [ ] #29672 export bone to collada file, the transform matrix is not right\n- [ ] #29345 Collada exported files including bones do not work if imported into Vue...\n: needs access to Vue\n- [ ] #28662 Collada export, broken animation track name IDs\n: \"name\" attributes of nodes are not properly escaped\n- [ ] #25527 COLLADA export issues\n- [ ] #40410 [Collada Animation Exporter] Consider armature's world matrix as identity\n- [ ] #42327 Collada exporter transformation \"both\" option is wrong\n- [ ] blender/blender-addons#43297 Unicode Breaks Collada Export\n\n**Export: missing features or not a Collada issue**\n\n- [ ] #29465 Collada - Armature Export Bug\n: export skinned mesh with constraints not supported\n- [ ] #22388 Collada Export assigns improper ids to skin controllers when more than one.\n: request for IK export support and a <b>user option</b> for switching between sampled and interpolated animation\n- [ ] #27789 B258 > Collada Export > library linked groups not exported\n- [ ] #27161 COLLADA: Export problem when activating transparency\n- [ ] #27389 Collada exporter ignores bones affected by IK\n- [ ] #24759 Export of armature with multiple objects creates invalid .dae\n- [ ] #35499 Collada exporter: Redundancy in UV coordinating.\n- [ ] #36675 COLLADA import : normal map material binding doesn't work.\n- [ ] #39224 Scale problem in exporting files\n- [ ] #39681 Collada exporter does not support more than one action\n- [ ] #39837 Collada Export writes Material Alpha Chanel data, but does not reads it\n- [ ] #43298 Collada Export does not include Vertex Binormals\n\n### Import: Bugs\n- [ ] #32652 Import from Lightwave creates Error when rendering with LuxRender\n- [ ] #32392 import fails for transparency and reflectivity\n- [ ] #31682 Collada ex- and reimport, textures gets lost, some errors (export part resolved in version 50556)\n- [ ] #31728 Collada crash after import\n- [ ] #31089 Collada crash after import\n- [ ] #30301 Collada import data leak?\n- [ ] #30008 COLLADA Import: Visual scene node hierarchy / root not handled correctly\n- [ ] #29013 Import Collada causes Blender not responding\n- [ ] #28894, #29058 COLLADA import crash\n- [ ] #38343 Import of non-specular materials not working correct.\n: validation errors\n: fails to import in FXComposer-2.5\n: fails to validate in GoogleSketchup, but imports well there\n: segfault (probably due to wrong memory writes)\n: complex. needs lots of time to debug\n- [ ] #28887 COLLADA import and texture paths\n- [ ] #28762 COLLADA import transparency\n- [ ] #28378 Importing COLLADA file not importing as expected.\n- [ ] #28242 Collada import changes units to Metric\n- [ ] #27629 COLLADA import does wrong transofrmations\n: transformation errors (non-skin), nice attachments\n: single chair imports well in Meshlab and FXComposer-2.5\n: the chair now imports well\n: <node id=\"ID2045\"> - the wheel - contains multiple <instance_geometry>s - test case\n- [ ] #27128 Collada files from this camera tracking app for iPhone are not being imported correctly\n- [ ] #26012 Import Collada: instance_node incorrectly handled\n- [ ] #25754 COLLADA skinned animation import error\n: animated avatar imports well in FXComposer-2.5\n- [ ] #25432 Collada - up_axis not processed\n- [ ] #22689 Collada import not importing animations if skins do not exist\n- [ ] #22495 Collada importer bugs\n- [ ] #39099 Collada/Mixamo Importing Bug\n- [ ] #39379 Collada Cannot Import\n- [ ] #40127 Newly inserted keyframes dont work in animated COLLADA models\n- [ ] blender/blender-addons#40374 Collada Import - Bone Duplication\n\n**Import: missing features**\n- [ ] #29014 Import Collada: cannot load dae referencing other dae\n- [ ] #34447 camera data broken (missing softimage support)\n\n### Round trip issues (reimport to blender broken)\n\n- [ ] #32549 Collada don't export properly\n- [ ] #28215 blender 2.59rc - Export collada - import collada - armature bones with inverted axis\n\n### Resolved & closed\n\n- [ ] #30724 COLLADA export material name is wrong\n- [ ] #28424 Blender >= 2.57 crashing when importing collada files created using GoogleSketchUp (ver 8)\n: no crash as of r. 44615 \n: validation errors in both files (OpenCollada compiled with expat parser)\n: crash on first file when testing on Linux\n- [ ] #27640 COLLADA - Issue exporting geometries with just points or lines.\n- [ ] #22891 Collada exports bezier keyframes as linear\n- [ ] #20634 Collada export exporting -tive z scale as wrong x rotation\n- [ ] #32843 AFTER 2.65 - Collada Spotlight angle animation is in radians not degrees", "Missing elements from Collada file (import)\nWindows 10\n\nBroken: Blender 2.77a\n\nImport collada file throws an error, and has missing geometry.\n\nImport Collada: [ZINCARB65_ZC_313343_P.zip](ZINCARB65_ZC_313343_P.zip) (unzip the file first)\n\nResult in Blender: ![collada_blender.jpg](collada_blender.jpg)\n\nResult in 3D Builder (Windows default .dae opener): ![3d_builder.jpg](3d_builder.jpg)\n\nReference object (photo): ![photo.jpg](photo.jpg)\n\nI get the following message from Blender. Note, I get a similar message with any .dae I try to import from my collection. But this is the only one with missing geometry.\n\n```\nSchema validation error: Error: ERROR_UNKNOWN_ATTRIBUTE Element: transparent, Attribute: xmlns, Line: 78, Column: 38, Additional:\nSchema validation error: Error: ERROR_UNKNOWN_ATTRIBUTE Element: newparam, Attribute: xmlns, Line: 107, Column: 28, Additional:\nSchema validation error: Error: ERROR_UNKNOWN_ATTRIBUTE Element: newparam, Attribute: xmlns, Line: 113, Column: 28, Additional:\nSchema validation error: Error: ERROR_UNKNOWN_ATTRIBUTE Element: texture, Attribute: xmlns, Line: 123, Column: 46, Additional:\nSchema validation error: Error: ERROR_UNKNOWN_ATTRIBUTE Element: newparam, Attribute: xmlns, Line: 137, Column: 28, Additional:\nSchema validation error: Error: ERROR_UNKNOWN_ATTRIBUTE Element: newparam, Attribute: xmlns, Line: 143, Column: 28, Additional:\nSchema validation error: Error: ERROR_UNKNOWN_ATTRIBUTE Element: texture, Attribute: xmlns, Line: 153, Column: 46, Additional:\nSchema validation error: Error: ERROR_UNKNOWN_ATTRIBUTE Element: newparam, Attribute: xmlns, Line: 170, Column: 28, Additional:\nSchema validation error: Error: ERROR_UNKNOWN_ATTRIBUTE Element: newparam, Attribute: xmlns, Line: 176, Column: 28, Additional:\nSchema validation error: Error: ERROR_UNKNOWN_ATTRIBUTE Element: texture, Attribute: xmlns, Line: 186, Column: 46, Additional:\nSchema validation error: Error: ERROR_UNKNOWN_ATTRIBUTE Element: float, Attribute: xmlns, Line: 191, Column: 31, Additional:\nSchema validation error: Error: ERROR_UNKNOWN_ATTRIBUTE Element: newparam, Attribute: xmlns, Line: 200, Column: 28, Additional:\nSchema validation error: Error: ERROR_UNKNOWN_ATTRIBUTE Element: newparam, Attribute: xmlns, Line: 206, Column: 28, Additional:\nSchema validation error: Error: ERROR_UNKNOWN_ATTRIBUTE Element: texture, Attribute: xmlns, Line: 216, Column: 46, Additional:\nSchema validation error: Error: ERROR_UNKNOWN_ATTRIBUTE Element: transparent, Attribute: xmlns, Line: 224, Column: 38, Additional:\nSchema validation error: Error: ERROR_UNKNOWN_ATTRIBUTE Element: bind_vertex_input, Attribute: xmlns, Line: 10549, Column: 75, Additional:\nSchema validation error: Error: ERROR_UNKNOWN_ATTRIBUTE Element: bind_vertex_input, Attribute: xmlns, Line: 10552, Column: 75, Additional:\nSchema validation error: Error: ERROR_UNKNOWN_ATTRIBUTE Element: bind_vertex_input, Attribute: xmlns, Line: 10582, Column: 75, Additional:\nSchema validation error: Error: ERROR_UNKNOWN_ATTRIBUTE Element: bind_vertex_input, Attribute: xmlns, Line: 10612, Column: 75, Additional:\nSchema validation error: Error: ERROR_UNKNOWN_ATTRIBUTE Element: bind_vertex_input, Attribute: xmlns, Line: 10642, Column: 65, Additional:\nSchema validation error: Error: ERROR_UNKNOWN_ATTRIBUTE Element: bind_vertex_input, Attribute: xmlns, Line: 10643, Column: 65, Additional:\nSchema validation error: Error: ERROR_UNKNOWN_ATTRIBUTE Element: bind_vertex_input, Attribute: xmlns, Line: 10644, Column: 65, Additional:\nSchema validation error: Error: ERROR_UNKNOWN_ATTRIBUTE Element: bind_vertex_input, Attribute: xmlns, Line: 10645, Column: 65, Additional:\nSchema validation error: Error: ERROR_UNKNOWN_ATTRIBUTE Element: library_images, Attribute: xmlns, Line: 10693, Column: 24, Additional:\nWriting node id='', name='Render'\nWriting node id='', name='Environment'\nWriting node id='collidersNode', name='colliders'\nWriting node id='Geometry-Mesh_Node', name='Mesh_'\nWriting node id='Geometry-ZINCARB65_1_CarrinhoNode', name='ZINCARB65_1_Carrinho'\nWriting node id='Geometry-ZINCARB65_2_PlastNode', name='ZINCARB65_2_Plast'\nWriting node id='Geometry-ZINCARB65_3_RodNode', name='ZINCARB65_3_Rod'\nWriting node id='Geometry-ZINCARB65_S_PisoNode', name='ZINCARB65_S_Piso'\ngot 2 library nodes to free\n```", "Automate running CVE check on buildbot\nThere is a `make cve_check` command that checks for vulnerabilities in library dependencies. This should be run periodically on LTS, release and master branches.\n\n- [ ] Automate running this on buildbot\n - [ ] Diff with previous output, and send email to security if changes detected?\n - [ ] Support running `make cve_check` without downloading packages, which is prone to failures and not required for this\n- [ ] Check Blender CVEs as well, not only libraries?", "Shadow catcher issue with Cycles Standalone\nOperating system: Win10\nGraphics card: 2070 super\n\nN/A Cycles standalone\n\nShadow catcher is not working properly\n\nI've modified the XML parser of Cycles standalone to read shadow_catcher tag as well as create a new sample, derived from scene_monkey.xml, that uses a plane with shadow catcher enabled.\n\nNotice that the shadow is not visible on the output (you can use something like in the commandline \"scene_monkey_shadow.xml --samples 128 -output Temp.png --background\" \n\n[shadow_catcher_issue.zip](shadow_catcher_issue.zip)", "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", "Unable to export/import EXR files after doing `import bpy` and when using the multiprocessing in Python (Blender freezes)\nI am trying to render depth maps and surface Normals using Cycles and store the results in OpenEXR format using nodes. I set up the nodes as follow using Blender's Python API:\n\n\n```\n#blenderClass.py\nimport importlib\n\nclass Blender(object):\n def __init__(self):\n self.bpy = importlib.import_module(\"bpy\")\n self.scene = self.bpy.context.scene\n self.scene.render.use_sequencer = False\n self.scene.display_settings.display_device = 'sRGB'\n\tself.scene.view_settings.view_transform = 'Raw'\n\tself.scene.sequencer_colorspace_settings.name = 'Raw'\n self.scene.render.engine = 'CYCLES'\n self.scene.use_nodes = True\n\tself.setupRenderNodes()\n\n def setupRenderNodes(self):\n\t\t\n\tfor node in self.scene.node_tree.nodes:\n\t\tself.scene.node_tree.nodes.remove(node)\n\trenderNode = self.scene.node_tree.nodes.new('CompositorNodeRLayers')\n\n\t# Depth map\n\tself.depthOutputNode = self.scene.node_tree.nodes.new('CompositorNodeOutputFile')\n\tself.depthOutputNode.format.file_format = 'OPEN_EXR'\n\tself.depthOutputNode.format.color_depth = '32'\n\tself.depthOutputNode.format.color_mode = 'RGB'\n\tself.depthOutputNode.format.exr_codec = 'ZIP'\n\tself.depthOutputNode.base_path = 'somePath/'\n\tself.depthOutputNode.file_slots[0].path = 'fileNameDepth#'\n\n\t# Link\n\tself.scene.node_tree.links.new(renderNode.outputs[2], self.depthOutputNode.inputs[0])\n\n def render(self, objPath):\n self.bpy.ops.import_scene.obj(filepath=objPath)\n self.bpy.ops.render.render(write_still=True)\n```\n\n```\n#main.py\nfrom multiprocessing import Process\nimport blenderClass import Blender\nblender = Blender()\n\nobjPaths = ['obj1.obj', 'obj2.obj', 'obj3.obj', 'obj4.obj']\n\nprocList = []\nfor path in objPaths:\n proc = Process(target=blender.render, kwargs={'objPath': path})\n procList.append(proc)\n proc.start()\n\nfor job in procList:\n job.join()\n```\n\nThe problem is when I do bpy.ops.render.render(write_still=True) Blender freezes and the results are not saved on disk. However, if I change OPEN_EXR_MULTILAYER and OPEN_EXR to PNG and change the color_depth to '16' everything works and I get the rendering results on disk. Note that I do not change any of my rendering engine settings like tile size, resolution etc. Does anyone know why Blender freezes and the rendering results are not on disk when using OpenEXR?\n\nThe strange thing is everything works normally when running Blender with GUI and setup the nodes and rendering engine the same way. It would be also useful if someone can try this and let me know if things work fine on their side.\n\nI'm not sure if this has something to do with the problem that I'm facing but I have compiled Blender manually and import it as a module in the Python installed on my machine. Here are the CMake settings I used to compile Blender 2.79b from source:\n\n\n```\ncmake blender \\\n -DCMAKE_INSTALL_PREFIX=/usr/lib/python3/dist-packages \\\n -DWITH_INSTALL_PORTABLE=OFF \\\n -DWITH_PYTHON_INSTALL=OFF \\\n -DWITH_PYTHON_MODULE=ON \\\n -DPYTHON_SITE_PACKAGES=/usr/lib/python3/dist-packages \\\n -DPYTHON_VERSION=3.5 \\\n -DWITH_OPENAL=ON \\\n -DWITH_CODEC_AVI=ON \\\n -DWITH_MOD_OCEANSIM=ON \\\n -DWITH_CODEC_FFMPEG=ON \\\n -DWITH_SYSTEM_GLEW=ON \\\n -DWITH_FFTW3=ON \\\n -DWITH_OPENCOLORIO=ON \\\n -DWITH_GAMEENGINE=OFF \\\n -DWITH_PLAYER=OFF\n```\n\nUpdate: I experience the same behavior with Blender 2.78 and 2.79, compiled with the same exact settings above.\n", "Clang on windows\nWhile we have supported building with clang on windows for a while, support has deteriorated a little due to it not getting regular exercise also not all features were supported this is a list of outstanding issues with clang on windows.\n\nOrder of importance:\n\n- {icon circle color=red} **Very Important** - *These we should handle before the next release.*\n- {icon circle color=yellow} **Somewhat Important** - *These issues would be nice to do as soon as possible*\n- {icon circle color=green} **Less Important** - *Extra polish, nice to have*\n- `?` **Incomplete** - *Tasks needing more details before implementing.*\n \n- {icon circle color=green} Better documentation on how to build, [the initial commit ](rB81060ff6b26c22331d2066bb83d492bbe61e936c) had instructions but some of those instructions are no longer applicable \n- {icon circle color=green} [D5962: Fix: Building quadraflow with clang on windows.](D5962)\n- {icon circle color=green} ~~Building with clang+ninja is broken~~ fixed:34bd23dbb7\n- {icon circle color=gray} VS2019 IDE support is broken due to the llvm integration addon, VS2017 IDE works, ninja work for both 2017/2019 \n- {icon circle color=green} [D5976: Add support for building with OpenMP support for clang on windows.](D5976)\n- {icon circle color=green} [D6012: Fix: BLI_expr_pylike_eval_test test failing with clang on windows](D6012)\n- {icon circle color=green} Cycles had a broken AVX2 kernel when running the benchmarks on EC2 \n- {icon circle color=green} Too many warnings a full build log is over 1GB \n- {icon circle color=green} cycles kernels get fed clang flags which it does not recognize `-fno-trapping-math`, `-fno-math-errno` , `-fno-signed-zeros`", "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)", "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)", "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.", "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))", "Proposal: allow exporting of image annotations\nIt seems essential to me that Blender allows images with annotations to be saved with those annotations in the file.\nProbably as a flag in the file browser, perhaps disabled by default?", "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", "VSE strip can't be seen with frame all\nOperating system:\t\tWindows 7\nGPU:\t\t\t\tRadeon Vega 64\nGPU Software Version:\t20.4.2 (2020.0515.1537.28108)\nCPU:\t\t\t\tIntel Core i7-5960X\n\n**Blender Version(s)**\n*(listed are versions tested)*\n\nWorking:\t\t\t\t`2.79 (sub 00), branch: master, commit date: 2018-03-22 14:10, hash: f4dc9f9d68b, type: Release, build date: 2018-03-22, 09:59 AM`\nBroken:\t\t\t\t` blender-2.90.0-ba2d1c889819-windows64` (BF Build Bot)\n\n\nChannel 32 can't been seen with Frame All\n\n\n| ![2.79.png](2.79.png) | ![2.90.png](2.90.png) |\n| -- | -- |\n\n\nHave at least 2.00 Display Scaling\n\n[Channel_32.blend](Channel_32.blend)", "smaller startup.blend\nNot sure if this is technically a bug, but...\n\nI notice that `startup.blend` includes 64 blocks of type `MTex` that don’t seem to be referenced anywhere. Loading the startup file into Blender and then saving it without making any changes removes these blocks.\n\nEnclosed [startup.blend](startup.blend) is a copy of `startup.blend` from the current Blender source tree after processing through my experimental [blendhack ](blendhack) script to remove the unreferenced blocks. I also saved it with 32-bit rather than 64-bit pointers, which knocks about another 50K off the size.\n\nI also note the potential for information leaks in the current procedure for saving `.blend` files; for example, fixed-length fields containing null-terminated strings retain traces of previous values after the terminating null. And the saving of in-memory addresses can give hints about the configuration of the system on which the file was saved." ]
[ "missing SDL2.dll after installation\nWindows 10 64 32 GB Ram \n\nBroken:: Blender 2.78 Date 2016-09-26 12:42\nWorked: (optional)\n\nBlender dosn't start it misses SDL2.dll after installation\n\nAdded from nighly build the SDL2.dll to the Blender Path then it starts\n\n\nMichael", "SDL2.dll not installed\nWindows 7 x64\n\nBroken: 2.78\nWorked: 2.77a\n\nAfter installing the new release over my existing installation, blender would not start but produce an error that SDL2.dll is missing. \nI manually downloaded it from download-2.0.php, put it in my blender installation directory, and now it seems to work (at least starting was successfull).\n\nIf needed, I can try any steps needed on my PC or serve additional information.\n", "2.78 needs \"repair\" after upgrade install from 2.77a\n1 Windows 7 64-bit with shared graphics \n2 Windows 10 64-bit , 1 with nVidia gtx 550 ti, other two with shared graphics\n\nupgrading 2.77a to 2.78 on all 3 machines.\n\nAfter upgrading all 3 from 2.77a to 2.78, immediately on opening Blender, got an error about CAPI2\n\ndoing a \"repair\" install immediately after fixed\n" ]
Crash on Subdivision Surface Modifier + UV Display Stretch turned on Operating system: Windows-10-10.0.22000-SP0 64 Bits Graphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.96 Broken: version: 3.1.2 Blender crashes when switching between Object and Edit mode when the object has a Subdivision Surface modifier and the UV Display Stretch setting is switched on. From any file, including a new default file, if I add a Subdivision Surface modifier to a mesh object, navigate to the UV Editing tab, enter Edit Mode, switch on the Display Stretch setting, enter Object Mode, and then returned to Edit mode, the software crashes every time. [blender.crash.txt](blender.crash.txt)
[ "Unable to create manual curve to mesh UV with spline parameter\nOperating system: Windows-10-10.0.19042-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.1.0 Alpha\n\nBelow file is creating uv's from the curve length and profile and then outputting as a custom_UV attribute. There seems to be squashing happening at the beginning and end.\n\n[spline parameter fac bug.blend](spline_parameter_fac_bug.blend)\n\n![image.png](image.png)\n\n", "Random crashes with NVidia + GPU Subdivision (sometimes when activating X-Ray or Wireframe overlay)\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\n| Graphics card: | Driver : | User:\n| --- | --- | ---\n| NVIDIA GeForce RTX 3090/PCIe/SSE2 | 4.5.0 NVIDIA 516.94 | @GabrielMoro\n| NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 | 4.5.0 NVIDIA 512.15 | @STYXtheMUTT\n| NVIDIA GeForce RTX 3070 Ti/PCIe/SSE2 | 4.5.0 NVIDIA 516.94 | @Jojolix\n|NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2|NVIDIA 516.59|@MassimilianoPuliero\n|NVIDIA GeForce RTX 3090|NVIDIA 516.94|@The5\n\nBroken: version: 3.2.2\n\nOn some seemingly random occasions, Blender crashes with the following stack:\n```lines=10\nStack trace:\nblender.exe :0x00007FF77C1458B0 BKE_subdiv_free\nblender.exe :0x00007FF77C147880 BKE_subsurf_modifier_subdiv_descriptor_ensure\nblender.exe :0x00007FF77BFFC3D0 <lambda_c000e58b9a8caf72c54e0e02a46effdb>::operator()\ntbb.dll :0x00007FFDBAF64FD0 tbb::interface7::internal::isolate_within_arena\nblender.exe :0x00007FF77BFFC6F0 BKE_mesh_wrapper_ensure_subdivision\nblender.exe :0x00007FF77CB38FA0 raycast_obj_fn\nblender.exe :0x00007FF77CB375E0 iter_snap_objects\nblender.exe :0x00007FF77CB3E530 transform_snap_context_project_view3d_mixed_impl\nblender.exe :0x00007FF77CB3F0E0 ED_transform_snap_object_project_view3d\nblender.exe :0x00007FF77CB5E7C0 applyFaceProject\nblender.exe :0x00007FF77CB5EE00 applySnappingIndividual\nblender.exe :0x00007FF77CB72F70 recalcData_objects\nblender.exe :0x00007FF77CB81010 applyTranslation\nblender.exe :0x00007FF77CB46BE0 transformApply\nblender.exe :0x00007FF77CB41920 transform_modal\nblender.exe :0x00007FF77C229D30 wm_macro_modal\nblender.exe :0x00007FF77C20F9E0 wm_handler_operator_call\nblender.exe :0x00007FF77C210BD0 wm_handlers_do_intern\nblender.exe :0x00007FF77C210000 wm_handlers_do\nblender.exe :0x00007FF77C216590 wm_event_do_handlers\nblender.exe :0x00007FF77C1FC380 WM_main\nblender.exe :0x00007FF77B2F12A0 main\nblender.exe :0x00007FF7814128B0 __scrt_common_main_seh\nKERNEL32.DLL :0x00007FFDC7B67020 BaseThreadInitThunk\nntdll.dll :0x00007FFDC85A2680 RtlUserThreadStart\n```\n```lines=10\nStack trace:\nblender.exe :0x00007FF7A50C5B10 BKE_subdiv_update_from_mesh\nblender.exe :0x00007FF7A50C7880 BKE_subsurf_modifier_subdiv_descriptor_ensure\nblender.exe :0x00007FF7A52A1110 draw_subdiv_create_requested_buffers\nblender.exe :0x00007FF7A52A2080 DRW_create_subdivision\nblender.exe :0x00007FF7A52D1870 DRW_mesh_batch_cache_create_requested\nblender.exe :0x00007FF7A52C6000 drw_batch_cache_generate_requested\nblender.exe :0x00007FF7A529F1A0 drw_engines_cache_populate\nblender.exe :0x00007FF7A529B8C0 DRW_draw_render_loop_ex\nblender.exe :0x00007FF7A529C9B0 DRW_draw_view\nblender.exe :0x00007FF7A5D3FA00 view3d_main_region_draw\nblender.exe :0x00007FF7A5551070 ED_region_do_draw\nblender.exe :0x00007FF7A51A3700 wm_draw_window_offscreen\nblender.exe :0x00007FF7A51A3560 wm_draw_window\nblender.exe :0x00007FF7A51A2FB0 wm_draw_update\nblender.exe :0x00007FF7A517C380 WM_main\nblender.exe :0x00007FF7A42712A0 main\nblender.exe :0x00007FF7AA3928B0 __scrt_common_main_seh\nKERNEL32.DLL :0x00007FFD1C4A54D0 BaseThreadInitThunk\nntdll.dll :0x00007FFD1D524830 RtlUserThreadStart\n```\n\nOccasions observed:\n- try to snap objects on faces (the object that shall be snapped to is usually a complex mesh with modifiers like subdivisions, mirror, solidify, bevel and booleans)\n- toggle the shading mode between shaded and wireframe or between X-Ray and Wireframe Overlay.\n[intro.crash.txt](intro.crash.txt)\n\n\n- open attached file\n- disable and enable X-Ray multiple times\nIt happens specially when working fast.\n\n[BLENDER_Youre_Alive_v67.blend](BLENDER_Youre_Alive_v67.blend)\n\n", "Regression: 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", "Blender crashing while baking Smoke Domain\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.65\n\nBroken: version: 3.0.0 & 3.2.0 Alpha\nWorked: NA\n\n\nBlender Crashes while baking smoke domain\n\n- open Project \n- Select smooth domain from outliner\n- {nav Physic properties > Bake All} (crash between frame 60 & 70)\n\n\n\n\n", "Particle Edit mode for non hair particles - point select mode crash\nOperating system: Linux-5.6.0-050600-lowlatency-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.64\n\nBroken: version: 2.90 (sub 3)\n\nBlender crashes when entering into the Particule Edit mode\n\n- Delete all objects from the default scene\n- Create a plane\n- Add a particle system\n- Set end frame to 50\n- Bake the particle system\n- Switch to the Particle Edit mode\n- Select Point select mode\n\n- > Crash\n\n[blender.crash.txt](blender.crash.txt)\n\n\n", "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", "Crash when run the script code follow\nOperating system: Mac 11.4\nGraphics card: Intel Iris 1536 MB\n\nBroken: 3.0.1(2022-01-26)\n\nBlender crashed when running the script followed in \"Scripting Window\":\n\n```\nimport bpy\n\nfor obj in bpy.data.collections['Bg_objects'].all_objects:\n obj.is_holdout = True\n```\n\nAddressSanitizer error log:\n```lines=20\n==34714==ERROR: AddressSanitizer: heap-use-after-free on address 0x00015d792c38 at pc 0x00010523645c bp 0x00016fdfa1d0 sp 0x00016fdfa1c8\nREAD of size 8 at 0x00015d792c38 thread T0\n - 0 0x105236458 in rna_iterator_listbase_next rna_access.c:4677\n - 1 0x1053cc940 in Collection_all_objects_next rna_collection_gen.c:209\n - 2 0x105234920 in RNA_property_collection_next rna_access.c:3690\n - 3 0x105f6c330 in pyrna_prop_collection_iter_next bpy_rna.c:7107\n - 4 0x11366ad40 in _PyEval_EvalFrameDefault ceval.c:4001\n - 5 0x113664fe0 in _PyEval_Vector ceval.c:5065\n - 6 0x113664f38 in PyEval_EvalCode ceval.c:1134\n - 7 0x105f1812c in python_script_exec bpy_interface_run.c:121\n - 8 0x105f18d5c in BPY_run_text bpy_interface_run.c:216\n - 9 0x10a275444 in text_run_script text_ops.c:773\n - 10 0x10a275284 in text_run_script_exec text_ops.c:812\n - 11 0x103035044 in wm_operator_invoke wm_event_system.c:1335\n - 12 0x103033cf4 in wm_operator_call_internal wm_event_system.c:1530\n - 13 0x10303ad6c in WM_operator_name_call_ptr wm_event_system.c:1577\n - 14 0x10303b978 in WM_operator_name_call_ptr_with_depends_on_cursor wm_event_system.c:1765\n - 15 0x109722ff8 in ui_apply_but_funcs_after interface_handlers.c:1008\n - 16 0x10971b1d4 in ui_handler_region_menu interface_handlers.c:11383\n - 17 0x10304ab2c in wm_handler_ui_call wm_event_system.c:698\n - 18 0x103047864 in wm_handlers_do_intern wm_event_system.c:3025\n - 19 0x1030426f4 in wm_handlers_do wm_event_system.c:3145\n - 20 0x1030406f0 in wm_event_do_handlers wm_event_system.c:3675\n - 21 0x1030043ec in WM_main wm.c:623\n - 22 0x10000ba94 in main creator.c:544\n - 23 0x1454710f0 in start+0x204 (dyld:arm64e+0x50f0)\n\n0x00015d792c38 is located 8 bytes inside of 80-byte region [0x00015d792c30,0x00015d792c80)\nfreed by thread T0 here:\n - 0 0x145a890f0 in wrap_free+0x98 (libclang_rt.asan_osx_dynamic.dylib:arm64e+0x3d0f0)\n - 1 0x1151b28e8 in MEM_lockfree_freeN mallocn_lockfree_impl.c:116\n - 2 0x114b67940 in BLI_freelistN listbase.c:463\n - 3 0x1003acbf8 in collection_object_cache_free collection.c:816\n - 4 0x1003aca74 in BKE_collection_object_cache_free collection.c:826\n - 5 0x100e4b080 in BKE_main_collection_sync_remap layer.c:1366\n - 6 0x1059bcf0c in rna_Object_hide_update rna_object.c:370\n - 7 0x105257fa8 in rna_property_update rna_access.c:2069\n - 8 0x105257bac in RNA_property_update rna_access.c:2138\n - 9 0x105f50268 in pyrna_py_to_prop bpy_rna.c:2083\n - 10 0x105f54308 in pyrna_struct_setattro bpy_rna.c:4453\n - 11 0x1135de558 in PyObject_SetAttr object.c\n - 12 0x113667dd0 in _PyEval_EvalFrameDefault ceval.c:2850\n - 13 0x113664fe0 in _PyEval_Vector ceval.c:5065\n - 14 0x113664f38 in PyEval_EvalCode ceval.c:1134\n - 15 0x105f1812c in python_script_exec bpy_interface_run.c:121\n - 16 0x105f18d5c in BPY_run_text bpy_interface_run.c:216\n - 17 0x10a275444 in text_run_script text_ops.c:773\n - 18 0x10a275284 in text_run_script_exec text_ops.c:812\n - 19 0x103035044 in wm_operator_invoke wm_event_system.c:1335\n - 20 0x103033cf4 in wm_operator_call_internal wm_event_system.c:1530\n - 21 0x10303ad6c in WM_operator_name_call_ptr wm_event_system.c:1577\n - 22 0x10303b978 in WM_operator_name_call_ptr_with_depends_on_cursor wm_event_system.c:1765\n - 23 0x109722ff8 in ui_apply_but_funcs_after interface_handlers.c:1008\n - 24 0x10971b1d4 in ui_handler_region_menu interface_handlers.c:11383\n - 25 0x10304ab2c in wm_handler_ui_call wm_event_system.c:698\n - 26 0x103047864 in wm_handlers_do_intern wm_event_system.c:3025\n - 27 0x1030426f4 in wm_handlers_do wm_event_system.c:3145\n - 28 0x1030406f0 in wm_event_do_handlers wm_event_system.c:3675\n - 29 0x1030043ec in WM_main wm.c:623\n\npreviously allocated by thread T0 here:\n - 0 0x145a89380 in wrap_calloc+0x9c (libclang_rt.asan_osx_dynamic.dylib:arm64e+0x3d380)\n - 1 0x1151b13b8 in MEM_lockfree_callocN mallocn_lockfree_impl.c:222\n - 2 0x1003b5754 in collection_object_cache_fill collection.c:754\n - 3 0x1003b5d20 in collection_object_cache_fill collection.c:775\n - 4 0x1003b53b0 in BKE_collection_object_cache_get collection.c:786\n - 5 0x1053cc5d8 in rna_Collection_all_objects_begin rna_collection.c:54\n - 6 0x1053cc2d0 in Collection_all_objects_begin rna_collection_gen.c:200\n - 7 0x105233a88 in RNA_property_collection_begin rna_access.c:3674\n - 8 0x105f6c158 in pyrna_prop_collection_iter_CreatePyObject bpy_rna.c:7076\n - 9 0x105f67ef0 in pyrna_prop_collection_iter bpy_rna.c:7083\n - 10 0x11357f400 in PyObject_GetIter abstract.c:2813\n - 11 0x11366ac34 in _PyEval_EvalFrameDefault ceval.c:3958\n - 12 0x113664fe0 in _PyEval_Vector ceval.c:5065\n - 13 0x113664f38 in PyEval_EvalCode ceval.c:1134\n - 14 0x105f1812c in python_script_exec bpy_interface_run.c:121\n - 15 0x105f18d5c in BPY_run_text bpy_interface_run.c:216\n - 16 0x10a275444 in text_run_script text_ops.c:773\n - 17 0x10a275284 in text_run_script_exec text_ops.c:812\n - 18 0x103035044 in wm_operator_invoke wm_event_system.c:1335\n - 19 0x103033cf4 in wm_operator_call_internal wm_event_system.c:1530\n - 20 0x10303ad6c in WM_operator_name_call_ptr wm_event_system.c:1577\n - 21 0x10303b978 in WM_operator_name_call_ptr_with_depends_on_cursor wm_event_system.c:1765\n - 22 0x109722ff8 in ui_apply_but_funcs_after interface_handlers.c:1008\n - 23 0x10971b1d4 in ui_handler_region_menu interface_handlers.c:11383\n - 24 0x10304ab2c in wm_handler_ui_call wm_event_system.c:698\n - 25 0x103047864 in wm_handlers_do_intern wm_event_system.c:3025\n - 26 0x1030426f4 in wm_handlers_do wm_event_system.c:3145\n - 27 0x1030406f0 in wm_event_do_handlers wm_event_system.c:3675\n - 28 0x1030043ec in WM_main wm.c:623\n - 29 0x10000ba94 in main creator.c:544\n```\n\n- Open attached file\n- Go to Scripting workspace\n- Run the above script\n[bug.zip](bug.zip)", "Blender crashes as soon as an image texture is plugged in the material BSDF node\nOperating system: Windows 10\nGraphics card: NVIDIA GeForce GTX 1080 Ti\nSee attached log for more detail\n\nBroken: 3.5.1, but also 4.0.0 Alpha, did not try intermediate versions\nWorked: ??? The earliest available build, 2.93.18, also causes the same crash\n\nThe second any kind of image texture is plugged in a material, Blender crashes without any warning. Occurs when creating a new image texture, when plugging an existing file, or even when trying to plug a UV grid for unwraping purposes\n\n**Similar tickets**\n#76193\n#76377\n\n1. Start Blender.\n2. Create new default file.\n3. Select the default cube.\n4. Switch to Shading workspace.\n5. Add Image Texture node.\n6. Create new image or select an existing one.\n7. Plug Color output to the Base Color input of the Principled BSDF node.\n8. Watch Blender shut down.", "crash when changing viewport shading to wireframe mode\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.14760 Core Profile Context 21.2.3 27.20.14535.3005\n\nBroken: version: 3.0.0 Alpha, branch: master, commit date: 2021-04-23 20:25, hash: 17fca62fff9b, type: Release\nBroken: 2.81\nWorked: 2.80\n\n\nif you have a high poly mesh and try change the shading mode to wireframe. depending on the model it constantly crashes.\n\n\nI noticed this trying to make a retopo of a character. I tried to check what was causing de crash by deleting each object and testing the wireframe. \n\nI deleted everything but the main body mesh, without any uv map, vertex color or any other thing that could make it heavier, and also I tried reseting factory settings.\n\nI would send the file but its 200mb, the main mesh has about 4million vertices.\n![image.png](image.png)\n\nthe crash doesn't happen when changing to eevee or solid view, it only happens when changing to wireframe.\n\nImportant note: if you DON'T move the camera after opening the file before changing to wireframe it doesn't crash even if you go to solid and wireframe back and forth as shown in the video bellow \n[2021-05-01 14-18-16.mp4](2021-05-01_14-18-16.mp4)\n\n[blender_system_info.txt](blender_system_info.txt)\n[blender_debug_output.txt](blender_debug_output.txt)\n[untitled.blend](untitled.blend)\n- open the file above\n- rotate it about 180degrees\n- activate wireframe", "Crash creating \"position\" attribute with the wrong type while in Edit mode\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.41\n\nBroken: 3.5.0 and 3.6.0 Alpha\nWorked:\n\nWhile in Edit mode, attempting to create an attribute called `\"position\"` that has type not set to `\"FLOAT_VECTOR\"` will crash Blender.\n\nI couldn't get any other attributes to crash when added while in Edit mode.\nCreating the `\"position\"` attribute with the correct type, but incorrect domain does not cause a crash either.\n\nI can't imagine a use case for users wanting to do this, but it came up while I was determining the extent of 107228 and isn't really the same issue.\n\n1. Select a mesh object\n1. Enter Edit Mode\n1. Either:\n 1. Run `bpy.context.object.data.attributes.new(\"position\", \"FLOAT\", \"POINT\")` from the Python Console\n 1. Create a new attribute called \"position\" using the `bpy.ops.geometry.attribute_add` operator and set the `Data Type` to anything other than `Vector`: ![image](attachment)", "Objects referenced in the `UVProject` modifier property are not snapped\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1060 3GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.66\n\nBroken: version: 2.90 (sub 0)\n\nWhen i select an object as projector transform in the UVProject modifier it doesn't snap to the object I added the modifier to.\n\n- add cube\n- add an empty\n- add uvproject modifier to the cube\n- set the empty as projector transform\n- enable snaping to surface\nor\n- open attached file\nWhen moving the empty it does not snap to the cube\n[bug.blend](bug.blend)", "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.", "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 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)", "Rendering object in Cycles X preview hard crashes whole system\nOperating system: Windows 10 x64\nGraphics card: nVidia RTX 8000\n\nBroken: blender-3.5.0-alpha+universal-scene-description.1f9e90bb1cf3-windows.amd64-release\n\nRendering of scene in Cycles preview hard crashes whole system. System screen goes to black and the fans go to max.\n\nLoad blend file at link: brutes_set1C_trimmed.blend?dl=0\n\nSet screen to Render preview and navigate around.\n\n" ]
[ "Crash in UV Editor when going to Edit mode with Subdivision modifier\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.95\n\nBroken: version: 3.1.2 (and blender-3.2.0-beta+v32.841a354412c4-windows.amd64-release from 26-05-2022)\nWorked: 3.0.0\n\nWhen tabbing into edit mode on the UV Editor tab, blender crashes to the desktop. This seems to occur with this model i created from a tutorial. I tried to reproduce this\non a simple mesh with Subdivision Modifier (cube) and there it did not crash. When applying the modifier first on the body object OR having the viewport resolution on 0, there is no issue. Increasing the viewport resolution after entering Edit mode, blender is not crashing.\n\nWhen going to the UV Editor tab, selecting the mesh in object mode and tabbing to edit mode, blender exits to the desktop every time when the viewport resolution is higher than 0.\n\n[Character_Female_10.blend](Character_Female_10.blend)\n[Character_Female_10.crash.txt](Character_Female_10.crash.txt)" ]
Crash on canceling move of GPencil Frame in Dopesheet Operating system: Linux-5.10.0-6-amd64-x86_64-with-glibc2.31 64 Bits Graphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.73.01 Broken: version: 3.0.0 Alpha Worked: 2.93.0 Beta If you move a Grease Pencil Frame in the Dopesheet using G and then press Escape or Right Click to cancel, blender will just crash. This is a recent regression. 1. Create a new blend using the 2D Animation preset 2. grab the keyframes at the bottom and cancel the move 3. crash
[ " 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", "GPencil: Tint modifier in Fill mode, don't get restricted by vertex group influence\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.4.1\n\nTint modifer in Fill mode, don't get restricted by vertex group as influence. in other hand, it works well on stroke mode,i really need this to be fixed really soon as possible please, see video\n\n", "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", "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)", "BMesh.free causes crash under curtain conditions\nOperating system: Linux-5.16.16-200.fc35.x86_64-x86_64-with-glibc2.34 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.47.03\n\nBroken: version: 3.2.0 Alpha\n```\nall 3.x versions are broken, 3.0.0 sometimes works\n```\nWorked: 2.93.8 LTS\nOn Fedora also some 2.91 versions have been affected, according to rebuild agains newer pythons.\nReported on redhat bugzilla: show_bug.cgi?id=1872980\n\n[blender.crash.txt](blender.crash.txt)\nUsing my python addon blender crashes on _PyEval_EvalFrameDefault or _Py_Dealloc.\n\nUnable to describe simple steps to reproduce. This happens using my python addon, but if a bug is in addon, still shouldn't crash blender but throw an python traceback.\nWhen I delete line describen in crash log's backtrace, then another row is marked as a problem, so unable to identify exactly what's happening.\nPlease, let me know, if you need more information.\n\n----\n\nEdit, run this script with the following command line arguments: [boxmaker_crash_single_script.py](boxmaker_crash_single_script.py)\n`blender -b --factory-startup --python boxmaker_crash_single_script.py`\n", "GPencil: Layer transform is duplicated when duplicating object\n\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 960M/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.25\n\nBroken: version: 3.2.0 Alpha\nWorked: I don't believe this has ever worked as expectated\n\n\nIf there is a transformation under the object data properties for a layer and the user duplicates the greasepencil object, the duplicated object will offset the greasepencil points by the vector specified in the layer transformation. It will retain the layer transformation from duplication, and will reapply the same transformation.\n\nIf I have a layer transformation of (0, 0.1, 0), the duplicated greasepencil object will have all points displaced by the (0, 0.1,0), but will still have an active layer offset of (0, 0.1, 0) which will cause a total of (0, 0.2, 0) displacement.\n\nThe only way to make the duplicated greasepencil object the same as the original, is to 0 out all the transforms on the duplicated object or go edit mode and correct the offset there. \n\nThis is more of an issue when overriding a library, since I can not 0 out the linked object layers without making them local to the file. The moment I override a linked greasepencil object/collection, the same issues as duplicating appear. \n\n\nIn the test file, duplicate the greasepencil object. Note how the 0.1 Transform Layer will translate 0.1 units on y after each duplication. This will occur if you make a library override of this object in another file.\n[Blender Bug with Layer Transform.blend](Blender_Bug_with_Layer_Transform.blend)\n", "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", "Texturing with anchored type stroke\nOperating system: Linux-5.4.0-47-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.51.06\n\nBroken: version: 2.91.0 Alpha\n\nTexture paint with stroke set to anchored while using texture significantly slows down blender up to non responsive state and crash while paint texture is larger than 2k.\n\n[Texture pain stroke ty[e anchored.blend](Texture_pain_stroke_ty_e_anchored.blend)\n", "Clearing followed by setting a listbox created by UILayout.prop_search while keeping the mouse on the listbox crashes Blender\nOS: Ubuntu 16.04 x86_64\nGfx: Intel HD Graphics 530 (Skylake GT2) (driver: GL 4.5 (Core Profile) Mesa 17.3.0-devel)\n\nBroken:\n- 2.79-42a562496b5-linux-glibc219-x86_64 (latest build)\n- 2.79-5bd8ac9abfa-linux-glibc219-x86_64\n- 2.76b\n\nClearing followed by setting a listbox created by UILayout.prop_search while keeping the mouse on the listbox either crashes Blender or leads to unexpected behaviour.\n\nConsistently reproducible.\n1. Open the default startup blender file\n2. Open a textblock and paste and run the code provided in Appendix A\n3. In the 3D viewport, press SPACE and type \"Crashable\", then select \"Crashable Operator\" => at the right an operator panel will be drawn\n4. In the operator panel, click on the field next to \"Obj:\" and select e.g., \"Camera\" from the list\n5. Click the X sign right to \"Camera\" while keeping the mouse pointer pointed at the field\n6. Click again on the field\n\n**Expected behaviour of step 6.**\nStep 6 should be able to behave as step 4, i.e., one should be able to again select something from a non-empty list\n\n**Observed behaviour after step 6**\nOne of following, probably depending on how Blender's memory was allocated:\n - Crash\n - The list is empty\n\n**Appendix A**\n\n```\nimport bpy\n\n\nclass CrashableOperator(bpy.types.Operator):\n bl_idname = \"object.crashable_operator\"\n bl_label = \"Crashable Operator\"\n bl_options = {'REGISTER', 'UNDO'}\n\n obj = bpy.props.StringProperty(name=\"Obj\")\n\n def draw(self, context):\n self.layout.prop_search(self, \"obj\", context.scene, \"objects\")\n\n def execute(self, context):\n return {'FINISHED'}\n\n\ndef register():\n bpy.utils.register_class(CrashableOperator)\n\n\ndef unregister():\n bpy.utils.unregister_class(CrashableOperator)\n\n\nif __name__ == \"__main__\":\n register()\n```\n\n**Terminal output upon crash**\n\n```\n$ blender\nRead new prefs: /home/elias/.config/blender/2.76/config/userpref.blend\nWriting: /tmp/blender.crash.txt\nSegmentation fault (core dumped)\n```\n\n**Contents of \"blender.crash.txt\"**\n\n\n```\n# Blender 2.76 (sub 0), Commit date: 1970-01-01 00:00, Hash unknown\nbpy.context.area.type = 'TEXT_EDITOR' # Property\nbpy.ops.text.run_script() # Operator\nbpy.ops.object.crashable_operator() # Operator\nbpy.ops.object.crashable_operator(obj=\"Camera\") # Operator\nbpy.ops.object.crashable_operator(obj=\"\") # Operator\nbpy.ops.object.crashable_operator(obj=\"\") # Operator\n\n# backtrace\nblender(BLI_system_backtrace+0x30) [0x1361b10]\nblender() [0x97a98e]\n/lib/x86_64-linux-gnu/libc.so.6(+0x354b0) [0x7f242a7894b0]\nblender(rna_ID_refine+0x4) [0x11bac84]\nblender(rna_pointer_inherit_refine+0x66) [0x11a9af6]\nblender() [0x1273ae2]\nblender(RNA_property_collection_begin+0x15c) [0x11b161c]\nblender() [0xb654ae]\nblender(ui_searchbox_update+0x6a) [0xb7514a]\nblender() [0xb57089]\nblender() [0xb59f6d]\nblender() [0xb5a027]\nblender() [0xb5d7ad]\nblender() [0xb5ebe6]\nblender() [0xb5f433]\nblender() [0x985e81]\nblender() [0x986251]\nblender(wm_event_do_handlers+0x5f6) [0x9868e6]\nblender(WM_main+0x18) [0x97cfd8]\nblender(main+0xef4) [0x95ce04]\n/lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xf0) [0x7f242a774830]\nblender(_start+0x29) [0x97a2b9]\n```", "Assertion Failure: Moving Keyframe in Graph Editor beyond enum range\nOperating system: Linux Mint Mate 19\nGraphics card: Nvidia GTX 850M\n\nBroken: master 2020-11-12 @ Merge branch 'blender-v2.91-release' only on debug builds 987732181f779ca792de933aa5f001168b1f6f26\nWorked: Anything that is not a debug build will not show any problems\n\nThis issue is split off from #44219 (Pose Breakdowner bug in Gooseberry rigs)\nMoving a keyframe of an enum in the graph editor allows it to go beyond the range of the enum. This causes an assert to fail\n\n\n\n* Open the file\n* Move the keyframe up\n* Blender crashed as soon as you exceed the enum range\n[enum_property_crash.blend](enum_property_crash.blend)", "GPencil: 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", "GPencil: Hard to erase drawing when layer parented to animated object\nOperating system: MacOs 10.15.4\nGraphics card: AMD Radeon Pro 5500M 8 GB\n\nBroken: Version 2.90 (2.90 2020-05-20)\nWorked: ?\n\nSorry for the potentially misleading title. I think that when a Grease Pencil drawing is parented, and the parent animated, the erase tool (using control/Alt/Right Click or the Brush eraser) is somehow offset and it's near impossible to erase precisely. Going in Edit mode and Selecting/Deleting the vertices/strokes works though... \n[GP_EraseWhenParentedIssue.mp4](GP_EraseWhenParentedIssue.mp4)\nHere is the Blend file.\n[GP_EraseWhenParentedIssue.blend](GP_EraseWhenParentedIssue.blend)", "Crash when rending animation w/simple physics sim\nOperating system: macOS-12.0.1-x86_64-i386-64bit 64 Bits\nGraphics card: Apple M1 Apple 4.1 Metal - 76.1\n\nBroken: version: 3.0.0\nWorked: Spinning beach ball in 3.1 Alpha\n\nWhen selecting \"Render Animation\", the Rendering window starts to draw, and then the app crashes.\n\n\nFile attached. Just load and Select Render Animation.[simple-physics-crash.blend](simple-physics-crash.blend)\n\n", "Crash 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)", "Render crash\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: Radeon RX 560X ATI Technologies Inc. 4.5.0 Core Profile Context 22.8.1.220810\n+ AMD Ryzen 5 3550H with Radeon Vega Mobile Gfx\n\nBroken: version: 3.3.0 Beta\nWorked: 3.2.2\n\nBlender every time crash when switch to render mode in viewport.\nRender set to Cycles with GPU Compute.\nVega 8 selected as device in preferences.\nIf I select RX 560X in preferences, GPU Compute is greyed in Render preferences (also interesting why).\n\nAny project with simple cube crashed.[test11.crash.txt](test11.crash.txt)\n" ]
[ "Crash canceling scale keyframes in dope sheet grease pencil\nOperating system: Linux-5.4.0-81-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: 3.0.0 Alpha\nWorked: 2.93.4\nCaused by b0d9e6797f\n\nHello, when I press S to scale keyframes from an grease pencil object in the dope sheet in grease pencil mode, then move my mouse a little and right click or press escape to cancel, blender crashes.\n\n- Open up the included .blend file.\n- Hover over the dope sheet with your mouse\n- press {Key S} to scale the selected keyframes\n- {key RMB} or press escape to cancel the operation and blender crashes. If not try again.\n[cancel_scale_keyframes_crash.blend](cancel_scale_keyframes_crash.blend)" ]
After Save Startup File Blender Only Launches on my 3rd Monitor. Windows 7 64bit Professional Processor: Intel(R) Core(TM) i7-2600K CPU @ 3.40GHz (8 CPU's), ~3.4GHz RAM: 16GB 4 monitors split between 2 graphics cards: GeForce GTX 550 Ti & Quadro NVS 295 Broken: 2.72.7 95185d1 This has actually been happening as long as I've used this computer. When I install Blender, everything goes as expect. I can close and open without the issue. If I do: 'File/Save Startup File', close Blender, relaunch Blender, it launches onto my 3rd monitor which is using my secondary video card (Quadro) instead of launching on my main monitor. It's not that big of a problem but it can get quite annoying having to move Blender to my main monitor every time I launch it. I don't know if it can be reproduced unless you have a similar setup (2 graphic cards & 4 monitors)
[ "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", "Fluid simulation result not visible after reloading file\nOperating system: MacOs\nGraphics card: Intel Iris Plus Graphics 640\n\nBroken: 2.91\nWorked: -\n\nHello. After I opened project, that I closed before, the fluid simulation didn't exist. It is very easy, to know the issue. Thanks for attention.\n- New file\n- Quick liquid effect on default cube\n- Save file\n- Close Blender\n- Open the same file again\n- The domain is just a smooth shaded cube until you play the file long enough for it to loop back to the first frame.", "smaller startup.blend\nNot sure if this is technically a bug, but...\n\nI notice that `startup.blend` includes 64 blocks of type `MTex` that don’t seem to be referenced anywhere. Loading the startup file into Blender and then saving it without making any changes removes these blocks.\n\nEnclosed [startup.blend](startup.blend) is a copy of `startup.blend` from the current Blender source tree after processing through my experimental [blendhack ](blendhack) script to remove the unreferenced blocks. I also saved it with 32-bit rather than 64-bit pointers, which knocks about another 50K off the size.\n\nI also note the potential for information leaks in the current procedure for saving `.blend` files; for example, fixed-length fields containing null-terminated strings retain traces of previous values after the terminating null. And the saving of in-memory addresses can give hints about the configuration of the system on which the file was saved.", "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", "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", "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", "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", "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", "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", "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", "Problems due to leftover Nvidia drivers\nOperating system: Windows 11 Home\nGraphics card: Intel Arc a770 16gb Limited Edition (latest drivers)\n\nBroken: (Blender 3.3, 3.5 and 4.0) Trying to work out if it is just my GPU that is the issues\n\n\nBlender 3.5.1 will not allow me to access editor preferences, and won't allow me to render in Cycles. CPU or GPU. Eevee works.\n\nBlender 3.3 allows me to access editor preferences, but still won't allow me to render in Cycles. CPU or GPU. Eevee works.\n\nBlender 4.0 allows for editor preferences, same issue with Cycles. Eevee works fine.\n\nBy not allowing me to access editor preferences or Cycles I mean it crashes.\n\nI have tried to converse with Intel engineers with a video of the crashes but they seem incompetent with knowing how to enable GPU rendering in their own tests.\n\n", "Workbench: Cull before batch creation during viewport animation rendering\n\n## Current Situation\n\nWhen drawing an object (eg sending draw calls to the GPU) the object boundary sphere is tested against the active view). When the test fails the object isn't send to the GPU. Before this happens the GPUBatches were already generated.\n\nWhen doing animation playback this could lead to the situation that the GPU Batches are calculated, but not used.\n\n## Target Situation\n\nWhen using the Overlay engine/Workbench engine we could test the objects to the default view (e.g viewport). When this fails we could skip this object at all. This feature would be disabled when the shadows are turned on and only enabled when doing an image/animation render.\n\nA consistent framerate is more important to animators then having some frames faster.\n", "Cycles render artifacts relating scene scale\nOperating system: Windows 10\nGraphics card: tested multiple graphics cards with same issue\n\nBroken: 2.83.6 (file originally made in 2.79 and had the same issue)\n\nThere exists in the blend file data only two objects - the camera and a simple plane. Yet when rendering, the result does not match the viewport and there seems to be another ghost object appearing in the scene.\n\nBased on the following startup file: [strange-error.blend](strange-error.blend)\n\n1. Switch to rendered view in the viewport. This is how things should look.\n2. Now render the current frame at frame 97. Notice the strange ghosting effect in the center of the frame.", "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", "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" ]
[ "Problem make Blender open in the wanted monitor.\n%%%--- Operating System, Graphics card ---\nWindows Ultimate 7 x64, GTX 580 3Gb x2\n\n - Blender version with error, and version that worked ---\n2.66a x64, worked in 2.65 x64\n\n - Short description of error ---\nUntil today, Blender always opens in my 2nd monitor but just after worked with 2 instances of Blender, Blender now always opens on my third monitor.\n\n - Steps for others to reproduce the error (preferably based on attached .blend file) ---\n\nTo make it clear : I have 3 monitors, 2, each one on one of the 2 GTX 580 (as 1st and 2nd monitor) and 1 on an USB graphic adapter (as third monitor).\n\nSo, by copying the startup.blend from 2.65 folder in the 2.66 folder, Blender opens in my 2nd monitor as expected BUT if I save the startup file using CTRL + U in Blender 2.66a and want to open Blender again, it opens in my third monitor. So, the only way to keep Blender opening in my 2nd monitor and change the startup file is to using Blender 2.65.\nIf instead of using CTRL + U to save the startup file, I use CTRL + S, Blender opens in my first monitor ?!\n\nIt drives me crazy as it works perfectly until now. The only thing that I can do is to save the startup file but unfortunatly, I don't remember if I did it this morning or few days ago (I did many things between the work on Blender and searching the reason why it suddenly stopped to work that I forgot if I did a save for startup file) .\n\nAnyway, I let you the startup file from Blender 2.65 and the same saved in 2.66a.\n%%%" ]
Blender 2.80 Beta is not code signed on macOS Operating system: macOS 10.14.3 Broken: blender-2.80.0-git20190215.faa255c0a4e4-x86_64 Error popup: ""blender" can’t be opened because it is from an unidentified developer." Download blender-2.80-faa255c0a4e4-OSX-10.9-x86_64.zip and open it on a Mac. **Remarks** I know that I can disable this but I don't want to ... Apologies in advance if there is any mistakes in this report. I'm not actually a developer but an account was required for reporting this problem.
[ "Liquid Emission unlimited\n\"Surface Emission\" value ignored I suppose, see the screenshot and the project file below:\n![Screenshot 2020-08-18 at 14.55.53.png](Screenshot_2020-08-18_at_14.55.53.png)\n[test_emission.blend](test_emission.blend)\n\nThat's looks the same or almost same for \"Surface Emission\"=1,10,100,...\n\nBlender Version 2.90.0 (2.90.0 2020-08-07) on MacOS Mojave.", "Reading from old 2.79 file. Mesh deform broken.\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.91.0 Beta\nBroken: 2.83\nBroken: 2.82\nBroken: 2.81\nBroken: 2.80\nWorked: 2.79b\n\n\nOriginal (2.79)\n![57475347.png](57475347.png)\n\nAfter loading to 2.83.8+ versions\n![57464547.png](57464547.png)\n\nFile\n[MD.blend](MD.blend)\n", "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)", "Blender 2.82: Fails to immediately report information to XServer on Linux\nOperating system: Manjaro Linux 5.6\nGraphics card: GTX 1070 ti\n\nBroken: 2.82, found as soon as app is open.\nWorked: 2.81\n\nIn Linux, if an app doesn't report anything to the Xserver, but still specifies window dimensions, it leads to a sort of awful stuttery broken effect while said app is loading. This is visible in 2.82, where, upon opening and loading, it fails to report to Xserver, and looks like this:\n![Screenshot_20200429_085959.png](Screenshot_20200429_085959.png)\nIt looks like this while the app is loading (that is, only a title bar) and produces an odd effect if the window is dragged around during loading, and I can confirm that it lasts longer if Blender is put on a mechanical hard drive VS an SSD. This doesn't occur launching any other apps, nor even a binary of 2.81, which instead displays a gray screen while loading. This is obviously just an aesthetic problem, but it can (rarely) cause issues. \n\n\nOpen Blender. ", "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)", "Trackpad stops working for a while\nOperating system: MacOS 12.6.5\nGraphics card: AMD Radeon Pro 5500M\n\nBroken: 3.6.2\nWorked: don't know\n\n\nSometimes, Blender stops responding to trackpad gestures such as two-finger scroll or pinch zoom. This is not just in the viewport but everywhere - I can't scroll menus or the node view, for example.\n\nThe UI is otherwise responsive when this happens - I can scroll menus by dragging the slider at the edge, just not with a two-finger scroll.\n\nIf I go and do something else in another app for a few minutes, it usually fixes itself.\n\nThis happens sporadically and I don't have a reliable way to reproduce it, but it seems to happen often after I render an image - after the image has rendered, I try to use pinch-zoom to look more closely and find I can't. I am not sure if it happens in other situations as well - if it does I will update this report.\n\n\nI'm afraid that I can't reproduce this reliably - it just happens every now and then, in any .blend file. I am happy to take any advice on how to look for a way to reproduce it.\n\n", "OpenColorIO-Config-ACES 0.2.0 breaks in sRGB view transform\nOperating system: macOS-12.3-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 5700 XT OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.8.13\n\nBroken: version: 3.2.0 Alpha\n\nI tested the newest OCIO v2 config from Github (v0.2.0)\nin Blender 3.2 Alpha. It was first time I tried that.\nI had to change the OCIO 2.1 version to 2.0 to make it actually work in Blender. I was assured that this shouldn't be a problem.\n\nI rendered a test scene and saw some strange shading errors with the default sRGB view transform.\nSelecting a different view transform like Rec.709 fixes the issue.\n\nI posted about the issue on my blog ?page_id=5517 and on ACESCentral.com \n4354\n\nThe rendered EXR file is fine of course. The problem only occurs in the render view or when I try to export the rendered image.\nJPG works fine, PNG breaks in a different way and creates a strangely bright image.\n\n[Blender_32alpha_OCIOv2_sRGB_bug.blend](Blender_32alpha_OCIOv2_sRGB_bug.blend)\n\n\n![Display_sRGB_broken.jpg](Display_sRGB_broken.jpg)\n\n![Display_Rec709_fine.jpg](Display_Rec709_fine.jpg)\n\nI also tested the same .blend file on a new M1Max MBP. There I cannot replicate the error.", "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", "Lots of animation-related operators do not check if the data is editable or not\nMany animation-related operators do not do any check whether the data-block they operate on is linked, liboverride or fully local data. This seems to affect in particular operations from the 3DView (like key insertions), and in the NLA (like adding new tracks, duplicating strips, etc.).\n\nE.g. one can insert keyframes on a linked object (ie create animdata for that linked object, a new local action, and assign that local action to the linked object!).\n\nRelated to issue reported in #98686 (Cant rename local NLA tracks within a local library override data-block.).", "Blender randomly crash without reason in 'glDrawElementsInstancedBaseVertex' (in 'OVERLAY_wireframe_draw' or 'workbench_draw_sample')\n|Operating system:|macOS-10.14.6-x86_64-i386-64bit 64 Bits|@MaciejSobolewski\n| -- | -- | -- |\n||macOS Big Sur 11.1 2.4 GHz 8-Core Intel Core i9 64 GB 2667 MHz DDR4|@RonMartin\n||Darwin-18.7.0-x86_64-i386-64bit 64 Bits|@aayerbe\n||Darwin-20.3.0-x86_64-i386-64bit 64 Bits|@Chyiik\n||Mac OS X 10.14.6 (18G7016)|@sahrul\n||macOS 11.2.3 (20D91)|@fahr\n||macOS-10.14.6-x86_64-i386-64bit 64 Bits|@didi404\n---\n|Graphics card:|AMD Radeon Pro 460 OpenGL Engine ATI Technologies Inc. 4.1 ATI-2.11.23|@MaciejSobolewski\n| -- | -- | -- |\n||Intel UHD Graphics 630 1536 MB|@RonMartin\n||Intel Iris Pro OpenGL Engine Intel Inc. 4.1 INTEL-12.10.25|@aayerbe\n||AMD Radeon Pro 5500M OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.2.15|@Chyiik\n||Intel Iris Plus Graphics 640|@sahrul\n||AMD FirePro [D700](D700)|@fahr\n||AMD Radeon Pro 570X|@didi404\n\nBroken: 2.91, 2.92, 2.93.0 Alpha, commit date: 2021-04-01 21:49\nWorked: 2.81, 2.90\n\nBlender crashes randomly on Mac OS\nIt can crash randomly after startup even if we do nothing like this example.\n\nIt has also been reported that it happens often when try to save the file after several minutes of work (#86565).\n\nCrash Log 1:\n```lines=25\nProcess: Blender [6485]\nPath: /Applications/Blender 2.93/Blender.app/Contents/MacOS/Blender\nIdentifier: Blender\nVersion: 2.93.0 (2.93.0 2021-04-01)\nCode Type: X86-64 (Native)\nParent Process: ??? [1]\nResponsible: Blender [6485]\nUser ID: 501\n\nDate/Time: 2021-04-03 13:43:19.501 +0200\nOS Version: Mac OS X 10.14.6 (18G8022)\nReport Version: 12\nBridge OS Version: 3.0 (14Y906)\nAnonymous UUID: 5527B0F5-C330-CDA4-B73E-9CB133041D4E\n\nSleep/Wake UUID: DBADD923-7C0B-4D5E-AEFC-935ECD0B12BA\n\nTime Awake Since Boot: 850000 seconds\nTime Since Wake: 1600 seconds\n\nSystem Integrity Protection: enabled\n\nCrashed Thread: 0 Dispatch queue: com.apple.main-thread\n\nException Type: EXC_BAD_ACCESS (SIGSEGV)\nException Codes: KERN_INVALID_ADDRESS at 0x0000000000000e2c\nException Note: EXC_CORPSE_NOTIFY\n\nTermination Signal: Segmentation fault: 11\nTermination Reason: Namespace SIGNAL, Code 0xb\nTerminating Process: exc handler [6485]\n\nVM Regions Near 0xe2c:\n--> \n __TEXT 000000010cad1000-0000000118885000 [189.7M] r-x/r-x SM=COW /Applications/Blender 2.93/Blender.app/Contents/MacOS/Blender\n\nThread 0 Crashed:: Dispatch queue: com.apple.main-thread\n0 GLEngine \t0x00007fff3cfe28b5 gleRunVertexSubmitImmediate + 6085\n1 GLEngine \t0x00007fff3cf4c29c glDrawElementsInstancedBaseVertex_GL3Exec + 681\n2 libGL.dylib \t0x00007fff3c2fcd02 glDrawElementsInstancedBaseVertex + 45\n3 org.blenderfoundation.blender \t0x000000010d27bf05 draw_call_single_do + 469\n4 org.blenderfoundation.blender \t0x000000010d27b68c drw_draw_pass_ex + 1692\n5 org.blenderfoundation.blender \t0x000000010d27afdf DRW_draw_pass + 31\n6 org.blenderfoundation.blender \t0x000000010d2d2819 OVERLAY_wireframe_draw + 41\n7 org.blenderfoundation.blender \t0x000000010d2c2499 OVERLAY_draw_scene + 393\n8 org.blenderfoundation.blender \t0x000000010d2724fa drw_engines_draw_scene + 186\n9 org.blenderfoundation.blender \t0x000000010d274643 drw_draw_depth_loop_impl + 1299\n10 org.blenderfoundation.blender \t0x000000010db9670f ED_view3d_depth_override + 239\n11 org.blenderfoundation.blender \t0x000000010dbbe460 ED_view3d_autodist + 48\n12 org.blenderfoundation.blender \t0x000000010db9dc9a ED_view3d_cursor3d_position + 234\n13 org.blenderfoundation.blender \t0x000000010db9dd80 ED_view3d_cursor3d_position_rotation + 144\n14 org.blenderfoundation.blender \t0x000000010db9e417 ED_view3d_cursor3d_update + 279\n15 org.blenderfoundation.blender \t0x000000010db9e7f1 view3d_cursor3d_invoke + 145\n16 org.blenderfoundation.blender \t0x000000010d152629 wm_operator_invoke + 521\n17 org.blenderfoundation.blender \t0x000000010d153bd8 wm_handler_operator_call + 648\n18 org.blenderfoundation.blender \t0x000000010d1531c4 wm_handlers_do_intern + 1588\n19 org.blenderfoundation.blender \t0x000000010d14ec16 wm_handlers_do + 774\n20 org.blenderfoundation.blender \t0x000000010d14e2de wm_event_do_handlers + 2862\n21 org.blenderfoundation.blender \t0x000000010d146b80 WM_main + 32\n22 org.blenderfoundation.blender \t0x000000010cc3691b main + 907\n23 libdyld.dylib \t0x00007fff5f1f93d5 start + 1\n\n(...)\n\nThread 0 crashed with X86 Thread State (64-bit):\n rax: 0x0000000000000e2c rbx: 0x0000000000000011 rcx: 0x00007fff3cfe28b5 rdx: 0x00007fff3cfe3ec8\n rdi: 0x0000000000000004 rsi: 0x0000000000c00000 rbp: 0x00007ffee312d230 rsp: 0x00007ffee312d090\n r8: 0x0000000000000211 r9: 0x00006000055d9f50 r10: 0x000000000000108c r11: 0x0000000000000001\n r12: 0x0000000000000000 r13: 0x0000000000000000 r14: 0x0000000000000000 r15: 0x0000108c00049800\n rip: 0x00007fff3cfe28b5 rfl: 0x0000000000010213 cr2: 0x0000000000000e2c\n \nLogical CPU: 4\nError Code: 0x00000004\nTrap Number: 14\n\n\nBinary Images:\n 0x10cad1000 - 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0x7fff5b601fff com.apple.dt.XCTTargetBootstrap (1.0 - 14490.66) <7AE3457F-AF40-3508-93FB-1D9E31EB1C9D> /System/Library/PrivateFrameworks/XCTTargetBootstrap.framework/Versions/A/XCTTargetBootstrap\n 0x7fff5ba02000 - 0x7fff5ba04ffb com.apple.loginsupport (1.0 - 1) <3F8D6334-BCD6-36C1-BA20-CC8503A84375> /System/Library/PrivateFrameworks/login.framework/Versions/A/Frameworks/loginsupport.framework/Versions/A/loginsupport\n 0x7fff5ba05000 - 0x7fff5ba1afff com.apple.login (3.0 - 3.0) <E168F05D-A5DF-3848-8686-DF5015EA4BA4> /System/Library/PrivateFrameworks/login.framework/Versions/A/login\n 0x7fff5bcce000 - 0x7fff5bd02fff libCRFSuite.dylib (41.15.4) <406DAC06-0C77-3F90-878B-4D38F11F0256> /usr/lib/libCRFSuite.dylib\n 0x7fff5bd05000 - 0x7fff5bd0fff7 libChineseTokenizer.dylib (28.15.3) <9B7F6109-3A5D-3641-9A7E-31D2239D73EE> /usr/lib/libChineseTokenizer.dylib\n 0x7fff5bd9d000 - 0x7fff5bd9effb libDiagnosticMessagesClient.dylib (107) <A14D0819-0970-34CD-8680-80E4D7FE8C2C> /usr/lib/libDiagnosticMessagesClient.dylib\n 0x7fff5bdd5000 - 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0x7fff5e31affb libresolv.9.dylib (65.200.3) <1FB0982D-84D9-36E0-B3D8-C808891EFF50> /usr/lib/libresolv.9.dylib\n 0x7fff5e36b000 - 0x7fff5e36cff7 libspindump.dylib (267.3) <A584E403-8C95-3841-9C16-E22664A5A63F> /usr/lib/libspindump.dylib\n 0x7fff5e36d000 - 0x7fff5e54afff libsqlite3.dylib (274.26) <6404BA3B-BCA4-301F-B2FE-8776105A2AA3> /usr/lib/libsqlite3.dylib\n 0x7fff5e763000 - 0x7fff5e766ff7 libutil.dylib (51.200.4) <CE9B18C9-66ED-32D4-9D29-01F8FCB467B0> /usr/lib/libutil.dylib\n 0x7fff5e767000 - 0x7fff5e774fff libxar.1.dylib (417.1) <39CCF46B-C81A-34B1-92A1-58C4E5DA846E> /usr/lib/libxar.1.dylib\n 0x7fff5e779000 - 0x7fff5e85cfff libxml2.2.dylib (32.19) <E07AB10E-E2E6-33F2-8550-C24A0EB8FEAC> /usr/lib/libxml2.2.dylib\n 0x7fff5e85d000 - 0x7fff5e885ff3 libxslt.1.dylib (16.7.1) <4A5CB7D5-50F8-36BF-8A80-D526C57EB5D9> /usr/lib/libxslt.1.dylib\n 0x7fff5e886000 - 0x7fff5e898ff7 libz.1.dylib (70.200.4) <B048FC1F-058F-3A08-A1FE-81D5308CB3E6> /usr/lib/libz.1.dylib\n 0x7fff5f07c000 - 0x7fff5f080ff3 libcache.dylib (81) <1987D1E1-DB11-3291-B12A-EBD55848E02D> /usr/lib/system/libcache.dylib\n 0x7fff5f081000 - 0x7fff5f08bff3 libcommonCrypto.dylib (60118.250.2) <1765BB6E-6784-3653-B16B-CB839721DC9A> /usr/lib/system/libcommonCrypto.dylib\n 0x7fff5f08c000 - 0x7fff5f093ff7 libcompiler_rt.dylib (63.4) <5212BA7B-B7EA-37B4-AF6E-AC4F507EDFB8> /usr/lib/system/libcompiler_rt.dylib\n 0x7fff5f094000 - 0x7fff5f09dff7 libcopyfile.dylib (146.250.1) <98CD00CD-9B91-3B5C-A9DB-842638050FA8> /usr/lib/system/libcopyfile.dylib\n 0x7fff5f09e000 - 0x7fff5f122fc3 libcorecrypto.dylib (602.260.2) <01464D24-570C-3B83-9D18-467769E0FCDD> /usr/lib/system/libcorecrypto.dylib\n 0x7fff5f1a9000 - 0x7fff5f1e2ff7 libdispatch.dylib (1008.270.1) <97273678-E94C-3C8C-89F6-2E2020F4B43B> /usr/lib/system/libdispatch.dylib\n 0x7fff5f1e3000 - 0x7fff5f20fff7 libdyld.dylib (655.1.1) <002418CC-AD11-3D10-865B-015591D24E6C> /usr/lib/system/libdyld.dylib\n 0x7fff5f210000 - 0x7fff5f210ffb libkeymgr.dylib (30) <0D0F9CA2-8D5A-3273-8723-59987B5827F2> /usr/lib/system/libkeymgr.dylib\n 0x7fff5f211000 - 0x7fff5f21dff3 libkxld.dylib (4903.278.56) <A3FF22FA-4AD4-3FF3-9891-B34482DC8572> /usr/lib/system/libkxld.dylib\n 0x7fff5f21e000 - 0x7fff5f21eff7 liblaunch.dylib (1336.261.6) <1F0EEC6F-4D08-38E6-ACF9-6E44D328931F> /usr/lib/system/liblaunch.dylib\n 0x7fff5f21f000 - 0x7fff5f224fff libmacho.dylib (927.0.3) <A377D608-77AB-3F6E-90F0-B4F251A5C12F> /usr/lib/system/libmacho.dylib\n 0x7fff5f225000 - 0x7fff5f227ff7 libquarantine.dylib (86.270.1) <3F36A3D6-9606-3D90-B520-809BAEF981C3> /usr/lib/system/libquarantine.dylib\n 0x7fff5f228000 - 0x7fff5f229ff7 libremovefile.dylib (45.200.2) <9FBEB2FF-EEBE-31BC-BCFC-C71F8D0E99B6> /usr/lib/system/libremovefile.dylib\n 0x7fff5f22a000 - 0x7fff5f241ff3 libsystem_asl.dylib (356.200.4) <A62A7249-38B8-33FA-9875-F1852590796C> /usr/lib/system/libsystem_asl.dylib\n 0x7fff5f242000 - 0x7fff5f242ff7 libsystem_blocks.dylib (73) <A453E8EE-860D-3CED-B5DC-BE54E9DB4348> /usr/lib/system/libsystem_blocks.dylib\n 0x7fff5f243000 - 0x7fff5f2cafff libsystem_c.dylib (1272.250.1) <7EDACF78-2FA3-35B8-B051-D70475A35117> /usr/lib/system/libsystem_c.dylib\n 0x7fff5f2cb000 - 0x7fff5f2ceffb libsystem_configuration.dylib (963.270.3) <2B4A836D-68A4-33E6-8D48-CD4486B03387> /usr/lib/system/libsystem_configuration.dylib\n 0x7fff5f2cf000 - 0x7fff5f2d2ff7 libsystem_coreservices.dylib (66) <719F75A4-74C5-3BA6-A09E-0C5A3E5889D7> /usr/lib/system/libsystem_coreservices.dylib\n 0x7fff5f2d3000 - 0x7fff5f2d9fff libsystem_darwin.dylib (1272.250.1) <EC9B39A5-9592-3577-8997-7DC721D20D8C> /usr/lib/system/libsystem_darwin.dylib\n 0x7fff5f2da000 - 0x7fff5f2e0ffb libsystem_dnssd.dylib (878.270.3) <D5352ABD-0311-3327-8E64-93F29EB19BF1> /usr/lib/system/libsystem_dnssd.dylib\n 0x7fff5f2e1000 - 0x7fff5f32cffb libsystem_info.dylib (517.200.9) <D09D5AE0-2FDC-3A6D-93EC-729F931B1457> /usr/lib/system/libsystem_info.dylib\n 0x7fff5f32d000 - 0x7fff5f355ff7 libsystem_kernel.dylib (4903.278.56) <5B0F1BF0-E2F4-3753-87B6-6F91C594F59E> /usr/lib/system/libsystem_kernel.dylib\n 0x7fff5f356000 - 0x7fff5f3a1ff7 libsystem_m.dylib (3158.200.7) <F19B6DB7-014F-3820-831F-389CCDA06EF6> /usr/lib/system/libsystem_m.dylib\n 0x7fff5f3a2000 - 0x7fff5f3ccfff libsystem_malloc.dylib (166.270.1) <011F3AD0-8E6A-3A89-AE64-6E5F6840F30A> /usr/lib/system/libsystem_malloc.dylib\n 0x7fff5f3cd000 - 0x7fff5f3d7ff7 libsystem_networkextension.dylib (767.250.2) <FF06F13A-AEFE-3A27-A073-910EF78AEA36> /usr/lib/system/libsystem_networkextension.dylib\n 0x7fff5f3d8000 - 0x7fff5f3dffff libsystem_notify.dylib (172.200.21) <145B5CFC-CF73-33CE-BD3D-E8DDE268FFDE> /usr/lib/system/libsystem_notify.dylib\n 0x7fff5f3e0000 - 0x7fff5f3e9fef libsystem_platform.dylib (177.270.1) <9D1FE5E4-EB7D-3B3F-A8D1-A96D9CF1348C> /usr/lib/system/libsystem_platform.dylib\n 0x7fff5f3ea000 - 0x7fff5f3f4ff7 libsystem_pthread.dylib (330.250.2) <2D5C08FF-484F-3D59-9132-CE1DCB3F76D7> /usr/lib/system/libsystem_pthread.dylib\n 0x7fff5f3f5000 - 0x7fff5f3f8ff7 libsystem_sandbox.dylib (851.270.5) <20D11F30-783F-3A56-9BD2-6CF38C049332> /usr/lib/system/libsystem_sandbox.dylib\n 0x7fff5f3f9000 - 0x7fff5f3fbff3 libsystem_secinit.dylib (30.260.2) <EF1EA47B-7B22-35E8-BD9B-F7003DCB96AE> /usr/lib/system/libsystem_secinit.dylib\n 0x7fff5f3fc000 - 0x7fff5f403ff3 libsystem_symptoms.dylib (820.267.2) <0DA60956-0403-3456-9D6A-11F2DB9E3819> /usr/lib/system/libsystem_symptoms.dylib\n 0x7fff5f404000 - 0x7fff5f419ff7 libsystem_trace.dylib (906.260.3) <5B6FAE61-EF5C-381F-B71B-9B6F6428FEE2> /usr/lib/system/libsystem_trace.dylib\n 0x7fff5f41b000 - 0x7fff5f420ffb libunwind.dylib (35.4) <24A97A67-F017-3CFC-B0D0-6BD0224B1336> /usr/lib/system/libunwind.dylib\n 0x7fff5f421000 - 0x7fff5f450fff libxpc.dylib (1336.261.6) <522FA3AF-D3B1-3283-8EF4-8B17CB237B65> /usr/lib/system/libxpc.dylib\n\nExternal Modification Summary:\n Calls made by other processes targeting this process:\n task_for_pid: 1047\n thread_create: 0\n thread_set_state: 0\n Calls made by this process:\n task_for_pid: 0\n thread_create: 0\n thread_set_state: 0\n Calls made by all processes on this machine:\n task_for_pid: 76643460\n thread_create: 0\n thread_set_state: 0\n\nVM Region Summary:\nReadOnly portion of Libraries: Total=750.3M resident=0K(0%) swapped_out_or_unallocated=750.3M(100%)\nWritable regions: Total=1.9G written=0K(0%) resident=0K(0%) swapped_out=0K(0%) unallocated=1.9G(100%)\n \n VIRTUAL REGION \nREGION TYPE SIZE COUNT (non-coalesced) \n=========== ======= ======= \nAccelerate framework 512K 3 \nActivity Tracing 256K 1 \nCG backing stores 1320K 2 \nCG image 380K 11 \nCoreAnimation 328K 10 \nCoreGraphics 8K 1 \nCoreImage 32K 4 \nCoreUI image data 704K 8 \nCoreUI image file 540K 5 \nFoundation 4K 1 \nImage IO 256K 1 \nKernel Alloc Once 8K 1 \nMALLOC 868.0M 567 \nMALLOC guard page 32K 7 \nMALLOC_LARGE (reserved) 128K 1 reserved VM address space (unallocated)\nMALLOC_NANO (reserved) 384.0M 1 reserved VM address space (unallocated)\nMemory Tag 242 12K 1 \nMemory Tag 249 192K 2 \nOpenGL GLSL 256K 3 \nSTACK GUARD 92K 23 \nStack 36.7M 23 \nVM_ALLOCATE 524.9M 572 \nVM_ALLOCATE (reserved) 128.0M 2 reserved VM address space (unallocated)\n__DATA 120.0M 333 \n__DATA_CONST 20K 1 \n__FONT_DATA 4K 1 \n__GLSLBUILTINS 5176K 1 \n__LINKEDIT 283.5M 85 \n__TEXT 467.0M 320 \n__UNICODE 564K 1 \nmapped file 79.5M 26 \nshared memory 4276K 12 \n=========== ======= ======= \nTOTAL 2.8G 2030 \nTOTAL, minus reserved VM space 2.3G 2030 \n\nModel: MacBookPro13,3, BootROM 429.80.1.0.0, 4 processors, Intel Core i7, 2,9 GHz, 16 GB, SMC 2.38f7\nGraphics: kHW_AMDRadeonPro460Item, AMD Radeon Pro 460, spdisplays_pcie_device, 4 GB\nGraphics: kHW_IntelHDGraphics530Item, Intel HD Graphics 530, spdisplays_builtin\nMemory Module: BANK 0/DIMM0, 8 GB, LPDDR3, 2133 MHz, 0x802C, 0x4D5435324C31473332443450472D30393320\nMemory Module: BANK 1/DIMM0, 8 GB, LPDDR3, 2133 MHz, 0x802C, 0x4D5435324C31473332443450472D30393320\nAirPort: spairport_wireless_card_type_airport_extreme (0x14E4, 0x15A), Broadcom BCM43xx 1.0 (7.77.61.3 AirPortDriverBrcmNIC-1305.11)\nBluetooth: Version 6.0.14d12, 3 services, 27 devices, 1 incoming serial ports\nNetwork Service: Wi-Fi, AirPort, en0\nUSB Device: USB 3.0 Bus\nUSB Device: Wacom Wireless Receiver\nUSB Device: iBridge\nThunderbolt Bus: MacBook Pro, Apple Inc., 41.1\nThunderbolt Bus: MacBook Pro, Apple Inc., 41.1\n```\n\nCrash Log 2:\n```lines=25\nProcess: Blender [4923]\nPath: /Applications/Blender.app/Contents/MacOS/Blender\nIdentifier: org.blenderfoundation.blender\nVersion: 2.92.0 (2.92.0 2021-02-25)\nCode Type: X86-64 (Native)\nParent Process: ??? [1]\nResponsible: Blender [4923]\nUser ID: 501\n\nDate/Time: 2021-03-14 13:37:52.807 +0100\nOS Version: macOS 11.2.3 (20D91)\nReport Version: 12\nBridge OS Version: 5.2 (18P4347)\nAnonymous UUID: B5FE06B1-F2A1-95FF-0593-1738C46F37D4\n\nSleep/Wake UUID: CBAA4D96-6C0A-4683-B5C6-D788FF799225\n\nTime Awake Since Boot: 65000 seconds\nTime Since Wake: 5700 seconds\n\nSystem Integrity Protection: enabled\n\nCrashed Thread: 0 Dispatch queue: com.apple.main-thread\n\nException Type: EXC_BAD_ACCESS (SIGSEGV)\nException Codes: KERN_INVALID_ADDRESS at 0x0000000000000024\nException Note: EXC_CORPSE_NOTIFY\n\nTermination Signal: Segmentation fault: 11\nTermination Reason: Namespace SIGNAL, Code 0xb\nTerminating Process: exc handler [4923]\n\nVM Regions Near 0x24:\n--> \n __TEXT 10016f000-10ab5b000 [169.9M] r-x/r-x SM=COW /Applications/Blender.app/Contents/MacOS/Blender\n\nThread 0 Crashed:: Dispatch queue: com.apple.main-thread\n0 GLEngine \t0x00007fff6cc64690 gleRunVertexSubmitImmediate + 5632\n1 GLEngine \t0x00007fff6cbeb197 glDrawElementsInstancedBaseVertex_GL3Exec + 807\n2 libGL.dylib \t0x00007fff6cb323cf glDrawElementsInstancedBaseVertex + 45\n3 org.blenderfoundation.blender \t0x0000000100808ec5 draw_call_single_do + 469\n4 org.blenderfoundation.blender \t0x000000010080864c drw_draw_pass_ex + 1692\n5 org.blenderfoundation.blender \t0x0000000100807f9f DRW_draw_pass + 31\n6 org.blenderfoundation.blender \t0x0000000100832048 workbench_draw_sample + 344\n7 org.blenderfoundation.blender \t0x000000010083229c workbench_draw_scene + 76\n8 org.blenderfoundation.blender \t0x00000001007ff33a drw_engines_draw_scene + 186\n9 org.blenderfoundation.blender \t0x00000001007fde5d DRW_draw_render_loop_ex + 1565\n10 org.blenderfoundation.blender \t0x00000001007ff5db DRW_draw_render_loop_offscreen + 155\n11 org.blenderfoundation.blender \t0x000000010111d058 ED_view3d_draw_offscreen + 808\n12 org.blenderfoundation.blender \t0x000000010111d834 ED_view3d_draw_offscreen_imbuf + 692\n13 org.blenderfoundation.blender \t0x000000010111db64 ED_view3d_draw_offscreen_imbuf_simple + 628\n14 org.blenderfoundation.blender \t0x00000001006e6876 wm_save_as_mainfile_exec + 1974\n15 org.blenderfoundation.blender \t0x00000001006e6cb1 wm_save_mainfile_invoke + 289\n16 org.blenderfoundation.blender \t0x00000001006e0bd9 wm_operator_invoke + 521\n17 org.blenderfoundation.blender \t0x00000001006e216c wm_handler_operator_call + 636\n18 org.blenderfoundation.blender \t0x00000001006e1836 wm_handlers_do_intern + 1782\n19 org.blenderfoundation.blender \t0x00000001006dcdbf wm_handlers_do + 31\n20 org.blenderfoundation.blender \t0x00000001006dca1d wm_event_do_handlers + 3373\n21 org.blenderfoundation.blender \t0x00000001006d5360 WM_main + 32\n22 org.blenderfoundation.blender \t0x00000001002b3b8b main + 907\n23 libdyld.dylib \t0x00007fff203ca621 start + 1\n\nThread 1:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 2:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 3:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 4:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 5:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 6:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 7:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 8:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 9:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 10:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 11:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 12:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 13:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 14:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 15:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 16:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 17:: AMCP Logging Spool\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 com.apple.audio.caulk \t0x00007fff284ad92a caulk::mach::semaphore::wait_or_error() + 16\n2 com.apple.audio.caulk \t0x00007fff2849a6e6 caulk::semaphore::timed_wait(double) + 110\n3 com.apple.audio.caulk \t0x00007fff2849a634 caulk::concurrent::details::worker_thread::run() + 30\n4 com.apple.audio.caulk \t0x00007fff2849a3c0 void* caulk::thread_proxy<std::__1::tuple<caulk::thread::attributes, void (caulk::concurrent::details::worker_thread::*)(), std::__1::tuple<caulk::concurrent::details::worker_thread*> > >(void*) + 45\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 18:: com.apple.audio.IOThread.client\n0 libsystem_kernel.dylib \t0x00007fff2037ae7e mach_msg_trap + 10\n1 libsystem_kernel.dylib \t0x00007fff2037b1f0 mach_msg + 60\n2 com.apple.audio.CoreAudio \t0x00007fff21e9edd5 HALB_MachPort::SendSimpleMessageWithSimpleReply(unsigned int, unsigned int, int, int&, bool, unsigned int) + 111\n3 com.apple.audio.CoreAudio \t0x00007fff21d3a467 invocation function for block in HALC_ProxyIOContext::HALC_ProxyIOContext(unsigned int, unsigned int) + 3435\n4 com.apple.audio.CoreAudio \t0x00007fff21eddf2a HALB_IOThread::Entry(void*) + 72\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 19:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 20:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 21:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 22:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 23:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 24:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 25:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 26:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 27:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 28:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 29:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 30:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 31:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 32:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 33:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 34:: com.apple.NSEventThread\n0 libsystem_kernel.dylib \t0x00007fff2037ae7e mach_msg_trap + 10\n1 libsystem_kernel.dylib \t0x00007fff2037b1f0 mach_msg + 60\n2 com.apple.CoreFoundation \t0x00007fff204a7bf7 __CFRunLoopServiceMachPort + 316\n3 com.apple.CoreFoundation \t0x00007fff204a62ca __CFRunLoopRun + 1315\n4 com.apple.CoreFoundation \t0x00007fff204a56ce CFRunLoopRunSpecific + 563\n5 com.apple.AppKit \t0x00007fff22e4b7c6 _NSEventThread + 124\n6 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n7 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 35:: Dispatch queue: com.apple.opengl.cvmDoWork\n0 libsystem_kernel.dylib \t0x00007fff2037ae7e mach_msg_trap + 10\n1 libsystem_kernel.dylib \t0x00007fff2037b1f0 mach_msg + 60\n2 libdispatch.dylib \t0x00007fff2021a776 _dispatch_mach_send_and_wait_for_reply + 518\n3 libdispatch.dylib \t0x00007fff2021ab6e dispatch_mach_send_with_result_and_wait_for_reply + 50\n4 libxpc.dylib \t0x00007fff200f11ac xpc_connection_send_message_with_reply_sync + 238\n5 libCoreVMClient.dylib \t0x00007fff6c90670a cvms_element_build_and_get_internal + 229\n6 libCoreVMClient.dylib \t0x00007fff6c90660e cvms_element_build_from_source + 169\n7 libCVMSPluginSupport.dylib \t0x00007fff6c91bf14 cvm_deferred_build_modular(void*) + 422\n8 libdispatch.dylib \t0x00007fff202047c7 _dispatch_client_callout + 8\n9 libdispatch.dylib \t0x00007fff2020a5fe _dispatch_lane_serial_drain + 606\n10 libdispatch.dylib \t0x00007fff2020b0cb _dispatch_lane_invoke + 375\n11 libdispatch.dylib \t0x00007fff20214c5d _dispatch_workloop_worker_thread + 819\n12 libsystem_pthread.dylib \t0x00007fff203ac499 _pthread_wqthread + 314\n13 libsystem_pthread.dylib \t0x00007fff203ab467 start_wqthread + 15\n\nThread 36:\n0 libsystem_pthread.dylib \t0x00007fff203ab458 start_wqthread + 0\n\nThread 37:\n0 libsystem_pthread.dylib \t0x00007fff203ab458 start_wqthread + 0\n\nThread 38:\n0 libsystem_pthread.dylib \t0x00007fff203ab458 start_wqthread + 0\n\nThread 39:\n0 libsystem_pthread.dylib \t0x00007fff203ab458 start_wqthread + 0\n\nThread 40:\n0 libsystem_pthread.dylib \t0x00007fff203ab458 start_wqthread + 0\n\nThread 0 crashed with X86 Thread State (64-bit):\n rax: 0x0000000000000024 rbx: 0x00000c3300041000 rcx: 0x00007fff6cc64690 rdx: 0x00007fff6cc65ae8\n rdi: 0x0000000000000006 rsi: 0x0000000000000000 rbp: 0x00007ffeefa8dce0 rsp: 0x00007ffeefa8db50\n r8: 0x0000000000000001 r9: 0x0000600003844bf0 r10: 0x0000000000000001 r11: 0x0000000186600082\n r12: 0x0000000000000000 r13: 0x0000000000000003 r14: 0x0000000000000000 r15: 0x00000c3300041000\n rip: 0x00007fff6cc64690 rfl: 0x0000000000010217 cr2: 0x0000000000000024\n \nLogical CPU: 0\nError Code: 0x00000004 (no mapping for user data read)\nTrap Number: 14\n\nThread 0 instruction stream:\n ff 48 8b 8d 28 ff ff ff-48 8b 44 01 08 e9 b6 f7 .H..(...H.D.....\n ff ff 85 d2 0f 84 84 00-00 00 49 89 fd be 00 00 ..........I.....\n 80 38 66 2e 0f 1f 84 00-00 00 00 00 0f 1f 40 00 .8f...........@.\n 89 d7 8d 14 3f 81 c6 00-00 80 ff f7 c7 00 02 00 ....?...........\n 00 74 ed 81 e2 fe 03 00-00 4c 89 ef 4c 8b ad 08 .t.......L..L...\n ff ff ff eb 4d c1 e6 0d-81 c6 00 00 00 38 eb 42 ....M........8.B\n [8b]08 89 8d 30 ff ff ff-8b 48 04 89 8d 34 ff ff ....0....H...4..\t<==\n ff e9 bc f9 ff ff 8b 08-89 8d 30 ff ff ff 8b 48 ..........0....H\n 04 89 8d 34 ff ff ff 8b-48 08 89 8d 38 ff ff ff ...4....H...8...\n 8b 40 0c 89 85 3c ff ff-ff e9 42 05 00 00 31 f6 .@...<....B...1.\n 31 d2 c1 e2 0d 09 f2 09-ca 89 95 30 ff ff ff 41 1..........0...A\n 83 fd 02 0f 82 e0 03 00-00 0f b7 70 02 89 f1 c1 ...........p....\n \nThread 0 last branch register state not available.\n\n\nBinary Images:\n 0x10016f000 - 0x10ab5afff +org.blenderfoundation.blender (2.92.0 - 2.92.0 2021-02-25) <F92572D3-A6D1-3A9C-9F23-72D19FC8242A> /Applications/Blender.app/Contents/MacOS/Blender\n 0x11191c000 - 0x111988fff +libomp.dylib (0) <535E76BC-1650-3651-9C62-97A995647107> /Applications/Blender.app/Contents/Resources/lib/libomp.dylib\n 0x1186b5000 - 0x118818fff com.apple.audio.units.Components (1.14 - 1.14) <8C3B07AD-A96B-383A-94DC-902CCE4CD511> /System/Library/Components/CoreAudio.component/Contents/MacOS/CoreAudio\n 0x11886d000 - 0x11887cfff libobjc-trampolines.dylib (818.2) <29187EF9-2BD6-3ABF-8088-DE708721B612> /usr/lib/libobjc-trampolines.dylib\n 0x118c6b000 - 0x118d06fff dyld (832.7.3) <0D4EA85F-7E30-338B-9215-314A5A5539B6> /usr/lib/dyld\n 0x118d83000 - 0x119332fff 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<04A917FB-DBFB-3432-BA4C-5B860990A420> /System/Library/Frameworks/CFNetwork.framework/Versions/A/CFNetwork\n 0x7fff24b8b000 - 0x7fff24b99fff libsystem_networkextension.dylib (1295.80.3) <5213D866-7D0E-3FD9-8E1A-03C0E39CEC44> /usr/lib/system/libsystem_networkextension.dylib\n 0x7fff24b9a000 - 0x7fff24b9afff libenergytrace.dylib (22) <33A9FBF3-A2D3-3ECE-9370-B0ADDE3896DE> /usr/lib/libenergytrace.dylib\n 0x7fff24b9b000 - 0x7fff24bf6fff libMobileGestalt.dylib (978.80.1) <C4C7A5DC-C3AD-374D-902A-B6DED14FBB67> /usr/lib/libMobileGestalt.dylib\n 0x7fff24bf7000 - 0x7fff24c0dfff libsystem_asl.dylib (385) <5B48071E-85EB-33B0-AE9B-127AEB398AEC> /usr/lib/system/libsystem_asl.dylib\n 0x7fff24c0e000 - 0x7fff24c25fff com.apple.TCC (1.0 - 1) <2F48471B-68F3-3017-8B18-BEDD4ED5853F> /System/Library/PrivateFrameworks/TCC.framework/Versions/A/TCC\n 0x7fff24c26000 - 0x7fff24f8cfff com.apple.SkyLight (1.600.0 - 570.7) <8034EAA7-787C-3A3E-A301-FF90376F247D> 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<E3D118A5-7A62-3893-ADAC-E0A9F45314C9> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/Ink.framework/Versions/A/Ink\n 0x7fff364a6000 - 0x7fff364a9fff com.apple.CommonPanels (1.2.6 - 101) <F46676FA-60F3-30CC-BF48-F5BB6E66E576> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/CommonPanels.framework/Versions/A/CommonPanels\n 0x7fff364aa000 - 0x7fff364b1fff com.apple.ImageCapture (1708.1 - 1708.1) <AC709D2F-7C16-3645-BB20-19DD1414E210> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/ImageCapture.framework/Versions/A/ImageCapture\n 0x7fff3949f000 - 0x7fff394a2fff com.apple.OSAServicesClient (1.0 - 1) <201350F5-56C4-3342-AD10-4BE20772C52B> /System/Library/PrivateFrameworks/OSAServicesClient.framework/Versions/A/OSAServicesClient\n 0x7fff3c090000 - 0x7fff3c24bfff libFosl_dynamic.dylib (200) <83EE0261-E5F6-3607-8897-B03B2B954B15> /usr/lib/libFosl_dynamic.dylib\n 0x7fff3d1a8000 - 0x7fff3d1abfff com.apple.print.framework.Print (15 - 271) <F3F40AFD-1743-34E6-8BD3-6A577E3BD590> /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/Print.framework/Versions/A/Print\n 0x7fff3d1ac000 - 0x7fff3d1affff com.apple.Carbon (160 - 164) <7395C7E9-AE3B-3547-8773-4F3A70B241AA> /System/Library/Frameworks/Carbon.framework/Versions/A/Carbon\n 0x7fff3d434000 - 0x7fff3d453fff com.apple.private.SystemPolicy (1.0 - 1) <29F5E3FE-CF12-3242-9FD3-4950DA38E4D0> /System/Library/PrivateFrameworks/SystemPolicy.framework/Versions/A/SystemPolicy\n 0x7fff3d600000 - 0x7fff3d61dfff com.apple.sidecar-core (1.0 - 228) <78195DB7-D409-3B46-B8C8-3B70538D3CDC> /System/Library/PrivateFrameworks/SidecarCore.framework/Versions/A/SidecarCore\n 0x7fff3dd7d000 - 0x7fff3dd88fff com.apple.MallocStackLogging (1.0 - 1) <507894FA-6738-372B-9A10-C38AFC9DA079> /System/Library/PrivateFrameworks/MallocStackLogging.framework/Versions/A/MallocStackLogging\n 0x7fff3dd9e000 - 0x7fff3ddb0fff libmis.dylib (274.60.2) <6C720DC2-E50E-3A8D-8494-F8C007DF8DF4> /usr/lib/libmis.dylib\n 0x7fff3ddb1000 - 0x7fff3ddb4fff com.apple.gpusw.GPURawCounter (17.3 - 12.0) <070CF9B7-EE89-39F3-B0F6-26D4974AD3A8> /System/Library/PrivateFrameworks/GPURawCounter.framework/Versions/A/GPURawCounter\n 0x7fff3e2c0000 - 0x7fff3e2d1fff com.apple.sidecar-ui (1.0 - 228) <E0B4A84C-7E8D-338B-8269-DAA5AE1ED094> /System/Library/PrivateFrameworks/SidecarUI.framework/Versions/A/SidecarUI\n 0x7fff4153a000 - 0x7fff41569fff libncurses.5.4.dylib (57) <CAD79205-84C0-3731-AED8-EDEF51ACC872> /usr/lib/libncurses.5.4.dylib\n 0x7fff4156a000 - 0x7fff41573fff com.apple.IOAccelMemoryInfo (1.0 - 1) <544B95BE-810E-3D94-AEB1-D5C117D946D7> /System/Library/PrivateFrameworks/IOAccelMemoryInfo.framework/Versions/A/IOAccelMemoryInfo\n 0x7fff419aa000 - 0x7fff419c8fff libCGInterfaces.dylib (544.2) <2BC461CE-B7FA-33F3-A36B-64F54FB371B5> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vImage.framework/Versions/A/Libraries/libCGInterfaces.dylib\n 0x7fff43fb8000 - 0x7fff44231fff com.apple.RawCamera.bundle (9.10.0 - 1430) <3E7403EB-156C-36C7-93AD-1356447D5310> /System/Library/CoreServices/RawCamera.bundle/Contents/MacOS/RawCamera\n 0x7fff46cb9000 - 0x7fff46cc4fff libGPUSupportMercury.dylib (18.1.1) <1321060E-8F56-3917-8F4D-510A4DB45798> /System/Library/PrivateFrameworks/GPUSupport.framework/Versions/A/Libraries/libGPUSupportMercury.dylib\n 0x7fff48327000 - 0x7fff48376fff com.apple.osanalytics.OSAnalytics (1.0 - 1) <CADD88A2-87A8-3879-8759-D3C112A6844F> /System/Library/PrivateFrameworks/OSAnalytics.framework/Versions/A/OSAnalytics\n 0x7fff4c3d2000 - 0x7fff4c3d5fff com.apple.FinderSyncPriv (1.3 - 1350.2.10) <121C1E64-B0BE-389F-A35D-DD44D84129E8> /System/Library/PrivateFrameworks/FinderSyncPriv.framework/Versions/A/FinderSyncPriv\n 0x7fff522ff000 - 0x7fff52391fff com.apple.Symbolication (12.2 - 64541.7.1) <FA39B702-6E08-3F11-953F-5EC1EFB993BB> /System/Library/PrivateFrameworks/Symbolication.framework/Versions/A/Symbolication\n 0x7fff564d5000 - 0x7fff564d8fff com.apple.ForceFeedback (1.0.6 - 1.0.6) <8782199E-5556-3FB6-87E8-03472B480BAA> /System/Library/Frameworks/ForceFeedback.framework/Versions/A/ForceFeedback\n 0x7fff5eada000 - 0x7fff5ef6afff com.apple.driver.AppleIntelKBLGraphicsMTLDriver (16.1.12 - 16.0.1) <2B7EEE40-F4BD-32CD-B5A3-51F67B57AA69> /System/Library/Extensions/AppleIntelKBLGraphicsMTLDriver.bundle/Contents/MacOS/AppleIntelKBLGraphicsMTLDriver\n 0x7fff5ef6b000 - 0x7fff5f97efff libSC.dylib (4.2.15) <86667FD2-E9BB-39FE-82E9-7B1F0230A922> /System/Library/Extensions/AMDShared.bundle/Contents/PlugIns/libSC.dylib\n 0x7fff5fcc7000 - 0x7fff60caafff com.apple.driver.AppleIntelKBLGraphicsGLDriver (16.1.12 - 16.0.1) <7E0C9E81-E41B-3D24-AB0B-84295B61FADF> /System/Library/Extensions/AppleIntelKBLGraphicsGLDriver.bundle/Contents/MacOS/AppleIntelKBLGraphicsGLDriver\n 0x7fff6a490000 - 0x7fff6a494fff libmetal_timestamp.dylib (31001.161) <DF0A6F36-E486-3656-A6F2-9BA9A0CF2159> /System/Library/PrivateFrameworks/GPUCompiler.framework/Versions/31001/Libraries/libmetal_timestamp.dylib\n 0x7fff6c8fe000 - 0x7fff6c904fff libCoreFSCache.dylib (177.22) <44489BD1-3963-35DF-86F1-DE95778AC0DB> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libCoreFSCache.dylib\n 0x7fff6c905000 - 0x7fff6c909fff libCoreVMClient.dylib (177.22) <989F6CBF-CCEF-340D-9CB5-EC4133707040> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libCoreVMClient.dylib\n 0x7fff6c90a000 - 0x7fff6c919fff com.apple.opengl (18.1.1 - 18.1.1) <F70AF1B3-D17A-3A0E-A8AC-9D45C5B52BA9> /System/Library/Frameworks/OpenGL.framework/Versions/A/OpenGL\n 0x7fff6c91a000 - 0x7fff6c91cfff libCVMSPluginSupport.dylib (18.1.1) <AF77D964-9A4C-3690-AF62-4E05825DC9BF> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libCVMSPluginSupport.dylib\n 0x7fff6c91d000 - 0x7fff6c925fff libGFXShared.dylib (18.1.1) <45A1FFDC-03B7-3D64-AFAF-16D321B53D28> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGFXShared.dylib\n 0x7fff6c926000 - 0x7fff6c959fff libGLImage.dylib (18.1.1) <16D10CE1-C2A1-3E24-A617-766CB6E9133C> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLImage.dylib\n 0x7fff6c95a000 - 0x7fff6c996fff libGLU.dylib (18.1.1) <F0DD35B5-3692-3BE5-AD3D-4F6B237EF6AD> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLU.dylib\n 0x7fff6c997000 - 0x7fff6cb2bfff libGLProgrammability.dylib (18.1.1) <F8A8DACC-1932-3DEF-A269-396E4981B4D0> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLProgrammability.dylib\n 0x7fff6cb2c000 - 0x7fff6cb36fff libGL.dylib (18.1.1) <68ABAADE-2DB4-3412-9F36-CA1AEAC8E9F6> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGL.dylib\n 0x7fff6cb37000 - 0x7fff6ccb2fff GLEngine (18.1.1) <2C9F1F38-F0CA-3416-9A6E-C0E3F40C3AAC> /System/Library/Frameworks/OpenGL.framework/Versions/A/Resources/GLEngine.bundle/GLEngine\n 0x7fff6ccb3000 - 0x7fff6ccdcfff GLRendererFloat (18.1.1) <A66AB383-EE4C-325C-8115-78F2B3FFECC7> /System/Library/Frameworks/OpenGL.framework/Versions/A/Resources/GLRendererFloat.bundle/GLRendererFloat\n 0x7fff6df6d000 - 0x7fff6dfc5fff com.apple.opencl (4.5 - 4.5) <40B70A3B-D981-3E4A-9BEC-F22EF84118F5> /System/Library/Frameworks/OpenCL.framework/Versions/A/OpenCL\n 0x7fff6eee8000 - 0x7fff6ef37fff ATIRadeonX6000SCLib.dylib (4.2.15) <E3B416D3-3876-3218-A68F-A745B103F160> /System/Library/Extensions/AMDRadeonX6000GLDriver.bundle/Contents/MacOS/ATIRadeonX6000SCLib.dylib\n 0x7fff6f857000 - 0x7fff6f879fff com.apple.audio.OpenAL (1.8 - 1.8) <43D5D99A-39C3-30F3-BB9E-5B83EEA9DAFD> /System/Library/Frameworks/OpenAL.framework/Versions/A/OpenAL\n 0x7fff78132000 - 0x7fff78139fff libRosetta.dylib (203.30) <44C477D9-013F-3A6D-A9FE-68A89214E6A5> /usr/lib/libRosetta.dylib\n\nExternal Modification Summary:\n Calls made by other processes targeting this process:\n task_for_pid: 4\n thread_create: 0\n thread_set_state: 0\n Calls made by this process:\n task_for_pid: 0\n thread_create: 0\n thread_set_state: 0\n Calls made by all processes on this machine:\n task_for_pid: 55959\n thread_create: 0\n thread_set_state: 0\n\nVM Region Summary:\nReadOnly portion of Libraries: Total=1.0G resident=0K(0%) swapped_out_or_unallocated=1.0G(100%)\nWritable regions: Total=8.8G written=0K(0%) resident=0K(0%) swapped_out=0K(0%) unallocated=8.8G(100%)\n \n VIRTUAL REGION \nREGION TYPE SIZE COUNT (non-coalesced) \n=========== ======= ======= \nAccelerate framework 512K 4 \nActivity Tracing 256K 1 \nCG backing stores 3456K 6 \nCG image 1180K 10 \nCoreAnimation 84K 9 \nCoreGraphics 12K 2 \nCoreImage 4K 1 \nCoreServices 36K 1 \nCoreUI image data 904K 7 \nFoundation 16K 1 \nKernel Alloc Once 8K 1 \nMALLOC 6.8G 341 \nMALLOC guard page 48K 10 \nMALLOC_MEDIUM (reserved) 1.5G 16 reserved VM address space (unallocated)\nMALLOC_NANO (reserved) 384.0M 1 reserved VM address space (unallocated)\nOpenGL GLSL 256K 3 \nSTACK GUARD 164K 41 \nStack 73.8M 42 \nVM_ALLOCATE 92.1M 777 \n__CTF 759 1 \n__DATA 89.4M 371 \n__DATA_CONST 17.6M 215 \n__DATA_DIRTY 918K 116 \n__FONT_DATA 4K 1 \n__GLSLBUILTINS 5176K 1 \n__LINKEDIT 545.7M 25 \n__OBJC_RO 60.5M 1 \n__OBJC_RW 2449K 2 \n__TEXT 461.6M 370 \n__UNICODE 588K 1 \nmapped file 260.7M 39 \nshared memory 40K 4 \n=========== ======= ======= \nTOTAL 10.2G 2421 \nTOTAL, minus reserved VM space 8.3G 2421 \n\nModel: MacBookPro16,1, BootROM 1554.80.3.0.0 (iBridge: 18.16.14347.0.0,0), 8 processors, 8-Core Intel Core i9, 2,3 GHz, 32 GB, SMC \nGraphics: kHW_IntelUHDGraphics630Item, Intel UHD Graphics 630, spdisplays_builtin\nGraphics: kHW_AMDRadeonPro5500MItem, AMD Radeon Pro 5500M, spdisplays_pcie_device, 8 GB\nMemory Module: BANK 0/ChannelA-DIMM0, 16 GB, DDR4, 2667 MHz, SK Hynix, -\nMemory Module: BANK 2/ChannelB-DIMM0, 16 GB, DDR4, 2667 MHz, SK Hynix, -\nAirPort: spairport_wireless_card_type_airport_extreme (0x14E4, 0x7BF), wl0: Sep 11 2020 17:01:15 version 9.30.440.2.32.5.61 FWID 01-1d69e4b4\nBluetooth: Version 8.0.3d9, 3 services, 25 devices, 1 incoming serial ports\nNetwork Service: Wi-Fi, AirPort, en0\nUSB Device: USB 3.1 Bus\nUSB Device: USB Receiver\nUSB Device: Apple T2 Bus\nUSB Device: Composite Device\nUSB Device: Touch Bar Backlight\nUSB Device: Touch Bar Display\nUSB Device: Apple Internal Keyboard / Trackpad\nUSB Device: Headset\nUSB Device: Ambient Light Sensor\nUSB Device: FaceTime HD Camera (Built-in)\nUSB Device: Apple T2 Controller\nThunderbolt Bus: MacBook Pro, Apple Inc., 63.5\nThunderbolt Bus: MacBook Pro, Apple Inc., 63.5\n```\n\n- Random\n", "Python API docs Error\n\nI'm not sure that it needs to be sent here\n\nThe Python API Docs contains an error - it says that blender as a python module need to be compiled independently. but this has not been the case for a long time\n\n![Screenshot_20230729_184115.png](attachment)\n\n", "Blender 3.5.1 + Mac + Metal + Crash\nOperating system: MONTEREY 12.6.3\nGraphics card: AMD Radeon Pro 5500 XT 8 GB\n\nBroken: Blender 3.5.1\nWorked: Blender 3.4.1\n\nBlender 3.4.1 will render a given scene with \"RENDER PROPERTIES\" -> \"DEVICE\" set to \"GPU COMPUTE\" in 1 min 58 sec\n\nBlender 3.5 and 3.5.1 will crash on the same scene set on \"RENDER PROPERTIES\" -> \"DEVICE\" set to \"GPU COMPUTE\" - \nIt has to be run with \"RENDER PROPERTIES\" -> \"DEVICE\" set to \"CP\" and now takes 5 min 53 sec.\n\nI have lost computing power with the latest versions.\n\nJust run the file with GPU BACKEND turned on and \"RENDER PROPERTIES\" -> \"DEVICE\" set to \"GPU COMPUTE\"\n\nI could not include the file as it is a project I am working on - if there is no other way to check up on this issue I will try to create another file that I can send\n\n", "Blender development todo list -- Scripting\n| Notes: |\n| -- |\n| - This is a direct dump of Scripting (without cherrypicking the [still] valid items)\n| - Changed the broken python documentation links |\n\n\n**Unstable or poorly tested**\n- [ ] BMesh operators currently use int's for enums that have undocumented values. blender/blender-addons#34914\n\nFixes that still need doing.\n**Internal API Problems**\n- [ ] Class registration needs to be reworked. as well as some internal bugs fixed.\n- [ ] RNA api has a bug where 'raw_type' defaults to INT but is not set for MFace verts in makesrna.\n- [ ] ID data returned from functions is not included unless the type is an ID itself.Returning a mesh will work but not a meshes face for eg. See bpy_rna.c - /- [ ] XXX this is missing the ID part! []/\n- [ ] Dynamic enums currently refer to invalid memory when accessed from python, we need a way for python to hold the memory until its done with the dynamic enum.\n\n**Low Priority Py API**\n- [ ] Re-Registering classes leaks memory, would be good to resolve this. (see comments in bpy_rna.c)\n- [ ] 'Safe Mode' - where writes to invalid memory are detected.\n- [ ] Implement import hooks rather than replacing import/reload pep-0302/\n\n### Python/RNA API Design TODO\n- [ ] Add a way to cancel running scripts from the user interface, with no console this becomes very problematic (Esc --> KeyboardInterrupt for example).\n- [ ] Currently there is no way to write packed images from blend files, support for this should be added to exporters. eg: image.pack_write(\"somepath.png\")\n- [ ] Addressing operators/panels/menus, should we translate all names fromSOME_MT_menu --> some.menu, ONE_PT_panel --> one.panel ? would mean the UI code could reference them by this more pythonic syntax.\n- [ ] need to decide how 2.4x api's will fit in with new apis. PyNodes, PyConstraints.\n- [ ] convenience function to get selected verts/edges/faces to prevent expensive iteration over meshes. Something like: me.verts.selected\n- [ ] Design a method to allow custom UIs to filter properties/options. Useful for Blender GE too (example: which constraints are supported (#26804). Complex matter for which rna needs to be extended?\n- [ ] Zero bytes are not supported in RNA byte string types, see blender/blender-addons#32581\n- [ ] Better python API and undo stack integration, see #38386\n\n**Inconsistencies**\n- [ ] bpy.ops.mode_set(...) has different mode-names than bpy.context.mode. E.g. TEXTURE_PAINT vs PAINT_TEXTURE''CoDEmanX:'' Getting mode from bpy.context.mode for mode_set() is inappropriate, use '''bpy.context.object.mode''' instead!\n- [ ] bpy.ops.object.move_to_layer() takes a boolean array of 20 elements (like in Blender GUI), but most functions require 32 elements. bpy.ops.object.add() for example.\n- [ ] bone.matrix returns a matrix, but requires a list when assigning to it. This also goes for some of the other matrix attributes of bone, editbone and posebone. [appears to be resolved as of 2.67?]\n- [ ] the term 'size' is used incorrectly in some cases, where it should be 'scale' instead. Review and correct: search.html?q=size&check_keywords=yes&area=default\n- [ ] keyframe_insert(), options for insert or replacing existing keyframes, threshold for detecting doubles see: bpy.types.bpy_struct.html#bpy.types.bpy_struct.keyframe_insert\n- [ ] The ID data block path returned by RNA_path_full_ID_py (rna_access.c) for node trees only works for node groups, which are stored as true ID data blocks in bpy.data.node_groups. For material/compo/texture nodes which are part of Material/Scene/Texture respectively the function can not determine the correct path. Best solution would be to get rid of nested ID data blocks altogether blender/blender-addons#35720\n\n### Python RNA access\n- [ ] Remove mesh vertices / edges / polygons (without bmesh module)\n- [ ] Shorthand for active vertex / active edge (bmesh module)\n- [ ] Active vertex / edge index for meshes (like Mesh.polygons.active)\n- [ ] Remove Shape Key\n- [ ] Remove Curve Points\n- [ ] Particle edit mode\n- [ ] Start/stop the physics sim\n- [ ] Sculpt mask custom data\n- [ ] Add / remove rigid body + constraints + world\n- [ ] Add / remove transform orientation\n- [ ] Add / remove Text curve object Textboxes\n- [ ] Add / remove Particle Systems\n- [ ] Sequencer, ability to load and images blender/blender-addons#40663\n- [ ] Pixels and resolution are not available with multilayer EXR or Render Result images #53768\n\n### Python Console\n- [ ] Append to (and remove from?) SpaceConsole .history and .scrollback\n- [ ] input() is not supported #40592\n\n### General todo items\n- [ ] Operator redo (toolbar) could also change the last InfoWindow print of the python operator equivalent.\n- [ ] mathutil.geometry.intersect_point_quad_2d works inpredictable for non-concave or quads with singularity edges #30831\n- [ ] modules/rna_xml.py: BoolVectorProperty and CollectionProperty issue blender/blender-addons#32882\n- [ ] Drivers should be able to access '''self''' for bones and objects.\n- [ ] Add the ability to report() without an operator, internally use CTX_wm_reports(C), See: operator-report-outside-operators\n", "Blender sometimes crashes when loading a file with unregistered nodes\nOperating system: Windows 10 64 Bit\nGraphics card: Nvidia Geforce GTX 750 Ti\n\nBroken: 2.83.7 release\n\nSometimes when opening a file with unregistered custom nodes, Blender will crash with an `EXCEPTION_ACCESS_VIOLATION` error.\n\n**Stack trace from Visual Studio:**\n```\nblender.exe!node_free_node(bNodeTree * ntree, bNode * node) Zeile 2033\n\tunter C:\\blender-git\\blender\\source\\blender\\blenkernel\\intern\\node.c (2033)\nblender.exe!ntree_free_data(ID * id) Zeile 227\n\tunter C:\\blender-git\\blender\\source\\blender\\blenkernel\\intern\\node.c (227)\nblender.exe!BKE_libblock_free_datablock(ID * id, const int UNUSED_flag) Zeile 136\n\tunter C:\\blender-git\\blender\\source\\blender\\blenkernel\\intern\\lib_id_delete.c (136)\nblender.exe!DEG::deg_free_copy_on_write_datablock(ID * id_cow) Zeile 1073\n\tunter C:\\blender-git\\blender\\source\\blender\\depsgraph\\intern\\eval\\deg_eval_copy_on_write.cc (1073)\nblender.exe!DEG::deg_update_copy_on_write_datablock(const DEG::Depsgraph * depsgraph, const DEG::IDNode * id_node) Zeile 952\n\tunter C:\\blender-git\\blender\\source\\blender\\depsgraph\\intern\\eval\\deg_eval_copy_on_write.cc (952)\nblender.exe!DEG::deg_evaluate_copy_on_write(Depsgraph * graph, const DEG::IDNode * id_node) Zeile 1088\n\tunter C:\\blender-git\\blender\\source\\blender\\depsgraph\\intern\\eval\\deg_eval_copy_on_write.cc (1088)\nblender.exe!std::invoke<void (__cdecl*&)(Depsgraph *,DEG::IDNode const *),Depsgraph *,DEG::IDNode * &>(void(*)(Depsgraph *, const DEG::IDNode *) & _Obj, Depsgraph * && _Arg1, DEG::IDNode * & <_Args2_0>) Zeile 1626\n\tunter A:\\Programs\\Microsoft Visual Studio\\2019\\Community\\VC\\Tools\\MSVC\\14.27.29110\\include\\type_traits (1626)\nblender.exe!std::_Invoker_ret<std::_Unforced,0>::_Call<void (__cdecl*&)(Depsgraph *,DEG::IDNode const *),Depsgraph *,DEG::IDNode * &>(void(*)(Depsgraph *, const DEG::IDNode *) & <_Vals_0>, Depsgraph * && <_Vals_1>, DEG::IDNode * & <_Vals_2>) Zeile 1658\n\tunter A:\\Programs\\Microsoft Visual Studio\\2019\\Community\\VC\\Tools\\MSVC\\14.27.29110\\include\\type_traits (1658)\nblender.exe!std::_Call_binder<std::_Unforced,0,1,void (__cdecl*)(Depsgraph *,DEG::IDNode const *),std::tuple<std::_Ph<1>,DEG::IDNode *>,std::tuple<Depsgraph * &&>>(std::_Invoker_ret<std::_Unforced,0> __formal, std::integer_sequence<unsigned __int64,0,1> __formal, void(*)(Depsgraph *, const DEG::IDNode *) & _Obj, std::tuple<std::_Ph<1>,DEG::IDNode *> & _Tpl, std::tuple<Depsgraph * &&> && _Ut) Zeile 1388\n\tunter A:\\Programs\\Microsoft Visual Studio\\2019\\Community\\VC\\Tools\\MSVC\\14.27.29110\\include\\functional (1388)\nblender.exe!std::_Binder<std::_Unforced,void (__cdecl&)(Depsgraph *,DEG::IDNode const *),std::_Ph<1> const &,DEG::IDNode * &>::operator()<Depsgraph *>(Depsgraph * && <_Unbargs_0>) Zeile 1427\n\tunter A:\\Programs\\Microsoft Visual Studio\\2019\\Community\\VC\\Tools\\MSVC\\14.27.29110\\include\\functional (1427)\nblender.exe!std::invoke<std::_Binder<std::_Unforced,void (__cdecl&)(Depsgraph *,DEG::IDNode const *),std::_Ph<1> const &,DEG::IDNode * &> &,Depsgraph *>(std::_Binder<std::_Unforced,void (__cdecl&)(Depsgraph *,DEG::IDNode const *),std::_Ph<1> const &,DEG::IDNode * &> & _Obj, Depsgraph * && _Arg1) Zeile 1626\n\tunter A:\\Programs\\Microsoft Visual Studio\\2019\\Community\\VC\\Tools\\MSVC\\14.27.29110\\include\\type_traits (1626)\nblender.exe!std::_Invoker_ret<void,1>::_Call<std::_Binder<std::_Unforced,void (__cdecl&)(Depsgraph *,DEG::IDNode const *),std::_Ph<1> const &,DEG::IDNode * &> &,Depsgraph *>(std::_Binder<std::_Unforced,void (__cdecl&)(Depsgraph *,DEG::IDNode const *),std::_Ph<1> const &,DEG::IDNode * &> & <_Vals_0>, Depsgraph * && <_Vals_1>) Zeile 1641\n\tunter A:\\Programs\\Microsoft Visual Studio\\2019\\Community\\VC\\Tools\\MSVC\\14.27.29110\\include\\type_traits (1641)\nblender.exe!std::_Func_impl_no_alloc<std::_Binder<std::_Unforced,void (__cdecl&)(Depsgraph *,DEG::IDNode const *),std::_Ph<1> const &,DEG::IDNode * &>,void,Depsgraph *>::_Do_call(Depsgraph * && <_Args_0>) Zeile 904\n\tunter A:\\Programs\\Microsoft Visual Studio\\2019\\Community\\VC\\Tools\\MSVC\\14.27.29110\\include\\functional (904)\nblender.exe!std::_Func_class<void,Depsgraph *>::operator()(Depsgraph * <_Args_0>) Zeile 952\n\tunter A:\\Programs\\Microsoft Visual Studio\\2019\\Community\\VC\\Tools\\MSVC\\14.27.29110\\include\\functional (952)\nblender.exe!DEG::`anonymous namespace'::evaluate_node(const DEG::`anonymous-namespace'::DepsgraphEvalState * state, DEG::OperationNode * operation_node) Zeile 117\n\tunter C:\\blender-git\\blender\\source\\blender\\depsgraph\\intern\\eval\\deg_eval.cc (117)\nblender.exe!DEG::`anonymous namespace'::deg_task_run_func(TaskPool * pool, void * taskdata, int thread_id) Zeile 129\n\tunter C:\\blender-git\\blender\\source\\blender\\depsgraph\\intern\\eval\\deg_eval.cc (129)\nblender.exe!BLI_task_pool_work_and_wait(TaskPool * pool) Zeile 939\n\tunter C:\\blender-git\\blender\\source\\blender\\blenlib\\intern\\task_pool.cc (939)\nblender.exe!BLI_task_pool_work_wait_and_reset(TaskPool * pool) Zeile 970\n\tunter C:\\blender-git\\blender\\source\\blender\\blenlib\\intern\\task_pool.cc (970)\nblender.exe!DEG::deg_evaluate_on_refresh(DEG::Depsgraph * graph) Zeile 403\n\tunter C:\\blender-git\\blender\\source\\blender\\depsgraph\\intern\\eval\\deg_eval.cc (403)\nblender.exe!DEG_evaluate_on_refresh(Main * bmain, Depsgraph * graph) Zeile 65\n\tunter C:\\blender-git\\blender\\source\\blender\\depsgraph\\intern\\depsgraph_eval.cc (65)\nblender.exe!scene_graph_update_tagged(Depsgraph * depsgraph, Main * bmain, bool only_if_tagged) Zeile 1329\n\tunter C:\\blender-git\\blender\\source\\blender\\blenkernel\\intern\\scene.c (1329)\nblender.exe!BKE_scene_graph_update_tagged(Depsgraph * depsgraph, Main * bmain) Zeile 1367\n\tunter C:\\blender-git\\blender\\source\\blender\\blenkernel\\intern\\scene.c (1367)\nblender.exe!wm_event_do_depsgraph(bContext * C, bool is_after_open_file) Zeile 360\n\tunter C:\\blender-git\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.c (360)\nblender.exe!wm_event_do_refresh_wm_and_depsgraph(bContext * C) Zeile 387\n\tunter C:\\blender-git\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.c (387)\nblender.exe!wm_event_do_notifiers(bContext * C) Zeile 552\n\tunter C:\\blender-git\\blender\\source\\blender\\windowmanager\\intern\\wm_event_system.c (552)\nblender.exe!WM_main(bContext * C) Zeile 456\n\tunter C:\\blender-git\\blender\\source\\blender\\windowmanager\\intern\\wm.c (456)\nblender.exe!main(int argc, const unsigned char * * UNUSED_argv_c) Zeile 530\n\tunter C:\\blender-git\\blender\\source\\creator\\creator.c (530)\nblender.exe!invoke_main() Zeile 79\n\tunter D:\\agent\\_work\\9\\s\\src\\vctools\\crt\\vcstartup\\src\\startup\\exe_common.inl (79)\nblender.exe!__scrt_common_main_seh() Zeile 288\n\tunter D:\\agent\\_work\\9\\s\\src\\vctools\\crt\\vcstartup\\src\\startup\\exe_common.inl (288)\nblender.exe!__scrt_common_main() Zeile 331\n\tunter D:\\agent\\_work\\9\\s\\src\\vctools\\crt\\vcstartup\\src\\startup\\exe_common.inl (331)\nblender.exe!mainCRTStartup() Zeile 17\n\tunter D:\\agent\\_work\\9\\s\\src\\vctools\\crt\\vcstartup\\src\\startup\\exe_main.cpp (17)\nkernel32.dll!00007ffca1667bd4()\nntdll.dll!00007ffca1e0ce51()\n```\n\nThe exception in line 2033 of node.c says that there is an access violation when reading at position `0xFFFFFFFFFFFFFFFF`. `node->typeinfo` does exist (is not null), but `freefunc` (and actually most of the other attributes) point to `0xdddd...`. Because of that, I think that this bug might be caused by a similar issue as described in #72833.\n\nI'm not sure if a core dump helps you, it's quite large (1GB + another GB for the .pdb file) so if you need it I can look for a way to make it available to you. I'm not a C or C++ dev so I don't know what is helpful.\n\n**EDIT**: I think this crash is caused by opening files files with nodes that were registered while the file was originaly saved but not anymore.\n\nIt's a bit complicated because it doesn't happen all the time. The particular file(s) where I observed this issue use nodes from an addon (Armory3D) which supports per-project custom nodes which get registered via a `on_load_post()` handler (so there is a delay between opening the file and registering the nodes). I'm not entirely sure, but it seems like the crash occurs when the nodes are registered again. The crash even occurs when unregistering the nodes before saving the file.\n\nBecause of that complicated setup (addon required + project setup + custom node package) I will go without an example file. If you aren't able to find the cause without one, please tell me so that I can prepare a minimal project setup for you.\n\nThank you very much!\n\n*Original issue*: 1890", "Show warning when saving a .blend file with that has been saved with a newer version before\nThe following scenario is a big difficult with our versioning code:\n1. Save file in new version of Blender.\n2. Load and save the same file in an older version of Blender.\n3. Load the file again in the new version.\n\nNot all our versioning code is idempotent and it can lead to hard to detect bugs when some versioning code runs twice. Showing a warning when saving a .blend file in an older version of Blender might help mitigate that issue a bit.\n\nE.g. #93252." ]
[ "macOS application is not signed with a developer id\nOperating system:\nGraphics card:\n\nBroken:\n(example: 2.79b release)\n(example: 2.80, edbf15d3c044, blender2.8, 2018-11-28, as found on the splash screen)\nWorked: (optional)\n\nIt would be a better user experience if the application was signed with an Application Developer ID from Apple so that users know it's an official version of Blender and not a potentially hacked/modified version.\n\nLaunching unsigned applications requires jumping through extra hoops on newer versions of macOS.\n\n1) download the latest beta from a macOS computer\n2) try to launch the application by double-clicking on it.\n\n- > get an error message saying you can't launch the app because it is unsigned.\n\nSee: developer-id/\n\nfor further documentation on developer identifiers" ]
Blender 2.8 crashes on the particle hair system Operating system: OSX 10.14.3 Graphics card: Nvidia GeForce GTX 780M **2.8 Beta, 2019-02-08, Hash: 46ac288a9306** Broken: (example: 2.79b release) (example: 2.80, edbf15d3c044, blender2.8, 2018-11-28, as found on the splash screen) Worked: (optional) **after setting a particle system on an object with tweaking some settings Blender 2.8 crashes** ** - selecting an object with 2000 faces - adding a particle system - switch to hair settings - Emision settings: changing the length of the hair - Emision settings: typing a new number in the number field - Enter - crash another case: - selecting an object with 2000 faces - adding a particle system - switch to hair settings - switch to particle Edit in the pie menu - crash ** Based on the default startup or an attached .blend file (as simple as possible).
[ "Particle System missing on right eye when renderd via terminal\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.36\n\nBroken: version: 2.81 (sub 12)\nI tested also 2.8 and it's also broken.\n\nIf you render a stereo image via terminal and use particle system emitter/hair the particle are only visible on one eye (left).\n\n- Add a second cube and make it smaller\n- Add a Particle System to the first cube, as hair, set \"render as\" to object and choose second cube.\n- In output properties enable stereoscopy. Set Outputfilename.\n- Save blendfile and start rendering via terminal, like this on windows:\nC:\\Users\\simeo\\Desktop\\blender2.8_nightly\\blender.exe -b C:\\Users\\simeo\\Desktop\\bugreports\\stereo_terminal_bug.blend -f 1\nHere's my blendfile:\n[stereo_terminal_bug.blend](stereo_terminal_bug.blend)\n\nHere's a comparison between rendered with and without terminal:\n![stereobug_with_ui.jpg](stereobug_with_ui.jpg)\n\n", "Force field + hair dynamics not working in (linked) instanced collections\nOperating system: Windows 10 64 bit\nGraphics card: GeForce GTX 1070\n\nBroken: 2.80 3d8cbb534f82 (2019-01-25)\nWorked: 2.79b release\n\nA surface force field does not affect hair dynamics when it is part of a collection that is linked into another file.\n\nSteps to reproduce:\n1. Create a hair particle system, with hairs along x axis. \n2. Enable hair dynamics on hair\n3. Create a surface force field underneath it.\n4. Press play button to verify hair is affected by force field.\n5. Save file\n6. Link the collection from the first file into another file. (I have 'Instance Collections' turned on)\n7. Press play. hair will fall and not be affected by the force field.\n\nExample blend file attached.\n[hair_force_test.blend](hair_force_test.blend)\n", "Crashes when trying to mirror particles\nOperating system: Windows 11\nGraphics card: Nvidia RTX 2060\n\nBroken: 3.6.1\n\nWhen I try to mirror hair particles Blender crashes. I've tried it multiple times and it happens every single time. Ive tried applying the mirror modifier I have on the character but it still crashes.\n\nI have a retopologized character. I make a particle system for eyebrows. I try to mirror the eyebrows by selecting all the particles, going to particles and selecting mirror and blender crashes.\n\n", "Particles \"Numbered\" Incorrectly When Generation Time is Influenced by Texture\nSee attached - probably not relevant.\n\nBroken: 2.90 - see attached\n\nA keyed particle system sends particles from one particle system to another particle system. Normally the ordering is respected: the first-generated particle in one system gets sent to the first-generated particle in the second system, same for the second-generated particle, and so forth. This does not work though if a texture is used to generate a particle system. Various visual effects rely on the ordering being respected.\n\nCreate a plane mesh. Add a particle system to it, physics none, starting at time 1 and ending at time 10 with 10 particles. Add a blend texture so the particles are generated from one side to another. Add a second particle system on a second object. Now create a keyed particle system on the second object going from the first particle system to the second particle system, starting at time 15 and ending at time 24 with 10 particles. Display its particles in a distinct way (e.g., as red spheres). Step through the simulation frame by frame. Note the order that the particles appear on the plane mesh (first particle system). Then at frames 15, 16 and 17 note the order in which the keyed particles appear. They appear in a different order, whereas, if a texture is not used but the random seed is used, the keyed particles will be created in the same order that they were created in the first particle system regardless of the chosen random seed.\n\n[system-info.txt](system-info.txt)\n[Particle Numbering Bug.blend](Particle_Numbering_Bug.blend)", "Blender crashes if simplify is turned on while baking multires\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.14742 Core Profile Context 21.7.2 27.20.22021.1002\n\nBroken: version: 3.0.0 Alpha\nWorked: --\n\n\nBlender crashes if simplify is turned on while baking multires data\n\n\n- Grab any object and add multiresolution to if, subdivide at least once.\n- Activate simplify, and turn the max subdivisions on viewport to 0\n- Create a material and try to bake the multiresolution. Blender will crash instead of giving an error message or just baking normally \n\nTest File:\n[multires_crash.blend](multires_crash.blend) ", "Hair particle system duplicates objects on some faces and don't fill the rest\nOperating system: Ubuntu 19.04\nGraphics card: AMD Radeon RX580\n\nBroken: (2.81 release compiled from source)\nWorked: (optional)\n\nEven with even distribution enabled, 1 particle per face and a low count of particles to spawn, the particle system put two particles on the same face but with different sizes.\n\n1) Create a cylinder with 32 vertices.\n2) Create a small (scale 0.05) cylinder to use as a reder for particle.\n3) Delete the top and bottom faces of the small cylinder so it becomes like an empty tube.\n4) Enable particle system hair on first cylinder and, choose 30 as number, 1 per face source and disable random order, select as render object the small cylinder, the scale 1.0 and choose to randomize the scale a few (0.5 is ok).\n5) Play with the number of particles and the seed and more than sometimes you will notice two or more small cylinders rendered on the same place overlaping (specially on the top and bottom faces).\n\nWhat I expect:\nIf you count the number of faces of the cylinder (added with default parameters) it will have near 30. If I choose \"even distribution\" of particles and \"1 for each face\" without random, what I expect is that all the faces of the cylinder have at least 1 particle, no more, no less.\nIf there are 30 faces and if I limit the number of particles to exactly 30, there must be exactly one particle for each face.\nWhat happens actualy is that there are 4 particles lying around on the top and bottom faces and I don't know why. And there are no particles on some other faces. And sometimes two spawns on the same place on the bottom or top face of the cylinder.\n\nWith complex meshes it makes a mess, specially if I need to paint the weight to affect density. In that case there are more particles on some places and there are no particles on places with a high value of weight. \n", "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)", "EEVEE crash while rendering animation, cycles works.\nOperating system: Win10\nGraphics card: GTX1070MAX-Q\nCPU : i7-6700HQ\nRAM : 32GB DDR4\n\nBroken: 2.90\nWorked: -\n\nBlender crashes w/o any errors when I started to rendering animation in Eevee. \nIt happens on 2 laptops and it always happen in 154 or 155 frame while rendering.\nIn attachment you can download the project which gets this error. \nWhen I use cycles rendering it works perfect.\n\n[#80740.blend](T80740.blend)\n\n- Open file\n- Render frames 154 and 155\n", "\"Long Hair\" children pulled to world origin when using Texture (2.93.4 regression)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.11\n\nBroken: version: 2.93.4\nWorked: 2.93.3\n\nMy particle hair system works as expected in 2.91+ up to 2.93.3:\n![hair_292.JPG](hair_292.JPG)\n\nIn 2.93.4, the children are pulled towards world (not object) origin:\n![hair_2934.JPG](hair_2934.JPG)\n\nThis appears to only happen IF a texture is used to affect Density AND \"Long Hair\" is checked.\n\n\n\n1. Move default cube away from origin\n2. Add particle system\n3. Enable interpolated children\n4. Check \"Long Hair\"\n5. Add a Texture (even a cloud texture works)\n6. Enable Density influence\n\n![bug3.JPG](bug3.JPG)\n\nBlend file with error:\n\n[Bug3.blend](Bug3.blend)\n", "Bug in particle system - missing particles representations\nOperating system: Linux-5.4.0-47-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX TITAN X/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.44\n\nBroken: version: 2.90.1\nWorked: potentially never, does also not work with 2.80\n\nWhen creating a particle system with `instance objects` and using more than ~15.000 particles, not all particles are represented with the instance object. The more particles the particle system contains, the more instance objects are missing. \nThe following images illustrate the problem.\n\nExample with 120 x 120 = 14.400 particles. All particles are represented with the instance object (in this case a cube) - except for the first particle at the top left corner. This particle is always missing - even for small particle systems. \n\n![image.png](image.png)\n\nFor slightly bigger particle systems (e.g. 150 x 150 = 22500 particles), a few particles at random positions in the particle system do not contain an instance object (see the black dots)\n\n![image.png](image.png)\n\nFor way bigger particle systems (e.g. 200 x 200 = 40000 particles) the last particles (i.e. the particles at the bottom right with the biggest indices are missing)\n\n![image.png](image.png)\n\nThe presence of particles without instance objects also affects other particles when using specific nodes. For example, when using the `index` output of the `Particle Info Node` to compute a texture coordinate for each particle used to compute individual colors for the particles produced strange results.\n\nHere a working example for 120 x 120 particles (as reference)\n\n![image.png](image.png)\n\nAnd here a non-working example for 200 x 200 particles (zoomed on the bottom-right corner)\n\n![image.png](image.png)\n\nSide note: In all the examples, the particles are there, but the instance object representation is missing.\n\n\nExecute the following Python script within Blender's text editor. Or, when using Jacques Lucke's VSCode Plugin: execute the script (again) when Blender is already opened (since it does not work with a restricted context)\n\n[particle_sys.py](particle_sys.py)\n\nBlend file with the an incorrect particle system\n\n[particle_sys.blend](particle_sys.blend)\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", "Keyframing object scale with object hair particles makes particles scale in viewport\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.64\n\n\nBroken: version: 2.80 (sub 75)\n\nObject with hair particles (rendered as objects or collection) if scaled, scale only emiter, not particles (that is desired effect), but after keyframing scale on object, particles also are being scaled with emiter. This happens only in viewport (any type of shading), renders are ok.\n\n1. Add emiter mesh (plane)\n2. Add particles object (cube)\n3. Create particle system with plane as emiter\n4. Set particle system to hair\n5. Set particle system to render object then select cube\n6. For emiter object (plane) add two keyframes with different scale\n[scaling particles.blend](scaling_particles.blend)\n", "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", "Hair particles crashing when baking or animating\nOperating system: windows 10 64 , windows 8 64\nGraphics card: intel, nvidia\n\nBroken: blender-2.81-9bd0d8b5505a-windows64\nWorked: (optional)\n\nwhen trying to bake a hair particles the system hangs giving this message\n\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF7CEBD24A4\nModule : C:\\Users\\dribeiro\\Desktop\\blender-2.81-9bd0d8b5505a-windows64\\blender.exe\n\n\nopen the file\nclick 'play' on timeline or bake on hair particles\n\nNEW INFO\nremoving the hair particles the animation runs normally\n[giselle.blend](giselle.blend)", "Hair Dynamics does not work for all strands when hair has been cut\nSystem 1:\nOperating system: Linux Mint 18.3 Cinnamon 64-bit\nCinnamon version: 3.6.7\nLinux Kernel: 4.13.0-39-generic\nProcessor: Intel Core i5-4430 CPU @ 3.00GHz (4 cores)\nMemory: 23.2GiB\nGraphics card: NVIDIA GTX 1070 + NVIDIA GTX 760\n\nTested and verified on secondary PC with Linux Mint 18 Cinnamon + Intel Core M-5Y10c CPU (duo core) as well.\n\nBroken:\n - 2.79 (official),\n - 2.79.6 (build hash: e50a3dd4c4e),\n - 2.79.6 (build hash: 5c10c92b23c),\n - 2.76b (official),\n - 2.80 Alpha 2 (build hash: ee7236859df),\n - possibly more.\n\nSimulating hair dynamics using the hair dynamics option (standard settings) does not work for all hair particles when the hair has been cut in particle edit mode. In particular, hair simulation only works for some strands, the others remain stationary throughout the simulation. The affected particles are seemingly random depending on the cut shape, although shorter strands seem to have a larger likelihood of remaining stationary. The affected strands do not change over time, they only change depending on the cut.\n\nSee attached .blend file for the finished result.\n[hair_dynamics_bug.blend](hair_dynamics_bug.blend)\n\nSimplest way to reproduce:\n1. Add a particle system to the default cube. (Rotate the cube 45 degrees to prevent vertical hairs - this is to allow gravity to work on all hairs.)\n2. Change particle system type to 'Hair'. Do not change any of the other settings.\n3. Go to particle edit mode with the cube selected. Using either the 'cut' tool, shrink tool or shape cut, cut the hair to some arbitrary shape (preferably with both long and short strands).\n4. Enable 'Hair Dynamics' in the particle settings tab. Do not change the settings there (although changing any does not resolve the error to my knowledge).\n5. Perform the simulation by pressing the 'play' button in the timeline. If the bug has been reproduced, you should see some of the hair particles fall down normally, whereas some of them will remain stationary. If not, try a different cut.\n\nWhen performing all steps above, except for the particle edit, the bug does not occur. Therefore, the culprit seems to be in the length of individual guide hairs.\n\nThe bug seems to occur using more complex geometry as well.\n\nAnother note: using a hair length texture does not produce the bug - because the guide hairs still have uniform length." ]
[ "Crash when entering Particle Edit Mode with macOS + NVIDIA\nOperating system:OS 10.14.3\nGraphics card: NVIDIA GeForce 680\n\nBroken:2.80, branch 2.7, Hash:445433a6913f, 2019-02-04\n\n\n\nBlender crashes when I go into Particle Edit mode\n\nFrom default file:\n1)Select Default Cube\n2)Add a particle system\n3)Switch its type to hair\n4)Change the number of hairs to 100\n5)Switch to Particle Edit Mode{[F6536002](blender.crash.txt)}" ]
Hair density texture map, low render performance in cycles Operating system: window 10 Graphics card: 2080 Ti **blender 2.93.00** Worked: dont know when it worked Low render performance in cycles when use density map for hair. both viewport and offline render. - Open the attached file and first turn of and turn on and of interpolated children - Hit viewport render and rotate the view. - Go into render texture and disable density influence. set it to length{[F10208719](Hair_Density_bug_01.blend)} - see the difference in render performance Test File: [Hair_Density_bug_01.blend](Hair_Density_bug_01.blend)
[ "Cycles volume low density cutoff\nOperating system: Tested on Windows 10 and Ubuntu\nGraphics card: Tested on various NVidia cards, as well as CPU rendering\n\nBroken: 3.3.0\nWorked: unknown\n\n\nWhen rendering large volumes, such as this 2x2 Km fog around a terrain, super low densities (<0.000 01) are desired for atmospheric effects.\n\nHowever, there seems to be a seemingly arbitrary cutoff at around 0.000012, where nothing is rendered.\n\n![image](attachment)\n\nIn this example, I am using a gradient from left to right to drive density from 0.00003 to 0.0.\nAs you can see, there's a sudden cutoff.\n\n![image](attachment)\n\nI can imagine that this is some sort of performance trick, so that it doesn't get hung up on low densities, but being able to adjust this cutoff value would be very handy.\n\nHere's two BlenderArtists threads that also describe this issue.\n\n1356018\n1448963\n\n", "Cycles motion blur does not interpolate correctly\nOperating system: Fedora Linux (Wayland)\nGraphics card: AMD GPU (but Cycles renders on AMD CPU)\n\nBroken: 3.5.0\nWorked: never? (same results till 2.83)\n\nCycles motion blur interpolation is strange.\nIt's very noticeable when an object or the camera is bound to a constraint and the motion blur shutter is set very high (like 60 frames). Cycles motion blur will interpolate it wrong. I will include pictures and .blend files\n\n- Open attached .blend file\n- Render the first frame with EEVEE and Cycles and compare the motion blur.\n\n", "Interpolated hair curves clipping into meshes with subdivision modifiers unapplied\nOperating system: Windows 10\nGraphics card: RTX 2080 Super Max-Q\n\nBroken: 3.51\nWorked: N/A\n\nInterpolated hair curves clip into meshes with unapplied subdivision modifiers. Will stop clipping once subdivision is applied.\n\n1. Create a mesh (i.e. suzanne) and add a subdivision modifier with any amount of subdivision. \n2. Add 'fur' hair curves and do a basic groom\n3. Notice (hopefully) that there a bald spots. No amount of extra guide curves will remove these bald spots\n4. Applying the subdivision modifier should remove these bald spots.\n\n", "EEVEE Cryptomatte Processing Performance\nCurrent implementation uses a single core. During implementation it was always kept in mind that we should do the processing in a threaded way. It should also be possible to render the next sample during the integration of the previous sample in the accumulation buffer.\n\nAnother solution would be to do the sorting on the GPU using compute shaders. [D10913: GPU: Compute Pipeline.](D10913)", "Cycles: adaptive sampling improvements\n- [x] Optimize PMJ pattern generation, and generate more samples\n- [x] Solve issues with combined CPU and GPU not using the same amount of samples. Possibly by using a higher adaptive step for both CPU and GPU.\n- [x] Render multiple small times at the same time for GPU, to allow adaptive sampling to stop and match CPU without too much performance impact.\n- [x] Denoising can detect patterns due to adaptive sampling only working per tile. (#79190)\n\n- [ ] Detect errors in larger windows or using some hierarchical methods, as the simple 3x3 window fails for noisy scenes \n- [ ] Analyze different error metrics, and consider adding some user control over this", "cycles stalls with hair particles in viewport\nOperating system: Windows 10 home version 21H1 OSBUILD 19043.1415\nGraphics card: no card\n\nBroken: 3.0.0\nWorked: prior to 3.0.0\n\n\n[CUBE HAIR packed.blend](CUBE_HAIR_packed.blend)\n\ncycles stalls in viewport with hair particles, final render does not work\n\n\n1. Change the render engine to Cycles\n2. Create the material shown below (The parameter surrounded in red have been modified on the Principled BSDF)\n![#94555 - Slowed down material.png](T94555_-_Slowed_down_material.png)\n3. Give the material created above to a mesh object.\n4. On that same mesh object, add a hair particle system.\n5. Enter the rendered viewport. And take note of the slow rendertimes.\n6. \"Restart\" the render by doing something like **one** of these steps:\n - Move, scale, or rotate an object\n - Click on a material in the 'Material Properties' tab of the `Properties editor`\n - Adjust a material property in the world material or the object material\n - And probably others\n7. Notice the viewport render is now much faster.\n\n> Original Steps to reproduce\n> click display render preview in viewport, observe cycles stalling, then click on 'material' in layout panel, now observe cycles picking up and running at fast pace, then try final render, observe that it does not proceed", "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)", "Regression: Child hair particles set to \"Interpolated\" causes jittering when the based vertex changes position\nOperating system:win10\nGraphics card:RTX3060ti\n\nBroken: c8c6f62cf3a3,fca8df9415\nBroken: 3.5\nWorked: 3.4\n\nCaused by d20f9923224d2637374dd4390ae84c5041e3f9d3\n\nChild hair particles set to \"Interpolated\" causes jittering when the based vertex changes position\nThis problem seems to have been solved before,in #63534 and #56408\n\nOpen the file and render animation\n\n", "\"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", "Low hair children and viewport display numbers cause hair to be excluded from parts of the mesh \n**System Information:**\nOperating system: Windows 10 and Linux (both show issues)\nGraphics card: RTX 2060 SUPER (452.06 Windows) (450.66 Linux)\n\n**Blender Version:**\nBroken: 2.79, 2.80, 2.81, 2.82, 2.83, 2.90, 2.91.0 Alpha\nWorked: Not sure\n\n**Short description of error:**\nWhen an object with a hair particle system has the `Viewport display` percentage set to a low amount and the `Hair Children viewport display` option set low, hair is excluded from parts of the mesh. Here's a video demonstrating the issue:\n[0029-1590.mp4](0029-1590.mp4)\n\n**Exact steps for others to reproduce the error:**\n1. Obtain a object with a high number of faces (I used a cude subdivided 5 times)\n2. Give the object hair particle system and increase the hair count to something like 10,000 or 100,000 to make the effect more apparent.\n3. In the hair particle settings scroll down to the `Viewport display` section and change the `Amount` slider to a low percentage (E.G. 2% or 5%)\n4. Notice how there are hairs distrobuted across the entire mesh.\n5. In the `Children` tab of the hair particle settings tab, enable one of the options `Simple` or `Interpolated`.\n6. Notice how the hair is now only distrobuted over part of the object rather than the entire object. As you increase the `Viewport display - > Amount` value and/or the `Viewport display number` for the children, this issue goes away.\n\nHere's a .blend file show casing the issue: [#81117 - Hair excluded from parts of a mesh.blend](T81117_-_Hair_excluded_from_parts_of_a_mesh.blend)", "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", "Loading a brush alpha/texture via file browser on dense meshes takes very long.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.3.0\nWorked: never i think\nLoading a brush alpha/texture on dense meshes takes very long. Especially when you do a brush before swapping out the brush texture again. If you don't do a brush stroke after loading a texture and directly load another one it will be done quicker.\n\nMy machine: AMD 5900x, 32gb ddr4 ram, RTX 3060 12gb\n\n[2022-09-20 14-13-15.mp4](2022-09-20_14-13-15.mp4)\n1. Add a standard uv sphere and apply 7 subdivisions. You will end up with over 8 million faces. \n2. Go to sculpt mode and add an image texture to the standard brush. -> rather quick\n3. Do a stroke and load another texture/alpha. -> long loading time (several seconds) and this will go higher and higher with more polygons\n4. Now don't do a brush stroke and load another texture/alpha. -> quick loading time\n\nHere are the textures i've used in the video to test. [Organic.7z](Organic.7z)\n\n\n", "Cycles: point cloud geometry improvements\n[D9887: Cycles: pointcloud geometry type](D9887)\n\nImprovements:\n- [x] Point Info node with radius, position, random\n- [ ] Backfaces are ignored (like curves), which means e.g. volumes inside points don't work.\n- [ ] Render as normal or ray oriented disc (see [D9887](D9887)#289012, [P2125](P2125.txt))\n- [ ] Baked shadow transparency support like hair? But must be optional since texturing alpha across the sphere/disc is useful.", "Hair particle system duplicates objects on some faces and don't fill the rest\nOperating system: Ubuntu 19.04\nGraphics card: AMD Radeon RX580\n\nBroken: (2.81 release compiled from source)\nWorked: (optional)\n\nEven with even distribution enabled, 1 particle per face and a low count of particles to spawn, the particle system put two particles on the same face but with different sizes.\n\n1) Create a cylinder with 32 vertices.\n2) Create a small (scale 0.05) cylinder to use as a reder for particle.\n3) Delete the top and bottom faces of the small cylinder so it becomes like an empty tube.\n4) Enable particle system hair on first cylinder and, choose 30 as number, 1 per face source and disable random order, select as render object the small cylinder, the scale 1.0 and choose to randomize the scale a few (0.5 is ok).\n5) Play with the number of particles and the seed and more than sometimes you will notice two or more small cylinders rendered on the same place overlaping (specially on the top and bottom faces).\n\nWhat I expect:\nIf you count the number of faces of the cylinder (added with default parameters) it will have near 30. If I choose \"even distribution\" of particles and \"1 for each face\" without random, what I expect is that all the faces of the cylinder have at least 1 particle, no more, no less.\nIf there are 30 faces and if I limit the number of particles to exactly 30, there must be exactly one particle for each face.\nWhat happens actualy is that there are 4 particles lying around on the top and bottom faces and I don't know why. And there are no particles on some other faces. And sometimes two spawns on the same place on the bottom or top face of the cylinder.\n\nWith complex meshes it makes a mess, specially if I need to paint the weight to affect density. In that case there are more particles on some places and there are no particles on places with a high value of weight. \n", "Cropping of Emitter (Face) By Hair In Render preview\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 2.90 (sub 2)\nWorked: Never\n\nEverything goes back to working order when I press \"Delete Edit\" for the particles. \nI've tried opening the file on two other computers. On one it works as I'd hope but on the other the same issue occurs. \n\nI haven't ran into this issue before now and I can't replicate it.\n\n[Head Hair Bug.blend](Head_Hair_Bug.blend)\n\n![Report Screenshot.png](Report_Screenshot.png)\n\nHope the solution to this is simple and easy. Thank you for constantly making Blender better and better." ]
[ "Hair density maps increases hair children amount on reopening scene file (or rendering which will get slow)\nOperating system: window 10\nGraphics card: 2080 Ti\n\n**blender 2.93.00**\n\nWorked: dont know when it worked\n\nHair density changes on reopening scene file\n\n- Open the attached file and first turn of and turn on and of interpolated children\n- see how the density changes. The number of children increases. \n- save the file and reopen it to see that its back to a lower number of children. \n- affects both viewport and offline render \n\nTest File\n[Hair_Density_bug_01.blend](Hair_Density_bug_01.blend)\n\n" ]
If "Auto IK" is checked FK arm and leg controls become locked if moving. (Rigify) (Windows) Operating system: Windows-10-10.0.18362-SP0 64 Bits Graphics card: Radeon Pro 580 ATI Technologies Inc. 4.5.13570 Core Profile Context FireGL 19.30.01.53 26.20.13001.53002 Broken: version: 2.83 (sub 13) Worked: 2.83-1239cab11ff9-windows64 If "Auto IK" is checked, under pose options, it will lock the FK controls for leg and arms while using Rigify. *Generate a Rigify rig. *Turn on Auto IK in pose options. *Enter into Pose mode *Use "G" to move the arm "FK" arm controls.
[ "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", "Bone IK constraint - add lockable axis properties for stretching\n*Adding task after e-mail conversation with Sybren 2020-12-17*\n\nThe bone IK constraint can activate stretching on the constrained bones if constrained bones has \n\n**Properties / Bone properties / Inverse Kinematics / IK Stretch > 0**\n\nexample:\n```\nbpy.context.object.pose.bones[\"Bone.005\"].ik_stretch = 0.01\n\n```\n\nThe problem is that the constrained bones stretch in all axes and not only in the +Y axis of the bone, which results in unwanted \"scaling\" of each bone. \n\n---\nHere is a video showing the issue:\n\n[ik stretch.mp4](ik_stretch.mp4)\n\n---\nMy suggestion is to fix this by adding properties to each bone that show the resulting IK stretching per axis on each bone. These properties should be readable (for drivers) but not possible for the user to change, since the stretching is generated. The property should be lockable by the user in order to fix any unwanted scaling on a specific axis.\n\nAnother solution is to add properties that is a factor (multiplier) to the scaling/stretching per axis. The upside is that the user can change the values, but the downside is that the user does not have a property to read the generated IK stretch values. \n\nI leave it up to you to decide what is the most \"blender way\" in regards to implementation.\n\n\n![image.png](image.png)", "View -> Lock Time to Other Windows does not maintain scale when CTRL+TAB between two animation editor modes.\nOperating system: Manjaro Linux\nGraphics card: nVidia\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\nWorked: (optional)\n\nView -> Lock Time to Other Windows does not maintain scale when CTRL+TAB between two animation editor modes. \n\nExpand open the Timeline editor, now adjust the horizontal scale of the view (squeeze or expand), then Ctrl+TAB to swith to Graph Editor mode. Notice the scale does not stay in sych as it does when they are separate windows. ", "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", "Constraint with custom space not limiting transformation\nOperating system: Windows 11\nGraphics card: RTX 3060\n\nBroken: Blender 3.6.2\nWorked: Never\n\nAffect transform conflict with custom space\n\nAccording to documentation, Affect Transform option will limit manual rotation, but it doesn't with custom space. It works with local space.\n\n**Steps To Reproduce**\n\nOpen [file](https://projects.blender.orgattachment) and rotate contrained bone. Check bone transformaton - it is not limited.\n", "Blender 4.0.0 - Armature Rig with IK broken\nOperating system: MacOs Ventura 13.4.1\nGraphics card: Radeon Pro\n\nBroken: version: 4.0.0 Alpha, branch: main, commit date: 2023-08-23 19:52, hash: 7c2dc5183d03, type: release\nCaused by 6b872079fec9336865638ad9cfa76e37e8e627c5\n\nI have rigged mesh, commercially available at ArtStation. It worked well up until now. In 4.0.0 it is broken:\n- shapes not rendered until i switch to wireframe mode and back\n- IK ignored\n\nLook at video - i open the file in 3.6.3 and in 4.0.0. In 3.6.3 everything fine, in 4.0.0 the problem mentioned occur.\nBlend file also attached\n\n", "Inactive Rigid Bodies still get affected by Force Fields\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.40\n\nBroken: version: 3.3.0 Alpha\nWorked: None\n\nForce Fields still affect inactive ('Dynamic' off, 'Animated' on) Rigid Bodies, making them move after becoming active, even if the Force Field's strength is at 0 then.\n\nI discovered this issue when animating a Chess match where the fractured pieces get pushed away by a Force Field after getting taken down, and the next fractured pieces explode when becoming active, due to the previous Force Field (each piece has it's own Force Field).\n\n1. Download attachment\n2. Press play\n\n[Force bug on inactive Rigid bodies.blend](Force_bug_on_inactive_Rigid_bodies.blend)", "Fly and walk navigation in AZERTY issues\nOperating system: windows 10\nGraphics card: rtx 3060\n\nBroken: Blender 3.6.1 (Steam)\n\n\nHello,\nIm on a AZERTY keyboard and the problem is that when i change my movements keybinds for fly (or walk) navigation it keeps repeating the action (even if i unpress the key) for the binds that i changed. For exemple i changed \"forward\" key by Z and when i press Z the camera will keep going forward forever.\n\n- Go in the View 3d fly (or walk) modal keymap settings\n- In \"Forward\" replace W by Z, \"Left\" Q by A, \"Down\" A by Q, \"Z axis correction\" Z by W\n- Go in fly (or walk) navigation mode\n- Try to move with ZQSD, A and E\n- Then when you press S,D or E it will work normaly but if you press Z, Q or A and release the key it will keep going in that direction exept if you press the opposit direction key (S for Z, D for Q, E for A)\n\nThanks for paying attention, lov u <3\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", "Bone weights dont normalize from assign automatic from bones\nOperating system: windows 10\nGraphics card: gtx 1660\n\nBroken: 3.0.1\nWorked: doesn't\n\nvert weights go past the value of 1\n\n- Open attached file (there will be 2 meshes with their own bone chains', labeled \"before assign automatic from bones\" and \"after assign automatic from bones\")\n- Select the \"Armature\" object and then its Mesh\n- Got to Weight Paint mode\n- select bones with no weights,\n- {nav Weights > Assign Automatic from Bones}\nor\n- spawn any mesh,\n- then a bone,\n- apply all transforms to both, \n- select mesh and then armature,\n- ctrl P > automatic weights,\n- armature edit mode,\n- subdivide the bone to create a chain of 3, \n- select armature then mesh,\n- weight paint mode,\n- select bones with no weights,\n- {nav Weights > Assign Automatic from Bones}\n\n[Bone weights dont normalize from assign automatic from bones.blend](Bone_weights_dont_normalize_from_assign_automatic_from_bones.blend)\n", "Impossible to move with G key an object scale to 0 and parent to an empty\nOperating system: Windows 7\nGraphics card: GTX 780\n\nBroken: 3.5.1\nWorked: \n\nWhen an object is parented to an empty, and this object is scale to 0, you cannot move it anymore with the G key. But you can move it in the transform menu location.\n\nBased on the default startup or an attached .blend file (as simple as possible).\n1. Open blend.\n2. Try to move object with G key.\n3. It is possible with Transfom menu.\n\nThanks a lot !\ndono", "Rigid Bodies do not interact properly when animated\nOperating system: Windows 10\nGraphics card: NVIDIA GeForce RTX 2070\n\nBroken: Tested on 2.93.6, broken on assumedly many more\nWorked: Unknown\n\nRigid bodies do not interact with each other properly when one of them is deformed via Armature Modifier.\n.\n- Add an Object as a Rigid Body (Passive, Animated), and rig it to an Armature.\n- Have the bone(s) controlling said Rigid Body be animated (e.g setting an axis of rotation to #frame/30)\n- Add another Object as a Rigid Body (Active) to interact with the first one\n- The Passive Object moves, but the Active Object will only interact with it as if the Passive Object is stuck on Frame 1.\n\nThis could be due to how the Rigid Body settings are not considered a Modifier like Collision, Cloth, Dynamic Paint, or Fluid (reinforced by how a Cloth Object interacts correctly with a Collision Object deformed by an Armature Modifier)[rigidbodyissue.blend](rigidbodyissue.blend)", "Menus & Context Menus: What to do if operators aren't valid\nThis is a design doc to clarify how we should handle cases where operators aren't applicable. \n\nCurrently, we deal with this poorly:\n\n - In the context menus, we often show properties that won't work (such as when nothing is selected)\n - In regular menus, sometimes operators don't work in certain criteria, but it isn't communicated\n\nHere's how I think we should solve it:\n\n## Context menus\nRule: Only ever show operators here that actually work in the current context.\nThis means that, if nothing is selected, we should not show operators to act on the selection, since this will fail.\nIn general the context menus are always meant to show the user relevant items for the current situation, so this fits with that concept.\n\n**When nothing is selected**\nFor the case where nothing is selected, there often won't be very many applicable operators. In that case, we should add operators to add new items (objects, meshes, strips etc).\n\n## Regular menus\nThese we should keep constant, and not hide or show items, since it breaks muscle memory. Instead, we should use greying out. Preferably we should improve operator polling so that operators get greyed out when not applicable. When nothing is selected, or the wrong kind of item is selected, operatoers that don't do anything then should become greyed out.", "Pivot point \"Active Element\" not functional for grease pencil strokes\nBroken: 2.83.10\n\nPivot point setting \"Active Element\" is not functional when used for grease pencil strokes.\nThis mode is nice for foreward kinematic rotations of say legs.\n\n- Open attached file\n- In edit mode, select pressing shift to have selected points and one active.\nEven with pivot point set to \"Active Element\", notice that the Transform Gizmo does not jump to the last selected point (the active one).\n[pivot bug.blend](pivot_bug.blend)", "Keymap changes are not reflected for the local view setting\nOperating system: Linux-5.18.10-arch1-1-x86_64-with-glibc2.35 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.57\n\nBroken: version: 3.3.0 Alpha, branch: Unknown, commit date: Unknown Unknown, hash: `rBUnknown`\nWorked:\n\nWhen I turn off frame selected in keymap -> local view and restore it to its default it keeps the old behavior until blender is restarted.\n\nI tested changing delete in object mode (x) key to disable confirm and when I restored it it worked as expected so I think it is related to local view specifically.\n\n- Open default scene\n- In Preferences > Keymap: search for local view and uncheck `Frame selected` checkbox\n- use the shortcut in viewport. Notice frame select operation is not performed (which is expected)\n- In keymap, restore changes\n- Again use shortcut to switch to local view (frame selected operation is expected to execute but it doesn't)\n![bug.gif](bug.gif)\n\n" ]
[ "(Crash Report) Using \"Auto IK\" on FK controls with Rigify will crash Blender. (MacOS)\nOperating system: Darwin-19.4.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 580 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.8.24\n\nBroken: version: 2.83 (sub 13)\n\nIf Auto IK is turned on in the pose option and you attempt to move the arm FK controls Blender will crash.\n\nI made a report for Windows too because the issue doesn't crash Blender in that OS but locks the controls where you can not move the arm. Iassuming the two are related but I don't know for sure, so I separated the reports.\nT75640\n\n*Generate a Rigify Rig\n*Enable Auto IK in the Pose options\n*Enter into Pose mode\n*Click on the Arm's FK control \n*Hit G to move\n\n" ]
crashing automatically while using blender. Operating system: Windows-10-10.0.22000-SP0 64 Bits Graphics card: AMD Radeon RX 6600M ATI Technologies Inc. 4.5.148300 Core Profile Context 21.10.01.31 27.20.21001.31002 Broken: version: 3.3.1
[ "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", "Weird VSE crash\nOperating system: Win11\nGraphics card: RX580\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen) blender 4.0.0 alpha\nWorked: (newest version of Blender that worked as expected) no clue\n\nBlender crashes on opening file. Was trying to make an alternative caption that gets around the Multiply color issue #112267 but came across a new bug.\n\nBased on the default startup or an attached .blend file (as simple as possible).\nOpen the file I've attached\n\n", "Blender 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)", "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 when rending animation w/simple physics sim\nOperating system: macOS-12.0.1-x86_64-i386-64bit 64 Bits\nGraphics card: Apple M1 Apple 4.1 Metal - 76.1\n\nBroken: version: 3.0.0\nWorked: Spinning beach ball in 3.1 Alpha\n\nWhen selecting \"Render Animation\", the Rendering window starts to draw, and then the app crashes.\n\n\nFile attached. Just load and Select Render Animation.[simple-physics-crash.blend](simple-physics-crash.blend)\n\n", "Crash on forcing laptop to sleep when rendering animation\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.78\nCpu AMD Ryzen 7 4800h\n\nBroken: version: 3.3.1\nWorked: Maybe never? (able to reproduce in 2.83)\n\nblender crash when I wake up my laptop , I lost my unsaved file\n\n- Open .blend file\n- Start render animation\n- Force laptop to sleep {nav Start -> Power -> Sleep}\n[test1.blend](test1.blend)\n[test1.crash.txt](test1.crash.txt)\n[blender_debug_output.txt](blender_debug_output.txt)\n", "Blender crashes when using an EnumProperty to set Space\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.4.0 Alpha\n\nIn this script, I'm using `context.area.type` with a property to change the Space type. It caused Blender to crash.\n\n1. Running this script from the Text Editor (below)\n2. Switch to Graph Editor or Dope Sheet\n3. Click new property buttons on right of Header\n\n```\nimport bpy\nfrom bpy.types import PropertyGroup\nfrom bpy.props import EnumProperty\n\ndef set_space(self,value):\n context = bpy.context\n\n for area in context.screen.areas:\n if area != context.area:\n break\n\n override = {'region': area.regions[0]}\n\n if value == 0:\n context.area.type = \"GRAPH_EDITOR\"\n elif value == 1:\n context.area.type = \"DOPESHEET_EDITOR\"\n\nclass SWITCH_PG_switcher_props(PropertyGroup):\n space: EnumProperty(\n name=\"Space Target\",\n description=\"Switch to space\",\n items=(\n ('GRAPH_EDITOR', \"\", \"Graph Editor\", \"GRAPH\", 0),\n ('DOPESHEET_EDITOR', \"\", \"Dopesheet Editor\", \"ACTION\", 1),\n ),\n default='GRAPH_EDITOR',\n set = set_space\n )\n\ndef draw_enum(self, context):\n layout = self.layout\n scene = context.scene\n layout.prop(scene.switcher, \"space\", icon_only=True, expand=True)\n\ndef register():\n bpy.utils.register_class(SWITCH_PG_switcher_props)\n bpy.types.Scene.switcher = bpy.props.PointerProperty(type=SWITCH_PG_switcher_props)\n bpy.types.DOPESHEET_HT_header.append(draw_enum)\n bpy.types.GRAPH_HT_header.append(draw_enum)\n\ndef unregister():\n del bpy.types.Scene.switcher\n bpy.types.DOPESHEET_HT_header.remove(draw_enum)\n bpy.types.GRAPH_HT_header.remove(draw_enum)\n bpy.utils.unregister_class(SWITCH_PG_switcher_props)\n\nif __name__ == \"__main__\":\n register()\n```\n\nSetting the `context.area.type` in Python seems to cause others' scripts to crash:\n[Performing a Translate Operation after switching the context area crashes Blender ](1164763)\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", "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", "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", "Crashes when Switching to Material Viewport / Rendered Viewport / Rendering\nOperating system: Windows 10\nGraphics card: 2 Nvidia GTX 1660 Super's\n\n[blender_system_info.txt](blender_system_info.txt)\n\nBroken: blender 2.8 / 3.4\n\n\nBlender runs completely fine when editing and building a model but once rendering is involved, even in preview, it immediately closes with no explanation. This crash will also happen with the default cube. This had not happened before and have tried Updating blender, reinstalling, simplifying, etc but no change and can reproduce the issue on my computer. i can have it in material mode if i have 0 assets in the scene but once i add something it crashes, i am suspecting a bad pathing issue as i had recently refreshed my computer but do not know how to fix it or give blender a hard reset.\n\n{[F14170509](blender.crash.txt)}[blender_debug_output.txt](https://archive.blender.org/developer/F14170500/blender_debug_output.txt)\nOpen Blender, have any Physical asset inside the scene, switch to rendered / Material Viewport, Crash\n\nI have included the project I was working on and the default cube as they create the same issue.\nPlease note that I have installed the most recent Blender program onto my laptop and opened the files attached and did not have any crash happen so it seems the issue is solely between my computer and the blender program.\n\n[Default Cube.blend](Default_Cube.blend) [Skell Rig base.blend](Skell_Rig_base.blend)", "Blender (2.91) 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", "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", "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", "blender crash itself while importing a dae (collide) file\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.3.1\nBroken: version: 2.82 and all versions in between then and now\nWorked: n/a\n\nHi, I'm using blender version 3.3 on a windows 10 downloaded on steam.\n\nwhen i try to import dae files, blender crashes itself and shuts down\n(this only happens with some dae files, not all and the ones who crash are not to big ).\n\nI tried to search with powershell to find the problem and I got this:\n\nError: EXCEPTION_ACCESS_VIOLATION\n[bgr_darryls_ship_ground.dae](bgr_darryls_ship_ground.dae)\n\n```\nThe gh->hashfp function pointer is NULL (hasn't been initialized yet)\n\nblender.exe!ghash_keyhash(const GHash * gh, const void * key) Line 133\tC\nblender.exe!ghash_lookup_entry(const GHash * gh, const void * key) Line 411\tC\nblender.exe!BLI_ghash_lookup(const GHash * gh, const void * key) Line 736\tC\nblender.exe!BKE_armature_find_bone_name(bArmature * arm, const unsigned char * name) Line 601\tC\nblender.exe!ArmatureImporter::create_armature_bones(Main * bmain, std::vector<Object *,std::allocator<Object *>> & arm_objs) Line 478\tC++\nblender.exe!ArmatureImporter::make_armatures(bContext * C, std::vector<Object *,std::allocator<Object *>> & objects_to_scale) Line 826\tC++\nblender.exe!DocumentImporter::finish() Line 228\tC++\n[External Code]\t\nblender.exe!DocumentImporter::import() Line 127\tC++\n```\n" ]
[ "Crashing blender while using it. \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)." ]
Normal map Turns mesh black with Adaptive subsurf **Windows 10, MSI GeForce GTX 970 Gaming 4G Graphics Card** **2.78** Broken: (2.78) **Normal map turns mesh black, when rendering, when i use adaptive subsurf** 1. Turn the feature set to Experimental in the render tab. 2. Add a subsurf modifier to any mesh. 3. Turn Adaptive on in the modifier. 4. Add a normal map node to the material and plug it into the bsdf shader. 5. Plug a normal map texture into the normal map node. 6. Try to render it. ``` ``` [normal map.blend](normal_map.blend)
[ "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.", "Reflection plane significantly reduces intensity of normal maps on affected surfaces\nOperating system: Windows 10\nGraphics card: NVIDIA GeForce RTX 3070 Laptop GPU\n\nBroken: Currenct main.\nWorked: Never.\n\nWhen a reflection plane capture is added to any scene in EEVEE, the resulting reflections on surfaces affected by said capture will be significantly less affected by shader-based normal maps.\n\nComparison:\n| Without a Reflection Plane | With a Reflection Plane |\n| -- | -- |\n| ![image](attachment) | ![image](attachment) |\n\nThis is unexpected behavior, and although I do not fully know the intricacies of how the reflection plane capture functions, it would ideally not affect surfaces in this way.\n\nOpen the included demo file and switch to rendered view.", "Joining meshes or realizing instances in geometry nodes removes custom normals data\nOperating system: macOS Big Sur 11.5.2\nGraphics card: Apple M1\n\nBroken: 2.93 and 3.0 Alpha\n\n\nUsing the collection info node in geometry nodes destroys custom normals data when the geometry node modifier is applied (or when the project is exported).\n\n\nApply the geometry node modifier on the \"Dummy\" object in the attached blender project. I've also included a video that shows the issue.[collection_info_test.blend](collection_info_test.blend)\n\n[collection_info_bug.mov](collection_info_bug.mov)", "Glare Node set to \"Fog Glow\" in Real-Time Compositor vastly different from actual render results\nOperating system: Windows 10\nGraphics card: RTX3070 FE\n\nBroken: 3.6 A\nWorked: N/A\n\nWhen using the Glare Node in Real-Time compositor, the results in the viewport are turned up way higher than the actual render and Backdrop preview.\n\n![rtc.png](attachment)\n\n1. Open attached .blend file\n2. Set to Rendered view, enable Real Time Compositor\n3. Compare the Glare effect in an F12 render to the effect previewed in the viewport\n\n", "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", "Textures messed up when rendering with Cycles HIP on AMD Radeon RX 7900 XTX\nOperating system: Windows-10-10.0.22621-SP0 64 Bits (I'm actually using Windows 11 22H2 22621.1265 by winver)\nGraphics card: AMD Radeon RX 7900 XTX ATI Technologies Inc. 4.5.0 Core Profile Context 23.2.2.230217\nCPU: AMD Ryzen 9 7950X\n\nBroken: version: 3.4.1\nWorked: None. I've tried *3.3* (GPU rendering is not working, blender said like a HIP binary is missing, sorry I forgot the details), *3.4.1* (GPU rendering is working, but has this issue) and today's *3.5.0 beta v35.83f28793c0b3* (same as 3.4.1)\n\nWith Cycles HIP, when rendering a basic scene (any mesh, simple Principled material with 1 albedo and 1 normal map) on an AMD Radeon RX 7900 XTX, the rendered result is totally wrong: either 1) the mesh appears that it's wrongly colored by the normal map, the albedo is missing, or 2) has no normal maps, only base color is showed.\n\nHere's a scene I made, rendered with CPU (same result on a RTX 2060 Super GPU):\n\n![Screenshot_CPU_Render.png](attachment)\n\nHere's one possible GPU rendered result (missing albedo, case 1 above):\n\n![Screenshot_GPU_Render_case1.png](attachment)\n\nHere's another possible result (missing normal map, case 2 above):\n\n![Screenshot_GPU_Render_case2.png](attachment)\n\nBoth of the 2 cases above are possible, and may change to the other each time you start rendering.\n\nThis issue also happens when environment texture (HDRI) is used. Simply put: it seems to me that only one \"randomly chosen\" texture can be handled at a time, and all other textures in the scene are replaced by that.\n\nTurning off Smart Access Memory does not help.\n\nOn a computer with RX 7900 XTX, and with blender Cycles Render Devices > 7900XTX ticked:\n\n1. Open [project.blend](attachment)\n2. Press F12 to render the scene\n\n---\n\nWith regards,\nOasin\n\n", "Viewport render gives black background when overlays are turned off.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.51\n\nBroken: version: \n - 2.92.0 Beta\n - 2.92.0 Beta \nWorked: \n - 2.92.0 Beta\n - 2.91\n\nviewport render gives black background, this happens only when the overlays are turned off.\n\nopen the file, go to view/viewport render image.\n\nthank you\nMax\n\n![viewport_black_bg.png](viewport_black_bg.png)\n[black_bg.blend](black_bg.blend)\n\n\n", "different Skin Modifier outputs for same mesh\nWindows 10\nNvidia Quadro 600\n\nBroken: 1422f0d\n\nThe skin modifier produces different meshes on the default cube.\n![skin_modifier_bug.gif](skin_modifier_bug.gif)\n\nTrigger the skin modifier to update by doing the same thing I do in the .gif\n\n[skin_modifier_bug.blend](skin_modifier_bug.blend)\n\nNote: this only seems to happen when the edges are orthogonal. When I move one point, the problem doesn't appear on this and connected points.\n\n(Originially reported here: 576)\n", "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)", "Cycles Denoising normal has strange artifacts on materials with subsurface scattering and metallic enabled\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.79\n\nBroken: version: 3.4.0 Alpha\nWorked: None\nTested on 3.0 LTS, 3.4.0 and 3.6.0, same issue appears in all versions.\n\nDenoising normal shows strange behavior when a material has both subsurface scattering and metallic enabled. This only happens with CPU rendering and can cause denoising issues.\nWhile there is no reason to use metallic and subsurface scattering at the same time, a user might accidentally leave subsurface scattering enabled without noticing.\n\n- Create a new scene or open attached file\n- Switch to Cycles CPU rendering\n- Create a new material and set Subsurface and Metallic to 1.0.\n- Switch to cycles render\n- Select `Denoising normal` in viewport shading popover\n", "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", "Textures mapped on UVs with very high location values appear emissive when rendering on CPU\nTextures mapped on UVs that have vertices with very high location values appear emissive or black with CPU rendering. The UV vertex location values are around the range -3960966. \n\n### Original Report\n\nOperating system: macOS Monterey 12.4\nGraphics card: Apple M1 Max\n\nBroken: In every version I can find but for example in 3.2.1 2022-07-06 and 2.80 2019-07-29 as well as the nightly alpha 3.3.0 2022-07-17\nWorked: Cannot find a version in which it works.\n[system-info.txt](system-info.txt)\n\n**Background**\n\nI'm generating images in python using a script and I load objects from a dataset called SceneNet. Some of these objects have poor UV mapping, which is not a big deal, but it's causing rendering artifacts which are a problem.\n\n**The Bug**\n\nWhen a surface has incorrect UV mapping and has a stretched out texture, it leads to the surface becoming extremely bright. It does not *emit* light, the issue only occurs when there is a light source, emissive surface, or world background in the scene. The surfaces with stretched textures seem to multiply the reflected light by a high factor.\n\n**In the viewport** the issue only occurs when rendering on CPU. When rendering on GPU, the texture looks stretched out but with the correct color and not bright.\nExample 1:\nGPU ONLY ![ex1-gpu.png](ex1-gpu.png) CPU ![ex1-cpu.png](ex1-cpu.png)\nExample 2:\nGPU ONLY ![ex2-gpu.png](ex2-gpu.png) CPU ![ex2-cpu.png](ex2-cpu.png)\nExample 3, the same scene but with UV mapping fixed for part of the wall:\nCPU ![ex3-fixed-partially.png](ex3-fixed-partially.png)\nExample 4, blender 3.3.0 2022-07-17:\nGPU ![original-gpu.png](original-gpu.png) CPU ![original.png](original.png) Replaced problem faces with 100% white diffuse material ![white.png](white.png)\n\n**When rendering to file**, I have seen two cases:\n - The image looks like in the viewport while rendering, but when finishing the render the image becomes black.\n - When rendering with mixed CPU+GPU in Blender 3.1.0, the upper part of the image has the lighting issue from the CPU, and the rest of the image looks fine. ![ex4.jpg](ex4.jpg)\n\n**Desired behavior:**\nThe result from pure GPU rendering is the desired behavior.\n\nOpen attached .blend file, change viewport to render, switch between GPU and CPU rendering to see the difference. Try render to file using CPU/GPU/Mixed.\n[bug-textures.blend](bug-textures.blend)", "Applying Subdivision/Multires Modifier De-merges UV's\n### Update\n\nThe issue of custom-data (UV's specifically) becoming detached remains, this problem existed before b88dd3b8e7, it was just less obvious since selection connected near-by UV's. Now UV's are merged by default at a very low threshold when applying modifiers to mitigate the problem. Keeping this report open as it would be good if subdivision-surface didn't separate UV's, replies to this report contain some notes that could lead to a solution. In practice users should not experience problems caused by this behavior, so marking low priority. ~ @campbellbarton.\n\n----\n\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Radeon (TM) RX 480 Graphics ATI Technologies Inc. 4.5.14736 Core Profile Context 20.8.3 27.20.12027.1001\n\nBroken: version: 2.91.0 Alpha \nWorked: working in 2.90 \n\nCaused by b88dd3b8e7\n\nWhen applying a subdivision modifier, certain UV's points disconnect from their neighbors. This does not seem to occur with the F3 menu subdivide operation.\n\n- Open default blender scene.\n- Subdivide cube - 1 level and apply it. Do this step 4x\n- In the UV editor use \"Alt select\" to select face loops at random.\n- Alt click around until a face loop is not fully completed, this will reveal unmerged vertices.\n- Check area that did not complete by moving faces, vertices, edges etc to confirm unmerged UV's.\nThis does not seem to be an issue with the newly added 9a52b30cc0 in my eyes, rather an issue with subdividing.\n[UV Disconnect.blend](UV_Disconnect.blend)\n\n", "Creating over 2047 instances overrides object color viewport display\n[pointcloud-object-color.mp4](pointcloud-object-color.mp4)\n\n[#93245 cleaned up.blend](T93245_cleaned_up.blend)\n\n**Steps to Reproduce**\n- Open file\n- Toggle switch node or increase the \"False\" value to 2048\n\nAnother file that demonstrates the issue:\n![GIF.gif](GIF.gif)\n\n### Original Report\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 Beta\n\nIt seems that a geometry node scattering system created on one object can somehow change the display color of other point-cloud type objects, see gif \n![eeee.gif](eeee.gif)\nIf we change the density of a scatter system assigned to this blue object, it can somehow change the display color of the other scatter object with a point cloud type\n\n\nIn file below, enable the node \n\n[bug.blend](bug.blend)\n\n\n\n\n", "Subsurface modifier new \"OpenSubdiv\" method Issue\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.91\n\n\nBroken: version: 2.80 (sub 53), \nbranch: blender2.7, \ncommit date: 2019-03-31 21:52, \nhash: `b936d7b16c`\nWorked: (optional)\n\n\nIssues with the new \"OpenSubdiv\" modifier method.\n\n- Add a simple plane mesh in Blender 2.8\n- UV unwrap it\n- Import a texture and apply it to your plane\n- Add a Subsurf modifier \n\nHere is the issue in details.\nI was doing some texture work on High-poly models, and when I applied the textures to my model, they were deformed in places.\n![image.png](image.png)\n![image.png](image.png)\n![image.png](image.png)\n\nI later learned that the method used in Subsurface modifiers was changed :\n![image.png](image.png)\n\nWould there be any way to bring back the old method ?\nbecause this is going to break a LOT of my models.\n\n" ]
[ "Adaptative Subsurf, displacement map and Normal map --> Black output\nMac OS 10.9.5\nNvidia GeForce GTX 780M 4GB\n\n2.78 RC2\n\n\nAdaptative Subsurf modifier, when object material has a normal map plugged in, the output is black. However, when modifier set to regular Subsurf, this problem doesn't occur.\n\nIn this example object is UV unwrapped (for the displacement map and normal map) and has basic white material. The edge split that appears has been previously reported in ticket #49488.\n\nWithout normal map:\n![Screen Shot 2016-09-29 at 15.37.57.jpg](Screen_Shot_2016-09-29_at_15.37.57.jpg)\n\nWith normal map:\n![Screen Shot 2016-09-29 at 15.38.28.jpg](Screen_Shot_2016-09-29_at_15.38.28.jpg)\n", "Black material with adaptive subsurf\nWindows 10\nIntel HD 4600\n\nBroken: 2.78.1\nWorked: (optional)\n\nWhen adaptive subsurf is enabled and the material has a normal map with the space set the \"tangent\" the render is black.\n\nOpen blend-file and render" ]
Merge feature of the array modifier works incorrectly Arch Linux 64 bit nVidia GeForce GT 640 DDR3 2GB Blender Git, hash c68c32a Looks like array modifier merges only first and last two instances. See the attached blend. That ugly gap in the center of the star. [merge_misbehavior_of_array_modifier.blend](merge_misbehavior_of_array_modifier.blend)
[ "'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", "Modifier changes to support sub-panels for Geometry Nodes\nThis is a follow up of #108649\n\n", "Solidify (Complex, Constraints) - very rare glitch\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.02\n\nBroken: version: 3.5.1\nWorked: 3.1.2\n\nbehavior changed in c2e8e68b6517b91eb14270707d7182c1727861c4\n\nSolidify modifier creates a weird glitch at a specific vertex.\n\nI have a model with about 40000 verticies that I wanted to solidify. Everything works fine, except the surroundings of a single vertex. The topology does not seem any particular there. The model is made out of triangles, but the glitch also appears if I convert it to quads. I copied the vertex and the surrounding faces to a sperarate blender file and recorded how the glitch appears depending on moving one of the verticies:\n![blender_bug.gif](attachment)\n(the glitch looks exactly the same when the vertex is part of the larger object)\n\nSolidify Modifier Settings:\nMode: Complex\nThickness Mode: Constraints\n(other settings does not affect the glitch)\n\n", "Merge by distance produces unexpected results\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.48\n\nBroken: version: 2.90.0 Alpha\nWorked: N/A\n\nMerging vertices of a few straight edgeloops produces jagged edgeloop instead of straight one.\n\n1. Open attached blend file\n2. Select vertices of three edgeloops in the middle.\n3. Apply Merge by distance and increase threshold until they collapse into single edgeloop.\n4. Check attached image to compare results of same operation in other editors.\n\n[by_distance.blend](by_distance.blend)\n![merge_by_distance_bug.jpg](merge_by_distance_bug.jpg)", "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", "Solidify Modifier wrong solidification normals in some cases\nOperating system: Windows 11\nGraphics card: ATX4000\n\nBroken: 3.5.0\n\nIn some corner cases, the Solidify modifier uses wrong solidification normals.\n\nWith the \"Faces linked only by one vertex.obj\" object, where some faces are sharing only one vertex and no edge, the solidification behaves as if ignoring that shared vertex.\n\nWith the \"Triangulated mesh wrong solidification.obj\" object the vertex in coordinates (-1, 1, -1) does not solidify properly, while the exact same mesh, but not triangulated (\"Triangulated mesh right solidification.obj\" object) solidifies right.\n\n", "Modifying keymap produces unreliable results when duplicate entries exists\nOperating system: Windows 10\nGraphics card: Nvidia GTX 1070\n\nBroken: 2.83-3.0\n\nModifying keymap produces unreliable results when duplicate entries exists.\n\n**Steps to reproduce**\n1. To create duplicate keymaps apply patch \n[P2817: (An Untitled Masterwork)](P2817.txt)\n```\ndiff --git a/release/scripts/presets/keyconfig/keymap_data/blender_default.py b/release/scripts/presets/keyconfig/keymap_data/blender_default.py\nindex 5fb0f052154..ad335883afa 100644\n--- a/release/scripts/presets/keyconfig/keymap_data/blender_default.py\n+++ b/release/scripts/presets/keyconfig/keymap_data/blender_default.py\n@@ -2758,20 +2758,28 @@ def km_sequencercommon(params):\n def km_sequencer(params):\n items = []\n keymap = (\n \"Sequencer\",\n {\"space_type\": 'SEQUENCE_EDITOR', \"region_type\": 'WINDOW'},\n {\"items\": items},\n )\n\n items.extend([\n *_template_items_select_actions(params, \"sequencer.select_all\"),\n+ (\"sequencer.split\", {\"type\": 'K', \"value\": 'PRESS'},\n+ {\"properties\": [(\"type\", 'SOFT')]}),\n+ (\"sequencer.split\", {\"type\": 'K', \"value\": 'PRESS', \"shift\": True},\n+ {\"properties\": [(\"type\", 'HARD')]}),\n+ (\"sequencer.split\", {\"type\": 'K', \"value\": 'PRESS'},\n+ {\"properties\": [(\"type\", 'SOFT')]}),\n+ (\"sequencer.split\", {\"type\": 'K', \"value\": 'PRESS', \"shift\": True},\n+ {\"properties\": [(\"type\", 'HARD')]}),\n (\"sequencer.split\", {\"type\": 'K', \"value\": 'PRESS'},\n {\"properties\": [(\"type\", 'SOFT')]}),\n (\"sequencer.split\", {\"type\": 'K', \"value\": 'PRESS', \"shift\": True},\n {\"properties\": [(\"type\", 'HARD')]}),\n (\"sequencer.mute\", {\"type\": 'H', \"value\": 'PRESS'},\n {\"properties\": [(\"unselected\", False)]}),\n (\"sequencer.mute\", {\"type\": 'H', \"value\": 'PRESS', \"shift\": True},\n {\"properties\": [(\"unselected\", True)]}),\n (\"sequencer.unmute\", {\"type\": 'H', \"value\": 'PRESS', \"alt\": True},\n {\"properties\": [(\"unselected\", False)]}),\n\n```\n \n\n2. Remove shift modifier key from all `sequencer.split` keymap entries\n - First time this works, after that entries will be removed\n3. Try to set Shift modifier key for last `sequencer.split` keymap entry.\n - This sets Shift modifier key on first `sequencer.split` keymap entry.\n4. Try to set Shift modifier key for second `sequencer.split` keymap entry. (Type is Hard)\n - This entry will jump to bottom and it is last entry now.\n", "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", "Show warning when saving a .blend file with that has been saved with a newer version before\nThe following scenario is a big difficult with our versioning code:\n1. Save file in new version of Blender.\n2. Load and save the same file in an older version of Blender.\n3. Load the file again in the new version.\n\nNot all our versioning code is idempotent and it can lead to hard to detect bugs when some versioning code runs twice. Showing a warning when saving a .blend file in an older version of Blender might help mitigate that issue a bit.\n\nE.g. #93252.", "Volumetrics Doesn't Apply to other meshes created with the Array Modifier\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.70\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\nIn evee, I have a cube with an array modifier and a volume scatter node in its material. The volume scatter only applies to the original object, not the objects created by the array modifier. However in cycles the volume scatter works as expected.\n\nCreate Cube with Fog material *see attached blend\nObserve where the volume scatter takes effect when switching between evee and cycles.![lighthouseEveeVolumetrics.png](lighthouseEveeVolumetrics.png)\n\n![lighthouseCyclesVolumetrics.png](lighthouseCyclesVolumetrics.png)\n\n[FogBug.blend](FogBug.blend)\n\n", "Spreadout enum in pie menu gives strange result\nWin7x64GTX660m\n\nBroken: 2.73\nWorked: (optional)\n\nIf \"select similar\" operator is launched from a pie, items are arranged in a weird fashion (happens only in vertex and edge mode), overlapping one another and showing index numbers such as 167.\n\nFrom file, just click run in text editor (replaced example operator in text editor's pie menu template with *pie.operator_enum(\"mesh.select_similar\", \"type\")*).\n\n[overlappingPies.blend](overlappingPies.blend)", "Remesh Node\nRemesh Modifier Modes will be split into two separate nodes.\n1. Voxel Remesh (Voxel Remesh algorithm)\n2. Block Remesh (original Remesh algorithm mainly useful for block effect)\n\nProperties can be used as they are in the modifier.\n\nAlgorithms are already external from Modifier code so it should be easy to reuse it for the node.\n\n\n![voxel_remesh.png](voxel_remesh.png)\n\n![block_remesh.png](block_remesh.png)", "Double transform of grease pencil with lattice modifier\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX TITAN X/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.77\n\nBroken: version: 2.93.1\n\nWhen GP layer is parented to bone and then deformed with Lattice modifier, the deformation occurs in incorrect place.\nIn sample file, deformation is simplified to moving all vertices.\n\nHere is original file, where actual deformation occurs, but I think relationships could be optimized a bit:\n[simple eye lattice in gp.blend](simple_eye_lattice_in_gp.blend)\n\n\n[#89943.blend](T89943.blend)\n\n- Open file\n- Move \"handle\" bone - works as expected\n- Move \"base\" bone - not as expected", "Multi-object-Mode: EditMode transform properties\nEdit-mode buttons currently only show median values for the active edit-object.\n\nThe Mean Crease value of the N panel doesn't work for multiple objects:\nHere i have 2 objects selected\n![1.jpg](1.jpg)\nIn Edit Mode changing the Mean Crease value does change its effect only on the selected object:\n![2.jpg](2.jpg)", "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)" ]
[ "Array Modifier \"Merge\" bug?\nWindows 7 Ultimate, 64 bit, GTX 680\nWindows 8 pro, GTX 780ti\n\nBroken: 2.72 RC1\nWorked: 2.71\n\nIt seems that the Array modifier's \"Merge\" feature is no longer correctly. It seems to skip over connecting every other generated copy?\n\nIn the attached .blend file, take a look at the top of this Octopus in both 2.71 and 2.72. The effect of the breakage seems to be exaggerated when using \"alt-a\" to play back the animation in an OpenGL shading mode.\n\n![8-adaptive_256-diff_100.gif](8-adaptive_256-diff_100.gif)\n\n[volume_octopus3_bugreport.blend](volume_octopus3_bugreport.blend)\n\n(simple example of bug [array_mod.blend](array_mod.blend))" ]
Resizing nodes Operating system: 18.04.2 Graphics card: AMD RX 580 Broken: 2.80.70, f606f588455e, 2019-05-20 Resizing any node if it is already selected makes it move [Screencast 2019-05-20 14:42:13.mp4](Screencast_2019-05-20_14_42_13.mp4)
[ "Texture Node Editor Using nodes causes weird issues in sculpt mode.\nOperating system: Linux-5.15.0-48-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 515.76\n\nBroken: version: 3.3.1\nWorked: perhaps never? (can redo in 2.83)\n\nAdding an image from the nodes of the texture editor for example, a sculpting brush, causes really weird issues. Disabling nodes and using the texture properties does not have this issue.\n\n- Check the blend file. Try sculpting, you will see weird noise being displaced with the texture.\n- Now disable the nodes and set the texture type from the texture properties to the same image. Sculpting again you see the issue is not happening.\n[bug.blend](bug.blend)\n\n![bug.png](bug.png)\n\n", "3D Texturing: When changing the texture resolution, the pixel data isn't recreated\n* Start painting\n* Change image resolution\n* Continue painting.\n\nWe have a safe guard for this, but it doesn't seem to work anymore.\n", "Linked data-block has \"pointer\" property still active\nBroken: version: 3.4.0 Alpha, branch: Unknown, commit date: Unknown Unknown, hash: `rBUnknown`\nWorked: Probably never\n\n\n\n[torus.zip](torus.zip)\n\nOpen torus.blend. It has a linked collection containing the selected object `Torus`.\n\nAs you can see in the image, the \"Object\" rna properties (parent, and the array modifier one) are both active:\n\n{[F13627034](image.png), size=full}\n\nIn fact you can even click on the property to change it (the popup show up, but clicking on it at least doesn't change it):\n\n{[F13627039](image.png), size=full}", "Blender continuosly freezes when transforming an object\nOperating system: Ubuntu 20.04.4 LTS\nGraphics card: ntel Corporation Skylake GT2 [HD Graphics 520] (rev 07)\n\nBroken: 3.1.2\n\n\nBlender continuosly freezes when transforming an object.\n\nCreate a General project (With the default cube). Scale the cube in every direction. Continue doing this and it the app will freeze. The debug log is filled with the following message:\n\n\n> INFO (gpu.debug): Notification : memory mapping a busy \"miptree\" BO stalled and took 0.039 ms.\n\n\n\n\n", "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", "Decimate Node\nProperties can be used as they are.\n\nNot sure if this should be one node with three nodes or three different nodes.\nSlightly tendency for three separate nodes currently.\n\n![decimate-collapse.png](decimate-collapse.png)\n\n![decimate-planar.png](decimate-planar.png)\n\n![decimate-unsubdivide.png](decimate-unsubdivide.png)", "Scaling in edit mode with individual origins and snapping activated is broken\nWin7 x64\n\nBroken: 2.76\n\nFollowing #39161. Scaling in edit mode works well with \"median\" as pivot point but with \"individual origins\" it breaks.\n\n\nIn attached file:\nScale and choose a vertex with \"ctrl\" pressed, cube seems to disappear.\nTo compare, press \"G\" and choose a vertex for snap, the cube's center is moved as a cube (also individual origins could make all selected verts move to that position making a point instead of a cube?) to that vertex.\nScale with \"median\" as pivot, it works\n[bug scale individual origins.blend](bug_scale_individual_origins.blend)\n\nSo maybe to make it consistent, make \"individual origins behave like median.\n", "Custom Nodes customizable Header for the Node Editor\nHi\n\nThis is a follow up from my closed design task:\n 104066\n\nAs @brecht suggested the best way will be to create a dedicated function that every addon can use to customize the header. \n\nI'm going to investigate if it can be donein `release/scripts/modules/bpy_types.py`.\n\nI hope I can get it done this time. \n\nCheers, \nDavid\n\n", "Shader editor: nodes moved with G key added to frames based on cursor position\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 452.06\n\nBroken: version: 2.83.4 (also with the 2.90 beta from August 25th)\nWorked: I don't know. I remember this strange behaviour for a long time (2.80?) but could not pinpont the exact behaviour until now\n\nIn shader editor, when you have a frame and move nodes outside it with the shortcut G, the node is added to the frame based on the cursor position and not on the node position.\nAs expected, when pressing G key, a user does not align the cursor to the node to be moved but presses the G key regardless of the cursor position.\n\n- Default startup file\n- In shader editor, add and join some nodes into a frame (Ctrl J)\n- Grab another node outside the frame with G with the cursor position far from the node to be moved\n- Move the cursor so that the cursor is inside the frame but the node is not and click to confirm new position\n- The node is added to the frame based on the cursor position although it is far outside the frame\n", "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", "Selecting (or connecting) nodes in Compositor is malfunctioning when when monitors have different dpi\nOperating system: Windows-10-10.0.16299-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.86\n\nBroken: version: 2.83 (sub 5)\n\nSelecting nodes in Compositor is glitching when when monitors have different dpi. This happens when Compositor is opened on both monitors.\n\n - In Windows 10 set custom scale on the second monitor in Display Settings > Scale and Layout, for example to 175%, so that each monitor has different scale.\n - Put one Blender window on each monitor (same Blender session).\n - Open Compositor in both windows. Enable nodes.\n - In the window with scale equal to 100% try clicking on the Composite node couple times. Selection will switch to the other node.\n[custom_dpi_compositor_bug.blend](custom_dpi_compositor_bug.blend)\n[custom_dpi_compositor_bug_02.03.2020.mp4](custom_dpi_compositor_bug_02.03.2020.mp4)", "All bone drivers selected when reselecting bone\nWindows 8.1\nGTX 580\n\nBroken: 2.77, 2.77a\nWorked: It seems any version before 2.77\n\nVisual explanation:\n![BoneDriversSelectingAllProblem.gif](BoneDriversSelectingAllProblem.gif)\n\nBasically, all created drivers for a bone will be selected instead of the last active one when the bone is selected.\nVery annoying problem that wasn't there before (Had to redo drivers several times because I didn't realize the last active driver isn't the active one anymore).", "Geometry Nodes: Only re-evaluated log do update available attributes in drop-down menu\nBroken: version: 4.0.0 Alpha\n\nThis is a fairly insignificant UI bug. If the GeoNodes modifier is disabled, the list of available attributes to select in one of the inputs is not updated. For example, when a vertex group is renamed, that won't be reflected in the list, until the modifier is enabled again. Can result in a bit of confusion.\n\n1. Open attached file.\n2. Notice the GeoNode modifier is disabled.\n3. Rename the vertex group.\n4. Try assigning the renamed vertex group as the modifier's Factor input; You can't, because it won't appear in the list.\n5. Enabling the modifier updates the list again, and then all is well.\n\n", "Resizing Outliner and Properties editor windows makes the outliner view go up if its long enough.\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\nResizing Outliner and Properties editor windows makes the outliner view go up if its long enough.\n\n\n - Make the scene have enough objects in it so you need to scroll down to see the end in the outliner.\n - Resize the Outliner/Properties windows while you are not seeing the top of the list of objects in the outliner.\n\nTest File:\n[#89056.blend](T89056.blend)\n![dqGd2BScva.gif](dqGd2BScva.gif)", "Boolean merges CustomData inconsistently (UVs, VCols), breaks UV Map Node\nOperating system: Linux-5.0.0-25-generic-x86_64-with-Ubuntu-19.04-disco 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.34\n\nBroken: version: 2.81 (sub 2)\nWorked: (optional)\n\nThe UV Map of an object with Boolean Modifier doesn't work when the UV is assigned to the texture with the UV Map node. \n\nOpen this file:\n[boolean_uv_map.blend](boolean_uv_map.blend)\nThe UV layout of the bigger cube is not used. Once you unplug the custom UV Map node in the shader, the UV Map works again. It also works when you disable the Boolean Modifier. " ]
[ "Can't resize selected node\nOperating system: Linux-4.15.0-47-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.116\n\n\nBroken: version: 2.80 (sub 64)\nBroken: version: 2.80 (sub 64)\nWorked: version: 2.80 (sub 64)\n\n\nCan't resize selected node\n\n1. Select any node\n2. Try to resize it - it will move instead of resizing\n![Peek 2019-05-16 11-15.gif](Peek_2019-05-16_11-15.gif)\n3. If node isn't selected - it will resize\n\n", "Nodes in any node editor are not resizable\nOperating system: Linux-4.9.0-9-amd64-x86_64-with-debian-9.9 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.116\n\n\nBroken: version: 2.80 (sub 71)\nWorked: (optional)\n\n\nNodes in any node editor are not resizable\n\njust try to resize a node in the shader node editor or the compositor.\n\n", "resizing frame in node editor broken\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.67\n\n\nBroken: version: 2.80 (sub 64)\nWorked: version: 2.80 (sub 64)\n\n\nResizing a frame border turns into a move command.\n\nDefault scene, select cube\nOpen shader editor\nSelect any or all nodes and create a new frame using \"Join in new frame\" command\nTurn off \"Shrink\" in the frames node properties\nTry to resize the frame\n\n\n\n\n", "Can't resize the nodes horizontally or I don't know the setting to unlock this\nOperating system: macOS 10.13.6\nGraphics card: AMD Radeon HD 6970M 1024 MB\n\n2.80b, 387c1f2e0d5d, 2019-05-16\n\n\nWhen I select a material node in the Shade Editor and I try to resize it horizontally, this moves, I can't resize it. I don't know if there is a setting to unlock this or it's a bug.\n\n![Node Resize.gif](Node_Resize.gif)\n\n1. Create Material or select existing one that it uses nodes.\n2. Go to Shade Editor and select a node.\n3. Try to resize the node horziontally.\n\nBased on the default startup.", "Nodes can't resize, anymore. Only move.\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 419.67\n\n\nBroken: version: 2.80 (sub 71)\nWorked: (optional)\n\n\nShader and Compositor nodes no longer let you resize them. When you mouse over the edge of a node, you get the resize icon. When you click and drag it, it just moves.\n\n- I first noticed it when I added a File Output node and wanted to resize the node to see the file location path and couldn't resize the node. I then downloaded the latest blender, Loaded factory settings. Tried to resize shader nodes and compositor nodes and was only able to move them.\n\nClick on shading tab. try to resize Principled BSDF shader node but it won't resize.\n\n" ]
Crash Operating system: Windows-10-10.0.14393-SP0 64 Bits Graphics card: GeForce GT 730/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 378.78 Broken: version: 2.90.0
[ "Hard crash while resizing packed multichannel EXR\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA TITAN X (Pascal)/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.3.1\nWorked: unknown\n\nTrying to resize this particular image crashes blender instantly. There's 2 unusual things about the image, not sure if they're relevant\n\n\n - it's a packed multichannel EXR\n - it has some very large values (it's an SDF, so some values are like 9999) \n\n\n\n # Load the file\n[image_resize_crash_004.blend](image_resize_crash_004.blend)\n - Resize the image\n - Crash!\n```\n\n```\nSee video:\n\n[Blender image resize crash 2022-12-08 15-41-15.mp4](Blender_image_resize_crash_2022-12-08_15-41-15.mp4)\n\n\n", "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", "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", "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", "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", "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", "Crash choice asset library\nOperating system: Win 10\nGraphics card: RX460 2gb\n\nBroken: (3.2)\nWorked: (3.0)\n\n[Tests.zip](Tests.zip)\n\n- Extract archive and add `...\\Tests\\Test Asset\\` path to asset libraries\n- Open Asset library blend file\n- Open New file\n- Change any editor to Asset Browser\n# List contents of `Test Asset` library\n\nIt should crash.\nSometimes, omitting step 2 would prevent crash, but no assets would be shown.\nAlso omitting `tests` folder somehow prevented the crash, \n\nCrash log:\n[P3143: (An Untitled Masterwork)](P3143.txt)\n```\n# Blender 3.4.0, Commit date: 2022-08-14 18:40, Hash 659b63751d63\nbpy.context.space_data.params.asset_library_ref = 'Test Asset' # Property\n\n# backtrace\nException Record:\n\nExceptionCode : UNKNOWN EXCEPTION\nException Address : 0x00007FFF3F66D759\nException Module : KERNELBASE.dll\nException Flags : 0x00000001\nException Parameters : 0x4\n\tParameters- [x] : 0x0000000019930520\n\tParameters- [x] : 0x000000FB7C5FD460\n\tParameters- [x] : 0x00007FF678278398\n\tParameters- [x] : 0x00007FF66CA80000\n\n\nStack trace:\nKERNELBASE.dll :0x00007FFF3F66D6F0 RaiseException\nVCRUNTIME140.dll :0x00007FFF283E63F0 CxxThrowException\nblender.exe :0x00007FF672BC42D0 nlohmann::detail::serializer<nlohmann::basic_json<nlohmann::ordered_map,std::vector,std::basic_stri\nblender.exe :0x00007FF672BC39A0 nlohmann::detail::serializer<nlohmann::basic_json<nlohmann::ordered_map,std::vector,std::basic_stri\nblender.exe :0x00007FF672BC39A0 nlohmann::detail::serializer<nlohmann::basic_json<nlohmann::ordered_map,std::vector,std::basic_stri\nblender.exe :0x00007FF672BC39A0 nlohmann::detail::serializer<nlohmann::basic_json<nlohmann::ordered_map,std::vector,std::basic_stri\nblender.exe :0x00007FF672BC39A0 nlohmann::detail::serializer<nlohmann::basic_json<nlohmann::ordered_map,std::vector,std::basic_stri\nblender.exe :0x00007FF672BC36C0 nlohmann::basic_json<nlohmann::ordered_map,std::vector,std::basic_string<char,std::char_traits<char\nblender.exe :0x00007FF672BC82B0 blender::io::serialize::JsonFormatter::serialize\nblender.exe :0x00007FF66E27B970 blender::ed::asset::index::AssetIndexFile::write_contents\nblender.exe :0x00007FF66E277D40 blender::ed::asset::index::update_index\nblender.exe :0x00007FF66E653B90 filelist_readjob_list_lib\nblender.exe :0x00007FF66E654370 filelist_readjob_recursive_dir_add_items\nblender.exe :0x00007FF66E653710 filelist_readjob_asset_library\nblender.exe :0x00007FF66DB341A0 do_job_thread\nblender.exe :0x00007FF672E5A810 _ptw32_threadStart\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThreads:\nThread : 00000448\nntdll.dll :0x00007FFF41D2C620 ZwDelayExecution\nblender.exe :0x00007FF672B3A220 BLI_thread_is_main\n\n\nThread : 000069ac\nntdll.dll :0x00007FFF41D2F9F0 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFF41CA0E20 LdrAccessResource\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00003130\nntdll.dll :0x00007FFF41D2F9F0 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFF41CA0E20 LdrAccessResource\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000069cc\nntdll.dll :0x00007FFF41D2F9F0 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFF41CA0E20 LdrAccessResource\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000054bc\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000026c0\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00008788\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 0000aa4c\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 0000608c\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 0000ad7c\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00009c7c\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00008d78\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000029c4\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00009918\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 0000162c\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00001478\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00009a78\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000067cc\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000040b4\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000036d0\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00003468\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00007444\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00005208\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000059e4\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL 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:0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 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 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 : 00009a90\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 : 00004cc8\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000029cc\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000055f8\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000069a4\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00005c40\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00001a80\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00004308\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000081c8\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000071a0\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 0000b0d4\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00004bc0\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00009d28\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00008010\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nLoaded Modules :\n0x00007FF66CA80000 3.4.0.0 blender.exe C:\\Users\\John\\Desktop\\blender-3.4.0-alpha+master.659b63751d63-windows.amd64-release\\blender.pdb \n0x00007FFF41C90000 10.0.19041.662 ntdll.dll \n0x00007FFF40620000 10.0.19041.662 KERNEL32.DLL \n0x00007FFF3F640000 10.0.19041.662 KERNELBASE.dll \n0x00007FFF40C70000 10.0.19041.546 WS2_32.dll \n0x00007FFF41310000 10.0.19041.662 RPCRT4.dll \n0x00007FFF41170000 10.0.19041.685 USER32.dll \n0x00007FFF1D640000 tbb.dll \n0x00007FFF3FCC0000 10.0.19041.662 win32u.dll \n0x00007FFF41940000 10.0.19041.685 GDI32.dll \n0x00007FFF1D600000 tbbmalloc.dll \n0x00007FFF3FAB0000 10.0.19041.685 gdi32full.dll \n0x00007FFF3FA10000 10.0.19041.546 msvcp_win.dll \n0x00007FFF3F910000 10.0.19041.546 ucrtbase.dll \n0x00007FFF417D0000 10.0.19041.610 ADVAPI32.dll \n0x00007FFF406E0000 7.0.19041.546 msvcrt.dll \n0x00007FFF41980000 10.0.19041.662 sechost.dll \n0x00007FFF3FED0000 10.0.19041.662 SHELL32.dll \n0x00007FFF283E0000 14.29.30139.0 VCRUNTIME140.dll \n0x00007FFF3AE70000 14.29.30139.0 VCRUNTIME140_1.dll \n0x00007FFF40F00000 10.0.19041.546 SHLWAPI.dll \n0x00007FFEC90D0000 14.29.30139.0 MSVCP140.dll \n0x00007FFF3FC70000 10.0.19041.546 CFGMGR32.dll \n0x00007FFF36DA0000 10.0.19041.488 dbghelp.dll \n0x00007FFF3FBC0000 10.0.19041.662 bcrypt.dll \n0x00007FFF40CE0000 10.0.19041.546 ole32.dll \n0x00007FFF41470000 10.0.19041.662 combase.dll \n0x00007FFEC8180000 10.0.19041.546 OPENGL32.dll \n0x00007FFF41440000 10.0.19041.546 PSAPI.DLL \n0x00007FFF41A20000 10.0.19041.662 shcore.dll \n0x00007FFF3FEA0000 10.0.19041.546 IMM32.dll \n0x00007FFEB74B0000 9.0.0.0 openvdb.dll \n0x00007FFEC5BE0000 59.16.100.0 avformat-59.dll \n0x00007FFEB4FB0000 59.18.100.0 avcodec-59.dll \n0x00007FFF1D5D0000 59.4.100.0 avdevice-59.dll \n0x00007FFF40FC0000 10.0.19041.546 OLEAUT32.dll \n0x00007FFEC9030000 6.4.100.0 swscale-6.dll \n0x00007FFEC5A00000 57.17.100.0 avutil-57.dll \n0x0000000070440000 1.0.28.0 libsndfile-1.dll \n0x00007FFEC5190000 1.21.1.0 OpenAL32.dll \n0x000000006ACC0000 libgmp-10.dll \n0x00007FFEC29E0000 2.0.20.0 SDL2.dll \n0x00007FFF39630000 libgmpxx.dll \n0x00007FFEC0D70000 3.10.2150.1013 python310.dll \n0x00007FFF40780000 10.0.19041.546 SETUPAPI.dll \n0x00007FFF300E0000 tbbmalloc_proxy.dll \n0x00007FFF31280000 6.10.19041.488 COMCTL32.dll \n0x00007FFF1C490000 10.0.19041.1 AVIFIL32.dll \n0x00007FFF39120000 10.0.19041.546 VERSION.dll \n0x00007FFF3D210000 10.0.19041.546 dwmapi.dll \n0x00007FFF1C460000 10.0.19041.546 GLU32.dll \n0x0000000070680000 libfftw3-3.dll \n0x00007FFF27EE0000 10.0.19041.546 Secur32.dll \n0x00007FFECB6B0000 4.3.100.0 swresample-4.dll \n0x00007FFECBF00000 10.0.19041.1 AVICAP32.dll \n0x00007FFF2EBF0000 10.0.19041.546 WINMM.dll \n0x00007FFF20660000 10.0.19041.1 MSACM32.dll \n0x00007FFECB5D0000 10.0.19041.1 MSVFW32.dll \n0x00007FFF24F20000 10.0.19041.1 winmmbase.dll \n0x00007FFF3F280000 10.0.19041.662 SSPICLI.DLL \n0x00007FFF3D240000 10.0.19041.546 kernel.appcore.dll \n0x00007FFF3D520000 10.0.19041.662 windows.storage.dll \n0x00007FFF3EE40000 10.0.19041.662 Wldp.dll \n0x00007FFF3CE80000 10.0.19041.610 uxtheme.dll \n0x0000022043090000 10.0.19041.662 bcryptPrimitives.dll \n0x00007FFF3F300000 10.0.19041.546 profapi.dll \n0x00007FFF41880000 2001.12.10941.16384 clbcatq.dll \n0x00007FFF38BE0000 10.0.19041.546 MMDevApi.dll \n0x00007FFF3F180000 10.0.19041.546 DEVOBJ.dll \n0x00007FFF38EF0000 10.0.19041.662 AUDIOSES.DLL \n0x00007FFF3E980000 10.0.19041.546 powrprof.dll \n0x00007FFF3E840000 UMPDC.dll \n0x00007FFF41AD0000 10.0.19041.662 MSCTF.dll \n0x00007FFF39850000 10.0.19041.662 AppXDeploymentClient.dll \n0x00007FFE80E80000 31.0.15.1640 nvoglv64.dll \n0x00007FFF3AE30000 10.0.19041.546 \n```\n\n\n - The conditions have been changed, but the error is still present. -----------------------------------------------------------", "Blender 2.91 alpha - Debug menu, instant crash\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX TITAN X/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.55\n\nBroken: version: 2.91.0 Alpha\nWorked: 2.90.1\n\nShader compilation is causing an error when the debug menu is invoked on a blank scene or working scene.\n\nOpen the .blend attached file, press F3>search: Debug. Type 22 (eevee GPU speed benchmarking verbose),\nBlender will crash immediately. The same is true on a blank new scene in the general application template.\n\nFile to test: \n44cb6eb461af31ad1209dedb738d76c0.blend\n\n", "Crash 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)", "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 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", "MeshDeformModifier Crashing\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 528.49\n\nBroken: version: 3.6.0 Alpha\nWorked: -\n\nAfter binding, with the Dynamic attribute driver value set to 1 in driver editor, it crashed.\n\n1. Add a driver to use_dynamic_bind.\n2. Click Bind\n3. Set the driver value to 1\n\n\n![image](attachment)\n\n", "Hair particles crashing when baking or animating\nOperating system: windows 10 64 , windows 8 64\nGraphics card: intel, nvidia\n\nBroken: blender-2.81-9bd0d8b5505a-windows64\nWorked: (optional)\n\nwhen trying to bake a hair particles the system hangs giving this message\n\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF7CEBD24A4\nModule : C:\\Users\\dribeiro\\Desktop\\blender-2.81-9bd0d8b5505a-windows64\\blender.exe\n\n\nopen the file\nclick 'play' on timeline or bake on hair particles\n\nNEW INFO\nremoving the hair particles the animation runs normally\n[giselle.blend](giselle.blend)", "Crash. Script changing values of a prop attached to object by an operator popup crashes the app\nOperating system: Windows 10 Pro\nGraphics card: NVidia GTX 1070 Ti\n\nBroken:\n(example: 2.80, edbf15d3c044, blender2.8, 2018-11-28, as found on the splash screen)\nWorked: (optional)\n\nWhen used from a plugin, operator that uses wm.invoke_props_popup(self, event) to draw(and change) properties from a property group attached to an object (constantly) crashes the app.\nWhen same code is used from the blender scripting area, the app does not crash, but after initial change of the param, the property is grayed out(seems like a bug as well).\nError : EXCEPTION_ACCESS_VIOLATION\nAddress : 0x00007FF7DDBEA080\nModule : c:\\Blender28\\program\\blender.exe\nThe terminal process terminated with exit code: 11\n\n1) Create a testing_grounds.py file\n2) Fill it with code provided below\n3) Install as an addon\n4) Select an object\n5) Launch the operator(through space, typing \"TEZZT\")\n6) Change the value of the property by clicking and dragging the value;\n7) Repeat step (6) a few times if the app hasn't crashed yet\n\n```\nbl_info = {\n \"name\" : \"TestingGrounds\",\n \"author\" : \"ChieVFX\",\n \"description\" : \"\",\n \"blender\" : (2, 80, 0),\n \"location\" : \"\",\n \"warning\" : \"\",\n \"category\" : \"Generic\"\n}\n\nimport bpy\n\nclass SomeParams(bpy.types.PropertyGroup):\n float_value : bpy.props.FloatProperty()\n\nclass TestOp(bpy.types.Operator):\n bl_idname=\"testing_ground.tezzt\"\n bl_label=\"TEZZT\"\n bl_options={'REGISTER', 'UNDO'}\n\n def invoke(self, context, event):\n wm = context.window_manager\n return wm.invoke_props_popup(self, event)\n \n def execute(self, context):\n print(\"Im fine\")\n return {'FINISHED'}\n \n def draw(self, context):\n layout : bpy.types.UILayout = self.layout\n obj = context.object\n some_params = obj.some_params\n layout.prop(some_params, \"float_value\", text=\"Prop popup test\")\n \nclasses = [\n SomeParams,\n TestOp\n]\n\ndef register():\n for cls in classes:\n bpy.utils.register_class(cls)\n \n bpy.types.Object.some_params = bpy.props.PointerProperty(type=SomeParams)\n\n\ndef unregister():\n for cls in classes:\n bpy.utils.unregister_class(cls)\n \nif __name__ == \"__main__\":\n register()\n bpy.ops.testing_ground.tezzt('INVOKE_DEFAULT')\n```\n", "EXCEPTION_ACCESS_VIOLATION when changing shaders\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.79\n\nBroken: version: 3.1.0\n\nThis also seems to crash 2.93 and 3.0. \n\nEXCEPTION_ACCESS_VIOLATION causes crash when some shaders are applied.\n\nOpen the file. In the shader editor, set the material of the cube to rim_gradient. Shift-click on the specified shader node in the picture to turn it into the material output. Observe crash.\n![crash_reproduction.png](crash_reproduction.png)\n\n[crash.blend](crash.blend)\n\n\n" ]
[ "system is crashing while opening render mode\nOperating system: Windows-10-10.0.14393-SP0 64 Bits\nGraphics card: GeForce GT 730/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 378.78\n\nBroken: version: 2.90.0\n\n[system is crashing while opening render mode]\n\n\n", "Crash\nOperating system: Windows-10-10.0.14393-SP0 64 Bits\nGraphics card: GeForce GT 730/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 378.78\n\nBroken: version: 2.90.0\nWorked: (First time when I open it smoke simulation worked I open the file next day it crashin render mode)\n\n[Blender crash when I open smoke simulation. it doesn't to crash on another smoke simulation}\n\nAlso it only happen when it is saved and use next day not with Another file smoke simulation\n\n*Open attached.blend file\n*opening render mode\n\n[untitled.blend](untitled.blend)\n\n{[F8915853](Blender__G__Blender_Blender_File_Bug_untitled.blend__9_24_2020_3_30_37_PM__2_.png),size=full}\n\nThanks🙂🙂!" ]
blender 3.2.0 crash in linux terminal in chromebook hello,good afternoon i a new user how use this faboulous program in last 15 days,i buy a chromebook the last month,with linux terminal inside,i install the 3.1.2 version and crash when i change between shading and viewport rendering,today with menulibre i delete 3.1.2 version,but it,s no delete all,i install the 3.2.0 version,i launch,but crash again.can i any form to delete and install with a clean instalation in linux terminal?.thank you
[ "The display will be damaged when the node editor in Fullscreen Area mode (ctrl alt spacebar)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon(TM) R7 Graphics ATI Technologies Inc. 4.5.14736 Core Profile Context 20.11.1 27.20.12033.2007\n\nBroken: 2.93 as well as version: 3.0.0 Beta\nWorked: Haven't tested before 2.93.\n\nThe display will be damaged when the node editor in Fullscreen Area mode (ctrl alt spacebar).\n\n* Switch workspace to Geometry Nodes\n* Add a new Geometry Nodes modifier/datablock\n* Ctrl+Alt+Space to go fullscreen (not Ctrl + Space)\n* Select or move a node\n\nFile:\n[bug.blend](bug.blend)\n\nGIF:\n![1.gif](1.gif)", "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", "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 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", "Blender crashes with Segmentation fault when selecting Render Preview in Cycles with GPU Compute\nOperating system: Linux-6.1.46-gentoo-gentoo-dist-x86_64-12th_Gen_Intel-R-_Core-TM-_i3-12100F-with-glibc2.37 64 Bits, X11 UI\nGraphics card: AMD Radeon RX 6400 (navi24, LLVM 16.0.6, DRM 3.49, 6.1.46-gentoo-gentoo-dist) AMD 4.6 (Core Profile) Mesa 23.1.6\n\nBroken: version: 3.6.0\nWorked: - (read description)\n\nWhen I try to render using Cycles on my GPU, blender immediately crashes with Segmentation fault, as the error message. Here are the logs that were shown right before the Segmentation fault:\n```\nI0903 17:06:40.864868 14239 device.cpp:511] Mapped host memory limit set to 12,302,073,856 bytes. (11.46G)\nI0903 17:06:40.865039 14239 device_impl.cpp:62] Using AVX2 CPU kernels.\nWriting: /tmp/blender.crash.txt\nzsh: segmentation fault blender-3.6 --debug-all\n```\nIt worked with =dev-libs/rocm-comgr-5.3.3-r2, but started happening after the new update of the package. I used to apply a patch that solved the problem of being unable to select the render device in Blender's options (27552#issuecomment-1379233453), but with the new rocm-comgr package, the original problem solved itself. The old version of Blender (version 3.5.1) that worked before rocm-comgr got the new update, doesn't work now.\n\n1. Open the Render properties tab and set the Render Engine to Cycles.\n2. Set the device to GPU Compute.\n3. Set the viewport shading to Rendered.\n\n", "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", "Render cause crash guide many time August 10, 2022\nOperating system: macOS-13.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 575 OpenGL Engine ATI Technologies Inc. 4.1 ATI-4.9.39\n\nBroken: version: 3.2.2\n\nRender crash too many\n\nFor Mac only. Do not use Windows please.\n\n![image.png](image.png)\n![image.png](image.png)\n![image.png](image.png)\n\nSee blender 3.2.2 on Cycle-x picture\n![image.png](image.png)\n\nCommand + F12 then render for a while few minutes cause crash many times.\n\n[Blender report a ticket August 10 2022.zip](Blender_report_a_ticket_August_10_2022.zip)", "Render procedural crashes Blender when trying to render\nOperating system: macOS-10.15.7-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro Vega 64 OpenGL Engine ATI Technologies Inc. 4.1 ATI-3.10.18\n\nBroken: version: 3.2.0 Alpha\n\nRender procedural crashes Blender when trying to render\n\nLoad the attached alembic in the file, go Cycles experimental, turn on Use Render Engine Procedural and render.\n\n[Particles_BlastV_v01.abc.zip](Particles_BlastV_v01.abc.zip)\n\n", "Crash choice asset library\nOperating system: Win 10\nGraphics card: RX460 2gb\n\nBroken: (3.2)\nWorked: (3.0)\n\n[Tests.zip](Tests.zip)\n\n- Extract archive and add `...\\Tests\\Test Asset\\` path to asset libraries\n- Open Asset library blend file\n- Open New file\n- Change any editor to Asset Browser\n# List contents of `Test Asset` library\n\nIt should crash.\nSometimes, omitting step 2 would prevent crash, but no assets would be shown.\nAlso omitting `tests` folder somehow prevented the crash, \n\nCrash log:\n[P3143: (An Untitled Masterwork)](P3143.txt)\n```\n# Blender 3.4.0, Commit date: 2022-08-14 18:40, Hash 659b63751d63\nbpy.context.space_data.params.asset_library_ref = 'Test Asset' # Property\n\n# backtrace\nException Record:\n\nExceptionCode : UNKNOWN EXCEPTION\nException Address : 0x00007FFF3F66D759\nException Module : KERNELBASE.dll\nException Flags : 0x00000001\nException Parameters : 0x4\n\tParameters- [x] : 0x0000000019930520\n\tParameters- [x] : 0x000000FB7C5FD460\n\tParameters- [x] : 0x00007FF678278398\n\tParameters- [x] : 0x00007FF66CA80000\n\n\nStack trace:\nKERNELBASE.dll :0x00007FFF3F66D6F0 RaiseException\nVCRUNTIME140.dll :0x00007FFF283E63F0 CxxThrowException\nblender.exe :0x00007FF672BC42D0 nlohmann::detail::serializer<nlohmann::basic_json<nlohmann::ordered_map,std::vector,std::basic_stri\nblender.exe :0x00007FF672BC39A0 nlohmann::detail::serializer<nlohmann::basic_json<nlohmann::ordered_map,std::vector,std::basic_stri\nblender.exe :0x00007FF672BC39A0 nlohmann::detail::serializer<nlohmann::basic_json<nlohmann::ordered_map,std::vector,std::basic_stri\nblender.exe :0x00007FF672BC39A0 nlohmann::detail::serializer<nlohmann::basic_json<nlohmann::ordered_map,std::vector,std::basic_stri\nblender.exe :0x00007FF672BC39A0 nlohmann::detail::serializer<nlohmann::basic_json<nlohmann::ordered_map,std::vector,std::basic_stri\nblender.exe :0x00007FF672BC36C0 nlohmann::basic_json<nlohmann::ordered_map,std::vector,std::basic_string<char,std::char_traits<char\nblender.exe :0x00007FF672BC82B0 blender::io::serialize::JsonFormatter::serialize\nblender.exe :0x00007FF66E27B970 blender::ed::asset::index::AssetIndexFile::write_contents\nblender.exe :0x00007FF66E277D40 blender::ed::asset::index::update_index\nblender.exe :0x00007FF66E653B90 filelist_readjob_list_lib\nblender.exe :0x00007FF66E654370 filelist_readjob_recursive_dir_add_items\nblender.exe :0x00007FF66E653710 filelist_readjob_asset_library\nblender.exe :0x00007FF66DB341A0 do_job_thread\nblender.exe :0x00007FF672E5A810 _ptw32_threadStart\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThreads:\nThread : 00000448\nntdll.dll :0x00007FFF41D2C620 ZwDelayExecution\nblender.exe :0x00007FF672B3A220 BLI_thread_is_main\n\n\nThread : 000069ac\nntdll.dll :0x00007FFF41D2F9F0 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFF41CA0E20 LdrAccessResource\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00003130\nntdll.dll :0x00007FFF41D2F9F0 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFF41CA0E20 LdrAccessResource\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000069cc\nntdll.dll :0x00007FFF41D2F9F0 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFF41CA0E20 LdrAccessResource\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000054bc\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000026c0\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00008788\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 0000aa4c\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 0000608c\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 0000ad7c\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00009c7c\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00008d78\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000029c4\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00009918\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 0000162c\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00001478\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00009a78\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000067cc\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000040b4\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000036d0\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00003468\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL 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IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000085a8\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 0000b1ac\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 0000921c\nntdll.dll :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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: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 RtlUserThreadStart\n\n\nThread : 00008b38\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00005884\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\nblender.exe :0x00007FF673904E60 IlmThread_3_1::Semaphore::wait\nblender.exe :0x00007FF673904670 IlmThread_3_1::ThreadPool::numThreads\nblender.exe :0x00007FF66CDB3A50 std::thread::_Invoke<std::tuple<void (__cdecl usdBlender__pxrReserved__::HdRenderThread::*)(void) _\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 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:0x00007FFE819D057C Symbols not available\n\n\nThread : 00009be0\nntdll.dll :0x00007FFF41D2CAF0 ZwWaitForMultipleObjects\nKERNELBASE.dll :0x00007FFF3F690C50 WaitForMultipleObjectsEx\nKERNELBASE.dll :0x00007FFF3F690C30 WaitForMultipleObjects\nnvoglv64.dll :0x00007FFE81C6EF90 DrvPresentBuffers\nnvoglv64.dll :0x00007FFE81C6EF90 DrvPresentBuffers\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00003f9c\nwin32u.dll :0x00007FFF3FCCA0F0 NtUserMsgWaitForMultipleObjectsEx\nUSER32.dll :0x00007FFF411906F0 MsgWaitForMultipleObjectsEx\nnvoglv64.dll :0x00007FFE81C3A540 DrvValidateVersion\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00007978\nntdll.dll :0x00007FFF41D2F9F0 ZwWaitForWorkViaWorkerFactory\nntdll.dll :0x00007FFF41CA0E20 LdrAccessResource\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 0000ace0\nntdll.dll :0x00007FFF41D2CAF0 ZwWaitForMultipleObjects\nKERNELBASE.dll :0x00007FFF3F690C50 WaitForMultipleObjectsEx\ncombase.dll :0x00007FFF41539AA0 RoGetServerActivatableClasses\ncombase.dll :0x00007FFF41539AA0 RoGetServerActivatableClasses\ncombase.dll :0x00007FFF41539AA0 RoGetServerActivatableClasses\ncombase.dll :0x00007FFF41539AA0 RoGetServerActivatableClasses\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 0000ada4\nwin32u.dll :0x00007FFF3FCCA0F0 NtUserMsgWaitForMultipleObjectsEx\nUSER32.dll :0x00007FFF411906F0 MsgWaitForMultipleObjectsEx\ndirectmanipulation.dll:0x00007FFF3012457B Symbols not available\n\n\nThread : 00009dbc\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 : 00005f9c\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 : 00009dac\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 : 0000405c\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 : 0000834c\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 : 000099e8\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 : 00006284\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 : 00005ec8\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 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:0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00000a10\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 : 000082dc\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 : 0000196c\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 : 00004374\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 : 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 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 : 00009a90\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 : 00004cc8\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000029cc\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000055f8\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000069a4\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00005c40\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00001a80\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00004308\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000081c8\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 000071a0\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 0000b0d4\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00004bc0\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00009d28\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nThread : 00008010\nntdll.dll :0x00007FFF41D2C020 ZwWaitForSingleObject\nKERNELBASE.dll :0x00007FFF3F65A2C0 WaitForSingleObjectEx\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\ntbb.dll :0x00007FFF1D64D800 tbb::thread_bound_filter::try_process_item\nucrtbase.dll :0x00007FFF3F931430 configthreadlocale\nKERNEL32.DLL :0x00007FFF40637020 BaseThreadInitThunk\nntdll.dll :0x00007FFF41CDD0B0 RtlUserThreadStart\n\n\nLoaded Modules :\n0x00007FF66CA80000 3.4.0.0 blender.exe C:\\Users\\John\\Desktop\\blender-3.4.0-alpha+master.659b63751d63-windows.amd64-release\\blender.pdb \n0x00007FFF41C90000 10.0.19041.662 ntdll.dll \n0x00007FFF40620000 10.0.19041.662 KERNEL32.DLL \n0x00007FFF3F640000 10.0.19041.662 KERNELBASE.dll \n0x00007FFF40C70000 10.0.19041.546 WS2_32.dll \n0x00007FFF41310000 10.0.19041.662 RPCRT4.dll \n0x00007FFF41170000 10.0.19041.685 USER32.dll \n0x00007FFF1D640000 tbb.dll \n0x00007FFF3FCC0000 10.0.19041.662 win32u.dll \n0x00007FFF41940000 10.0.19041.685 GDI32.dll \n0x00007FFF1D600000 tbbmalloc.dll \n0x00007FFF3FAB0000 10.0.19041.685 gdi32full.dll \n0x00007FFF3FA10000 10.0.19041.546 msvcp_win.dll \n0x00007FFF3F910000 10.0.19041.546 ucrtbase.dll \n0x00007FFF417D0000 10.0.19041.610 ADVAPI32.dll \n0x00007FFF406E0000 7.0.19041.546 msvcrt.dll \n0x00007FFF41980000 10.0.19041.662 sechost.dll \n0x00007FFF3FED0000 10.0.19041.662 SHELL32.dll \n0x00007FFF283E0000 14.29.30139.0 VCRUNTIME140.dll \n0x00007FFF3AE70000 14.29.30139.0 VCRUNTIME140_1.dll \n0x00007FFF40F00000 10.0.19041.546 SHLWAPI.dll \n0x00007FFEC90D0000 14.29.30139.0 MSVCP140.dll \n0x00007FFF3FC70000 10.0.19041.546 CFGMGR32.dll \n0x00007FFF36DA0000 10.0.19041.488 dbghelp.dll \n0x00007FFF3FBC0000 10.0.19041.662 bcrypt.dll \n0x00007FFF40CE0000 10.0.19041.546 ole32.dll \n0x00007FFF41470000 10.0.19041.662 combase.dll \n0x00007FFEC8180000 10.0.19041.546 OPENGL32.dll \n0x00007FFF41440000 10.0.19041.546 PSAPI.DLL \n0x00007FFF41A20000 10.0.19041.662 shcore.dll \n0x00007FFF3FEA0000 10.0.19041.546 IMM32.dll \n0x00007FFEB74B0000 9.0.0.0 openvdb.dll \n0x00007FFEC5BE0000 59.16.100.0 avformat-59.dll \n0x00007FFEB4FB0000 59.18.100.0 avcodec-59.dll \n0x00007FFF1D5D0000 59.4.100.0 avdevice-59.dll \n0x00007FFF40FC0000 10.0.19041.546 OLEAUT32.dll \n0x00007FFEC9030000 6.4.100.0 swscale-6.dll \n0x00007FFEC5A00000 57.17.100.0 avutil-57.dll \n0x0000000070440000 1.0.28.0 libsndfile-1.dll \n0x00007FFEC5190000 1.21.1.0 OpenAL32.dll \n0x000000006ACC0000 libgmp-10.dll \n0x00007FFEC29E0000 2.0.20.0 SDL2.dll \n0x00007FFF39630000 libgmpxx.dll \n0x00007FFEC0D70000 3.10.2150.1013 python310.dll \n0x00007FFF40780000 10.0.19041.546 SETUPAPI.dll \n0x00007FFF300E0000 tbbmalloc_proxy.dll \n0x00007FFF31280000 6.10.19041.488 COMCTL32.dll \n0x00007FFF1C490000 10.0.19041.1 AVIFIL32.dll \n0x00007FFF39120000 10.0.19041.546 VERSION.dll \n0x00007FFF3D210000 10.0.19041.546 dwmapi.dll \n0x00007FFF1C460000 10.0.19041.546 GLU32.dll \n0x0000000070680000 libfftw3-3.dll \n0x00007FFF27EE0000 10.0.19041.546 Secur32.dll \n0x00007FFECB6B0000 4.3.100.0 swresample-4.dll \n0x00007FFECBF00000 10.0.19041.1 AVICAP32.dll \n0x00007FFF2EBF0000 10.0.19041.546 WINMM.dll \n0x00007FFF20660000 10.0.19041.1 MSACM32.dll \n0x00007FFECB5D0000 10.0.19041.1 MSVFW32.dll \n0x00007FFF24F20000 10.0.19041.1 winmmbase.dll \n0x00007FFF3F280000 10.0.19041.662 SSPICLI.DLL \n0x00007FFF3D240000 10.0.19041.546 kernel.appcore.dll \n0x00007FFF3D520000 10.0.19041.662 windows.storage.dll \n0x00007FFF3EE40000 10.0.19041.662 Wldp.dll \n0x00007FFF3CE80000 10.0.19041.610 uxtheme.dll \n0x0000022043090000 10.0.19041.662 bcryptPrimitives.dll \n0x00007FFF3F300000 10.0.19041.546 profapi.dll \n0x00007FFF41880000 2001.12.10941.16384 clbcatq.dll \n0x00007FFF38BE0000 10.0.19041.546 MMDevApi.dll \n0x00007FFF3F180000 10.0.19041.546 DEVOBJ.dll \n0x00007FFF38EF0000 10.0.19041.662 AUDIOSES.DLL \n0x00007FFF3E980000 10.0.19041.546 powrprof.dll \n0x00007FFF3E840000 UMPDC.dll \n0x00007FFF41AD0000 10.0.19041.662 MSCTF.dll \n0x00007FFF39850000 10.0.19041.662 AppXDeploymentClient.dll \n0x00007FFE80E80000 31.0.15.1640 nvoglv64.dll \n0x00007FFF3AE30000 10.0.19041.546 \n```\n\n\n - The conditions have been changed, but the error is still present. -----------------------------------------------------------", "Crash on startup with LibDecor on Wayland\nAlmaLinux 9.2, probably Rocky Linux 9.2 and RHEL 9.2 as well, although I did not try those too. \"Bug for bug compatible...\"\n\nBroken: Blender 3.6.0 Beta (hash 2533576802f5 built 2023-05-25 23:31:27)\n\nBlender 3.6.0 does not use Wayland on AlmaLinux 9.2, stating Blender from the commandline produces the following messages:\n\n```\n[antonraves@mail libdecor]$ /opt/blender/blender\nGHOST/Wayland: wl_registry@2: error 0: invalid version for global zwp_pointer_gestures_v1 (15): have 1, wanted 3\nPlugin \"GTK3 plugin\" uses conflicting symbol \"png_free\".\nlibdecor-cairo-WARNING: Could not get required globals\nFailed to load plugin 'libdecor-cairo.so': failed to init\nNo plugins found, falling back on no decorations\nRead prefs: \"/home/antonraves/.config/blender/3.6/config/userpref.blend\"\nWriting: /tmp/blender.crash.txt\nSegmentation fault (core dumped)\n```\n\nInstall Blender into the /opt/blender directory and launch Blender from the command line with:\n\n`/opt/blender/blender`\n\nAnd you will see that bit of error messages appear:\n\n```\n[antonraves@mail libdecor]$ /opt/blender/blender\nGHOST/Wayland: wl_registry@2: error 0: invalid version for global zwp_pointer_gestures_v1 (15): have 1, wanted 3\nPlugin \"GTK3 plugin\" uses conflicting symbol \"png_free\".\nlibdecor-cairo-WARNING: Could not get required globals\nFailed to load plugin 'libdecor-cairo.so': failed to init\nNo plugins found, falling back on no decorations\nRead prefs: \"/home/antonraves/.config/blender/3.6/config/userpref.blend\"\nWriting: /tmp/blender.crash.txt\nSegmentation fault (core dumped)\n```\n\nDe-install libdecor from the system and Blender will run on that same system but with X11...\n\n", "Blender 2.8 and 2.81 (ab519b91b2c4) has high chance of crashing when using Python to create a new node-tree link.\nOperating system: Windows 10 (x64) v1903 Build 18362.356\nGraphics card: Nvidia GeForce GTX 1060 6GB\nCPU: Intel Core i5 7600K\n\nBroken: 2.81-ab519b91b2c4 **AND** 2.80 release\n\nCreating a new node-tree link via Python sometimes causes Blender to crash with the error \"EXCEPTION_ACCESS_VIOLATION\".\nI have attached a .blend file that will cause the crash, just by clicking \"Run Script\" once or twice. \nWhen I found the bug, I spent some time making the script as small as possible while still causing the crash, so the script is less than 30 lines.\n\nI also installed Blender 2.81-ab519b91b2c4 on a Windows 10 laptop that had never seen Blender before, and the bug was present on there too, so I'm confident the issue isn't specifically due to my hardware.\nI've also included blender_debug_output.txt and blender_system_info.txt, generated by the blender_debug_log.cmd file included in the Blender 2.81 download.\n\n1) Open the attached .blend file.\n2) Click \"Run Script\" in the bottom right of the text editor pane.\n3) Repeat 2 until crash (should only take 1 or 2 tries)\n\n[Crashy crash.blend](Crashy_crash.blend)\n[blender_system_info.txt](blender_system_info.txt)\n[blender_debug_output.txt](blender_debug_output.txt)", "Blender 2.82: Fails to immediately report information to XServer on Linux\nOperating system: Manjaro Linux 5.6\nGraphics card: GTX 1070 ti\n\nBroken: 2.82, found as soon as app is open.\nWorked: 2.81\n\nIn Linux, if an app doesn't report anything to the Xserver, but still specifies window dimensions, it leads to a sort of awful stuttery broken effect while said app is loading. This is visible in 2.82, where, upon opening and loading, it fails to report to Xserver, and looks like this:\n![Screenshot_20200429_085959.png](Screenshot_20200429_085959.png)\nIt looks like this while the app is loading (that is, only a title bar) and produces an odd effect if the window is dragged around during loading, and I can confirm that it lasts longer if Blender is put on a mechanical hard drive VS an SSD. This doesn't occur launching any other apps, nor even a binary of 2.81, which instead displays a gray screen while loading. This is obviously just an aesthetic problem, but it can (rarely) cause issues. \n\n\nOpen Blender. ", "Frequent render crashes in 3.5\nOperating system: macOS-12.3.1-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 5500M 1.2\n\nBroken: version: 3.5.0\n\nI've been encountering a lot of crashes in 3.5 when rendering in the background. Meaning I start a rendering, and move over to something like a browser. At random time Blender 3.5 just crashes. I've included a crash log file.\n\n\n", "Specific Rig Crashes blender when going into pose mode\nOperating system: Linux-5.10.7-200.fc33.x86_64-x86_64-with-fedora-33-Thirty_Three 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.32.03\n\nBroken: version: 2.92.0 Alpha\nWorked: not sure but pre 2.80\n\nThis specific file, containing only one armature, crashes when selecting the armature and attempting to enter pose mode.\n\nFirst load the included file, then:\n- select the rig if it isn't already selected,\n- press ctrl tab or otherwise enter pose mode\nat this point blender crashes.[bug_posemode.blend](bug_posemode.blend)\n\n", "Blender 3.0.0 breaks compatibility of rigs with the previous version\nOperating system: Windows 11 Pro 21H2\nGraphics card: Nvidia RTX 3070\n\nBroken: 3.0.0\nWorked: 2.93.6\nBlender 3.0.0 breaks compatibility of rigs with the previous version.\n\n1. Open Agent 327 shot 10_03_B-agent_dodges animation file (10_03_B.anim.blend)\n2. Observe that the rigs are completely broken\n![2.93.6.png](2.93.6.png)\n\n![3.0.0.png](3.0.0.png)" ]
[ "Blender crashes when run on a Chromebook (3.1.2 and 3.2)\nhello,good afternoon,i am a spanish new user in blender.\n\ni buy last week a hp chromebook with the linux envoirement,i download this faboulus program terminal way in flat hub,the program sometimes when i change between the normal layout and the shaping layout crash a lot of time when i have some elements in render or render when it,s about finish,crash too.i save my work,but when i try to start again my work blender freeze.\n\ni hope you can do anything to do solution this problem.and i want to see one version to download in chrome os.\n\nthank you so much. cheeers from spain." ]
Crash with new sculpt brush multires displacement smear Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.43 Broken: version: 2.92.0 Alpha Trying to sculpt with the new multires displacement smear crashes to desktop Switch to sculpt mode, activate the multires displacement smear brush, click at the mesh and drag. [2020-12-23 11-22-08.mp4](2020-12-23_11-22-08.mp4)
[ "Lagging out when using pose brush\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 517.48\n\nBroken: version: 3.5.0\nWorked: (also had issue on 3.4)\n\nlags out when trying to use the pose brush, particularly after unchecking \"connected only\" getting rid of the multires modifier seems to fix the issue but I'd like to be able to use the pose brush while preserving my resolution.\n\n\"connected only\" is already unchecked in the attached file, so to see the error just try to move the mouse/use the pose brush and you will see the lag. This is a majorly cut down version of the file so it is much worse in the full version to the point where the file is completely unusable.\n\n", "Crashes when working with pose mode (rigidbodies involved)\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 511.23\n\nBroken: version: 3.0.1\nWorked: 2.8\n\nFrequent random crashes.\n\nJust animate bones. It may even crash at undo. One day it's okay, another it crashes 20 times a day.\n[debug_logs.zip](debug_logs.zip)\n", "Evee crashes when rendering \nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89\n\nBroken: version: 2.93.3\n\nRendering this file with evee causes a crash. Cycles is able to render the file.\nThe mesh was originally created in blender 2.6x with blender internal textures down loaded from blend swap 6618\nI was updating the textures for 2.9.3. \n\nRender the image.[crash.txt](crash.txt)\n\n[debug.blend](debug.blend)\n\n", "Crash 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", "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", "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", "Undo when sculpting changes brush type\nOperating system: Windows 10 Pro - 20H2 - 19042.867\nGraphics card: RTX 2070 SUPER - Driver version 497.09\n\nBroken: 3.0.0, f1cca3055776, master, 2021-12-02\n\nWhen sculpting, pressing undo will change the brush type and the brush settings to the previous selection.\n\nThe issue has existed for me for several years across multiple PCs, and countless versions of Blender. It has been reported here by many people but I've never seen anyone mention the following which I think could be helpful. I always work with a second window on another screen with just a UV Editor open which I think has something to do with the issue.\n\nFor example, in a new scene, start with the Draw brush active and change to the Grab brush then make three brushstrokes on the corner of the cube with it to pull it out. Pressing undo once will only remove the last Grab brushstroke as expected but also revert the active brush to the Draw brush which is not expected.\n\nAfter loading factory settings, the problem doesn't exist. What causes it to happen is if you add an additional New Main Window and set it to the UV Editing workspace and combine the UV Editor area and the 3D Viewport area to make just one large UV Editor area. Repeating the previous steps mentioned in the Sculpting workspace then causes the issue to happen.\n\nThere is some inconsistency with what happens afterwards with regards to changing the windows, workspaces and areas around. It seems various combinations can cause this to happen but the following steps should consistently replicate the issue for anyone on factory settings.\n\n - File > Defaults > Load Factory Settings\n - Window > New Main Window\n\n - On the New Main Window, select the UV Editing workspace\n - Combine the two main areas so only the UV Editor area remains, covering most of the workspace, and the 3D Viewport area is removed\n\n - On the original Main Window, select the Sculpting workspace\n - Select the Grab brush\n - Make three brushstrokes\n - Press undo once\n - Observe as one brushstroke is removed as expected but the brush type is also changed back to the default Draw brush\n\nAdditional observation:\n - Close the New Main Window that has the UV Editor open\n\n - On the original Main Window, select the Sculpting workspace\n - Select the Grab brush\n - Make three brushstrokes\n - Press undo once\n - Observe as one brushstroke is removed as expected and the brush type does not change", "Multires design validation\nThe goal of this tasks is to validate the design of Multires as Blender’s main subdivision based sculpting system. \n\nIn order to do that, I’m not focusing on the current state of Multires taking into account its current implementation (bugs, missing features, technical debt), but on the design of Multires itself. The idea here is to ask the question “if Multires was working exactly as intended (no bugs, no TODOs, all possible optimizations...), is that what we want for the sculpting/painting modes?”\n\n## Pros\n\n- **Tangent space sculpting layers**: This is a feature that even specialized software doesn’t support and which is really important for retouching VFX animation. By having multiple ##CD_MDISP## datalayer, it should be possible to tweak the influence of each one of them on the final displacement. As these layers are in tangent space, this supports any transformation on the base mesh without applying the layers displacement in random directions. \n\n- **Supports features that require base + displacement**: Features like displacement eraser or displacement smear rely on having the sculpt geometry stored as a base and a displacement. The current Multires design makes supporting these features straightforward. When Multires is not being used, it is still possible to implement these brushes by creating an operator that generates a base (by smoothing the mesh multiple times) and a displacement. So, this is not a feature that relies on the design of Multires, but it makes it better integrated.\n\n- **Sculpting and rendering different levels**: It is possible to use sculpt mode to deform the limit surface and let the modifier evaluate the displacement of other level. With a delete lower operator and unsubdivide, it should be possible to create a temporally base mesh for any level so it can be sculpted as a limit surface.\n\n- **Easy to integrate with rigs**: For the rest of the animation system, multires is just like having a vector displacement texture on top of a model. Animating models with sculpted displacement does not require any further workflow or features from other modules. \n\n- **Saves a lot of memory**: As it does not store any topology information for the higher levels of the sculpt, it is memory efficient both when sculpt mode is in use and when saving the files.\n\n- **Faster PBVH building times**: as the BVH primitives are the grids, building the tree is faster than building it for the individual triangles of a mesh.\n\n\n\n## Cons\n\n- **No references or indices for edges and loops**: Mesh algorithms that require storing information or topology queries based on edges can’t be implemented. This means like features like fairing, geodesic distances or a better cloth solver can’t be directly available from the ##SculptSession## (I still don’t understand why the current cloth solver works, but its performance is really bad). In order to have those features working, I can only think of workarounds like converting the grids to a mesh or adding some kind of map to store the grids topology as edges and vertex references, which adds extra code that needs to be maintained and misses the point of using grids directly to save memory.\n\n- **Computed and displayed resolution does not match**: When working on level 1 of a quad mesh, all vertices will have 4 duplicates which will be deformed independently when computing the brushes and tools. For the user, this means that performance and vertex count won’t match the sculpt mesh that is being rendered. This makes Multires usually slower on level 1 than on level 5. It also creates unexpected results when adding a single subdivision to a mid/high poly mesh, as the vertex count will increase at a rate users won’t expect.\n\n- **Allows vertices with invalid data state**: This design allows to have a vertex with multiple mask, colors or visibility values. This can be solved with stitching the grids, but this should be something that the design should not allow. It is the cause of constant bugs in all tools that require storing data per vertex. (see #79317)\n\n- **Performance depending on grids dimensions**: In lower levels (on a 2x2 grid), the number of duplicates exposed to the tools is so high that creates performance problems. When the grids are too big, performance decreases because the tool iterations are per grid. This causes that multires optimal performance is only achieved in levels around 5. This is something that users don’t expect. For example, subdividing 4 vert plane 8 times will create a reasonable vertex count for sculpting, but because grids at level 8 are so big, sculpt mode will always update at least a quarter of the plane regardless of the size of the brush.\n\n- **PBVH limited to building per grid**: In order to get the PBVH building speed, grids are used as primitives. This means that the number of nodes can’t never be higher than the number of grids. On higher multires levels, this is a problem as the PBVH can’t have as many nodes as it should for optimal performance. \n\n- **Undefined behavior with undo and shape keys**: The relation between shape keys in the base mesh, sculpt layers and multiple ##CD_MDISP## layers is not clear. We don´t know if shape keys should also contain the info about the displacement of the grids, if they should only deform the base mesh or both. What undo should do with features like propagation and reshaping from sculpt mode is also not clear. \n\n- **Incompatible design with automatic apply base**: With the current Multires design it makes total sense to not apply the deformation to the base mesh automatically. The workflow is more similar to painting a displacement texture than to subdivision based sculpting. As it is exposed in the UI as it was a standard subdivision based sculpting system, this often confuses users. As the main use case for having subdivisions in sculpt mode is to be able to control the surface noise, it does not make much sense that level 0 is not directly available for that.\n\n- **Unpredictable displacement interpolation in edit mode**: (To be checked with @JosephEagar ). It looks like it may not be possible to properly implement grid interpolation in edit mode due to numerical stability problems. \n\n- **No support for other custom data layers**: The only datalayer that is supported in Multires is the mask, which is hard coded. Multires does not have any system in place to support editable datalayers in the grids. Mode info in #80609.\n\n- **Depends on editable limit surface**: As the high poly version of the sculpt is stored as displacement on top of the limit surface, any other Blender tool that changes the limit surface will break it without any warning to the user (for example, changing the crease values in Edit mode). See #81958\n\n- **Extremely hard to develop and maintain**: Blender most advanced sculpting tools don’t rely that much on displacing vertices, but more on topology algorithms for calculating transformations (pose, relax, boundary, expand...). Making and debugging these tools to work on grids usually takes 70% of their development time (I measure it when developing the boundary brush). A feature that may require a slightly different topology query (which is often trivial to implement for ##Mesh##) requires an amount of development for Multires that is usually bigger than the tool itself. \n\n- **No friendly workflow with other softwares**: Having surface detail stored as displacement in Multires is convenient to work inside Blender, but what other software expect is to handle surface detail at render time with UDIMS and vector displacement textures (Blender supports both). If you have an animated scene with multires, for exporting it to other software you need to bake all the displacement at its highest resolution per frame, which is not ideal. Even if Multires displacement data can be stored as a separate file, it can’t be read by any other render engine. \n\n\n\n\n## My opinion\n\nThe main technical limitations are about exposing the grids directly to the sculpting code. Because of this, I think that it makes sense for Multires to be used as a different feature. By design, Multires use case is closer to being an alternative to vector displacement for rendering than to a subdivision based sculpting system. To me, it makes sense for Multires to support features like storing displacement into the grids, baking the deformation of modifiers to the grids, reshaping a base mesh based on a displacement, unsubdividing and storing the grids as separate files (it already does all that). What I don’t see any value is in being able to edit the grids displacement directly with the tools. For users, Multires should be exposed in the UI as something similar to baking a vector displacement texture to use in rendering, or “ptex based displacement”. After the fixes and the features added in 2.90, Multires is completely functional for this use case. \n\nI would rather prefer starting discussing the design of a dedicated subdivision based sculpting system and leave Multires for what it does well instead of keep trying to add workarounds a hacks to make it meet the requirements of something that was not designed for. We need to consider that supporting the existing and planned features (like sculpt vertex colors or layers) in the current Multires will take a lot of development time that can be used for something else. \n\nFor Multires, I imagine the workflow to be like:\n- The user creates a subdivision based sculpt with a dedicated subdivision based sculpting system (not Multires).\n- When done, the user adds a Multires modifier to the high poly version and uses rebuild subdivisions. This will convert the sculpt to a base mesh + displacement. It is the same concept as baking a displacement texture from the high poly mesh into level 0, but slightly more convenient as it does not require UVs and geometry will look exactly the same as the sculpt.\n- After having the new low res based mesh, the user can rig and animate the mesh with displacement. ", "Mask brush stops working in tiling sculpting mode after changing its size through \"F\" hotkey\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.59\n\nBroken: version: 2.93, 3.3.0\nWorked: -\n\nWhen an object has the Multires modifier, mask brush stops working in tiling sculpting mode after. (See video below)\n[Desktop 2022.09.17 - 21.18.10.07.mp4](Desktop_2022.09.17_-_21.18.10.07.mp4)\n\n- Open attached file or\n - Add a grid object\n - Add a multires modifier\n - Subdivide Simple a few times\n - Select mask brush in sculting mode\n - set tiling on x and y axis to 1 or 2m \n- try paint mask (sometimes the tiling doesn't work at this stage, you need to paint again and undo)\n- change brush size through F hotkey\n- try paint mask (tiling stops working)\n- press undo\n- try paint mask (tiling works again)\n\n[tiling_sculpt_bug.blend](tiling_sculpt_bug.blend)\n\n", "Multiresolution Issues\nThis is a temporary parent task to gather long standing and highly problematic issues with the Multiresolution modifier.\nThis mostly concerns bugs, known issues and badly supported existing features and gives an overview of the most pressing issues.\nNew features are not part of this task and don't need to be discussed.\n\n# Goal\nThe intent behind the task is to incrementally fix long standing issues to fix the current experience of subdivision based sculpting.\n\n# List of Issues\n\n## Crashes\n\n- [ ] #99887 - Multires Unsubdivide freezes Blender with hidden geoemtry\n- [ ] #84551 - Multiresolution - Crash when Linear Subdivision level is above 1\n- [ ] #100985 - Crash on sculpt mask brush when Multiresolution modifier is copied from another object\n- [ ] #85065 - Sculpt Mode - Using Mask while Multiress active = Crash\n- [ ] #86114 - Multires Displacement Smear brush + Dyntopo Error\n\n## Long Standing Issues\n\n### Visibility\nOne of the most important badly supported features is face visibility. \n\n- [ ] #87821 - Sculpt mode: annotation and unhide conflicts with Multiresolution modifier\n- [ ] #92372 - Sculpt mode: hide masked do not work when modifier enabled, but hidden part works with modifier\n- [ ] #95419 - sculpt mode: invert visible hides all faces with Multires modifier\n\n### Propagation\nAlso a high prioprity. Spikes and artefacts of details is making switching levels a bad experience.\n\n- [ ] #76374 - Multires: Artefacts from lower subdiv level changes\n- [ ] #94769 - Multires spikes\n\n### Undo\nBroken sculpted levels and other undo issues are very severe, since they are easy to trigger and cannot be easily recovered from. This also makes switching levels worse.\n\n- [ ] #93511 - Unable to undo subdivision with Multiresolution modifier\n- [ ] #79487 - Multires Level switching undo bug\n- [ ] #76311 - Redo causes pointy mesh artifacts in Multires\n- [ ] #76313 - Redo in Multires doesn't bring back stroke made after a subdivide\n\n### Rebuilding Subdivs\nA vital feature that is not reliable and surprisingly destructive.\n\n- [ ] #99857 - Rebuilding subdivisions with multiresolution deletes vertex groups\n- [ ] #81645 - Rebuilding multires subdivisions sometimes puts some vertices at the origin\n- [ ] #85792 - unsubdivide of Multires bug\n- [ ] #95022 - Using \"Rebuild Subdivisions\" in Multires modifier on hires mesh returns an error: Not valid subdivisions found to rebuild lower levels\n\n### Face corner inaccuracies\nVisibility and masking can lead is having different results in multires.\n\n- [ ] #79319 - Transform Tools influence on Hidden Face Sets with Multires Modifier\n- [ ] #79317 - Hidden Face Set Boundaries unmasked after inverting the mask on Multires Modifier\n\n### Grids consistency\nSome common workflows operators lead to severe issues with the multires grids.\n\n- [ ] #76682 - Applying negative scale inverts multires displacement\n- [ ] #76735 - Sculpt: Artifact in Multires when mirror modifier is applied\n\n### Smooth Normals\nSmooth faces is overall a worse expereince and is often avoided as a result.\n\n- [ ] #80641 - Sharp normals along base mesh wires in multires sculpting with smooth shading\n\n### Performance\nSome performance issues were investigated but never fixed.\n\n- [ ] #79488 - Multires clay brushes performance issue\n\n### Other\nVarious issues, arranged by importance.\n\n- [ ] #63581 - Textures not displayed in sculpt mode due to missing UVs (PBVH rendering, Multires)\n- [ ] #94631 - Multires: Duplicating objects sets the viewport level to sculpt level\n- [ ] #107102 - No visible mesh on Viewport Screenshot in sculpt mode with Multires\n- [ ] #73355 - Multires: Missing updates are not communicated in the UI\n- [ ] #90089 - Multires the Apply Base add to Quick Favorites can't change mesh\n- [ ] #76769 - MultiRes cannot \"Apply Base\" when ShapeKey have been added\n- [ ] #81497 - Multires: Editing base mesh creates random results on higher subdiv levels\n- [ ] Reshape is unreliable (Needs report)\n\n## Unsupported\n\n- [ ] Geodesic & Diagonals Expand (Needs report)\n- [ ] Fairing operators (Needs report)\n- [ ] Mask Extract (Needs report)\n- [ ] #95665 - Grab Silhouette broken with Multires \n- [ ] #88999 - Sculpt mode: Pose brush with Face sets FK mode do not work with Multiresolution\n\n## UI\n\n- Graying out/disabling intentionally unsupported features (Like with Remesh)\n - Dyntopo\n - Trimming operators/tools\n - Mask Slice\n\n## Needs Investigation\n\n- [ ] #95557 - Multiresolution sculpting broken after change in base geometry\n\n", "Object transforms affecting Sculpt Mode Brush behaviour\nThis is a design proposal to change some underlying behaviour of the brush system in Sculpt Mode.\n\n**The issue:**\nWhen scaling or rotating an object and then proceeding to sculpt on it in Sculpt Mode, the brush behaviour is generally affected by the transforms of the object.\nSo if the scaling is 1 on X & Y but 3 on Z, the brush radius will be 3 times as high. \nIf the object is scaled down in general, the brush strength will be lower in total.\nIf the object is also rotated, the brush radius will be as well and rake effects like for the Snake Hook brush will be badly affected since the object rotation is added to the rotation of the brush.\n\nIn recent versions the brush radius is at least reflecting the object transforms, which helps spotting these negative influences and reminding the user to apply the object transforms before sculpting.\nBut there is not benefit to having the Sculpt Mode being affected by the object transforms, so this is just a limitation of the current system.\nIt's also good to add that on the other hand Edit Mode is not negatively affected by the transforms of the object.\n\n[2020-03-02 11-42-04.mp4](2020-03-02_11-42-04.mp4)\n\n**The proposal:**\n\nTo make the sculpting workflow easier on the user it would be ideal if the brushes are not affected by the local transforms of the object but are instead based on the world scale & orientation.\nOnly symmetry options should be directly influenced bu the local transforms.", "Particle Edit mode for non hair particles - point select mode crash\nOperating system: Linux-5.6.0-050600-lowlatency-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 440.64\n\nBroken: version: 2.90 (sub 3)\n\nBlender crashes when entering into the Particule Edit mode\n\n- Delete all objects from the default scene\n- Create a plane\n- Add a particle system\n- Set end frame to 50\n- Bake the particle system\n- Switch to the Particle Edit mode\n- Select Point select mode\n\n- > Crash\n\n[blender.crash.txt](blender.crash.txt)\n\n\n", "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", "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", "Multires disp bake doesn't smooth UV\nOperating system: Windows 10\nGraphics card: RTX 3060ti\n\nBroken: 2.92, 02948a2cab44\nWorked: Don't know\n\nWhen baking a multires sculpt it will bake the disp towards a subdivided mesh but not a smoothed UV.\n\nGuess the best way is just to download my attached .blend, make sure the image texture is selected, that the Level Viewport on the multires modifier is at 0 and use the bake under Render properties. The resulting texture should not have this clear square in the middle as in my example picture below, but it do because the UV ain't getting smoothed. I did make sure that I had UV smooth enabled when I first subdivided the mesh.\nAlso added an example from what happens when I do this on a real project. This is baked and then applied to a subdivded mesh, look at the wrinkles below the eye.\n[multires_bug.blend](multires_bug.blend)\n![multiresbug.jpg](multiresbug.jpg)\n![multiresbugfrog.jpg](multiresbugfrog.jpg)" ]
[ "Multires Displacement Smear brush crashes Blender when you use it on a mesh without Multires subdivisions\nOperating system: Win 10\n\nBroken: blender-2.92.0-d283a093d664-windows64\nWorked: Never\n\nThe Multires Displacement Smear brush crashes Blender when you use it on a mesh without Multires subdivisions\n\n - Fire up Blender\n - Go to Sculpt mode\n - Choose the Multires Displacement Smear brush\n - Perform a brush stroke on the cube\n - Crash\n\n___\n\n*Ofc it's meant to be used with Multires subdivs, but I guess the crash is not intended....* 😉" ]
Cursor not updating when switching tools using shortcuts Operating system: Windows-10-10.0.17134 64 Bits Graphics card: GeForce GTX 960/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 416.16 Broken: version: 2.80 (sub 73) Worked: (optional) Cursor does not update when switching tools using shortcuts Open new Blender file assign shortcut to annotaion tool (e.g. "e") click on selection tool, you sould now see the default cursor now press "e" and you are using the annotation too (it highlights in the t-panel) but the cursor remains the default cursor when you click to draw an annotaion the brush cursor appears but also disappears when you release the mouse button the cursor updates when you hover over the t-panel works also teh other way around, if you are using the annotation tool and the switch to selection via shortcut the cursor remains the brush
[ "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", "Switching windows does not register as click\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 465.89\n\nBroken: version: 2.93.0\n\nI use industry compatible keymaps.\nWhen switching between windows, no matter whether they are 2 Blender windows or Blender and any other, any camera adjustment is not registered and, depending on the keymap preset you use, you either rotate the camera or move the object instead(see attached capture).\n[switchingWindowsBug.mp4](switchingWindowsBug.mp4)\n\n1. Shift LMB Press on the corner where the viewport meets the outliner and drag to the left, this creates a new viewport window\n2. Create a cube and press on the move tool to show it's gizmo\n3. Pan the camera in one window\n4. Then without clicking into the second viewport try to pan the camera in the second viewport, depending on the keymap preset you use you either rotate the camera instead of panning or move the object\n\nBlender does not register when you have switched to the new window without first clicking with the LMB into the window.\nAs you can guess it makes it pretty nifty to switch between windows, either 2 Blender viewports, Blender and the tutorial you are watching or any window else.", "The Tool Selector Window close one time every two times, when opened too closed to the bottom border of the screen\nOperating system: Windows 10\nGraphics card: GTX 1080\n\nBroken: 2.80\nWorked: (optional)\n\nThe Tool Window, open and close immediately, choosing the tool under the mouse cursor, if the tool window is opened too close from the bottom of the screen.\n\n1) In Edit > Preferences > Keymap, set the \"Space Bar action\" to \"Tools\"\n2) On the 3D viewport, place your mouse cursor in the top area of the viewport\n3) press the spacebar, the tool menu open without any problem, and you can choose a tool with a shortcut key (for example press B to choose the Box selection)\n4) You can repeat that several times in a row without any problems.\n5) Now move your mouse cursor much more closer to the bottom border of the screen, so that you know that the tool window will have to be shifted upward to be displayed correctly.\n6) Press the spacebar a first time. This is ok, you can select your tool\n7) Now press the spacebar a second time. This time, the tool window open and intermediately closed, and the tool selected is the one that is under your mouse cursor.\n8) Press the spacebar again: the tool window open normally\n9) Press the spacebar again: the bug reappear\n10) Now on, every one time over two, the bug appear.\n\n**Expected behavior**\nThe Tool Window should open and stay opened consistently, no matter where the mouse cursor is placed on the screen, when the spacebar is pressed.", "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. ", "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?", "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", "Image mask editing has a toolbar with no tools\nWe should at least have basic selection tools and cursor in the image spaces mask toolbar, currently it's completely empty.", "`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", "Blender 3D shift+RMB \"set 3D cursor\" not sensing strokes made with the grease pencil nor strokes made with the annotation tool\nOperating system: Windows 10\nGraphics card: GTX 1060 6gb (Idk if this is very relevant lol)\n\nBroken: 2.82 BETA, 689a873029b9, master, 2020-01-15 21:07\nWorked: -\n\nBlender 3D shift+RMB \"set 3D cursor\" not sensing strokes made with the grease pencil nor strokes made with the annotation tool\n\nAdd a stroke, hover it with your mouse and press your \"Set 3D cursor\" hotkey combination (by default Shift RMB).\n\n**Expected result**\nWhen doing just this, but when hovering your cursor/mouse over a mesh object instead, the 3D cursor will be set on the surface of the mesh object right where the cursor/mouse is hovering over that mesh/object. As the grease pencil is rather new, Im guessing making this react with the grease pencil strokes were just something that was forgotten when implementing it.", "Circle Select and Border Select malfunction when their shortcuts are set to Mouse4 or Mouse5\nOperating system: Windows 10\nGraphics card: RTX 2080 Ti\n\nBroken: 3.0.0\nWorked: 2.93.5\n\n**Bug Description**\nWhen called using a shortcut set to \"Button4 Mouse\" or \"Button5 Mouse\", Circle Select and Border Select in the 3D Viewport will act as if the left mouse button is being held down continuously (The circle is continously selecting / a selection box will be drawn). \n\nPressing the Middle mouse button does not deselect, pressing the left, middle or right mouse button will instead end the Circle/Border Select. \n\nIf the shortcut is set to a keyboard button or the tool is activated through left-clicking a menu, the tools work as intended.\n\nOn a fresh install of Blender 3.0 with default settings, \nset the shortcut for Circle Select or Border Select to \"Button4 Mouse\" or \"Button5 Mouse\", \nthen press the assigned button", "creating custom (combined ) texture brush is not visually updated in texture brush tab\nWin 10 \nIntel i5\namd radeon \n\nblender 2.8 \n8996e26116f0\n\nGo into the texture for the brush settings and enable ''úse nodes'' \nGive the new texture brush a name \nMix two textures together , the output result is not reflected in the text.brush tabe\nThis was not the case wiith blender 2.7 \n\n![texture brush.jpg](texture_brush.jpg)\n![texture brush 2.jpg](texture_brush_2.jpg)\n\nAlso , when rotating the brush (ctr-F) ,the alpha overlay of the brush texture is nor", "Contents of \"Viewer Node\" image block do not get updated \nThis might not necessarily be a bug, but may be a feature request. I apologize in advance for being very unprofessional here. I don't think my problem is necessarily relevant to the way I build Blender of the system hardware I use. I've seen the same problem over and over on different systems. Anyways, I compile Blender from source as follow on a freshly-installed Ubuntu:\n\nHere's how I set up Ubuntu after installing it:\n\n```\napt-get -y update && apt-get -y install locales \\\n make \\\n\t\t\t\t\t dpkg \\\n wget \\\n bzip2 \\\n libglib2.0-0 \\\n libxext6 \\\n libsm6 \\\n libxrender1 \\\n g++ \\\n gcc \\\n xvfb \\\n libyaml-cpp-dev \\\n\t\t\t\t\t git \\\n cmake \\\n\t\t\t\t\t vim \\\n\t\t\t\t\t curl \\\n\t\t\t\t\t ca-certificates \\\n software-properties-common \\\n\t\t\t\t\t python3 \\\n python3-pip\n```\n\n\n```\ngit clone blender.git\ncd blender\ngit checkout 8ef39d5c882896bd75e0d4d17fb3e3d4710fc768 # Blender 2.79\ngit submodule update --init --recursive\ngit submodule foreach git checkout master\ngit submodule foreach git pull --rebase origin master\n\nblender/build_files/build_environment/install_deps.sh --source=/blender-git/\n\nPPATH=\"$(which python3)\"\ncmake blender \\\n -DCMAKE_INSTALL_PREFIX=/usr/lib/python3/dist-packages \\\n -DWITH_INSTALL_PORTABLE=OFF \\\n -DWITH_PYTHON_INSTALL=OFF \\\n -DWITH_PYTHON_MODULE=ON \\\n -DPYTHON_SITE_PACKAGES=/usr/lib/python3/dist-packages \\\n -DPYTHON_VERSION=3.5 \\\n -DWITH_OPENAL=ON \\\n -DWITH_CODEC_AVI=ON \\\n -DWITH_MOD_OCEANSIM=ON \\\n -DWITH_CODEC_FFMPEG=ON \\\n -DWITH_SYSTEM_GLEW=ON \\\n -DWITH_FFTW3=ON \\\n -DWITH_OPENCOLORIO=ON \\\n -DWITH_GAMEENGINE=OFF \\\n -DWITH_PLAYER=OFF\nmake -j 7\nmake install\n```\n\nI want to do a very simple thing but it seems that it's becoming very complicated to do it. I have described what my problem is [here ]]. I do not necessarily want to simulate clicking but it turns out that I cannot update the contents of 'Viewer Node' image block. Finally, I thought the best way would be to automatically have backdrop enabled. So I followed the instructions given [[ https:*blender.stackexchange.com/questions/72742/depth-data-works-but-not-in-background-mode | here ](https:*blender.stackexchange.com/questions/102790/how-to-trigger-lmb-click-events-to-activate-a-specific-view-node-and-update-cont) by *Sebastian Koch* thinking that I should be able to dynamically add/remove view nodes and update the contents of the image block automatically. Although I could access to the pixels, but But this does not happen!\nI wrote the right code to do exactly what I show in [this video ]] but the pixels in \"Viewer Node\" image block do not get updated, as they do in the video. Not only that, I tried activating newly-added Viewer nodes manually (as described [[ https:*blender.stackexchange.com/questions/102790/how-to-trigger-lmb-click-events-to-activate-a-specific-view-node-and-update-cont | here ](https:*youtu.be/YCv5qdKLkZo)) but I am still unsuccessful in updating the pixels in the image block. I also tried removing the image block in Python and then continue adding new Viewer nodes. But from the time I remove the image block its contents will always be zero even if I redo the rendering.\n\nThe only way I could successfully update the contents of the image block was after, first, I followed *Sebastian Koch*'s solution and then wrote some code to remove/add all nodes and their links to get either depth map or surface Normals and did the rendering again. But the whole point of me trying to store pixels into Numpy arrays was to avoid doing re-rendering to get around the IO overhead. I could have instead stored two files (for both depth map and Normal maps) throught two Output nodes with rendering only once.\n\nFirst, if this behavior does not look like a bug, I would appreciate the community provide me an easy solution to do what I want. Second, It would be great if you can improve Blender's Python API and add ways of easily accessing rendering results in memory so that people like me who want to do millions of rendering do not need to deal with the delays cause by IO to transfer rendering results from memory to hard drive and can easily store the results into Numpy arrays and store them on disk in chunks. \n\n", "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", "Geometry Nodes: Only re-evaluated log do update available attributes in drop-down menu\nBroken: version: 4.0.0 Alpha\n\nThis is a fairly insignificant UI bug. If the GeoNodes modifier is disabled, the list of available attributes to select in one of the inputs is not updated. For example, when a vertex group is renamed, that won't be reflected in the list, until the modifier is enabled again. Can result in a bit of confusion.\n\n1. Open attached file.\n2. Notice the GeoNode modifier is disabled.\n3. Rename the vertex group.\n4. Try assigning the renamed vertex group as the modifier's Factor input; You can't, because it won't appear in the list.\n5. Enabling the modifier updates the list again, and then all is well.\n\n", "Redo panel does not work for the 3d cursor\nUbuntu 18.04\n\nBroken: 7d38654\n\nRedo panel for moving the 3d cursor does not work as expected.\n\nStart moving the 3d cursor and then change the value in the redo panel.\n![move 3d cursor.gif](move_3d_cursor.gif)\n\n\nMy guess is that this happens because the 3d cursor is not effected by the normal undo." ]
[ "Mouse pointer doesn't change when switching tool \nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Radeon RX550/550 Series ATI Technologies Inc. 4.5.13586 Core Profile Context 19.12.2 26.20.15002.61\n\nBroken: version: 2.83 (sub 1)\n\nMouse cursor doesnt change when switching tool with W key or using quick favorites\n\n- Go to edit mode\n- Select Knife or Annotate tool\n- Change tool with W key or quick favorites\n\nCursor stays the same" ]
Cycles: The remaining render time is broken Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.96 Broken: version: 3.0.0 Alpha Worked: Sorry, didn't check A correct remaining time is expected, but Blender is not showing it. ![2021-09-22 10_21_30-Blender Render.png](2021-09-22_10_21_30-Blender_Render.png) Open Blender Set to Cycles Hit F12 [untitled.blend](untitled.blend)
[ "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", "Missing red border for render border in Image Editor\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89\n\nBroken: version: 2.93.0 Alpha\n\nIn the 3D view you have a red border around an active render border. In the Image editor not.\n\nThis can lead to hours of lost render times since you cannot see if a render border is active or not. And is inconsistent. Two equal functionalities should work equal.\n\nOpen Blender, activate Render border in the 3D view and render a portion with viewport shading rendered.\nNow render the image, and render a portion of the image with enabled render border. You will notice that in the 3D view you have a red rectangle that indicates that the render border is active and what area to render. \n\nBut in the image editor you just see that just a portion is rendered. The next render can be with or without render border. There is no visual hint if the tool is active or not. And no hint if you have selected the correct area for preview rendering.\n\n![renderborder.jpg](renderborder.jpg)\n\n\n\n\n", "Undo Makes Completed Renders Disappear From View Render Window Slots\nOperating system: Windows 10 Build 19043\nGraphics card: Nvidia RTX 3090\n\nBroken: 2.92\nWorked: Can't remember, but I don't recall this happening before\n\nUndo makes completed renders disappear from other slots in the View Render window. Some of them are preserved, but the more you undo, the more disappear from other slots.\n\n1. Load default scene (with the cube)\n2. Render scene\n3. Go to the cube's shader and change its base color\n4. Switch to next unoccupied slot in the View Render window\n5. Render scene\n6. (optional) Repeat steps 3-5 as many times as you like\n7. Go to View Render window and scroll through slots to verify all renders are there (with J key)\n8. Activate undo (ctrl+z)\n9. Go to View Render window and scroll through slots. Some will be missing.\n10. Activate undo again and more will be missing.\n\nThis doesn't seem like intended behavior, and I've replicated this issue on a different machine. Hope this helps!\n\nEdit: I've replicated this issue in 2.91, 2.90 and the latest LTS release. I assume intended behavior is for undo to change the shaders back, but for renders you've completed to remain in their slots.", "GPU Compute is not available\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: GeForce GTX 660/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 3.6.2\n\nGPU Compute is not available in render device untill recheck\n\n\nAn interesting circumstance was discovered:\nIf open `preferences/System/CUDA` and just uncheck and check the checkbox of GPU Device, the problem is solved, then GPU Compute is accessible and fully functional.\n\nhad a similar problem: 94699\nThe solution is supposedly installing a newer version of nvidia driver. However, in fact, Blender works fine with the existing version.\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", "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", "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", "Unable to output pictures correctly when rendering version 3.2 demo with 65536*65536 resolution\nOperating system:win11 -workstationedition\nGraphics card:4090\n\nBroken: 3.4.0 release\nWorked: \n\nUnable to output pictures correctly when rendering version 3.2 demo with 65536 * 65536 resolution.\nWhen nearly 4 hours of rendering ends, blender does not work any picture out, as the picture atteched. And the image attribute say this image is 32768 * 32768.\n\n\nBased on the default startup or an attached .blend file (as simple as possible).\nusing the dome file for blender3.2\n\n", "EEVEE: Mixing between a fully transparent and holdout shader yields a half transparent result\nOperating system: macOS-10.13.6-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon Pro 580 OpenGL Engine ATI Technologies Inc. 4.1 ATI-1.68.25\n\nBroken: version: 3.2.0 Release Candidate\nWorked: I thinck the issue is for \"all\" versions of blender\n\nHoldout shader having issue with alpha (semi transparency).\n\nPut a image plane with exr image that contain alpha. When using a holdout shader mixed with another shader (transparency shader for exemple) the alpha of the image sequence is used for the mix of the 2 shaders. It should have a complete transparent image with the holdout of other object in the scene. The issue is that there is a dark outline for the semi transparent. Holdout have issue dealing with semi tranparency ? or maybe something else.\nSee the attached image to understand the issue.\n![issue holdout.png](issue_holdout.png)\n\n", "Cycles is not working in 3.5.1 on a MacBook M1 Max—causes the program to immediately freeze!\nOperating system: macOS-13.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Max 1.2\n\nBroken: version: 3.5.1\nWorked: (This started happening two days ago, and I only updated to 3.5.1 today. But in the days/weeks prior it was 3.4)\n\nOn my MacBook M1 Max (with all upgrades possible), I have had to force quit Blender countless times in the last 48 hours after turning on viewport Cycles view. Upgrading to 3.5.1 has seemingly made it a constant problem. Even now opening a brand new project, then turning on Cycles render, it starts saying it’s loading kernels (very slowly), and never renders, freezing the viewport, forcing me to force quit. So it seems I no longer can turn on Cycles in 3.5.1.\n\nThere is no further steps really, this is happening on a new project for me. Hopefully you all can see this and figure out something! I’m happy to provide further details if you need anything. I use Blender for my day-to-day at work so fingers crossed this isn’t the new normal for the foreseeable future. Also, love you all!\n\n", "Blender 3.3 crashing unnecessarily/ unexpectedly/ frequently/ no apparent reason until now\nOperating system: Windows 10 Pro\nGraphics card: Intel i3\n\nBlender 3.3\n\n\n\nWhenever I open blender with some projects...whenever I enter material preview mode or try to render (sometimes even in solid mode...still slow) Whenever I try to apply a material and the crashes even when the project is simple and not finished or being rendered....it was working just fine and started to act weirdly during the last couple of days...I even tried, manually, to allocate more RAM to the program but that just crashed the whole thing. \n\n\nExact steps for others to reproduce the error:\n\nopen the blender file I attached as an example (The project that blender doesn't tolerate) try to apply a texture or render \n\nNOTE: I'm looking for a software solution...I don't think reproducing the error on a RTX 3090 is fair...so...we'll probably look for software solution or tweak the settings.\n\n", "Particles not visible in render\nOperating system: Windows 10 Home 21H1 v. 19043.1466\nGraphics card: PowerColor RX 6600 XT OC\nCPU: AMD Ryzen 7 2700 Pro\n\nBroken: version: 3.0.0 LTS\nWorked: 2.93\n\n**Short description of the error**\nWhile rendering Spring demo with Blender 3.0, the grass is missing for some reason, only flowers is left\n\n**Exact steps to reproduce:**\n\n1. Download and run Blender 3.0 LTS: download/\n2. Download and open Spring demo (Blender 2.8): 5d2607ee6b3001d49bab798a\n3. Render as-is (this impacts both CPU and GPU rendering)\n\nPossibly this can be fixed by manipulating the original file's node system, I just want to know if this is a bug or just some hair/particle systems are no longer supported.\n![bl30psissue.png](bl30psissue.png)\n", "Cycles: Baking to an externally loaded image fails to update the image buffer results in Cycle's Rendered Viewport Shading\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2080 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.59\n\nBroken: version: 3.3.0, 2.93\nWorked: probably never\n\nBaking to an externally loaded image will not changed the baked image as displayed in the Viewport Shading's Rendered Mode.\nThe newly baked image buffer is shown correctly in the image editor and (EEVEE's) Material Preview, but wrong in Cycles's render view.\n\n- Open the attached .blend file.\n- Open the attached baked image in the image texture node.\n- Use it to bake any type of pass to the loaded image.\n- Observe that the image looks unchanged in the Rendered View by connecting the image texture node to the material output.\n[#98063.blend](T98063.blend)\n![suzzane-bake.png](suzzane-bake.png)\n[2022-05-12 09-12-20.mp4](2022-05-12_09-12-20.mp4)", "Cycles Ray Visibility trick for motion blur on objects with animated render-ability is no longer working\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 398.11\n\n\nBroken: version: 2.80 (sub 74)\nWorked: 2.79b, date: 2018-03-22 14:10, hash: `f4dc9f9d68b`\n\n\nCycles motion blur artifacting is a known issue with objects that become renderable while the shutter is open.\nA workaround is to transfer the Restrict Render animation to all the Cycles Ray Visibility options at the object level.\nThis solution worked for us in production on Next Gen using 2.78, but appears to no longer work in 2.80.\n\nThe attached file contains 4 planes linked to an animated camera. The 2 on the right are just static. The one on the upper left has animated Restrict Render to reveal the plane on frame 6. The plane on the lower left has Cycles Ray Visibility revealing it on frame 6.\nSince all planes are linked to the camera and have no transformation animation, none of them should show any motion blur at all.\n\nOpen the attached file in 2.79b and render frame 6 to see that the top left plane appears blurred (it shouldn't) and the lower left plane appears correct.\nOpen the attached file in 2.80 and render frame 6 to see that both left side planes are now showing the blur artifact.[rnd.motion_blur_bug.v0003.blend](rnd.motion_blur_bug.v0003.blend)\n\n", "Alpha bug on Principaled BSDF with GPU\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA RTX A2000 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.92\n\nBroken: version: 3.2.1\n\nDecreasing alpha makes material black in the Principaled BSDF shader when using GPU compared to CPU \n\n\n\n - Decrease \"Alpha\" on the Principaled BSDF shader\n - Change to device to either \"GPU Compute\" or \"CPU\" \n - Adjust alpha value to discern difference if not apparent when switching Device property\n\n\n**Notes**\nCPU appears to work correctly with this value, it's only on GPU on my machine that causes alpha to make the material black. Bug appears in rendered images too and not just viewport, and is present in both CUDA and Optix. \n\nMake my alpha 0% if duplicate.\n\n[Blender GPU Alpha Bug.blend](Blender_GPU_Alpha_Bug.blend)" ]
[ "Cycles: remaining render time is always -14:-08.-48\n**System Information:**\nOperating system: Linux-5.10.0-8-amd64-x86_64-with-glibc2.31 64 Bits\nGraphics card: NVIDIA GeForce RTX 3090/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 470.74\n\n**Blender Version:**\nBroken: version: 3.0.0 Alpha\nWorked: Prior to 0803119725\n\n**Short description of error:**\nWhen rendering a scene with Cycles the \"remaining rendering time\" is always -14:-08.-48 until render finish. The progress bar is also always at 0%\n\n**Exact steps for others to reproduce the error:**\n1. Create a scene. (It only happens in some scenes. I'm not sure what specific criteria must be met. However, the default startup file `File -> Defaults -> Load Factory Settings` produces this issue for me)\n2. Change the render engine to Cycles\n3. Render the scene (F12) and observe the remain render time in the image editor. It will be -14:-08.-48. The progress bar in Blender will also be at 0% until render finish.\n\n" ]
Particle System based on Collection won't render if the collection or its content is hidden from Render View Operating system: macOS 10.14.3 Graphics card: Intel Iris Pro 1536 MB Broken: 2.80, 036ec5cae4f7, blender 2.8, 2019-02-12, as found on the splash screen Worked: It sure worked in 2.79 **Short description** A particle system put on a mesh won't render if the system is based on a Collection, and the collection is hidden from Render View (by turning off the icon in the Outliner). The same particle system renders perfectly if it is based on an Object, even if the object is hidden from Render View. If you try to render the attached file the particles won't show up in the render. All you will see is a dark gray default cube. If you turn the Cones Collection Render icon on in the Outliner, and then render the file the particles show up fine. This behaviour is different from a Particle system based on a Object. One can easily turn the object's render icon off, but still the particles show up on the emitter.[Particle system based on Collection bug.blend](Particle_system_based_on_Collection_bug.blend)
[ "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.", "Particle edit mode - Hide hairs doesn't work\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 418.81\n\n\nBroken: version: 2.80 (sub 50)\nWorked:\nThe \"hidden\" hairs can't be selected or edited\n\n\nThe hidden hairs are still visible.\n\nAdd a hair system to the default cube \nSwitch to particle edit mode and then switch to point display/select mode\nSelect any number of particles, press H to hide\n- >The hairs are only locked, not hidden\n\n\n", "Particle systems render wrong on frame 0\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 2.93.5 Release Candidate\n\nA particle system renders moving particles in the wrong place on frame 0, if particles are spawned (=Frame Start) before frame 0.\n\n1. Create a particle system\n2. Set Frame Start to something smaller than 0 (with bigger negative numbers the effect is more obvious, so f.e. Frame Start = -20) (the effect is even more obvious if \"End\" is set to 0 or close to 0)\n3. Set particle object to render (Render -> Render As -> Object; Select Instance Object)\n4. Setting timeline start to 0 and rendering the frames, the wrong particle placement in frame 0 is clearly observable in relation to the next few frames. \n\nMoving the whole project/particle system timing to later frames manually, fixes this location jump. This shows, the problem is only the frame being 0.\n\n[particle_system_bug.blend](particle_system_bug.blend)\n", "Keyed particles work on viewport but not in render, also they are not affected by force fields\nOperating system: Linux-4.15.0-20-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: Mesa DRI Intel(R) Haswell Desktop Intel Open Source Technology Center 4.5 (Core Profile) Mesa 18.2.8\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\nWhen making a particle system with keyed physics, it works in viewport but the particles do not show properly in the final render. They reappear from the world center when all the previous particles die. Also the particles of the keyed particle system are not affected by force fields.\n\nSee the link for screen recording and the sample file.\n\nThe problem shows in blender 2.80 and 2.81 but not in 2.79.\n\nI think this might be a bug in blender 2.8 but I hope you can help me to solve it.\n\nscreencast\n\nview?usp=sharing\n\n**Steps to reproduce:**\n[#69238.blend](T69238.blend)\n\n- Open file\n- Render animation\n- Compare output to viewport\n\n\n\n\n\n", "Particle hair simulation not working\nOperating system: Windows 10\nGraphics card: GTX 1070ti\n\nBroken: 2.93.4\nWorked: unknown\n\nI modeled particle-hair and try to make it dynamic, for whatever reason I cannot make it to work and sometimes Blender crashes.\n\n[Test.blend](Test.blend)\n\n[Test.crash.txt](Test.crash.txt) \n\nIf I try another simple particle-hair system on the-same object it does work. \n\nTry to get the hair in attached file to simulate.", "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).", "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", "Metaball particles are handled inconsistently in Geometry Nodes\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: Radeon RX 570 Series ATI Technologies Inc. 4.5.0 Core Profile Context 22.7.1.220725\n\nBroken: version: 3.4.0 Alpha\nWorked: (n/a)\n\nMetaball rendered via particles are handled inconsistently in Geometry Nodes. It seems only mesh related nodes are generally working well with them.\n\nI wasn't sure about reporting this as a bug, because I assume that compatibility with the particle system is probably not intended use case. I guess ability to access metaball particles at all is an unintended bonus from eaa87101cd5a? I'd argue that if this can be easily \"fixed\" it will open up some interesting use cases before actual simulation/physics nodes arrive, but this is a borderline feature request and I guess developers will decide if this is worth to look at at this point.\n\n\n[MetaballParticles.blend](MetaballParticles.blend)\n[MetaballParticles.mp4](MetaballParticles.mp4)", "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\">", "Particle system texture added via API not working ['blend_type' when created using the interface is MULTIPLY, whereas when created through API, its value is MIX]\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.92\n\nBroken: version: 2.83 (sub 17)\n\nHi,\n\nI have been trying to write a script that automatically adds a clouds texture to control the density of hair particles/instances. I have been able to successfully add a texture to the active particle system of the selected object with the Density checkbox under Influence activated -- all done through API. However, there is no effect on the density of the particles.\n\nI am clueless of why this is happening. Is this a bug?\n\nI have attached a blend file (with an internal script) for reproducing the bug.\n\n - Open the attached blend file.\n - Allow execution of scripts (in case not allowed)\n - Select the plane (already has a particle system) and search for 'Particle Density Texture' and execute the script.\n\nThe texture will get added successfully to the particle system's texture slots with the density option on, but will have no effect on the particle distribution whatsoever. The script also has an UNDO panel. You could try changing values there or in the properties panel as well, but will have no effect.\n\nAm I doing something wrong? Or is this a bug or a known issue or any API limitation?\n[particle_density_texture.blend](particle_density_texture.blend)\n\n", "Animated particle emitter refuses transforms within simulation range\nOperating system: Win8.1x64\nGraphics card: 3xgtx580\n\nBroken: 2.79, 2.82\n\nAn animated object with a particle system it is not properly transformed in the frames within the simulation range.\nIn **Blender 2.79** the object jumps back to it's animated location on confirmation on hotkey or widget transformation.\nIn **Blender 2.82** the object doesn't even transform, but its particles does.\n\nTemporarily setting particle system Subframes parameter to 0 seems to be a workaround, eliminating the behavior.\n\nHere is a gif showing the bug in 2.82 and 2.79:\n![GIF.gif](GIF.gif)\n\n- Open attached file\n- (G)grab move the emitter\n[particle-subframes.blend](particle-subframes.blend)\n\nIn blender 2.82 you must change the visibility of objects. If you want to skip this step, use this file:\n[particle-subframes-283b.blend](particle-subframes-283b.blend)", "Particles \"Numbered\" Incorrectly When Generation Time is Influenced by Texture\nSee attached - probably not relevant.\n\nBroken: 2.90 - see attached\n\nA keyed particle system sends particles from one particle system to another particle system. Normally the ordering is respected: the first-generated particle in one system gets sent to the first-generated particle in the second system, same for the second-generated particle, and so forth. This does not work though if a texture is used to generate a particle system. Various visual effects rely on the ordering being respected.\n\nCreate a plane mesh. Add a particle system to it, physics none, starting at time 1 and ending at time 10 with 10 particles. Add a blend texture so the particles are generated from one side to another. Add a second particle system on a second object. Now create a keyed particle system on the second object going from the first particle system to the second particle system, starting at time 15 and ending at time 24 with 10 particles. Display its particles in a distinct way (e.g., as red spheres). Step through the simulation frame by frame. Note the order that the particles appear on the plane mesh (first particle system). Then at frames 15, 16 and 17 note the order in which the keyed particles appear. They appear in a different order, whereas, if a texture is not used but the random seed is used, the keyed particles will be created in the same order that they were created in the first particle system regardless of the chosen random seed.\n\n[system-info.txt](system-info.txt)\n[Particle Numbering Bug.blend](Particle_Numbering_Bug.blend)", "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", "Image sequence playhead for particle system textures never advances past first frame of sequence when particles are baked\nOperating system: Windows 10/64\nGraphics card: NVIDIA GeForce GTX 1060\n\nBroken: 2.93, 3.0.0\nWorked: n/a\n\nWhen I create a particle system that relies on an image texture containing an image sequence to control density, the playhead for that image sequence remains \"stuck\" on the first frame of the image sequence when I bake the particle system, regardless of the output length of the composition. This is true regardless of what type of image sequence is used (i.e. frames in a container such as .mp4 or .mov, or sequences of images such as .exr, .tif, or .png) or what playback options for the sequence are set (i.e. Cyclic and Auto Refresh can both be checked; it won't matter).\nRenders of an un-baked particle system using a moving texture to control particle density in Cycles are unusable.\nRenders of an un-baked particle system using a moving texture to control particle density in Eevee are occasionally usable (although unreliable: one must make absolutely certain that no frames are cached before attempting a render).\n\n**Expected behavior**\nMy expectation is that the playhead for an image sequence using a texture to control particle density would advance when the particle system is baked. It should appear both in stage preview and final rendered output that the source of particle emission appears to move, which is to say it should accurately track the black and white areas in the image sequence.\n\nCreate an empty Blender stage;\nAdd a plane to the stage;\nCreate a texture based on any black-and-white-only image sequence (i.e. a white circle whose position changes with time, superimposed on a black frame); the sequence can be either containered-image or discrete-image;\nCreate a particle system for the plane;\nAssign the texture to the particle system, leaving only the \"Density\" influence in the texture checked;\nMove the stage playhead to frame 0 of the composition;\nClick \"Delete All Bakes\" to clear any baked frames, also change number of particles in order to delete frames in memory;\nClick Play on the stage;\nHalo objects should be being emitted from the white areas in the texture as they move around in the texture (the emitter will appear to change position);\nMove the stage playhead back to frame 0 of the composition;\nClick \"Delete All Bakes\" to clear any baked frames;\nClick \"Bake All Dynamics\" to bake the particles;\nClick Play on the stage;\n\nSteps done in following file:\n[particle-density-demo.rar](particle-density-demo.rar)\n\nBoth on the stage and in rendered output, particles will be emitted only from the location on the plane that corresponds to the white area as it was on the first frame of the image sequence.\nAnd if someone could show me where in the code this stuff is handled, I'd be more than happy to take a look.", "Particle Info Node does not return particle information in light nodes\nOperating system: Windows 10 Home\nGraphics card: Nvidia GTX 1080 \n\nBroken: 3.2.0 e05e1e369187\nWorked: N/A\n\n\nThe [Particle Info Node](particle_info.html) does not properly output values when used inside light nodes. It outputs the same values for all particles regardless of index, age, or position.\n\nNote that driving material properties of particles does work as expected. This problem seems to only be for lights using the \"Use Nodes\" cycles feature.\n\n![image](attachment)\n\n1. Set the render mode to cycles\n1. Add a collection with a light in it\n1. Enable light nodes\n1. Import the \"Particle Info Node\" into the node graph and use one of the per-particle values to drive the color of the \"Light Output\" node\n1. Add a particle emitter\n1. Set the particle to the collection that houses the light\n1. Add a surface to cast light onto\n1. Render using cycles\n\nIn the attached `.blend` file each particle (rendered from frame 50) is expected to have a different light color. However, all lights within the particles are emitting the same color (see attached render).\n\n" ]
[ "Disabling collection visibility in render also hides particles made up from objects in that collection\n[system-info.txt](system-info.txt)\n\n[Palestra.blend](Palestra.blend)\n\nI wanted to make a wall emit objects particles from a collection and then hide the collecion itself without hiding the particles, but I just cant: making the collection invisible in render also hides the particles." ]
File Browser cannot see folder aliases on Mac On Mac, I cannot see the folders which are aliases in Finder when browsing through the File Browser. Blender File Browser: ![Screen Shot 2017-08-23 at 11.23.58 AM.png](Screen_Shot_2017-08-23_at_11.23.58_AM.png) Actual Folder: ![Screen Shot 2017-08-23 at 11.24.05 AM.png](Screen_Shot_2017-08-23_at_11.24.05_AM.png)
[ "Mask paint is invisible in Sculpt Mode.\nOperating system:Mac OS 12.3.1\nGraphics card: 24-core GPU (?)\n\n**Blender Version** 3.2.1\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\n\nThe mask in sculpt mode is invisible. I have the overlay turned on and I don't have any unapplied modifiers. I also don't have any physics or particle systems turned on. \n\nThank you for your help.\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\n", "Liquid Emission unlimited\n\"Surface Emission\" value ignored I suppose, see the screenshot and the project file below:\n![Screenshot 2020-08-18 at 14.55.53.png](Screenshot_2020-08-18_at_14.55.53.png)\n[test_emission.blend](test_emission.blend)\n\nThat's looks the same or almost same for \"Surface Emission\"=1,10,100,...\n\nBlender Version 2.90.0 (2.90.0 2020-08-07) on MacOS Mojave.", "\"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", "Dither affects 'File Output' image even when \"save as render\" is disabled \nThe dither option in the Post Processing tab affects images saved through the file output node in the compositioner even when \"save as render\" is disabled, when disabled it should not touch the output image, when \"save as render\" is enabled it makes sense to dither.\n\n![image.png](image.png)\nnoise in output file\n![image.png](image.png)\n\n- Open attached file\n- Optionally change the Dither in {nav Output Properties > Post Processing}\n- hit render\nIt will generate an image in the directory pointed to by the node `File Output`.\nNote that Dither also affects this image.\nMaybe the fileoutput node needs his own dither value, it really is bad when generating raw pixel data.\n\n[gradient.blend](gradient.blend)", "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", "Can't browse mounted server volumes\nOperating system: macOS-12.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Apple 4.1 Metal - 76.3\n\nBroken: version: 3.1.0 Alpha\n\nWhen I try use the open or import functions to browse a network volume, it won't let me traverse the volume. Clicking on it does not have any effect and does not work in any mode, thumbnail, horizontal list or vertical list\n\nMake sure you have a network volume mounted on your desktop and then try to traverse it within Blender\n", "--render-output command line argument and backslash\n## Commandline Rendering\n\nOperating system: Windows 11\nGraphics card: NVIDIA GTX 3060 Ti\n\n3.4.1\n\n\nIf the value for \"-o\" or \"--render-output\" ends with a backslash no rendering occur and Blender exits clean (0) with no error.\n\n### Example\n\nRender blender-file in current folder to subfolder with a space.\n\n>blender -b myfile.blend -o \"my folder\\\\\" -F PNG -f 1\n\n```\nBlender 3.4.1 (hash 55485cb379f7 built 2022-12-20 01:51:19)\nRead prefs: C:\\Users\\***\\AppData\\Roaming\\Blender Foundation\\Blender\\3.4\\config\\userpref.blend\nRead blend: c:\\blender\\myfile.blend\n\nBlender quit\n```\n\n**Observed behavior**\nNo render. No errors. No information of what went wrong.\n\n**Expected behavior**\nBlender should render to generic file \"0001.png\" in folder \"c:\\blender\\my folder\".\nBlender should provide some information why nothing got rendered.\n\n\n", "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", "Add option to re-use or duplicate data for the Current File asset library\nAgreed on this alternative to [D12752: Asset Browser: Hide Import Types menu for \"Current File\" asset library](D12752). Currently dragging in data from the *Current File* asset library always reuses the existing ID. The option to duplicate the data could be quite useful and make it explicit what dragging in the asset will do.", "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", "Support socket icons in the Group Sockets Input/Output type enum\n{[F10225900](image.png), size=full} (crude mockup)\n\nThe issue is that the socket colors are not icons, but maybe they should/could.", "Blender 3.2 stops recognizing UDIM texture files with specific file name.\nOperating system: Windows 10 64 bit\nGraphics card:NVIDIA RTX 2070\n\nBroken: 3.2\nWorked:3.1,2.93\n\nIs this glitch or just a new way of handling UDIM files? \nThere are 2 png files with name \"1111_11.1001.png\" and \"1111_11.1002.png\" in a folder and If I load those files in Image Texture node, those files are imported as UDIM files, but If I put 2 other files with name \"2111_11.1001.png\" and \"2111_11.1002.png\" in the same folder, files \"1111_11.1001.png\" and \"1111_11.1002.png\" can be recognized as UDIM files. And \"2111_11.1001.png\" and \"2111_11.1002.png\" can't be loaded as UDIM too.\n\nI found this because I always name textures with timestamp as \"YYYY_MMDD_HHMMSS\" format, like \"2022_0622_152305\" and file name \"2022_\" triggers this glitch. File with \"2xxxx_\" name can be recognized as UDIM in blender 3.1 and 2.93 but 3.2 can't handle these files. Why?", "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)", "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>", "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" ]
[ "macOS alias folders not visible in file browser\nOperating system: Mac OS 10.14.2\nGraphics card: Radeon Pro 570 4096 MB\n\n2.80, eb61e6840efc, blender2.8, 2019-01-15\n\n**When I click on file, then open and click on Desktop, it does not show all the files or folders on my desktop. I have a folder that is named Video Stuff that I keep all my blender and other video stuff is in that folder, but it does not show this folder**\n\n**It does not mater what order I click on things, I can never see all folders or files on my desktop**\nBased on the default startup or an attached .blend file (as simple as possible)." ]
Crash when creating full scene copy with VSE open Operating system: Linux-5.15.23-76051523-generic-x86_64-with-glibc2.34 64 Bits Graphics card: Quadro RTX 6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.54 Broken: version: 3.2.0 Alpha Worked: unknown Creating a full scene copy will immediately crash Blender if a video sequencer is open. This also happens the other way around, when a full scene copy is created and then a video sequencer is opened. - Open video sequencer - Create full scene copy (or the other way around)
[ "Debug information not generated upon crash.\nOperating system: Arch Linux 6.4.12-arch1-1\nGraphics card: AMD ATI Radeon 680M\n\nBroken: 3.6.2\nWorked: Could not determine (tried up to 3.5.1, which does not work without a full system downgrade)\n\nBlender crashes immediately upon launch.\n\nLaunching from the command line, I get this:\n```\nWriting: /tmp/blender.crash.txt\nSegmentation fault (core dumped)\n```\n\nThe contents of /tmp/blender.crash.txt are this:\n```\n# Blender 3.6.2, Commit date: 2023-08-14 14:05, Hash ffe93138751e\n\n# backtrace\n\n# Python backtrace\n```\n\nPassing the --debug-all flag, I get no errors. I attached the output of this command as a text file.\n\nWhile Blender crashing on startup is not in and of itself an issue worthy of reporting, the lack of any debug information immediately makes the problem impossible to tackle independently. I have no idea what my next steps should be here.\n\nLaunch blender.\n\n", "Blender just crashes for no reason, and the crash report is empty. (Segmentation fault)\nOperating system: Arch Linux x86_64\nGraphics card: AMD Radeon RX 6900 XT\n\nBroken: (example: 3.6.2, ffe93138751e, master, 2023-08-31, as found on the splash screen)\nWorked: (No idea when this error started happening.)\n\nBlender does not start up. When I start it via the command line, I get this error:\n```\nWriting: /tmp/blender.crash.txt\nSegmentation fault (core dumped)\n```\n\n`/tmp/blender.crash.txt`:\n```\n# Blender 3.6.2, Commit date: 2023-08-14 14:05, Hash ffe93138751e\n\n# backtrace\n\n# Python backtrace\n```\n\nTrying to open Blender.\n\n", "Blender 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 on forcing laptop to sleep when rendering animation\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.78\nCpu AMD Ryzen 7 4800h\n\nBroken: version: 3.3.1\nWorked: Maybe never? (able to reproduce in 2.83)\n\nblender crash when I wake up my laptop , I lost my unsaved file\n\n- Open .blend file\n- Start render animation\n- Force laptop to sleep {nav Start -> Power -> Sleep}\n[test1.blend](test1.blend)\n[test1.crash.txt](test1.crash.txt)\n[blender_debug_output.txt](blender_debug_output.txt)\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 - 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64490.38.1) <9FDCC98D-5B32-35AD-A9BF-94DF2B78507F> /System/Library/PrivateFrameworks/Symbolication.framework/Versions/A/Symbolication\n 0x7fff59b22000 - 0x7fff59b2effb com.apple.TCC (1.0 - 1) <E3691073-7284-35E4-94F3-16587A7F380F> /System/Library/PrivateFrameworks/TCC.framework/Versions/A/TCC\n 0x7fff59d94000 - 0x7fff59e5cff3 com.apple.TextureIO (3.8.4 - 3.8.1) <7CEAC05A-D283-3D5A-B1E3-C849285FA0BF> /System/Library/PrivateFrameworks/TextureIO.framework/Versions/A/TextureIO\n 0x7fff59f12000 - 0x7fff59f13fff com.apple.TrustEvaluationAgent (2.0 - 31.200.1) <15DF9C73-54E4-3C41-BCF4-378338C55FB4> /System/Library/PrivateFrameworks/TrustEvaluationAgent.framework/Versions/A/TrustEvaluationAgent\n 0x7fff59f19000 - 0x7fff5a0d1ffb com.apple.UIFoundation (1.0 - 551.5) <A0FDC3A4-45C6-3C87-B77F-7DC394374C08> /System/Library/PrivateFrameworks/UIFoundation.framework/Versions/A/UIFoundation\n 0x7fff5ad4d000 - 0x7fff5ae26fff com.apple.ViewBridge (406 - 406) <3CC6AE31-2CD7-30CA-982C-47EF242EFA30> /System/Library/PrivateFrameworks/ViewBridge.framework/Versions/A/ViewBridge\n 0x7fff5b5fe000 - 0x7fff5b601fff com.apple.dt.XCTTargetBootstrap (1.0 - 14490.66) <7AE3457F-AF40-3508-93FB-1D9E31EB1C9D> /System/Library/PrivateFrameworks/XCTTargetBootstrap.framework/Versions/A/XCTTargetBootstrap\n 0x7fff5ba02000 - 0x7fff5ba04ffb com.apple.loginsupport (1.0 - 1) <3F8D6334-BCD6-36C1-BA20-CC8503A84375> /System/Library/PrivateFrameworks/login.framework/Versions/A/Frameworks/loginsupport.framework/Versions/A/loginsupport\n 0x7fff5ba05000 - 0x7fff5ba1afff com.apple.login (3.0 - 3.0) <E168F05D-A5DF-3848-8686-DF5015EA4BA4> /System/Library/PrivateFrameworks/login.framework/Versions/A/login\n 0x7fff5bcce000 - 0x7fff5bd02fff libCRFSuite.dylib (41.15.4) <406DAC06-0C77-3F90-878B-4D38F11F0256> /usr/lib/libCRFSuite.dylib\n 0x7fff5bd05000 - 0x7fff5bd0fff7 libChineseTokenizer.dylib (28.15.3) <9B7F6109-3A5D-3641-9A7E-31D2239D73EE> /usr/lib/libChineseTokenizer.dylib\n 0x7fff5bd9d000 - 0x7fff5bd9effb libDiagnosticMessagesClient.dylib (107) <A14D0819-0970-34CD-8680-80E4D7FE8C2C> /usr/lib/libDiagnosticMessagesClient.dylib\n 0x7fff5bdd5000 - 0x7fff5c02cff3 libFosl_dynamic.dylib (18.3.4) <1B5DD4E2-8AE0-315E-829E-D5BFCD264EA8> /usr/lib/libFosl_dynamic.dylib\n 0x7fff5c07d000 - 0x7fff5c09cfff libMobileGestalt.dylib (645.270.1) <99A06C8A-97D6-383D-862C-F453BABB48A4> /usr/lib/libMobileGestalt.dylib\n 0x7fff5c09d000 - 0x7fff5c09dfff libOpenScriptingUtil.dylib (179.1) <4D603146-EDA5-3A74-9FF8-4F75D8BB9BC6> /usr/lib/libOpenScriptingUtil.dylib\n 0x7fff5c1dd000 - 0x7fff5c1deffb libSystem.B.dylib (1252.250.1) <C7A55258-8EB2-3202-82B5-AA56E53EE2DA> /usr/lib/libSystem.B.dylib\n 0x7fff5c25a000 - 0x7fff5c25bfff libThaiTokenizer.dylib (2.15.1) <ADB37DC3-7D9B-3E73-A72A-BCC3433C937A> /usr/lib/libThaiTokenizer.dylib\n 0x7fff5c26d000 - 0x7fff5c283ffb libapple_nghttp2.dylib (1.24.1) <6F04250A-6686-3FDC-9A8D-290C64B06502> /usr/lib/libapple_nghttp2.dylib\n 0x7fff5c284000 - 0x7fff5c2adffb libarchive.2.dylib (54.250.1) <47289946-8504-3966-9127-6CE39993DC2C> /usr/lib/libarchive.2.dylib\n 0x7fff5c2ae000 - 0x7fff5c32dfff libate.dylib (1.13.8) <92B44EDB-369D-3EE8-AEC5-61F8B9313DBF> /usr/lib/libate.dylib\n 0x7fff5c331000 - 0x7fff5c331ff3 libauto.dylib (187) <3E3780E1-96F3-3A22-91C5-92F9A5805518> /usr/lib/libauto.dylib\n 0x7fff5c403000 - 0x7fff5c413ffb libbsm.0.dylib (39.200.18) <CF381E0B-025B-364F-A83D-2527E03F1AA3> /usr/lib/libbsm.0.dylib\n 0x7fff5c414000 - 0x7fff5c421fff libbz2.1.0.dylib (38.200.3) <272953A1-8D36-329B-BDDB-E887B347710F> /usr/lib/libbz2.1.0.dylib\n 0x7fff5c422000 - 0x7fff5c475ff7 libc++.1.dylib (400.9.4) <9A60A190-6C34-339F-BB3D-AACE942009A4> /usr/lib/libc++.1.dylib\n 0x7fff5c476000 - 0x7fff5c48bff7 libc++abi.dylib (400.17) <38C09CED-9090-3719-90F3-04A2749F5428> /usr/lib/libc++abi.dylib\n 0x7fff5c48c000 - 0x7fff5c48cff3 libcharset.1.dylib (51.200.6) <2A27E064-314C-359C-93FC-8A9B06206174> /usr/lib/libcharset.1.dylib\n 0x7fff5c48d000 - 0x7fff5c49dffb libcmph.dylib (6.15.1) <9C52B2FE-179F-32AC-B87E-2AFC49ABF817> /usr/lib/libcmph.dylib\n 0x7fff5c49e000 - 0x7fff5c4b6ffb libcompression.dylib (52.250.2) <7F4BB18C-1FB4-3825-8D8B-6E6B168774C6> /usr/lib/libcompression.dylib\n 0x7fff5c72b000 - 0x7fff5c741fff libcoretls.dylib (155.220.1) <4C64BE3E-41E3-3020-8BB7-07E90C0C861C> /usr/lib/libcoretls.dylib\n 0x7fff5c742000 - 0x7fff5c743ff3 libcoretls_cfhelpers.dylib (155.220.1) <0959B3E9-6643-3589-8BB3-21D52CDF0EF1> /usr/lib/libcoretls_cfhelpers.dylib\n 0x7fff5c8e1000 - 0x7fff5c9d9ff7 libcrypto.35.dylib (22.260.1) <91C3D71A-4D1D-331D-89CC-67863DF10574> /usr/lib/libcrypto.35.dylib\n 0x7fff5cbef000 - 0x7fff5cc45ff3 libcups.2.dylib (462.16) <E82021D0-36AD-3FB7-AE47-A03A6947C7D0> /usr/lib/libcups.2.dylib\n 0x7fff5cd79000 - 0x7fff5cd79fff libenergytrace.dylib (17.200.1) <80BB567A-FD18-3497-BF97-353F57D98CDD> /usr/lib/libenergytrace.dylib\n 0x7fff5cdab000 - 0x7fff5cdb0ff7 libgermantok.dylib (17.15.2) <E5F0F794-FF27-3D64-AE52-C78C6A84DD67> /usr/lib/libgermantok.dylib\n 0x7fff5cdb1000 - 0x7fff5cdb6ff7 libheimdal-asn1.dylib (520.270.1) <73F60D6F-76F8-35EF-9C86-9A81225EE4BE> /usr/lib/libheimdal-asn1.dylib\n 0x7fff5cde1000 - 0x7fff5ced1fff libiconv.2.dylib (51.200.6) <2047C9B7-3F74-3A95-810D-2ED8F0475A99> /usr/lib/libiconv.2.dylib\n 0x7fff5ced2000 - 0x7fff5d133ffb libicucore.A.dylib (62141.0.1) <A0D63918-76E9-3C1B-B255-46F4C1DA7FE8> /usr/lib/libicucore.A.dylib\n 0x7fff5d180000 - 0x7fff5d181fff liblangid.dylib (128.15.1) <22D05C4F-769B-3075-ABCF-44A0EBACE028> /usr/lib/liblangid.dylib\n 0x7fff5d182000 - 0x7fff5d19aff3 liblzma.5.dylib (10.200.3) <E1F4FD60-1CE4-37B9-AD95-29D348AF1AC0> /usr/lib/liblzma.5.dylib\n 0x7fff5d1b2000 - 0x7fff5d256ff7 libmecab.1.0.0.dylib (779.24.1) <A8D0379B-85FA-3B3D-89ED-5CF2C3826AB2> /usr/lib/libmecab.1.0.0.dylib\n 0x7fff5d257000 - 0x7fff5d45bfff libmecabra.dylib (779.24.1) <D71F71E0-30E2-3DB3-B636-7DE13D51FB4B> /usr/lib/libmecabra.dylib\n 0x7fff5d633000 - 0x7fff5d984ff7 libnetwork.dylib (1229.250.15) <72C7E9E3-B2BE-3300-BE1B-64606222022C> /usr/lib/libnetwork.dylib\n 0x7fff5da16000 - 0x7fff5e19bfdf libobjc.A.dylib (756.2) <7C312627-43CB-3234-9324-4DEA92D59F50> /usr/lib/libobjc.A.dylib\n 0x7fff5e1ad000 - 0x7fff5e1b1ffb libpam.2.dylib (22.200.1) <586CF87F-349C-393D-AEEB-FB75F94A5EB7> /usr/lib/libpam.2.dylib\n 0x7fff5e1b4000 - 0x7fff5e1e9fff libpcap.A.dylib (79.250.3) <97B8CE1B-3EF6-3443-95EF-5659733139C9> /usr/lib/libpcap.A.dylib\n 0x7fff5e302000 - 0x7fff5e31affb libresolv.9.dylib (65.200.3) <1FB0982D-84D9-36E0-B3D8-C808891EFF50> /usr/lib/libresolv.9.dylib\n 0x7fff5e36b000 - 0x7fff5e36cff7 libspindump.dylib (267.3) <A584E403-8C95-3841-9C16-E22664A5A63F> /usr/lib/libspindump.dylib\n 0x7fff5e36d000 - 0x7fff5e54afff libsqlite3.dylib (274.26) <6404BA3B-BCA4-301F-B2FE-8776105A2AA3> /usr/lib/libsqlite3.dylib\n 0x7fff5e763000 - 0x7fff5e766ff7 libutil.dylib (51.200.4) <CE9B18C9-66ED-32D4-9D29-01F8FCB467B0> /usr/lib/libutil.dylib\n 0x7fff5e767000 - 0x7fff5e774fff libxar.1.dylib (417.1) <39CCF46B-C81A-34B1-92A1-58C4E5DA846E> /usr/lib/libxar.1.dylib\n 0x7fff5e779000 - 0x7fff5e85cfff libxml2.2.dylib (32.19) <E07AB10E-E2E6-33F2-8550-C24A0EB8FEAC> /usr/lib/libxml2.2.dylib\n 0x7fff5e85d000 - 0x7fff5e885ff3 libxslt.1.dylib (16.7.1) <4A5CB7D5-50F8-36BF-8A80-D526C57EB5D9> /usr/lib/libxslt.1.dylib\n 0x7fff5e886000 - 0x7fff5e898ff7 libz.1.dylib (70.200.4) <B048FC1F-058F-3A08-A1FE-81D5308CB3E6> /usr/lib/libz.1.dylib\n 0x7fff5f07c000 - 0x7fff5f080ff3 libcache.dylib (81) <1987D1E1-DB11-3291-B12A-EBD55848E02D> /usr/lib/system/libcache.dylib\n 0x7fff5f081000 - 0x7fff5f08bff3 libcommonCrypto.dylib (60118.250.2) <1765BB6E-6784-3653-B16B-CB839721DC9A> /usr/lib/system/libcommonCrypto.dylib\n 0x7fff5f08c000 - 0x7fff5f093ff7 libcompiler_rt.dylib (63.4) <5212BA7B-B7EA-37B4-AF6E-AC4F507EDFB8> /usr/lib/system/libcompiler_rt.dylib\n 0x7fff5f094000 - 0x7fff5f09dff7 libcopyfile.dylib (146.250.1) <98CD00CD-9B91-3B5C-A9DB-842638050FA8> /usr/lib/system/libcopyfile.dylib\n 0x7fff5f09e000 - 0x7fff5f122fc3 libcorecrypto.dylib (602.260.2) <01464D24-570C-3B83-9D18-467769E0FCDD> /usr/lib/system/libcorecrypto.dylib\n 0x7fff5f1a9000 - 0x7fff5f1e2ff7 libdispatch.dylib (1008.270.1) <97273678-E94C-3C8C-89F6-2E2020F4B43B> /usr/lib/system/libdispatch.dylib\n 0x7fff5f1e3000 - 0x7fff5f20fff7 libdyld.dylib (655.1.1) <002418CC-AD11-3D10-865B-015591D24E6C> /usr/lib/system/libdyld.dylib\n 0x7fff5f210000 - 0x7fff5f210ffb libkeymgr.dylib (30) <0D0F9CA2-8D5A-3273-8723-59987B5827F2> /usr/lib/system/libkeymgr.dylib\n 0x7fff5f211000 - 0x7fff5f21dff3 libkxld.dylib (4903.278.56) <A3FF22FA-4AD4-3FF3-9891-B34482DC8572> /usr/lib/system/libkxld.dylib\n 0x7fff5f21e000 - 0x7fff5f21eff7 liblaunch.dylib (1336.261.6) <1F0EEC6F-4D08-38E6-ACF9-6E44D328931F> /usr/lib/system/liblaunch.dylib\n 0x7fff5f21f000 - 0x7fff5f224fff libmacho.dylib (927.0.3) <A377D608-77AB-3F6E-90F0-B4F251A5C12F> /usr/lib/system/libmacho.dylib\n 0x7fff5f225000 - 0x7fff5f227ff7 libquarantine.dylib (86.270.1) <3F36A3D6-9606-3D90-B520-809BAEF981C3> /usr/lib/system/libquarantine.dylib\n 0x7fff5f228000 - 0x7fff5f229ff7 libremovefile.dylib (45.200.2) <9FBEB2FF-EEBE-31BC-BCFC-C71F8D0E99B6> /usr/lib/system/libremovefile.dylib\n 0x7fff5f22a000 - 0x7fff5f241ff3 libsystem_asl.dylib (356.200.4) <A62A7249-38B8-33FA-9875-F1852590796C> /usr/lib/system/libsystem_asl.dylib\n 0x7fff5f242000 - 0x7fff5f242ff7 libsystem_blocks.dylib (73) <A453E8EE-860D-3CED-B5DC-BE54E9DB4348> /usr/lib/system/libsystem_blocks.dylib\n 0x7fff5f243000 - 0x7fff5f2cafff libsystem_c.dylib (1272.250.1) <7EDACF78-2FA3-35B8-B051-D70475A35117> /usr/lib/system/libsystem_c.dylib\n 0x7fff5f2cb000 - 0x7fff5f2ceffb libsystem_configuration.dylib (963.270.3) <2B4A836D-68A4-33E6-8D48-CD4486B03387> /usr/lib/system/libsystem_configuration.dylib\n 0x7fff5f2cf000 - 0x7fff5f2d2ff7 libsystem_coreservices.dylib (66) <719F75A4-74C5-3BA6-A09E-0C5A3E5889D7> /usr/lib/system/libsystem_coreservices.dylib\n 0x7fff5f2d3000 - 0x7fff5f2d9fff libsystem_darwin.dylib (1272.250.1) <EC9B39A5-9592-3577-8997-7DC721D20D8C> /usr/lib/system/libsystem_darwin.dylib\n 0x7fff5f2da000 - 0x7fff5f2e0ffb libsystem_dnssd.dylib (878.270.3) <D5352ABD-0311-3327-8E64-93F29EB19BF1> /usr/lib/system/libsystem_dnssd.dylib\n 0x7fff5f2e1000 - 0x7fff5f32cffb libsystem_info.dylib (517.200.9) <D09D5AE0-2FDC-3A6D-93EC-729F931B1457> /usr/lib/system/libsystem_info.dylib\n 0x7fff5f32d000 - 0x7fff5f355ff7 libsystem_kernel.dylib (4903.278.56) <5B0F1BF0-E2F4-3753-87B6-6F91C594F59E> /usr/lib/system/libsystem_kernel.dylib\n 0x7fff5f356000 - 0x7fff5f3a1ff7 libsystem_m.dylib (3158.200.7) <F19B6DB7-014F-3820-831F-389CCDA06EF6> /usr/lib/system/libsystem_m.dylib\n 0x7fff5f3a2000 - 0x7fff5f3ccfff libsystem_malloc.dylib (166.270.1) <011F3AD0-8E6A-3A89-AE64-6E5F6840F30A> /usr/lib/system/libsystem_malloc.dylib\n 0x7fff5f3cd000 - 0x7fff5f3d7ff7 libsystem_networkextension.dylib (767.250.2) <FF06F13A-AEFE-3A27-A073-910EF78AEA36> /usr/lib/system/libsystem_networkextension.dylib\n 0x7fff5f3d8000 - 0x7fff5f3dffff libsystem_notify.dylib (172.200.21) <145B5CFC-CF73-33CE-BD3D-E8DDE268FFDE> /usr/lib/system/libsystem_notify.dylib\n 0x7fff5f3e0000 - 0x7fff5f3e9fef libsystem_platform.dylib (177.270.1) <9D1FE5E4-EB7D-3B3F-A8D1-A96D9CF1348C> /usr/lib/system/libsystem_platform.dylib\n 0x7fff5f3ea000 - 0x7fff5f3f4ff7 libsystem_pthread.dylib (330.250.2) <2D5C08FF-484F-3D59-9132-CE1DCB3F76D7> /usr/lib/system/libsystem_pthread.dylib\n 0x7fff5f3f5000 - 0x7fff5f3f8ff7 libsystem_sandbox.dylib (851.270.5) <20D11F30-783F-3A56-9BD2-6CF38C049332> /usr/lib/system/libsystem_sandbox.dylib\n 0x7fff5f3f9000 - 0x7fff5f3fbff3 libsystem_secinit.dylib (30.260.2) <EF1EA47B-7B22-35E8-BD9B-F7003DCB96AE> /usr/lib/system/libsystem_secinit.dylib\n 0x7fff5f3fc000 - 0x7fff5f403ff3 libsystem_symptoms.dylib (820.267.2) <0DA60956-0403-3456-9D6A-11F2DB9E3819> /usr/lib/system/libsystem_symptoms.dylib\n 0x7fff5f404000 - 0x7fff5f419ff7 libsystem_trace.dylib (906.260.3) <5B6FAE61-EF5C-381F-B71B-9B6F6428FEE2> /usr/lib/system/libsystem_trace.dylib\n 0x7fff5f41b000 - 0x7fff5f420ffb libunwind.dylib (35.4) <24A97A67-F017-3CFC-B0D0-6BD0224B1336> /usr/lib/system/libunwind.dylib\n 0x7fff5f421000 - 0x7fff5f450fff libxpc.dylib (1336.261.6) <522FA3AF-D3B1-3283-8EF4-8B17CB237B65> /usr/lib/system/libxpc.dylib\n\nExternal Modification Summary:\n Calls made by other processes targeting this process:\n task_for_pid: 1047\n thread_create: 0\n thread_set_state: 0\n Calls made by this process:\n task_for_pid: 0\n thread_create: 0\n thread_set_state: 0\n Calls made by all processes on this machine:\n task_for_pid: 76643460\n thread_create: 0\n thread_set_state: 0\n\nVM Region Summary:\nReadOnly portion of Libraries: Total=750.3M resident=0K(0%) swapped_out_or_unallocated=750.3M(100%)\nWritable regions: Total=1.9G written=0K(0%) resident=0K(0%) swapped_out=0K(0%) unallocated=1.9G(100%)\n \n VIRTUAL REGION \nREGION TYPE SIZE COUNT (non-coalesced) \n=========== ======= ======= \nAccelerate framework 512K 3 \nActivity Tracing 256K 1 \nCG backing stores 1320K 2 \nCG image 380K 11 \nCoreAnimation 328K 10 \nCoreGraphics 8K 1 \nCoreImage 32K 4 \nCoreUI image data 704K 8 \nCoreUI image file 540K 5 \nFoundation 4K 1 \nImage IO 256K 1 \nKernel Alloc Once 8K 1 \nMALLOC 868.0M 567 \nMALLOC guard page 32K 7 \nMALLOC_LARGE (reserved) 128K 1 reserved VM address space (unallocated)\nMALLOC_NANO (reserved) 384.0M 1 reserved VM address space (unallocated)\nMemory Tag 242 12K 1 \nMemory Tag 249 192K 2 \nOpenGL GLSL 256K 3 \nSTACK GUARD 92K 23 \nStack 36.7M 23 \nVM_ALLOCATE 524.9M 572 \nVM_ALLOCATE (reserved) 128.0M 2 reserved VM address space (unallocated)\n__DATA 120.0M 333 \n__DATA_CONST 20K 1 \n__FONT_DATA 4K 1 \n__GLSLBUILTINS 5176K 1 \n__LINKEDIT 283.5M 85 \n__TEXT 467.0M 320 \n__UNICODE 564K 1 \nmapped file 79.5M 26 \nshared memory 4276K 12 \n=========== ======= ======= \nTOTAL 2.8G 2030 \nTOTAL, minus reserved VM space 2.3G 2030 \n\nModel: MacBookPro13,3, BootROM 429.80.1.0.0, 4 processors, Intel Core i7, 2,9 GHz, 16 GB, SMC 2.38f7\nGraphics: kHW_AMDRadeonPro460Item, AMD Radeon Pro 460, spdisplays_pcie_device, 4 GB\nGraphics: kHW_IntelHDGraphics530Item, Intel HD Graphics 530, spdisplays_builtin\nMemory Module: BANK 0/DIMM0, 8 GB, LPDDR3, 2133 MHz, 0x802C, 0x4D5435324C31473332443450472D30393320\nMemory Module: BANK 1/DIMM0, 8 GB, LPDDR3, 2133 MHz, 0x802C, 0x4D5435324C31473332443450472D30393320\nAirPort: spairport_wireless_card_type_airport_extreme (0x14E4, 0x15A), Broadcom BCM43xx 1.0 (7.77.61.3 AirPortDriverBrcmNIC-1305.11)\nBluetooth: Version 6.0.14d12, 3 services, 27 devices, 1 incoming serial ports\nNetwork Service: Wi-Fi, AirPort, en0\nUSB Device: USB 3.0 Bus\nUSB Device: Wacom Wireless Receiver\nUSB Device: iBridge\nThunderbolt Bus: MacBook Pro, Apple Inc., 41.1\nThunderbolt Bus: MacBook Pro, Apple Inc., 41.1\n```\n\nCrash Log 2:\n```lines=25\nProcess: Blender [4923]\nPath: /Applications/Blender.app/Contents/MacOS/Blender\nIdentifier: org.blenderfoundation.blender\nVersion: 2.92.0 (2.92.0 2021-02-25)\nCode Type: X86-64 (Native)\nParent Process: ??? [1]\nResponsible: Blender [4923]\nUser ID: 501\n\nDate/Time: 2021-03-14 13:37:52.807 +0100\nOS Version: macOS 11.2.3 (20D91)\nReport Version: 12\nBridge OS Version: 5.2 (18P4347)\nAnonymous UUID: B5FE06B1-F2A1-95FF-0593-1738C46F37D4\n\nSleep/Wake UUID: CBAA4D96-6C0A-4683-B5C6-D788FF799225\n\nTime Awake Since Boot: 65000 seconds\nTime Since Wake: 5700 seconds\n\nSystem Integrity Protection: enabled\n\nCrashed Thread: 0 Dispatch queue: com.apple.main-thread\n\nException Type: EXC_BAD_ACCESS (SIGSEGV)\nException Codes: KERN_INVALID_ADDRESS at 0x0000000000000024\nException Note: EXC_CORPSE_NOTIFY\n\nTermination Signal: Segmentation fault: 11\nTermination Reason: Namespace SIGNAL, Code 0xb\nTerminating Process: exc handler [4923]\n\nVM Regions Near 0x24:\n--> \n __TEXT 10016f000-10ab5b000 [169.9M] r-x/r-x SM=COW /Applications/Blender.app/Contents/MacOS/Blender\n\nThread 0 Crashed:: Dispatch queue: com.apple.main-thread\n0 GLEngine \t0x00007fff6cc64690 gleRunVertexSubmitImmediate + 5632\n1 GLEngine \t0x00007fff6cbeb197 glDrawElementsInstancedBaseVertex_GL3Exec + 807\n2 libGL.dylib \t0x00007fff6cb323cf glDrawElementsInstancedBaseVertex + 45\n3 org.blenderfoundation.blender \t0x0000000100808ec5 draw_call_single_do + 469\n4 org.blenderfoundation.blender \t0x000000010080864c drw_draw_pass_ex + 1692\n5 org.blenderfoundation.blender \t0x0000000100807f9f DRW_draw_pass + 31\n6 org.blenderfoundation.blender \t0x0000000100832048 workbench_draw_sample + 344\n7 org.blenderfoundation.blender \t0x000000010083229c workbench_draw_scene + 76\n8 org.blenderfoundation.blender \t0x00000001007ff33a drw_engines_draw_scene + 186\n9 org.blenderfoundation.blender \t0x00000001007fde5d DRW_draw_render_loop_ex + 1565\n10 org.blenderfoundation.blender \t0x00000001007ff5db DRW_draw_render_loop_offscreen + 155\n11 org.blenderfoundation.blender \t0x000000010111d058 ED_view3d_draw_offscreen + 808\n12 org.blenderfoundation.blender \t0x000000010111d834 ED_view3d_draw_offscreen_imbuf + 692\n13 org.blenderfoundation.blender \t0x000000010111db64 ED_view3d_draw_offscreen_imbuf_simple + 628\n14 org.blenderfoundation.blender \t0x00000001006e6876 wm_save_as_mainfile_exec + 1974\n15 org.blenderfoundation.blender \t0x00000001006e6cb1 wm_save_mainfile_invoke + 289\n16 org.blenderfoundation.blender \t0x00000001006e0bd9 wm_operator_invoke + 521\n17 org.blenderfoundation.blender \t0x00000001006e216c wm_handler_operator_call + 636\n18 org.blenderfoundation.blender \t0x00000001006e1836 wm_handlers_do_intern + 1782\n19 org.blenderfoundation.blender \t0x00000001006dcdbf wm_handlers_do + 31\n20 org.blenderfoundation.blender \t0x00000001006dca1d wm_event_do_handlers + 3373\n21 org.blenderfoundation.blender \t0x00000001006d5360 WM_main + 32\n22 org.blenderfoundation.blender \t0x00000001002b3b8b main + 907\n23 libdyld.dylib \t0x00007fff203ca621 start + 1\n\nThread 1:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 2:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 3:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 4:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 5:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 6:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 7:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 8:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 9:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 10:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 11:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 12:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 13:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 14:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 15:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 16:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 libdispatch.dylib \t0x00007fff20204c5c _dispatch_sema4_wait + 16\n2 libdispatch.dylib \t0x00007fff2020512e _dispatch_semaphore_wait_slow + 98\n3 org.blenderfoundation.blender \t0x00000001063a8b12 IlmThread_2_4::(anonymous namespace)::DefaultWorkerThread::run() + 50\n4 org.blenderfoundation.blender \t0x00000001063a767e void* std::__1::__thread_proxy<std::__1::tuple<std::__1::unique_ptr<std::__1::__thread_struct, std::__1::default_delete<std::__1::__thread_struct> >, void (IlmThread_2_4::Thread::*)(), IlmThread_2_4::Thread*> >(void*) + 62\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 17:: AMCP Logging Spool\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 com.apple.audio.caulk \t0x00007fff284ad92a caulk::mach::semaphore::wait_or_error() + 16\n2 com.apple.audio.caulk \t0x00007fff2849a6e6 caulk::semaphore::timed_wait(double) + 110\n3 com.apple.audio.caulk \t0x00007fff2849a634 caulk::concurrent::details::worker_thread::run() + 30\n4 com.apple.audio.caulk \t0x00007fff2849a3c0 void* caulk::thread_proxy<std::__1::tuple<caulk::thread::attributes, void (caulk::concurrent::details::worker_thread::*)(), std::__1::tuple<caulk::concurrent::details::worker_thread*> > >(void*) + 45\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 18:: com.apple.audio.IOThread.client\n0 libsystem_kernel.dylib \t0x00007fff2037ae7e mach_msg_trap + 10\n1 libsystem_kernel.dylib \t0x00007fff2037b1f0 mach_msg + 60\n2 com.apple.audio.CoreAudio \t0x00007fff21e9edd5 HALB_MachPort::SendSimpleMessageWithSimpleReply(unsigned int, unsigned int, int, int&, bool, unsigned int) + 111\n3 com.apple.audio.CoreAudio \t0x00007fff21d3a467 invocation function for block in HALC_ProxyIOContext::HALC_ProxyIOContext(unsigned int, unsigned int) + 3435\n4 com.apple.audio.CoreAudio \t0x00007fff21eddf2a HALB_IOThread::Entry(void*) + 72\n5 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n6 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 19:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 20:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 21:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 22:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 23:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 24:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 25:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 26:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 27:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 28:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 29:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 30:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 31:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 32:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 33:\n0 libsystem_kernel.dylib \t0x00007fff2037aeba semaphore_wait_trap + 10\n1 org.blenderfoundation.blender \t0x00000001006cbec8 tbb::internal::rml::private_worker::run() + 104\n2 org.blenderfoundation.blender \t0x00000001006cbe59 tbb::internal::rml::private_worker::thread_routine(void*) + 9\n3 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n4 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 34:: com.apple.NSEventThread\n0 libsystem_kernel.dylib \t0x00007fff2037ae7e mach_msg_trap + 10\n1 libsystem_kernel.dylib \t0x00007fff2037b1f0 mach_msg + 60\n2 com.apple.CoreFoundation \t0x00007fff204a7bf7 __CFRunLoopServiceMachPort + 316\n3 com.apple.CoreFoundation \t0x00007fff204a62ca __CFRunLoopRun + 1315\n4 com.apple.CoreFoundation \t0x00007fff204a56ce CFRunLoopRunSpecific + 563\n5 com.apple.AppKit \t0x00007fff22e4b7c6 _NSEventThread + 124\n6 libsystem_pthread.dylib \t0x00007fff203af950 _pthread_start + 224\n7 libsystem_pthread.dylib \t0x00007fff203ab47b thread_start + 15\n\nThread 35:: Dispatch queue: com.apple.opengl.cvmDoWork\n0 libsystem_kernel.dylib \t0x00007fff2037ae7e mach_msg_trap + 10\n1 libsystem_kernel.dylib \t0x00007fff2037b1f0 mach_msg + 60\n2 libdispatch.dylib \t0x00007fff2021a776 _dispatch_mach_send_and_wait_for_reply + 518\n3 libdispatch.dylib \t0x00007fff2021ab6e dispatch_mach_send_with_result_and_wait_for_reply + 50\n4 libxpc.dylib \t0x00007fff200f11ac xpc_connection_send_message_with_reply_sync + 238\n5 libCoreVMClient.dylib \t0x00007fff6c90670a cvms_element_build_and_get_internal + 229\n6 libCoreVMClient.dylib \t0x00007fff6c90660e cvms_element_build_from_source + 169\n7 libCVMSPluginSupport.dylib \t0x00007fff6c91bf14 cvm_deferred_build_modular(void*) + 422\n8 libdispatch.dylib \t0x00007fff202047c7 _dispatch_client_callout + 8\n9 libdispatch.dylib \t0x00007fff2020a5fe _dispatch_lane_serial_drain + 606\n10 libdispatch.dylib \t0x00007fff2020b0cb _dispatch_lane_invoke + 375\n11 libdispatch.dylib \t0x00007fff20214c5d _dispatch_workloop_worker_thread + 819\n12 libsystem_pthread.dylib \t0x00007fff203ac499 _pthread_wqthread + 314\n13 libsystem_pthread.dylib \t0x00007fff203ab467 start_wqthread + 15\n\nThread 36:\n0 libsystem_pthread.dylib \t0x00007fff203ab458 start_wqthread + 0\n\nThread 37:\n0 libsystem_pthread.dylib \t0x00007fff203ab458 start_wqthread + 0\n\nThread 38:\n0 libsystem_pthread.dylib \t0x00007fff203ab458 start_wqthread + 0\n\nThread 39:\n0 libsystem_pthread.dylib \t0x00007fff203ab458 start_wqthread + 0\n\nThread 40:\n0 libsystem_pthread.dylib \t0x00007fff203ab458 start_wqthread + 0\n\nThread 0 crashed with X86 Thread State (64-bit):\n rax: 0x0000000000000024 rbx: 0x00000c3300041000 rcx: 0x00007fff6cc64690 rdx: 0x00007fff6cc65ae8\n rdi: 0x0000000000000006 rsi: 0x0000000000000000 rbp: 0x00007ffeefa8dce0 rsp: 0x00007ffeefa8db50\n r8: 0x0000000000000001 r9: 0x0000600003844bf0 r10: 0x0000000000000001 r11: 0x0000000186600082\n r12: 0x0000000000000000 r13: 0x0000000000000003 r14: 0x0000000000000000 r15: 0x00000c3300041000\n rip: 0x00007fff6cc64690 rfl: 0x0000000000010217 cr2: 0x0000000000000024\n \nLogical CPU: 0\nError Code: 0x00000004 (no mapping for user data read)\nTrap Number: 14\n\nThread 0 instruction stream:\n ff 48 8b 8d 28 ff ff ff-48 8b 44 01 08 e9 b6 f7 .H..(...H.D.....\n ff ff 85 d2 0f 84 84 00-00 00 49 89 fd be 00 00 ..........I.....\n 80 38 66 2e 0f 1f 84 00-00 00 00 00 0f 1f 40 00 .8f...........@.\n 89 d7 8d 14 3f 81 c6 00-00 80 ff f7 c7 00 02 00 ....?...........\n 00 74 ed 81 e2 fe 03 00-00 4c 89 ef 4c 8b ad 08 .t.......L..L...\n ff ff ff eb 4d c1 e6 0d-81 c6 00 00 00 38 eb 42 ....M........8.B\n [8b]08 89 8d 30 ff ff ff-8b 48 04 89 8d 34 ff ff ....0....H...4..\t<==\n ff e9 bc f9 ff ff 8b 08-89 8d 30 ff ff ff 8b 48 ..........0....H\n 04 89 8d 34 ff ff ff 8b-48 08 89 8d 38 ff ff ff ...4....H...8...\n 8b 40 0c 89 85 3c ff ff-ff e9 42 05 00 00 31 f6 .@...<....B...1.\n 31 d2 c1 e2 0d 09 f2 09-ca 89 95 30 ff ff ff 41 1..........0...A\n 83 fd 02 0f 82 e0 03 00-00 0f b7 70 02 89 f1 c1 ...........p....\n \nThread 0 last branch register state not available.\n\n\nBinary Images:\n 0x10016f000 - 0x10ab5afff +org.blenderfoundation.blender (2.92.0 - 2.92.0 2021-02-25) <F92572D3-A6D1-3A9C-9F23-72D19FC8242A> /Applications/Blender.app/Contents/MacOS/Blender\n 0x11191c000 - 0x111988fff +libomp.dylib (0) <535E76BC-1650-3651-9C62-97A995647107> /Applications/Blender.app/Contents/Resources/lib/libomp.dylib\n 0x1186b5000 - 0x118818fff com.apple.audio.units.Components (1.14 - 1.14) <8C3B07AD-A96B-383A-94DC-902CCE4CD511> /System/Library/Components/CoreAudio.component/Contents/MacOS/CoreAudio\n 0x11886d000 - 0x11887cfff libobjc-trampolines.dylib (818.2) <29187EF9-2BD6-3ABF-8088-DE708721B612> /usr/lib/libobjc-trampolines.dylib\n 0x118c6b000 - 0x118d06fff dyld (832.7.3) <0D4EA85F-7E30-338B-9215-314A5A5539B6> /usr/lib/dyld\n 0x118d83000 - 0x119332fff com.apple.audio.AudioDSPComponents (1.0 - 1) <1A7FCA3F-190C-32F0-A48D-1524A11B0910> /System/Library/Components/AudioDSP.component/Contents/MacOS/AudioDSP\n 0x119963000 - 0x119ce2fff com.apple.AMDRadeonX6000MTLDriver (4.2.15 - 4.0.2) <56DBFC8D-9ABB-34AE-873F-CAF3E6A184D5> /System/Library/Extensions/AMDRadeonX6000MTLDriver.bundle/Contents/MacOS/AMDRadeonX6000MTLDriver\n 0x11a0ab000 - 0x11a1fefff com.apple.AMDRadeonX6000GLDriver (4.2.15 - 4.0.2) <6A663F3B-05F2-35F1-9832-C0E3645C7E08> /System/Library/Extensions/AMDRadeonX6000GLDriver.bundle/Contents/MacOS/AMDRadeonX6000GLDriver\n 0x127eb0000 - 0x127eb1fff +_heapq.cpython-37m-darwin.so (0) <20086BF0-0130-3463-B824-F98C6D51BE39> /Applications/Blender.app/Contents/Resources/2.92/python/lib/python3.7/lib-dynload/_heapq.cpython-37m-darwin.so\n 0x1280ba000 - 0x1280bffff +math.cpython-37m-darwin.so (0) <F76ADA60-2AAA-34A7-BB31-26405F501673> /Applications/Blender.app/Contents/Resources/2.92/python/lib/python3.7/lib-dynload/math.cpython-37m-darwin.so\n 0x128fe4000 - 0x128fe7fff com.apple.CloudDocsFileProvider (1.0 - 726.1) <AB47EF12-834C-3720-BEE5-22E11638BFB7> /System/Library/Frameworks/FileProvider.framework/OverrideBundles/CloudDocsFileProvider.bundle/Contents/MacOS/CloudDocsFileProvider\n 0x128ff8000 - 0x128ffbfff com.apple.FileProviderOverride (326.3 - 326.3) <54B6F621-7F46-3223-A227-C0757EB3F900> /System/Library/Frameworks/FileProvider.framework/OverrideBundles/FileProviderOverride.bundle/Contents/MacOS/FileProviderOverride\n 0x12900c000 - 0x129027fff com.apple.findersync.fileprovideroverride.FinderSyncCollaborationFileProviderOverride (1.0 - 1350.2.10) <EDD7E1EC-AB15-3496-9A57-237C9D3A2CEB> /System/Library/Frameworks/FileProvider.framework/OverrideBundles/FinderSyncCollaborationFileProviderOverride.bundle/Contents/MacOS/FinderSyncCollaborationFileProviderOverride\n 0x7fff200e4000 - 0x7fff200e5fff 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/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", "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 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)", "Crash (memory use after free) on freeing RigidBody world\nReproducible with current master, probably there since forever.\n\n# Steps\nWith an ASAN build:\n\n- Open `rigid.anim.blend`\n- Close Blender\n\n[rigid.anim.blend](rigid.anim.blend) \n\n(Case found while working on #86379 (When using \"Append\" rigid body objects + empty constraint, none of its constraints work.))\n", "Blender shuts down when playing a Rigid Body animation in a linked scene \nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: AMD Radeon R7 200 Series ATI Technologies Inc. 4.5.13492 Core Profile Context 22.19.677.257\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nBlender shuts down when playin the animation of a rigid body object in a linked scene\n\nLoad Factory Settings\nAdd the cube as Rigid Body\nCreate a new scene, Linked Copy\nPlay the animation in any of the two scenes\nWhen switching to the other scene, Blender shuts down\n\n", "VSE Render time increases for scenes containing scenes\nOperating system: Linux-5.10.57-antix.1-amd64-smp-x86_64-with-glibc2.31 64 Bits\nGraphics card: Mesa DRI Intel(R) HD Graphics 4400 (HSW GT2) Intel Open Source Technology Center 4.5 (Core Profile) Mesa 20.3.5\n\nBroken: version: 3.4.1\nWorked: 3.1.0\n\nWhen rendering a scene using FFmpeg with the Video Sequence Editor, if it contains a scene strip with \"Sequencer\" input then the rendering time increases dramatically. If that contained scene also contains a scene strip, then rendering time increases even more. I have tested up to 5 levels deep and the render time keeps increasing.\nThe VSE preview speed is not affected by the inclusion of scene strips.\n\n1. Start a new project for Video Editing\n2. In the VSE, rename the scene as \"Full video\". Add any movie file\n3. Configure the scene: set frame range for 10 seconds; match output resolution to movie dimensions\n4. Configure Output Properties to use FFmpeg Video with the \"H264 in MP4\" presets\n5. Render animation and note the time taken\n6. Create a new Scene using the \"Copy Settings\" option. Call it \"Scene of scene\"\n7. In this scene, add a Scene strip and select the original \"Full video\" scene. Set Input = Sequencer\n8. Render animation and note the time taken\n9. Create a new Scene using the \"Copy Settings\" option. Call it \"Scene of scene of scene\"\n10. In this scene, add a Scene strip and select the \"Scene of scene\" scene. Set Input = Sequencer\n11. Render animation and note the time taken\n\n", "Cycle gpu rendering crashes randomly\nOperating system: Win11\nGraphics card: Nvidia RTX 3070 Ti\n\nbroken: all 3.0 versions\n\nRenders keep crashing randomly when I’m using my gpu with cycles, I updated my drivers, my memory use is okay, I tried to not use denoiser, lower my samples, resolution etc but nothing works, sometimes it render 10 frames sometimes 100 but it can't render my whole animation without crashing (also for animations with low poly count and small textures tiles) \nDon't know how to read the crash log file.\n\n", "Sequencer Preview : area_join() doesn't join well\nOperating system: Windows-10-10.0.16299 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 390.65\n\n\nBroken: version: 2.80 (sub 74)\nWorked: (optional)\n\n\nI join two Sequencer preview areas with a script and both stay, but one is like broken. If I resize the view, it goes back as expected : the residual broken view disappears.\n\n- Open the provided blend file\n- There are two Sequencer preview views\n- Run the script in the text editor\n- The display of one view changes a bit and you cannot resize it.\n- Resize the main view, the residual view disappears.\n- NB: You can run the script again to split views and re-run it to join them again. The bug remains the same.\n\n[BugSplitView.blend](BugSplitView.blend)", "(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", "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```", "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" ]
[ "Regression: Crash when creating a scene copy with video sequencer open\nOperating system: Linux-5.16.11-76051611-generic-x86_64-with-glibc2.34 64 Bits\nGraphics card: Mesa Intel(R) UHD Graphics (TGL GT1) Intel 4.6 (Core Profile) Mesa 21.3.5\n\nBroken: version: 3.2.0 Alpha, branch: master, commit date: Unknown Unknown, hash: `81ec3dce6542f996e5d61017fab83bd721b61822`\nWorked: 3.1\n\nCaused by 277fa2f441\n\nWhen crating a new duplicate (full copy) scene with the video editing workspace open causes Blender to segfault.\n\n\n- Create a video editing project\n- Make a duplicate scene\n" ]
Manta flow 2.82 and 2.81 as weel does not render both EEvEE and Cycles Operating system: Windows Version - Windows 10 (64 bit) Graphics Chipset - AMD Radeon R9 200 Series Memory Size - 3072 MB Memory Type - GDDR5 Core Clock - 940 MHz System Memory - 20 GB CPU Type - Intel(R) Core(TM) i5-4670K CPU @ 3.40GHz Graphics card: Graphics Chipset - AMD Radeon R9 200 Series Memory Size - 3072 MB Memory Type - GDDR5 Core Clock - 940 MHz **Blender Version** Broken: (example: 2.82, branch-fluid-mantaflow ; date 2019 - 11 - 08 , hash 1cd70c4f090e Worked: (optional) Mantaflow build from Sept. 27 **Short description of error** Baked smoke simulation does not render both eevee and cycles. Nothing complex of reproducing this. It's just doesn't render no matter it shows up in Rendered view. **Exact steps for others to reproduce the error** Just bake a simple smoke and it doesn't shows up on render. Based on the default startup or an attached .blend file (as simple as possible).
[ "Mantaflow - Flickering Square pattern of the particles\nOperating system: Windows 10\nGraphics card: Quadro RTX 4000\nCPU: Ryzen Threadripper 2950x\nRAM: 64GB\n\nBroken: (2.90.0 // 2.83.5)\n\n\nI got the Problem both in the 2.83 LTS & 2.9 Version:\nIf i bake the fluid simulation in Mantaflow the particles of Bubble & Foam result in flickering squares: In one frame the particles are present and in the next frame they are abscent (in a square pattern). If I render an animation sequence out of this the video is flickering. I added the .blend-File for the used Settings and also two screenshots to demonstrate the square Pattern. Furthermore a rendered animation of another scene of mine shows the flickering result when rendered. \n\n\n[Mantaflow Flickering.avi](Mantaflow_Flickering.avi)\n\n[2020_09_19 - Fluid Test.blend](2020_09_19_-_Fluid_Test.blend)\n\n![Frame135.png](Frame135.png)\n\n![frame136.png](frame136.png)\n\nJust bake the attached .blend File (You need to change the saving location)", "Correct link is shown as invalid\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.5.1\n\nIn the composer, after some actions, the link is displayed as incorrect, although there is no reason for this.\n\n**Exact steps for others to reproduce the error** \n\n0. Factory settings file (optional).\n1. Switch render engine to Cycles.\n2. Enable any `Scene > ViewLayer > Passes`. For example, this would be `... > Data > UV`.\n3. Enable the compositing nodes and connect the new socket to the \"Composite\" node.\n4. Switch render engine to Eevee.\n5. Make a Render.\n6. Switch render engine to Cycles.\n\n![2023-06-07_23.44.54.gif](attachment)\n\n", "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", "Smoke sim glitch in Cycles\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce RTX 2080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.12\n\nBroken: version: 2.81 (sub 16)\nWorked: (optional)\n\nWhile rendering in cycles my smoke is missing pieces and is very blocky.\n\nMake a quick smoke sim above 60 res or up with adaptive domain (not sure if has to be with a smoke collision object) then add a principled volume to world output and change density to .03 or up. Once a light source is added like a sun and you give it a second to render you can see the weird distortions. \n\nFrom the file attached just click render and you can see the weird issue\n\nIf you want to know what this looks like in a rendered video here is one watch?v=pOM5uJ_plng&feature=youtu.be\n\n\n![mustangdrive100030.png](mustangdrive100030.png)\n\n[smokeglitch.blend](smokeglitch.blend)\n\n\nOk so I did some more testing and it looks a principled volume smoke sim cant be in the same space as an existing principled volume area (world or just a cube)\n\n\n\n\n", "GeometryNodes: Attributes in shader not visible in Eevee \nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1060 3GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 3.0.0 Alpha\n\nWhen an attribute is used in the shader editor, it will render in Cycles but not Eevee. ![Possible Bug 2.PNG](Possible_Bug_2.PNG)\n\nHave an attribute in a shader as a render output with the Eevee render engine enabled. \n\n[Possible Attribute Bug.blend](Possible_Attribute_Bug.blend)\n\n", "EEVEE: Reduce viewport render time by only render needed draw passes.\nCurrently all material + effect passes are rendered even when eventually they aren't needed. This can happen when viewing a render pass in the viewport. For example:\n* Mist\n* AO\n* Shadow\n* AOV (after [D7010](D7010) has been comitted)\n* etc\n\nWe should see how we can optimize the rendering pipeline so that only the passes that are needed are drawn. This would lead to a more responsive viewport in these cases.", "Smoke and Fire simulation bug\nOperating system: Mac osx 10.15.6\nGraphics card: AMD Radeon Pro 5500M 8 GB\nIntel UHD Graphics 630 1536 MB\n\nBroken: 2.90.0 (202-08-31)\n\n\nBlender crashes while trying to bake a fire + smoke simulation in 128 resolution divisions... Sometimes it works. Mostly it doesn't.\n\nAttaching the file.\n\n[Blender Bug copy.rtf](Blender_Bug_copy.rtf)\n\n[fire.blend](fire.blend)", "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.", "eGPU doesn't get used by EEVEE on Windows (Mac / Bootcamp)\nOperating system: Windows 10 1903 (Bootcamp)\nGraphics card: Radeon RX 560, Radeon RX Vega 64\nDevice: Macbook Pro 15\" 2018\n\nBroken: 2.82\n\nWhile using a eGPU on Windows 10 via Bootcamp, Blender doesn't use the external GPU to accelerate and power EEVEE. No matter if the Blender Graphic Setting preferences are set to High Performance, ergo utilizing the RX Vega 64 in any scenario. Missing usage of the external GPU can be tracked via the Task Manager -> Performance Tab. (See screenshots).\n\n**Note 1:**Cycles on Windows/OpenCL recognize and uses the external GPU with no issue as expected.\n\n**Note 2:** On Mac OS Catalina, EEVEE can use the external GPU as expected by enabling the option 'Prefer External GPU'.\n\nSo the problem affects only Windows when an external GPU is used for EEVEE only.\n\n\n![Annotation 2020-03-01 232325.jpg](Annotation_2020-03-01_232325.jpg)\n\n![Annotation 2020-03-01 232145.jpg](Annotation_2020-03-01_232145.jpg)\n\n\n- Open Blender and launch a rendering with EEVEE\n- Check GPU usage through Task Manager \n- On any operating during rendering the external GPU is not used at all.", "Eevee - no volume density textures when using Vega 64 external gpu on macOS Mojave\nOperating system: Darwin-18.6.0-x86_64-i386-64bit 64 Bits\nGraphics card: AMD Radeon RX Vega 64 OpenGL Engine ATI Technologies Inc. 4.1 ATI-2.9.26\n\n\nBroken: version: 2.80 (sub 74)\nWorked: Was working briefly with some builds in March 2019.\n\n\nMacOS Mojave external GPU fails to render volumetric on Eevee if there is a density texture. Internal GPU works fine.\n\nUsing external Vega 64:\nOn default cube, add principled volume shader to volume material output: volume looks correct.\nPlug noise texture node into density input of principled volume shader: volume disappears.\nUsing internal Radeon 560x:\nExact same steps gives properly textured volume.\n\n", "Mantaflow - force fields have very low influence compare to 2.90.1\nOperating system: Linux-5.4.0-52-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.80.02\n\nBroken: version: 2.92.0 Alpha\n```\n version: 2.91.0 Beta\n```\nWorked: 2.90.1\n\nForce fields appear to be approximately 50X less powerful in master and 2.91.0\n\nTo reproduce the error: go to frame 1, change the resolution to 34 for updating the parameters, and play/cache the simulation in both 2.90.1 and 2.91.0 or master.\n\n\n[Liquid_forcefield_test.blend](Liquid_forcefield_test.blend)", "VSE: Cycles displayed as Rendered in Scene strip makes Blender hang - and other Scene strip bugs\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 462.59\n\nBroken: version: 2.93.0\n\nThe Render modes of Scene Strips are either missing or broken:\n- When Cycles is set as render and Rendered set as display, it'll make Blender hang.\n- Wireframe and Rendered doesn't work with any Render. \n- The only thing working is Eevee with either solid or Material Preview. \n- Workbench and Cycles settings seems to just use the Eevee render, since these are producing the same results in Solid and Material Preview.\n\n{[F10177251](scenestrip.gif),size=full}\n\nTest file:\nCycles is set up as render in the 3D Footage scene. In the Master Edit scene, switch display mode to Rendered. Blender will hang.\nTry the various other display modes and renders(by changing the render in the 3D Footage scene), to see wireframe and rendered doesn't work with any render. \n[multicam_3d_c.blend](multicam_3d_c.blend)\n\n\n", "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", "Mantaflow does not maintain color on Noise enabled (Upres Factor > 1)\nSystem Information\nOperating system: Ubuntu 20.04.2\nGraphics card: GTX 980Ti\nBlender Version\nBroken: 2.93.3, 8b80d19f3641, master, 2021-08-17\nWorked: version: 2.83.16\n\nShort description of error\nNoise with Upres Factor > 1 changes original color of smoke simulation in Mantaflow.\n\nExact steps for others to reproduce the error\n\n```\n Open Blender\n Select default Cube\n F3 > Quick Smoke\n Select default Cube > Physics Properties Tab > Change Color to blue (or whatever color you like)\n Select the Smoke Domain > Physics Properties Tab > Cache > Type Modular (Is Resumable: On)\n Bake a few frames > Press Esc\n Physics Properties Tab > Enable Noise > Upres Factor = 2 (default)\n Bake a few frames > Press Esc\n Review the simulation in the Viewport\n```\n\n**Note: Works with Upres Factor = 1. With some colors the effect is not that obvious. See blend-file / video.\n\n[Video on YouTube ](JzO22fS6p0E)\n\n[20210826_Blender_MantaTest.blend](20210826_Blender_MantaTest.blend)\n\n\n", "Some effects [bloom, smoke, fire, ..] still don't save in PNG with transparent background (occlusion vs. emission)\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Radeon RX 570 Series ATI Technologies Inc. 4.5.13587 Core Profile Context 20.4.2 26.20.15029.27017\n\nBroken: version: 2.91.0 Alpha\n\nwatch?v=mQqV77PaOVs&t=84s\nHere this function of preserving BLOOM effect was released, and now it work both on View mode and render mode. BUT! When you will try save PNG after rendering - you will have same result as in past, without blooming effect saved on alpha channel.\nHere is example: ![1601108715146.png](1601108715146.png)\n\n1 - open file [BLOOM BUG.blend](BLOOM_BUG.blend)\n2 - press F12 [render]\n3 - save result in PNG\n4 - open result in any paint software and put under result layer any colour\n\n" ]
[ "New Mantaflow build seems to not render smoke in either Eevee or Cycles\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.48\n\nBroken: version: 2.81 (sub 12)\nWorked: (optional)\n\n[Was attempting to see if the new build has fixed the issue in #69870, but after re-baking smoke & noise I was unable to render either in Cycles or Eevee (Workbench didn't render the smoke but I don't know if it should).]\n\n[Built a scene from scratch, added sphere then ran a 'quick smoke' on it, baked and tried to render, all I'm seeing is the sphere, no smoke. Smoke shows in the viewport fine weather you're using Eevee or Cycles, but nothing in render.\nBake the attached and try to render. I think the new build has fixed the issue in #69870, but can't confirm as I can only see it in the viewport. \nI just tried the attached in the previous build- I had to rer-bake it, but it rendered ok. {[F7891037](SmokeNoRender.blend)}]\n\n" ]
Select with seam limit is not working W8.1 64b, GF 250 b4d8fb5 bpy.ops.mesh.select_linked(limit=True) this command is working only in Face mode. If you have vertex or edge it select whole geometry. I dont know if it is bug or limitation. 1) open my scene 2) use select with seam limit (select linked) 3) it is working only in face mode [tst.blend](tst.blend) ![1.png](1.png) ![2.png](2.png)
[ "Bevel when part of mesh is hidden results sometimes in wrong selection of vertices\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.67\n\nBroken: version: 3.2.0 Alpha\nalso broken in the latest official release of version 3.1.2, also broken in 2.93.\n\nBevel when part of the mesh is hidden and the selected points are not all connected results sometimes in the wrong selection of vertices and lines. I have noticed that the selection is wrong if the number of segments in the bevel attrributes is odd.\n\nOn the default startup file do the following:\n1. Edit the default cube, inset the top and bottom face \n2. Inset again, but only 0.001 \n3. Scale the selection in the Z by 0, \n4. Expand the selection (CTRL++)\n![Capture0.PNG](Capture0.PNG)\n5. Shift+H to hide everything currently not selected\n6. Only select the top and bottom \n7. Try beveling, play a little with the segments and switch between vertex and line selection, you will see that not all the lines and not all the vertices that should be selected are selected. It seems to be wrong when you try odd number of segments\n![Capture1.PNG](Capture1.PNG)\n\n![Capture2.PNG](Capture2.PNG)\n\n\n\n\n", "Unable to select certain vertices (regression from 2.79)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.38\n\nBroken: version: 2.91.0 Alpha\n\nSome vertices are impossible to select.\n\nAt first I thought it was because the vertices formed a concave area (see first file) but then I hit a second concave case (see second file).\n![image.png](image.png)\n\nWithout rotating or zooming the view try to select one of the marked vertices in both files.\n[Select1.blend](Select1.blend)\n[Select2.blend](Select2.blend)\n\n----\n\n2.79 worked in this case, open this file in 2.79 to test.\n\n[Select1(1)_279.blend](Select1_1__279.blend)", "Weight paint vertex select difficult to see (depends on surface color)\nThis is an issue since 3.2x\n\n**Short description of the issue**\nVertex selection is difficult to see in some cases, depending on the surface color.\n\nChanging the view-port shading \"Color\" can make the unselected vertex color match the selected vertices color.\n\n<video src=\"attachment\" title=\"screenshot.webm\"></video>\n\n**Exact steps for others to reproduce the issue**\n- Open attached .blend file.\n", "Some transform modes don't apply absolute grid snaping \nOperating system: Windows 10 \nGraphics card: GTX 1080 ti \n\nBroken:\nBlender 2.8 January 31, 01:48:40 - 8c8979067490 Beta\nBlender 2.79 (It worked)\nBlender 2.77 (It worked)\n\nAbsolut grid snaping dont work with \"Face Inset\" and neither with loop cuts. \n\nTurn on the snaping (increment) -> turn on absolut grid snaping -> spawn a plane -> try to snap while loop cutting or inseting faces.", "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", "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", "Fullscreen doesn't activate if the 3d Viewport is maximized \nTested on :\n\n2.73 a\n\nGooseberry 2.73 # d92f591\n\nWhen the viewport is maximized ( Ctrl + Up Arrow). Switching to 3d view fullscreen mode wont work. ( Alt+F10 nor from the view menu button ). ", "Loop deselect doesn't work in 3 button emulation mode\nOperating system: Windows 7\nGraphics card: irrelevant\n\nBroken: 2.80, 9a8b6d51c12, 2018-12-11 01:35, Branch: blender2.8\n\nWith three button emulation and left click select on in user preferences, no methods for deselecting edge loops work.\n", "Selection Options\nDesign for expansion of selection and adjacent features.\n\n**Introduction**\nI made a build for 3.60 that is mostly about selection, check out the source if you want #109150\n\n[Here's a video about my build that I will reference throughout.](watch?v=HVrFCOa7RO8)\n\nI will be updating my build and it's individual features to 3.6 over the next week or two, then I'll update them to main after that. I'll link to the pull requests of each individual feature, they don't have much in the way of description and are behind the main build I made, but I will be updating them. \n\n**Edges and Faces**\nAt 0:42 in the video above. \n#109309\n\nGive some options in the keymap for more control over how user can box/circle/lasso select edges and faces. \n\nA dropdown for Edge Select with up to 3 options:\nDefault does Blender does, and Circle doesn't have this option\nTouch will select anything the selection area touches\nEnclose will select edges that have both ends inside the selection area\n\nAll 3 tools have 4 options for selecting Faces:\nDefault does what Blender does\nTouch will select anything the selection area touches\nEnclose will select a face if all their verts are inside\nCenter will select a face if you touch their center\n\n**X-Ray**\nAt 2:38 in the video above.\n#109318\n#109319\n\nBlender doesn't select unseen mesh. You select what you can see. If user wants to box/circle/lasso select something on the other side of a mesh, they'd either turn on X-Ray or move the camera until it's visible. With objects Blender always selects through, and it can't be turned off. Give user control over this, and provide some convenience features. \n\nMake a popover for the X-Ray button. Move the X-Ray settings here from the Shading Popover. Give them new names so it's more clear that wireframe and solid have separate X-Ray properties.\n\nIf user wants to box/circle/lasso select unseen mesh without X-Ray, they can use Select Through. They can decide which tools and modes will use it. \n\nIf they don't want to change how X-Ray affects box/circle/lasso selection, they can use Automatic X-Ray. When they start to drag select it will turn X-Ray on, and when the selection is done X-Ray will turn off. They can decide which tools and modes will use it. \n\nInclude some operators. User can show any combination of them in the Header. If everything necessary for the tool and mode is enabled, the button for the operator will be lit up. It's modular, so there are many ways for the user to setup their shortcuts. Make new icons for Auto X-Ray and Select Through, the ones in my build were made by Alexey Adamitsky.\n\n**Viewport Facing Select**\nAt 4:17 in the video above.\n#109357\n\nBlender _does_ select unseen Mesh, and not in a good way like Select Through. If user can see some verts of an edge or face, they're potentially selectable regardless of their visibility. If it isn't truly random which unseen edges and faces this applies to, it may as well be. The 3 drag selection tools select the same wrong things, but if the viewport camera is moved or rotated, this will usually mean that different unseen edges and faces are now selectable.\n\nThe opposite is also a problem, where user cannot select visible mesh. If user zooms out, has a complex mesh, or a shallow angle on it, selection bitmap will only capture some of the mesh and give a patchy bit of what the user wanted. Long term, need to increase resolution of selection bitmap, whatever that would mean. Maybe Vulkan affects this in a positive way, maybe it has nothing to do with it. \n\nFor now I made Viewport-Facing Select to deal with this. Put it in Toolsettings. It works in near select, X-Ray, or both. When user drag selects with box/circle/lasso, it compares mesh normals to the viewport. If they aren't facing each other within the threshold, they won't be selected. Has a range from +/- 0.999999. Greater or equal to 0 means the mesh normal is pointed in the direction user has it set to. The higher they set the threshold, the more the mesh needs to be facing in that direction. A value of 1 should mean the viewport and mesh are aligned, but was only working from the front perspective (numpad 1) and from nowhere else regardless of ortho. Max threshold of 0.999999 is functionally the same as having it at 1 except it works from any angle. Negative values can select unseen mesh.\n\nAll Verts setting saves performance without compromise, because Blender doesn't select unseen verts. They're dimensionless, and since there's only one position for them to be drawn in, they shouldn't be in the selection bitmap unless they're visible.\n\nFront Verts will select verts based on their normals,. Some of the verts at the edge of a mesh are excluded. Verts of Front Face will fix that, it selects verts if they're part of a face with a viewport facing normal. There's also rear facing counterparts to these, they do the opposite where they'll select stuff pointed away from the viewport. Not sure if they're useful but it's easy to include.\n\nThe settings for edges work the same as verts. Using edge normals will exclude things the user probably wants to select, and Edges of Front Face will correct that. Same goes for face settings, except Front Faces are what give accurate selection. Faces of Front Vert will select faces that have at least one vert with a viewport facing normal. This means it can select unseen faces, which is what I'm trying to avoid, but maybe it's useful for something.\n\nSometimes user will be able to see a face even though it has a rear-facing normal, and VFS won't select it. Usually this is because they are dealing with two triangles that have no business sharing the same quad, but that's going to happen from time to time, and they'll need a way to select them. Besides turning this feature off temporarily, triangulating or otherwise fixing the mesh, single-clicking, or rotating the camera, they can drop the VFS threshold into the negative. How negative they go depends on what they're willing to live with, and it gets worse the lower they go. I keep it at zero, because at least I have a chance of noticing things I didn't select. Hard to keep track of random selections that you can't see. It's not perfect, but it's predicable, and should work with most geometry.\n\n**Object Origin**\nAt 7:35 in the video above.\n#109373\n\nMy implementation of this feature is incomplete, but functional. Circle and lasso are forced to select objects by their origin, while box cannot do this. Put a checkbox in the Keymap so user can control this. Call it Select Object Origin. With my build box origin seems ok, but circle is a little off and lasso has enough problems with non-origin that I left it out. There's an addon that does this fine though from what I've been told. I looked at it but I couldn't figure out how to give object mode access to vert info, just kept getting errors so I left it at that for now. Addon is called [X-Ray Selection Tools](DaLdj)\n\n**Unsolved Mesh Select Issues**\nAt 8:32 in the video above\n\nIntersect doesn't work with Touch or Enclose face in X-Ray and Select Through. Don't know why, looked at it a few times, doesn't make sense to me. With my build it will fallback to a Center select instead. Figured it's better to do something close to what is expected rather than nothing.\n\nEnclose face works in near select, but it's hard to use if user can't see all the verts of a face. If there is a visible face, but some of it's verts that would otherwise be on screen are behind something else, the selection bitmap thinks they don't exist. This means that it also thinks that part of these faces are outside the selection area, even though they aren't, and they get excluded from selection. One thing user can try is avoiding the selection bitmap entirely. Turn on Select Through, and set Viewport Facing Select to work in X-Ray, Verts of Front Face, Edges of Front Face, and Front Faces. Threshold at zero is best in my opinion. Now they get a decent result, but have to deal with the baggage that comes with Select Through and VFS. They don't always get everything they can see, at least when encountering some weird faces that have triangles pointing in very different directions. Also, they're going to select like X-Ray so if there's something that is facing the viewport, but they don't have line of sight, they're going to select it without actually seeing it.\n\n**Drag Direction**\nAt 9:56 in the video above.\n#109726\n\nBlender let's you assign a direction to click-drag in the Keymap. There are 8 of them, which is nice, but it's confusing and inaccurate if all you need are 2. Provide some alternatives in Preferences->Input->Mouse. I'd like to put them at the top of the keymap in that preferences area, but I noticed how that thing will disappear if you load a keymap or use one other than the default. Didn't look into it yet. \n\nKeymap Drag Direction has 3 options. Eight, which is what Blender does, Left Right, and Up Down. The tradeoff for the new ones is that they're exclusive. If you use Left Right, the only Keymap items Blender will match with are Any, Left, and Right. Unless something has been manually set to a direction, there shouldn't be anything besides View Axis, the ones where you hold ALT and Middlemouse while dragging in the direction that corresponds to the view you want.\n\nWith Blender's way, try to set Box select to Extend when dragging left aka West, and Subtract when dragging right aka East. If user doesn't initiate a mouse drag within 45 degrees of left or right, they get a Tweak Event instead of what they expected. There's a way to make this work better using the keymap alone. They can set Extend to Any, and Subtract to East, Northeast, and Southeast. The Keymap item set to Any needs to be after the other 3 or they'll be undetectable. Not intuitive, and I didn't figure out this was possible until after making this feature.\n\nWith the new ways I made there's 3 operators that will set drag direction. If a Keymap item is undetectable, it will warn the user about it. Not ideal, but nothing bad will happen, it's just telling them that this Keymap item won't do anything because Blender can't see it anymore.\n\nDrag detection has some perpindicular bias. If the user is on the Left Right setting, and they drag up or down far enough before moving to the right, they're going to get the Left Keymap item instead of the Right Keymap item that they intended. If they're on Up Down, and move horizontally before going up, they would get the Down Keymap. With Blender's Eight way, assuming they set it like I described, the dominant Keymap item is the one that is set to the Any direction. The Left Right and Up down options are a lot more precise so it's hard for this to happen. The Eight way calculation rounds to the nearest int, so it treats every mouse drag within 45 degrees of a cardinal direction like it went straight vertical or horizontal. This problem can be mitigated by increasing drag theshold in Userprefs->Input->Mouse.\n\n**Selection Radius**\nAt 12:48 in the video above.\n#109729\n\nSingle-click an edge, vertex, or facedot and there's a pretty big area the user can grab it from. Faces in near select have zero radius, so the cursor needs to be right on top of them. Make this adjustable and consistent. Preferences->Editing->Miscellaneous-> Adjustable Click Select is where I put it, but that is not a good spot. It makes faces act the same as the others, and the user can change the size of the selection radius. Blender gives unselected mesh a slight bias, this can be turned off. Very minor detail that would not likely be noticed.\n\n**Conclusion**\n Nothing is really done all the way, but it is closing some gaps. Lot's of things can be moved, renamed, tweaked. That's what I'd like to do, and maybe some of it can make it into real Blender.\n\n", "Rip edge-move for curves\nCurrently with meshes you can press Alt+D to add a vertex at one side of the verts edges and drag it *(based on the mouse cursor location)*.\n\nThis same behavior could be added to curves.\n\n- the basic behavior with single vertices selected is simple\n- with multiple segments are selected this becomes more involved (see how this works for meshes).", "bmesh.ops.subdivide_edges doesn't report all inner edges in 'geom_inner'\nBroken: 2.91, 2.92 master\nWorked: never?\n\n\nI'm not sure if it's a bug or if there's some underlying reason for this behavior. The [BMesh subdivide edges op ](bmesh.ops.html#bmesh.ops.subdivide_edges) returns three lists of geometry, one of which is 'geom_inner'. It appears that this list doesn't always contain all new 'inner' edges. This depends on the topology being passed to the op. Example image, created from the attached blend file:\n\n![image.png](image.png)\n\nOn the left is the original selection of edges being passed in to the op, and on the right - selection of edges from the resulting 'geom_inner' list. As you can see, some of the edges aren't selected (i.e. they were not present in the list). We can work around this by iterating all **vertices** from 'geom_inner' list, and taking all edges linked to them that are not also part of the 'geom_split' list returned by the op, but it feels like this information should just be provided in the 'geom_inner' list.\n\nLoad the attached file and run the script.\n\n[subdivide_geom_inner_issue.blend](subdivide_geom_inner_issue.blend)", "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. ", "UV: select similar enhancements\nAdd support for UV Select similar:\n\n* Islands / Faces / Edges, crossing UDIM boundary\n* Islands / Faces texel density\n\nThanks @BlenderBob !\n\n", "Use proximity for edit mesh mirror and mirror selection operator\nThis feature request was discussed with Campbell Barton during meeting 2021-02-23\n\nIt is hard to select the corresponding vertex on the flipped axis side when the topology is non symmetrical and the corresponding vertices on the flipped axis side is slightly offsetted.\n\nIn order to fix this, it would be great with a \"proximity slider\" that selects vertices on the axis flip side that is within the range of the corresponding coordinate of your current selection.\n\n---\nUI mockup for viewport options\n![image.png](image.png)\n\nUI mockup for operator \"Select mirror\"\n![image.png](image.png)\n---\n\nUse cases below:\n---\n\nCurrent behavior works great when **Topology mirror == True** and the mesh on both side of the axis is connected (and the topology was \"built symmetrical\"). Even if vertices on the axis flip side is slightly offseted.\n\n[topology mirror.mp4](topology_mirror.mp4)\n\n---\n\nCurrent behavior does not work when the topology is built symmetrical, but the topology on both side of the axis is not connected (like the eyes in this case). And the mesh is slightly offsetted on the axis flip side.\n\n[symmetry does not work.mp4](symmetry_does_not_work.mp4)\n\n---\n\nCurrent behavior does not work when the topology is not completely symmetrical and the vertices on the axis flip side is slightly offsetted.\n\n[slightly non symmetrical topology.mp4](slightly_non_symmetrical_topology.mp4)\n\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." ]
[ "limit by seams bug\nSystem Information\nwindows7 64\nASUS ATI Radeon HD6870\n\nBlender Version\nBroken: (All)\nWorked: (None)\n\n![link_bu_seams.png](link_bu_seams.png)\n![link_bu_seams1.png](link_bu_seams1.png)\n![link_bu_seams2.png](link_bu_seams2.png)\n[lim_by_seams.blend](lim_by_seams.blend)\n1)Open, select any verticle in closed area, ctrl+L, switch on limit by seams - ignore this function\n2)Switch on face selection mode, select any face in closed area, ctrl+L - all OK" ]
blender 2.8 - loop cut error Operating system: Win10 Graphics card: gtx 960m Broken: blender-2.80.0-git.cd92f8ea4626 Tool: loop cut is not working and crash the software Based on the default startup or an attached .blend file (as simple as possible).
[ "Multiresolution - Crash when Linear Subdivision level is above 1\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.79\n\nBroken: version: 2.91.0\nWorked: Never? (2.90 and 2.92 dailies seem to crash on this one as well)\nWhen using multiresolution modifier on this part of my model and using linear subdivision level above 1, Blender crashes.\nThis does not happen with other subdivision methods, as shown in video.\nI've also tried to make this mesh manifold, but Blender crashed either way.\n\n\n1. Open attached Blend file\n2. Add multiresolution modifier to a mesh\n3. Press on \"linear\" button twice\n\n[Crash_SampleFile.blend](Crash_SampleFile.blend)\n\n[MultiresCrash0001-2375.mp4](MultiresCrash0001-2375.mp4)\n\n", "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)", "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", "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)", "Bevel modifier - Clamp Overlap broken\nWindows 10\n\nBroken: 2.79.0-git.43a6cf1-windows64\nWorked: 2.79 RC2\n\n![bevel_modifier_clamp_overlap_bug.png](bevel_modifier_clamp_overlap_bug.png)\n\nSee attached blend file.[clamp.blend](clamp.blend)", "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", "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).", "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", "Texture Node editor --->creating image , then use created image as input node in texture node editor \nwin 10 \namd radeon \nintel i5\n\n Blender 2.8\n3d8cbb534f82\n\n\n First of all ,this is specifically about the \"texture node editor set to brush for creating an image , then using the created image as an image input in the (brush ) node editor , and again paiting in the SAME image ...\nIt totally makes sens that blender crashes because it is trying to create an image where the brush is that image itself , thus creating a feedback loop \n\n\nSteps to reproduce crash\n\n\n- Create plane \n- Go to the shader editor and create an image texture node \n- Create a new file , let's call this one ''crash'' and route it the shader's colour input \n- Go to the 'texture node editor and from the dropdown select 'brush''\n- Click the 'new tab' and enable úse nodes , by default we are presented with the checker pattern \n- go to the image editor and draw something , we are presented with a checker pattern \n- Now go back to the texture node editor'' and select ímage 'from the input nodes and route it to the tout\n- Select çrash 'as image \n- Now paint something in the image editor \n\nCrash \n\nIn the provided file , everything is already set up , al you have to do is paint in the image editor , and then route the module labeled çrash'to the output of the texture node editor [feedback crash .blend](feedback_crash_.blend)\n\n ", "Blender 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 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.", "closest_point_on_mesh() freezes Blender when called from a driver\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GTX 580/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 391.35\n\nBroken: version: 2.82 (sub 6)\nWorked: 2.79\n\nCalling closest_point_on_mesh() from within a driver causes Blender to freeze.\n\n[test2.blend](test2.blend)\nOpen the file allowing scripts -> Freeze", "Blender crashes right after loading up a blend file or when creasing a specific mesh on a slightly older version of said blend file\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.77\nCPU: Ryzen 7 3700X\nRAM: 16GB, roughly 7GB available when loading\n\nBroken: version: 3.2.0\n\nFollowing a sculpting course i'm currently trying to crease the claws of a model in the attched blend file.\nBlender keeps crashing without further notice when doing so. I managed to save in the specific state that causes the crash, but can also reproduce it by creasing the front-left hoof/claw-thing in the older state\n\nLoad up file, change to sculpt mode without hiding linked duplicates (feet/hooves)\n[dog!.blend](dog_.blend)\n\nOld:\nLoad up attached blend file -> Crash immediately after apparently successfully loading the scene\n[dog!.blend](dog_.blend)\nLoad up attached blend1 file, crease said claw region with Dyntopo active -> Crash soon after doing so\n[dog!.blend1](dog_.blend1)", "Blender 3.2 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 calling ArgumentParser.parse_args() if sys.argv is anything other than [\"path/to/blender.exe\"]\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 980 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.18\n\nBroken: version: 3.5.1\n\nBlender crashes when calling `ArgumentParser.parse_args()` if `sys.argv` is anything other than `[\"path/to/blender.exe\"]`\nI discovered this bug while trying to run a script using the `exec()` function. Any script that uses argparse makes blender crash.\n\nYou can run this code\n```Py\nimport argparse\nimport sys\nimport bpy\n\nsys.argv = [bpy.app.binary_path]\nsys.argv.append(\"--some_arg\") # Comment this line and everything works fine\n\nparser = argparse.ArgumentParser()\nargs = parser.parse_args()\n```\n\n" ]
[ "Loop Cut tool crashes Blender\nOperating system: Windows-10-10.0.17134 64 Bits\nGraphics card: Intel(R) HD Graphics 5000 Intel 4.3.0 - Build 20.19.15.4568\n\n\nBroken: version: 2.80 (sub 51)\nWorked: (optional)\n\n\nLoop Cut tool crashes Blender\n\nOpen Blender\nSelect default cube\nGo to Edit Mode\nClick on Loop Cut tool\nMove to cube and Blender Crashes.\nIf it doesn't\nAdd a loop\nLMB click to set it\nMove to the operator panel in the lower left\nBlender crashes and disappears\n\n" ]
Don't convert BMesh to Mesh all the time See `check_rendered_viewport_visible`, it now always happens when a 3D viewport is visible, and could be quite problematic for edit mode performance.
[ "Regression: 3.0.0: The curve is not hidden in the Viewport if there is a Bevel value\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 527.56\n\nBroken: 3.0.0 `d046a1f2fa `\nWorked: 3.0.0 `1275ce61b1`\n\nHiding the curve display in the viewport as an object does not work\n\nIf you add a curve to the scene and try to hide its display and the ability to select in View Object Types, then hiding works.\nIf you add a profile for a curve or Bevel, then hiding does not work. In this form, the curve is hidden only when it is done as a hide mesh.\nPerhaps this is the correct behavior.\n\n[2022-12-28 16-39-53.mp4](2022-12-28_16-39-53.mp4)\n", "Edges, generated with Triangulate modifier looks differend and do not disappear with hiding.\nOperating system: Windows-7-6.1.7601-SP1 64 Bits\nGraphics card: GeForce GT 640/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 2.90.0 Alpha\n2.83 release\n\n\n[2020-06-18_15-14-00.mp4](2020-06-18_15-14-00.mp4)\n[untitled.blend](untitled.blend)\n\nDefault cube with Triangulate modifier, wireframe mode, edit mode.\nSelect all, hide. You will have this.\n![42185019.png](42185019.png)\n\nThere is no way to part of mesh with generated edges and hide another part.\nAlso weird shading for polygons.\n![42204622.png](42204622.png)\n\n", "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", "Constrain axis always draws on top [covers mesh in unfavorable ways]\nThe mesh outline is not visible when extruding or moving along the axes. The axes overlap the faces of the mesh themselves, and because of this, it is not convenient to precisely position the extruded faces.\nIt exists on all versions of the 2.8x blender.\n![изображение.png](изображение.png)\nTo repeat the problem, you can select an edge in the editing mode and simply drag along the y axis. In this case, the contour will not be visible by how much it is moved from its actual position.\n![изображение.png](изображение.png)\n\n![изображение.png](изображение.png)\nWith the same action in 2.79, I see black the contours of the mesh as far as it changes when moving.\nBring it back as it was in 2.79", "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", "SpaceView3D.draw_handler_add with PRE_VIEW draw type does not result in visible draws\nOperating system: MacOS 11.6.3, Ubuntu 18.04 LTS (issue exists in both)\nGraphics card: Intel UHD 630, Nvidia Quadro RTX 400 (issue exists in both)\n\nBroken: 2.93 LTS, latest master (b626edd751d64b269da12ef8e774ced2836c3c9e)\nBroken: 2.83.0\nWorked: 2.82\n\nBroke between good 189e96ba68 and bad d95e9c7cf8\n\n1. Startup Blender\n2. Go to scripting tab and create a new script\n3. Copy \"Triangle with custom shader\" code from: gpu.html\n4. Change draw_type param in draw_handler_add from\n```\n'POST_VIEW'\n```\nto\n\n```\n'PRE_VIEW'\n```\n5. Run script.\n\nExpected behavior:\nThe drawn triangle is visible.\n\nActual behavior:\nThe drawn triangle is not visible.\n", "Pinching effect when using bevel and bevel modifier\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.07\n\nBroken: version: 3.0.0\n\nWhen using bevel in editing mode or bevel modifier sometimes a pinching effect happens at the beveled corners.\n\nWhen using bevel in editing mode or bevel modifier sometimes a pinching effect happens at the beveled corners.\nThis is particularly visible when using many segments.\n\nTest file:\n[Bevel_test_file.blend](Bevel_test_file.blend)\n\nAt first I thought, that this was some kind of limitation of the bevel operation/modifier, however after observing the top part of the test file mesh i'm very sure that this is a bug, because the left part of the topmost face of the test file mesh has a correctly beveled corner, whileas on the other side there is a clearly visible pinching effect despite the local topology of both sides of the topmost face being indentical.\n\nThank you and have a nice day!", "OpenSubdiv with \"On Cage\" shows vertices of edges that don't make any faces even when everything is hidden\nBroken: version: 2.90.0 Alpha\n\n**Description**\nWhen using the sub-surf modifier with cage enabled, if a mesh has edges that don't make any faces, then the vertices of those edges will still be visible when everything is hidden.\n\n[Open subdiv bug.blend](Open_subdiv_bug.blend)\nOpen the file and just press 'H'\n\n\n", "Display issue in model corner when loop cutting\nBroken: 2.79, 2.81\nWorked: -\n\nWhen creating and edge loop around de outside faces it creates in one of the cornes an extrange artifact\n\nCreate an edge loop across the outside faces of the model.\n\nBlender file:\n[loop cut.blend](loop_cut.blend)\n\nArtifact:\n![Screenshot 2019-01-16 at 23.36.39.png](Screenshot_2019-01-16_at_23.36.39.png)\n", "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", "Copying in edit-mode copies the entire object, not the selection\nthere is an issue occurs when a part of (mesh) is copyed in the edit mode \nwhat happens when copying one part of a (mesh) and pasting it\nyou suppose to get this part only pasted ,but instead you get the whole (mesh) pasted\n\nfor examble if you have a cube model with a single face selected in the edit mode \nif you copyed then pasted it the result is the whole cube modele is pasted rather than the single face \n \n![1.png](1.png) \n\n![2.png](2.png)", "Bevel modifier disconnects vertices in the UV map\n{[F8713789](2KmuzHs.png)}Operating system: Windows 10 x64\nGraphics card: GTX 970\n\nBroken: 2.83.1, 47b6c332587ca45eddc98e75b3f563e2f17a0d47, probably all 2.8+ versions\n[SM_UVTest.blend](SM_UVTest.blend)\n\nWhen using an angle or weight limit on the Bevel modifier, vertices connecting beveled and unbeveled edges are split in the UV map, producing distorsions.\n\nAdded a blend file. To reproduce the issue, apply the Bevel modifier, and select all faces to see the problematic vertex in the UV editor. \n\nSome context is here : 1241831", "EEVEE: Reduce viewport render time by only render needed draw passes.\nCurrently all material + effect passes are rendered even when eventually they aren't needed. This can happen when viewing a render pass in the viewport. For example:\n* Mist\n* AO\n* Shadow\n* AOV (after [D7010](D7010) has been comitted)\n* etc\n\nWe should see how we can optimize the rendering pipeline so that only the passes that are needed are drawn. This would lead to a more responsive viewport in these cases.", "Sculpting in Rendered Mode (EEVEE or Cycles) locks highly deformed areas of the mesh\nOperating system: Microsoft Windows 10 Pro\nGraphics card: Nvidia GeForce GTX 1050\nProcessor: Intel(R) Core(TM) i5-2500 CPU @ 3.30GHz, 3301 Mhz, 4 Core(s), 4 Logical Processor(s)\n\nBroken: 2.80 - 2.93.0-1b29e84c18dc\n\n\nWhen sculpting in rendered/material preview mode, highly deformed areas seem to occasionally \"lock\" and are not sculptable or even recognized by the cursor. However, when updating the mesh such as by remeshing or pressing \"Rebuild BVH\" under sculpt the areas are sculptable again. The problem doesn't occur in Solid or Wireframe mode or with dyntopo/multires enabled. Rebuild BVH doesn't alter the topology which means the issue is not due to insufficient topology. Also, setting the render engine to Workbench doesn't make the problem go away, even though, as far as I know, it is the same engine that Solid mode uses.\n\nAdd some subdivisions to the default cube and apply\nOpen the sculpting workspace\nSet mode to rendered\nStretch out the mesh with any brush\nTry to sculpt the deformed area and notice it is unsculptable\nAdd a remesh/rebuild BVH\nNow the affected area should be sculptable\n\nExample Video: [meshlocking.mkv](meshlocking.mkv)\n", "Collection visibility animated\nI need to recap with @brecht and @Sergey why we didn't push for this in 2.80. If it is doable and doesn't break our design, we should support this.\nBasically only the datablock settings (global viewport visibility, and renderability)." ]
[ "Mesh modeling performance regressions\nList of performance issues that we would like to fix or investigate for 2.80:\n\n* Transforming vertices in edit mode on high poly meshes is slow, due to overhead of depsgraph, mesh updates and and batch creation. Verify if there is anything unexpected happening here.\n* BMesh to mesh conversion was happening all the time at some point, is this still the case? See check_rendered_viewport_visible, it now always happens when a 3D viewport is visible, and could be quite problematic for edit mode performance.\n* Verify if custom data is only being preserved through modifier stack when needed (vertex colors, vertex groups, UVs)\n* Manipulate modal callback performance may be problematic: #55458\n", "Poor Performance editing medium-highpoly meshes\nOperating system: Windows 10\nGraphics card: Nvidia GTX 1070\n\nBroken: (2.80)\nWorked: (2.79)\n\nPerformance editing either the UV unwrap or the mesh of a model gets progressively worse as the tricount increases. Obviously this was a thing in previous blender versions, but only ever for models that had a tremendously high polygon count (like 1 million+ triangles), but in the stable 2.80 release I'm getting sub-10FPS when editing a mere 50k triangle mesh. \n\nThe best I can suggest to try reproducing the error is making a mesh with 50k+ triangles and moving around some of the faces or the UV\n(though it does seem that a specific blend of mine is acting up more than it normally would so I could attach that if it would help to look at it. NSFW warning there [bows2.blend](bows2.blend) )" ]
Sculpt mode: Undoing stroke with textured brush after changing symmetry setting also undoes the symmetry change Operating system: Win 10 Graphics card: RTX 3070 Broken: 3.0.0 Worked: ? When in sculpt mode, when changing symmetry setting and then doing a stroke **with textured brush** and then using undo, the stroke gets undone, but so does the symmetry setting change. Only the stroke should get cancelled. If doing 2 or more strokes instead of one after symmetry setting change and then undoing, only the last stroke gets undone as expected. Open new file Add sphere Go to sculpt mode Set some texture to draw brush Change symmetry to something, like Y only Do a stroke with the brush Undo --> notice that also the symmetry setting got undone, when only the stroke should have gotten
[ "Some sculpting brushes work incorrectly on the Grease Pencil object with Armature.\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: Radeon RX 590 Series ATI Technologies Inc. 4.5.14742 Core Profile Context 21.8.2 27.20.22025.1006\n\nBroken: version: 3.0.0 Beta\n\nAfter applying the Armature modifier to the Grease Pencil object and after animating the bones, some brushes in Sculpt Mode do not work correctly. In this case Grab brush. Smooth, Thickness, Strength and Randomize brushes work correctly.\n![pic.png](pic.png)\n\nOpen attached .blend file. Go to the 20th frame. \nSelect Grease Pencil object.\nSwitch to the Sculpt Mode select the Grab brush and test it. Push, Twist and Pinch brushes also work incorrectly.\n[SculptTools_problem.blend](SculptTools_problem.blend)\n\n", "The inverted mask expand in sculpt mode doesn't work properly\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.14802 Core Profile Context 21.12.1 30.0.14011.3017\n\n\nBroken: \nProbably broken behavior in 2.83\n2.93.7\n3.0\nCrashes In 3.1.0 Alpha\n\nThe inverted mask expand (Shift+alt+A) in sculpt mode doesn't work properly on blender 2.93 and 3.0\nAs a note it Seems not also not work properly work on 2.83 with symmetry\n\n\nblender 2.83: invertex expand doesn't work with symmetry\nBlender 2.93, 3.0.0:\n- {nav File > New > Sculpting}\n- use the inverted expand: {key Shift Alt A} (it does not appear inverted)\n- now change falloff type with 1-4 (gets inverted)\nIf clicked without changing the falloff type it is applied as it is, without the inversion. If you invert using \"F\", and then change the falloff type, it still changes the inversion. \n\n| 2.83 | 2.93, 3.0.0 |\n| -- | -- |\n| [2022-01-16 17-55-30.mp4](2022-01-16_17-55-30.mp4) | [2022-01-16 18-14-12.mp4](2022-01-16_18-14-12.mp4) |\n\n\n\n\n", "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.", "Texture Paint mode tools swap when exiting maximized area\nOperating system: Linux-5.17.5-76051705-generic-x86_64-with-glibc2.35 64 Bits\nGraphics card: Quadro RTX 6000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 510.68.02\n\nBroken: version: 3.3.0 Alpha\nWorked: unknown\n\n[texture_paint_tool_swapping-2022-05-10_12.52.16.mp4](texture_paint_tool_swapping-2022-05-10_12.52.16.mp4)\n\n- Go to texture paint mode\n- open second image editor\n- maximize the area of the 3D viewport\n- change the active tool\n- un-maximize the area\n", "Sculpted models in Solid or Wireframe viewports do not update in other Material or Rendered viewports when changes are undone (Undo). This can cause a desync that the artist may not notice until it's too late.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 442.50\n\nBroken: version: 2.90.0\n\nSuppose there are two viewports, one in Material Preview or Rendered shading mode and the second viewport in Solid or Wireframe shading. I sculpt the mesh in the Solid or Wireframe (I don't sculpt in Wireframe at all, but this problem occurs in that mode as well) viewport and then undo the changes, but the undo does not update the model in the Material Preview or Rendered viewports.\n\nWhy I sculpt this way and why this error (or by design) is problematic and annoying:\n- I can see the topology much better in Solid shading with matcaps. However, I also want to be able to see how the sculpt looks under more finalized lighting settings in real-time while I edit and experiment with different sculpting or placement of facial features, for example.\n- I am constantly undoing brush strokes in a sort of error-correction method of sculpting. Naturally, reducing undoing strokes would be more efficient overall, but not being able to see the reverted mesh from undoing strokes absolutely debillitates confidence of an artist when they're suddenly not working on the most updated model.\n- This can cause bad sculpting errors as one looks from one viewport to the other to \"sanity check\" or simply check progress and be fooled into thinking that the models are synced, when they're actually desynced. The artist might not notice this and continue sculpting, which will update both views again, but it can cause unintentional sculpting errors.\n\nI'm not sure if this was a conscious design choice (2.82 also has this problem. I did not test pre-2.79 versions), but if it was, it makes absolutely no sense why there is even the possibility of anything desyncing between viewports, no matter how the artist works. It just makes me question all the time whether or not me activating Undo actually did anything at all, which causes even more frustration.\n\n1) Create a sphere.\n2) Split window into two viewports.\n3) Change shading mode of one viewport to either Material Preview or Rendered and the other viewport to Solid or Wireframe.\n4) Sculpt sphere in solid mode.\n5) Ctrl+Z to Undo.\n6) Undo is not updated in Material Preview or Rendered viewports.\n\n\n", "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", "Texture paint undo sometimes changes texture slot\nOperating system: Windows 10\nGraphics card: GTX 1060\n\nBroken: 2.80 (sub 48), 2019-03-12 13:53, hash: 936014ea8c74\n\nWhen texture painting on a particular texture slot, then undoing that painting, sometimes the selected paint slot will change.\n\nI couldn't reproduce from the default startup file, so I've stripped down the file that's having problems as much as I can.\n\n1. Open attached file\n2. Select paint slot \"Skin mask\" from either topbar or properties panel.\n3. Paint some strokes on the model or image editor\n4. Press Ctrl-Z\n5. Notice the paint slot is no longer set to \"Skin mask\"\n\n- - -\n\n- Change to the Skin Mask slot.\n- Paint a single stroke in the image editor.\n- Undo two times.\n- Paint another single stroke in the image editor.\n- Undo one time.\n- Notice that the slot changed.\n[texturepaintbug.blend](texturepaintbug.blend)", "Stroke overlay when erasing\nOperating system: Win 10\nGraphics card: NVIDIA GeForce GTX 1070 Ti\n\nBroken: (example: 2.80, 66684bdff30f, master, 2019-07-05)\n\n\nThe new alpha overlap stops working, when you erase somethin of that stroke.\n\n \nOpen a new project create a blank stroke object draw something try to erase it", "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", "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, ", "Sculpt Mode: Edit Voxel Size hotkey conflict\nOperating system: Win 10\n\nBroken: blender-2.90-51ac411ce80c-windows64\n\nThe \"Edit Voxel Size\" and the \"Repeat Last\" functions are using the same hotkey (Shift+R), and as a result, the \"Repeat Last\" command is not working in sculpt mode.\n![image.png](image.png)", "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. 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", "Incorrect order in undo stack when switching between Object Mode and Edit Mode\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 441.87\n\nBroken: version: 2.83 (sub 10)\nWorked: I don't know, I am a new user\n\n**Expected Behavior**\nWhen you undo, you expect to undo the last thing you did (FIFO).\n\nCurrently, if I am in Edit Mode and I change the scale of an object in the \"Transform\" panel on the right, and then undo immediately, it will undo all changes I did in Edit Mode and only then, undo the scale change even though I just did the scale change.\nIn other words, for some reason the undo stack in blender prioritizes things you didn't do in the transform panel when you are in Edit Mode even if these other changes aren't the most recent ones.\n\nFile > New > General\nA cube should appear in the center\nUse Tab to go into edit mode\n(1) Do some changes like moving vertices\n(2) Now change the scale of the object in the transform panel on the right\nNow hit Ctrl+Z to undo the last change\n\nIt will likely undo (1) the \"Edit Mode\" change instead of (2) the \"Transform Panel\" change.\nIf you keep doing Ctrl + Z it will eventually undo the transform panel change after undoing all the \"Edit Mode\" changes.", "Persistent Base Layer Brush doesnt work first time and after Undo\nOperating system: Windows 10\n\n2.83 master and 2.90 master\nCommit: 47f46637be1bef9672ede0ab6795a7e9ea97fc6a\n\nWhen setting a persistent base for the new layer sculpting brush, then sculpt onto a mesh and undo, the persistent layer is deleted with the undo and the same happens when setting the persistent base the first time.\n\n1. Add a UV sphere and remesh in sculpt mode so that you can use the layer brush\n2. Enable **Persistent** for the brush and press **Set persistent base** button\n3. Sculpt with layer brush onto the mesh\n\n![image.png](image.png)\n\n4. sculpt a second time onto the mesh on a different area and then over the area where using the layer brush the first time:\n\n**It's not \"merging the layer\" correctly**\n\n![image.png](image.png)\n\n5. Undo, set persistent base again and then sculpt\n\n![image.png](image.png)\n\n6. Then sculpt on a different area and the layers are merged:\n\n![image.png](image.png)\n\n7. After undo the sculptings so that we have a sphere again and then sculpt with layer brush, the persistent base is again lost:\n\n![image.png](image.png)" ]
[ "Undo in Sculpt Mode\n\nOperating system: Windows-10-10.0.17763-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.30\n\nBroken: version: 2.90.1\n\nWhen I apply undo in sculpt mode it applies to my previous settings as well (symmetry activation, some of brush settings and any settings in sculpt mode). \nThis is so annoying moment please help with it?\n\n" ]
Bevel harden normals affects value of the random per island geometry node Operating system: Linux-5.4.0-65-generic-x86_64-with-debian-bullseye-sid 64 Bits Graphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.32.03 Broken: version: 2.93.0 Alpha In cycles (since eevee doesn't support the feature) the output "random per island" its affected by the option harden normals in the bevel modifier. ![image.png](image.png) ![image.png](image.png) [ShaderPerisland.blend](ShaderPerisland.blend) Open the file and turn on and off the option harden normals or turn on and off "auto smooth"
[ "Display issue in model corner when loop cutting\nBroken: 2.79, 2.81\nWorked: -\n\nWhen creating and edge loop around de outside faces it creates in one of the cornes an extrange artifact\n\nCreate an edge loop across the outside faces of the model.\n\nBlender file:\n[loop cut.blend](loop_cut.blend)\n\nArtifact:\n![Screenshot 2019-01-16 at 23.36.39.png](Screenshot_2019-01-16_at_23.36.39.png)\n", "Incorrect Rendering For Weighted/Custom Normals\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 497.29\n\nBroken: version: 3.1.2\nWorked: Unknown\n\nRendering in Evee and Cycles appears incorrect when using the Weighted Normals modifier or when manually creating custom normal data. This can be seen quite easily using the \"Normal\" Render Pass in the Material Preview or Rendered viewport shading modes, but it also affects rendering in the normal \"Combined\" mode.\n\n\n1. Delete all but the top and one side (facing the x-axis) of the default cube.\n2. Select the remaining edge and bevel it using a width of 0.1 with a single segment.\n3. In Object Mode, set the object to smooth shading and enable Auto Smooth on the Object Data Properties panel.\n4. Add a Weighted Normals modifier and set it to: Mode = \"Face Area\", Weight = 100.\n5. Applying the modifier does not seem to matter, but it makes it possible to view the vertex normals in edit mode by selecting the \"Display Split Normals\" in the Viewport Overlay panel. The normals on the beveled edges should point straight up and down the x-axis.\n6. Select the Material Preview shading mode and click the drop-down next to it to set the Render Pass to \"Normal\".\n7. Rotate the camera around the object so that the angle is similar to the screenshot (a low pitch). Note how harsh the beveled edge is at the top. This *should* be a smooth transition to \"blue\" as the normals are pointing straight up at this location.\n8. Now rotate the camera so that it is looking directly at the beveled face similar to the second screenshot. The camera should have a pitch of roughly 45 degrees. Notice how the hard edge disappears and there is now a smooth transition from red to purple to blue. This should be the appearance from any camera angle.\n\nAs a second test I exported this object to glTF and brought it into Unity where I could create a shader to preview the normals there. The results were as expected and no harsh edge exists at any camera angle in Unity.\n\n![IncorrectNormals-01.png](IncorrectNormals-01.png)\n![IncorrectNormals-02.png](IncorrectNormals-02.png)\n[IncorrectNormals.blend](IncorrectNormals.blend)", "High subsurface on principled bsdf causes glowing edges on polygons for walk\nBroken: Current main.\nWorked: Never.\n\nUsing high values for principled bsdf subsurface scatter causes glow effect on polygon edges. This happens with walk but not burley. \n\nAttached is a simple blender scene with a ball. Rendering you can see the squares polygons on the ball have glowing edges. I know that the walk radius calculations were changed around blender version 3.4. If you use burly the ball renders smooth. \n\nGraphics - set to optix, experimental, cycles.\nShape - make sure its set to smooth shading. You may have to recreate the stock sphere and set it to smooth shading.\n\n", "Poisson Disk distribution method is uneven with selection mask\nOperating system: win10\nGraphics card: 1050ti\n\nBroken: 3.2.0\n\nPoint cloud is not decent, if using selection mask to *Point Distribution* node. Applying it directly to input mesh geometry makes distribution even.\n\nIn attached file mute/unmute *Separate Geometry* node to see how point distribution is performing.\n[point_distribution_problem.blend](point_distribution_problem.blend)", "Boolean modifier - Intersect option - spike type artifacts while using Hole Tolerant option\nOperating system: Linux-5.4.0-72-generic-x86_64-with-glibc2.31 64 Bits\nGraphics card: Mesa DRI Intel(R) HD Graphics 4600 (HSW GT2) Intel Open Source Technology Center 4.5 (Core Profile) Mesa 20.2.6\n\nBroken: version: 2.93.0 Beta\n\n\nStrange spike artifacts at top while using the Boolean modifier - exact solver - Intersect - Hole Tolerant option\n\nSee video and attached blend file\n[issue.blend](issue.blend)\n![issue_spikes_vokoscreen-2021-05-05_03-25-22.gif](issue_spikes_vokoscreen-2021-05-05_03-25-22.gif)\n\n", "Bevel tool creates asymmetrical results on symmetrical objects\nOperating system: Kubuntu 19.10\nGraphics card: NV GTX 1650\n\nBroken: 2.90.1 (snap package manager), build date 2020-09-23, hash 3e85bb34d0d7\n\nWorking on cylinder based objects, it seems that bevel tool leads to asymmetrical results on some symmetrical edges. On first screenshot, left and right sides of beveled loop are clearly different. On the second one top and bottom created faces are also different.\n\n **First case:**\n![bevel_bug_01.png](bevel_bug_01.png)\n- Open attached file or:\n - create a cylinder, \n - loop-cut in the middle and bevel the resulting edge loop.\n - Select two or more contiguous faces on the middle face ring and extrude them.\n- Select the upper or lower horizontal edge loop where the extruded faces meet the cylinder and bevel it.\n[asymmetrical_bevel_bug.blend](asymmetrical_bevel_bug.blend)\n\n---\n**Second case:**\n![bevel_bug_02.png](bevel_bug_02.png)\n- create a cylinder,\n- inset top and bottom faces.\n- Select two or more contiguous vertical faces and extrude them.\n- Then select the horizontal edges where the extruded faces meet the cylinder and bevel them.\nTop and bottom created elements are asymmetrical.\n", "Regression, Eevee: Fill with single normal produces wrong result\nOperating system: Windows-8.1-6.3.9600-SP0 64 Bits\nGraphics card: GeForce GTX 660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 375.70\n\nBroken: version: 2.93.0\nWorked: 2.83.9, 2.92.0\n\nWhen I try to fill all backfaces with single normal, 2.93 produces various normals instead single.\n\nProper view (2.83):\n![изображение.png](изображение.png)\n\n\nBug (2.93):\n![изображение.png](изображение.png)\n\nDemo:\n[2021-06-05_02-06-54.mp4](2021-06-05_02-06-54.mp4) \n\nFile for tests\n[cutoff shader.blend](cutoff_shader.blend)", "Regression: Changes in curve normal behavior\nBroken: 3.0\nWorked: 2.92\n\nInstead of a simple arrow, the scene is something very remotely in the neighbourhood of that shape plus random extruded edges. \n\nOpen example file.\n\n", "Geometry Nodes: Add option to Set Spline Cyclic node to keep shape\n### Problem\n\nAt the moment setting a closed spline to not cyclic, creates a hole between the first and last control point.\n\n### What needs to change\n\n- Add a boolean field input to the node, called `Keep Shape`. \n- The field gets evaluated on the spline domain, just like the other inputs to the node.\n- If the original spline was cyclic, an extra control point is added at the position of the first control point where the field is `true`.", "Cycles strands always use rounded normals even with custom Normal input to BSDF\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: Intel(R) Arc(TM) A770 Graphics Intel 4.5.0 - Build 31.0.101.4090\n\nThis behavior has been observed on nVidia cards as well, on both Linux and Windows, as early as Blender 3.0. It is not an Intel Arc issue like most of my bugs :)\n\nBroken: version: 3.4.1\n\n\n*TL:DR*\n\n**Expected:**Using a custom Normal input in a BSDF for hair strands (such as \"True Normal\" from the Geometry Info, or overwriting with another source like an attribute or texture) should allow complete control over the rendered hair strand in both Eevee and Cycles.\n\n**Actual:** Only Eevee renders fur as desired. Cycles appears to force some sort of rounded/inverted cylinder normal at some point after the BSDF, leading to shading artifacts.\n\n![eevee_result_1.jpg](eevee_result_1.jpg)\n![cycles_result_1.jpg](cycles_result_1.jpg)\n\nNote the line down the middle of the strand/curves on the Cycles version. This is usually at the point where the (default) normal is facing fully away from the light source.\n\nThis happens on both the legacy particle system as well as the newer Curve based hair. It happens on both Rounded Ribbons and 3D Curve primitives.\n\n**Longer version**\n\nI want to render stylized fur. The approach I use is to copy the normals from the underlying mesh to the particle system or hair curves, and disable shadows. This makes a very smooth, toon-like shader.\n\n![ru_comparison_small.jpg](ru_comparison_small.jpg)\n![hair-example.jpg](hair-example.jpg)\n\nThis is based off of my old addon, encode-normals but normals passed as attributes from geometry nodes have the same issue, as do normals set right in the material itself, so it's not an issue with my addon or node tree.\n\nIn the example blender file, I have two planes facing upward. One has a legacy particle system and the other has a new hair curve. Both sets of strands/curves have a material where the normal is forced to be (0, 0, 1), or straight up, to show the base case. \n\nIn Eevee I get the toony flat shading, where each strand is basically a solid color. \n\nIn Cycles, I end up with part of the strand in shadow, and if you look closely the emulated rounded normals appear to be an \"inside out\" cylinder, so the line tends to show up where the light direction and normal of the fake \"cylinder\" are perpendicular (i.e., where light is grazing the outermost part of the cylinder)\n\nI can't turn this rounded normal off or override it. It's coming from something outside the BSDF. This completely breaks my stylized shader in Cycles and is an unintuitive behavior. Normals can be overriden on a material in any other situation/primitive that comes to mind.\n\nSteps I've tried:\n1. Setting normals from encoded vertex colors (addon)\n2. Setting normals from geometry nodes\n3. Setting normals outright in the shader (this example)\n4. Disabling shadow ray visibility\n5. Making the strand material transparent to shadows in shader\n\nOpen provided .blend and check both curve systems for rendering differences between Eevee and Cycles. \n\n[TestParticles1.blend](TestParticles1.blend)", "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.", "Bevel Custom profile becomes unmodifiable after opening a new window\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 4000 Intel 4.0.0 - Build 10.18.10.5129\n\nBroken: version: 2.83.1\nWorked: None\n\nOpening a new temporary window while beveling make the bevel profile unchangeable, its stuck with the default linear curve till you undo, or any do other operation. Discovered this accidentally and doesnt really affect any workflow much, since people don't usually open new windows while using operators.\n\n[4.mp4](4.mp4)\n\n\n1. Enter edit mode\n2. Select a edge and bevel it\n3. Enable custom profile, add a few points \n4. Open a new window, and click on any option there\n5. Switch back to main window and move any points.\n\n", "Unwanted behavior when modifying the normal vector of the refraction node\nOperating system: Windows 10\nGraphics card: RTX 3090\n\nBroken: Blender 3.3\n\nA subtle but sharp bending effect can be seen on refractive material with a modified normal vector.\n\nWhen modifying the \"normal\" vector of the refraction node (or any node with refraction), when viewing at a certain angle, a \"sharp\" bend appears.\n![image.png](image.png)\nA series of bends in the red circled area can be seen where it should be a smooth or straight line.\n\nIt's more obvious if the normal vector is not normalized, but it should be normalized anyway, or the refraction/reflection calculation will not work correctly:\n![image.png](image.png)\n\n\n**Possible causes**\nThe \"ensure_valid_reflection\" could be the cause.\n\nThe commit that added \"ensure_valid_reflection\" is to fix the reflection black spot issue when using a normal map.\nrBd6e769d32e7939e3bbd1986cdc4abd2b13135eab\nWhere the normal vector is being regularized so the reflection ray will not penetrate the surface.\n\nThe code \"ensure_valid_reflection\" is currently here:\nbsdf_util.h#L109\n\nIt is being used in many places where \"refraction\" is present and modifies the normal vector:\nclosure.h#L105\n\nI couldn't track down where exactly causes the issue, but I can show the bending effect aligns where \"ensure_valid_reflection\" kicks in.\n![image.png](image.png)\nThe sharp line that appears on the \"reflection\" side is expected; without it, the ray will penetrate the surface.\nWhile on the \"refraction\" side, the ray should not need to be \"ensured.\"\n\n**Expected behavior**\nThe ray should behave the same as there is a surface with the same normal vector.\n\nNote:\nIn most cases, this doesn't make a significant appearance difference.\nBut this could open a lot of creative uses where light rays can be directed to any angle procedurally;\nFor example, a procedural fresnel lens surface can be used to create something like magnifiers.\n\n- Open attached blend file\n- Enable `Viewport Shading` `Rendered`\n[RefractionBendingEffect.blend](RefractionBendingEffect.blend)\n\nThe bending effect can be seen in the middle\n\nI have provided two mix nodes for quickly examining normalize/non-normalized normal vector, and refraction/reflection behavior.\nNote that when switching to a non-normalized vector, the bending effect will appear on a different viewing angle.", "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", "Issues with HDRIs and render result pixel values that exceed half float limits\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.15\n\nBroken: version: 3.1.2\n(Also tested in latest 3.3 Alpha)\n\nSome lookdev HDRI's give the scene a colored tint, that also does not disappear after lowering the strength\n\nI imported this HDRI to preview lighting in my Eevee scene: lenong_2\n\nAt first, this looks okay in blender:\n![Normal_bright.png](Normal_bright.png)\n\nBut after lowering the strength, you will notice that there is a yellow light that should not be there, as well as a white spot from where the sun used to be, even if strength=0\n![Normal_dark.png](Normal_dark.png)\n\nI found a workaround by adjusting the exposure of the HDRi in advance by -1 in affinity photo. This makes the image only a tiny bit darker, but the end result is as you would expect it.\nNo yellow light, no sun.\n![Fixed_dark.png](Fixed_dark.png)\n\nI tried this with another HDRi from HDRIhaven (from another creator, this one specifically ehingen_hillside) and the issue also existed there. \n\nHere is the blend file for testing:\n[HDRI_Test.blend](HDRI_Test.blend)\nAnd the HDRI fixed by me\n[lenong_2_1k_fixed.hdr](lenong_2_1k_fixed.hdr)" ]
[ "Random Per Island working incorrectly with sharp edges and volumes\nOperating system: Linux-5.0.0-36-generic-x86_64-with-debian-buster-sid 64 Bits\nGraphics card: TITAN X (Pascal)/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.50\n\nBroken: version: 2.82 (sub 4)\nWorked: (optional)\n\nRandom Per Island not working correctly with sharp edges or volumes.\n\n\nSharp Edges:\n\n- Create Cube\n- Add Bevel Modifier with Harden Normals\n- Set Smooth Shading\n- Set Auto Smooth\n- Random Per Island is affected incorrectly by sharp edges, even after applying Bevel modifier\n\nVolumes:\n\n- Create cube (or array of objects)\n- Create volume shader\n- Assign Random Per Island to volume shader\n- No random colors\n\n[random_per_island.blend](random_per_island.blend)", "Cycles: Input 'Random Per Island' in Mesh with 'Auto Smooth' gets messy\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.49\n\nBroken: version: 3.5.0 Alpha\nWorked: 2.93 (no exact version number information)\n\nMesh, appended forn blend file from 2.93 is corrupted on render for `Random Per Island` input\nInvestigating, the problem appears to be the `Auto Smooth`\n\n[2022-11-23 13-30-27.mp4](2022-11-23_13-30-27.mp4)\n\n- Open attached .blend file.\n- Enable the Viewport Shading: Rendered\n\n[random_per_island__auto_smooth__bug.blend](random_per_island__auto_smooth__bug.blend)\n" ]
Metal Cycles X Environmental Texture Strength Crash Operating system: macOS-12.1-arm64-arm-64bit 64 Bits Graphics card: Apple M1 Max Apple 4.1 Metal - 76.3 Broken: version: 3.1.0 Alpha Blender crashes. 1. Open Blender 3.1a on Apple Silicon with default cube scene 2. Set engine to Cycles, select GPU option to render on M1 3. Start the Cycles viewport render 4. Go to World Options, set Color to Environment Texture (select a HDRI or not, makes no difference). 5. Change strength from 1.000 to 2.000 (or any other value). 6. Blender crashes (Bug found with an existing scene that had a HDRI image but I found it worked on the default cube scene as well so it is easier to reproduce as above).
[ "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", "Cycles Denoising normal has strange artifacts on materials with subsurface scattering and metallic enabled\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1650/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 531.79\n\nBroken: version: 3.4.0 Alpha\nWorked: None\nTested on 3.0 LTS, 3.4.0 and 3.6.0, same issue appears in all versions.\n\nDenoising normal shows strange behavior when a material has both subsurface scattering and metallic enabled. This only happens with CPU rendering and can cause denoising issues.\nWhile there is no reason to use metallic and subsurface scattering at the same time, a user might accidentally leave subsurface scattering enabled without noticing.\n\n- Create a new scene or open attached file\n- Switch to Cycles CPU rendering\n- Create a new material and set Subsurface and Metallic to 1.0.\n- Switch to cycles render\n- Select `Denoising normal` in viewport shading popover\n", "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", "Cycles viewport rerender when changing any color management setting if a rigidbody is on any object\nOperating system: WIN 10\nGraphics card: GTX1660\n\nBroken: 3.0.0, 3.1 BETA, 3.2 ALPHA\nWorked: Never\n\nWhen changing any of the color management settings in blender, a viewport rerender will be triggered if you have a rigidbody on any object.\n\nOpen blender\nput renderer to cycles\nput a rigidbody on the default cube (or any object)\ngo into viewport rendered preview mode\nchange any setting in colormanagement (eg. exposure, gamma, false color, medium contrast to high contrast)\nwatch the viewport rerender\n\n[BugTest.blend](BugTest.blend)", "Blender 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", "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", "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", "Asset Browser: Material preview with black background when Cycles is disabled\nBroken: version: 3.0.0, 3.4.0\nWorked: Never\n\nWhen a scene was saved with Cycles but I disable the Cycles add-on the material previews get a black background.\n\n* Disable Cycles add-on.\n* Click on any (e.g., the Yellow) material asset and update its preview.\n[black_preview.blend](black_preview.blend)\n", "Blender freezes with Metal render device\nOperating system: macOS-13.2.1-arm64-arm-64bit 64 Bits\nGraphics card: Metal API Apple M1 Pro 1.2\n\nBroken: version: 3.5.0\nWorked: None\nAlso Tested: 3.5.1 RC (April 01, 01:59:41, `6fa464d18971`)\n\nBlender freezes after a few seconds when I enable the Metal Render Device in Preferences, switch to Cycles with GPU Compute and switch Viewport Shading to Rendered.\n\n1. **Do not** delete the default cube\n2. Switch to Metal (GPU) Cycles Render Device in Preferences > System\n3. Set GPU Backend to Metal\n4. Switch Render Engine to Cycles and device to GPU Compute\n5. Switch Viewport Shading to Rendered\n6. Wait for Cycles to compile shaders\n7. Look around for a few seconds\n8. Blender Freezes\n\n", "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", "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.", "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", "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)", "Texture Node editor --->creating image , then use created image as input node in texture node editor \nwin 10 \namd radeon \nintel i5\n\n Blender 2.8\n3d8cbb534f82\n\n\n First of all ,this is specifically about the \"texture node editor set to brush for creating an image , then using the created image as an image input in the (brush ) node editor , and again paiting in the SAME image ...\nIt totally makes sens that blender crashes because it is trying to create an image where the brush is that image itself , thus creating a feedback loop \n\n\nSteps to reproduce crash\n\n\n- Create plane \n- Go to the shader editor and create an image texture node \n- Create a new file , let's call this one ''crash'' and route it the shader's colour input \n- Go to the 'texture node editor and from the dropdown select 'brush''\n- Click the 'new tab' and enable úse nodes , by default we are presented with the checker pattern \n- go to the image editor and draw something , we are presented with a checker pattern \n- Now go back to the texture node editor'' and select ímage 'from the input nodes and route it to the tout\n- Select çrash 'as image \n- Now paint something in the image editor \n\nCrash \n\nIn the provided file , everything is already set up , al you have to do is paint in the image editor , and then route the module labeled çrash'to the output of the texture node editor [feedback crash .blend](feedback_crash_.blend)\n\n ", "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>" ]
[ "Crash when modifying strength of world environment texture\nOperating system: macOS-12.1-arm64-arm-64bit 64 Bits\nGraphics card: Apple M1 Pro Apple 4.1 Metal - 76.3\n\nBroken: version: 3.1.0 Alpha\n\nWhen viewing a scene using Viewport Shading with Cycles on Metal, Blender crashes when playing with the Strength value of the World Background Surface.\n![Bildschirmfoto 2022-01-08 um 10.48.28.png](Bildschirmfoto_2022-01-08_um_10.48.28.png)\n\n* Open attached .blend file. It just contains a cube and an environment texture on the world background surface.\n[blender crash.blend](blender_crash.blend)\n* Go into viewport shading mode.\n* Modify the strength value. The crash happens both using click-dragging as well as repeatedly entering values numerically. It does not always crash immediately, but for me it always crashes within a couple of seconds." ]
Viewport takes a huge performance hit when enabling shadows Operating system: Windows-10-10.0.17763-SP0 64 Bits Graphics card: NVIDIA GeForce GTX 1050 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.68 Broken: version: 3.0.0 Alpha In Solid mode, if there's a slightly complex object in the scene, enabling shadows in Viewport Settings greatly decreases performance This issue also persists in Workbench mode ![image.png](image.png) Video demo:[bug.mp4](bug.mp4) - Open the file - Enable or Disable Shadow in Viewport options [bad performance shadow .blend](bad_performance_shadow_.blend)
[ "Eevee Alpha Blend artifacts in lookdev and VR with Viewport Denoising enabled\nOperating system: Windows 10\nGraphics card: Nvidia GTX 970\n\n\nBroken: version: 3.0.0 Alpha, branch: master (modified), commit date: 2021-07-26 13:54, hash: 3059853732d7\nBroken: version: 2.93.1, branch: master, commit date: 2021-06-22 05:57, hash: 1b8d33b18c2f, type: release\nBroken: version: 2.83.16, branch: master, commit date: 2021-06-15 08:46, hash: 051567553d29, type: release\nWorked: Unknown\n\n\n\nNavigation within a viewport (such as panning / orbiting the scene) with objects that have a material with Alpha Blend enabled results in visual artifacts for those materials, seemingly regardless of the alpha channel itself (i.e. it affects materials with an alpha of one).\n\nIn my case I first saw the artifacts while using the VR mode in blender where these artifacts feel extremely exaggerated in some cases. I have an environment with foliage billboards that appear like they are slightly head-locked and they sway around a lot when moving in VR. I later realised I could reproduce similar artifacts outside of VR and then realised that disabling denoising avoided the artifacts in the editor and in VR.\n\nIt seems that Eevee's denoising introduces some kind of latency related to how the alpha blending is handled which results in temporal, visual artifacts while the viewport's perspective is changing.\n\nI'd say the reproduction below probably doesn't represent how significant the artifacts feel in VR but I think it highlights the same underlying issue (the same two workarounds that affect the editor, also help in VR).\n\nTurn on Viewport Shading: Material Preview or Rendered\n\nDelete cube\nAdd plane\nAdd material (default principled BSDF is fine, though in my case I'm working with emissive shaders and I have a modified build of Blender supporting equirectangular image textures that let me access their alpha channel)\nSet material Base Color to an Image Texture.\nCreate a new image and generate a Color Grid to set as the base color. (with or without Alpha)\nSet material blend mode to 'Alpha Blend'\n\nGyrate/pan/orbit the viewport view. (Note the artifacts are related to the viewport navigation that needs to move around, and just moving/rotating the plane itself won't show artifacts)\n\n(For the Color Grid the artifacts mainly look like shimmering, and glints on the white letters. That's quite different to the original artifacts I saw in VR for my use case but still it seems to represent the same underlying issue.)\n\nUnder render properties, toggle Viewport Denoising and perform the same viewport movements to compare.\nWith Viewport Denoising back on, switch to using Alpha Clip instead of Alpha Blend and again compare.\n\n[eevee-denoise-artifacts.blend](eevee-denoise-artifacts.blend)", "3D Viewport clipping support\nThis task is to keep track of which features support view-port clipping (Alt-B). [See docs ](hide_mask.html#the-clipping-border)\n\nEdit Modes:\n\n- - [x] edit armature.\n- - [x] edit curve/surface. 3e6ebdd2a6\n- - [x] edit grease pencil.\n- - [x] edit lattice. 04d18b117c\n- - [x] edit metaballs. e8292466bc\n- - [x] edit particle.\n- - [x] edit mesh.\n\nPaint Modes:\n\n- - [x] texture paint 42cd07c28c\n- - [x] sculpt mode.\n- - [x] vertex paint.\n- - [x] vertex paint.\n\nObject Data:\n- - [x] armatures.\n - - [x] bone vertices. 6fd0d810b4\n - - [x] bone axis. 37af7ce779\n - - [x] octahedral bones. 7325035e60\n - - [x] stick bones. 813800f143\n - - [x] wire bones. 813800f143\n - - [x] box bones. 7325035e60\n - - [x] envelope bones. c55fb58e8a\n - - [x] relationship lines. 6aebb5a4d5\n\n- - [x] wireframes/points 04d18b117c\n- - [x] cameras 6d8394d38b\n- - [x] empties 77b66a9666\n- - [x] lights 851d58b34f\n- - [x] light probes 671827549a\n- - [x] speakers 9bc43223c1\n- - [ ] grease pencil\n\nShading:\n\n- - [x] workbench - objects.\n- - [ ] workbench - smoke. *(clipping was supported in pre 2.76b versions)*.\n- - [ ] lookdev *(think this would be nice to support)*.\n- *eevee/cycles support is not planned.*\n\n----\n\nOther todo's\n\n\n- - [x] draw clipped background color (to see the clipped region). 48eed058b1\n- - [x] draw clipped background color (non-wire X-Ray mode still needs to be supported).\n- - [x] Object selection. 11428e0b7f\n- - [x] Object center dots. 9bc43223c1\n- - [x] Bone selection.\n", "Animation workspace: Switching between tabs causes viewport to change\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.59\n\nBroken: version: 3.2.0\nWorked: Not sure\n\nChanging between the Texture Paint tab and Animation tab causes the Animation viewport to take on properties of the Texture Paint viewport. If this is working as expected it's not ideal.\n\nOpen a new General 3D project. (Or use attached blend)\nSelect the Animation tab. The viewport should look normal.\nNow go to the Texture Paint tab.\nGo back to the Animation tab.\nThe viewport has taken on the properties of the Texture Paint tab.\n\n(A similar issue with the UV editor and Animation tab also occurs.)\n\n[TexPaintToAnimationTab.blend](TexPaintToAnimationTab.blend)\n\n\n", "Using viewport visibility as a driver doesn't work without constantly updating it in the driver property\nBroken: version 2.93\nWorked: Never (2.8+)\n\n\nUsing viewport visibility as a driver from another object doesn't works unless you constantly hit \"update dependencies\" it in the driver property.\n ![update dependencies.JPG](update_dependencies.JPG)\n \nFor this, i used the cube's visibility as a driver on the shape key of the sphere.\n[The not working file.blend](The_not_working_file.blend)\nIn the outliner, enable the viewport visibility for the cube, then disable it again. The shape key doesnt update unless you go into the driver property and hit the update dependency button.\n\n\n\n[The working one.blend](The_working_one.blend)\nThis is what i was hoping it would do. The only way I could use viewport visibility as a driver is to use a custom property on that object then use the custom property as a proxy.\n\nIs there a reason why it dont update if you use visibility as a driver from another object or is that a bug?\n\n**Steps to reproduce**\n[The not working file.blend](The_not_working_file.blend)\n\n- Open file\n- Click on Disable in Viewports icon on Cube object in outliner\nSphere shape should be change, but it doesn't", "Instancing Performance Improvements\nPerformance of instances in the viewport is much worse than is should be. This task is mean to keep track of possible improvements.\n- [ ] Use a vector or similar data structure instead of an linked list for storing an objects instances.\n- [ ] Don't recompute an object's instance list on every redraw.\n- [x] Store bounding box in geometry so that it is not recomputed for every geometry instance (#96968).\n- [ ] Remove the nested instance limit, avoiding the need to realize instances in some cases\n- [ ] Support passing many instances of the same to the render engine at once to reduce per-instance overhead. ", "VDB slowing down animation playing even when visibility is turned off\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA RTX 6000 Ada Generation/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.67\n\nBroken: version: 3.5.1\n\nVDB loaded even if visibility is turned off\n\nI have an explosion VDB in my scene. Even if I turn off the viewport visibility, it still loads it in memory and playback is slowed down like crazy. It shouldn't be the case. I should be able to turn it off so I can have fast playback and just have it visible at render time.\n\n", "Some Overlays are not rendered in Viewport Render (Text Info incl object name, Statistics, 3D Cursor)\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 496.13\n\nBroken: version: 2.93.1\nAlso 3.1.0 Alpha\n\nUsing viewport render (or workbench) I'm unable to view object or empty names \n```\n(bpy.data.objects[\"NAME\"].show_name)\n```\n\nEnable show name on a visible object, and make a viewport render (bpy-ops-render-opengl)\nThe text isn't rendered in the image like it is in the viewport.\n\n", "PointerProperty in UI slows down extremely\nWindows 10\n\nBlender 2.83.17\n\nCreating a python script that utilizes bpy.props.PointerProperty suddenly slows down when rendered in the UI. This happens proportional to the amount of elements in a custom CollectionProperty in bpy.types.scene.\n\n- Run the script attached\n- You should see a two categories in your 3d viewport.\n- The category UI called \"INT PROPERTY\" has normal behavior and speed.\n- the category UI called \"POINTER PROPERTY\" is extremely slow.\n (change the amount of items in line 161 of the script to slow down even more.)\n\nThis is a simplified version of the problem that occours for a huge addon developed in my company. We have hundreds of items in the bpy.context.scene.CollectionProperty as well as tens of UIs with tens of PointerPropertys. We are running into huge performance problems.\n\n[bug_pointer_property.py](bug_pointer_property.py)", "Avoid graphical glitches during threaded preview generation\nWhen previews are generated using an OpenGL engine, there can be a number of glitches until the preview is done. That's because some data is accessed/modified that is not thread safe. E.g. `object_preview_render()` modifies `U.pixelsize`. I think other glitches are caused by overriding the active theme in `ED_view3d_draw_offscreen()` - although when I avoided this some time ago for similar work on threaded offscreen drawing for VR, this didn't solve the color flickering.\nThe active theme should probably use thread local storage.\n\nBesides that, the preview generation should be thread safe with OpenGL:\n* It uses the draw-manager's own context, which is mutex protected.\n* The non-thread-safe immediate mode API is not used inside the draw-manager.\n* The draw-manager already has workarounds for GPU driver issues with threaded drawing.\n\nA note: We could also speed up Eevee preview generation significantly by using viewport render quality, not final render quality. The `_imbuf` offscreen rendering functions don't expose the `is_image_render` option for that, which they probably should.", "EEVEE is ghosting with viewport denoising enabled.\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.0.0 Alpha\n\nHere's a viewport render:\n[EEVEE ghosting0001-0090.mp4](EEVEE_ghosting0001-0090.mp4)\n\nHere's what it looks like during playback if viewport denoising is enabled:\n[2021-10-23 17-07-44.mp4](2021-10-23_17-07-44.mp4)", "object display as wire , invisible when overlay is turned off \nwin 10\nintel i5\namd radeon \n\nblender 2.8 \n6b39dc7672eb\n\n\nNot sure if it's abug or intended behaviour \n\nWhen an object is set to wireframe ( object properties , viewport display ) , when overlays is turned off , the object is not shown ", "Object properties In-front doesn't work in viewport shading\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1060 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.87\n\nBroken: version: 2.82 (sub 7)\nWorked: Never\n\nObject properties In-front doesn't work in viewport shading\nAll the other options works in Object properties/viewport display, except for In-front \n![bug.gif](bug.gif)\n\n- Open attached file\n- Go to Viewport Shading\n[lookdev_in_front_bug.blend](lookdev_in_front_bug.blend)\n", "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)", "Lag on moving mesh elements in edit mode with skin modifier\nOperating system: Windows 11\nGraphics card: NVIDIA GeForce RTX 2060\n\nBroken: 3.4.0\nWorked: nothing\n\nIn edit mode if object has a skin modifier and visibility of modifier is set for edit mode, a performance drop is seen on moving mesh elements in edit mode\n\n- Open attached file\n- Switch to edit mode\n- Select all vertices and move them\n[untitled.blend](untitled.blend)", "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." ]
[ "Workbench refactor causes significant performance regression with workbench shadows\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1060 6GB/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 445.75\n\nBroken: version: 2.83.0\nCaused by c476c36e40\n\nWorked: 2.82a\n\n2.83 solid viewport shading work slowly than 2.82 when shadows is on\n\nReduction of performance in viewport very high in heavy scenes as example scene with sculpts 6 millions of triangles\n![image.png](image.png)\n" ]
Smoke viewport problem Operating system: Windows-10-10.0.17763 64 Bits Graphics card: GeForce GTX TITAN X/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.39 Broken: version: 2.80 (sub 71) Worked: (optional) [Hi, I found an issue when you create smoke from a particle system, and set the domain to adaptive. It appears that you can see the smoke only from a specific angle in the viewport. is that bug or feature?] [{[F7069730](Blender_Smoke.blend)}]
[ "Blender crashed when increasing Strand Steps in the Viewport Display on the Particle tab\nOperating system: Windows-10-10.0.22621-SP0 64 Bits\nGraphics card: Quadro RTX 3000 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 535.98\n\nBroken: version: 3.6.0\nWorked: I dunno\n\nBlender crashed when increasing Strand Steps in the Viewport Display on the Particle tab\n\n<video src=\"attachment\" title=\"Crash when particle edit.mp4\" controls></video>\n\n1, Open the attached Blender file\n2, Rekey it to have a higher keypoints\n3, Increase the Strand Steps in the Viewport Display on the Particle tab\n\n", "Killed particle's position is reset to the initial position when rendered\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce RTX 2080 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.40\n\nBroken: version: 2.92.0\n\nI am encountering a strange particle behavior.\nWhen a particle collides with a plane where collision is enabled and \"kill particles\" is checked, the particle position seems to be reset to its initial position. This can not be observed in the viewport. This unexpected position reset is observed only when rendering the images.\nAs shown in this video:\n[0001-0050.mp4](0001-0050.mp4)\n\n[debug.blend](debug.blend)\nBake particle simulation and render images. You will get the same video as shown above.\n", "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)", "Cycles Volume Anisotropy artifacts with intersecting volumes\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: AMD Radeon RX 5700 XT ATI Technologies Inc. 4.5.14761 Core Profile Context 21.30.23.01 30.0.13023.1012\n(CPU rendering)\n\nBroken: version: 3.0.0\nAlso tested in 3.1\nWorked: maybe never?\n\nI have a scene in which I have a smoking volcano, clouds, and an atmosphere, which was giving me trouble for a while.\n![image.png](image.png)\nAs you can see, there's a horizontal line running through the smoke column.\nBy trial and error, I found out that it wasn't there when the atmosphere, which is a cube with a volume shader on it, was disabled.\n\nI tried to recreate the setting to figure out the cause of the issue, and I **boiled it down to this**:\n*If there are two volumes intersecting with different anisotropy values, things get a little weird.*\nTake a look:\n\n| | Column 0 | Column 0.1 |\n| -- | -- | -- |\n| Atm. 0 | ![image.png](image.png) | ![image.png](image.png)\n| Atm. 0.1 |![image.png](image.png) | ![image.png](image.png) |\n\nNotice the horizontal line running across the smoke column when the two anisotropy values don't match.\nThis seems to happen at a specific density where the height fallof of the atmosphere crosses a certain threshold.\n\nThings I have found that have no effect:\n- *Volume step rate*\n- *Volume max steps*\n- *Clipping planes*\n- Disabling *ray visibility* (on both the atmosphere and the smoke column) to everything but *Camera*\n\n[BrokenAnisotropyCycles.blend](BrokenAnisotropyCycles.blend)\n\n\n\nPerhaps this is worth a look?", "Grid particles emitted from a volume behave strangely\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 980 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 2.93.0\n\nWhen a particle system emitted from a volume uses grid distribution, many resolutions behave strangely for complex objects.\n\nStart with this .blend file: [grid bug.blend](grid_bug.blend) \n1. In the .blend, I modified an ANT landscape to make a manifold solid. I added a grid-distributed particle system emitting from its volume and displayed the particles as objects.\n2. Currently the emission > source > resolution == 36 and things look fine.\n3. Modify the resolution to be 35.\n4. You will see rows of particles that do not conform to the volume to an *extreme* degree.", "Particle System missing on right eye when renderd via terminal\nOperating system: Windows-10-10.0.18362 64 Bits\nGraphics card: GeForce GTX 980/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.36\n\nBroken: version: 2.81 (sub 12)\nI tested also 2.8 and it's also broken.\n\nIf you render a stereo image via terminal and use particle system emitter/hair the particle are only visible on one eye (left).\n\n- Add a second cube and make it smaller\n- Add a Particle System to the first cube, as hair, set \"render as\" to object and choose second cube.\n- In output properties enable stereoscopy. Set Outputfilename.\n- Save blendfile and start rendering via terminal, like this on windows:\nC:\\Users\\simeo\\Desktop\\blender2.8_nightly\\blender.exe -b C:\\Users\\simeo\\Desktop\\bugreports\\stereo_terminal_bug.blend -f 1\nHere's my blendfile:\n[stereo_terminal_bug.blend](stereo_terminal_bug.blend)\n\nHere's a comparison between rendered with and without terminal:\n![stereobug_with_ui.jpg](stereobug_with_ui.jpg)\n\n", "Alembic mesh cache viewport performance affected even when disabled for viewport\nOperating system: manjaro-kde-21.0.3-210428-linux510 switched to linux512 kernel\nGraphics card: rx6800\n\nBroken: 2.93\n\n\nViewport animation playback performance is affected even when alembic modifier is disabled for viewport and no visible changes are visible.\n\n[blend and abc.zip](blend_and_abc.zip)\n\nBased on the default startup or an attached .blend file (as simple as possible).\n\nAdd mesh sequence cache modifier with alembic file, select an object from abc, hit play in viewport, watch fps go down, disable modifier, watch fps go up, remove modifier or change selection to none, watch fps go up even more. ", "Smoke artefacts when baking smoke simulation based on particles\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3060 Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.59\n\nBroken: version: 3.2.2\nWorked: none\n\nI have a baked particle simulation that is propelled by a wind force field. Next, I have a smoke simulation whose flow source is set to particle system.\nWhen I run the simulation it takes much longer than usual and ends up creating lines of smoke in random directions.\n\nI add that all the sliders in the field weights tab of the domain object are at 0 (gravity, all...) so no force field can be the cause of this scattering\n\nHere are some pictures of the problem :\n![problemImage.png](problemImage.png)\n![problemImage1.png](problemImage1.png)\n\nWith higher resolution :\n![problemImage2.png](problemImage2.png)\n\n- Open the blend file\n- Bake Particles\n- Bake Smoke\n\n[SceneProblem2.blend](SceneProblem2.blend)\n\n", "Hair Particles: Deflect Emitter distance will affect all edited hairs on entering particle particle editmode\nWindows 10 Home \nIntel Pentium G4560 \n16 GB\nIntegrated GPU \n\n**Blender 2.79**\nBroken: (example: 2.69.7 4b206af, see splash screen)\nWorked: (optional)\n\n**Short description of the error**\n\nI have a hair particle system on a mesh emitter and I want to comb hairs with diferent angles. For this I set the Deflect emitter to 0.1 so it stands pretty straight up and comb it . Then I do the same on another part of the mesh but this time setting deflect emitter to 3 and automatically all the combed hairs ( including the 0.1 ones ) are set to 3.\n\n1)Create a cube \n2)aply a subsurface modifier with 4 subdivisions\n3)aply a particle system with hair type\n4)switch to particle edit mode\n5)in tools tab choose comb and set deflect emitter to 0.1 and comb one side of the cube\n6)set deflect emitter to 3 and comb another side of the cube\n7)switch back to object mode ( everything looks ok)\n8)switch to particle edit mode again ( and now the side combed with the deflect emitter set to 0.1 \n is changed to match the side with deflect emitter set to 3 )\n\nAttached file [cube with hairs.blend](cube_with_hairs.blend)\nNote: If we invert step 5 and 6 order the error is not reproduce.", "Smoke darkening/miscoloration with multiple inflow objects\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.15\n\nBroken: version: 2.82 (sub 6)\nWorked: (optional)\n\nHaving 2 or more inflow objects in a smoke simulation, each with its own smoke color, causes darkening and other hue color glitches, even when the two smokes don't mix. At first I thought this was maybe an intended effect, like burning smoke, but with just one flow object the smoke comes out with a proper uniform color.\n\nOpen this file, select the domain and bake the smoke sim to see the darkening, you can see it better in Cycles. You can move the object \"model2\" out of the Flows collection and rebake again with just one Flow object, and see the color to compare\n\nThe attached images use a saturation node on the shader to exagerate the color so you guys can see it more clearly\n\n[BUGREPORT_smoke.blend](BUGREPORT_smoke.blend)\n\n![1 flow model in the domain.png](1_flow_model_in_the_domain.png)\n\n![2 flow models in the domain, saturation exagerated.png](2_flow_models_in_the_domain__saturation_exagerated.png)", "keyed Particle Simulation render is different from the viewport\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: Quadro [P1000](SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.40\n\n\nBroken: version: 2.80 (sub 75)\nWorked: (optional)\n\n\n* the viewport shows different and renders it out a different way. \n* Actually, as the particle wants to come form the cube and form a sphere by each part.\n* it works correctly by after some time this had changed and start to work wrongly.\nadd a cube and a sphere. give subsurf modifier to cube to match the number of faces in the sphere.\n\n>**Particle Emission**\n\n**cube:**\n![image.png](image.png)\n**sphere:**\n![image.png](image.png)\n\n>**Explore Modifier**\n\n* apply to explore modifier to cube and sphere after the particle system\n**cube explore modifier:**\nselect the cut edge, unborn, alive\n**sphere explore modifier:**\nselect the cut edge, Alive, death\n\n>**Particle Physics**\n\n**cube physics:** newton\n**sphere physics:**\n![image.png](image.png)\n>I didn't use cache for this animation\n\ngive emission material to both\n\nthis is the screenshot of the 81th frame in render view ![image.png](image.png)\nthis is the render of the 81st frame ![image.png](image.png)\n\n[report.blend](report.blend)\n", "Using viewport visibility as a driver doesn't work without constantly updating it in the driver property\nBroken: version 2.93\nWorked: Never (2.8+)\n\n\nUsing viewport visibility as a driver from another object doesn't works unless you constantly hit \"update dependencies\" it in the driver property.\n ![update dependencies.JPG](update_dependencies.JPG)\n \nFor this, i used the cube's visibility as a driver on the shape key of the sphere.\n[The not working file.blend](The_not_working_file.blend)\nIn the outliner, enable the viewport visibility for the cube, then disable it again. The shape key doesnt update unless you go into the driver property and hit the update dependency button.\n\n\n\n[The working one.blend](The_working_one.blend)\nThis is what i was hoping it would do. The only way I could use viewport visibility as a driver is to use a custom property on that object then use the custom property as a proxy.\n\nIs there a reason why it dont update if you use visibility as a driver from another object or is that a bug?\n\n**Steps to reproduce**\n[The not working file.blend](The_not_working_file.blend)\n\n- Open file\n- Click on Disable in Viewports icon on Cube object in outliner\nSphere shape should be change, but it doesn't", "The 3d cursor looks very dim on AMD cards with the Mesa driver.\nOperating system: Gentoo Linux\nGraphics card: AMD Vega64\n\nBroken: All current Blender versions (2.93 to 3.5)\n\nThe 3D cursor in the viewport seems to be drawn with transparency.\nHowever this is only an issue on AMD cards it seems.\nIt started happening 4-5 months ago, so this is most certainly a driver issue.\n\nOpen the default cube scene and observe that the 3D cursor looks very dim:\n![screenshot.png](screenshot.png)", "Flashing vertices on screen updates\nWindows 10 Home, version 1909, 64-bit\n| Graphics card: | Author:\n| -- | -- |\n| GeForce GT 710/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12 | @Code_Craft_Plugin\n| GeForce GTX 780/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 460.89 | @MontagueMGM\n\nBroken: 2.83.0 - 2.83.10 (still broken as of latest 2.92.0 alpha experimental build acbda123ad08)\nWorked: 2.82.7\n\nVertices flash when the screen is updating. Only on my desktop using a GTX 780, not my laptop using an i7-1065G7 (Intel Iris Plus)\n\nCreate an Ico Sphere with subdivisions set to 6. It happens at levels 5 and 7 as well, but not nearly as noticeable. It seems related to a specific vertex count, rather than proportional to the number of vertices.\n\n[Blender 2021-01-12 02-13-49.mp4](Blender_2021-01-12_02-13-49.mp4)", "Mantaflow: emit smoke from particles can't inherit velocity.\nOperating system: windows 10\nGraphics card:\n\nBroken: 2.92\nWorked: 2.83\n\nEmit smoke from particles can't inherit velocity.\n[volume speed bug.blend](volume_speed_bug.blend)\n![volume bug.png](volume_bug.png)\n\n2.90.0\n![image.png](image.png)\n\n2.91\n![image.png](image.png)" ]
[ "Adaptive Domain Perspective Error\nOperating system: Windows 10, 64bit\nGraphics card: Radeon VII\nProcessor: AMD Ryzen Threadripper 2990WX\n\nBroken: 2.80, 828efef15175 (20.05.2019 release)\nWorked: 2.80, 860a9f979d60 (15.04.2019 release)\n\nSmoke and fire doesn't show correctly in viewport when using adaptive domain.\n\nSet Start Cube as Smoke domain, check \"Adaptive Domain\".\nAdd Smoke Emission Object.\nBake.\nJust move the View around, it seems like the generated smoke is printed on the backside of the domain and isn't behaving right concerning perspective." ]
Even distribution is not working win 10 pro 64-bit Broken: (example: 2.78c) particle emission gives unexpected results [170415.blend](170415.blend) In attached file, number of particles is set to 4, particles/face is set to 1, yet I get one empty face and one face with 2 particles
[ "Incorrect combined texture baking with subsurface material\nOperating system: windows 10\nGraphics card: gtx 1070\n\nBroken: (example: 2.80, edbf15d3c044, master, 2018-11-28, as found on the splash screen)\nWorked: (optional)\n\nBaking result is different from what I have seen in render and has strange artifacts.\n![test_bake.png](test_bake.png)\n\nOpen attached file and run combined baking with default settings.\n[test_bake_2_79.blend](test_bake_2_79.blend)", "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", "Lifetime-Keyframes for particle system are ignored when rendering a baked particle simulation\nOperating system:Windows 10\nGraphics card:GTX1070\n\nBroken: Blender 3.5\nWorking:\n\n\nKeyframing the Lifetime of particles inside of a particle-system and baking the system (Both bake/bake all dynamics) leads to only the first keyframe being utilized when rendering an animation. For both the viewport and single-frame renders it works as expected.\n\n1. Create a simple particle system.\n2. Keyframe the Lifetime value at **1** on frame 30, and value **50** on frame 31.\n3. Bake all particle dynamics.\n4. Observe how the particles disappear after 1 frame up until frame 31, where they then last for 50 frames.\n5. Render an animation of the particle system.\n6. The particle system will only utilize the first keyframe for the duration of the animation, in this case 1. So even after frame 31 the particles will despawn after 1 frame.\n\nThe blendfile has a particle system setup, you merely need to look at the behavior in the viewport vs rendering an animation.\n\nThank you.\n\n", "Baked Particles are rendered incorrectly on frame 0 and below\nOperating system: Windows 10\nGraphics card: Geforce RTX 3070\n\nBroken: Blender 3.3.5, 3.3.8 ,3.3.7, 3.6\nWorked: Unknown\n\nWhen rendering baked particles systems that have a baked frame on Frame 0 (or below) particles are rendered incorrectly.\nParticles are rendered on the emitter instead of their correct position.\n\n\n- Open the attached blend file (Note: Particles are now displayed incorrectly even in Viewport on Frame 0)\n- Skip 2 Frames ahead in Timeline\n- Go back to Frame 0 (Note: Particles are now displayed as expected)\n- Render Frame 0, Note: Particles are rendered on the surface of the emitter, which is different from what can be observed in the viewport.\n\n", "Particle Info Node does not return particle information in light nodes\nOperating system: Windows 10 Home\nGraphics card: Nvidia GTX 1080 \n\nBroken: 3.2.0 e05e1e369187\nWorked: N/A\n\n\nThe [Particle Info Node](particle_info.html) does not properly output values when used inside light nodes. It outputs the same values for all particles regardless of index, age, or position.\n\nNote that driving material properties of particles does work as expected. This problem seems to only be for lights using the \"Use Nodes\" cycles feature.\n\n![image](attachment)\n\n1. Set the render mode to cycles\n1. Add a collection with a light in it\n1. Enable light nodes\n1. Import the \"Particle Info Node\" into the node graph and use one of the per-particle values to drive the color of the \"Light Output\" node\n1. Add a particle emitter\n1. Set the particle to the collection that houses the light\n1. Add a surface to cast light onto\n1. Render using cycles\n\nIn the attached `.blend` file each particle (rendered from frame 50) is expected to have a different light color. However, all lights within the particles are emitting the same color (see attached render).\n\n", "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", "Bevel amount less than 1 mm and profile at 1 doesn't give expected result\nBroken: version: **2.91.0** Alpha, **2.79**\n\nWhen the bevel amount is smaller than 1mm., the bevel profile shape at 1 doesn't give the expected result.\nThe 'Depth' width type starts having the issue from 0.65 mm and below. All other width types suffer from 0.9 mm and below.\n![Bevel profile bug.png](Bevel_profile_bug.png)\n\n[Bevel Profile Problem.blend](Bevel_Profile_Problem.blend)\nTry changing the bevel amount and the width type in the above file.", "Particles \"Numbered\" Incorrectly When Generation Time is Influenced by Texture\nSee attached - probably not relevant.\n\nBroken: 2.90 - see attached\n\nA keyed particle system sends particles from one particle system to another particle system. Normally the ordering is respected: the first-generated particle in one system gets sent to the first-generated particle in the second system, same for the second-generated particle, and so forth. This does not work though if a texture is used to generate a particle system. Various visual effects rely on the ordering being respected.\n\nCreate a plane mesh. Add a particle system to it, physics none, starting at time 1 and ending at time 10 with 10 particles. Add a blend texture so the particles are generated from one side to another. Add a second particle system on a second object. Now create a keyed particle system on the second object going from the first particle system to the second particle system, starting at time 15 and ending at time 24 with 10 particles. Display its particles in a distinct way (e.g., as red spheres). Step through the simulation frame by frame. Note the order that the particles appear on the plane mesh (first particle system). Then at frames 15, 16 and 17 note the order in which the keyed particles appear. They appear in a different order, whereas, if a texture is not used but the random seed is used, the keyed particles will be created in the same order that they were created in the first particle system regardless of the chosen random seed.\n\n[system-info.txt](system-info.txt)\n[Particle Numbering Bug.blend](Particle_Numbering_Bug.blend)", "Bake All Dynamics doesn't include all when Lifetime of particle system gets animated\nOperating system: Windows 10\nGraphics card: Quattro\n\nBroken: 2.91.0\nWorked: \n\nWhen the lifetime setting of a particle system gets changed during an animation of the emitter and the animation gets baked, the number of frames are not aligned to the changed lifetime. \n\nInitial lifetime of 100 will be changed during the animation to 500. Number of frames after bake is the frame end setting of the particle system plus the initial life time setting - in this case 100.\n\n- Open attached file or (Based on the default startup):\n - Set number of frames to 1.000\n - Create a sphere - size .1\n - Enter keyframe on frame 0 for location x,y,z\n - Move sphere on x-axis to +10\n - Enter keyframe on frame 250 for location x,y,z\n - Add particle system to the sphere, 1.000 pieces, start frame 1, end frame 250, lifetime 100\n - Add keyframe for lifetime on frame 1 and frame 49 with lifetime value 100\n - Add keyframe for lifetime on frame 50 with a lifetime value of 500\n\n- Bake all Dynamics\nYou will see 351 frames in memory and not 751 as expected\nAlthough the error is the same, rendering of animation does still work in Blender 2.83.5 but not in Blender 2.91.0 anymore\n **WORKAROUND:** Set keyframe for lifetime on frame 0 with lifetime value 500 \n[LiveTimeTest_002.blend](LiveTimeTest_002.blend)\n\n\n\n", "Principled BSDF Anisotropy black faces\nWin10, 1080Ti\n\nBroken: 2.79\n\nIt seems that using anisotropy produces black odd artifacts under certain mesh circumstances. I don't think this happens often as it seems the actual mesh caused it, possibly by being a little bit too symmetrical? \n\nI suppose often it goes unnoticed so I thought it might be good for someone to investigate upon if there isn't some inconsistency.\n\nRotating the object by the tiniest bit helps (probably helps by something being non 0 ^__^).\n\nMoving random vertices randomly produces different results that are often completely correct or at least 50% correct. Good to try that in Rendered mode.\n\nScreenshot: ![Anisotropy_Bug.JPG](Anisotropy_Bug.JPG)\n\nBlend: [Anisotropy_Bug.blend](Anisotropy_Bug.blend)", "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)", "Overlapping Smoke Volume Cycles render bug\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.51\n\nBroken: \nversion: 2.91.0\nversion: 2.92.0 Alpha\nWorked: \n\n![overlapping_volume_bug.jpg](overlapping_volume_bug.jpg)\n\nI have simulated smoke volume, flipped the volume, then linked duplicated and placed volumes overlapping each other.\n[wf.blend](wf.blend)\n\n", "API returns wrong particle position\nOperating system: Linux-5.4.0-48-generic-x86_64-with-debian-bullseye-sid 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 450.66\n\nBroken: version: 2.90.0\n\n\nHello, \n\nMy team and I are working on a game prototype with Godot and Blender. We use Blender as our DCC of course but also as the level editor. I'm responsible of the export tool to Godot. One critical point is the vegetation generation and to do so we use Blender hair particle system to place instances of grass onto the terrain. We use a Black and White map to drive the density of the growing areas. Nothing fancy here, It is just a particle system with a texture plugged to the density channel.\n\nI then have a python script that loops through each particle and export its world position and rotation into a json file. \n\nTo better understand the problem, here what I have in Blender : \n\n![image.png](image.png)\n\nNotice how there are no particle on the mud part of the trail, thanks to the density mask in the particle system settings. \n\nHowever, when I loop trough the particles and export to godot , I have this result in the editor : \n\n![image.png](image.png)\n\nThe terrain is covered in particles ! \n\nAnd if I deactivate the mask in Blender, I get exactly the same as in godot with my importer : \n\n![image.png](image.png)\n\nThis simply means, that when I looped through the evaluated particle system in python, it didn't take into account the given mask\n\nTo access the particle system I have : \n\n\n\n```\n result = []\n objects = get_all_objects_in_collection([], col)\n degp = context.evaluated_depsgraph_get()\n for obj in objects:\n if obj.type != 'MESH':\n continue\n for particle_system in obj.evaluated_get(degp).particle_systems:\n result.append(get_particle_system_info(particle_system))\n```\n\nand :\n\n\n```\ndef get_particle_system_info(particle_system):\n \"\"\"Return a dictionary containing particle system and all\n particles and children particles position and rotation\"\"\"\n system = {}\n system['name'] = particle_system.settings.name\n system['mesh_collection'] = particle_system.settings.instance_collection\n system['scale'] = particle_system.settings.particle_size\n system['scale_random'] = particle_system.settings.size_random\n system['particles'] = []\n\n for part in particle_system.particles:\n pa_dict = {}\n pa_dict['location'] = swizzle_yup_location(part.location)\n pa_dict['rotation'] = swizzle_yup_rotation(part.rotation)\n system['particles'].append(pa_dict)\n return system\n```\n\n\nLoad the attached blend file, and run the script. It contains a simple particle system with an image texture as density map with only the top right corner in white. \nThe script outputs the particle positions and by default we easily see that particle position is correct, with only particles found on the top right corner. \n\nNow, change the particle system drawing from Path to Collection and run the script again. Now the API returns all particles, even the ones we don't want....\nFurthermore the position given by the api is the tip of the particle and not the root, which is not really a bug but not really intuitive value. \n\nThanks a lot,\n\nHenri\n\n[bug particles.blend](bug_particles.blend) \n\n\nFurther findings:\n- each time the Render As type is changed, the evaluated objects particlesystem particle count increases\n\nAs a workaround, iterating depsgraph object instances is a much more reliable way of getting object instances for export (see also bpy.types.Depsgraph.html#dependency-graph-iterate-over-all-object-instances)\n\n\n```\nimport bpy\n\ndegp = bpy.context.evaluated_depsgraph_get()\nobj = bpy.data.objects['Plane']\nobj_evaluated = obj.evaluated_get(degp)\n\ninstance_count = 0\nfor object_instance in degp.object_instances:\n # This is an object which is being instanced.\n obj = object_instance.object\n - `is_instance` denotes whether the object is coming from instances (as an opposite of\n - being an emitting object. )\n if object_instance.is_instance and object_instance.parent == obj_evaluated:\n - Instanced will additionally have fields like uv, random_id and others which are\n - specific for instances. See Python API for DepsgraphObjectInstance for details,\n print(f\"Instance of {obj.name} {object_instance.parent} at {object_instance.matrix_world}\")\n instance_count += 1\n\nprint(instance_count)\n```\n\n", "Particle volume distribution calculation is not creating particles inside the volume\nOperating system: Win 10\nGraphics card: Gtx 3090\n\nBroken: 2.91\n\n\nTrying to fit particles inside a simple volume using the grid based particle volume distribution creates mostly misplaced particles.\n\n\nPlease see the attached image and the attached .blend for what is going on and for the settings.\n\n![nxplayer.bin_2kPxzSW15t.jpg](nxplayer.bin_2kPxzSW15t.jpg)\n\n[vol_28012021_1313_27.blend](vol_28012021_1313_27.blend)\n\n\n\n", "It says when I try to put my render into the downloads file permission denied can somebody help?\nOperating system: ?\nGraphics card: ?\n\nBroken: ?\nWorked: ?\n\n?\n\n?" ]
[ "Particle system based on \"face count emitting\" produces error\nOperating system and graphics card\n\nBroken: 2.78a\n\nEmitting particles in according with face count is not quite right\nOne *Cube* is missing\n![FaceParticles.jpg](FaceParticles.jpg)\n[FaceParticles.blend](FaceParticles.blend)" ]
Stiffness of Pin Group has no effect on simulation Operating system: Win 10 Graphics card:gtx 1070 Broken: blender-3.2.0-beta+v32.32bf6455a019-windows.amd64-release ``` Blender 3.0 Blender 3.3 ``` Stiffness of Pin Group has no effect on simulation Based on the default startup or an attached .blend file (as simple as possible). Plane with Collision Box with Cloth 1 Vertex Group set up 2 Set for Pin Group vertex group 3 Try to change stiffness param [BugStiffness.blend](BugStiffness.blend)
[ "Blender-3.1 (git) boolean in Geomenty Nodes issue\nOperating system:\nGraphics card:\n\nBroken: All\n\nBulean issue like T91889\nbut now in GN\n[2021-11-25_22-29-42.mp4](2021-11-25_22-29-42.mp4)\nTest Scene\n[parktronic1-Blender-3.blend](parktronic1-Blender-3.blend)", "Bone's Transformation constraint numbers won't be symmetrized correctly.\nOperating system:Windows 10\nGraphics card:RTX 2070\n\nBroken: 3.3.1\n\n[Use this file](https://projects.blender.orgattachment)\n\nThis will break:\n\n- open the blend file\n- delete the selected Left bone\n- select Right bone and symmetrize it\n- check both Right and Left bones' Transformation constraint setting. Numbers on the Left one will be messed up.\n\nBut this works:\n\n- delete the selected Left bone\n- go to pose mode\n- select the Right bone\n- go to edit mode again and symmetrize it\n- Transformation numbers are both fine. \n\n------\n\nOriginal description:\n\nWhen Bones have Transformation constraint and are symmetrized in edit mode, its numbers are symmetrized correctly too.(Map from numbers like Location X min , Location X max and Map to numbers like Location min max etc) but if Transformation constraint's Target and Owner space are set as not Local those numbers are totally messed up and broken.\n\n", "Custom Properties within PropertyGroups cannot be animated when attached to a PoseBone\nUbuntu Linux 14.04 (64-bit)\nNVIDIA GTX 960 (NVIDIA Driver Version 367.35)\n\nBroken: 2.77a abf6f08\nWorked: N/A\n\nI've found that custom properties stored within PropertyGroups and/or CollectionPropertys cannot actually be animated if they are associated with a PoseBone (Error returned when inserting keyframe is \"Failed to resolve path to property, try manually specifying this using a Keying Set instead\"). (If the exact same custom properties are associated with an Object, they can be animated by inserting keyframes normally.)\n\nIt's possible that I'm mistaken and it is possible to manually specify the property within a CollectionProperty/PropertyGroup using a Keying Set in a more straightforward manner (or at all), but to manually add a Keying Set for every potential instance of a property within a CollectionProperty for every PoseBone that uses the custom properties is an unrealistic for any use case involving a CollectionProperty (and honestly I'm doubtful whether this is even possible, I was unable to successfully create a Keying Set for keyframing a property within a CollectionProperty/PropertyGroup, getting error 'Keying set failed to insert any key frames', although I can't deny the possibility I got the path to the property wrong somehow).\n\n1. Open the provided .blend file\n2. Install/Enable the provided add-on\n3. Select a bone in the armature in pose mode.\n4. Go to the Bone panel. At the bottom, you'll see a new section called 'Custom Properties Bug'.\n5. Try to insert a keyframe for 'Animatable PropGroup Property'. It will fail.\n6. Click the 'Add Collection Item' button to add an item to a CollectionProperty.\n7. Try to insert a keyframe for 'Animatable Collection Property' (a property within the Item you just added to a collection associated with the PoseBone). It will fail.\n\n[bug_report.zip](bug_report.zip)", "Python API - Scale parameter isn't taken into account when adding certain primitives\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 970/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 456.71\n\nBroken: version: 3.0.0 Alpha\n\nIn text editor run this:\n\n```\nimport bpy\nbpy.ops.mesh.primitive_plane_add(scale=(5.0, 1.0, 0.0))\n```\n\n... and observe that plane has wrong scale(always default (1,1,1)).\n\ngoing over the primitives, the following need attention:\n\n```\n- add_primitive_plane_exec\n- add_primitive_grid_exec\n- add_primitive_monkey_exec\n- add_primitive_circle_exec\n- curvesurf_prim_add\n\n- NOPE object_add_exec\n\n- TODO effector_add_exec\n\n- these end up in object scale? (or dont make sense):\n- check sense lightprobe_add_exec\n- check object_camera_add_exec\n- object_metaball_add_exec\n\n- object_armature_add_exec\n- object_empty_add_exec\n- object_gpencil_add_exec\n- object_add_text_exec\n\n- object_light_add_exec\n- collection_instance_add_exec\n- object_speaker_add_exec\n- object_hair_add_exec\n- object_pointcloud_add_exec\n- object_volume_add\n```", "Wireframe overlay opacity does not work correctly with viewer node\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: Radeon RX 570 Series ATI Technologies Inc. 4.5.0 Core Profile Context 23.3.1.230305\n\nBroken: version: 3.6.0 Alpha\nWorked: n/a\n\nAlso confirmed in 3.4 (which introduced the Viewer Node).\n\nWireframe overlay opacity does not work correctly if Geometry Nodes viewer node is activated and it's showing attribute.\n\nIt looks as if there's extra wireframe overlay under the usual overlay. Remaining wireframe does not respect smooth wires option from the preferences.\n\n- From the startup file, add Geometry Nodes to the cube\n- From Geometry Nodes editor, add a node that outputs attribute (Random Value node for example)\n- Connect Group Input and the attribute node to Viewer node\n- From viewport overlay option, enable wireframe. Try opacity slider\n\nVideo:\n<video src=\"attachment\" controls></video>\n\nFile for quick test:\n[ViewerNodeWireframe.blend](attachment)\n\n", "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", "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. ", "Sporadic boolean issues\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.07\n\nBroken: version: 3.2.0\nWorked: 3.0\n\nMeshes using the boolean modifier sporadically break in Blender 3.2.0, while they still worked in 3.0.\nThis would result in meshes that lack faces or even crash Blender\n\n\nUnfortunately I wasn't able to isolate the cause of the issue, as it seems to occur sporadically and randomly. What I have noticed is that sometimes meshes that were fine suddenly break once you enter exit edit mode.\n\n", "Linked group breaks Object Mapping in Texture Coordinates\nWindows 10\n\nBroken: 2.79b official release\n\nLinked group breaks Object Mapping in Texture Coordinates, when:\n- a texture (on a plane) uses another object (empty) as texture coordinates\n- all objects are in the same group\n\nFurther explanation in the blend file.\n\n1) Link the group \"object_mapping\" from the blend file\n2) move the group in any direction\nDespite the gradient texture on the plane using the empty's coordinates, this is completely ignored once linked as a group\n[object_mapping.blend](object_mapping.blend)", "Cloth simulation of Ngons are broken with Angular Bending Springs\nOperating system:Win\nGraphics card:RTX 3060 Ti\n\nBroken: 2.83, 3.2.2, 3.4\n\n\nThe attached file includes two similar meshes, one of which has an Ngon. A cloth simulation with the default settings was added except for some pinned vertices.\nThe mesh with the Ngon doesn't simulate correctly as shown in this video:\n\n[20220829-125207.mp4](20220829-125207.mp4)\n\n\nPlay animation:\n\n[cloth bug.blend](cloth_bug.blend)\n", "Rebuilding subdivisions with multiresolution deletes vertex groups\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.59\n\nBroken: version: 3.0, 3.1.2\nWorked: version: 2.93.9\n\nRebuilding subdivisions with multiresolution deletes vertex groups. In 2.93LTS it preserves the vertex groups.\n\n[MultiresRebuildSubdivsYeetsUrVertGroups.blend](MultiresRebuildSubdivsYeetsUrVertGroups.blend)\n0. On version 2.93 parent object with automatic weights to generate vertex groups\n1. Apply multiresolution modifier\n2. Verify rig still works and vertex groups are still intact\n3. Add new multiresolution modifier\n4. Rebuild subdivisions in the multiresolution modifier\n5. Verify rig doesn't work anymore and vertex groups are gone (in Blender 2.93 rig still works)\n\n", "Node editor: Allow editing geometry node tree without context\nLike the \"Material/World\" toggle in the shader editor, add an option to allow choosing any node group regardless of the context.\n\n", "Applying Data Transfer Modifier - only the active Shape Key is taken into account\nOperating system: Win 10 x64\nGraphics card: 3080 TI\n\nBroken: 3.3.2, 86abbf717691, master, 2022-11-28\nWorked: ??\n\nWhen applying data transfer modifier to an object (to transfer vertex groups), it only takes into account the selected shape key, not all others too.\n\nExample:\n\nDownload test Blend:\n[datatransfer_shapekeys.blend](datatransfer_shapekeys.blend)\n\nThis is the cube's vertex group:\n![image.png](image.png)\n\nPlane is moved down by shape key \"Key 1\". All looks good in the viewport, this is how the vertex group should look when you apply it:\n![image.png](image.png)\n\nBut if the 'Basis' shape key is selected instead of 'Key 1' when you apply the modifier, it ignores Key 1.\n![image.png](image.png)\n\nSee how the position of the vertex weight is off as compared to the first picture, as if Key 1 were disabled.\n![image.png](image.png)\n\nBut if you were to have Key 1 selected when you apply the modifier, it works as expected:\n![image.png](image.png)\n\nThis is troublesome with objects that have many shape keys, all with different influences on the affected area. When you apply the modifier, it should take into account every active shape key.\n\nThis gets even less predictable if you have multiple shapekeys besides the `Basis` shapekey.\nHere I have two (both with 0.5 weight).\nYou get different results selecting `Key 1` or `Key 2` and none look like what you had in the viewport:\n[datatransfer_shapekeys_multiple.blend](datatransfer_shapekeys_multiple.blend)", "GPencil: Tint modifier in Fill mode, don't get restricted by vertex group influence\nOperating system: Windows-10-10.0.19045-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.4.1\n\nTint modifer in Fill mode, don't get restricted by vertex group as influence. in other hand, it works well on stroke mode,i really need this to be fixed really soon as possible please, see video\n\n", "Blender becomes unstable/crashes after using \"Reload Scripts\" if using any \"ShaderNodeCustomGroup\" nodes.\nOperating system: Windows 10\nGraphics card: NVIDIA\n\nBroken: 2.81\n\nIf you manipulate a \"ShaderNodeCustomGroup\" node after having used the \"Reload Scripts\" operator (F8) Blender will become unstable.\n\nAttached is a small addon that implements a minimal custom node group.\n1. Enable the addon and switch to the shader editor.\n2. Create the custom node (Add->Test Category->TestNodeCustomGroup)\n3. Trigger 'Reload Scripts' (F8 key).\n4. Adjust the color input of the custom node.\n5. Repeat steps 3/4 until you crash (usually crashes on first or second try for me)\n[node_custom_test.py](node_custom_test.py)" ]
[ "cloth sim pin stiffness ignored\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.92\n\nBroken: version: 3.0.0 Alpha\n\nPin stiffness is not working at all.\n\nOpen file, press play. left plane has pin stiffness animated from 1 to 0, right plane has pin stiffness set to 0 (non animated). Both act as though pin stiffness is set to 1. Right plane included to indicate this is not the same bug as cloth simulations only taking into consideration the mesh state at first frame.\n\nExpected behaviour is for the cloth to become unpinned when set to 0.\n\n[pin stiffness ignored.blend](pin_stiffness_ignored.blend)\n\n" ]
Bevel modifier still pinching with arc miter Operating system: Windows-10-10.0.19043-SP0 64 Bits Graphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.07 Broken: version: 3.3.0 Alpha There is still a pinching effect when using the arc option in miter inner or miter outer. Test files: Miter inner: [untitled.blend](untitled.blend) ![untitled.png](untitled.png) It's definetely more subtle than in the 3.0 version but the issue still persists Probably related to: #97940 #95916 Thank you and have a nice day!
[ "Tooltip for the Drag tool setting\n## Issue\nRecently for Blender 3.0 the \"Drag\" option in the header tool settings was included for most active tools. This allows right click select users to make use of this feature by using the option \"Right Mouse Selection Action = Selection Tool\" in the keymap preferences.\nThe issue is that these options still have no tooltip so it can be hard to understand how or why to use this feature.\n\n![Screenshot_2021-10-25_12-47-05.png](Screenshot_2021-10-25_12-47-05.png)\n\n### Proposal\nWe need a simple tooltip with the following information:\n\n- General information\n- Sub Tooltip (From what it is currently set to)\n- Shortcut of the Pie Menu for quick access\n- Context sensitive information based on keymap settings (right or left click select)\n\nSo this would be:\n\n> Action when dragging anywhere in the editor with left click: Select Box\n> Select items using box select.\n> *Shortcut: Alt + W*\n\n\nOr when right click is used in the keymap preferences:\n\n> Action when dragging anywhere in the editor with right click: Select Box\n> Select items using box select.\n> *Shortcut: Alt + W*.\n\n\n## Related issues\n\nThe tooltip for the setting \"Active Tool\" needs to be changed. \nIt currently says:\n> Action when dragging in the viewport: Active Tool\n\n\nIdeally this would be changed to something that fits the other options.\n\nAnother thing to keep in mind is that the tooltip Tweak for tweak on right click select is still \"Set the location of the 3D Cursor\".\nThis is since recently wrong and needs to be updated. \n\nAlso there are never shortcuts for pie menus mentioned in tooltips so far, even though they are heavily used.\nPie menu shortcuts that also aren't mentioned are for example: `Tab` for modes, `Z` for shading, `.` for Pivot Point and `,` for Orientation.\nThis can be handled as a separate task: #92478", "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.", "Crash on applying boolean modifier\nOperating system: Linux Fedora V35\nGraphics card: Nvidia 3070TI\n\nBlender 3.1.2 and Blender 3.2.0 both crash\n\nI created a mesh object, then used boolean modifier to create a hollow center. I applied the modifier. When I go into edit to clean it up, it crashes.\n\napply the boolean modifier to the mesh \"Bottom\" with object \"Plug\" in the included blend file using all defaults. Enter edit mode and see the mesh is badly corrupted.\n\n[part7.blend](part7.blend)\n[printReady1.blend](printReady1.blend)", "Remesh modifier causes splitting wrongly\nWindows 7 Professional Service Pack 1 64-bit\nIntel Core i7-2600 3.40GHz\n8GB RAM\nNVIDIA GTX560\n\nBroken: 2.77 22a2853\n\nRemesh modifier causes splitting wrongly.\nIt happens when remesh modifier's scale value is 3/4, 1/2, 3/8, 1/4, 3/16 etc.\n\n[RemeshGlitch.blend](RemeshGlitch.blend)", "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", "Dot dash modifier not working with time offset modifier (grease pencil)\nOperating system: Windows-10-10.0.22000-SP0 64 Bits\nGraphics card: NVIDIA GeForce MX330/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 471.41\n\nBroken: version: 3.1.0 Alpha\nWorked: not sure\n\nWhen time offset modifier is in the modifier stack before or after dot dash, dot dash has no effects{[F12118899](dot-dash-time-monkey.blend)}\n\nSee attached file\n\n", "Double transform of grease pencil with lattice modifier\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX TITAN X/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 466.77\n\nBroken: version: 2.93.1\n\nWhen GP layer is parented to bone and then deformed with Lattice modifier, the deformation occurs in incorrect place.\nIn sample file, deformation is simplified to moving all vertices.\n\nHere is original file, where actual deformation occurs, but I think relationships could be optimized a bit:\n[simple eye lattice in gp.blend](simple_eye_lattice_in_gp.blend)\n\n\n[#89943.blend](T89943.blend)\n\n- Open file\n- Move \"handle\" bone - works as expected\n- Move \"base\" bone - not as expected", "Bevel Tool cycling through percent mode locks numerical input\nOperating system: Windows-10-10.0.18362-SP0 64 Bits\nGraphics card: GeForce RTX 2080 with Max-Q Design/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 451.48\n\nBroken: version: 2.91.0 Alpha\n\nIn edit mode, if you input a precise value for a bevel (edge bevel tool), like lets say 0,5, and then cycle through the modes (M-key), after cycling past the percent mode, it resets your numerical input to 0, and you cannot change it anymore.\n\nDepending on what value you have input, and whether you have also moved your mouse or not, gives different results. Sometimes it resets to 0, sometimes to another number. In any case, it is then frozen, and you cannot change it.\n\n\nVersion 1, without mouse movement:\n- Add a cube\n- In edit mode, start the edge bevel tool (Ctrl + B)\n- Input a bevel value, like 0,1\n- Press M several times to cycles through modes.\n- The value has reset to 0.\n- Try deleting the input value (backspace) or writing any other number. It is locked. \n- Try moving the mouse. No effect.\n\nVersion 2, with mouse movement:\n- Add a cube\n- In edit mode, start the edge bevel tool (Ctrl + B)\n- Move your mouse around\n- Input a bevel value, like 0,1\n- Press M several times to cycles through modes.\n- The value has reset to some other value, probably based on the mouse position.\n- Try deleting the input value (backspace) or writing any other number. It is locked. \n- Try moving the mouse. No effect.\n", "Menus open on upward mouse movement\nOperating system: Linux (Debian bullseye)\nGraphics card: Nvidia GTX 1070\n\nBroken: current master 2.90.0 (fc672ce8e24e)\nWorked: Never\n\nWhen there are a lot of modifiers in the stack which make the evaluation slow there is a weird effect with the dropdown menu. It somehow glides when dragging to the next modifier.\n\n![2020-06-07_22-38-07.gif](2020-06-07_22-38-07.gif)\n\nTo the default cube, add array modifiers until your memory usage is at roughly 300MiB. Then drag over the drop down arrows like shown in the gif.", "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)", "Edges generated by Bevel Modifier do not inherit correct crease values\nOperating system: Windows-10-10.0.17763 64 Bits\nGraphics card: GeForce RTX 2080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 436.02\n\nBroken: version: 2.81 (sub 14)\nWorked: (optional)\n\nThe Bevel Modifier ignores the crease values of connected edges, producing unexpected/undesired results.\n\nExample image of the bug in production asset (the rear of a flatbed car):\n![Crease_vs_Bevel_04.PNG](Crease_vs_Bevel_04.PNG)\nPlease observe how the top is rounded toward the center of the car, despite the vertical corner crease and the horizontal beveling. This roundness goes against the artist's intention.\n\n\nOpen this file: [#70587-bevel-edges-bug.blend](T70587-bevel-edges-bug.blend)\n\nThat file was created by following these steps:\n\n1. Create a cube\n2. Set Edge Crease of vertical edges to 1.0\n3. Set Edge Bevel Weight of top horizontal edges to 1.0\n4. Add Bevel Modifier in Weight Mode\n5. Add Subdivision Modifier\n\nThis produces undesired result 1:\n![Crease_vs_Bevel_01.PNG](Crease_vs_Bevel_01.PNG)\nPlease observe how the top of the cube becomes circular because the creasing on the vertical edges does not extend to the newly generated loop of faces.\n\nThis can be seen in image 2:\n![Crease_vs_Bevel_02.PNG](Crease_vs_Bevel_02.PNG)\n\nOnly after manually adding the crease value to the new edges do we get the expected result, image 3:\n![Crease_vs_Bevel_03.PNG](Crease_vs_Bevel_03.PNG)\n", "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", " Alpha channel of Tint Modifier don't Work with Fill material but work with stroke material.\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1050/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 516.94\n\nBroken: version: 3.3.1\n\nhi, it's been a while i didn't make a report for a bug, :) , well i'm back.\nthe Tint Modifier work well with `Stroke `material for every color channel R,G,B,A , but for Fill material we have problem with Alpha channel that don't work at all.\nthe first video show stroke works well with ALpha channel :\n[2022-10-16 13-12-36.mp4](2022-10-16_13-12-36.mp4)\nthe file\n[aplha color of tint modifier work well with stroke material.blend](aplha_color_of_tint_modifier_work_well_with_stroke_material.blend)\nsecont video show the problem with FILL material and alpha channel:\n[2022-10-16 13-14-27.mp4](2022-10-16_13-14-27.mp4)\nthe file\n[aplha color of tint modifier don't work with fill material.blend](aplha_color_of_tint_modifier_don_t_work_with_fill_material.blend)\nhope to get fixed.thank you for reading it\n\n", "Scrape brush with constant falloff creates a hole when scraping edges\nOperating system: Windows-10-10.0.22616-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3050 Ti Laptop GPU/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.78\n\nBroken: version: 3.2.1\nWorked: somewhere in 2.7\n\n\nScrape brush with constant falloff creates a hole when trying to flatten an edge.\n\n\nIn the attached file scrape a lot of times along the drawn line.\n\n[scrape.blend](scrape.blend)\n\n", "3D Cursor & Origin overlays should be grayed out if hidden by current mode/tool\n(NOTE) This task is part of the community & sub tasks of the workboard. Anyone is free to pick up this task and contribute. For any questions or needed reviewers, please tag @JosephEagar and @JulienKaspar.\n\nThe 3D Cursor and Origins are not displayed in painting modes as well as sculpt mode. \nThe overlay popover does not give feedback on this though.\n![2021-11-30_11-16-54.jpg](2021-11-30_11-16-54.jpg)\n\nThe overlays should be grayed out in the modes and tools where it is hidden. \nIdeally there should be exceptions to this rule, like while the 3D Cursor is transformed (already implemented) and when the current Tool is using it (Annotation Tools)." ]
[ "Bevel profile incorrect when using arc for inner miter\nOperating system: Windows-10-10.0.19043-SP0 64 Bits\nGraphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.07\n\nBroken: version: 3.3.0 Alpha\n\nThe Bevel operation and modifier has an incorrect profile when the inner miter is set to arc and the profile value is either very high or low.\nthis happens in both edge bevel and vertex bevel mode.\n\n|Inner miter sharp (Ok):\n|---\n|![untitled1.png](untitled1.png)\n\n|Inner miter arc:| \n|---|---\n|![untitled.png](untitled.png)|![untitled.png](https://archive.blender.org/developer/F13075861/untitled.png)\n|Shape 0.93|Shape 0.5\nIn this case the Bevel kind of overshoots.\n\nProbably related to #95916 (Pinching effect when using bevel and bevel modifier).\n\n- Open attached .blend file\n[Test.blend](Test.blend)\n\nThank you and have a great day!\n\n---\nUPDATE:\nIn some cases it can also happen with Inner Miter Sharp (#105064)\n" ]
node tree is calculated unnecessarily leading to long needless delays. Operating system: Windows-10-10.0.19042-SP0 64 Bits Graphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12 Broken: version: 3.1.0 Alpha Node tree gets recalculated unnecessarily when adding disconnected nodes, and when removing nodes before confirming. Can lead to loooong waits for nothing to happen. Then the same wait again when you actually connect it to something. [2021-11-08 19-08-08.mp4](2021-11-08_19-08-08.mp4)
[ "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", "Socket.node is None\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: Intel(R) HD Graphics 630 Intel 4.5.0 - Build 25.20.100.6471\n\nBroken: version: 2.92.0\n\nI guess that `socket.node` should be never None.\nIt looks like if `socket.inputs` was cleared inside the `update` method of a node and then cleared again outside the method then new sockets does not have node pointer.\nMy hope is that it is not a limitation.\n\n[untitled (1).blend](untitled__1_.blend)\n1. Open the file\n2. Run the script\n3. Read console\n\n", "Node muting connects mismatching sockets\nBroken: 3.2.0 beta\n\n\n - Add *Float Curve* node in any editor (*Shader, Geometry Nodes*) and connect output to anything else\n - Plug *Value* nodes into input sockets (both factor and value)\n - Mute *Float Curve* -> inner noodle connects Factor to Value\n\nOr in provided file mute *Float Curve*\n\n[wrong_mute.blend](wrong_mute.blend)\n", "Regression: Child hair particles set to \"Interpolated\" causes jittering when the based vertex changes position\nOperating system:win10\nGraphics card:RTX3060ti\n\nBroken: c8c6f62cf3a3,fca8df9415\nBroken: 3.5\nWorked: 3.4\n\nCaused by d20f9923224d2637374dd4390ae84c5041e3f9d3\n\nChild hair particles set to \"Interpolated\" causes jittering when the based vertex changes position\nThis problem seems to have been solved before,in #63534 and #56408\n\nOpen the file and render animation\n\n", "The execution time of blf.dimension is slow on Node Editor\nOperating system: Windows 10\nGraphics card: NVIDIA GeForce RTX 2060 SUPER\n\nBroken: 3.5 alpha (Feb 1 2023, 345dded146e5)\nWorked: 3.4 or before\n\n\nThis issue relates to T103210 as I reported before.\nWhen we call Python API `blf.dimension` on Node Editor while zooming in/out , the execution time is much longer than other editors.\nThe cause of issue comes from the slow execution time of `blf.dimension` while zooming in/out.\n\n\n[blf_dimension_slow_issue.blend](blf_dimension_slow_issue.blend)\n\n1. Open .blend file attached to this task.\n2. Execute the script on Text Editor.\n3. Move to Node editor\n4. Zoom in/out by mouse wheel up/down\n5. You will see that zooming is laggy because of the slow execution time of `blf.dimension`", "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", "Investigate curve to mesh node performance\nThe hair files from 1336677 are quite slow. While we don't need to expect meshing to be realtime in that case, it should be much faster.\n\n- The node should be profiled to see which parts are the slowest. \n- Maybe topology info could be copied instead of recalculating for each combination when all splines have the same length.\n- Changing the node to have separate loops for vertices, edges, faces, and corners might make sense, and allows for better parallelization (like 7808ee9bd73d)", "Freeze on typing in name field of Named Attribute node\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce RTX 3080 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.4.0 Alpha\n\nBlender freezes when I typing in name field of named attribute node\n\n- Open .blend file\n- select named attribute node and type {key C} twice\n![msg1043560862-70713.jpg](msg1043560862-70713.jpg)\n[Bug_GM_big_attribute.blend](Bug_GM_big_attribute.blend)", "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```", "Hair BSDF\nThis is a tough topic, I need to investigate it more.\nIdea: Dual Scattering using shadowmaps.\n\nEstimate : 2 weeks\n", "Cycles XML, light node does not react to transform\nCycles XML, light node does not react to transform (it was ok before migration to graph/node* node parsing). Let me know if this is a bug or it is by design.\n\nSee attached sample XML.\n\n```\n<cycles>\n<transform translate=\"0 0 -4\"><camera type=\"perspective\" /></transform>\n<integrator max_volume_bounce=\"0\" method=\"branched_path\" sample_all_lights_direct=\"true\" sample_all_lights_indirect=\"true\"/>\n<background heterogeneous_volume=\"false\" volume_sampling_method=\"equiangular\" ><scatter_volume name=\"scatter\" color=\"0.8, 0.8, 0.8\" density=\"0.3\" /><connect from=\"scatter volume\" to=\"output volume\" /></background>\n<shader name=\"point_shader\"><emission name=\"emission\" color=\"0.8 0.1 0.1\" strength=\"100\" /><connect from=\"emission emission\" to=\"output surface\" /></shader>\n\n<state shader=\"point_shader\"><light type=\"point\" co=\"0 0 0\" size=\"0.01\" /></state>\n\n<!-- Light does not react to transform node -->\n<transform translate=\"0 0.5 0.0\">\n\t<state shader=\"point_shader\"><light type=\"point\" co=\"0 0 0\" size=\"0.01\" /></state>\n</transform>\n\n</cycles>\n```", "nodes downstream of a mix node are still processed if the socket they are downstream is inactive based on the factor.\nOperating system: Windows-10-10.0.19044-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 512.96\n\nBroken: version: 3.3.0 Alpha\n\nnodes downstream of a mix node are still processed if the socket they are downstream of is inactive based on the fac value of that mix node.\n\n\nI'm not sure if this is a bug or a wet dream, but I know in the shader editor any nodes that are only downstream of a mix node are not calculated if the input socket they lead to on the mix node is inactive based on the fac value.\n\nI reported a similar issue recently in the compositor where if there are multiple composite nodes, branches that are downstream of inactive composite node's are still calculated. I'm not sure if this is related?\n\n**Steps to Reproduce**\n- Open .blend file \n- Each time you change the use alpha value (or any value on the viewer node), the denoise node recalculates, even though the bottom input of the mix node is turned off via the fac value\n\n[downstream of inactive mix node socket still calculates.blend](downstream_of_inactive_mix_node_socket_still_calculates.blend)", "Cycles rendered 3DViewport massive performance drop, using lights with node groups. --Intel MacOS--\nOperating system: macOS-13.4-x86_64-i386-64bit 64 Bits\nGraphics card: Metal API AMD Radeon Pro 5700 XT 1.2\n\nBroken: version: 4.0.0 Alpha\n\nSee screenrecording video! \nWhen switching to a light with nodegroups in Cycles rendered 3DView, performance drops a big time. (~50%).\n\n1. Open the performance.blend file with Intel MacOS blender 4.0, switch to cycles rendered 3DView, select the cube and rotate the view.\n2. Then switch to the caustic light and try to rotate the view again.", "Parallax Occlusion Mapping\nUsing the same thechnique as High Quality Bump, we should be able to implement Parallax Occlusion Mapping.\nThis could be done auto-magically when plugging nodes to the displacement socket or by using a new node.\n\nDetails to be decided.\n\n\nEstimate : 2 weeks\n", "Remove unavailable sockets and links\nYes. Finally, hiding some interface elements will not have business functionality and a bunch of complications in the code.\n\n**More about the problem:**\nThe hide (in interface) and unavailable (for processing) sockets is now used to hide the visible (used) list of sockets.\nThis has consequences:\n1. All sockets exist all the time.\n2. Links to them still exist.\n3. It is not possible to create new sockets without code complexity (previously, for node groups new sockets are created manually in some code places).\nAnd this brings a lot of complexity to the code.\nJust examples: [D16784](D16784), [D16772](D16772), 2b4cb893e7, ...\nAnd trubbls for python users: #103395 (Node: Incorrect node socket indexing when connecting with python)\n\n**The main task:**\nAt the moment, this problem can be solved in several parts :\n1. Different sockets for different node configurations:\n a. Group nodes create their sockets based on node tree declaration: [D16850](D16850).\n b. Individual nodes create a statically assigned set of sockets depending on the state of the node: [D17081](D17081).\n c. Nodes for working with multiple data layers (shaders, compositor): based on scene data or some other data. There may be subtleties here. Example task: #70802.\n d. Physics Nodes: Based on what data should be stored in the simulation.\n2. Support for multiple types on a socket as generic socket type:\n a. Argument list of supported types for socket declaration.\n c. Type of socket declaration, that mean evaluation-time type of socket based on context (similar to template node groups)\n\nAlso, since the constant deletion and creation of sockets has its consequences, some behavior needs to be recreated. Now it will have more control, which in theory should improve usability:\n1. Simulating data storage for a temporarily remote socket [D17136](D17136) :\n a. It is possible to store data of node group sockets.\n b. Value conversions when changing the group socket type.\n2. Handling implicitly deleted links for their possible return to their original place.\n\n**Code cleanups:**\n1. The result of a complete switching to explicit processing of real sockets may be the complete removal of visibility flags for sockets. Or at least move them to the category of deprecated.\n2. As well as the complete removal of the code that processes them." ]
[ "geometry nodes are recalculating when adding a disconnected node to the tree\nOperating system: Windows-10-10.0.19041-SP0 64 Bits\nGraphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 472.12\n\nBroken: version: 3.0.0 Alpha\n\nThe tree is calculating unnecessarily, for example:\n\nadd a lot of points to a cube, and instance some cubes on it. Enough so that the delay is noticable when you try and tweak the cube size.\n\nNow press shit a, and S to search, and type val, then click on the value node to drop it down. The tree is calculating before the node appears, even though it's not going to be connected to anything at this point. This is extremely problematic for complex trees, because the user will have to wait to drop the node down, and then again as soon as they wire it up. \n\nThis may also mean that the node tree isn't being smart about only updating the result of nodes which have no changes either of their own parameters or of other parameters/links/nodes downstream. This is a massive performance problem if it's the case. I got around this problem in my real time compositor addon by storing the hash of all downstream paramters in each node, so that it only recalculated portions of a node tree where the downstream hash had changed, rather than the entire thing. It's a huge performance boost if you can do that here too. In my case I only stored hashes in nodes I choose to cache, and then store the result on disk, but probably in geometry nodes it there could be a cache node that allows the user to choose between disk or ram.\n\n", "Geometry Nodes is re-evaluated even when nothing changed in the main tree\nBroken: version: 3.0.0 Alpha\nWorked: Never\n\nWhen I add a new node to a nodetree things can be slow, even if the node is not connected to the nodetree.\n\n* Open [wavy procedural wall ](wavy_procedural_wall.blend).\n* Add any new node (e.g., Attribute Fill)\n* Delete the node, add another node, tweak the values of the node ...\n\nEven though the nodes are not connected to the maintree it is slow to tweak them / add them/ ...\n\n**Cases that need to be optimized**:\n- [ ] Add new unconnected node.\n- [ ] Tweak unconnected node.\n- [ ] Delete unconnected node.\n- [ ] Add reroute\n- [ ] Object is moved but the node group does not depend on the transform." ]